RE:DESIGN/UX Design takes place in San Francisco on April 30-May 1, 2012. Like our other RE:DESIGN events, the focus is on discussions. You’ll be sitting around the table engaged in spirited conversations with industry leaders and peers.

“The Next Next: What’s Now, Next, and Beyond”
Reaching beyond the discussion of the imminent changes in our industry, technology, and culture, RE:DESIGN/UXD will take the user experience lens and examine what comes beyond “next,” considering the longview and the impact on our work today.

Sponsors






Our SpeakersThe Schedule

 

Chris Noessel
2012 RE:DESIGN/UXD Symposiarch
Managing Director and Practice Lead: Interaction Design, Cooper

[ Show bio ]

Part 1: The Interface Parenthesis
Part 2: The Next Next

In his day job as a Director at Cooper, Chris designs products, services, and strategy for a variety of domains, including health, financial, and consumer. In prior experience he has developed interactive kiosks and spaces for museums, helped to visualize the future of counter-terrorism, built prototypes of coming technologies for Microsoft, and designed telehealth devices to accommodate the crazy facts of modern healthcare.

His spidey sense goes off about random topics, and this has led him to speak at conferences about a wide range of things including interactive narrative, ethnographic user research, interaction design, sex-related interactive technologies, free-range learning, and, most recently, the relationship between science fiction and interface design. Chris was one of the founding graduates of the now-passing-into-legend Interaction Design Institute Ivrea in Ivrea, Italy, where his grad thesis was a service design for lifelong learners called Fresh.

Dan Albritton
Co-Founder, President, CTO, MegaPhone Labs
[ Show bio ]

Your Phone is Your Controller

At MegaPhone, Dan oversees all technical operations and deployments, including both client facing applications, broadcast operations center hardware integration, and cloud based server processing. Before MegaPhone, Dan started iminlikewityou/OMGPOP as part of the YCombinator incubator program. He previously launched netflix.com while working for marchFIRST, produced nttdocomo.com while at Dentsu Tokyo, and received an Ars Electronica Net Vision Award of Distinction for Newsmap, a visualization of news media data. Dan studied at NYU’s Interactive Telecommunications Program and the Biomedical Engineering Center at Columbia University.

Simona Brusa Pasqué
Principal Designer, Deep Dive Design
[ Show bio ]

The Designer Co-Founder: A Freak of Nature or the Next Logical Mutation?

Simona has over 10 years of experience as an interaction designer, specializing in design strategy, vision-typing and end-to-end user experience.

At the moment, she has a bad case of split personality juggling a sweat equity co-founder role at a stealth start-up and a bread winning job as a consultant.

In her consultant capacity, she focuses in helping start-ups (Indi, Polyvore, Hautelook, Wize,…) and Fortune 500 s (Intuit, eBay, the North Face) to bring their vision to life balancing innovation with execution.

Before that, she led a number of high profile strategy projects at eBay where she also introduced the discipline of vision-typing.

Simona has enjoyed her 15 seconds of fame in the blogosphere with her “Electric Cinderella” project. Her wearable innovation projects have been featured in AIGA’s 2003 list of best student projects and in exhibitions around the world (Turin, London, Perth, Amsterdam, Los Angeles, Las Vegas).

Simona has always craved for mental exaltation- in her endless quest for knowledge (the more useless, the better), she has accumulated a small collection of humanistic and design degrees which she hopes to expand even more in the future.

Dreaming to be a medieval sleuth riding a dragon she often wonders how she ended up spinning gold from straw in Silicon Valley.

Ben Clemens
Senior Interaction Designer, Ancestry.com
[ Show bio ]

Designing to Lose Control

Ben Clemens started out as an art student, painter, and print designer, supporting himself doing four-color separation at a typesetting house. Over the past 15 years he’s worked on web-based community and generative design projects with the New York Times, Razorfish, Yahoo, Current TV, and Blurb. Ben is a Sr. Interaction Designer at Ancestry.com. He loves making pictures of all kinds, and turning them into books–most recently working for his demanding seven year-old daughter. He blogs at practicalist.com and posts an occasional photo at sweetobscurity.com. Don’t look at his Twitter feed @benvoluto, it’s pretty reckless.

