UX Australia 2010

UX Australia 2010 presentations

The main conference presentations were held on 26-27 August 2010.

Slides and audio are being added to each presentation as they become available - we're aiming to release 4 audio files, twice a week (so 8 per week for the next couple of months). Subscribe to the podcast or subscribe via iTunes.

101 things I (should have) learned in interaction design school: The sequel

Shane Morris, Matt Morphett

Relying heavily on the work of others, you the audience, and props – Matt and Shane continue their journey to identify those nuggets of insight and technique that form the basis of the interaction designer’s craft. Come again this year to enjoy more of Matt and Shane’s unique brand of not preparing.

101 things I (should have) learned in interaction design school: The sequel - includes audio

A (very) short history of Ambiguity (10-minute talk)

Jeremy Yuille

Designers constantly deal with the ill-defined to help people negotiate uncertain situations or artifacts, but how well do we understand our own ways of dealing with ambiguity? Using examples, I’ll discuss three approaches to ambiguity that can inform design, and how these approaches can affect peoples experience of products.

A (very) short history of Ambiguity (10-minute talk) - includes slides and audio

Activating customer centric culture

Ian Muir, Ean van Vuuren

This presentation talks about challenges with customer centric mindset adoption and shows successes achieved.
Grounded by Westpac experience there is value to those that are battling to embed UX practices in the corporate environment as well as providers that can help battle this challenge from the outside.

Activating customer centric culture - includes audio

Agile acceptance tests (10-minute talk)

Ruth Henry

This talk is about how we use Agile Acceptance Tests. These tests are a mix of a function test and an acceptance test. First the developers complete the UI layouts from the UI Guidelines and Wireframes. Then the UI is tested using the test scripts that have been created from the user stories.

Agile acceptance tests (10-minute talk) - includes slides and audio

AR-UX: The generation of the pervasive User Experience

Alex Young

What is Augmented Reality and how is the “consumerisation” of the technology changing people’s experiences and relationships with the real-world, other people and themselves? How do we as practitioners approach defining and translating this so it enhances our experiences and interactions within our environments, rather than just be novel and throw-away.

AR-UX: The generation of the pervasive User Experience - includes slides and audio

Beyond frustration: 3 levels of happy design

Dana Chisnell

To get your users beyond just not hating the product and closer to not being able to live without it, it takes keen attention to the relationship your design has with the user. I’ll show you samples from research I’ve done of how a few organizations have made designs that people want to come back to, that make ordinary things less ordinary and sometimes even pleasurable.

Beyond frustration: 3 levels of happy design - includes slides and audio

Bringing whimsy to the design process (10-minute talk)

Deb Cox

Looking for ways to engage my quirky client who found it difficult to get involved in the grit of interaction design. Usual suspects, reams of A3, coloured pencils and quick sketches were encouraging, but one flippant comment set the tone for future design sessions. Fuzzy felt. Felt personas, shiny interaction buttons and Silverlight sequins.

Bringing whimsy to the design process (10-minute talk) - includes slides and audio

Championing UX to the non-UX crowd (10-minute talk)

Stuart Partridge

Developing a compelling UX strategy and presenting it in a form & format your business stakeholders can related to is a good way to get traction for user-centred design, especially with stakeholders who don’t fully understand or appreciate the value of great UX.

Championing UX to the non-UX crowd (10-minute talk) - includes slides and audio

Change Agents at Object Gallery: A multi-disciplinary experiment in interactive physical installation design

David Gravina

In December 2009 Object Gallery invited us to respond to a statement addressing the challenges of sustainability in design. We chose to use this opportunity to introduce the Change Agents project, which is a collaboration between Digital Eskimo and the Creative Industries Innovation Centre (CIIC) at the University of Technology, Sydney. The project’s aim is […]

Change Agents at Object Gallery: A multi-disciplinary experiment in interactive physical installation design - includes audio

Conference keynote: The dawning of the age of experience

Jared Spool

Experience design is no longer a nice-to-have luxury of a few organizations with tons of money and exceptional visionary management. It’s become commonplace for organizations that build products and web sites. Experience Design is a centerpiece of boardroom discussions and quickly becoming a key performance indicator for many businesses. However, you can’t just hire a […]

Conference keynote: The dawning of the age of experience - includes audio

Creating innovative retail organisations

Richard Beaumont

We all believe truly innovative cultures to be right, yet in many ways they are rare in large organisations. This talk focuses on sharing experiences of the agony and ecstasy of building & leading innovation teams & projects in 12 global markets in stores from 35sq.m. to 160,000sq.m over 15 years of retail design leadership.

Creating innovative retail organisations - includes audio

Creating mobile experiences that matter

Rod Farmer, Anton Sher

A Tale of Two Portals: Rod Farmer and Anton Sher present as a case study the conception, design, and delivery of the recent AIMIA awarding winning “Best mobile product or service” – 3 Mobile iPortal. This presentation will discuss mobile strategy, designing for different devices and platforms, and building product awareness.

