When we think about creativity, it’s usually the creativity of artists and musicians, novelists and poets. That is, people who create to express. But there’s another kind of creativity: that of designers and craftsmen, scientists and engineers. Those who create to solve problems or to invent. While these two modes of creativity aren’t exclusive, this second type of creativity, what I’m calling Practical Creativity, is defined by constraints that aren’t of one’s own making and are usually solved by putting together disparate pieces into a new, unique whole. This talk focuses on what you can do to increase your practical creativity through the deliberate practice of finding and gathering those pieces and the methods for fitting them together. We’ll look at everyday practices and methods to boost creativity, as well as how to overcome the (infinite) number of things that seem to inhibit creativity.
Yoni Bloch, founder and CEO, of Interlude will share what’s next for film and music in the world of interactive videos. Attendees will discover just what makes this art form so compelling, how technology can empower consumers by providing greater personalization and choice, and what powerful insights can be gained from understanding how users engage with the medium. As evidenced by Interlude’s “Like A Rolling Stone” for Bob Dylan, interactive videos offer entirely new possibilities for digital creatives in the post-MTV/YouTube era.
Designers often have an uneasy collaboration with our “business” peers because, among other things, we focus on different types of value and we thinking of experiences in different terms. Designers have specific skills that are increasingly critical to business success and customer satisfaction, alike. In particular, designers understand and work well with qualitative value whereas most of our peers focus solely or mostly on quantitative value. Nathan will talk about bridging this divide with new perspectives and new tools so that designers can provide more strategic value to clients, customers, and leaders.
Anthropology is the study of humans past and present. Design is the skill of solving complex problems to create a better future. But can a discipline focused on the past/present merge with a discipline focused on the future? The answer is yes. Welcome to Design Anthropology 101. Design anthropology converges two powerful fields that can push design beyond just “innovation”. In this talk, you’ll learn what design anthropology is and what it means for the future of design. Most importantly, you’ll walk away with a basic understanding of how to use ethnographic methodologies and collaboration to make products that push humanity forward.
Like many designers, Timothy Goodman is held down by rules and parameters that constantly stifle him. So how does he get his own sensibilities into his work? A couple of years ago, he decided to redirect his design career and push himself into new, scary, and unexpected territory through drawing, writing, and personal projects on the internet. He rather approach graphic design as a practice, not as a profession. Join Timothy has he reveals his way of getting away with shit.
Many agencies have become frustrated with over-specced sequential waterfall projects. Their inflexible methodologies have too often led to outcomes that didn’t realize their full potential. In contrast, agile methods like Scrum and Kanban have proven successful ways to build and run software. But how do you apply agile methods to the reality of an agency’s project based work? There are many challenges and the most crucial question is: what if our ideal work method and our clients’ realities don’t match?
How many times have you worked on new a web app or platform aimed at "getting users to work more collaboratively, share in-progress efforts and support each other in social learning?" As organizations struggle to support virtual workers and asynchronous work environments, the need to harness tacit, institutional knowledge continues to scale exponentially. Unfortunately disparate bespoke tools lack integration and expensive enterprise options aren't very accommodating. And in the end, neither address how and why authentic, successful knowledge transfer occurs in the first place.
Creative play is essentially a mindset where you allow yourself to experiment, fail, take risks, and make discoveries. I will speak about the value of play and as a tool for creativity and innovation. Play was crucial to my own development as a designer, and I will share how it influenced my career path and how its a part of the process I do today. We all know the best games have a strict set of rules, and I think the same goes for creative work. I think rules and limitations helps creativity thrive. It’s difficult to do something great when the possibilities are endless.
Laundry, cooking, cleaning my house, walking my dog, shopping, driving a car...these are things I used to do. Now, I outsource my life. Technology has enabled me to do just about nothing. That’s awesome! Or is it? Let’s take a closer look. In this talk, I will share my experiences over the past year using apps like Instacart, Sprig, Washio, Lyft and Uber, Doorman, Shyp, and Wag (to name a few)—to do just about everything for me. How has my life improved? What new problems have these services introduced? And, who are these people doing my laundry? I’ll share the obvious, not so obvious, and totally hilarious themes that have come out of taking a closer look at my personal slice of the on-demand, convenience economy.
While drones deliver our purchases and cars drive themselves, there’s something special about the personal touch that only a one-on-one interaction with a human assistant can provide. It’s special because humans have expertise, empathy, and insight that robots lack. Unfortunately, the “concierge experience” is expensive to offer, and scales slowly. In this session, we’ll discuss how technology can help businesses leverage their experts to scale the concierge experience cheaply and effectively, without losing the human qualities that make it great.
Using scientific proof and state-of-the-art multimedia techniques, Aaron James Draplin of the Draplin Design Co. delivers a suckerpunch of a talk that aims to provide bonafide proof of work, the highs and lows of a ferociously independent existence and a couple tall tales from his so-called career in the cutthroat world of contemporary graphic design. Just a regular guy with a trajectory a little dirtier than yours, his talk is open to all oncomers brave enough to show up. If you are a youngster, you may find yourself inspired to attack your design future in a different way. If you are established, you may just leave feeling grateful you don't have anything to do with him. Hard to say. Be there!
Gone are the days when designers "illuminated" non-design peers about the value of design. High performance companies have repeatedly proven that if your entire organization isn't functioning through a UX lens, you're screwed. UX isn't a team in an organization. It is the organization.
It's easy to picture a subject, say a toilet paper roll. But what if I asked you to design it? Questions start to come up: Is this the right design, why? Does anybody want this? Who's it for? Suddenly our initial confidence of knowing "toilet paper" turns into anxiety! In this talk, I'l give you a glimpse to how we answer these product design questions at Adobe and describe the tools that have helped us define products and product features to match user's needs.