 

Yu Shan Chuang
User Experience Director, Rosetta
[ Show bio ]

Lean vs. Team

Yu Shan Chuang is a User Experience Director at Rosetta with 15 years of experience in the industry. At Rosetta she leads UX and creative designers on client projects varying from enterprise portals to marketing sites, as well as running the West Coast user research practice. In the past, her projects have ranged from enterprise to consumer and desktop to mobile. In the past she’s led designs for Yahoo!, Microsoft, Siebel Systems, and some stealth startups. Her projects strive to strike a balance between design and user research, walking the tightrope between a design founded in user requirements and designing by instinct.

In her spare time she volunteers on local boards working to promote UX and mentoring girls and women in technology. You can find her at the local rock climbing gym in the evenings and gardening on the weekends.

Nate Clinton
Interaction Designer, Cooper
[ Show bio ]

Obfuscation by Design

Until his recent move to Cooper, Nate Clinton led the design team at Thomson Reuters dedicated to creating products that solve problems for investment managers – the people who manage the mutual fund you invest in or make sure the pension fund doesn’t go bust – everything from complex portfolio analysis and large-scale data visualizations to managing the flood of documents in their inbox.

In previous lives, he was a member of the product team at StarMine – a successful start-up in San Francisco focused on developing sophisticated analytics to pick stocks in the market – and a senior research analyst at the Federal Reserve Board in Washington, DC.

In his spare time, Nate plays the glockenspiel in the nation’s preeminent Star Wars Cantina Band and the piano at home, sometimes dressed as a Bith, sometimes not.

Mark Coleran
Visual Designer, Platfora
[ Show bio ]

Artifacts and Assumptions

Mark Coleran is a visual designer and graphic artist working across a diverse set of disciplines from identity and branding, type, motion, visual effects and concept interface design to user experience, software and visual design.

Working for a large range of clients in the design, technology, broadcast and film industry, his work is most noted for the creation of Fantasy User Interfaces in films as such as Children of Men, The Island, Mission Impossible 3 and many more. After specializing in this area over a period of 10 years, he crossed over to work in software and spent 3 years working with Gridiron Software in Canada on the unique workflow application Flow before moving to San Francisco. He is now working with Platfora, designing interfaces to explore and visualize large data sets in new ways.

A fascination for the way we think and approach our work–from the tools we use, to the underlying patterns we take for granted and the diverse work he has been engaged in, brings a unique insight and perspective to the projects he creates.

He also flies big kites and makes typefaces for fun.

 

Andrew Crow
Experience Design Director, GE
[ Show bio ]

Designing for Context

Andrew Crow designs products and services that delight people and exceed business expectation. Nearly 20 years of experience in visual, interaction and product design have given him a deep perspective on creating meaningful experiences for consumers.

Andrew is an Experience Design Director at GE where his team provides leadership to UX teams worldwide. Prior to this, he was Vice President of Experience Design and Mobile at Razorfish and a Lead Experience Designer at Adaptive Path.

Continually obsessed with the latest technologies in the mobile and mixed-media spaces, Andrew consults on the design of mobile applications, social networking, and collaboration software. He is an advocate of ubiquitous computing and approaches projects with a desire to ensure that the experience of a product stems from a strong overall strategy.

Andrew is a member of American Institute of Graphic Arts (AIGA), Interaction Design Association (IxDA), the Information Architecture Institute (IAI), Special Interest Group on Computer-Human Interaction (BayCHI), and the Industrial Designers Society of America (IDSA).

Nadya Direkova
Senior UX Designer, Google
[ Show bio ]

Game Mechanics: Designing for User Engagement

Nadya Direkova works at Google X as a UX designer and game mechanic. In the past, Nadya designed websites at Razorfish and video games and toys at Leapfrog and Foundation 9. She’s a frequent speaker at SXSW and has taught workshops on design at MIT and Google Ventures. She’s been voted as one of the “Top 10 Women in Gamification.”

