UX Australia 2011 main conference presentations
Your sister has had another baby. Nice. Now you’ve got a dilemma. If you go to your favourite ecommerce website and buy her that little set of onesies, you’ll never hear the end of it. Because every time you come back to the site, you’ll be besieged by bodysuits, blankets and tiny, reversible hoodies. ‘Honestly, [...]
8 mistakes in web personalisation (10-minute-talk) - includes slides and audio
What is the future of shopping? Will consumers research, browse and purchase as they go about their daily routines? Just as we have seen GPS allow us to navigate in real time, smartphones are allowing consumers to gather information and make purchasing decisions with the same ease. But how well do these devices and virtual experiences work with our current retail landscape and how can digital user experiences begin to influence these environments? Based on research done with consumer using smartphones in Best Buy stores we can begin to explore the impact of these devices not only on how we shop but on how these spaces may begin to change to accommodate consumer behavior.
A market of the senses: Digital devices in physical spaces - includes slides and audio
Jason Furnell and Daniel Oertli
Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up!
This talk will challenge your thinking about your approach to design, and introduce you to new methods for increasing your influence in software and business strategy projects.
Agile, design thinking and you… - includes slides and audio
Prototyping GUIs is a creative & analytical juggling act of requirements, data, technical limitations, appeal and edge-cases. Mockupitis is a term I coined to describe common errors that creep into a UI prototype. Join our discussion of common oversights and tricky situations, and some methods and tools to overcome them.
Avoid mockupitis - includes slides and audio
Gerry Gaffney and James Hunter
Sometimes it seems that kids today are born with an innate understanding of technologies their parents had to learn.
In this presentation, James & Gerry will describe how school children in NSW interact with computers and the Internet. Based primarily on interviews and observational sessions with approximately 100 children in primary and high schools, they will tell a story (that may be surprising to many) of traps and pitfalls and poor design that makes mastery an unnecessarily difficult challenge.
Children of the revolution - includes slides and audio
Life happens offline but increasingly our interactions take place online. By looking at Ocado, the world’s largest online grocery retailer, we can examine how this service-driven model ties together what happens on the touch-screen to what takes place on the warehouse floor in order to deliver one seamless experience. I am one of the world’s [...]
Delivering on the UX promise (10-minute talk) - includes slides and audio
The future of design is everywhere the customer touches our product or service – digital or physical. User experience practitioners must move beyond the screen to designing a holistic customer experience that is seamless across channels and devices. In this session, Samantha will provide specific recommendations for designing successful cross-channel experiences.
Designing cross-channel experiences - includes slides and audio
Designing for cognitive disabilities is often thrown into the ‘too hard’ basket. This talk will cover a brief overview of cognitive disabilities and as many practical ‘designing for cognitive disabilities’ tips that we can fit into a 10 minute slot! Ruth Ellison is a user experience designer from Stamford Interactive. She’s passionate about inclusive user [...]
Designing for cognitive disabilities (10-minute talk) - includes slides and audio
In 2006 Air New Zealand set out to redesign the long-haul flying experience. In 20010, they unveiled the Skycouch, the world’s first lie-flat economy-class bed.
This story is one of world-class innovation, inventive design research and old fashioned hard work.
Do what worx: Lessons in making the most of opportunities for user and client co-creation in game design
Recently, Digital Eskimo and the Powerhouse Museum collaborated to create Water Worx. Through this project, Anthony will reveal how co-design built trust and confidence across the project team. He will also present a range of successful formal and informal co-design, prototyping and testing activities from the project.
Do what worx: Lessons in making the most of opportunities for user and client co-creation in game design - includes slides and audio
Using the FlavourCrusader mobile application prototype as a case study, this presentation considers: how social technologies can assist in achieving sustained changes in people’s food habits; design approaches for sustained behaviour change; and rapid testing and research techniques in a group testing environment.
Eating our 2 and 5: Designing to change food behaviours using mobile devices - includes slides and audio
How can we develop more and better leaders to help build our profession and deliver great experiences? We can broaden our view of what a UX leader is and focus on both practice leadership and change leadership skills.
Experience leadership - includes slides and audio
Learn why gamification usually sucks and how you can really put the heart and soul of game design into designing experiences. Use game mechanics to make your products more engaging, but don’t go too far…
Gamification sucks: Lessons from the field - includes slides and audio
Daniel Szuc and Whitney Quesenbery
This presentation is about how the UX practice is changing and how UX practitioners and UX teams around the world are designing user experiences for a global context. Our goal is to share what people are thinking about how they work in UX practices in global, cross-cultural, distributed team environments.
