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TZID;X-RICAL-TZSOURCE=TZINFO:America/Los_Angeles
BEGIN:STANDARD
DTSTART:20081102T020000
RDATE:20081102T020000
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TZOFFSETTO:-0800
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BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2565
DESCRIPTION:Workshop Fee: $250.00 USD\n\nMany designers and other people 
 who "make stuff" agree that talking to people is essential at many point
 s throughout the process. But even with that agreement it's not always c
 lear what to do with the "data" that comes from those conversations.\n\n
 Through exercises\, examples\, and discussion\, Steve will share some be
 st practices before going out in the field\, while out in the field\, an
 d after being in the field that help transform questions into answers\, 
 answers into insights\, and insights into actions.\n\nSteve Portigal is 
 the founder of Portigal Consulting\, a boutique firm that helps clients 
 to discover and act on new insights about themselves and their customers
 . In addition to regularly speaking at design and marketing events\, Ste
 ve has taught Design Research at the California College of Art and the I
 nvolution Master Academy. He writes regularly for Core77 and the Portiga
 l Consulting blog\, All This ChittahChattah. Steve is an avid photograph
 er who has a Museum of Foreign Grocery Products in his home.
SUMMARY:Workshop: Well\, we did all this research … now what?
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2566
DESCRIPTION:Workshop Fee: $250.00 USD\n\nInteraction Design is a young fi
 eld that spans many industries. Many of us learned the tools of the trad
 e on the job. Because of this\, there is a rich untapped number of appro
 aches out there yet to be shared.\n\nThis workshop is intended to bring 
 together conference participants who are interested in seeing how others
  practice the craft. At the end of the workshop\, you will understand ho
 w different design approaches yield different solutions and be more cons
 cious about how to think about a problem differently from what you do no
 w.\n\nThis workshop will be highly collaborative. It is designed to fost
 er exchange of ideas between people of all different backgrounds working
  in the industry. We will start with a short presentation on how we have
  done our work in different circumstances. Then we break into teams to d
 esign an experience. The exercise is intended to push boundaries of what
  it means to do IxD. At the end of the exercise\, you will be asked to v
 isually communicate to the group your method of solving the problem. The
  goals of this presentation are to share how different practices yield d
 ifferent results and to have a facilitated discussion to discover themes
  in our practice.\n\nJeanine Harriman\n\nAs a lead designer at Liquidnet
 \, Jeanine Harriman specializes in envisioning and designing world-class
  user experiences. Jeanine previously worked as a designer at Netscape a
 nd at Cooper\, and held senior-level positions at Avenue a | Razorfish a
 nd Symantec.\n\nJeanine also teaches a popular User Experience design cl
 ass for the Design and Communication Arts program of the UCLA Extension.
 \n \nLiya Zheng\n\nLiya Zheng is a lead designer at Liquidnet. She is cu
 rrently helping Liquidnet solve business problems in the areas of design
  strategy\, interaction and service design. She frequently conducts desi
 gn workshops in the U.S. and China.\n\nPreviously\, she worked at Respir
 onics\, a leader in respiratory monitoring and assistive technology. She
  helped them establish an internal Experience Design capability. Liya be
 came interested in storytelling in interactive media through a position 
 early in her career at Rockstar Games.\n
SUMMARY:Workshop: Design Studio 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2567
DESCRIPTION:Workshop Fee: $250.00 USD\n\nAbstract:\nThis workshop is inte
 nded for interaction designers who have little to no experience with har
 dware/software design and are interested in expanding their practice int
 o this rapidly-growing space.  Interaction design practice changes as it
  moves off the desktop and beyond keyboard and mouse input. Designers fa
 ce new considerations of physical and environmental context\, as well as
  new opportunities and constraints based in the different technological 
 platforms\, physical forms and use paradigms.\n\nIn this practical\, han
 ds-on workshop\, we'll share insights and principles from our own experi
 ences and those of some leading practitioners in the field.  We'll provi
 de guidance on working effectively with industrial designers and electri
 cal and mechanical engineers to create the best possible user experience
 .  In addition\, we'll discuss how a hardware/software interaction desig
 n perspective will help you navigate the new world of product ecosystems
  and service design.\n\nThe session will include a design exercise where
  small teams will try their hand at developing a hardware/software desig
 n. Come prepared to engage deeply\, to provide constructive feedback\, a
 nd to take home new skills and a new way of thinking about your work and
  future.\n\n\nTed Booth\n\nTed Booth leads interaction design at Smart D
 esign. His team focuses on designing new experiences for a wide range of
  consumer products and services. Interaction designers at Smart work clo
 sely with industrial designers\, researchers and engineers to create enj
 oyable and satisfying consumer experiences.\n\nPrior to joining Smart\, 
 Ted led interaction design at Motorola Enterprise Mobility (formerly Sym
 bol Technologies) working on a wide range of mobile computers\, RFID dev
 ices\, and remote management tools. Before that\, he led interaction des
 ign at Method\, a consulting firm specializing in brand identity\, web d
 esign\, and product user interface. He began his career at MetaDesign in
  San Francisco. He holds a Masters of Design from the Illinois Institute
  of Technology.\nMichele Tepper\n\nMichele Tepper is a Principal Designe
 r in frog design's New York studio. She has led or contributed to projec
 ts ranging from industrial design product strategy research to mobile in
 terfaces to complex web applications. She is the co-lead of frog's inter
 nal Convergent Design expert group\, a global knowledge-sharing communit
 y for creating memorable\, pleasurable experiences that bring together i
 ndustrial and digital design.\n\nBefore frog\, Michele worked for IBM\, 
 setting interaction standards for the company's global website. She has 
 written influential essays on social software and online community forma
 tion\, and holds a Ph.D. in English from the University of Michigan.\n
SUMMARY:Workshop: So you want to be a Hardware/Software Interaction Desig
 ner ... 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T180000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T140000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2568
DESCRIPTION:Workshop Fee: $250.00 USD\n\nIn the world of Web applications
 \, forms bridge the gap between people\, their information\, and your pr
 oduct or service. From registration forms that welcome new customers to 
 checkout forms that finalize e-commerce transactions\, Web forms frequen
 tly broker crucial online interactions.\n\nIn his full-day workshop\, Lu
 ke Wroblewski\, author of the Rosenfeld Mediabook Web Form Design Best P
 ractices\, will walk you through design considerations and best practice
 s of form design culled from international site-tracking\, usability tes
 ting\, eye-tracking studies\, and over eleven years of designing Web app
 lications. He'll outline how the interaction and visual design of Web fo
 rms can make the difference between acquiring a customer and completing 
 a transaction or not.\n\nThrough presentations\, discussions\, and hands
 -on exercises\, attendees will learn how different types of forms\, inpu
 t fields\, input labels\, validation\, feedback\, calls to action\, and 
 surrounding visual elements can support or impair different aspects of u
 ser behavior. The workshop is structured to provide attendees with an un
 derstanding of the right "best" practices for their specific context\, s
 o they can quickly go from the quintessential design answer of "it depen
 ds" (on the business goals\, user needs\, and context of your forms) to 
 actionable solutions. After this workshop\, you'll never look at web for
 ms the same way again.\nLuke Wroblewski\n\nLuke Wroblewski is an interna
 tionally recognized Web thought leader who has designed or contributed t
 o software used by more than 600 million people. He is currently Senior 
 Director of Product Ideation & Design at Yahoo! Inc.\, where he leads th
 e design of the world's most accessed Web page (Yahoo.com) and many othe
 r popular Yahoo! products.\n\nLuke is the author of two popular Web desi
 gn books: Web Form Design (2008) and Site-Seeing: A Visual Approach to W
 eb Usability (2002). He also publishes Functioning Form\, a leading onli
 ne publication for interaction designers.\n
SUMMARY:Workshop: Web Form Design 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T180000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T140000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2569
DESCRIPTION:Workshop Fee: $250.00 USD\n\nEven though touchscreen and gest
 ural technologies have been around for decades\, they are only now being
  widely adopted for public use. The launches of Nintendo's Wii\, Apple's
  iPhone\, and Microsoft Surface have heralded a new era of interaction d
 esign where gestures in space and touches on a screen will be as promine
 nt as pointing and clicking.\n\nBut how do you create products and desig
 n experiences for this new paradigm? While most of us know how to design
  desktop and web applications\, many are still wondering how to adequate
 ly design for interactive gestures.\n\nIn this workshop you will:\n\n   
  * Learn the key differences in designing for touch/gesture\n    * Learn
  how to design touch targets\n    * Explore the basics of ergonomics and
  kinesiology\n    * Create a paper prototype of a touchscreen/gestural i
 nterface\n    * Communicate presence and instruction\n    * Learn strate
 gies for documenting a touch application \n\nLearn the basics of designi
 ng for touchscreens and gestural interfaces in this hands-on workshop. B
 ill DeRouchey\, Interaction Design Director at Ziba Design and Dan Saffe
 r\, Principal at Kicker Studio and author of the 2008 O'Reilly book Desi
 gning Gestural Interfaces\, will lead this workshop.\n\nThis workshop is
  for designers of all levels who want to expand their knowledge of inter
 action design into the new territory of interactive gestures. Through ac
 tivities and mini-lectures on relevant topics\, Dan and Bill will guide 
 you in understanding the benefits and limitations of this new medium.\n\
 nBill DeRouchey has over fifteen years experience as a writer\, informat
 ion architect\, product manager and now Interim Director of Interaction 
 Design at Ziba Design in Portland\, Oregon. With Ziba\, he is fortunate 
 to work on a variety of challenges\, from handheld satellite radios and 
 medical devices to community websites and interactive spaces.\n\nBill al
 so writes about the variety and history of interaction design in everyda
 y experiences on his blog\, Push Click Touch. He is determined to stretc
 h how people think about interaction design\, from beyond the pure digit
 al to any interaction between humans and the artifacts they create.\nAft
 er that\, he plays the ukulele.\n\nDan Saffer is a principal at Kicker S
 tudio\, a product design consultancy. Every day\, millions of people use
  the products he has designed.\n\nAn international speaker and author\, 
 his latest book is Designing Gestural Interfaces (O'Reilly 2008) which h
 as been called "an essential reference work for anyone looking to advanc
 e human-technology interactions beyond dials\, knobs\, keyboards\, and m
 ice."\n\nHe holds a masters of design in interaction design from Carnegi
 e Mellon University. A thought leader in interaction design\, his writin
 gs on design have appeared in BusinessWeek\, Design IT! magazine\, and m
 any online publications\, including his own site at http://www.odannyboy
 .com. 
SUMMARY:Workshop: Designing for Touch screens and Interactive Gestures 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T160000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T140000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2570
DESCRIPTION:Workshop Fee: Free\n\nCome and see how Adobe Fireworks CS4 he
 lps you rapidly prototype websites\, application interfaces\, and other 
 interactive designs. Attend this workshop to learn how to create\, edit\
 , and optimize web graphics faster and more accurately. Get tips on how 
 to demo your design live or e-mail interactive PDF files to clients. Fin
 d out how to make the most of the new user interface and core functional
 ity such as consistent text handling with the Adobe text engine. Then le
 arn about outputting your designs to the application platform of your ch
 oice: Adobe AIR\, Flash CS4 Professional\, Flex\, HTML\, or CSS-based la
 youts. \n\nDavid Hogue is the Director of Information Design and Usabili
 ty at Fluid in San Francisco\, CA. David leads the interface design and 
 usability efforts and coordinates the efforts of the full creative team 
 through all projects and phases. He promotes collaborative design focusi
 ng on crafting innovative online experiences\, and he is responsible for
  defining and refining Fluid's design processes and methodologies. With 
 over 10 years experience in online content delivery and interface design
 \, Dave combines his skills as an information designer and his training 
 as an applied psychologist to bring insight into user behavior and expec
 tations. Clients such as Design Within Reach\, The North Face\, Reebok\,
  and Charles Schwab have benefited from his information architecture and
  UI and interaction design.\n\nAlan Musselman is a Software Architect fo
 r the Adobe Fireworks product.  He has over ten years of web design and 
 developer experience at Adobe and several medium size start-ups.\n
SUMMARY:Workshop: Mock-up Web & Application Design with Adobe Fireworks C
 S4
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T180000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T160000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2571
DESCRIPTION:Workshop Fee: Free\n\nAt this workshop session\, explore the 
 interrelated disciplines of design and development. Discover how these d
 isciplines are facilitated through Adobe tools and workflows through thr
 ee specific project types: Designer/Developer collaboration for the Flas
 h Platform and Ajax\, and Cross-Media design and publication.\n\nThis wi
 ll be a workshop on how designers can integrate and collaborate with oth
 er designers or developers between media types and disciplines. There wi
 ll be a customer case study for you to hear firsthand how a productive w
 orkflow from idea\, prototype and through a design process have been suc
 cessful. \n\nDoug Winnie is a Group Product Manager for Workflow at Adob
 e Systems. He is responsible for maximizing workflow collaboration betwe
 en Adobe products\, platforms and technologies.\n\nRyan Stewart is a Pla
 tform Evangelist for Adobe. He focuses on rich Internet application tool
 s and technologies like Flash\, Adobe AIR\, Flex\, Flash Catalyst\, and 
 ColdFusion. He has spoken at a number of industry conferences such as We
 b 2.0 Expo\, Web Design World\, Adobe MAX\, 360|Flex\, and Educause. Pri
 or to joining Adobe he was an industry analyst regarding RIAs and mainta
 ins a blog on ZDNet where he covers all aspects of the rich Internet app
 lication landscape. Between coding and speaking he lives in Seattle\, WA
  and enjoys hiking\, mountaineering\, and making beer.\n
SUMMARY:Workshop: Exploring Cross-Discipline Workflows with Adobe
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T200000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090205T190000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2572
DESCRIPTION:Details Coming Soon!