Marc Escobosa
VP of Marketing & Design, Arena Solutions
[ Show bio ]

The Design of Marketing (or Why Marketing Shouldn’t Be a Four Letter Word)

Marc Escobosa is a design strategist, UX designer and software executive. As the VP of Marketing & Design at Arena Solutions, he’s helping to change the way innovative products like the Lytro camera, the Square mobile payment system, and the Sonos wireless hi-fi system are designed and manufactured.

Prior to Arena, Marc co-founded a boutique design firm where he and his co-conspirator designed all sorts of things from brand identity systems to websites to user interfaces for consumer and enterprise web applications. They also designed the guest experiences for one-of-a-kind places to stay like The Post Ranch Inn in Big Sur, and an unnamed destination in Belize that would have rocked your world had it ever opened.

Marc studied interaction design at the illustrious but ultimately ill-fated Interaction Design Institute Ivrea in Italy and studied the biological underpinnings of human psychology at Dartmouth College in Hanover, NH.

Ben Fullerton
Director, Interaction Design, Method
[ Show bio ]

Big Data

Ben helps to lead Method’s interaction design team in San Francisco. His twelve years of experience span working within teams large and small, both in-house and consultancy, and from startups to corporate behemoths. Ben has worked on projects with many different areas of focus, beginning on the web but expanding to include mobile, brand, application, strategy, product and service. Prior to joining Method, Ben has spent time at Adaptive Path, IDEO, Twitter, Samsung, UK-based service design pioneers live|work, and Oyster Partners, a big British web agency you’d probably only remember if you still have the scars from the first dot bomb.

He teaches, currently at the California College of Arts, has written for Interactions magazine, Core 77 and FastCompany among others, and has spoken at a few different places. He is also involved as a mentor with the Designer Fund, and has sat on the committee of the last few Interaction conferences for the IxDA. Ben’s work has been recognized by the IxDA’s Interaction Awards, the BAFTAs, the Spark and the Pixel awards.

 

Marisa Gallagher
VP & Executive Creative Director, CNN Digital
[ Show bio ]

UX & Brand Strategy: Final Frontier or Foolish Folly

Marisa Gallagher is vice president and executive creative director for CNN Digital. Named to this position in September, 2010. Gallagher is based in CNN’s world headquarters in Atlanta and reports directly to KC Estenson, senior vice president and general manager of CNN Digital.

Gallagher runs the experience design practice for CNN across its web, mobile, tablet and other emerging digital platforms. In this role, she leads a team of user experience, video and motion graphics, rich media and visual designers – as they seek to create breakthrough work that makes news and CNN’s insightful journalism come alive for people around the world.

Prior to joining CNN, Marisa led the user experience practice for the California offices of Razorfish and served in many other roles during her 10 years there. Before that, she worked in product development at CNET Networks and editorially driven search for LookSmart, a human-powered, human-curated search engine.

Gallagher’s work in user-centered design has helped organizations as diverse as ESPN, Singapore Airlines, NASA, McKesson, Visa, Disney World and Cisco to use the digital channel to delight and honor their audiences and customers, while also driving business growth.

Gallagher received her bachelor’s degree in Anthropology and Film & Media Studies from the University of Notre Dame and an MBA from the University of California, Berkeley Haas School of Business.

Stefan Klocek
Principle Interaction Designer, Cooper
[ Show bio ]

Part 1: The Interface Parenthesis
Part 2: The Next Next

Stefan is a principal interaction designer at Cooper. In this role he’s focused on evolving the practice of design, exploring new ways of working, leading engagements, and pushing for courageous, disruptive approaches in the solutions developed for clients. His experience ranges over a diverse set of domains consumer experience, finance, learning, with a deep interest and portfolio of medical work. He’s helped cardiac surgeons support the hearts of their patients, expatriates file taxes, doctors and nurses quickly and easily record their patient notes, and insurance underwriters understand the risks of catastrophe for a given market. He teaches the practice and method of design for Cooper U, and advises Rock Health start-ups in how to bring their ideas to market.

