Elliot Kotek of Not Impossible Labs gave a moving talk at this year’s V2V conference. In “3D Printing for Humanity’s Sake-Project Daniel 2.0″ he recounted the stories of an ALS patient who yearned to get back to graffiti art, and of Daniel, a double-amputee in the Sudan who didn’t want to be a burden on his family. In the case of Daniel, 3D printing not only brought him new prosthetic arms, but was a skill taught to his entire community so they could use it to take care of future needs. My sketchnotes follow.
Star Trek fans familiar with the concept of replicators would have enjoyed “3D BioPrinting: Changing The Future of Medicine!“, a talk given by Tevido Biodevices CEO & Co-Founder Laura Bosworth at SxSW’s V2V conference. Laura discussed the future role of 3D BioPrinting in creating live tissue, and how it could start by focusing on breast reconstruction for cancer patients. My sketchnotes follow.
On the second day of SxSW’s startup-focused V2V conference in Las Vegas, audience members had the pleasure of hearing John Maeda (KPCB design partner, eBay Inc. design chair, RISD president & MIT professor) give the opening keynote. With background into design vs. art, he discussed design’s increased importance in the workplace now that it’s no longer enough for products just to be needed, but that they need to be loved. My sketchnotes follow.
This session, held during the first day of Google I/O, focused purely on design principles and process for Android Wear and Google Glass. A panel of 4 designers rotated through an in-depth presentation sharing their insights on topics ranging from voice input, contextual design and glanceable displays. This presentation also stood out as one with a strong resonant theme: The world is the experience.
Before the I/O announcement of Android L and “Material Design”, this session was originally called “Cross Platform Design”. The speakers discussed some of the overall principles and applications of the company’s new design system across devices.
I enjoyed the discussion of metaphors as it sounded similar to the original push for skeumorphism in early mobile app design. We’ve focused far too much on judging skeumorphism as 100% bad, when instead we should focus on what it was trying to achieve (metaphors are effective at communication) and work on improving that foundational concept (as Material Design is attempting to do). Learn more about Material Design here.
My sketchnotes follow.
This year’s Google I/O keynote was jam-packed with announcements ranging from Android Wear to Google Drive for Business. One of the big themes was the need to create seamless, cross-platform experiences. The following are my sketches from the Google I/O opening keynote with a focus on the cross-platform announcements like Wear, Auto and TV.
Girl Geek Dinner #61 was hosted at Microsoft’s new technology center in Mountain View. In addition to mingling with fellow female designers, developers, businesspeople and more, the evening included two talks and a panel with some talented Microsoft employees. Below are my sketchnotes from the two main talks.
After checking out the design principles of Android Wear, I found myself thinking particularly about the third principle, “Helpful”. Certainly in UX design a product needs to be helpful before anything else. But what does it mean to build helpful experiences for wearables, specifically?
To me, it seems that helpful wearable devices or wearable apps would do the following (the “6 R’s”):
I’ve been keeping an ongoing collection of first time user experiences (FTUEs) at http://firsttimeux.tumblr.com/. In this post, I’ve distilled the most common approaches I’ve observed being used today into a list of 8 design patterns and anti-patterns.
Each pattern has a description, pros/cons list, design considerations, and an example. You may recognize a few of these because many are modern takes on well-established UX patterns. My hope is for this to serve as a helpful reference as you develop your own first time user experiences.