SUMMARY:IxDA Pub Crawl
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2573
DESCRIPTION:Workshop Fee: $250.00 USD\n\nWireframes wacky? Flows farkakt?
 \n\nThese and other interaction design documents can be difficult to cre
 ate and use in the best of circumstances\, not to mention the tight time
  frames and politicized organizations in which we work. Web sites and in
 teractive products are becoming more complex and so\, too\, must the des
 ign documentation that describes them.\n\nIf you've spent any time ponde
 ring the ins and outs of any of these documents (or feel like you need t
 o)\, this workshop is for you. Spend four hours with Dan Brown\, author 
 of Communicating Design--the only book on user experience design documen
 tation--as he leads you through an exploration of wireframes and flows.\
 n\nDuring the course of the workshop\, you'll hone your skills with thes
 e two key documents\, essential tools for communicating interaction desi
 gn concepts. By the end of the workshop\, you will have worked through t
 hese two deliverables and gathered best practices that you can extend to
  all your documentation.\n\nParticipating in this hands-on workshop\, yo
 u will:\n\n    * Discuss success criteria for wireframes and flows\n    
 * Explore how different circumstances affect the content and format\n   
  * Define a process for creating documents\, large and small\n    * Crit
 ique examples from Dan's portfolio and other sources\n    * Create diffe
 rent versions of these documents\n    * Practice presenting your documen
 ts \n\nDan Brown\n\nDan Brown founded EightShapes\, LLC--a Washington\, 
 DC-based user experience consultancy--with Nathan Curtis. In 2006\, he w
 rote Communicating Design\, a book describing 10 core deliverables for u
 ser experience designers. He's been practicing web design since 1994.\n\
 n 
SUMMARY:Workshop: Basic Deliverables: Wireframes and Flows 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2574
DESCRIPTION:Workshop Fee: $250.00 USD\n\n    *  Tired of redesigning the 
 same interactions over and over again?\n    * Interested in streamlining
  your design and development process without sacrificing quality?\n    *
  Wondering if you need to create a library of reusable design components
  and solutions?\n    * Heard about the Yahoo! Pattern Library and want t
 o know the real story?\n\nErin\, Christian\, and Lucas will share insigh
 ts and lessons learned from the 3+ year history of the Yahoo! pattern li
 brary. They will show how to identify patterns\, write\, review and rate
  patterns\; build a pattern library\; and then will discuss how to lever
 age the interaction guidelines codified in a pattern library to rapidly 
 design websites and applications.\n\nTopics covered include:\n\n    * Id
 entifying patterns\n    * Writing patterns (and building consensus)\n   
  * Reviewing and rating patterns\n    * Organizing patterns into a libra
 ry\n    * Attaching templates and code modules to patterns\n    * Rapid 
 prototyping of web experiences\n    * Rapid development of production-re
 ady web experiences\n\nErin Malone\, Principal with Tangible UX\, has ov
 er 20 years of experience leading design teams and developing web and so
 ftware applications\, social experiences and system-wide solutions. Prio
 r to Tangible\, she spent 4 years at Yahoo! leading the Platform User Ex
 perience Design team where they were responsible for building the Yahoo!
  Design Pattern Library and for providing design expertise to the popula
 r YUI (Yahoo! User Interface Library). Additionally\, she led the redesi
 gn of the Yahoo! Developer Network\, oversaw the redesign of Yahoo!'s re
 gistration system\, developed the user experience team's intranet and wo
 rked on other cross-company initiatives.\n\nBefore Yahoo!\, Erin was a D
 esign Director at AOL\, Creative Director at AltaVista and chief Informa
 tion Architect for Zip2. She was the founding editor-in-chief of Boxes a
 nd Arrows\, is the author of several articles on interaction design hist
 ory and design management and a founding member of the IA Institute. Cur
 rently she is working on a book for O'Reilly Media with Christian Crumli
 sh called Designing Social Interfaces.\n\nChristian Crumlish has been de
 signing and writing about online user experiences since 1994. He is the 
 curator of the Yahoo! Design Pattern Library and is in his second electe
 d term as a Director of the Information Architecture Institute.\n\nHe st
 udied philosophy at Princeton and painting at the San Francisco School o
 f Art. He is the author of\, most recently\, The Power of Many: How the 
 Living Web is Transforming Politics\, Business\, and Everyday Life (Wile
 y\, 2004). Currently\, he is working on a book for O'Reilly Media with E
 rin Malone called Designing Social Interfaces. He lives in Oakland\, Cal
 ifornia\, with his wife\, Briggs\, and his cat\, Fraidy.\n\nLucas Pettin
 ati is a Principal Interaction Designer at Yahoo! working on several int
 ernational projects. Since joining Yahoo! in 2004\, he has designed the 
 Yahoo! Developer Network website\, was responsible for Yahoo's all new u
 ser registration process\, the redesigned Yahoo! Personals site\, and cr
 eated the Yahoo! design stencil kit.\n\nBefore learning to yodel\, Lucas
  designed products for American Express\, Sabre Holdings\, and BMC Softw
 are. He holds a BA in Architecture form the University of California at 
 Berkeley and sits on the industry advisory board for the Georgia Institu
 te of Technology's HCI Master's program.\n\n \n
SUMMARY:Workshop: Designing and Building with Patterns and Pattern Librar
 ies
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2575
DESCRIPTION:Workshop Fee: $250.00 USD\n\nIn this workshop you will:\n\n  
   * Be introduced to design sketching\n    * Explore what design sketchi
 ng is and how it is different from fine art drawing\n    * Learn quick a
 nd dirty techniques for representing people\, things\, places and ideas\
 n    * Familiarize yourself with scenario sketching\n    * Take part in 
 a group drawing project \n\nThis workshop will provide clear and simple 
 methodologies to empower interaction between designers and to help you l
 earn how hand sketching techniques -- with pens and pencils -- can be a 
 means of recording\, sharing and presenting ideas to others. It will als
 o serve as a primer on sketching to help you to become a more confident 
 and better visual communicator\, while also demonstrating quick methods 
 for using drawing to enrich the collaborative design process.\n\nIntende
 d for interaction and user experience designers of all skill levels\, th
 is workshop will help you broaden your sketching skills to capture rapid
  visualization of thoughts\, concepts\, systems and scenarios. Will and 
 Mark will guide you through a range of activities\, introducing drawing 
 and sketching techniques along with methods for including sketching as p
 art of a generative design process.\n\nThe format for this fast-paced wo
 rkshop will be a balanced combination of presentation and discussion\, a
 long with ample time for hands-on sketching and drawing. By the end of t
 he workshop you will have a broader understanding of hand-generated sket
 ching and will have also learned new methods to help you work more creat
 ively. Expect to be engaged and challenged in an open\, supportive and f
 un studio environment.\n\nTop 3 key take-aways from this workshop:\n\n  
  1. An idea of how sketching may enrich your design process.\n   2. Tech
 niques you can customize and build upon.\n   3. Simple methods you can s
 hare back at the office. \n\nMark Baskinger is an Assistant Professor in
  the School of Design at Carnegie Mellon University. He also has researc
 h affiliations with the Quality of Life Technology Engineering Research 
 Center (Carnegie Mellon Robotics/ University of Pittsburgh) and with the
  /d.search-lab at the Technical University of Eindhoven (TU/e). Much of 
 his research focuses on “interpretive form”- how products communicat
 e through their form language\, behavior\, and context to inform interac
 tion and shape user experience. He has published papers on the “langua
 ge” of designed artifacts\, visual “noise” in product design\, tan
 gible interaction\, and methodologies of visualization.\n\nIn his Drawin
 g Ideas® workshops\, he demonstrates strategies for using sketching and
  visual thinking methods to foster collaboration in design processes. Hi
 s work has been featured in design publications\, international magazine
 s and texts\, and has been exhibited in numerous galleries and museums\,
  including the Museum of Modern Art (New York). His work is also include
 d in the permanent art collection of the University of Illinois. He has 
 won numerous design awards from ID magazine and the Industrial Designers
  Society of America (IDSA)\, and holds multiple product patents.\n\nMark
  also co-directs The Letter Thirteen Design Agency\, an interdisciplinar
 y design firm and is a founding member of the EcoDesigners Guild of Pitt
 sburgh. For a sample of his current work\, please see http://www.lettert
 hirteen.com\n\nWilliam Bardel is an information designer whose work invo
 lves improving access and understanding of complex ideas and environment
 s. While working at software\, architecture and design firms\, he has de
 signed sign systems and maps for cities\, airports\, and mass transit\, 
 along with annual reports\, infographics\, dynamic information displays\
 , and statistical data visualizations.\n\nHe holds a Masters of Design d
 egree from Carnegie Mellon University and a BA in English from Kenyon Co
 llege. He also studied information design at the Rhode Island School of 
 Design. Bardel has lectured on urban wayfinding and dynamic mapping at C
 arnegie Mellon University and on design drawing (Drawing Ideas®) at the
  CHI 2007 and Emergence 2007 conferences. He contributed a chapter on vi
 sual perception to the O'Reilly book Mind Hacks. His company\, Luminant 
 Design\, is based in New York\, USA. 
SUMMARY:Workshop: Drawing Ideas 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2576
DESCRIPTION:Workshop Fee: $250.00 USD\n\nThis half-day seminar will provi
 de a solid background in Interaction Design (IxD) for those who are comi
 ng to the practice of IxD from other areas\, such as information archite
 cture\, software engineering\, business analysis\, project or product ma
 nagement\, technical writing\, architecture\, industrial design\, visual
  design\, and interactive design.\n\nThe first part of the workshop will
  give participants a solid grasp of the history of IxD and the role it p
 lays in the design of digital systems (mostly software). In reviewing th
 e history of IxD\, participants will gain an understanding of the founda
 tional elements of interaction design and the language that connects the
 m.\n\nThe next part of the workshop will give students one of many frame
 works that interaction designers use to guide them towards designing an 
 interactive solution. This framework spans the project lifecycle: from r
 esearch to ideation\, to frameworking and refinement of designs\, and th
 en to validation and deliverable documentation.\n\nDuring the workshop\,
  participants will perform hands-on exercises and engage in facilitated 
 discussion. Throughout the session\, resources will be provided to enabl
 e participants to continue to learn about the theory and practice of int
 eraction design on their own\, and to begin to incorporate its technique
 s and principles into their work.\n\nDavid Malouf is currently a Profess
 or of Interaction Design in the Industrial Design Department of the Sava
 nnah College of Art & Design (SCAD). Before taking this position\, David
  was a Sr. Interaction Design for Motorola Enterprise Mobility where he 
 designed software\, webware\, and hardware interactions and interfaces. 
