Recent initiatives in the design field aspire to move from a focus on functionality and pleasure in a momentary use context to a focus on the well-being in people’s lives as a whole. This emphasis also implies a shift from seeing the user as a system operator to again – first and foremost – a human being. For instance, happiness is a universal human goal, yet, it has hardly been explicitly incorporated in design. Building on an extensive body of knowledge from Positive Psychology, i.e. the science of happiness, Positive Design investigates how design can contribute to the long-term happiness of people. The explicit design objective is to stimulate and/or enable human flourishing. In this endeavor, a focus on meaningful experiences is indispensable. Here, positive experiences are more than desirable attributes of a human-product interaction; they are the purpose of the interaction as such. Anna Pohlmeyer will share the overall vision of as well as viable approaches to Positive Design, illustrating how designing for meaningful experiences can be fulfilling for users and designers alike.
We are incessantly, almost compulsively drawn to gatherings of intelligent, creative people. While we are looking to learn ways to change our professional and personal lives for the better, on a deeper level, we're compelled because we crave profound change and the inspiration to instigate a revolution.
Sure, sure, multi-screen design is a must-have as we try to cram our content into many different screens. But get ready for the next wave of design: no screen at all.
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What does "good design" mean in a subjective universe? No matter the discipline, good design is a network of systematic responses that addresses needs on a daily basis and solves the problems of today. Yet human beings, in the great spectrum of their physical and emotional responses, have a wide variety of needs.
In April 2013, in the wake of Russia's annexation of the Crimea, a Washington Post poll found that only 1 in 6 Americans could find the Ukraine on a map, and the average guess was wrong by more than 1,800 miles. America's oft-reported struggle with geography is really a symptom of a wider problem: "ingraphicacy," a deep discomfort with spatial tasks and diagrams of all kinds.
Steve Bishop thinks of design as an approach to problem solving that unlocks the growth potential in any business. As Senior Director at Automatic Labs, Steve helps strengthen the company's user-centered, design capabilities to solve real transportation challenges and focuses making driving a better, more sustainable experience for everyone.
At Uber, our design team consists of talented individuals who are ultimately passionate problem solvers at their core. As a result, many of us have been able to enact change across the organization through the use of common UX design techniques.
At Vox Media we try to create engaging digital experiences: lighthearted journalism, interactive, responsive longform pieces, elegant integrated advertising, beautiful videos, and fun community spaces. And while we can track clicks and count page views, a lot of those adjectives are hard to quantify.
As practitioners, we're faced with constant change - changing requirements, strategies, and opportunities plus shifting deadlines, leadership, and teams. In addition, many of us lack sufficient tools and processes to accomplish daily tasks, take on new projects at work, or complete the work we’ve set out to do.
Rhythm necklaces are circular representations of repeating or structural patterns. They've been applied in fields as varied as Crystallography, Radio Astronomy, Nuclear Physics, and Ethnomusicology.
The built environment is the ultimate platform for human experience. No matter which social network we frequent or which software we use, we are all logging on from real, physical space – our house, our office, our favorite café or pub, or local park.
In my 5 years as CEO and Product Manager at Optimal Workshop, we've built a product suite that helps researchers and designers make evidence-based decisions. I'll share a few tales that illustrate the delights and perils of designing and managing products used by designers.
Some mobile apps are designed to fill gaps of time: games, reading queues like Instapaper, and social feeds like Secret. I want to talk about a second category of apps: the ones that demand attention, the ones that interrupt you.
Whether you're drowning in data or struggling for insights the hardest thing can be getting a project out of the gate. (Not to mention getting to the middle of a project and having to reset plans as situations and resources change.
In this session, you'll learn how to take a small movement, driven by passionate designers, into a change leadership movement that transforms a company. You'll hear how to reshape a company from a B2B focus to fully B2C.
We instantly recognise the design quality of an iPhone or a Mercedes, but why are so many services such poor experiences, even though many of their parts are well-designed? Usually it is because the service as a whole has not been designed at all. It just happened.
Most designers I know are introverts. We love to hide in our corner and imagine the pixels that could be.