We’re living in a unique cultural moment. Tech is now completely immersed in our lives, while the contemporary female voice is rapidly gaining airtime. This convergence of events places us at a fascinating intersection - presenting creators, businesses, and decision-makers with major opportunities. But in the face of constant competition, what makes one experience, one game, one story - more believable or relatable than another? How has the feminine voice influenced ideation and content, to reach people on a personal level? And most importantly, is there a way to rethink how we craft experiences to make sure we don’t edit the ‘humanity’ out of the process?
Amplify Her is a gritty, transformative storyworld centered around female electronic musicians exploring their roles in the next rise of the feminine. The realm includes a feature documentary film, and a 6-part graphic novel and motion comic series created by a team of 25 women. This talk will use real-life examples from Amplify Her to outline some experimental, collaborative strategies that you can put to work now.
Access Nicole's Slides Here - www.slideshare.net/secret/IYmMn96FbPqPNQ
Mystic Midway will reveal the underlying design process and collaboration that we engaged at UX Week to create a gamelike story experience for the conference party. Thematic refinement, experience design, environment design and physical object systems design were all involved.
Every year, a city of 70,000 people rises up in the remote Nevada desert for a week-long celebration of human creativity and self-expression, before vanishing back into the dust. Many participants say their experiences at the Burning Man festival have transformed their lives.
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Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer.
At first glance, the phrases “federal website” and “designed for kids” seem diametrically opposed. After all, how could one of the world’s most complicated bureaucracies ever hope to communicate with children? But that’s exactly what the Every Kid in a Park team did.
Design, as the tangible manifestation of intention, has the power to shape how we think and feel. Conversely, how we create and what we design are the culmination of who we are as individuals coming together to make something for others.
User experience (UX) strategy lies at the intersection of UX design and business strategy. This talk delves into this crucial practice, which relies on empirical, lightweight tactics for pushing cross-functional teams toward a unique digital solution that customers want.
Design thinking is ubiquitous. More and more companies are employing full time user researchers, even entire user research departments.
It's hard enough to lead change when you're the CEO. But if you need to lead change in a large organization, you must often do that without formal authority or even budget.
Five years ago I sold my house in Silicon Valley and moved to an old farm deep in agricultural country. As a city boy, it was all new to me, but I was most surprised to discover how much the new lessons of farming paralleled the important lessons of interaction design.
The tech world welcomes, supports and funds innovation and disruption in every area of our lives and work - except one: the one that has the potential to produce more unicorns, make more money and drive more profound social benefit than any other area of tech. Cindy Gallop, founder and CEO of MakeLoveNotPorn, delivers a highly provocative, insightful, revelatory and wide-ranging examination of why we need to re-examine our attitudes towards and behavior around sex, and the key role sextech plays in redesigning the future of sex.
“Where we’ve gotten mixed up is that we believe actions follow belief. But experience creates belief.
“When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up. ” C.
Join UX Week host Jesse James Garrett and Adaptive Path co-founder Peter Merholz for a freewheeling conversation about the issues and ideas driving the field of experience design today. Guided by questions from the audience and from the UX community, they'll look at the past, present, and future of our work from every angle: in-house vs.
We tend to think of board games as infinitely replayable products. What happens when you design a game that can only be played through one time? With disposable components? This simple shift in thinking helped Pandemic Legacy skyrocket to become the “#1 board game” on BoardGameGeek – in record time.