 Motorola was the last in a 15 year journey of practicing interaction des
 ign\, information architecture\, ui design\, project management and othe
 r roles and positions working almsot exclusively with think client techn
 ologies.\n\nDavid is also one of the primary founders and first Vice Pre
 sident of theInteraction Design Association (IxDA). David's passion for 
 evangelizing and teaching interaction design\, came to a climax in 2008 
 when he co-chaired the first Interactions conference\, Interaction 08 | 
 Savannah. The overwhelming success of this sold out event has catapulted
  interaction design and IxDA.\n\n \n\nBesides writing for this blog\, Da
 vid has been published online and in print writing on topics related to 
 interaction design. David also teaches workshops on design and is availa
 ble for hire for these workshops as his schedule permits.\n\nYou can fin
 d David immersed in the social networking world on Facebook\, Twitter\,F
 lickr\, del.icio.us\, Dopplr\, and YouTube. You can follow my escapades 
 with my wife\, Theresa\, and boy\, Caleb.
SUMMARY:Workshop: Introduction to Interaction Design 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2577
DESCRIPTION:Workshop Fee: Free\n\nThere are over 50 IxDA Local Groups est
 ablished all over the world.\n\nEach group has started simply\, with one
  or more Local Leaders raising their hand and expressing a desire to mee
 t others who share a passion for Interaction Design.\n\nIn planning enga
 ging events in their locales\, IxDA Local Leaders have collected a wealt
 h of experience about the dos and don'ts of group organization and event
  planning. \n\nModerated by Janna Hicks DeVylder and the IxDA Board\, th
 is interactive workshop is a way for all Local Leaders to gather and lea
 rn from each other.\n\nThis workshop is open to those of you who are:\n\
 n- currently organizing Local Groups\n- interested in supporting an exis
 ting Local Group\n- interested in starting a new Local Group\n\nThere is
  no cost associated with this workshop.
SUMMARY:IxDA: Local Leaders Workshop 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T141000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T140000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2578
DESCRIPTION:
SUMMARY:Conference Opening Remarks
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T151000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T141000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2579
DESCRIPTION:Climate change\, environmental degradatiion\, resource deplet
 ion\, peak debt and peak energy: these are all stakes being driven into 
 the body of business as usual. The days of acting as if infinite growth 
 were possible within a finite system are over. \n\nWhere does this leave
  interaction design? Last year\, a new product was launched every three 
 minutes. Many of these involved the design of an interaction or an exper
 ience. But the overwhelming majority of these products and services also
  waste stupendous amounts of energy and natural resources – and eighty
  percent of their negative environmental impact is determined at the des
 ign stage.\n\nWe need to develop products\, services and infrastructures
  according to tough new principles: low-carbon\, zero waste\, resource-e
 fficient. In this new world of better lives with less stuff\, the keywor
 ds are resilience\, and regenerative design. \n\nWhat will the experienc
 e off these new solutions be like? Where should we look for answers? How
  do we scale up promising new ideas?\n\nWe should start with changes alr
 eady underway\; social innovation is all around us. Amonf more than a mi
 llion grassroots environmental organisations already out there are  Post
 -carbon Cities\; Energy Descent Action Plans\; Resilient Communities\; T
 ransition Towns. \n\nMy lecture will focus on live examples including Do
 tt (North East England)\; CityEcoLab (St Etienne)\; Sustainable Daily Li
 fe (Southern California).\n\nThackara Bio\nhttp://www.thackara.com/press
 downloads/thackara_speaker.pdf\n\nBlog\nhttp://www.doorsofperception.com
 \n\n\n\nJohn Thackara is Director of Doors of Perception\, which was fou
 nded in 1993 to create a conference of that name in Amsterdam. It now pr
 oduces festivals and projects that engage a worldwide network of designe
 rs\, media artists\, technology innovators\, and grassroots innovators t
 o imagine (and begin to design) sustainable futures. He also works with 
 cities and regions seeking to build next-generation institutions.\n\nA f
 ormer London bus driver\, and later a book and magazine editor\, John wa
 s the first Director (1993-1999) of the Netherlands Design Institute. He
  was programme director in 2007 of Designs of the time (Dott 07) a new b
 iennial in North East England. In 2008 he is commissioner of City Eco La
 b at Cite du Design in St Etienne\, the French design biennial. John is 
 an Associate of The Young Foundation\, and is senior advisor on sustaina
 bility to the UK Design Council. His most recent book\, In The Bubble: D
 esigning In A Complex World (MIT Press) will appear this year in Italian
 \, French\, Japanese\, Chinese and Portuguese.\n
SUMMARY:Keynote: Experiencing Sustainability
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T153000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T151000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2580
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T163000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T153000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2581
DESCRIPTION:Round Table Discussion hosted by Jared Spool.
SUMMARY:Jared Spool & Friends
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T165000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T163000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2582
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T175000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T165000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2583
DESCRIPTION:Fiona Raby is a partner in the design practice Dunne & Raby. 
 She was a founding member of the CRD Research Studio at the Royal Colleg
 e of Art where she worked as a Senior Research Fellow (1996-2001). She t
 aught in Architecture at the RCA from 1996-2005 where she led ADS04. She
  currently teaches in Design Interactions at the RCA. Dunne & Raby were 
 established 1994. Their projects have been exhibited and published inter
 nationally and are in the permanent collection of several museums\, MOMA
 \, FRAC\, FNAC and the V&A. Her book with Arthur Dunne\, Design Noir: Th
 e Secret Life of Electronic Products was published in 2001. 
SUMMARY:Keynote
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T182000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T175000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2584
DESCRIPTION:Recap of the Day and Introduction to Simon Fraser University
SUMMARY:Day Recap
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T210000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T190000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2586
DESCRIPTION:Reception at the Four Seasons Hotel. \n\nCome play Power Poin
 t Karaoke!
SUMMARY:Reception
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T083000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T073000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2587
DESCRIPTION:Breakfast will be served at the Four Seasons\, sponsored by R
 /GA.\n\nR/GA's Mauro Cavalletti\, ECD\, and Chloe Gottlieb\, VP & ECD of
  Interaction Design\, will give a brief presentation on "Marketing + Int
 eraction Design: The Real Deal"\n\nMarketing isn't what it used to be. I
 t's no longer about creating snappy taglines\, memorable jingles\, and c
 lever metaphors. Today\, the product is the message. The platform is the
  story.  And the goal is to forge real connections between brands and co
 nsumers. Unlike short-lifespan campaigns or disposable viral gimmicks\, 
 progressive ad agencies are creating useful platforms that become integr
 ated into people's daily\nlives.\n\nInteraction Designers play an invalu
 able role in this new marketing world. In order for these platforms to h
 ave true staying power\, they need to be useful\, simple\, beautiful\, a
 nd intuitive.  That's where we come in. Our role has evolved into being 
 strategic and creative partners\, central in the development of meaningf
 ul customized experiences by seeking new white space for our customers.\
 n\nMauro Cavelletti\, ECD\, R/GA San Francisco\nMauro Cavalletti is resp
 onsible for leading the creative for the San Francisco office. He is ret
 urning to R/GA as executive creative director after three years at other
  shops\, including Organic and\, most recently\, AKQA\, where he was gro
 up creative director. He was a creative director at Organic\, leading th
 e user experience practice in both New York and San Francisco from 2005-
 2006. During his time at R/GA from 1999-2005\, Cavalletti rose from seni
 or interaction designer to interaction design director to creative direc
 tor. His experience ranges from design of global large-scale websites to
  product interface\, including online advertising and interactive instal
 lations for clients such as HP\, Target\, Mitsubishi Cars\, IBM and Eric
 sson. Mauro was a professor at Parsons School of Design in New York from
  2002-2005\, and currently teaches at the Academy of Art University in S
 an Francisco. He was a member of the first IxDA Board of Directors in 20
 05/2006.\n\nChloe Gottlieb\, VP & ECD\, Interaction Design\, R/GA\nChloe
  Gottlieb is responsible for leading and providing vision for R/GA's int
 eraction design department. Since joining R/GA in 2000\, Chloe has produ
 ced work as diverse as the range of clients she has worked with\, from s
 ystematic design and user-interface design for Verizon Wireless to brand
 ing campaigns for Nike and integrated cross-channel marketing for Nokia.
  She has worked in the U.S. and abroad as a design leader\, a creative l
 eader\, and a visionary\, contributing to the development of Future Visi
 on\, R/GA's forward look at the evolving consumer landscape. Chloe broad
 ened her expertise with a brief tenure at Razorfish\, where she engaged 
 in deep ethnographic and insight-related engagements. While there\, she 
 worked on a variety of brands\, from Condé Nast (embracing social netwo
 rks on Flip.com) to Mercedes-AMG (creating an immersive\, user-driven ex
 perience on Mercedes-AMG.com).
SUMMARY:Breakfast\, sponsored by R/GA. "Marketing + Interaction Design: T
 he Real Deal"
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T090000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T084500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2588
DESCRIPTION:
SUMMARY:Saturday Opening Remarks 
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T100000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2589
DESCRIPTION:At the core of all sustainability efforts is behavior change 
 of some kind. Too much of the discussion within the design community has
  focused on materials and processes\, as exemplified by initiatives like
  the Designers Accord. Yet most of the negative impacts of product and s
 ervices do not occur at the point of consumption\, but through ongoing u
 se. There is a growing awareness amongst Interaction Designers that we m
 ust play a central role in understanding existing patterns of behavior a
 nd developing new models for motivating meaningful\, sustainable behavio
 r change.\n\nTo date these efforts have relied on a very rational approa
 ch\, overlaying additional layers of information onto the products we us
 e to help us better evaluate different choices and see the impact of our
  behavior. While the reasoning behind this approach is sound\, it assume
 s a very rational\, considered response from the consumer. However\, we 
 know that most decisions are irrational\, particularly when we are prese
 nted with overwhelming amounts of data (just look at the financial marke
 ts). In order to motivate people to make sustainable changes in their be
 havior we must appeal to their emotions instead.\n\nThis talk will provi
 de an overview of existing design approaches\, what is working and not w
 orking. Ideas from Cognitive Psychology and Behavioral Economics will be
  considered in framing a discussion around new approaches that might ach
 ieve more meaningful and sustainable impacts.\n\nRobert Fabricant is an 
 Executive Creative Director at frog Design where he leads frog’s effor
 ts to expand into new markets. Robert has been with frog since 2001\, le
 ading a multidisciplinary creative team in New York in a broad range of 
 initiatives that span product design\, interaction design\, environments
  and branded experiences. He has worked with clients such as MTV\, GE\, 
 Cox Communications\, Virgin Mobile\, Barnes & Noble\, BBC and Nextel and
  designed user experiences for numerous platforms\, including handheld d
 evices\, in-car information systems\, medical devices\, retail environme
 nts\, networked applications and desktop software.\n\nPrior to frog\, Ro
 bert led the Research & Development team at Organic where he worked on w
 ireless applications for clients such as Lucent Technologies\, Federated
  and the Museum of the Moving Image. Other work experience includes @rad
 icalmedia\, Microsoft Research and Edwin Schlossberg Inc. He is an adjun
 ct professor at NYU's Interactive Telecommunications Program where he te
 aches a foundation course in Interaction Design. His interactive work ha
 s been featured in ID magazine\, Wired magazine\, the Wall Street Journa
 l and presented at SIGGRAPH and DUX.
SUMMARY:Keynote: Irrational Behavior
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T102000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T100000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2590
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T110000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T102000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2591
DESCRIPTION:In architecture\, parti refers to the underlying concept of a
  building. Will it be a public structure that provides safety or a comme
 rcial building focused on customer up-selling?\nDesign principles are th
 e guiding light for any parti. They articulate the fundamental goals tha
 t all decisions can be measured against and thereby keep the pieces of a
  project moving toward an integrated whole. But design principles are no
 t enough.\nEvery design consideration has a set of opportunities and lim
 itations that can either add to or detract from the parti. Designers who
  want to bring coherent visions to life need to learn the detailed ins a
 nd outs of design considerations so they can select the best solutions f
 rom the options available.\nThis combination of design principles at the
  top and design considerations at the bottom allows interaction designer
 s to fill in the middle with meaningful structures that enable people an
 d organizations to interact\, communicate\, and get things done.\nIn thi
 s talk\, Luke Wroblewski will illustrate how the World’s most accessed
  Web page\, yahoo.com\, was redesigned with a parti and the design sandw
 ich.\n\n\n\n\nLuke Wroblewski is an internationally recognized Web thoug
 ht leader who has designed or contributed to software used by more than 
 600 million people. He is currently Senior Director of Product Ideation 
 & Design at Yahoo! Inc.\, where he leads the design of the world's most 
 accessed Web page (Yahoo.com) and many other popular Yahoo! products.\n\
 nLuke is the author of two popular Web design books: Web Form Design (20
 08) and Site-Seeing: A Visual Approach to Web Usability (2002). He also 
 publishes Functioning Form\, a leading online publication for interactio
 n designers. 