Jonathan Korman
Principal User Experience Designer, Riverbed Technology
[ Show bio ]

UX Design In The Organization: Integrating Design into an Organization

Jonathan Korman has been an interaction designer for over fifteen years, working on a wide range of projects. He served as a consultant at Cooper for a decade, and is currently works as principal user experience designer at Riverbed Technology. He coined the abbreviation “IxD,” which is less a mark of great influence than of great age.

John Montgomery
Vice President of Project Delivery, uTest
[ Show bio ]

Mobile Usability: Why Great UX Matters More Than Ever

As VP of Project Delivery, John Montgomery is responsible for refining the company’s project management systems and processes to ensure customer satisfaction. In this role, John has also been tasked with helping uTest scale its capabilities to keep up with its expansive growth.

John has held senior positions in quality assurance, engineering, and operations at Openwave, Polycom, SPL WorldGroup and Oracle. At Oracle, John led a global Quality & Development team responsible for engineering productivity tools and test automation. He also developed and implemented test engineering methodologies for Vantive, PeopleSoft and JD Edwards. John earned his degree in International Business Management from Texas A&M University.

 

Sarah Murgel
Experience Director, Razorfish
[ Show bio ]

Changing the World: A Designer’s Role in Organizational (and World) Politics

Sarah Murgel is an Experience Director with Razorfish. She has more than 16 years experience (she must have started REALLY young) developing successful web strategies and design for leading brands such as Visa, Genentech, Microsoft, and BEA Systems. Having held senior positions in both creative and UX on both the agency and client side, Sarah appreciates the needs, challenges, and perspectives from both sides of the curtain. Prior to joining Razorfish, Sarah was the Manager of User Experience and Interface Design for Genentech, a Bay Area biotech firm, where she led UX initiatives around knowledge management, collaboration, and software design. She holds a BA in Studio Art and Graphic Design from Cedar Crest College. A self-declared hyperconnected mom, Sarah has tremendous passion for social media and the impact it has on culture. When not tweeting or pinning, Sarah enjoys spending time with her family, skiing, and practicing yoga.

John Nack
Principal Product Manager, Adobe Systems
[ Show bio ]

The Future of Creation

John Nack is Principal Product Manager for Digital Imaging at Adobe. Prior to joining Adobe John was a Web designer and animator at AGENCY.COM New York, where we developed online content for clients such as Gucci, Nike, British Airways, and Coca-Cola. As a Photoshop product manager he helped build versions CS through CS5, championing non-destructive editing, customizability, and Web and design features. With Photoshop Touch he’s trying to bring Adobe imaging magic to a whole new audience, making creative imaging more delightful.

Scott Nazarian
Creative Director, frog
[ Show bio ]

The city and the City: a long view on experience and interaction design in smart urban environments

Scott’s current design practice resides within the community at frog where he is a creative director in their Seattle studio. He joined this community in 2007 in frog’s San Francisco studio as a self-described “HCI generalist”. Prior, he had been a principal investigator with the Sun Labs in Menlo Park. Scott holds patents in the areas of visual media search methods as well as graphical user interface approaches for 10′ interaction.

A graduate of the Art Center College of Design, Scott holds an MFA in Media Design. Fortified with an undergraduate degree in philosophy, in the last twenty four years he has been a journeyman along the path of visual communications and production throughout film, photography, editorial graphic design and interaction design for both screen and built environments. He has instructed at all levels of the design curriculum, most recently as an adjunct professor at California College of Arts.

Scott has an abiding interest in speculative fiction and its influence over popular expectations around human-computer interaction. Equally fascinated by historical determinism, he is also a student of the cultural perceptions and behaviors that ground new product experience.

