WHEN \ Sunday, 01. October 2017
WHERE \ Tokyo, Japan
A power team of seven internationally established UX experts will deliver usability skills and knowledge.
Why? \ Hear and feel from seasoned experts how optimal UX designs will serve you best in the global, multicultural community. Together we are better! Take advantage of this opportunity to learn UX design for the best in the world in your home.
“I know that there is a huge number of UX Designer out there don’t have the time to join the World Usability Congress in Austria, so we decided to fly around with the best UX speakers. The fee will finance the organizational costs. Everything additional will be for the local community.”
Opening by local representative of the host organisation
In the social environment changing drastically, many companies are forced to reconsider employees' work styles. The number of companies started work style reformation is raising. However, I see they are not turning out great in lots of cases. There are several bottlenecks on work style reformation, and one of the most common reasons is that although they settle systems and invest on environments first and employees, which is most important, do not have empathy in changing their work styles. As long as there is no agreement on changing, people will not switch the behavior that they are used to.
In this presentation, I will introduce a process to foster empathy and expectations in reforming work styles through picturing their dream work style in ``stories`` or ``scenes``.
Even though various UX design techniques are told today in the world, most of them are based on evaluation indexes about only the economical positive effects for business owners. In the system of capitalism, ``user`` becomes a synonym of ``consumer,`` and the value of design will be measured by its make-shifting effectiveness for responding to the temporary requirements of the market.
In the field of business applications, it is also expected to improve operational efficiency and productivity by working on UX design, but what the system owners are seeking is task rationality which is limited to problem solving from the management view. There are few progressive approaches focused on humanity, creativity, or criticism actually.
Technology has two social vectors, ``administration`` and ``liberation,`` in general, and design techniques are used for both of them. However, designs that overemphasize consumption contexts or designs that deflect the goal for administration purposes may break the spiral of mutual development between human and tools. It may be a factor to pushes our liberal arts backward.
As we hear keywords such as design ethics, speculative design, or information proletariat recently, what should we, as designers, define ``good design?`` Who should we empower with design? In this presentation, I will give some thoughts about the role that designers should be aware of and about design techniques for user liberation.
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.
Lunch break and Networking
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 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:
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.
The Top 3 Problems in UX Design and how to solve them. by Russ Wilson
Skills Catalogue of Lessons Learned by Klaus Hofer
Speakers invite all participants to join them for an open discussion with snacks and refreshments.