SUMMARY:Session: Parti & The Design Sandwich
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T110000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T102000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2592
DESCRIPTION:Just how do you re-design a website when you effectively have
  200\,000+ clients? Is design by community as bad as design by comittee?
 \n\nThat's the challenge we faced when we were tasked with redesigning t
 he drupal.org website - home of the large\, international and very activ
 e Drupal community.\n\nIn this case study presentation we'll discuss the
  community centric approach we have taken to this project and the variou
 s tools and activities we used to recruit\, engage with and communicate 
 with the community (including Google Apps\, Twitter\, Flickr\, Online Ca
 rd Sorting\, Slideshare\, Discussion Forums\, Blogs and Wikis)\, includi
 ng some innovative approaches to participatory design en masse and crowd
 sourcing design. And you'll find out if indeed we are truly nuts\, and/o
 r if we'd do it all again!\n\n\nLeisa Reichelt\, Disambiguity Limited\n\
 nLeisa does freelance design research\, information architecture\, inter
 action design\, and generally tries to make life interesting and enjoyab
 le for the users of websites and web based applications. Leisa's mission
  is to make 'UX' activities accessible to all\, as a result she is const
 antly re-tooling her methods to make them faster\, more collaborative\, 
 more affordable and accessible. She shares her thoughts\, and on occasio
 ns\, her project in progress\, at disambiguity.com. Leisa will be coming
  to Interaction09 from London via Sydney and Thailand and hopes\, for a 
 change\, to have a better suntan than you.\n\n
SUMMARY:Design by Community - The Drupal.org redesign
LOCATION:Hotel Vancouver
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T112000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T110000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2593
DESCRIPTION:
SUMMARY:Break
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T120000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T112000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2594
DESCRIPTION:Katherine Coombs is responsible for Innovation and Research f
 or Lloyds TSB\, the UK's largest retail bank\, and is based in London\, 
 UK.  Although banking is often seen as a staid industry\, there are coun
 tless exciting opportunities to explore\, including digital money\, devi
 ce convergence\, Web 2.0 initiatives\, customer experience/usability and
  mash-ups.\n\nPrior to joining Lloyds TSB\, Katherine was a consultant w
 ith Avanade\, implementing bleeding-edge technology solutions into organ
 isations across the globe.  Although now living in London\, Katherine or
 iginates from Canberra\, Australia.  Yes\, you may have to Google that o
 ne.\n
SUMMARY:Session
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T120000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T112000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2595
DESCRIPTION:Natural user interfaces\, or NUIs\, are perfect for multi-tou
 ch and gestural interaction. How are they actually created? What hardwar
 e is available to support such interactions? How are they different from
  graphical user interfaces\, or GUIs? Stimulant is one of the world's fe
 w interaction design and development agencies whose mission is focused o
 n creating such experiences. From custom hardware to Microsoft Surface\,
  Stimulant will talk about their process\, deliverables\, experiences\, 
 successes\, and failures from working towards a more natural way to inte
 ract with computers and other devices.\nDarren David and Nathan Moody ar
 e the founding principles of Stimulant\, a San Francisco based boutique 
 agency that conceives\, designs\, and develops digital experiences that 
 inspire wonder for places\, contexts\, and devices where none usually ex
 ists. From multi-touch to mobile\, from the biggest custom touchwalls to
  the smallest consumer devices\, they focus on making beauty bulletproof
  and machines magical. Their most recent clients have included HP\, McKe
 sson\, Microsoft\, and General Motors.\n\n
SUMMARY:Session: Designing Natural Interfaces: Notes from the Multi-Touch
 \, Multi-User Frontlines
LOCATION:Hotel Vancouver
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T131500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T120000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2596
DESCRIPTION:Lunch will be provided at the Four Seasons.
SUMMARY:Lunch
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T135500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T133000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2597
DESCRIPTION:Interaction design research activities produce an enormous qu
 antity of raw data\, which must be systematically and rigorously analyze
 d in order to extract meaning and insight. Unfortunately\, these methods
  of analysis are poorly documented and rarely taught\, and because of th
 e pragmatic time constraints associated with shipping products\, there i
 s often no time dedicated in a project to a practice of formal synthesis
 . As a result\, raw design research data is inappropriately positioned a
 s insight\, and the value of research activities is marginalized – in 
 fact\, stakeholders may lose faith in the entire research practice\, as 
 they don’t see direct return on the investment of research activities.
  \nInteraction design synthesis methods can be taught\, and when selecti
 vely applied\, visual\, diagrammatic synthesis techniques can be complet
 ed relatively quickly. This talk will introduce various methods of Synth
 esis as ways to translate research into meaningful insights. Attendees w
 ill learn about how to manage the complexity of gathered data\, and will
  learn how to elicit hidden meaning in gathered data. \n\nJon Kolko is a
  Senior Design Analyst at frog design in Austin\, Texas. His professiona
 l work deals with the manipulation of complicated business and technolog
 ical constraints in order to best solve the problems of Fortune 500 clie
 nts. The work spans the boundaries of Information Architecture\, Interac
 tion Design\, and Usability Engineering\; the common underlying theme of
  these problems and projects is the creation of a solution that is usefu
 l\, usable\, and desirable. Kolko is the author of the text Thoughts on 
 Interaction Design\; he is also the 2008-2011 Editor-in-Chief of Interac
 tions Magazine\, published by the ACM.  
SUMMARY:Interaction Design Synthesis: Translating Research into Insight
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T135500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T133000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2598
DESCRIPTION:Visceral experience can change the way people feel\, behave a
 nd live. How do you go about creating such an experience that delight us
 ers?\n\nEveryone wants "engaging" and “inspiring” product experience
 s. But building them is hard. Through my experience creating branding wo
 rk at Microsoft to future vision work at Adaptive Path\, I will share in
 sight into why it’s hard and how to get past difficult situations.  \n
 \nI'll go through the basics of design leadership strategies for keeping
  the original vision on track while collaborating with various stakehold
 ers.\n\nIn this talk\, Kumi will address:\n- What are the qualities of a
  remarkable visceral experience?\n- What is a delightful experience?\n- 
 How to present visual work.\n- How to keep the spirit up and positive du
 ring the design critique\n- How to collaborate for the best result\n- Ho
 w to define goals.\n- How to build rapport with the client and the proje
 ct team\n- How to disarm a difficult client.\n- How to disarm non-qualif
 ied input.\n- How to manage feedback.\n\nKumi is a visual practice lead 
 at Adaptive Path. She has more than ten years of visual design expertise
  with mobile devices\, interactive platforms\, and desktop applications.
  An integral part of her design philosophy is to bring humanity to high-
 tech product design and create meaningful brand experience that communic
 ates emotionally with people.\n\nPrior to joining Adaptive Path\, Kumi s
 erved as the Creative Lead at Microsoft. There\, she led efforts to refr
 esh the brand system for MSN and then launched the new brand system for 
 Windows Live targeting Microsoft's 380 million users worldwide.
SUMMARY:Feeling: What makes an engaging product experience?
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T135500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T133000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2599
DESCRIPTION:VisualComplexity.com (VC) is a unified resource space for any
 one interested in the visualization of complex networks. With over 600 p
 rojects\, the goal is to leverage a critical understanding of different 
 visualization methods\, across a series of disciplines\, as diverse as B
 iology\, Social Networks or the World Wide Web.\n\nThis talk will levera
 ge the existing pool of knowledge from VC to convey a current portrait o
 f network visualization. It will illustrate some of its current trends a
 nd representation methods\, and explore the reasons behind the recent ou
 tburst. It will highlight some seminal executions and finalize with the 
 exaltation of interactivity as the key measure of cognition in Informati
 on Visualization\, by presenting a series of interaction design principl
 es for exploring complex networks.  \n\nManuel Lima is an interaction de
 signer\, researcher and founder of VisualComplexity.com. He holds a BFA 
 in Industrial Design and a MFA in Design+Technology from Parsons School 
 of Design\, New York. \n\nDuring the course of the MFA program Manuel wo
 rked for Siemens Corporate Research Center\, the American Museum of Movi
 ng Image and Parsons Institute for Information Mapping in research proje
 cts for the National Geo-Spatial Intelligence Agency. 
SUMMARY:Visual Complexity: A visual exploration on mapping complex networ
 ks
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T135500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T133000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2600
DESCRIPTION:Traditionally\, creating and maintaining a pattern library ha
 s been a daunting task requiring extensive resources and\, sometimes\, d
 edicated full-time employees. At Salesforce.com our first attempt at pro
 ducing a comprehensive library was bogged down by a waterfall-based crea
 tion and review process that yielded only two patterns in a six-month pe
 riod. At this rate we would never approach completion.\n\nIn keeping wit
 h our development team’s agile transformation we revisited the process
  and invented Postcard Patterns – highly visual\, single-page document
 s that allow design teams to efficiently and effectively drive consensus
  across teams with a lean\, easy to maintain\, and easy to produce commu
 nication tool. In contrast to our previous pace (2 patterns in 6 months)
 \, we have recently produced 43+ patterns in less than 3 months.\n\nFift
 een+ years combined experience in the evaluation\, management\, design\,
  production\, and implementation of custom multimedia products\, web sit
 es\, user interfaces\, and corporate brands. For the past 10 years I hav
 e exclusively focused on user interface design – working on projects r
 anging from a CMS for Encyclopedia Britannica to a complete monitoring a
 nd configuration tool for a content distribution network at Inktomi to a
  multi-dimensional data modeling tool at PeopleSoft.\n\nThe past four ye
 ars have been spent working as the UI design lead at Salesforce.com\; fo
 r a rapidly growing development team. The wholesale transformation of th
 e R&D group to agile forced the design team to rethink and retool a larg
 e number of our processes. This is the story of how we changed our docum
 entation standards to be agile and effective.\n
SUMMARY:Postcard Patterns: An Agile UI Pattern Creation Process
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T141500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T135500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2601
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T144000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T141500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2602
DESCRIPTION:Bruce Sterling has been talking about them for years\, but sp
 imes are just now moving from theory to reality. Spimes are objects that
  are precisely located in both space and time and more importantly\, spi
 mes are self-aware. (As Peter Morville explains: “They ingest their ow
 n metadata. They accumulate histories. They network with peers.”) This
  session will explore the effect on interaction design when content can 
 tell you how it should be managed. We’ll study a major New York City m
 useum where spimes came up as part of a digital wayfinding project. The 
 museum's wayfinding depends on hand-held devices and those devices need 
 more functionality than a traditional CMS can deliver. It’s time to br
 ing in the spimes!\n\nDan Willis is a designer\, information architect\,
  usability expert\, digital strategist\, author and illustrator. Somewha
 t of a brand whore\, he created washingtonpost.com’s first user experi
 ence group\, was PBS’ first Director of User Experience and spent a de
 cade at various print and online ventures for Tribune Co. As a part of h
 is current gig as a consultant for Sapient\, Willis led the development 
 of a hand-held wayfinding prototype for the American Museum of Natural H
 istory. Willis has presented at several IA Institute summits and is the 
 creator of UX Crank (http://www.uxcrank.com)\, a resource for user exper
 ience professionals. 
SUMMARY:How to Build Your First Spime Management System
LOCATION:Four Seasons\, Park Ballroom C
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T144000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T141500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2603
DESCRIPTION:What do we do now?\, An open conversation on how to deal with
  the current economic climate. Outgoing IxDA president Josh Seiden will 
 facilitate a group conversation on strategies Interaction Designers to m
 anage their career's in these challenging times.
