UX Australia 2009 presentations: A-Z
Shane Morris, Matt Morphett
“101 Things I Learned in Architecture School” by Matthew Frederick delivers practical, experience-based advice to architects. Where’s our equivalent? Where is “101 I learned in Interaction Design School”? Well, let’s get started. You nominate a number from 1 to 101. I translate that architecture principle into an interaction design principle. If I can’t, then you get a go.
Full description and slides for 101 things I (should have) learned in interaction design school
UX consultants can be great at giving others advice – but how many of us truly live by what we preach? Sam Ng presents 3 truths and a lie about employing UX in building a software as a service company.
Full description and slides for 3 truths and a lie – confessions of a UX startup (10-minute talk)
A brief overview of how car makers are either supporting or sabotaging their precious brand image through HMI design.
Full description and slides for Automotive HMI: Building or breaking the brand experience (10-minute talk)
Few activities in business follow rigid IT-centric lines of thinking more stringently than the selection of an IT platform as core and fundamental to the company as its reservation and management system. And yet we can still improve these projects by taking a human-centred view of the problem, and designing from the outside in.
Full description and slides for Being an experience-led organization
User research, prototyping, and interaction design are some of the stock-in-trade of the modern user experience designer. They’re applied to the design of digital contexts in hundreds of projects around the world every day. But less common, and perhaps much more interesting, is the application of those techniques to the design of physical products like the Cargoo.
Full description and slides for Cargoo: Interaction design for a double-decker car-carrier wagon
We spend a lot of time researching and testing ideas before they are released but what can we do to tweak the experience after release? At SEEK, data has given us the credibility, tools and language to have commercial discussions about design with business stakeholders and senior management.
Full description and slides for Data driven design decisions (10-minute talk)
What are the component techniques we mix and match in the analysis of our design research? How are they used and combined to effectively meet research objectives?
Full description and slides for Deconstructing analysis techniques (10-minute talk)
Playing games is more fun than work, right? So if we can combine games and work, work will be fun. Design games can help you learn about your users, or help a design team generate better solutions.
Full description and slides for Design games (10-minute talk)
Good content is essential to good user experiences, and to making good information architecture work.
I’ll highlight two ways to include content quality in the scope of UX: involving content owners in a Delphi-like review of website (or intranet) structure; and delivering practical writing specifications to help subject-matter experts produce useful content – even if they’re not natural communicators.
Full description and slides for Design rationale, content quality and UX integrity
In this ‘warts and all’ case study we’ll report on a project to design a multi-touch gestural and tangible user interface for a retail store. How do you design a UI that bridges the physical and the virtual? We will cover the challenges of designing for gestural and tangible users interfaces, including design for 360 degrees and simultaneous control.
Full description and slides for Designing for multitouch, and multiple touchpoints
Oliver Weidlich, James Hunter
iPhone + Twitter = awesum? Not always sometimes iPhone + Twitter = teh sux
Even though Twitter’s API creates a level playing field in the world of iPhone Apps the variety of experiences avialable via iphone applications is seemingly endless. From bare bones read only type functionality to paw friendly touch interfaces for cats. Oliver and James explore twitter on the iphone and mobile user experience design.
Full description and slides for Different mobile user experiences of twitter on the iPhone by @oliverw & @jamesshunter
Could anything make people groan more than the thought of a case study about superannuation forms? Possibly not, but Jessica will aim to change this perception as she shares 5 lessons she learnt from redesigning a complex but important form for the Australian Prudential Regulation Authority.
Full description and slides for Easing the pain: 5 lessons from the redesign of a federal government general public form
Penny Hagen, Michelle Gilmore
Early project information and documentation e.g. scope, project objectives, business requirements often take an organisational or technical perspective in describing the future system. A UX strategy on the other hand takes as its start point the perspective of those who will use the system. We define the development of a UX strategy then, as the process through which project information is critically translated and interpreted into a description of the future system from the perspective of the user experience. Our process starts by taking existing project information including user research and translating it into relevant user stories.
