Spark talks kindle new perspective on our work. These three talks offer big ideas in a small package: eight minutes on a concentrated topic that will change your thinking.
125 W. 18th Street, New York, NY 10011
We’ve seen gesture input relying on a seamful sensory devices like cameras and proximity sensors. And now input gestures are challenged by pervasive computing where the sensor itself might not be within the body reach, where there is no tactics and tangible feedback, where we need to manipulate virtual objects in AR/VR that lives in a more complicated 3D space.
How can we design for the next generation of interaction inputs in space that is intuitive, meaningful and easy to learn? What could be the principles of this type of new interaction paradigm? In this session I would like to introduce my approach of a novel free form gesture input system that activates our body as a new reference surface comparing to traditional hardware surfaces that offer the sense of direction, scale and tactics, the types of tasks in 3D that can be fulfilled with this input system, and how it would influence and challenge the traditional visual outputs and interaction patterns.
I want to reconsider the idea of pace layering and shearing layers - a concept developed by Frank Duffy and Stewart Brand in the late 20th Century - for the context of interaction designers practicing in 2017. The core idea of pace layering is that any building consists of several layers, which evolve at different rates of change – from the site, which changes at a geological pace, to the space plan (years) and stuff (days, weeks, months).
How does this idea, so grounded in the design of the built environment, function as a lens for seeing and a frame for more effective action when we are working in a world where "digital" is woven into the very fabric of our lives, and we apply our craft to networked services, data-rich systems, products bursting at the seams with sensors, and humans with ever-evolving needs, desires, and expectations? A world where the “layers” are increasingly interwoven, interrelated, and interdependent. As we strive to design the latest interactions, products, and services, how do we best think about the tension between the pace of change exhibited by the different scales and contexts we touch and work within?
The new frontier of connected hardware is here! So let's grab those UX toolkits and get designing, right? Well, much of what you learned working on web and mobile just isn't so important here. Even if you're a unicorn.
- The “hard” in hardware - Iteration just got harder
- Quality, trust, and the junk drawer - Micro interactions can't save you
- Balancing products between the every man and the explorers - Kickstarter vs reality
- Magic! vs. What have you done for me lately? - Balancing autonomy and engagement
- Why slower is sometimes better - My tale of woe of being first to market
- Paradoxes of imagination - People either dream very big or very small
While a solid user-centered design practice is of course always an asset, the connected hardware space is full of new contexts, considerations, and caveats. This talk will share stories and lessons to help every designer navigate it better from the start.