People

An understanding of human behaviour is the bread and butter of all good user experience designers, so on People day we’ll be considering the value of research and how to undertake it more efficiently. We’ll also be looking at how using behavioural psychology and cognitive biases as part of the design process can create delightful digital experiences.

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Registration

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Sweating the UX Details

We all enjoy well-designed, well-crafted experiences, but all too often our development processes (Agile, Lean) and organisational cultures seem to pit deadlines and quick iterations against a thoughtful attention to details. Sacrificing quality on the altar of quick is a dangerous mistake, especially as the bar for “good enough” continues to rise in 2015.

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How do you think new things? Semantic Noodling and Meaning Machines

Chris will ask the question, “How do you think new things?” Seemingly simple, the answer takes us through domains as disparate as divination and entertainment, but lands us squarely in the creative process. From techniques like poetics to force-fit grids to Oulipan writing to Design as Semiosis, all share a common deep structure that he’s named “Semantic Noodling” and the systems that use it “Meaning Machines”. Join him for this tour of his work in progress.

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Break

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Stop it! Taking on the bad habits that hurt design discussions.

We are creatures of habit. And when it comes to how we collaborate and communicate with our coworkers, we have some habits that can make our conversations about what we’re creating, and why, pretty painful. The first step to improving ourselves is admitting we have a problem. Let’s take a look at some of the bad habits we fall into when talking about our work, and begin to identify the changes we need to make in order to improve our conversations – and by extension – our creations.

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My tablet is my teddy - how understanding children can help you design for anyone

The world is changing fast and those not even aware of the change are children growing up with tablets as playthings and the internet in their beds. A space rife with legislation around privacy and child safety, under pressure to be relevant and engaging in ever decreasing attention spans – designing for children is probably the hardest thing you can do. The old paradigms don’t work for the digital natives, yet what works for children, often works for everyone else too. Find out how LEGO created a system in online to radically increase speed in development and offer a better experience to both young and old online.

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The Power of Principles

Any political election will tell you that humans don’t really vote the facts; we make choices based on our values. The same is true of organisations. Our values determine what data we use and how we use it, whose voices carry the most weight, and where we invest when resources are tight. That’s why an organisation’s values are typically the most stubborn barrier to delivering a great UX. Changing those values requires top executive support, patience, and a lot of different tools. Even when the values seem user-centred, teams often struggle with how to translate those values into daily decisions about the product or service. Kim will share how one tool you know very well—design principles—can help your team change the conversation, influence the day-to-day decisions, and start to shift the underlying values.

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Lunch

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Room: Studio 10

C-Speak: Presenting UX to Deciders

UX has hit puberty ­­– clients increasing look to UX designers for answers about how our work can bring their business strategy to life. We are in a unique position to help companies evolve so that every touch-point becomes an opportunity for a great user experience. The catch is that to be successful, we must be fluent in language of C-level executives and business directors, AND we must understand the art of persuasion so that we can help them recognise pain points and take the right steps to improve the user experience for their product, service, or brand.

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Room: Studio 1

Discussing Design: Getting and Giving Better Feedback Through Critique

Collaboration requires us to share our work; to communicate our ideas with one another and collect other’s thoughts in order to know whether the designs and creations we’re producing are meeting the objectives of the project. But often we wrestle with collecting feedback. We get comments that are less then helpful because they seem irrelevant or unclear. Or we find that we’re getting feedback and reactions at inopportune times rather than points in the process where they would have been useful in informing design decisions.

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Room: Studio 2

Rich UX Research for Everyone

Please bring a smartphone or tablet with you

Great UX begins with knowing your users deeply. That used to require months of ethnographic immersion and a massive budget, but it doesn’t anymore. Now that almost everyone carries a mobile device with them, we have new and better ways to connect with the people who share a slice of their lives with us and become our muses. It just takes applying our creativity to research methods in the same way we apply it to the products we design.

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Room: Studio 11

Sketch Workshop

Please bring a laptop with you

Sketch is the Mac of design tools. It comes preloaded with essential templates and tools for UI design right out of the box. In Meng’s workshop you’ll learn how to design for multiple screens and for devices like the iPhone 6 and 6 Plus, and create a user interface from scratch in full vector using key features like Artboards, Pages, Symbols and Mirror. You’ll also learn how to work with Rulers and Grids, how to design a basic icon, and how to deliver assets as well as style guides using Sketch Plugins. Get familiar with iOS 8 design, specifically about concepts like colours, typography and animations. Finally, you’ll learn about quick prototyping tools to make your designs come alive.

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Room: Studio 4

Practical Innovation

Design has earned the attention of businesses everywhere. The demand for breakthrough ideas couldn’t be stronger. It’s time for smart “idea” people to take centre stage. And yet… When given the space to be creative—whether it’s a user interface, data visualisation, or new product idea—we often fall back on safe, familiar patterns.

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Room: Glass Meeting Room

Flow Engines - Hack The Way You Work, Not The Time You Have

Sponsored by: Smithery

We worry a lot about the time we have, or don’t have, to get things done. What if instead we concentrated on the way we work, and the rate we work at, in order to make our time (or lack of it) less relevant? During this half day workshop we’ll explore ways to create Flow Engines, a way to focus creative energy as much as possible in order to turn it into productive forward motion.

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