Albert Poon
Director of Interaction Design, Odopod
[ Show bio ]

Welcome to the Post-PC Era

Albert believes in beautiful software experiences. Efficiency, clarity and emotional resonance are all necessary parts for a great interface. To successfully design these experiences requires more than familiarity with design principles. It requires sincere empathy to understand the user, their context and needs. He has lead large scale product and platform engagements for Sony PlayStation, EA, Google and Seattle Children’s Hospital. Prior to Odopod, Albert was a User Experience Architect at Adobe and Principal Designer at Yahoo!.

 

Tim Richards
VP Experience & Strategy, BLITZ
[ Show bio ]

Grandmas who love Dragonforce: The intertwined digital tribes of pop-culture democratization.

Tim was born in Vegas to a jazz guitarist and a dancer choreographer. In fact, he grew up to be a musician himself – picking up a nasty soccer habit, a bit of Mandarin, and an insatiable curiosity for how the universe works along the way. Tim studied computers and learned how to silk screen in school in Arizona. From 5 to 9, Fri to Mon, Tim’s a proud father of 3 boys, an electronic producer, a fan of latin jazz…and, thus, a very busy husband. He’s passionate about the movement of information and trends from sub-cultures to popular cultures – and he has found a way to make that part of his job.

At BLITZ, he leads Experience & Strategy – a group of experience designers, researchers, analysts, and strategists. Their work shapes clients’ brand positioning, communication strategy, experience designs, social planning and content approaches – all based on a mix of consumer insights and the courage needed to take a creative leap. Tim practices a mix of executive jazzercise and conference room kung fu. He’s a mixed media idea artist…whiteboards, sticky pads, sketch books and windows. He believes that good brands can make happy people, and that happy people can make a better brand – efficiency in marketing, communicating specifically to populations based on powerful cultural connections and basic human motivations. Tim has been in the business for over 10 years – and has successfully developed experience strategy for brands like Intel, Disney, Naked Juice, HALO, Call of Duty, and the NFL.

Charlene Zvolanek
Senior User Experience Designer, AKQA
[ Show bio ]

A Digital Life: Remembering, Reminiscing and Reflecting

Over the last 12 years Charlene has focused on the design, development and promotion of content-rich experiences and shaping strategic visions for clients including Microsoft, Intel, the State Library and Archives of Texas, Red Bull and Target. Along with all the expected UX deliverables she also produces strategic, social and content strategy. In her current Sr. UX Designer role she helps AKQA’s clients keep humans at the heart of their products.

An overactive sense of empathy and a passion for web accessibility naturally led her to user-centered design. She is enjoying watching UX evolve as insights gleaned during the creation of the work itself shape each practitioner’s craft, sometimes blossoming into new schools of thought.

She is most intrigued by engaging experiences that are created at the intersection of science, psychology and art. In the last couple of years she has blogged for Intel at the Intel Developer Forum in San Francisco and Beijing, and spoken at SXSW on surgery simulation.

A native Austinite, she migrated to the Bay Area in 2007 as a founding member of the McCann SF User Experience Team, breaking a promise to herself to never work in advertising. (It must be okay – she’s still doing it.) In her spare time she provides sweat equity to a startup or two, flirts with big data vis and is learning ruby on rails.

 

UXD2012Schedule

Monday
10:00am – 10:30am
Registration and Mingle

10:30am – 11:25am

11:40am – 12:35pm

12:50pm – 2:00pm
Lunch Session
Chris Noessel and Stefan Klocek
Part 1: The Interface Parenthesis

2:15pm – 3:10pm

3:30pm – 4:25pm
Scott Nazarian
The city and the City

5:00pm – 6:00pm
Cocktails

6:00pm – ?
Dinner
City Club of San Francisco
155 Sansome Street, 10th floor

 

Tuesday
9:30am – 10:25am
Simona Brusa Pasqué
The Designer Co-Founder
Ben Fullerton
Big Data

10:35am – 11:30am
Nadya Direkova
Game Mechanics
Yu Shan Chuang
Lean vs. Team

11:40am – 12:35pm
Chris Noessel and Stefan Klocek
Part 2: The Next Next

12:35pm – 1:35pm
Lunch session
John Montgomery
Mobile Usability: Why Great UX Matters More Than Ever

1:45pm – 2:40pm

2:50pm – 3:45pm

3:45pm – 5:00pm
Cocktails

UXD2012Sessions

Chris Noessel and Stefan Klocek

Part 1: The Interface Parenthesis
In this talk we’ll discuss the state of the art of a particular handful of technologies and trends that are happening in the industry. These technologies are farther along than most folks think, and are just waiting to get distributed and put together. When they do, it’ll spell a sea-change for how humanity interfaces technology.

