Conversation is the New Attention

“In a world where every piece of information can, with a single tap on a pocket-sized glass screen, lead to more and more information, our ideas need to move faster, people need to share ideas and bounce them off of each other more spontaneously than ever, anytime, anywhere. Public speaking technology has not kept pace with the technology of everything else.” (Christopher Fahey and Timothy Meaney ~ A List Apart)

Why Great Designers Steal – and Are Proud of It

“It is a fact of life that creative people – if they are any good-constantly absorb input and stimuli that influences their own creative output. By nature, they imitate and play with the ideas of other creative people. It’s how they learn and grow. It doesn’t matter whether you call this trait awareness, empathy, or even stealing. No innovative or successful design happens in a vacuum. Regardless of whether you realize it, what you see and interact with around you every day influences your work. Picasso just happened to be a master when it came to using stolen goods for the benefit of his own artistic pursuits.” (Traci Lepore ~ UXmatters)

Typeface As Programme

“Like many disciplines dependent on technology for execution or production, type design has undergone a series of fundamental revolutions and transitions in the past century. Driven by technological advance, this process has completely changed the way people work with type, to the point where someone employed in the field had to adapt to a significantly changing situation multiple times throughout a career. ” (Jürg Lehni ~ Typotheque) courtesy of latebytes

How Print Design is the Future of Interaction

“There are three areas that I covered in the talk. First, how the visual language of UI has evolved and been shaped in to what we find in the interfaces we are familiar with today. Second, I’ll discuss why I think a new approach to the visual design of interfaces, influenced by Print Design, is emerging and necessary. And finally, why I think Print Design is an important influence to the next evolution of UI, and what we (as UI and Interaction Designers) can learn from the discipline of Print.” (Mike Kruzeniski)

Anticipating the Next Wave of Experience Design

“We live in a world defined by increasing time pressure and more and more things competing for our attention. In such a frenetic world, it is understandable that we place more value on the quality of our experience. We want to make the most of the time we have. Experience design has emerged in part as a response to this growing need we all have. It is no longer enough to design products and services so that they have aesthetic appeal and perform well. We demand a more satisfying broader experience when interacting with these products and services so that we more effectively pull out the true potential of these products and services.” (John Hagel)

Bill Moggridge: Prototyping Services With Storytelling

“The storytelling supports the exploration of the service idea. Through the use of simple workds, the teller will illustrate the solution as it is a story. This allows the communication of the idea inside a group but also the preparation of the first sketches for the storyboard. The storytelling leaves some blanks to be fill in by the suggestions of other stakeholders and users.” (think + design + change)

Content/Communication

“The way we talk about our content has significant impact on the way we treat it within our organizations… and, therefore, the quality of the content we produce. How can we make the shift from treating content as a commodity to valuing it as a business asset? With a little storytelling and the help of a few powerful metaphors, you can begin to turn the tides.” (Kristina Halvorson ~ Webstock 11 videos)

Making the right products in the right way: a consistent product lifecycle

“Creating a world class BBC Online depends on teams from diverse backgrounds working together, and this demands clear and consistent terminology, processes, and governance structures across all products in the BBC Online portfolio. The Product Lifecycle Management provides a framework for collaboration between technical and editorial disciplines.” (BBC)

The Elements Of Player Experience

“Video games are breaking out of the roles they’ve traditionally occupied and are moving into spaces where they collide with UX design. There are games that serve as social glue between old friends, and games that bring strangers together to collaborate on solving problems. There are games that help people meet their life goals, and games that let people reward others for meeting theirs. There are games that facilitate creative self-expression, help people understand the news, train doctors to save lives, and advocate for human rights. As they expand into these realms, the lines separating game design from software UX design are growing fuzzier and less important.” (John Ferrara ~ UX Magazine)

Design Thinking Is A Failed Experiment. So What’s Next?

“(…) the construction and framing of Design Thinking itself has become a key issue. Design Thinking originally offered the world of big business–which is defined by a culture of process efficiency–a whole new process that promised to deliver creativity. By packaging creativity within a process format, designers were able to expand their engagement, impact, and sales inside the corporate world. Companies were comfortable and welcoming to Design Thinking because it was packaged as a process.” (Bruce Nussbaum ~ Co.Design)

Five lessons from an Information Architecture career

“Today I delivered the opening keynote address at the Polish IA Summit in Warsaw, entitled ‘Come as you are’. It is the story of how I’ve come to spend 13 years building digital products, and how I’ve observed and been part of the changes and development in the UX and IA disciplines over that time. It finishes with what I consider to be the five key lessons about computers and people from my career as an IA practitioner.” (Martin Belam)

There Should Be Limits to Usability

“People generally regard improving the usability of products or systems as a major part of our role as UX designers. While there are tradeoffs in all aspects of design, our assumption has generally been that products and systems that are easier to use are preferable to those that are harder to use. However, despite what seemed to be a common understanding, a number of articles have recently reported on research that suggests increased ease of use can be detrimental.” (Peter Hornsby ~ UXmatters)