Why you have to join the World Tour \ 05 Reasons


Practical & Applicable \ Successful practical examples and tips
The lineup of speakers will deliver practical examples and helpful tips. This is the kind of learning that can apply immediately and benefit from the results the moment you return to your office.


Global Top Specialists \ Learning from the worldwide best of the field of UX
Learning from the best of the field of UX. The best specialists in the world of UX will be your teachers. They hold patents, they are design leads from all over the world and they also lead the trends we all know from our daily life.


Real-World Examples \ Real-life projects instead of plain theory
Our specialists juggle real-life projects with real-life clients. You will learn from the business realities instead of academic theory. We guarantee you dynamic learning experiences with measurable skills transfer.


Sharing is Caring \ Each one teach one. Learn from each other.

Professionaly facilitated learning sessions provide a wealth of shared expertise amongst all who attend. You take-home is the collective knowledge and expertise harvested.


Problem Solving \ Collaborative problem solving for created solutions
Maximize your UX potential from the creative solutions developed in collaborative sessions period. Bring with you a list of your current challenges which we address in a collaborative environment. Use this opportunity to share and discuss them with all experts at the congress.


We all are UX Designers. We do our best, but are there any indicators for success to create an awesome product and win awards? Are there indicators for a better user acceptance? In my speech I will describe how we developed the Dewetron’s NASA product of the year, where we focused on, and what are the key success factors for a great product. We all are able to create successful global products.

The Top 3 Problems in UX Design and how to solve them by Russ Wilson

In this talk, I will explain how human evolution has shaped the way how we respond to and interact with media and information technologies in certain ways. After that, I will explain how our understanding of such influences of evolution can be effectively applied to the design of successful ICT (information and communication technologies) products and interfaces. I propose that in order to design innovative IT products, we need to understand and develop the following four things (1. Evolutionary responses to technology form factors; 2. Sensor technologies to understand users; 3. Technologies manifesting machine’s wills and desires; 4. Social interfaces). Examples come from both my academic and industry works spanning from evolutionary psychology to current directions in smart media design by Samsung.

The tools of current technical documentation practices are insufficient to serve the needs of users under stress. In many instances these well written and beautifully designed products expose your operations personnel to unnecessary risks that lead to performance errors. Only by incorporating the principles of human cognitive processes and behavior patterns in our behavior guiding documentation can we measurably reduce these risks. This applies to all behavior guiding documents such as:
* Standards
* Procedures
* Processes
* Guidelines
Over 30 years of scientific investigations into cognitive science, performance stress, psycholinguistics and behavioral patterns provided the basis for this approach.
Usability engineering behavior guiding documentation has become an essential skill set for document developers.
We envision the day when no operator anywhere in the world has to perform a procedure that does not follow the principles of human cognition and behavior. Safety and Documentation cannot be separated.

I will explain how story and myth are key to defining the human experience and how we can use story to guide the design of anything where human engagement with the product is key. Story can be manifested as subtext, and as narrative. Each informs design choices differently. Story as subtext is where story is developed as a manifesto for use by design teams to coalesce ideas and create unity and focus while not necessarily being 100% obvious to the end user, but has a sub conscience effect. Story as narrative is where the story is front and center in the experience design and unfolds to the user much like a book or movie. I will provide examples of each from projects I’ve worked on around the world.


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