I’m fortunate to have opportunities to share work and ideas with the international design community through regular speaking engagements. This is a collection of presentations, workshops, and tutorials I’ve delivered at design and technology events over the past few years. The topics covered range widely, but the unifying concern is understanding and improving experience design: at all levels of scale and complexity, for the full range of media and audiences, within consumer and enterprise settings.
For those who prefer listening, links to interviews I’ve recorded on some of these same topics are gathered below.
The Language of Discovery: Designing Big Data Interfaces and Interactions Enterprise Search Europe
Discovery and the Age of Insight: Walmart EIM Open House 2013 Invited Keynote: Walmart Internal Event
The Language of Discovery: A Toolkit For Designing Big Data Experiences Strata NY
Designing Big Data Interactions UX Australia
The Language of Discovery: A Grammar For Designing Big Data Interactions UX Lisbon
Playing Well With Others: Design for Augmented Reality The Web and Beyond
Social Interaction Design for Augmented Reality IA Konferenz
Understanding Frameworks IA Summit Workshop
The Next Wave of AR: Exploring Social Augmented Experiences Where 2.0
Designing Information Experiences Janus Boye Conference
Learning From Games, European IA Summit
Killzone.com, a Massively Social Online Game, Keynote, Netherlands Festival of Games 2009
Lessons In Designing Information Retrieval Experiences, Enterprise Search Summit 2009
Beyond Findability Workshop, 2009 Information Architecture Summit
Evolution of a Social Game Experience & Community Architecture, Keynote, 3rd Italian IA Summit
Frameworks are the Future, 2008 European Information Architecture Summit
Effective IA For Enterprise Portals, 2008 Information Architecture Summit
The DIY Future: When Everyone Designs Social Media, BlogTalk 2008
Future Experience, Keynote, Italian Information Architecture Summit 2007
Perspectives on Ethics, EuroIA Summit 2007
Lessons from Failure, 2007 Information Architecture Summit
Executive Dashboards, 2005 Information Architecture Summit
The Language of Discovery: Designing Big Data Interfaces and Interactions
Slides for “Big Data Is Not the Insight: The Language of Discovery” sharing our evolving perspective on discovery and its relationship to big data with the audience at the Enterprise Search Europe conference in London. Our point of view is rooted in our (ongoing) deep research into discovery needs and activities in both enterprise and consumer domains, and it is always exciting to share our latest understanding and insights.
The Language of Discovery: A Toolkit For Designing Big Data Interactions
O’Reilly media published the video recording of my presentation on The Language of Discovery: A Toolkit For Designing Big Data Interactions from last year’s (2012) Strata conference in NY.
Discovery and the Age of Insight: Walmart EIM Open House 2013
For the audience at Walmart, as part of the broader framing for the Age of Insight, I took the opportunity to share findings from some of the recent research we’ve done on Data Science (that’s right, we’re studying data science). We’ve engaged consistently with data science practitioners for several years now (some of the field’s leaders are alumni of Endeca), as part of our ongoing effort to understand the changing nature of analytical and sense making activities, the people undertaking them, and the contexts in which they take place. We’ve seen the discipline emerge from an esoteric specialty into full mainstream visibility for the business community. Interpreting what we’ve learned about data science through a structural and historic perspective lead me to draw a broad parallel between data science now and natural philosophy at its early stages of evolution.
We also shared some exciting new models for enterprise information engagement; crafting scenarios using the language of discovery to describe information needs and activity at the level of discovery architecture, IT portfolio planning, and knowledge management (which correspond to UX, technology, and business perspectives as applied to larger scales and via business dialog) — demonstrating the versatility of the language as a source of linkage across separate disciplines.
But the primary message I wanted to share is that discovery is the most important organizational capability for the era. More on this in follow up postings that focus on smaller chunks of the thinking encapsulated in the full deck of slides.
The Language of Discovery: A Toolkit For Designing Big Data Experiences
Slides from my presentation at Strata NY. I shared quite a bit of new material with the audience at Strata: most notably a new collection of mode chains and example scenarios capturing patterns in discovery activity in the consumer domain, to complement our understanding of and descriptive patterns for enterprise-centered sense making.
