sxsw interactive 2009 report

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  • 1. SXSW INTERACTIVE FESTIVAL Conference Notes Lori Marino March 26, 2009

2. AGENDA

  • WHAT IS SXSW?
  • HOW TO SPEAK GEEK
  • MAKE YOURSELF MORE INTERESTING
  • BRANDING IN FOUR DIMENSIONS
  • THE SEARCH FOR A MORE SOCIAL WEB
  • UX TEAM OF ONE
  • JOURNEY TO THE CENTER OF DESIGN
  • SOCIAL MEDIA TO CONNECT WITH CUSTOMERS
  • WIREFRAMES FOR THE WICKED
  • WEB STANDARDS PROJECT
  • UNIVERSAL BY DESIGN
  • TRENDING TOPICS

3. WHAT IS SXSW?

  • South by Southwest Interactive Festival (SXSWi) is part of a larger festival that also includes Music and Film. The interactive festival is an event that celebrates the best minds and the brightest personalities of emerging technology.
  • Features five days of exciting panel content that consist of approximately 490 sessions.
  • SXSW Interactive Festival has a reputation as a breeding ground for new ideas and creative technologies.
  • Attendees range from hard-core geeks to web designers, content creators, and new media entrepreneurs.
  • The notes in these slides are limited in scope and based on the sessions I attended. They are not intended to provide a comprehensive overview of the conference.

4. 5. HOW TO SPEAK GEEK

  • Memescape(noun) the collection of all things currently existing or becoming massive cultural phenomena on the web, and the underlying pattern that connects them (LOL Cats)
  • The Cloud(noun) a world existing in part or in total on the Interwebs and/or via electronic/telephonic/cellular communication, such as texting
  • Grok(verb) to understand something so intuitively and with such empathy that you internalize it
  • Whuffie(noun) social capital or the currency of the future
  • Crowd-sourcing(transitive verb) - for a blogger, crowd-sourcing is just outsourcing your research. For example, pose a question on Twitter and wait for the responses. The CEO of Forrester does this.
  • Microformats(noun) - a set of simple, open data formats built upon existing and widely adopted standards for developing better structured web microcontent publishing

Source: The Austin Chronicle - http://www.austinchronicle.com/gyrobase/Issue/story?oid=oid%3A751396 6. MAKE YOURSELF MORE INTERESTING

  • Lane Becker, Get Satisfaction andFounder, Adaptive Path
  • Kristina Halvorson, President, Brain Traffic
  • DL Byron, Publisher, Bike Hugger
  • Amit Gupta (Founder, Photojojo)
  • Brian Oberkirch, Small Good Thing
  • Experiment avoid measuringand analyzing
  • Apprentice yourself to great work
  • Give side projects front and center time
  • Focus on delicious details
  • Find stuff you think is cool and share it around this is how you develop reach and influence
  • Sustainable awesomeness Plan Create Publish Govern (the care and feeding of your epic stuff)
  • Talk to people like they are human beings
  • Marketing is now a 2-way conversation

7. BRANDING IN FOUR DIMENSIONS

  • Jamie Monberg, Interactive Director, Hornall Anderson
  • Interactive is not just about digital.
  • Successful brands empower their users through interactive design.
  • Its our responsibility to help brands become more interactive, whether its through a digital form or otherwise.
  • Its more important than ever to connect with consumers in a meaningful, relevant way and to interact in a way that creates or supports a relationship.
  • When it comes to design, consider the cognitive load. In other words, make sure the tools arent too complex.

Podcast download 8. BRANDING IN FOUR DIMENSIONS

  • Jamie Monberg, Interactive Director, Hornall Anderson
  • Transparency is the cost of entry. Its not a choice.
  • Brands that embrace transparency not only can develop a more authentic dialogue with consumers, they can also stand to profit more as a result.

Dialog Interactivity Authenticity 9. THE SEARCH FOR A MORE SOCIAL WEB

  • Dave Morin, Platform Manager, Facebook
  • Computers have largely been
  • antisocial - it was only with the
  • advent of the computer that
  • weve been playing games
  • with ourselves. Only in the last
  • few years have computers
  • really started to become social.
  • Facebook Connectallows users to make their identities portable.
  • It allows us to see what our friends are up to he jokes If your friend does something on the internet and nobody knows about it, did it actually happen?.
  • TechCrunch comments have become more authentic than ever before because users can log in with real names, which are linked to their Facebook accounts (using Facebook Connect).

10. UX TEAM OF ONE

  • Leah Buley, Adaptive Path
  • This session focused on tips for working as a user experience team of one.Leah recommended a process to come up with several ideas before deciding on one. As ideas are refined, the best ones begin to emerge.
  • Brainstorm (without using the computer) instead, using paper and pen and various brainstorming tools:
    • 6-up template: use to sketch ideas. Youll hit a wall after two. Keep going and fill out all 6 sketches
    • Conceptual frameworks: spectrum, 2x2s, grids, word associations, inspiration library
  • Assemble an ad-hoc team (project managers, developers, etc.)
    • Organize a workshop with populated sketchboards using butcher paper on a wall
    • Host open design sessions
    • Give them a problem and ask them to help solve it

11. UX TEAM OF ONE

  • Leah Buley, Adaptive Path
  • Pick the best ideas:
    • Come up with 5-7 pithy statements about what you want the experience to be
    • Define the Quiddity of the experience (e.g. Google Calendar)
        • Fast, visually appealing and joyous to use
        • Your whole life in one place
  • Wireframes are obsolete
    • Move from sketches to interactive prototype
    • Add sketches to PPT and include hyperlinks to simulate interactivity
  • Helpful tools & Resources
    • Adaptive path workshop: From sketching to prototyping in two days
    • Slides for this presentation atwww.slideshare.net/ugleah
    • www.adaptivepath.com/ideas
    • Concept Share tool for sharing creative concepts remotely

12. JOURNEY TO THE CENTER OF DESIGN

  • Jared Spool, User Interface Engineering
  • Discussed concepts of self-design (37 Signals) vs. user-centered design (Don Norman)
  • There is no evidence that user-centered design has ever worked
  • Apple doesnt do much usability testing anymore. Microsoft does thousands of user tests every year. What does that tell you?
  • Dont always do things the same way. Methodologies can be too limiting.
  • Its about good teamwork. If everyone works together toward the same end, youll be much better off than people working alone and complaining.
  • Beware of voodoo techniques like eye tracking and analytics.
  • Its about time we replaced the user-centered design dogma with informed design.

13. JOURNEY TO THE CENTER OF DESIGN

  • Jared Spool, User Interface Engineering
  • Three core user experience attributes:
    • Vision
    • Feedback Loop
    • Culture
  • Three questions for implementing informed design:
  • Can everyone on the team describe the experience of using your design five years from now? (Vision)
  • In the last six weeks, have you spent more than two hours watching someone use your design (or a competitors)?
  • In the past six weeks, have you rewarded a team member for a major design failure? (Intuit has a culture that accepts mistakes and learns from them.)
  • Resources:www.uie.com/brainsparks ,www.uiconf.com , UIE tips newsletter

14. SOCIAL MEDIA TO CONNECT WITH CUSTOMERS

  • Hosted by Chris Boller, Digital and Social Technology Lead, Razorfish with panelists from H&R Block, J.C. Penney and Carnival Cruise Lines
  • H&R Block: Customer connections build a lifelong relationship
    • They use Facebook, MySpace, widgets for Blogs with latest tax news
    • YouTube as a showcase for TV commercials
    • Client Community