Part 2: The Next Next
If the mini-singularity described in The Interface Parenthesis happens, what will technology need? What will the practice of interaction design look like? How will designers work with others? What kinds of work product will we deliver? What can we do now to get ahead of that curve? Join this conversation to discuss what the future might look like for interaction and user experience design.

Dan Albritton
Your Phone is Your Controller

This session will discuss using advanced capabilities of mobile devices as interfaces to other systems. From the Apple Remote iPhone app, to the GotoMyPC iPhone app, to the PadRacer iPhone controlled racing game, increasingly phones are being used as controllers of all types of things aside from the phone itself. Let’s discuss what’s out there in the world now, and what needs to be invented. What infrastructure problems can we as UX designers ameliorate, and what new interfaces challenges are our specific responsibility to address? Are there emerging UX standards for touch screen devices at all? What about the varying operating systems and form factors of the controllers, in addition to the variety of the devices being controlled. The “Minority Report” future controller is probably already in your pocket, we just need to determine how it works!

Simona Brusa Pasqué
The Designer Co-Founder: A Freak of Nature or the Next Logical Mutation?

A new breed of designer-entrepreneurs is emerging from successful startups. Do you have the mutant gene? What is it? Do you want it?

In the wake of Steve Jobs’s example, design is finally getting a spot in the sun as a bottom line differentiation factor. For the first time, we hear about successful start ups with designer co-founders (Pinterest, Path, YouTube, Tumblr, Flickr to name a few). It looks like something in the industry has shifted, designers are the new hotness and finally have a shot at positions in which they can make high level decisions.

What has changed in Silicon Valley? Is this just another fad?
Who are these designer co-founders?
How many breeds are there? Are you made to be one?
Can you step up to the challenge? What skills do you need?
What new knowledge do you need to acquire?

Yu Shan Chuang
Lean vs. Team

A session discussing how the UX team has morphed from large teams towards leaner teams of sometimes one UX designer. How do we see this changing in the next ten years and what it means for us as UX managers and team members?

Ben Clemens
Designing to Lose Control

Emotional connections and user engagement in design are the best indicators of success. The most engaging product experiences today are apps or services that: are simple enough to use without directions, have obvious value, and (most importantly) feel like a tool that user can bend to their own purposes. UX design in this context is about losing control, carefully designing scaffolds for others to build upon. But where will this go next? Are these apps only valuable in the hothouse Apple App Store, or will web apps (or TV apps) eventually be a bigger market? How does one design a product that feels like a tool for users, works in different devices and contexts, and feels delightful and satisfying to use, anyway? Some answers will be attempted.

Nate Clinton
Obfuscation by Design

Good design is as much about what is kept hidden as what is revealed. Finding the right balance on that continuum can be tricky, and depends on the often competing goals of simplicity and control. In this session we will explore this question, discuss good and bad reasons to keep users in the dark, and talk about the new challenges designers face as the spotlight turns to who gets to keep secrets in our increasingly networked world.

Mark Coleran
Artifacts and Assumptions

Without really understanding and looking hard at the way we design and the things others have created before us, the decisions we make about the problems we are solving and things we design, can end up more like refined reflections of the past, than innovative steps forward.

Are there different ways we can think about our design approach and starting points, that give us a better understanding of the stacked assumptions, biases and artifacts that we are trying to use as foundations for what comes next?

Bradford Cross
Modernist Graphics, Futurist Interactions.