Full description and slides for Emerging a user experience strategy: People, pencils and post-its
When tasked with creating the online user experience for one of Australia’s largest companies, how do you tackle the challenges of scale, buy-in from a multitude of disparate business units, and a strategic direction that represents a fundamental shift in the company’s philosophical and operational principles? Using an Experience Vision? Sure, that’ll work.
Full description and slides for Experience visions: A case study
Let’s talk about examples of really bad UI/UX design collated from around the web/mobile/software/etc. Everyone can email me their favourite bad examples in the lead up to the conference and I’ll collate and host.
Full description and slides for FAIL (10-minute talk)
The Airbus A380 is the flagship aircraft of Qantas. Despite a significant budget being allocated to the design of the in-flight entertainment (IFE) system, it already appears to be outdated and in need of a refresh. Looking to current models of interaction, this presentation discusses the uxd history of the A380 IFE and examines what went wrong and why.
Full description and slides for Flying high: User experiences on the Qantas A380
You might want to know more about the User Experience field. You might be interested in finding out what resources, skills and abilities are relevant. You might just want to see a passionate UX professional give a 10 minute overview on how to get started!
Full description and slides for Getting starting in the user experience field (10-minute talk)
Stephen Cox will present a shallow dive into the wonderful world of semiotics, the meaning of signifiers, signified and signs.
Full description and slides for How semiotics can change the way you look at design research (10-minute talk)
One of Atlassian’s core problems is the difficulty of sharing and manipulating content in one application from within another. The Design Engineer assigned to the project of resolving this problem, Lachlan Hardy, will lead you through the design choices and implementation decisions that produced the new open dashboard which allows simple powerful content sharing from external sources on the web as well as our own products.
Full description and slides for Improving dashboards with open content-sharing
Aynne Valencia, Guillermo Torres
Designing the experience for multiple channels is not enough anymore. In order to create a fluid and cohesive experience, we need step back, capture and coordinate the interactions between the different media. In this session, be exposed to the set of tools available for cross-channel design including the Hyperwireframe and Experience Map as holistic visual representations of the overall user experience across locations, time and channels.
Full description and slides for In context: Designing for multi-targeted experiences
Itsme is an on-going project that aims to design and develop the next generation workstations based on a radically new metaphor called ‘Stories and Venues’. This presentation reveals a step by step activity focused on defining and developing both the interaction paradigms for ITSME and its interfaces.
Full description and slides for Itsme: Beyond the desktop metaphor
We’ve all heard it. Customer experience should consistently engage a customer across all touch points. This utopian vision speaks to our souls and warms our empathetic hearts… it can also fry the mind. This talk will highlight the challenges of creating an integrated customer experience, then share practical models and techniques that help break it down to size–interaction by interaction.
Full description and slides for Ka-chunk! When customer experience design fails and how to avoid it
Nigel Carruthers-Taylor, Matt Bayliss
Commercial off the shelf (COTS) products don’t often lend themselves to customisation. And when they do, the customisation tends to be driven by feature-level requests. User needs, if they’re considered at all, come in a distant last. So to see a COTS product turned into an engine for a user-centric solution is a rare and beautiful thing…
Full description and slides for Making COTS information management products usable
User Experience designers and Information Architects are more and more likely to be dealing regularly with the challenges of rich data presentation. This talk examines some approaches to the analysis and presentation of rich data sets on the web. Drawing on the presenter’s own direct experiences from large scale projects in the pharmaceutical, educational, aged care and consumer advocacy sectors, it will discuss tools and techniques for synthesising the needs of users and business owners into useful and highly usable interfaces and interactions.
Full description and slides for Making light work of data: Improving the UX of data-rich interfaces
In this talk, writer and researcher Alex Wright will take us on a guided tour of the many ways people have collected and shared information over the years: from the earliest folk taxonomies to the origins of writing, books, libraries and early hypertext systems that in some ways surpassed the present-day Web.