Designing Big Data Interactions
Slides from my talk at UX Australia.
The Language of Discovery: A Grammar For Designing Big Data Interactions
I’ve posted the slides from my UXLX talk on the Language of Discovery. From the practical perspective, if you’re looking for a way to describe discovery and sense making needs and activities, there’s no better resource than this. And the LOD is well-grounded from the methodological and research perspectives, having roots in HCIR, cognitive science, and a number of other academic disciplines that contribute to the toolkit for understanding human interaction with information and discovery activity.
Also, the Lanyrd page for the talk aggregates the slides, sketch notes, and pointers to some other resources.
Playing Well With Others: Interaction Design and Social Design for Augmented Reality
Video of my talk “Playing Well With Others: Interaction Design and Social Design for Augmented Reality” at the Web and Beyond 2010 in Amsterdam. It’s couched as a collection of design principles for the oncoming category of social augmented interactions made possible by the new medium of augmented reality. But this talk is also a call to action for all makers of experiences for the emerging engagement space of everyware to focus on the human and the humane perspectives as we explore the new interactions made possible.
The outline of the talk is roughly:
- Overview of augmented reality
- Social interaction perspective on current AR experiences
- Definition of ‘social augmented experiences’
- Common interaction design patterns for AR
- Social ‘anti-patterns’ limiting design of augmented experiences
- Design principles for social augmented experiences
Design Principles for Social Augmented Reality: The Next Wave of AR
My slides for a panel on the social experience of augmented reality at the Where 2.0 conference. Here I’m contending that current interaction design patterns and concepts that shape most augmented reality experiences are in effect anti-social (technically they show low ‘social maturity’), and act as a barrier to the adoption and evolution of the medium. I suggest design principles that will help create experiences that integrate with the complexity or social dynamics in the realtime / realworld settings for AR.
Design For Goals
The presentation portion of a half-day tutorial / workshop Design For Goals delivered at the JBoye 09 Conference. The structure for this tutorial is part method review (on how to understand people’s goals in a structured way), and part sharing of re-usable patterns found after researching goals. Since the context of origin for both the goals and patterns was complex international finance, some translation of the raw materials and examples and the synthesized patterns into a realm closer to home for ordinary people is likely in order. As you’re going through the slides, I suggest using your own activities that involve information finding and making substantial financial decisions as a reference.
Search Me: Designing Information Retrieval Experiences
My presentation at the 2009 Enterprise Search Summit in NY. This case study reviews the methods and insights that emerged from an 18-month effort to coördinate and enhance the scattered user experiences of a suite of information retrieval tools sold as services by a major investment ratings agency. The session shares a method for understanding audience needs in diverse information access contexts; reviews a collection of information retrieval patterns, looks at conceptual design methods for user experiences, and reviews a set of longer term patterns in customer behavior called lifecycles, and considers the impact of organizational and cultural factors on design decisions.
Designing Frameworks For Interaction and User Experience: IA Summit Workshop Presentation
My presentation from the full-day Beyond Findability workshop delivered at the 2009 IA Summit. This set of materials addresses some of the most important questions for practitioners considering a framework-based approach to design: why frameworks matter for user experience and interaction design, what frameworks are useful for, and how you can work with them effectively. Also a review of the profound shifts changing the structural makeup of the digital environment, the contexts and boundaries of the experiences, and the role of professional designers.
The Architecture of Fun: Massively Social On-line Games
My keynote from the Italian IA Summit, discussing Killzone.com as a leading example of the next generation of Massively Social On-line Games.
“What form will the next generation of interactive experiences take? The exact nature of the future is always unknown. But now that everything is ’social’, and games are a fully legitimate cultural phenomenon more profitable and more popular than Hollywood films, we can expect to see the emergence of experiences that combine aspects of games and social media in new ways.”
Frameworks Are the Future
Materials for my presentation Frameworks are the Future of Design.