The best graphic designers in the world could not get the results from digital that they could with print. Now that we can, we should just ignore second rate digital work and look back to draw inspiration from Swiss print design. Day to day interaction design has to deal with platform heterogeneity and leverage each platforms’ unique interactions – touch on mobile, or hover on devices that have a mouse. Relics of the past like the menu bar hog space on mobile and were probably never a good idea on the desktop. But rather than usher in a skeuomorphic shitshow a la Apple with pixel-wasting faux wood bookshelves, we should push ourselves to come up with novel new interactions that are both natural to people and natural to the platform.

Andrew Crow
Designing for Context

As designers take on new problems of convergence and ubiquity, we find ourselves facing new challenges. The products and services we create are accessed through multiple devices, different channels and an even wider audience. How do we accommodate the context of use?

Whether you design mobile apps, services or web experiences, you know that people have different needs and desires. Those issues are complicated further by a landscape of technology they encounter daily.

This table discussion will highlight these new challenges and discuss solutions based on our collective design experience. Topics include:

  • What should you be aware of when designing a product or service for use in various locations and environments?
  • How does motion and distraction affect interaction design decisions? How can your content adapt?
  • How can time affect the use of your product? Can you provide for casual use vs. urgent need?
  • In what context will your device be used – home, work, train, airplane? How does the form factor of your device steer your design efforts – screen size, capabilities? How does input methods factor in – hands, fingers, voice?
  • People bring their own context to your product. Have you considered discoverable interfaces, content written for the situation?
  • What happens in an ecosystem? How do other products affect yours?
  • How does social and cultural context play into the strategy of your design?

Nadya Direkova
Game Mechanics: Designing for User Engagement

How can you use game mechanics in your next project? Game mechanics have added awesome new tools to UX design and strategy. We’ll discuss how you can craft your user engagement strategy using patterns such as as points, progression and rewards schedules.

  • What are the most useful game mechanics?
  • How to plan your user engagement strategy by applying game mechanics and game thinking?
  • How can game thinking make your work and your life better?

Marc Escobosa
The Design of Marketing (or Why Marketing Shouldn’t Be a Four Letter Word)

Ben Fullerton
Big Data

Data may well be the new oil but, as with any natural resource, extracting real value from it is difficult.

In one form or another, data has always been an important part of interaction design. But as we look to the future of our practice, it seems as if we need to better understand the implications of data for the people we design for.

And not just data on a small, personal scale, but vast stores of data that contain information that spans many areas of business, from healthcare and financial services to retail to consumer products.

This session will be a group discussion about the implications of “big data” for interaction design. We will aim to discuss questions such as:

  • What is the real value of big data?
  • How can data become the new material for product and service innovation?
  • What is the context in which ‘big data’ can be delivered and consumed?
  • Which strategies can companies deploy to turn data into an asset rather than a liability?

Marisa Gallagher
UX & Brand Strategy: Final Frontier or Foolish Folly

UX has established it’s role in software design first, then is finding its firm footing in product and service design.
But, isn’t there more experience design can add? Shouldn’t we contribute to the company’s larger strategy, perhaps even its most thoughtfully designed construct: its brand?

  • Do we have obligation to do this, as an advocate of the user (and perceptive reconciler of business needs and technological boundaries?)
  • Where do we get hung up when we enter into this conversation?
  • What do we need to give up in order to take this on?
  • Or is there a way to seamlessly fuse our past, present, and future — all for the benefit of the user and brand?

Jonathan Korman
UX Design In The Organization

More and more companies have started adding UX designers to their product and service development organizations, but few have explored all that implies. Hiring the best designers in the world doesn’t do much good if they cannot do their best work, do not fit into the development process, or do not influence strategic product decisions. Despite the importance of this relationship between design and the organization, designers generally do a poor job of discussing the challenge, either ignoring it or exhibiting a nutzererfahrung über alles hubris. We will discuss a richer picture of design well-integrated into the organization.

