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Friday, May 19 • 3:15pm - 4:00pm
10-Minute Talks Part 2

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Three 10-Minute Talks:
  • 3 Secrets of Accessibility by Calvin Arterberry & Sunish Gupta: Despite recent advances in electronics and mobile technology, independent living by seniors And people with disabilities have become very frustrating and sometimes Impossible due to inaccessibility of many modern interfaces, for example in thermostats, appliances and smart wrist bands.

  • Push It Real Good: Pushing Our Team and Design With 3D Touch by Paul Sisler: This presentation tells the story of our design journey with 3D Touch and offers guidance for teams who want to take advantage of 3D Touch in their mobile apps. 3D Touch measures the level of pressure one applies when pressing an iPhone screen, and allows for a different response depending on how hard one presses. Apple offers some guidance for using 3D Touch in their iOS Human Interface Guidelines, but 3D Touch is still new (released with iPhone 6S in October 2015). Teams aren’t sure what to implement, and users aren’t sure what to expect. We’ll introduce 3D Touch, talk about designs we considered for improving our app, share observations from a study we ran, and offer guidelines for using 3D Touch in your mobile app.

  • The UX of Virtual Reality: A Practical Guide to Immersive Experience Design by Jon Ericson: The field of user experience is rapidly expanding to encompass new ways of interacting with people, data, and things. With companies like Facebook, Microsoft, Samsung, and Google leading the way, experiences per se are becoming products in their own right, and the cost of high quality virtual reality (VR) technologies and experiences has plummeted. The result? VR is being incorporated into the design process across many industries, and is altering not only the UX field, but the technological, economic, and social landscape of our world. This talk introduces fundamental design principles for VR. While many principles for designing 2D experiences still apply, new principles are needed when designing immersive 3D experiences. As with 2D interfaces, relatively minor UX blunders merely interrupt “flow” or lead to confusion. For example, a prominent app for Google Cardboard forces users to temporarily remove and rotate the headset in order to navigate between environments, thereby breaking the immersion. But because VR is so much more immersive than other mediums, more serious UX blunders or unethical design decisions can potentially lead to psychological distress, fatigue, nausea, pain, or physical injury. In order to design high-quality, effective, safe and ethical VR experiences, UX practitioners need to account for the subtleties of human sensory systems and perceptual processes. This talk provides an overview of virtual reality, and then outlines a variety of practical UX design principles and application areas for this emerging technology. Topics covered include visual perception, affordances, ergonomics, depth and motion cues, and designing for wayfinding. Practitioners will leave with fresh ideas for applying the unique advantages of this 3D medium to their existing 2D design processes. Audience members will also be directed to helpful resources including software tools, and low-cost VR solutions.

Moderators
avatar for Chris Hass

Chris Hass

Sr. VP of Experience Design, Mad*Pow
Chris is the SVP of Experience Design at Mad*Pow | | Chris brings thirteen years of experience in human factors research, user interface design and accessibility in the development of innovative user experience products and programs to Mad*Pow. Chris has unique expertise conduct... Read More →

Speakers
JE

Jonathan Ericson

Assistant Professor, Bentley University
PS

Paul Sisler

User Experience Researcher, Fidelity Investments


Friday May 19, 2017 3:15pm - 4:00pm
5-Backbay C/D


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