SUMMARY:Weathering the current economic climate: A group conversation
LOCATION:Four Seasons\, Seasons Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T144000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T141500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2604
DESCRIPTION:The properties of Gestalt psychology are ever-present in toda
 y’s interfaces. Knowing how these properties affect the brain allows d
 esigners and developers to leverage the physiological and cognitive resp
 onses that are hard wired into their users.\n\nThe basic properties and 
 of Emergence\, Reification\, Multistability and Invariance are foundatio
 ns of design and will be defined and explained traditionally\, then revi
 ewed through current real-world user interfaces.\n\nThe Gestalt laws: Cl
 osure\, Similarity\, Proximity\, Symmetry\, Continuity and Common Fate o
 ffer a fantastic set of “best practices” rooted in theory and can be
  easily implemented into any existing workflow.\n\nBy giving designers a
 nd developers tried-and-true rules based on cognitive theories\, we can 
 further remove opinion from the process\, and focus once again on the us
 er. Designers will be interested to know why they do this inherently\, d
 evelopers can utilize the Laws as a loose set of rules\, and administrat
 ion/support roles will learn how clients may interpret design approaches
 .\n\nMichael Salamon is a User Experience Designer at EffectiveUI\, an a
 ward-winning and recognized leader in the design and development of cust
 om rich Internet\, desktop and mobile applications.\n\nWith nearly 20 ye
 ars’ experience\, Michael’s work spans print\, Web\, mobile\, intera
 ctive\, motion\, illustration and animation. With a thorough history in 
 the printing industry\, Michael made the move to the Web with the rest o
 f the chunky black glasses crowd and helped define interaction methods s
 till used today. His cients have ranged from huge multi-national big-sho
 t companies to modest one-person shops including: Quark\, Intuit\, Cenda
 nt (CheapTickets)\, JCPenney's\, Home Depot\, Cabela's. Dish Network\, S
 taz\, Ci-Ci's Pizza and Northrop Grumman.
SUMMARY:Where Should You Put the “Submit” Button? Explore how Gestalt
  laws inform interface design
LOCATION:Four Seasons\, Arbutus Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T144000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T141500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2605
DESCRIPTION:This short presentation provides an introduction to the excit
 ing world of mission critical interaction design\, where safety\, securi
 ty and protecting human life enters the realm of digital technology.\n\n
 In mission critical solutions\, user requirements are extreme – the ph
 ysical conditions are often difficult and stress levels are high. Howeve
 r\, users are required to complete vital tasks with no room for error.\n
 \nDesigning for interaction in such extreme environments puts additional
  focus on the importance of a simple and frictionless user experience. I
 n this presentation\, you will gain an understanding of the key factors 
 for successful interaction design in mission critical settings.\n\nMikke
 l Michelsen is an interaction designer with 10 years of experience in de
 signing digital user interfaces. He has worked on projects in both the U
 S and Europe\, designing systems for industrial use and financial tradin
 g.\n\nHe is currently employed at www.systematic.com\, a CMMI5 rated com
 pany building mission critical software for healthcare and defence\, whe
 re he designs user experience in the area of digital mobile defence appl
 ications for troops in the field.\n\nHe has pioneered the design of a ta
 blet-based touch screen battle management system for mobile ground and n
 aval units\, extending it into soldier-worn systems.
SUMMARY:Mission Critical Interaction Design
LOCATION:Hotel Vancouver Fairmont\, Saturna Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T150000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T144000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2606
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T152500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T150000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2607
DESCRIPTION:Building an accurate\, one-off prototype of any product or ca
 r may seem like a vast undertaking that consumes too much time. But as w
 ith Industrial and Automotive Design\, it's really the best way to work.
  Digital Concept Cars -- a prototype that is fully functional save being
  hooked up into the engine -- allow design and engineering teams the mea
 ns to make critical product decisions that no other process can replace.
  Andrei will walk you through the creation of a digital concept car\, sh
 owing you what tools and technologies to use\, what pitfalls to avoid\, 
 how to adjust project schedules to properly accommodate for creating the
 m\, and how to get buy-in from executives and product managers.\n\nAndre
 i was the first official interface designer hired by Adobe Systems to wo
 rk on Photoshop\, Illustrator and InDesign. He was responsible for desig
 ning and creating the common interface for what has now become the Adobe
  Creative Suite. Today\, he is one of the principals and co-owners of In
 volution Studios\, one of the top digital design firms in Silicon Valley
 .
SUMMARY:Building a Digital Concept Car
LOCATION:Four Seasons\, Park Ballroom C
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T152500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T150000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2608
DESCRIPTION:During my Lightning Round talk\, I will discuss how research 
 and design methods can be integrated to improve the creation of context 
 sensitive experiences\, such as multi-channel digital/physical environme
 nts\, mobile devices\, and integrated products and services. \nUsing thi
 s approach of doing combined research and design in the wild—in the re
 al\, messy complex world—requires both an adventurous\, curious mindse
 t and a good deal of preparation. \n\nTo support people in doing this wo
 rk\, I will introduce methodological frameworks for combining research a
 nd design and provide practical approaches for doing rapid iteration in 
 the world including project logistics and planning\, participant relatio
 ns\, prototyping tools and props\, what to expect from the unexpected an
 d how to deliver great designs. Case studies and other real world exampl
 es will be used to further illuminate the value and relevance of this ap
 proach.\n\nPaula Wellings is an experience designer at Adaptive Path. Th
 roughout her career\, she has pursued her interest in the situative and 
 psychosocial nature of how people interact with artifacts and environmen
 ts. Past employers and clients include Human Code\, Sapient\, projekt202
 \, Stanford University\, WOWIO\, Hasbro Interactive\, IC2 Institute\, Te
 xas Workforce Commission\, Dell\, Citibank\, Teachscape\, Emily Carr Ins
 titute of Art and Design\, Spark Media\, Thomson West\, Best Buy and Mic
 rosoft. Paula received her Masters of Art in Learning\, Design & Technol
 ogy from Stanford University and her Bachelors of Design in Electronic C
 ommunication Design from the Emily Carr Institute of Art and Design.
SUMMARY:Gorilla methods for designing in the wild
LOCATION:Four Seasons\, Seasons Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T152500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T150000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2609
DESCRIPTION:Metaphor brainstorming is a powerful ideation and conceptual 
 design technique for generating underlying metaphors\, requirements\, fe
 atures\, and attributes for new and existing products. Metaphor brainsto
 rming begins with traditional brainstorming of high-level metaphors. The
 se metaphors are then deconstructed into their components and attributes
 . Finally\, the items from the deconstruction are mapped to potential fe
 atures\, requirements\, or attributes of the new product. Metaphor brain
 storming is most useful during the early stages of design for developing
  conceptual models\, generating requirements\, and early user interface 
 design where you are specifying the relationship between features and sp
 ecific user interface metaphors.  This presentation will describe the me
 taphor brainstorming process and explain how take the output and convert
  that into requirements and design concepts.\n\nChauncey Wilson is a Sen
 ior User Researcher at Autodesk in Waltham\, MA and instructor in the HF
 ID graduate program at Bentley College. He has more than 25 years of exp
 erience in HCI. Chauncey has presented at CHI\, UPA\, HFES\, APA\, and S
 TC conferences and has co-authored chapters in the 1997 Handbook of HCI\
 , and Cost-Justifying Usability\, Second Edition: An Update for the Inte
 rnet Age. Chauncey wrote “The Well-Tempered Practitioner” column for
  the ACM CHI publication “interactions” during 2006 and 2007\, colla
 borated on the UPA Code of Conduct\, and is editor of the Methods sectio
 ns of the UPA Body of Knowledge (BoK).
SUMMARY:Metaphor Brainstorming: Using Metaphors to Generate Design Ideas\
 , Requirements\, and Product Personality
LOCATION:Four Seasons\, Arbutus Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T152500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T150000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2610
DESCRIPTION:As websites have transitioned from a series of hyperlinked st
 atic pages to rich\, interactive applications\, the traditional means of
  documenting their structure and behavior has struggled to keep pace.  S
 ite maps fail to capture the detailed interactions on and across pages\,
  use cases fail to show the relationship between activities\, and data f
 low diagrams ignore the nuances of presentation and user choice.\n\nEnte
 r the state map.  Evolved from scenarios and storyboards\, the state map
  demonstrates the flow of information and interaction across all of an a
 pplications possible activities for all user types.  The state map is a 
 foundational design element\, able to inform detailed technical\, behavi
 oral\, and aesthetic design.\n\nThis session will demonstrate the creati
 on and use of state maps in three key situations\; defining and pitching
  a concept\, designing an application\, and reverse-engineering existing
  applications to facilitate comparison and gap analysis.\n\nExamples and
  templates will be provided to attendees.\n\nDante is the Director of Us
 er Experience for Digitas Health\, the health agency of Digitas and a gl
 obal leader in digital and healthcare communications. His responsibiliti
 es include ideation\, design\, testing\, methodologies\, and building a 
 world-class multi-disciplinary design practice.\n\nDante’s career in a
 pplication and experience design began in 1996\; previous to joining Dig
 itas Health in 2006\, Dante was a Principal Information Architect at GSI
  Commerce.  Assignments and clients include Toys R Us\, Siemens\, Radio 
 Shack\, Sony\, Burberry\, NFL Football\, Vanguard\, adidas\, Merck\, Ast
 ra Zeneca\, Palm\, and numerous others.
SUMMARY:State Mapping
LOCATION:Hotel Vancouver Fairmont\, Saturna Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T154500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T152500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2611
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T161000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T154500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2612
DESCRIPTION:Our sensorial system is our interface to the world. It is tro
 ugh and with our senses that we can perceive\, reason and exchange with 
 external systems\, living or not. Our professional and personal activiti
 es are made of rich and complex sensorial experiences\, spanning on diff
 erent stimulus and modalities. \n\nUp to now\, the repertoire of input a
 nd output forms generally found in human-device interfaces have been usu
 ally centered on vision and to some extend audition. Despite decades of 
 research and development\, very few systems or devices today go beyond t
 hese two senses and truly offer rich multimodal interaction. Why is that
  so?\n\nThis presentation will explore the opportunities and challenges 
 related to developing new multimodal interfaces specifically based on th
 e touch sense. It will present various methods\, techniques\, tools and 
 processes that interaction designers can use to assess\, sketch\, create
  and evaluate dynamic haptic and multimodal interfaces. \n\nBorn in Mont
 real\, Canada. Hyperactive by nature\, Camille Moussette likes the blurr
 y connections between humans\, atoms and bits. He holds a Physics degree
 \, a bachelor in Industrial Design and a Masters in Interaction Design. 
 His work experience includes microelectronics R&D (IBM and NRC Canada)\,
  web consulting and various involvement in projects ranging from buildin
 g architectural snow structures in Scandinavia and Italy\, to developing
  new mobile systems in collaboration with Nokia. He is currently pursuin
 g a Ph.D. researching mobile haptic interfaces and teaching classes in E
 xperience Prototyping\, Hardware Sketching and Design Ethnography at the
  Umeå Institute of Design in Sweden.
SUMMARY:Sketching haptic and multimodal interaction
LOCATION:Four Seasons\, Park Ballroom C
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T161000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T154500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2613
DESCRIPTION:Design for Life by Identifying the Lifecycle of an Experience
 \nGerman Leon\, user experience manager – global marketing\, Vodafone 
 Group Services GmbH\nExperience design has become a very popular term th
 ese days. Most designers believe that we can design an experience\, whic
 h is not the case\, and experience is something that we can improve or s
 imply think through. The way that we have traditionally designed product
 s has impacted the world badly\, not only because we are hurting the env
 ironment but also because it’s failing to identify the lifecycle of us
 ers’ needs and envision solutions. Designing for life has big implicat
 ions\; it touches companies communications\, collaboration with other pr
 ofessions and challenges the way things are envisioned. By accepting the
  challenge of designing for life rather than focusing on particular inst
 ances of a product\, we might find a strategy to help change some of the
  biggest issues in our society today. I invite you to listen to my ideas
  about how by identifying the lifecycle of an experience\, it’s possib
 le to design for life\, and perhaps improve it.\n\nI have a BFA in indus
 trial design and a Master’s degree in interaction design from Umeå In
 stitute of Design in Sweden. My career includes Experience Design\, Inte
 raction Design and Product Design\; Currently I work as a user experienc
 e manager for Vodafone Global in Germany. Previous positions across the 
 globe include serving as design lead of strategic projects for FI\, a de
 sign agency in Stockholm\, for clients such as Time Warner and AT&T. I a
 lso worked in Colombia for Bancafe\, a bank that developed finger recogn
 ition services for ATMs and internet services\, and I have been a lectur
 er in interaction design at Umeå University in Sweden. I consider mysel
 f a natural observer of people’s behavior and I believe that great use
 r experiences are based on simple human interactions. As an interaction 
 designer\, I have used a broad range of methods and disciplines such as 
 ethnography and user centered design. However\, my true passion is UX pr
 ototyping.
