In what is being called the “third era of computing,” cognitive computing is revolutionizing the relationship between humans and computers. Internet of Things is only the beginning. Artificial Intelligence is finally sprouting out of science fiction and blossoming into palpable technology. Cognitive systems are able to learn independently, build upon pre-programmed knowledge, understand natural language, and interact with human beings with reasoning and logic.
Everywhere I look companies are hiring designers! Two hundred over here! A thousand over here! We need a lot of them and we need them fast. Finally! Companies have come to understand the importance of design in building successful products and services. Isn’t that great?
The digital economy has gone wrong. Everybody knows it, but no one knows quite how to fix it, or even how to explain the problem. Workers lose to automation, investors lose to algorithms, musicians lose to power law dynamics, drivers lose to Uber, neighborhoods lose to Airbnb, and even tech developers lose their visions to the demands of the startup economy. Douglas Rushkoff argues that it doesn't have to be this way. This isn't the fault of digital technology at all, but the way we are deploying it: instead of building the distributed digital economy these new networks could foster, we are doubling down on the industrial age mandate for growth above all.
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.
In this talk, Nina will give background of the development of her most recent game, Cibele, developed by herself and a team, Star Maid Games. Cibele is a game about a young woman who meets and has sex with a young man she knows from an online game. Players are presented with the young woman's computer, and are asked to play as her by looking through the files on her computer, and by playing games alongside her online lover. Cibele offers the mechanics to step into the protagonist's shoes in order to better understand her experience.
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.
The world needs design more than ever and design needs to stretch to meet new needs and challenges. To be more effective, we need new definitions of Value, Meaning, Relationship, and Experience. Without these, we will be forever stuck in a conversation that limits our impacts. When we’re able to illuminate our non-design peers about the processes and value we can bring, we will be unleashed to create the solutions we’ve always felt we could and be the partners we’ve always hoped to be.
What happens when the digital tools and platforms we make and use for communication and entertainment are hijacked for terrorism, violence against the vulnerable and nefarious transactions? What role do designers and developers play? Are we complicit as creators of these technologies and products? Should we police them or fight back? As a leader of gravitytank's interaction design discipline and social innovation practice, Antonio García will share a mix of provocative scenarios torn from today's headlines and compelling stories where activism and technology facilitated peace—and war.
Built on BLE (Bluetooth Low Energy) beacons get a lot of press, and have seen increasing deployment around the globe, adding value to business and consumers. In this session, join IBM Developer Advocate, Kevin Hoyt, on a journey through beacon opportunities you may not have considered. Practical, real-world, references will be highlighted as we examine innovative use-cases for beacons in your business.
The web has changed plenty in the past 5-10 years. We’re no longer dealing with browser wars, plugins, or slow desktop Internet connections. Our challenges are much different and center around devices, screen sizes, resolutions, frameworks, apps, and the Internet of things. So as things have changed how have your tools evolved? In this session, Evangelist Paul Trani will show how our tools have changed to meet the challenges of the modern web designer. Someone not afraid of code, who deals with frameworks, responsive design and hi-dpi images. Learn about how the tools you know and love have evolved to meet these new challenges, and get introduced to new tools that make UI and UX design easier than you’ve ever anticipated.
In a world looking for rules of thumb, checklists, best practices, and guarantees, how do we know what we know? Even worse, how do we choose when every rule has an equal and opposite position? As knowledge increases and every dissenting opinion is available for citation, it becomes more important to set aside the mundane challenges … at least that’s what we’re told by a succession of books, speakers, and multimedia campaigns. How can one be expected to produce a manifesto, let alone get work done, when every other day someone else is muscling up to the church door with a new sheaf of papers to share with the world?
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!
Too often we create brands, experiences, and content that sacrifice humanity on the altar of conversion optimization. In this session, we’ll explore how to make our products feel less like a business transaction and more like a conversation through human-oriented brand, marketing, and experience design. Don’t worry, this won’t be a stern sermon about user personas or focus groups – Meagan knows that conference attendees are people too. Instead she’ll share some of the practical hows and whys of designing for people, not customers.
New giant dinosaurs. Mountain ranges on Pluto. Gravity waves from other galaxies. We live in a golden age for scientific discovery, and it’s hard not to wonder, as we pry ourselves away from Mars panoramas back into the earth-bound corporate things waiting in our other browser tabs, what it would be like if we’d gone into that science field we really like instead. Thea will share what she learned about the reality of modern science, what it’s like working with scientists, how she overcame the hurdles of being an outsider, and how you, too, can apply your skills as a creative professional to science projects where they are, truly, needed. Without having to dissect a pigeon.