“The Web is shifting to a DIY [Do It Yourself] model of user experience creation, one where people assemble individual combinations of content gathered form elsewhere for expressive, functional, and (many) other purposes. The rapid growth of widgets, the resurgence of enterprise portals, the spread of identity platforms from social network destinations to blogging services, and the rapid increase in the number of public APIs syndicating functionality and data, are all examples of the DIY shift. For design professionals, the defining characteristic of DIY future is co-creation: the participation of a broad spectrum of people in creating experiences. In this new world, the role of designers is to define the tools co-creators use to assemble experiences for themselves and others. These tools will increasingly take the form of design frameworks that define the modular components of familiar structures such as social networks, functional applications, collaboration platforms, personalized dashboards, and management consoles.“
Effective IA For Enterprise Portals
“Portal design efforts often quickly come to a point where their initial information architecture is unable to effectively accommodate change and growth in types of users, content, or functionality, thereby lowering the quality of the overall user experience. This case study style presentation will demonstrate how a framework of standardized information architecture building blocks solved these recurring problems of growth and change for a series of business intelligence and enterprise application portals. In a narrative and visual review of the evolution of a suite of enterprise portals constructed for a major global corporation, participants will see how the building blocks provided a consistent and stable framework for the design, expansion, and eventual integration of the user experiences of nearly a dozen distinct portal design efforts.“
The DIY Future: What Happens When Everyone Is a Designer?
My slides from Blogtalk 2008, discussing the shift in design roles and how professional designers can respond.
“The erosion of traditional barriers to creation marks the onset of the DIY Future, when everyone is a potential designer (or architect, or engineer, or author) of integrated experiences — the hybrid constructs that combine products, services, concepts, networks, and information in support of evolving functional and emotional pursuits. The cultural and technological shifts that comprise the oncoming DIY Future promise substantial changes to the environments and audiences that design professionals create for, as well as the role of designers, and the ways that professionals and amateurs alike will design. One inevitable aspect consequence will be greater complexity for all involved in the design of integrated experiences. The potential rise of new economic and production models is another.
The time is right to begin exploring aspects of the DIY Future, especially its profound implications for information architecture and user experience design. Using the designer’s powerful fusion of analytical perspective and creative vision, we can balance speculative futurism with an understanding of concrete problems — such as growing ethical challenges and how to resolve them — from the present day.”
Communicating Conflict: Design For the Integrated Experiences of the Future
“What does the future of design hold? Greater ethical challenges. In the coming world of integrated experiences, design will face increasing ethical dilemmas born of the conflicts between broader, diverse groups of users in social media; new hybrids such as the SPIME which bridges the physical and virtual environments simultaneously, and the DIY shift that changes the role of designers from creators of elegant point solutions, to the authors of elegant systems and frameworks used by others for their own expressive and functional purposes. To better prepare designers for the increased complexity, connectedness, and awareness included in the coming future, here are some practical suggestions for easily addressing conflict during the design of integrated experiences, by using known and familiar experience design methods and techniques.
It Seemed Like the Thing To Do At the Time: Social Systems and Failure
The full version of my presentation on state of mind, self-definition, and parallels between individual and societal responses to failure, from the 2007 IA Summit.
Radio Johnny on Augmented Reality
Radio Johnny published an interview recorded shortly before the New Year, discussing augmented reality, why it’s of interest for Experience Design, and some of the areas of likely development we’ll see in AR in the near future.
Listen to the show
Show Time: 25 minutes 38 seconds
Ubiquitous Computing and User Experience
The podcast of a group discussion on ubiquitous computing that includes Steve Baty, Will Evans, Matthew Milan, John Tirmandi, Joe Sokohl, Todd Zaki Warfel. We share examples, ideas, and questions about the intersection of user experience and ubiquitous computing. Organized and recorded by Jeff Parks for Boxes and Arrows.
I hope you enjoy listening as much as we enjoyed recording it.
Ethics and Design: Social Media and Conflict
The first of two interviews talking about ethics, design, social media, and conflict, recorded by Jeff Parks of I.A. Consultants and the BoxesandArrows podcast. Play and download the interview here. Subscribe to the iTunes and feedburner feeds for the I.A. Podcast here.
Ethics and Design: Using Psychology to Design For Conflict
The second of a two-part interview series discussing ethics, design, social media, and conflict, recorded by Jeff Parks of I.A. Consultants and the BoxesandArrows podcast.
Play and download the interview here.
Subscribe to the iTunes and feedburner feeds for the I.A. Podcast here.