SUMMARY:Design for Life by Identifying the Lifecycle of an Experience
LOCATION:Four Seasons\, Seasons Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T161000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T154500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2614
DESCRIPTION:You’ve worked hard on a design and finally got it nailed. Y
 ou’ve thought deeply about the user experience and designed for usabil
 ity and great information presentation. The visual design is compelling.
  Enjoy it while you can because you’ve been asked to hold a design rev
 iew. Your creative and well thought-out design is about to be transforme
 d into a into a patchwork quilt as stakeholders argue for changes based 
 on their off-the-cuff reactions and personal agendas.\n\nWhether you wor
 k inside a large corporation or you’re a consultant\, managing design 
 reviews is critical. This session will focus on:\n\n1.	How to prepare fo
 r a design review\n2.	How to manage difficult participants like Ivan the
  Intimidator\, Cathy the Clueless and One Note Nate.\n3.	How to sift thr
 ough the comments and respond to real concerns constructively and creati
 vely.\n\nThose who attend will gain new perspectives on design reviews a
 nd take away useful techniques.\n\nCharlie Kreitzberg\, Ph.D has attende
 d many design reviews and has the scars to prove it. He is the CEO of Co
 gnetics Corporation\, an interaction design consultancy he founded in 19
 82.  He has consulted with companies world-wide. He is founding editor o
 f User Experience magazine\; a former board member of UPA and Society fo
 r Information Management. He has written many articles\, several books a
 nd has received awards for his work. He also serves as the Technology Di
 rector for Einstein’s Alley\, a New Jersey economic development initia
 tive.\n\nYou can review a detailed vita at: http://www.leadersintheknow.
 biz/Portals/0/Publications/CBK_vita_usability.pdf
SUMMARY:Surviving a Design Review
LOCATION:Four Seasons\, Arbutus Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T161000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T154500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2615
DESCRIPTION:Companies are increasingly focused on "knowing their users" w
 ell enough to build adaptive services and customized experiences. Behind
  these personally and contextually relevant interactions is data\, the m
 ore of it the better\, including behavior\, preferences\, and status. Th
 e transition of the web from pages to more granular data paved the way f
 or application mashups that provided new value through combination. This
  evolution has continued and expanded beyond the screen into places as d
 iverse as thermostats\, running shoes\, and medical devices -- providing
  new types of data ready to be used as filters\, triggers\, and connecto
 rs. In this presentation I will use case studies to show how designers a
 re creatively using data to personalize interactions. I will also provid
 e an overview of emerging standards that allow people to own and share t
 heir disparate data trails and present a vision of the tailored interact
 ions made possible by this new kind of mashup. \n\nSimon King is a Senio
 r Interaction Designer at IDEO in Chicago where he has worked on project
 s ranging from medical devices\, to financial planning\, to convergence 
 services. His areas of interests include adaptive systems\, multi-channe
 l platforms\, personal informatics\, and information visualization. He h
 olds an M.Des in Interaction Design from Carnegie Mellon University and 
 a BFA in Graphic Design from Western Michigan University.
SUMMARY:Tailored Interactions
LOCATION:Hotel Vancouver Fairmont\, Saturna Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T163000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T161000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2616
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T173000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T163000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2617
DESCRIPTION:William James noted that "Our beliefs and our attention are t
 he same fact." Which is to say that what we pay attention to is what we 
 believe in. What are (should) we be paying attention to now? What do we 
 as interaction designers believe in? What we do is more important\, more
  vital\, more essential than ever before. We have the opportunity to sha
 pe life as we know it in the 21st century. We need to seize the day.\n\n
 Dan Saffer is a principal at Kicker Studio\, a product design consultanc
 y. Every day\, millions of people use the products he has designed.\n\nA
 n international speaker and author\, his latest book is Designing Gestur
 al Interfaces (O'Reilly 2008) which has been called "an essential refere
 nce work for anyone looking to advance human-technology interactions bey
 ond dials\, knobs\, keyboards\, and mice."\n\nHe holds a masters of desi
 gn in interaction design from Carnegie Mellon University. A thought lead
 er in interaction design\, his writings on design have appeared in Busin
 essWeek\, Design IT! magazine\, and many online publications\, including
  his own site at http://www.odannyboy.com. 
SUMMARY:Keynote: Carpe Diem: Attention\, Awareness\, and Interaction Desi
 gn 2009
LOCATION:Four Seasons\, Park Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T210000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090207T190000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2619
DESCRIPTION:
SUMMARY:Reception\, sponsored by Autodesk.
LOCATION:Hotel Vancouver Fairmont\, Pacific Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T083000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T073000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2620
DESCRIPTION:Breakfast will be served at the Four Seasons Hotel\, sponsore
 d by Manifest Digital.\n\nJim Jacoby\, Founder of Manifest Digital\, wil
 l give a brief presentation on "UX Designers: Business Leaders Needed."\
 n\nCommoditization of technology is already well established. Cloud comp
 uting is on the very near horizon. And elegance over sophistication cont
 inues to win in a more and more competitive landscape. The final frontie
 r for differentiation and market leadership is in the experience itself.
  We all know that. The people who will create these experiences need to 
 stand up and take ownership as newly influential leaders. We are evolvin
 g from highly skilled experts and practice leaders to innovation influen
 cers and corporate business leaders. We have a responsibility to break d
 own old habits and shake up corporate cultures. Marketing and technology
  organizations have had their shot. Some have come together to create gr
 eat solutions. Others have succeeded independently in spite of themselve
 s. But\, the Chief Customer Officer\, Director of Customer Experience\, 
 and Vice President of Experience Solutions are titles that are all too r
 are. These are the titles for tomorrow and they are all needed now. You 
 can answer that call.\n\nJim Jacoby\, Founder\, Manifest Digital. \nJim 
 Jacoby is a business strategist\, seasoned experience specialist\, and e
 ntrepreneur.  In the early 90's\, Jim identified that the organizations 
 attempting to integrate business strategy\, brand\, and technology were 
 onto something\, but going about it in the wrong way. From early lessons
  as a regional Director of Account Management with a major "dot-bomb" in
 tegrator\, Jim distilled core processes that could actually integrate. F
 urther\, he discovered the starting points that would ensure that these 
 divergent offerings not only coexisted\, but delivered unique value when
  integrated.  Jim started Manifest Digital in May of 2001 and it has gro
 wn from a small core of design-focused individuals into a 60-person indu
 stry leader with integrated strategy\, marketing\, and technology. The c
 ross-functional teams in this thriving company are capable of delivering
  conceptual solutions and seeing those through to production with a wide
  range of clients.\n
SUMMARY:Breakfast\, sponsored by Manifest Digital. "UX Designers: Busines
 s Leaders Needed."
LOCATION:Hotel Vancouver Fairmont\, Pacific Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T090000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T084500
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2621
DESCRIPTION:
SUMMARY:Sunday Opening Remarks
LOCATION:Four Seasons\, Park Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T100000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2622
DESCRIPTION:In the midst of a global conversation about change\, many des
 igners are pondering their own impact in the world. How does our experie
 nce in software interfaces\, web sites\, and physical products prepare u
 s to address the profound issues humanity is facing? These issues involv
 e many complex systems\, systems too big to fit into the scope of any si
 ngle company or institution. Design methods are potent at large scale an
 d scope\, but what does it take to be effective as a practitioner\, as a
  team\, as a company? What is it like to actually achieve a meaningful\,
  sustainable\, positive difference in life? \n\nIn this talk I offer ins
 ights into that question\, drawing lessons from a number of serious\, he
 artfelt attempts  to affect change. The work we have all done in recent 
 decades has prepared us to take on much bigger challenges. The foundatio
 ns of design remain powerfully effective. That said\, there are ways in 
 which “designing for change” requires additions to our inventory of 
 methods\, and transformations in the way we plan and conduct our work. \
 n\nThese new ways of working can also benefit the design projects most o
 f us tackle every day – challenges less grand in scale than shifting t
 o sustainable transportation or raising the quality of a nation’s scho
 ols. The grand projects force us to consider the social situation we wor
 k within\, the social systems we affect\, the ripple effects of our acti
 ons\, the nested web of parts and wholes\, and the personal journey of o
 ur team. Attention to these things can improve the effectiveness of any 
 effort to accomplish meaningful change. \n\n\nMarc is a co-founder of Fi
 t Associates\, LLC. Fit's intention is to lead\, nurture\, connect and e
 quip conscious organizations for the greatest impact for the common good
 . Fit has a deep bench in ethnographic research\, design\, psychology\, 
 technology\, and organizational change. Their industry client list inclu
 des Nissan\, Comcast\, Whirlpool\, SAP\, Microsoft and Respironics. Incr
 easingly\, Fit is turning its attention to work in sustainability\, loca
 l development\, and other issues whose scope exceeds the reach of any si
 ngle organization.\n\n\nMarc's 26-year career has been guided by an inte
 rest in people\, systems\, communication\, anthropology and the power of
  design. After a first career in software systems\, he has spent more th
 an a decade as a designer of projects\, interactions\, products\, servic
 es\, experiences\, and transformations. He has taught both lecture and s
 tudio courses at Carnegie Mellon's Graduate School of Design (where he w
 as the 2003 Nierenberg Distinguished Chair of Design) and the Institute 
 of Design\, IIT in Chicago.\n\nMarc served as Chief Experience Officer o
 f the pace-setting user experience consultancy HannaHodge\, where he was
  responsible for the firm's user-centered process\, team culture\, and r
 esearch initiatives. He was a Director of User Experience at Cambridge T
 echnology Partners. Prior to that he was a consultant with seeSpace\, VP
  of Design for Digital Knowledge Assets\, and a Senior Architect in Ande
 rsen Consulting's Advanced Technologies Group.\n\nMarc has an undergradu
 ate degree in Anthropology and Linguistics\, and completed requirements 
 for a Master's in Computational Linguistics at New York University. He f
 requently speaks and conducts hands-on workshops in industry and academi
 c settings around the world. Marc currently serves on the advisory board
 s of UXNet\, The Interaction Design Association\, and Rosenfeld Media\, 
 and is a Contributing Editor to Interactions magazine.
SUMMARY:Keynote: How to Change Complicated Stuff (e.g.\, the World)
LOCATION:Four Seasons\, Park Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T102000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T100000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2623
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons & Hotel Vancouver
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T110000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T102000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2624
DESCRIPTION:The progress of any creative discipline changes significantly
  with the quality of the tools available. As the diversity of user inter
 faces multiplies in the shift away from personal desktop computing\, yes
 terday's tools and concepts are insufficient to serve the designers of t
 omorrow's interfaces. My research in human-computer interaction focuses 
 on the earliest stages in UI creation - activities that take a novel ide
 a and transform it into a concrete\, interactive artifact that can be ex
 perienced\, tested\, and compared against other ideas. In this talk I wi
 ll give an overview of different prototyping tools I have built with col
 laborators to address two research questions: How can tools enable a wid
 er range of designers to create functional prototypes of ubiquitous comp
 uting interfaces? And how can design tools support the larger process of
  learning from these prototypes? \n\nBjörn Hartmann is a PhD candidate 
 in Human Computer Interaction at Stanford University and Editor-in-Chief
  of Ambidextrous magazine\, Stanford's Journal of Design. His research f
 ocuses on design prototyping and physical computing tools. His prototypi
 ng tools have been used at companies such as Nokia\, Leapfrog\, IDEO\, a
 nd Frog. He received degrees in Communication\, Digital Media Design\, a
 nd Computer and Information Science from the University of Pennsylvania 
 in 2002. He is a recipient of the UIST 2006 and CHI 2007 Best Paper Awar
 ds.  Before moving to the Bay Area\, Björn had a successful career as a
 n electronic musician and record label owner.
