If you push pixels for a living, you’d also better start thinking about pushing molecules too.

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Title: Ergonomics for Interaction Designers: Parts 1-3
Context: Human factors isn’t just for industrial designers anymore.
Synopsis: Designing and building digital products has traditionally spared interactive user experience professionals from the considerations that the designers of 3D objects had to account for as a core part of their process. But, as digital products become transient and move from device to device, all with varying form factors, we digerati no longer have such luxury. Especially as natural user interfaces become more prevalent, so too must our rumination on the type of device and physical interactions that users will have when engaging with our products. This goes far beyond accessible design where we retrofit alternative access patterns into our core workflows. Now, place, input patterns, ergonomics, and device structure can all impact our primary use cases at the UI level. What this new reality really asks of our profession is an even greater investment in understanding a wider range of potential user personas as well as pre-design scoping of the extra-digital environments in which they might be used. The line between virtual and real is not just being blurred, it is being obliterated from a design standpoint. We are all anthropomorphicists now, whether we like it or not.
Best Bit: ???The most basic approach, if we can even call it that, is ‘Procrustus’, which means that no attempt to accommodate the user has been made, and the user must adapt to the product, however it happened to be designed. Incidentally, this term comes from Greek Mythology, where Procrustes was fitted to a bed by sawing off his head and feet.???

Do users only have experiences on digital devices? Then stop designing only for them.

Title: Breaking Through the Glass : Designing Digital Experiences Beyond the Screen
Context: What is interaction design when everything is interactive?
Synopsis: Tell someone that you are a user experience designer and the small percentage of people who don???t stand their slack-jawed, drooling their miscomprehension off their chin will automatically assume that you design some type of software related product. And generally they would be right. But not for long. As technology breaks the bonds of its traditional housings (i.e. computers, mobile phones, televisions) the UX profession will be forced to evolve into something much more profound than contemporary pixel pushing stereotypes. We will need to think about whole new constructs of interaction, moving away from object into space and ultimately space/time where we consider people???s journey through their life as our canvas, not just what they see on their iPhone???s screen.
Best Bit: ???If we are to continue pushing the boundaries between digital experience design and our physical environment, we need to play more within the threshold space between physical and virtual experience where digital and physical experiences intersect.???