Interaction12 is where the UX hoi pollloi partoi. A summary. #ixd12

So I spent most of last week in Dublin where I was lucky enough to attend the Interaction Design Association’s Interaction12 conference. And oh was a good time had by all. I will spare you the nose rubbing details of what went down out of hours but suffice it to say that it was held in Ireland where the people are friendly and the Guinness plentiful and fresh. Instead I will give you a super-brief recap of each workshop and session that I attended.

Ahem…

DAY 1: WORKSHOPS

Design With Intent with Dan Lockton
Walls are not ashtrays. Machiavelli would have made a great ad man. Ignorance can sometimes be the better part of heuristic evaluations.

Sketching Interfaces with Sam Smith and Jason Mesut
You are not drawing you are sketching. Draw lines plentifully and straight. Say things with your pens and kill your eraser. Lean UX!

DAY 2: SESSIONS

The Disruptive Age: Thriving in an Era of Constant Change with Luke Williams
Incremental change is for sissies. The best ideas should scare the shit out of you. Avoid product clichés like the plague. Disruption is about being unreasonable and I will not listen to arguments to the contrary.

Design Language for Interactions with Michael Lemmon
Try making a great product without design. Go ahead. I dare you.

I Hate Process. I Love Process: Why designers are divided about process and what to do about it with Christina Persson and Joan Vermette
Process is bad. No, process is good. Either way, make sure you use the process that suits your team best. Or don’t. Totally your call.

Imagination and Identity with Tom O’Rahilly
If you ever want to open a museum that gets you death threats, then this is the guy you need to talk to.

Design for the Unknown: Healthcare and Ambiguity with Maggie Breslin
Sometimes telling people that they are likely to die motivates them and sometime it just scares the bejeezus out of ‘em.

The Aesthetics of Motion in the age of Natural User Interfaces with Dave Malouf
Gestures – while vague and often hard to define – are great for telling data to do stuff. Once everyone knows exactly what the hell you are doing with your hands.

DAY 3: MORE SESSIONS

Exploring, sketching and other designerly ways of working with Jonas Löwgren
Sketching is fast, cheap and pretty much understood by everyone. So sketch. A lot.

Building a Better Starship: Scaling Design Systems into Humanity’s Future with Scott Nazarian
Spaceships? Pffftttt! We’re talking about STARships son. And the people who talk about them use words like extropian, epilithic and capacitant.

Understanding Us: The Next Frontier with Dirk Knemeyer
Technology and progress are a form of magic. Ads won’t matter soon because products will be custom and personalized. Stop designing for demographics and design for individuals.

Why is no one using your product? with Julie Baher
You are not designing for yourself. Hipsters make horrible research subjects. Refuse to not learn.

Designing the mobile wallet experience with Jonathan Rez
You either read that and said “Finally!” or “Oh, shit.” You’re both right.

Input/Output: Interaction design at the intersection of city and its interfaces with Sami Niemelä
The new hotness is city maps with services and dynamic information at your fingertips. Take that old and busted paper subway map!

Research for Behavior Change: The MAO Model with Sebastian Deterding
Not that Mao. Rather: Motivation, Ability and Opportunity as a design framework. The Great Design Leap Forward if you will.

From Solid to Liquid to Air: Interaction Design and the Future of the Interface with Amber Case
We are all cyborgs. Technology as fashion statement. Skeumorphics suck. Oh, and will someone please sort out Microsoft PowerPoint please!

DAY 4: LAST OF THE SESSIONS

Hack to the Future with Fabian Hemmert
Let design hijack your traditional research process. Do whatever it takes to visualize your ideas and no matter what, never, ever grow up.

Does it have legs? Information Architecture Heuristics for Interaction Designers with Abby Covert
Learn how to speak in a critique so you are actually being helpful by following these 9 principles of information architecture heuristics.

Critical Design: Restoring a sense of wonder to Interaction Design with Dr. Michael Smyth and Ingi Helgason
Possibility is inversely proportional to wonder. Reinvigorating the commonplace with meaning by changing its context.

How to Lie with Design Thinking with Dan Saffer
Post-Its are an acceptable alternative to actual work where design thinking is concerned.

Interacting with Sound with John Finley
Using sound wisely frees up visual acuity to carry more of the burden of overall interactivity. Hear evil. Don’t see it.

Ritual in Interaction Design with Matt Nish-Lapidus
We are nothing without our rituals so it’s about time we started putting more of them into our day to day interactions.

User experience is important but it’s not everything: Designing for physical versus digital products with Chui Chui Tan
Designing physical objects is more frequently involving design for digital as well. The internet of things means more than just internet enabled toasters.

And that is – as the porky pig says – all folks….

#uxweek Day 4 Sketchnotes: More Brilliance From the Main Stage.

UX Week Day 4, 8/26

How Our Social Circles Influence What We Do, Where We Go, and How We Decide | Paul Adams
Facebook ad dude talks about how our personal networks are constructed and who are the people that get you to make purchasing decisions (hint: it’s not Roger Federer).

Intentional Environments: Designing a Culture of Co-creation | Teresa Brazen & Kate Rutter
Aligning your environment with intent makes everyone more productive. It’s all about principles and practices people.

UX as Product Strategy: Differentiation in a Crowded Market | Adam Goldstein
The founder of Hipmunk talks about how he found a niche in a crowded market by avoiding the mistakes of his more entrenched competition. Best line: “Good UX is an unfair advantage.”

Emerging Technologies in UX: Promise to Practice | Darren David
Interested in making some multi-touch or light projection installations? Then this is your guy.

Making Software or Making A Movie? | Murat Konar
Pixar software UX lead explains how tying the launch of a new movie to the launch of their custom animation software has the surprising effect of focusing the mind.