Global UX: A journey - includes slides and audio
Shane Morris and Matt Morphett
Usability testing is our training ground. It’s where we hone our skills – through bitter experience.
Speaking of bitter experience, Matt and Shane have a presentation again this year.
To help you avoid the same mistakes yourself, we’ll attempt to make every possible testing mistake in a live usability test.
How not to test - includes audio
How do we influence experience in a large organisation? I say the old ‘get engaged early’ and ‘get buy-in’ are red herrings. From my experience, what needs to happen is to build relationships with product managers to show them not just what we do, but why we do it. Christina works as an Experience Architect [...]
How to win product managers and influence experience (10-minute talk) - includes slides
There’s more to measuring success than analytics. There. I said it. How can we define success in a way that doesn’t restrict design? I’ll share some observations on challenges, pitfalls and…success, using examples of measuring experience design at Vodafone. Judd works as an Experience Architect at Vodafone Hutchison Australia where he is an advocate of [...]
How will we know if we’ve succeeded? (10-minute talk) - includes slides and audio
Now your apps can see, hear and feel! Digital sensors are flooding through our daily life and this is one of the key challenges UX practitioners face over the next 2-5 years. Rob will explore how you can use these new streams of sensor data to create dynamic new experiences.
Is that sense-able? - includes slides and audio
Levels of context: The impact of ‘zoom’ on the contexts we research, design for and implement within
To design appropriate products or services, designers need to understand the contexts in which the product or service will sit. Janna will demonstrate practical ways for designers to consider levels of context from the beginning of a project and how to integrate this thinking into every facet of the project.
How to overcome badly managed change? How about treating the entire change process as a designed user experience? This case study with a difference will illustrate design principles applied to creating a positive user experience in the introduction of new ways of managing business information.
Managing change as a designed user experience - includes slides and audio
Oliver Weidlich and Rod Farmer
This practical presentation is aimed at helping you get your mobile services into customers’ hands early in the design process, and the different ways of exploring mobile user experiences to better inform your design.
Mobile user experience: Methods and tools - includes slides and audio
Rod Farmer and Ash Donaldson
Increasingly, designing effective mobile interactions requires companies to think about how they can create connected, contextual, and conversational services in a consistent yet device appropriate manner. Here we present our recent work and lessons learnt developing a strategic design framework to span 1ft, 2ft and 10ft contexts.
Multi-channel experience frameworks: Challenges designing for 1ft, 2ft and 10ft experiences - includes slides and audio
Designing experiences for web for the “desktop” environment is something many of us have been doing for a while. Toss in “mobile”, sprinkle that with some social integration, a native app or two and things suddenly start getting a bit more interesting. How do you approach this always moving target of multi-device, multi-context & often multi-role?
Multi-device, multi-role, multi-what? Defining experiences just got a lot more complex - includes slides and audio
Observations on the experience of observing user experience presentations to experienced user experience professionals (10-minute talk)
In a weird, navel-gazy kindof way – and totally leaving aside what a talk is actually about – it’s been really interesting watching people present at UX Australia conferences to date. So here’s a look at how they’ve been doing that. A seasoned design professional, Erika spends her time working with companies and individuals who [...]
Participate the unknown journey – where running workshops means being a participant as well (10-minute talk)
Albert Einstein said “We can’t solve problems by using the same kind of thinking we used when we created them.” So where does the new thinking come from? I’ll share a very strange experience whereby I gave away the tools, became a participant and let everyone be the facilitator. William specialises in human centered innovation [...]
Participate the unknown journey – where running workshops means being a participant as well (10-minute talk) - includes slides and audio
The discipline of design is reaching a point of clarity. This is a point in time where our value is no longer questioned and we begin to share a common understanding of our role, responsibility, methods and processes. This point of clarity is one of maturity, and with this maturity comes the opportunity to tackle more complicated, nuanced, and intellectual disciplinary challenges. I view this as a chance to move beyond both normal practices of usability and the constant drive towards innovation, and an opportunity to bring personality and attitude to the artifacts we introduce into the world. In this talk, I’ll explore this chance for discursion, and describe a new form of authorship: one that builds upon, rather than rejects, our rich history of thoughtful and responsible design.
Personality, discursion and disruption - includes slides and audio
Derek Ellis and Sheryl Soo
Connected and Smart TVs herald a resurgence of the big screen as the heart of entertainment and information services in the connected home.
But what’s the role of the big screen within a multi-platform service? We share insight gained partnering with the BBC to design a new experience of news.