Sarah Murgel
Changing the World: A Designer’s Role in Organizational (and World) Politics

There is no question that innovation and great ideas come out of the collaborative minds of great designers. How many of those ideas see the light of day? Why aren’t they always embraced by our clients? And of those that make it into the world, how often do we see experiences abandoned or serving unintentional needs?

As change agents, this conversation will discuss the role of the designer, and the design process, in areas such as organizational change management, to the broader areas of using the design process to inform policy and global change.

John Nack
The Future of Creation

Everyone’s a maker; everyone’s a sharer. Great design software costs a buck. When things are common, how do we keep them special? Let’s talk about what it all means to designers & their tools.

Scott Nazarian
The city and the City: a long view on experience and interaction design in smart urban environments

In many ways, the “smart” city is already here: public wifi, location-based services and embedded digital display systems embodying a few of the most present, if not visible, harbingers. And there are deeper evolutions afoot: energy and data infrastructures are becoming more complex and at the same time more seamlessly integrated into the material and structural disposition of the world about. What is the essential character of these systems as they grow into the future?

One of my favorite philosopher-scientists, Paul Dourish, once said that “increasingly, the very world itself has become an interface to computation… and yet, that interface is nowhere near as conversational as it might be”. While we may instrument the built world with the technologies of interaction, the really powerful design narrative here is around *lived* human experience.

If ‘cities’ are already a somewhat alienating proposition, what does their hyper-saturation with IT augur for the future generations inhabiting them? If architecture and structural engineering would take the evolution of materiality and space in hand, then it seems that interaction designers and their cohorts must take the long view on human-computer interactions with regard to the “humane” lived experience in those new environments.

Albert Poon
Welcome to the Post-PC Era

The age of desktop being the primary platform for digital experiences is over. Yes, there are hundreds of millions of traditional PCs with web browsers. They will not disappear. But even the most cursory look at sales numbers should make clear that the era of the big screen-keyboard-mouse digital experience is waning.

Tim Richards
Grandmas who love Dragonforce: The intertwined digital tribes of pop-culture democratization

Charlene Zvolanek
A Digital Life: Remembering, Reminiscing and Reflecting

Heavily inspired by Richard Bank’s 2011 publication The Future of Looking Back, we will explore potential long-term sentimental uses for the ever-increasing volume of data each of us generate, and conceptualize about interfaces that could display, make sense of and encourage reflection on individual lives using that data. Can we paint holistic views of people with data (we’ve got a start on holograms), and what parts of their data should (or should not) be included? How much data is needed before their personality traits become visible?

Varying privacy rules across the globe, awareness of and access to passively collected data, and the distributed nature of data storage across competing providers all pose challenges. The atrophy of online services where we actively store data and transportability of “your” data from those services is a challenge all its own.

Faded photographs and personal artifacts of the physical world are no longer the only items bequeathed or inherited. It’s common to receive mostly uncurated digital artifacts, online accounts, and hard drives brimming with photos, video, docs, downloads, a digital music collection, cached browser histories and log files. Each will tell a story about the owner. Can systems be built to help us pre-curate our digital detritus and even provide tailored collections to others?

What meaning will your information and digital objects hold for people looking back on a lifetime of data, assuming they will be able to access it at all? What interface would you want them to use, and how curated would you want it to be? But, more importantly, who’s going to manage your Facebook account? We’ll do a group design challenge, and probably raise a lot more questions than we can answer in this session. While this is an emotionally evocative topic, this conversation will have a light and positive tone.


The Conference Site

The conference will take place at the Bently Reserve Conference Center, located in the financial district of San Francisco. Comprised of multiple high tech boardrooms, the setting is perfect for RE:DESIGN’s small scale discussions.

Dinner will be held at the amazing City Club, a few blocks away, a venue that features a wall sized Diego Rivera mural.

The Conference Hotel

We have a block of rooms at the Hotel Triton, a 10 minute walk away. Rooms are $169/night. Info will be sent upon registration.

If you’d like to be notified by email when we announce more speakers and details, send us a note at ux@redesignconference.com.