Creating mobile experiences that matter - includes audio

Critique, don’t complain (10-minute talk)

Andrew Harder

Giving and taking critique are fundamental design skills. In the UX field a common source of design critique is from usability studies. My talk addresses how we can deliver the results of research in a way that builds up the design, rather than just points out flaws. As UX professionals, how can we make sure we critique rather than just complain?

Critique, don’t complain (10-minute talk) - includes slides and audio

Defining experience strategy with UX designer as protagonist

Anthony Colfelt

Anthony Colfelt, Creative Director at Different will show how to form a solid, visionary yet credible experience strategy by becoming a protagonist in product development. He will explain how this interleaves with a product strategy or a business strategy; and how this can benefit you and your organisation or clients.

Defining experience strategy with UX designer as protagonist - includes slides and audio

Defining the recipient journey: The role of software to support hearing restoration at Cochlear

Shane Morris, Toby Cumming , Jane Cockburn

Bionic hearing provider Cochlear is currently developing a range of new software-based services aimed at making hearing available to significantly more profoundly deaf people around the world. Key to their success has been adoption of user experience practices across Cochlearís clinical software, device interfaces and new internet services.

Defining the recipient journey: The role of software to support hearing restoration at Cochlear - includes slides and audio

Design secrets revealed

Todd Zaki Warfel

Nobody in the UX field is showing their work or the process behind their work out in the open. It’s time to pull back the kimono and show our stuff. This session will provide a step-by-step behind the scenes look at the design process behind redesigning lend4health.com—starting with research, working through interaction design/prototyping and finishing […]

Design secrets revealed - includes slides and audio

Design thinking: Is this our ticket to the big table?

Iain Barker

The way businesses perceive design is changing. Businesses are awakening to design as something that can help solve organizational problems, drive meaningful innovations and inform business strategies.

Or at least that’s what we’re being told by the popular business press.

Design thinking: Is this our ticket to the big table? - includes slides and audio

Designing for biofeedback: Blood sweat and fears

Erik Champion and Andrew Dekker

This session explores the imaginative and atmospheric use of real time biometric feedback within interactive digital environments. What can we measure, react to, and creatively leverage when implementing individual and group biofeedback? Are there currently accessible, effective and accurate devices? Are there any advantages or disadvantages to the use of biofeedback?

Designing for biofeedback: Blood sweat and fears - includes slides and audio

Designing for touch screen experiences

Oliver Weidlich

This talk covers:

  • Overview of touch/gestural interaction
  • How touchscreens change the way people interact with technology
  • Learnings from touchscreen projects
  • Best practice for educating people on how to use gestures
  • How to design for other types of environment and social interactions that influence touch interfaces and the customer experience

Designing for touch screen experiences - includes audio

Designing wide in Government: A recipe for doing the design of very, very complex concepts that impact on society

Darren Menachemson

There is an endless list of wickedly complex systems that thousands, millions, billions of people interact with every day. Think of the medical system, the school system, the tax system, the transport system or the voting system. Users come into contact not just with one or two, but with dozens aspects of these societal systems every day. Wide design is about how designers who work for or with the Government can practically design wide system evolutions that work for people.

Designing wide in Government: A recipe for doing the design of very, very complex concepts that impact on society - includes slides and audio

Designs that ship: New tools for ensuring your UX work reaches its audience

Matt Morphett

The hardest part about user experience design is not the design work itself, but getting the organisation and the technologists to implement your vision. Matt presents a method and toolset to help you affect a structured decision making process between business, technology and user motivations, ensuring your designs are implemented.

Designs that ship: New tools for ensuring your UX work reaches its audience - includes slides and audio

Emerging a content strategy from user research

Scott Bryant

After user research has discovered content “opportunities” what is the transition that needs to occur for the research outputs to activate a content strategy?

This presentation will discuss how NDM are trying to understand and test content consumption and discuss approaches to being influential with the content experts.

Emerging a content strategy from user research - includes slides and audio

Evidence-based design (10-minute talk)

Rob Scherer

At SEEK, we value insights supported by evidence that provide a deep understanding of the utility and usage of our products. This helps us prioritise enhancements that will result in the biggest improvement to experiences. I’ll discuss a couple of case studies from the past year.

Evidence-based design (10-minute talk) - includes slides and audio

Getting new blood from old stones: How to get new insights from old data

Stephen Cox

Join Stephen on an epic journey analysing the Gordian knot of over 400 customer centred design projects for Westpac. Learn about the journey, the challenges and the insights that come from such a task. Help start the discussion how consultants and CX teams can build stronger relationships through ongoing research that crosses the boundaries of individual projects.

Getting new blood from old stones: How to get new insights from old data - includes slides and audio

Guerrilla usability in Government (10-minute talk)

Will Donovan, Ceredwyn Ealanta, Stefan Willoughby

A presentation by a trio of developers on how to get usability done by hook or by crook in a large and slow moving environment. Getting people on your side, maintaining interest, and aiming for outcomes that produce stability.