Shaping the future of BBC News for the connected home - includes slides and audio
Linda Gehard & Gary Barber with cardboard cut out of Ash Donaldson
Design teams use 3 things all the time bluetac, postits and sharpies. We’re forever segmenting bluetac into the right sizes and sticking it onto paper. This should be easier, sexier, smarter and way cooler. Wait! a solution is at hand – follow the production journey of the world’s first Bluetac Gun. After spending way too [...]
Tackling the tacky issues: The Bluetac gun (10-minute talk) - includes slides and audio
How do you design a mobile money service for people who’ve never had a bank account? Or an address book for people who’ve never had an address? Rachel will share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Technology as a cultural practice - includes slides and audio
Often the most obvious assumptions about users turn out to be wrong. This talk uses a case-study to consider how a brief but comprehensive research phase helped challenge obvious-seeming business – and designer – assumptions about the needs of students. Stuart Partridge is a Senior User Experience Designer from Melbourne. He’s spent the last twelve [...]
The good kind of wrong: how solid research destroys your foolish assumptions (10-minute talk) - includes slides and audio
What does it take to get a User Focused Design process introduced into a large Australian Health Insurer – some pitfalls, some observations and just a little bit about bathroom design. Glyn is currently the Senior User Experience Designer at nib Health Funds. After obtaining a BA (Visual Arts) specialising in Photography he set out [...]
The perfectionist’s bathroom (10-minute talk) - includes slides and audio
Cognitive psychology provides insights into the minds of our end users. But how might this field help us understand the importance of client involvement in the UX process? Irrational behaviours such as the “IKEA Effect” and the “Not-Invented-Here Bias” indicate why stakeholder involvement is so critical to a project. Sheryl is a Senior User Experience [...]
The upside of stakeholder involvement (10-minute talk) - includes slides
We all have different roles and responsibilities in projects, so isn’t it only natural that we’d have different objectives and priorities too? Learn from my experiences with trialling ‘total transparency’ in projects, which has seen cross-functional teams acknowledge the ‘agendas’ of others, thereby enabling a more collaborative environment. Kim McGuire has been part of the [...]
Uncovering hidden agendas (10-minute talk) - includes slides
In this talk, I’ll be describing some of our recent research on Passenger Experience in airports. I’ll show some of the ways we make sense of the complexity of service, from how we investigate it, to how we describe and model it.
Michelle Berryman and Vicki Haberman
The EchoViz team will discuss the challenges of working in a surgical environment as researchers and UX designers. They will offer practical advice and engaging stories as they tell you why this is the most exciting and meaningful place for user experience designers to work.
UX design in a surgical environment - includes slides and audio
UX for content makers: Helping online authors make great content using UX principles (10-minute talk)
Karina Smith and Ellen Geraghty
Five tips to focus content creators on the ‘why’ (eg objectives and strategies) of a new online initiative rather than the ‘how’ (eg a fancy drop down menu or twitter channel) based on two and a half years of content coaching in NSW government. Karina has been working in the field of online user experience [...]
UX for content makers: Helping online authors make great content using UX principles (10-minute talk) - includes slides and audio
The design wall is a great collaborative tool, however the team needs to be in one location. With increasingly distributed teams, who in some cases never meet face to face, how does one implement a design wall? This is the search for a solution to find the Virtual Design wall. Gary Barber is a freelance [...]
Virtual design walls (10-minute talk) - includes slides and audio
The talk discusses challenges for designing the user experience of applications beyond the desktop or mobile screen. It draws on research projects from this realm and a case study, where we designed a public display showing the household’s energy usage, for which we introduced chalkboards as a new prototyping technique.
Weaving digital information into physical space: New frontiers for prototyping experiences - includes slides and audio
It’s 1989. There’s no internet. No mobile phones. You want to book a flight. How do you do it? By looking at ‘how things used to be’ we’ll explore the impact the digital & technological worlds have had on how people interact with, and what they expect from, service providers. John Walsh is a Senior [...]
We’ve never had it so good (10-minute talk) - includes slides and audio
To optimise the m-commerce user experience it’s essential to design cross-channel, incorporating both digital and non-digital elements. Drawing from case studies we’ll consider why a cross-channel design approach is essential, and how to influence stakeholders to see both the user and business benefits of this approach. Fiona Meighan is the Managing Consultant, HeathWallace Australia. A [...]
Matt Morphett, Shane Morris and Rami Banna
While designing a simpler hand-held device for controlling a recipient’s bionic hearing, the presenters navigated many design challenges. Working with industrial designers, firmware designers and electrical engineers, they learned as much about designing compact devices as they did about innovation in large organisations. Hear about the ethnographic research approach. See actual concept sketches and wireframes. Learn how we did it.
“Switching on my ears” a case study: Designing a hand held device for bionic implant recipients - includes slides and audio