SUMMARY:Session: Enlightened Trial and Error - Gaining Design Insight Thr
 ough New Prototyping Tools 
LOCATION:Four Seasons\, Park Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T110000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T102000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2625
DESCRIPTION:
SUMMARY:Session
LOCATION:Hotel Vancouver Fairmont\, Saturna Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T112000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T110000
DTSTAMP;VALUE=DATE-TIME:20130519T003446Z
UID:2626
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons & Hotel Vancouver
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T120000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T112000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2627
DESCRIPTION:Over the last three years\, I've been working on understandin
 g social collaborative behavior\, and in particular at LinkedIn\, Viral 
 Loops. Interaction design is key to an applications ability to promote i
 tself. In this short session\, I'll focus on the critical comments of de
 faults\, sharing mechanisms\, updates\, notifications and even SEO as ho
 listic elements of a viral system that is currently driving the populari
 ty of social networks and social media successes everywhere. I'll talk a
 bout the underpinnings needed to devise a successful social system as we
 ll\, touching on identity\, reputation and relationships in digital comm
 unities.\n\nCurrently\, Christina Wodtke is principal product manager of
  something secret at LinkedIn. A relentless instigator\, Christina found
 ed Cucina Media to help little publishers compete with the big boys. Pre
 viously\, she cofounded The Management Innovation Group (http://www.mig5
 .com)\, devoted to making companies more humane. She also founded Boxes 
 and Arrows\, an online magazine of design\; founded the Institute of Inf
 ormation Architecture\; wrote the bestselling “Information Architectur
 e: Blueprints for the Web”\; and has spoken on the topic of the human 
 experience in information spaces at conferences worldwide.\nPrior to fou
 nding MIG\, Christina was director of design for Yahoo! Search and Marke
 tplace where she led design work in the revival of Search\, and the rein
 vention of Shopping.
SUMMARY:Session: Designing the Viral App
LOCATION:Four Seasons\, Park Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T120000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T112000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2628
DESCRIPTION:Foundation and critique are two core elements that separate d
 esign from other ways of thinking and practicing creation of ideas and s
 olutions. Foundations are the core elements that we manipulate within ou
 r craft. Critique is the way we judge the results of that craft. For cri
 tique to be effective though it requires foundation. It is only through 
 our understanding of what it is that makes up our craft\, that we can br
 ing consistency and consensus to design criticism.\n\nWhile interaction 
 designers have strong evaluation skills through quantitative research su
 ch as usability\, IxD lacks the same types of aesthetic-based design cri
 ticism that graphic design\, architecture and industrial design have. Th
 is 25min. presentation is meant to offer the beginnings of a discussion 
 around what could are the foundations of interaction design\, how do the
 y impact aesthetics of interaction and how can they be used for design c
 ritique within an interaction design practice. \n\nDavid Malouf is curre
 ntly a Professor of Interaction Design in the Industrial Design Departme
 nt of the Savannah College of Art & Design (SCAD). Before taking this po
 sition\, David was a Sr. Interaction Design for Motorola Enterprise Mobi
 lity where he designed software\, webware\, and hardware interactions an
 d interfaces. Motorola was the last in a 15 year journey of practicing i
 nteraction design\, information architecture\, ui design\, project manag
 ement and other roles and positions working almsot exclusively with thin
 k client technologies.\n\nDavid is also one of the primary founders and 
 first Vice President of theInteraction Design Association (IxDA). David'
 s passion for evangelizing and teaching interaction design\, came to a c
 limax in 2008 when he co-chaired the first Interactions conference\, Int
 eraction 08 | Savannah. The overwhelming success of this sold out event 
 has catapulted interaction design and IxDA.\n\n \n\nBesides writing for 
 this blog\, David has been published online and in print writing on topi
 cs related to interaction design. David also teaches workshops on design
  and is available for hire for these workshops as his schedule permits.\
 n\nYou can find David immersed in the social networking world on Faceboo
 k\, Twitter\,Flickr\, del.icio.us\, Dopplr\, and YouTube. You can follow
  my escapades with my wife\, Theresa\, and boy\, Caleb.
SUMMARY:Session: Foundations of Interaction Design: Bringing design criti
 que to interaction design
LOCATION:Hotel Vancouver Fairmont\, Saturna Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T131500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T120000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2629
DESCRIPTION:Lunch will be served at the Four Seasons
SUMMARY:Lunch
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T135500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T133000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2631
DESCRIPTION:Interactive systems are ever-present: in engaging any service
 \, people will inevitably be compelled to interact with technology and i
 nteractive systems in order to experience that service.\n\nThis is relev
 ant to businesses and designers of interactive systems alike\, because i
 t shows that the purposeful & considered design of a “service interact
 ion” is a critical component in successfully creating & delivering rea
 l customer value.\n\nThe bottom line: Interaction Design is inextricably
  linked to Service Design\, for both individual services and Service Del
 ivery pathways. \n\nOur presentation will explore this relationship\, in
 cluding (a) How designing engaging interactions can add business value t
 o Service Delivery. (b) How service design incorporates & translates the
  interaction designer’s vision of interactivity into exceptional custo
 mer experiences. (c) What lessons can be learned from people’s interac
 tion with technology during the Service Delivery pathway.\n\nPaul A. Joo
  is the founder of Ascent Group\, a Service Delivery design firm based i
 n Vancouver\, BC.  Paul is a sought-after speaker on Service Delivery\, 
 motivating performance excellence and leadership strategy. With over 22 
 years of international business experience\, he has enjoyed effecting a 
 variety of positive transformations through his unique combination of ex
 perience and insight. Consistently integrating and applying the principl
 es of Service Design\, Paul has led Ascent in working with clients to cr
 eate service value propositions\, align user-producer goals and demonstr
 ate the investment value of interactive projects.
SUMMARY:Interaction impacts Service Design
LOCATION:Four Seasons\, Seasons Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T135500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T133000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2632
DESCRIPTION:This talk will illustrate how game design thinking provides n
 ew tools for the design of non-game products and campaigns. We’ll disc
 uss four ways in which game-design techniques enrich interactive design:
 \n1.	Understanding that in our ultimate goal as designers is to make the
  user happy. Games accept this by default.\n2.	Understanding a product o
 r message better by imagining it as a game. If you have a message you wa
 nt people to find and interact with\, invite them to play with it!\n3.	C
 onveying a message by building it into an advergame. \n4.	Using game-ins
 pired techniques to create a better experience in non-game products. \n\
 nGoal: The goal of this talk is to leave the participants with game desi
 gn tips and examples they can use in their next product. The workshop wi
 ll provide multiple examples of game-play mechanisms\, advergame strateg
 ies\, and non-game products that benefit from gaming techniques. \n\nNad
 ya Direkova works as a Senior Information Architect in Avenue A Razorfis
 h\, San Francisco\, where she leads the gaming practice for the company'
 s UX team. She has over seven years of experience as video game designer
  at Backbone\, Leapfrog and MIT'S Games to Teach Group. Ms. Direkova rec
 eived her MS from M.I.T.'s Comparative Media Studies group\, and B.A. fr
 om Amherst College. \n\nhttp://www.linkedin.com/in/nadyadirekova
SUMMARY:What’s in a game? A look at game design best practices as prime
  influencers of interaction design.
LOCATION:Four Seasons\, Arbutus Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T135500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T133000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2633
DESCRIPTION:For an industry steeped in high technology and accustomed to 
 sophisticated digital tools\, this session is decidedly “lo-fi.” The
  speaker will review practical drawing and sketchbook techniques that ca
 n serve as a cornerstone to the interaction design process. The concept 
 of ‘drawing as problem solving’ will be introduced through case stud
 ies and real-world interaction design that demonstrate the efficiencies 
 to be gained through the use of these techniques. The acceleration of ra
 pid-development and rapid-prototyping situations through improved sketch
 book will also be reviewed. From basic “do’s and don'ts” to “les
 sons from the masters\,” attendees will learn how to leverage their vi
 sual thinking into the creative and development process to greater effec
 t.\n\nTim Wood is currently Director of User Experience at EffectiveUI\,
  an award-winning provider of rich Internet applications and breakthroug
 h interactive experiences. Prior to joining EffectiveUI\, Tim was Creati
 ve Director for Design Innovation & Advanced Development at Eastman Koda
 k\, where he received international recognition for creativity and desig
 n excellence.\n\nFor over a decade\, Tim has persistently focused on the
  radical transformation of business through user experience. From next-g
 eneration Web services to consumer electronics\, his passion for design 
 has fueled an inherent desire to innovate and promote progressive method
 s of interaction design.
SUMMARY:Lo-Fi: Sketchbook Techniques for Interaction Designers
LOCATION:Four Seasons\, Park Ballroom C
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T141000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T135500
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2634
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T143500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T141000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2635
DESCRIPTION:Mobile access to the Web is shifting into mainstream. WAP and
  device?specific .mobi sites are not relevant as most of the mobile traf
 fic goes to websites people visit on their desktop (eg. Facebook\, ESPN\
 , New York Times in North America). The optimal solution involves design
 ing for the mobile use case using a standard Web Design toolset. Until n
 ow\, no expert instruments existed for enabling this.\n\nIgor will outli
 ne the major challenges in mobile web design\, such as device fragmentat
 ion\, content prioritization\, spectrum scarcity\, network latency and i
 nput methods. Also\, a new free web master tool by Handi Mobility will b
 e presented. Using Handi’s patent?pending\nSelective Transcoding techn
 iques Igor will demonstrate new design flows that enable webmasters to c
 reate and implement mobile use cases for their existing websites\, true 
 to the One Web philosophy.\n
SUMMARY:A New Approach to Optimizing Exisiting Sites for Mobile Access Us
 ing CSS\, XHTML and Selective Transcoding
LOCATION:Four Seasons\, Park Ballroom C
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T143500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T141000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2636
DESCRIPTION:Many of the interactions seen in tangible and social computin
 g are essentially playful. Play can take on many forms\, but they all in
 volve people exploring a conceptual space of possibilities. When designi
 ng these “embodied” interactions\, it is therefore helpful to have a
  good understanding of play - this session aims to do just that. \n\nWe
 ’ll compare the role of interaction designers to that of game designer
 s\, who concern themselves primarily with the creation of rule-sets. By 
 using rules\, designers have unique opportunities for conveying messages
 .\n\nWe’ll discuss the emergent behaviour of many social and tangible 
 systems and propose that gardening might be a helpful metaphor. This req
 uires designers to sketch in code and hardware\, build prototypes\, and 
 observe their use “in the wild”.\n\nUltimately\, we hope to encourag
 e designers to put themselves on equal footing with the people using the
 ir systems\, so that they can playfully grow meaningful interactions tog
 ether.\n\nIn his freelance practice\, Kars Alfrink straddles the line be
 tween interaction- and game design. He thinks play is a crucial characte
 ristic of any meaningful user experience and pursues projects that help 
 him test this belief. Kars has designed social web applications\, casual
  mobile games and multi-touch systems.\n\nBesides designing\, Kars enjoy
 s teaching at the Utrecht School of the Arts. Currently\, he is coaching
  a group of graduate students who are developing innovative social games
  for a leading mobile phone manufacturer.\n\nIn his spare time\, Kars pr
 actices a traditional Japanese martial art\, and tries to keep up with g
 eek culture.
