Blog

  • 25 Oct 2007 5:00 PM | Deleted user
    Refresh the Triangle ...
    is a community of designers and developers working to refresh the creative, technical, and professional culture of New Media endeavors in their areas. Promoting design, technology, usability, and standards.
  • 18 Oct 2007 5:00 PM | Deleted user

    Join UX professionals from around the Triangle area for an Interactionary (a live design competition), keynote speech, food, drink, and fun!
    Keynote Speaker:
    Anthony D. Hall, Ph.D.
    IBM Global Web Strategy and Enablement
    Interactionary
    Simply put, the Interactionary is a live team-based design competition. Teams are given a design problem and 10-20 minutes to design a solution to the problem. Teams then present their design to the audience, and the judges.

    Click here to join the competition

  • 11 Oct 2007 5:00 PM | Deleted user

    CED's annual tech conference is this Friday:

    CED’s Tech 2007 will explore the future of emerging and converging technologies that are reshaping today’s hottest industries. Now in its 17th year, Tech 2007 will focus on the latest cutting-edge markets and global opportunities in clean technologies, medical devices, new materials, nanotechnology and more, as well as telecom, internet, software and hardware.

    Also, regional gaming companies will be demonstrating their most recent wares at the Game Night reception, 5 - 7pm.

  • 05 Oct 2007 5:00 PM | Deleted user
    TriUPA sponsor Heather Hesketh (hesketh.com) is interviewed in the latest Carolina STC newsletter. Here's an excerpt:
    How did you get started in the user experience business?
    In 1995, businesses were asking “Web what?” and I was trying to change my career from technical writing to applied anthropology. So, it was user experience that brought me to the Web. From the beginning what excited me about the Web was its potential to transform business and communication. To be effective online requires balancing business goals, user needs, and technical feasibility. User experience brings to bear methodologies from applied anthropology, computer science/human factors, and marketing to strike this balance. It took ten years to evangelize this approach such that business would embrace it. For our part, we advocate the use of user centered design methodologies not through the message of “it’s the right thing to do” but through metrics and results.
    Read the full interview at the STC's site.
  • 02 Oct 2007 5:00 PM | Deleted user

    Rebekah Sedaca from Capstrat led a great discussion on using comics to communicate design at our last TriUPA local lunch. You can read about Rebekah's experience in her Boxes & Arrows article, "Comics: Not just for laughs!" If you're interested in trying to use comics in your work, Rebekah shared a list of useful resources you can check out:

  • 05 Jul 2007 5:00 PM | Deleted user
    Registration is open for BarCampRDU 2007!
    A Bar Camp is an unconference where people interested in a wide range of technologies come together to teach and learn. Unfamiliar with the un-conference format? Here's the idea in a nutshell. Rather than having scheduled speakers, everyone pitches sessions the morning of the BarCamp. Those sessions are put on a schedule, and lots of little groups form for intense group learning. Everyone is expected to teach, to talk, to participate. Yeah, its different from a regular conference - but it works!
    If you're interested, I would head over and sign-up soon, it looks like it could fill up fast. BarCampRDU 2007 will be August 4, 2007 at the Red Hat Offices, Raleigh, NC.
  • 06 Jun 2007 5:00 PM | Deleted user
    Triangle UPA now has a TriUPA Facebook Group! The group is open to members and non-members alike.
  • 29 May 2007 5:00 PM | Deleted user

    Thanks to everyone who came out and made the event a success!

    DCampSouth is this Saturday!

    Time: 8:30 AM - 5:30 PM
    Date: June 2nd, 2006
    Place: School of Communication Arts, Raleigh, NC

    DCampSouth, the unconference for everyone interested in design and user experience, is this Saturday! I hope I'll see you at the School of Communication Arts in Raleigh this weekend, but first I wanted share a few interesting things about DCampSouth.