Playful Models for Understanding | Ben Cerveny
Listen, I’m not gonna lie and tell you that I understood everything that the founder of Bloom.io talked about. But I will say that it sounded pretty damn smart.

Effective Creative Leadership | Sarah B. Nelson
Wonderful session about learning to know yourself, your team and how to make everyone more effective and happy.

Lessons from a UX Driven Startup | Alexa Andrzejewski
Founder of Foodspotting passes along some tips and insights for those looking to make the transition from UX pro to startup CEO.

Whoa, Google Has Designers! | Jon Wiley
Awesome talk from the design lead on Google search that shines a light on the latest (and possibly upcoming) Google platform redesign.

Tomorrowland is Today | Rob Maigret
How is Disney so successful in the social media space? They tell great stories, spread great content and don’t beat people over the head with sales-speak.

#uxweek Day 3 Sketchnotes: Critical Thinking and Meeting Design. That’s the Stuff.

UX Week day 3, 8/25

Critical Thinking for UX Designers (or Anyone) | Russ Unger and Stephen Anderson

Thinking critically requires little more than the willingness to have fun while thinking. Sure sometimes thinking is serious business but that doesn’t mean that the process has to be rote. Change the parameters. Turn thinking on its head. Look at problems from a different angle. If you really want to develop some groundbreaking ideas you had better stop thinking in the same old ways. Fortunately there are some simple methods that anyone can use to expand the scope of their creative and critical thought processes. And interestingly enough most of these tools require nothing more than changing everything about the way in which you currently flex your creative muscles. It’s almost too easy…

Better Meetings By Design | Kevin Hoffman

Meetings suck. Period. The end.

But they don’t have to. All it takes is a little bit of imagination and the ability to run traditional meeting procedures through the garbage disposal. Meetings are not about getting the maximum number of people in a room for the maximum amount of time until they have all been beaten into submission and agree to anything you put before them. No, meetings should be productive and efficient collaboration sessions that everyone walks out of feeling as though progress has been made. Crazy, huh?

#uxweek Day 2 Sketchnotes: #Gamestorming Your Workplace with lots of Sharpies and Post-its.

UX Week day 2, 8/24

Gamestorming Your Workplace (A.K.A., How to Design Using Words AND Pictures) | Sunni Brown

Do your meetings suck? Well, really, whose don’t? Unless you practice Gamestorming of course. What’s gamestorming you ask? Great question. It is the act of leveraging gaming mechanics to foster collaboration and creativity within the construct of a business meeting. Or to put it another way: start having fun at your meetings and everyone will be more productive and happier. I know what you’re saying: “Pshaw! Happy at meetings? Never.” But seriously, I’m for the realz.

Think about the things that are not effective about meetings: lack of structure, marginal participation, distractions, inefficiency, lack of positive outcome. Now think about the games you like to play. Odds are almost none of those things that make some meetings so pointless ever infect your game playing, for one very simple reason: games are fun and people want to engage with them. In that case, what can we learn from and borrow from the realm of play and gaming to make meetings suck just a little bit less?

One of the most important aspects of gamestorming is the highly visual nature of it’s mechanics. Visual thinking allows us to expand the collaboration toolset that most people use in meetings beyond mere words. Sure you have to talk in any meeting, but when you put pen to paper and ideate in shape and form and diagram, you expand the available vocabulary many times over and open up the potential avenues of exploration exponentially.

So the next time someone asks you to schedule a meeting, tell them you’d rather arrange a gamestorming session instead…

#uxweek Day 1 Sketchnotes: Avatars, design education and sampling. Oh my.

UX Week day 1, 8/23

Welcome | Jesse James Garrett
We are going to the Academy of Sciences on Thursday to see a dinosaur burlesque show. I can’t wait.

Keynote | Jaron Lanier
A tour de force of user experience from the perspective of the user interface of avatars to the business side of technology. We are all not rich and happy because technology has not been implemented to the equivalent of its potential.

When Left Meets Right | Todd Walthall
Insurance agency executive talks about how UX is changing his business and the expectations of his customers.

Designing People-powered Products | Chad Jennings
As we shift from mass production to mass customization to people powered products to – eventually – people powered business, our stories are going to increasingly become our stock in trade.

The Computer as Extended Phenotype | Steven Pemberton
Evolutionary biology and technology intersect at the human level. Ideas are our children and allow us to survive beyond this earthly coil.

HunchWorks: Applying Human-centric -Design to Complex Global Problems | Chris van der Walt & P.J. Onori
How can design fix the world? By connecting the right people at the right time to minimize risk and maximize response time.

Stop Watching and Start Experiencing: Web Enabled TV | R. Brian Stone
The UX of TV is subpar because it has essentially been ignored by UX designers. For an artifact as important to lives of most people as the TV, it is time that we updated it and used it as a platform for creation, not just consumption.

Educating the Next Generation of Interaction Designers | Kristian Simsarian
Most contemporary UX designers have found their way into the profession accidentally. The good news is that there are now schools and students going native in the interaction design space. The future of UX looks bright.

Video as User Experience | Adam Lisagor
When creating a linear interpretation of a product story there are a whole host of tricks that one can use to make the tale more compelling. Plus he talked about “skeuomorphism”, which is awesome.

Creating Engagement on Twitter | Mark Trammell & Jesse James Garrett
How do you increase registration rates in the Twitter sign up process? Make it longer. Treating content strategy as the basis for your engagement plans.

Keynote | Paul D. Miller a.k.a. DJ Spooky
An intellectual sampling of a wide range of ideas ranging from Antarctic escapism, snowflakes as metaphors for memory, the ethics of music sampling and a whole host of interconnected philosophies and experiences.