SUMMARY:Play in social and tangible interactions
LOCATION:Four Seasons\, Seasons Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T143500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T141000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2637
DESCRIPTION:Waiting is generally not fun.  It has none of the pleasant co
 nnotations of anticipation.  The word conjures the repetitive melodies o
 f on-hold music\, long lines at the grocery check out\, praying that the
  spinning beach ball or hourglass doesn't mean a morning's worth of work
  has been lost.  In fact\, waiting has connotations that more closely re
 semble annoyance or dread.\n\nAlthough interaction designers usually can
 not control the passage of time\, we can influence people's perception o
 f it.  As a result\, waiting can be reduced to a degree at which it is o
 vershadowed by more pressing considerations.\n\nDrawing inspiration from
  optical illusions\, retail anthropology\, and literary theory\, this se
 ssion will knit together ideas about the perception of time and how it c
 an be manipulated.\n\nJoseph Dombroski loves collecting and sharing data
 .  That's probably because most of his training is in anthropology and c
 ognitive psychology.  Joseph's skills are a combination of facilitation 
 and manipulation\, and he has used these skills to good effect while lea
 ding strategic engagements with Oprah's Angel Network\, Butterball\, Lif
 e Fitness\, Motorola\, and Bosch Tools.  Joseph has been producing web s
 ites professionally since 2001.  He currently works in the User Experien
 ce department at Designkitchen\, a WPP/Wunderman company.
SUMMARY:Waiting
LOCATION:Four Seasons\, Arbutus Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T143500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T141000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2638
DESCRIPTION:How to document and specify screens\, whose functionality gre
 atly varies by business logic or rich interactions\, has been a reoccurr
 ing topic on the IxDA mailing list. During this talk\, attendees will se
 e a technique\, that has been used and refined over the past three years
 \, to completely design and document screens with over one million possi
 ble configurations. The presenter will focus on the foundations of the t
 echnique\, with the goal of enabling attendees to easily adapt it to the
 ir own purposes. Lessons learned and how the technique can be used to fo
 rm a strong working relationship with developers and QA groups will be h
 ighlighted. \n\nNick Iozzo has been a methodology geek since his first d
 ays in graduate school where he completed research on the impact differe
 nt software development techniques had on usability. He has used this ex
 perience to help build Experience Design practices for three different c
 onsulting companies. He has a wide range of expereince from working on t
 he first e-commerce site for Victoria's Secret to designing call center 
 applications for a major credit bureau. Nick Iozzo is currently the dire
 ctory of methodology for TandemSeven and one of the IxDA local leaders f
 or Chicago. 
SUMMARY:Object-Oriented-Design (OOD): A Wireframing and Specifications Te
 chnique for Rich Interactions and Complex Business Logic
LOCATION:Hotel Vancouver Fairmont\, Saturna Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T145000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T143500
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2639
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T151500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T145000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2640
DESCRIPTION:This lightning round talk will focus on how to utilize the 
 ‘outside mind’ of product development teams to lead and create well 
 designed applications that use new UI paradigms around touch when lackin
 g a full design team. At many points in a corporate career\, designers f
 ace being under resourced. Hear how to overcome these issues through usi
 ng the full product team while staying true to your design vision and pr
 inciples. As an example\, this talk will address our teams' process for 
 creating applications focusing on those new touch UI behaviors for a mas
 s market. It will discuss how we came to utilize the true unique propert
 ies of touch through team collaboration to develop compelling applicatio
 ns that take advantage of a Natural User Interface (NUI).\n\nJoe Fletche
 r is an Experience Design Lead at Microsoft Surface. His objective in De
 sign is twofold\; educating businesses to understand the value of design
  and educating designers to understand business perspectives and how to 
 impact the bottom line. His goal is to create compelling designs that dr
 ive business strategy.\n\nHis role at Microsoft Surface is to assist in 
 understanding the unique properties of touch as a new input system and d
 eveloping new forms of UI that take advantage of this.
SUMMARY:Designing for Teams\, Designing for Touch
LOCATION:Four Seasons\, Park Ballroom C
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T151500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T145000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2641
DESCRIPTION:One of the challenges facing interaction designers today is u
 nderstanding different contexts of use. Our designs are being used in co
 nstantly changing environments\, with emergent behaviour creating new\, 
 unexpected solutions. Mobile devices provide unique opportunities to add
 ress context\, but come with a range of constraints – as simple as the
  amount of ambient light or as complex as integration between local hard
 ware and remote services.\n \nHow can interaction designers identify and
  address the impact of context\, especially when key areas may be outsid
 e their influence or responsibility? Is it possible to identify the elem
 ents of context which are critical to a design succeeding? What design o
 pportunities can understanding context bring to interactions?\n \nThis p
 resentation will help interaction designers understand the implications 
 of contexts of use\, and how it can improve their design deliverables. I
 t will cover tools and techniques for identifying context\, with example
 s from mobile hardware\, software and service interactions.\n\nMiles Roc
 hford has been designing interactive experiences for more than fifteen y
 ears. As an information architect\, he has worked on projects for govern
 ment\, non-profit\, corporate and startup clients based in the US\, Euro
 pe and Australia. He specialises in service design\, spatial data and mo
 bile delivery – from systems to map toilets across Australia to keepin
 g track of scientific vessels in the Antarctic. He is now at Nokia Desig
 n\, based in London\, where he is a Design Specialist in the Service and
  UI Design team\, developing service and interface concepts for future N
 okia products and services.
SUMMARY:Understanding Contexts of Use
LOCATION:Four Seasons\, Seasons Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T151500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T145000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2642
DESCRIPTION:A talk by Aza Raskin on his experience working with Mozilla.o
 rg.
SUMMARY:Designing in the Open
LOCATION:Four Seasons\, Arbutus Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T151500
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T145000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2643
DESCRIPTION:User journeys describe the greater context of an experience i
 ncluding the conditions\, motivation\, and environment for a particular 
 audience. Yet as the experiences we design continue to evolve\, our meth
 ods for describing these stories remain static. Existing page-based jour
 neys add little inspiration to the powerful experiences we are designing
 . In this session\, we will explore how user journeys can leverage anima
 tion\, sound\, and visual continuity to communicate robust interactive e
 xperiences in simple and effective ways.\nAs opposed to adding gratuitou
 s animation\, this approach requires us to change the way we work. The p
 rocess which we will walk through together requires intense collaboratio
 n between Designers\, Writers\, and Animators. We will share specific ex
 amples of journeys in motion which have inspired internal teams and exte
 rnal clients and helped to sell through new ideas.\n\nAs VP\, Executive 
 Creative Director of Interaction Design\, Chloe is responsible for leadi
 ng and  providing vision for R/GA's interaction design department. Since
  joining R/GA in 2000\, Chloe has produced work as diverse as the range 
 of clients she has worked with\, from systematic design and user-interfa
 ce design for Verizon Wireless to branding campaigns for Nike and integr
 ated cross-channel marketing for Nokia. She has worked in the U.S. and a
 broad as a design leader\, a creative leader\, and a visionary contribut
 ing to the development of Future VisionT\, R/GA's evolving vision of the
  consumer landscape. Chloe broadened her expertise with a brief tenure a
 t Razorfish\, where she engaged in deep ethnographic and insight-related
  engagements. While there\, she worked on a variety of brands\, from Con
 dé Nast (embracing social networks on Flip.com) to Mercedes-AMG (creati
 ng an immersive\, user-driven experience on Mercedes-AMG.com\n\n
SUMMARY:Journeys in Motion
LOCATION:Hotel Vancouver Fairmont\, Saturna Room
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T153000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T151500
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2644
DESCRIPTION:
SUMMARY:Break
LOCATION:Four Seasons Hotel
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T163000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T153000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2645
DESCRIPTION:We all have reason to be proud of the progress our profession
  has made in recent years. Awareness of (and demand for) interaction des
 ign is at an all-time high. We have better job opportunities and better 
 salaries than ever before. Product managers\, engineers\, and other stak
 eholders are increasingly drawn to interaction design’s promise: more 
 successful products and services\, greater customer loyalty\, and more e
 fficient and effective processes. \n\nThough we’ve accomplished a grea
 t deal\, our chosen field is not yet mature. There aren’t enough skill
 ed practitioners to meet the demand we’ve created. Far too many of our
  best ideas still don’t make it into the hands of users. Many stakehol
 ders still don’t know how to make the best use of our skills. All of u
 s—together and as individuals—must find ways to address these issues
  if we are to deliver on the promise of our profession.\n\nKim Goodwin i
 s VP of Design at Cooper\, where she leads an integrated practice of int
 eraction\, visual\, and industrial designers. Kim has also led the creat
 ion of the acclaimed Cooper U curriculum\, and is the author of a compre
 hensive how-to book\, Designing for the Digital Age. Kim knows the desig
 n world from multiple angles\; in addition to spending the last 11 years
  at a leading consultancy\, she has been an in-house designer\, sole pro
 prietor\, and in-house creative director. She has led a wide range of de
 sign projects: Web sites\, complex analytical and enterprise application
 s\, phones\, medical devices\, and even organizations. Her clients and e
 mployers have included everything from one-man startups to the world’s
  largest companies\, as well as universities and government agencies. Ki
 m’s design expertise and teaching skill have made her popular as a spe
 aker at conferences around the world.\n
SUMMARY:Keynote: Each One\, Teach One (and Other Ideas for Delivering on 
 the Promise)
LOCATION:Four Seasons\, Park Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T170000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090208T163000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2646
DESCRIPTION:Closing Remarks on the conference experience. \n\nAnnouncemen
 t of interaction'10.
SUMMARY:Closing Conference Remarks
LOCATION:Four Seasons\, Park Ballroom
END:VEVENT
BEGIN:VEVENT
DTEND;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T130000
DTSTART;TZID=America/Los_Angeles;VALUE=DATE-TIME:20090206T090000
DTSTAMP;VALUE=DATE-TIME:20130519T003447Z
UID:2868
DESCRIPTION:Workshop Fee: $250.00 USD\n\nADDITIONAL SESSION ADDED\n\nEven
  though touchscreen and gestural technologies have been around for decad
 es\, they are only now being widely adopted for public use. The launches
  of Nintendo's Wii\, Apple's iPhone\, and Microsoft Surface have heralde
 d a new era of interaction design where gestures in space and touches on
  a screen will be as prominent as pointing and clicking.\nBut how do you
  create products and design experiences for this new paradigm? While mos
 t of us know how to design desktop and web applications\, many are still
  wondering how to adequately design for interactive gestures.\nIn this w
 orkshop you will:\n* Learn the key differences in designing for touch/ge
 sture \n* Learn how to design touch targets \n* Explore the basics of er
 gonomics and kinesiology \n* Create a paper prototype of a touchscreen/g
 estural interface \n* Communicate presence and instruction \n* Learn str
 ategies for documenting a touch application\nLearn the basics of designi
 ng for touchscreens and gestural interfaces in this hands-on workshop. B
 ill DeRouchey\, Interaction Design Director at Ziba Design and Dan Saffe
 r\, Principal at Kicker Studio and author of the 2008 O'Reilly book Desi
 gning Gestural Interfaces\, will lead this workshop.\nThis workshop is f
 or designers of all levels who want to expand their knowledge of interac
 tion design into the new territory of interactive gestures. Through acti
 vities and mini-lectures on relevant topics\, Dan and Bill will guide yo
 u in understanding the benefits and limitations of this new medium.\nBil
 l DeRouchey has over fifteen years experience as a writer\, information 
 architect\, product manager and now Interim Director of Interaction Desi
 gn at Ziba Design in Portland\, Oregon. With Ziba\, he is fortunate to w
 ork on a variety of challenges\, from handheld satellite radios and medi
 cal devices to community websites and interactive spaces.\nBill also wri
 tes about the variety and history of interaction design in everyday expe
 riences on his blog\, Push Click Touch. He is determined to stretch how 
 people think about interaction design\, from beyond the pure digital to 
 any interaction between humans and the artifacts they create. \nAfter th
 at\, he plays the ukulele.\nDan Saffer is a principal at Kicker Studio\,
  a product design consultancy. Every day\, millions of people use the pr
 oducts he has designed.\nAn international speaker and author\, his lates
 t book is Designing Gestural Interfaces (O'Reilly 2008) which has been c
 alled "an essential reference work for anyone looking to advance human-t
 echnology interactions beyond dials\, knobs\, keyboards\, and mice."\nHe
  holds a masters of design in interaction design from Carnegie Mellon Un
 iversity. A thought leader in interaction design\, his writings on desig
 n have appeared in BusinessWeek\, Design IT! magazine\, and many online 
 publications\, including his own site at http://www.odannyboy.com.\n\n
SUMMARY:Workshop: Designing for Touch screens and Interactive Gestures
LOCATION:Four Seasons Hotel
END:VEVENT
END:VCALENDAR