    • We're opening with a keynote by Thomas Vander Wal! We're very excited that Thomas has agree to kick things off for us.
    • DCamp is all about great discussions, and anyone can start one. We're going to invite everyone who attends to propose a session and add it to the schedule on Saturday morning. No PowerPoints are necessary, and you don't even have to prepare any material to propose a discussion.
    • DCampSouth is FREE!
    • There's lots more info on the DCampSouth wiki, so be sure to stop by and check it out. You can find a schedule for the day, proposed session ideas, directions and more... http://dcampsouth.pbwiki.com

      See you soon!

  • 24 May 2007 5:00 PM | Deleted user
    Congratulations to TriUPA member Rebekah Sedaca (Capstrat), on her recent article in Boxes and Arrows:Comics: Not just for laughs!Using comics is a novel means of communicating complex design concepts. There is has been a lot of talk about it recently, but it this medium only reserved for artists? Rebekah Sedaca decided to give it a try. It worked and she's outlined her process and tools that you may be able to use.
  • 11 May 2007 5:00 PM | Deleted user

    I attended CHI 2007 in San Jose. CHI is a large (2,500+ attendees) conference that focuses on academic HCI research, but also includes many panels and sessions on trends in user experience research and design. Here are some of my observations from CHI. undefinedAbe
    Trends in design
    Bill Moggridge’s keynote talk emphasized the need for “intuitive design” to help navigate complexity and create designs that people enjoy. He quoted Eames: “the design is an expression of the purpose… it may if it is good enough be judged as art.”

    He then laid out a framework of “design skills”:

    1. Frame (or reframe) a problem or objective.
    2. Create and envision alternatives.
    3. Select from a range of alternatives (solution space).
    4. Visualize and prototype.
    5. Synthesize a solution within constraints, and understand the impact of design changes on results.

    He gave a usefully simplified example of how cultural context can influence design. In Japan, most professionals commute on trains, and the social norm requires maintaining a respectful quiet. As a result, Japanese commuters work quietly with mobile devices, using many small buttons and a complex UI. Americans, on the other hand, commute primarily by car. Fiddling with small buttons and screens and difficult and dangerous while driving, but we can “shout to our hearts’ content,” so voice input is a promising alternative.

    BM also showed an entertaining video of a Japanese woman trying to purchase a soft drink with her i-Mode cell phone. This was a usability disaster, and illustrates how the design of many mainstream products is still basically broken. Many videos are included with the DVD accompanying his recent book, Designing Interactions.

    A later panel, “Who Killed Design?” followed up on BM’s ideas of intuitive design. Bill Buxton described the crit [that’s a critique, as in MFA and similar design programs] as “a fundamental part of the design process,” but one that’s rarely written about or discussed. He argued the design community needs to reflect more carefully on the role of structured critique and feedback in the design process. The trend in design education, presented by educators Terry Winograd and Meg Armstrong, is for heterogeneous teams (e.g., business, engineering, and design) and incorporating reflection on design activities. A challenge for both students and practitioners is to distinguish “problem setting” from “problem solving” and learn when to apply each approach.

    Buxton argued passionately that “there is a calculus [of design], it’s just not the same calculus we use in the sciences, and it must be respected.” The CFO’s opinion on design should not be considered equivalent to an experienced designer’s opinion, just as it wouldn’t be considered equivalent to an engineer’s opinion.
    Prototyping
    A panel on prototyping took up the challenge of “what’s wrong with prototyping in HCI research?” In a nutshell, current prototyping practices are weakundefinedprototypes aren’t real (representative of the ultimate system or design idea being investigated), and evaluation using them isn’t real (participants, tasks, questions, and time periods are limited or unrealistic). Unfortunately, “getting more real isn’t realistic,” because creating more detailed prototypes and extensive evaluations is prohibitively expensive in many cases.