Guerrilla usability in Government (10-minute talk) - includes slides and audio

How good should your wireframes look? (10-minute talk)

Chris McLay

In recent projects, some key stakeholders have preferred the look of my wireframes to the look of the visual design guide. The visuals looked great, but what was it about the wireframes? Should I stick to sketchy style in future? Make them deliberately look less finished? But then how do I get honest feedback on my work?

How good should your wireframes look? (10-minute talk) - includes slides and audio

How to express your UX emotions (10-minute talk)

Andrew Green

Having trouble creating useful User Experiences? You’re probably bad at expressing your (UX) emotions. Discover why finding the right words for the right things is one of the most important things you can do when designing your next User Experience. And yes, there might be a few Madonna references.

How to express your UX emotions (10-minute talk) - includes slides and audio

Implementation roles for service designers (10-minute talk)

Steve Baty

As service designers our work typically ends with the design ‘blueprint’ and our involvement is often cut short of the implementation work so critical to the quality of the service.

What is the most appropriate model for service designers when the project reaches implementation:

  • conductor
  • film director;
  • screenplay writer?

Implementation roles for service designers (10-minute talk) - includes audio

Nailing it down: Specifying experience design so it can be built

Joe Sokohl

How do we ensure that what we design actually ends up really working, once people start using it? We’ll chat about moving from design to development, with a concentration on specifying experience design artifacts for those who have to glean meaning from our work: developers, business stakeholders, and other teams.

Nailing it down: Specifying experience design so it can be built - includes slides and audio

Portals: The dinosaur in the room (10-minute talk)

Hilary Cinis

I’ve worked in media company portal design for 10 years and have decided they the enemy of the users. Portals are monsters that exist for their own benefit and provide little to no enhancement to the user’s online experience. Using examples and drawing on what we know about users, we will take a look at why the era of the portal needs to end.

Portals: The dinosaur in the room (10-minute talk) - includes slides and audio

Real world challenges and how we tackled them, shown from two perspectives: us and our client

Michelle Gilmore, Wendy Barnao

Having listened to many great case studies at conferences like this one, Michelle wanted to get down and dirty with her audience at UX Australia this year, to reveal the challenges faced in a recent project. She wants to evolve from last year’s presentation to shift the focus away from the design team’s talent, capabilities […]

Real world challenges and how we tackled them, shown from two perspectives: us and our client - includes slides and audio

Rumble in the jungle – Flash v HTML5 (10-minute talk)

Daniel Naumann

In the red corner, the reigning champion of video on the web: Flash! In the blue corner, a new rising star – HTML5! Will Flash continue its winning run or has it met its match? Who should UX practitioners cheer for and why? How will this affect how we design sites with video? Should we even care?

Rumble in the jungle – Flash v HTML5 (10-minute talk) - includes audio

Strategic interaction design (10-minute talk)

Steve Baty

Interaction design is often focused at the interface between a person and a system in the form of a series of request-response actions. But interaction design can be positioned at the strategic level when the interaction designer looks at the transition between interactions & touchpoints; and the aggregate effect of these interactions on the overall service experience.

Strategic interaction design (10-minute talk) - includes slides and audio

The ‘Value’ of asking why

Daniel Szuc

This presentation will:

  • Guide people towards assessing, understanding and discovering value in order to make valuable stuff in the world.
  • Zero in sharply on the on the ‘analysis’ or ‘up front piece’ of product development i.e. at the strategy stage, when products are being planned.
  • Look at how to implement ‘value questions’ as part of product planning, so it will provide practical tips along the way.

The ‘Value’ of asking why - includes slides and audio

The secret life of deliverables

Anthony Quinn

As a design manager in a large organization, I’m often asked by our UX design providers:
What happened to my deliverable? It’s been a while and…nothing?
Drawing on real-life experience and insight, this presentation sheds light into the gloomy interior of the black box of corporate design management.

The secret life of deliverables - includes slides and audio

Users don’t always help (10-minute talk)

Sally Bieleny

We all know that usability testing can sometimes miss the mark, no matter what we do the test subject can never be completely unaffected by the situation they are asked to take part in. This was never more obvious than our first usability tests on a multi-touch, multi-person device. What then?

Users don’t always help (10-minute talk) - includes slides and audio

Using participatory design internally (10-minute talk)

Larissa Azevedo

How can you

  • quickly ramp up your knowledge in a new domain?
  • engage stakeholders in the design process and vision?
  • ensure the project runs smoothly?

In this talk we will share our experience in using participatory design techniques for tapping into internal IP to unearth ideas through problem-solving brainstorming and prototyping, and to ensure engagement and buy-ins from the stakeholders.

Using participatory design internally (10-minute talk) - includes audio

Working with clients to get better solutions (10-minute talk)

Daniel Naumann

As UX practitioners we focus heavily on the user, but this can cause us to undervalue what can be the most crucial input into a design solution – the client. A great client has excellent domain knowledge, harbours years worth of ideas and is able to clearly articulate their goals. This talk will provide tips to make every client a great client as you work together towards a better solution.

Working with clients to get better solutions (10-minute talk) - includes audio