Full description and slides for Meet your ancestors
The agile movement, which grew out of the arena of software development, has much to teach user experience and visual design. A concentration on the thing itself, less time wasted on pretty but non-functional deliverables, treating clients as partners and flexibility can only help designers achieve more, better and faster.
Full description and slides for More, better, faster! Agile design for fun & profit
Having done the right thing and conducted the research to identify what users actually want, all too often project pressures dictate we plot a pragmatic path. How do we deal with this? What can we do to ensure users’ experience more of the things we know they want?
Full description and slides for Pragmatism or idealism: User experience conundrums (10-minute talk)
Last year (at Edge of the Web) Donna Spencer presented her UX Equaliser as a conceptual tool. 10 months later from the mindmeld of the Perth UX community, after testing, iterations, we have the next step in the UX Equaliser’s evolution. Did it work, is it the next big thing or just a silly idea?
Full description and slides for Redux on Donna Spencer’s UX equaliser (10-minute talk)
We need to sell UX but not all organizations have the same level of interest and receptiveness to UX. Some just don’t care. What should we know about an organization that will help us sell UX more effectively? What questions should we ask about organizations, its people and its culture? What can we learn from organizations where UX has become part of the DNA? What factors can increase our chances of promoting UX successfully now and in the future? We will tap into more than 10 years of experience in selling UX and share the successes, pitfalls and failures.
Full description and slides for Selling UX
To design an interaction you must commit to writing a narrative of human behavior mediated through time and space. Immersive Social Media sites, because they are built on the collective participation of individuals, can only be effectively guided by means of a researched and learned examination of social psychology. It is the interaction and interface designer’s job to understand how social media ecosystems are likely to evolve, given the rich power of Ajax and Flex to creative immersive experiences with users.
Full description and slides for Social interaction design of social media with RIA case studies
In this talk, Dr Chris Khalil of News Digital Media (NDM) will explain how NDM are using an innovative web/mobile based approach to Cultural Probes (digital scrapbooks) and other research tools, utilising an array of low cost and freely available web and mobile applications such as Tumblr and Facebook.
Full description and slides for The new digital ethnographer’s toolkit: Capturing a participant’s lifestream
Some designs ‘look better’ than others. But why? Enjoy three fast forays into the science behind visual aesthetics.
Full description and slides for The science of aesthetics (10-minute talk)
An amusing look at a tool that should have revolutionised the UX industry, but for various reasons has been sidelined.
Full description and slides for The ultimate forgotten UX tool (10-minute talk)
Why are some robots perceived as being cute while others are just plain freaky? This is a (mostly) irreverent exploration of recent robots and an introduction to the uncanny valley hypothesis.
Full description and slides for The uncanny valley: Or “That frakkin’ toaster is freaking me out!” (10-minute talk)
We (Design Researchers at the People and Systems Lab, QUT) do a lot of work with video, collected in our usability lab and in the field, but we rarely show that video to other people. We’ve found that by turning video into visualisations it’s easier to compare different videos. When we have visualistions that “sit [...]
Full description and slides for Visualisations of video: Nursing activity and expertise
Visualising the user experience: Building early engagement with design concepts through enriched storytelling
Design visualisations are information products that communicate how new products or services will work. The way they do this is by showing the new product or service in action, using a combination of text and pictures to tell the story of the future user experience. Design visualisations can stand alone as documents, but are often presented to audiences for the purpose of communication, consultation or (most usefully) design collaboration.
Full description and slides for Visualising the user experience: Building early engagement with design concepts through enriched storytelling
We often discuss the need to be designing for an experience. And we talk about the importance of experience design – and design generally – playing a strategic role in business decisions. But we’re less forthcoming when it comes to discussing what is an experience strategy?
Full description and slides for What is an experience strategy? (10-minute talk)
In person, we use body language, voice, tone, pitch and intonation to judge weather we trust others. But how do we create trust online? We’ll explore why we trust and how best to convey it on the web.
Full description and slides for What makes us trust online? (10-minute talk)
… Or everything I know about social network personas I learned from Sesame Street
Full description and slides for Who are the people in your neighborhood? (10-minute talk)