    The panel focused on addressing this dilemma in HCI research, but design and UX practitioners likely confront similar problems. Two approaches seemed particularly promising. Jonathan Grudin emphasized the bias inherent in having the prototype creator (e.g. an interaction designer or information architect) evaluate the prototype. Even when another person (e.g., usability engineer) evaluates the prototype, she is likely to be a friend and collaborator. Grudin suggested an exchange approach: “you evaluate my prototype, I’ll evaluate yours.” Of course, this may be difficult in cases where confidentiality is an issue. But an IA working on an intranet might be able to evaluate a prototype for someone in another industry working on an ecommerce site, and vice versa. Ron Baecker suggested evaluating multiple prototypes at one time, to get a broader range of opinion and more useful suggestions from users. But Jared Spool countered that, in practice, “the same design team can’t create meaningfully different prototypes” and it would be too expensive to engage multiple teams in prototyping for the same project.

    Spool also emphasized the importance of failure, saying “it’s very important that we talk about failure.” He suggested morbidity and mortality conferences in medicine as a potential model for UX/HCI. The idea is to focus “not on success or failure, but what you’ve learned.” Grudin suggested the “overoptimistic” history of videoconferencing as a cautionary tale. Initial research on videoconferencing was very encouraging, with successful small-scale evaluations, but there was a lack of attention to serious problems that emerged with widespread use. He concluded that “HCI as a field needs more reflection and consolidation of what’s been learned.
    Web 2.0 and enterprise software
    “Web 2.0” ideas have taken public, “consumer-facing” sites by stormundefinedcan they do the same for internal, enterprise software? Jonathan Grubb of RubyRed Labs asked us to “please never say the word ‘enterprise’ again.” Instead, he encouraged designers to “pretend you’re making consumer software for people who work in big companies.” He contrasted the power and rapid adoption of social tools, such as Facebook, versus administrative tools such as a university’s directory. The idea is to replace the traditional “top-down push” and centralized software with individual-led adoption. The very structure of traditional enterprise software inhibits rapid iteration, which is critical to effective design.

    Grubb suggested designers try to “Give people something that will inspire envy in their coworkers.” He gave the example of “showing off” Basecamp in an organization that was using MS Projectundefinedcoworkers literally envied Basecamp’s simplicity and visual appeal. He further argued that “niche consumer sites have been successful, so why not niche business applications?” A continually improving ecosystem of public tools, such as Yahoo Pipes, enable designers and web developers to quickly prototype new concepts.
    New approaches in ethnography and design research

    Informances
    Ron Wakkary presented “informances” as a way to bridge ethnography and design. His team worked with families as “everyday designers.” In the informances, students who conducted the ethnography went on to act out the role of a participant. He showed a video of an informance that highlighted how one participant in the study struggled to use cell phone voice recognition. The benefits of this approach include understanding embodied action (such as the physical movements involved in using a cell phone), and developing a shared understanding of the insights from fieldwork. Wakkary cautioned that, like participant observation, informance is a practiced skill, and not everyone is comfortable performing.
    Dialogues in design research
    Johanna Brewer presented her experiences with workshops that combined fieldwork, group discussion, and design. The workshops were intended to explore the theme of “in-betweenness,” as expressed in activities such as public waiting (lines, etc.), and in transitional times/spaces (such as commuting). The workshops included “research speed-datingundefined2 minute introductions” to match participants, scavenger hunts and observation tasks in the city, and the presentation of interesting examples from the field. Participants then engaged in a design activity based on ideas from the field data, and finally reflected on the results and their conceptual significance.

    The workshops led to interesting concepts to explore futher with research (e.g., the theme of ‘legitimacy’undefinedthe right to be waiting/lingering in a certain place at a certain time). In addition, provocative design concepts also emerged, such as “myst-air,” which would create clouds of water vapor, to mark one’s ‘territory’ in a public space. Brewer characterized the workshops as a cyclic process between practical engagement and conceptual discussion, creating a dialogue between theory and practice with a complex topic. This is an intriguing alternative to standard UCD and participatory design processes.

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