Modelling Adaptive Content for Multiple Channels
As users are bombarded with words, videos, images, and messages on every screen and device, they go to greater lengths to avoid “noise” on the line. They want only the most relevant content. Therefore, only the most personalised, even context-specific content will get through. However, organisations need to meet these user demands on an ever diversifying array of target devices and channels.
Empathy & Experience
Walking Through Information: Making Sense of Multiple Information Spaces in the Same Place
Physical architectures and digital architectures now interplay in complicated ways that users can find overwhelming. The clarity that designers create in individual products is lost in the criss-crossing of apps, sites, signs, furniture and products that people encounter as they move through their own homes, buildings and cities. How do we, as information architects, recognise such needs and build structures that enable people to understand and adapt in an attention-seeking environment?
Empathy & Experience
Feelings Not Facts: Creating Empathy with Role Playing Techniques [SOLD OUT]
Experience Design and its research aspects are well defined and can look back on a long scientific tradition. We measure interactions, we observe people, we draw conclusions and finally the product or service will be changed accordingly. This all is valid and valuable, but comes with one flaw: We may learn, what feelings they had, but we still don’t know how it feels to be the user or customer.
Rapid Prototyping of Adaptable Digital Places with Container Based Information Architecture
Let's build an IA for adaptable and expandable digital places within hours. This workshop teaches the principles and methods of Container Based Information Architecture. It is based on the idea of putting content and interaction into containers, out of which digital places like websites or apps are built. The containers can be reordered, reappear, or adjust their appearance and function based on the place's context.
14:00 - 14:45
The Hidden Persuaders of the Digital Age
Today many of the same techniques that Packard warned about sixty years ago in his classic "The Hidden Persuaders" are being used without hesitation to persuade users of digital products to subscribe, click, scroll, buy, invite and more. The same people who claim a user-centric mindset have no second thoughts when using learnings from psychology to obviously steer users towards desired behaviours.
Designing with Academic Concepts: The Example of Trajectories
Human-Computer Interaction (HCI) academic researchers and performance scholars, building upon the study of mixed-reality performances have proposed the concept of “Interaction trajectories” as a way of designing user journeys in complex experiences. So far, there’s very little evidence that their ideas have had any impact on professional UX or IA design practice.
14:55 - 15:40
Heard and Not Seen : Exploring a Transition from Graphical to Linguistic UI
Conversational interfaces have created a new paradigm that will alter how we interact with our environment and how we design information spaces. In Europe, voice based digital assistants such as Amazon’s Alexa and Google’s Digital Home are gaining in popular use while neural networks are enabling a burgeoning of human-like chatbots. In China, chatbots are routinely used for an array of tasks and services including taking online payments.
Design the Mindset Shift
Organisational change and mindset shift is a human-centered problem. Unfortunately, while the adoption of design thinking has been widely debated inside the design and business community, very few groups had approached the change and adoption process with a human-centric approach.
15:50 - 16:10
Design Adoption: A Framework to Manage Change-by-Design
For many years our customers asked for top-notch projects. Off-late the requirements go beyond designing services and products. Today design is recognised as an essential asset. That’s why it needs to be seeded into the organisation to become a sustainable and durable process. Nonetheless change is scary and the inception is never easy. In order to manage the change we have been crafting a mix of projects, products, courses and mentorships that seed and sustain design into the organisation to empower people, both inside (employees) and outside (customers). We call it Design Adoption.
What's the Point of IA? It Depends. But Here's a Framework for Finding Out
The framework is based on two main categories – Designs and People. User centred design rightly focuses us on ‘end-users’. But projects succeed when we’re able to work with other disciplines – sharing initial ideas, building a shared understanding and a ubiquitous language – working from abstract concept through to the audience experience. This framework helps you identify design challenges at different stages in that evolution – and suggests steps to create architecture to underpin that stage.
16:40 - 17:00
Good, inclusive design is changing how we deliver public services
Research has shown that people with access needs continuously adapt to cope with a world that is not designed for them. They accommodate, make compromises and are often made to feel like they are the ones who need to change. In the UK government, we are legally obliged to design for all, but in reality it doesn’t always happen like that.
A Room for Understanding
Before computers ever existed, carpenters, blacksmiths and stonemasons have been slowly adapting their workshops, benches and tools to perfection. The capabilities of the human body, the qualities of the material and the desire to create new objects shaped their workspaces. The transition from hand- to knowledge-work not only changed our materials from physical to digital, it also changed the way we use our body and space around us. You do not move around freely; the computer fixes your body on the chair, glued to the screen. The body is no longer meaningfully engaged in work. Instead, interaction with a computer is limited to your eyes and fingertips.
17:00 - 17:20
Ease of Use / Use of Ease: Redefining User Friendly Design in the Age of Surveillance Capitalism
Interfaces, graphic user interfaces in particular, enable ordinary people to use products and services that are so complex only someone with a PhD in Computer Sciences could grasp their inner workings. The fact we do not need a manual to use a device like an iPhone perfectly proves it is possible to design interfaces that are so intuitive, even a child can master it within minutes.
Stay awhile: What Curating Emotion in Physical Spaces Can Tell Us About Designing Digital Ones
In physical design, the topic of affordance is always close at hand - it encompasses the cues we pick up from the objects and spaces we encounter that tell us how to use them. A knob means turn; a cord means pull; a handle means 'hold me here'. Affordance is hugely functional, made up of patterns and muscle memory, but tells us little about how a person feels when pulling a cord or turning a knob.
EuroIA is the leading Information Architecture (IA) and User Experience (UX) conference for Europe.
EuroIA has travelled through Europe over the years: Brussels, Barcelona, Rome, Berlin, Paris, Prague, and most recently, in Amsterdam. In 2017 will be in Stockholm for the first time. Learn more about EuroIA.
EuroIA is organised by volunteers all around Europe, with three co-chairs, an active committee and over 35 country ambassadors. Find out who is who at EuroIA.
Välkommen in Stockholm
EuroIA goes to Stockholm, the Capital of Scandinavia, one of the most connected, environmentally friendly and creative cities in the world.
EuroIA 2017 will take place at Elite Hotel Marina Tower, situated in a historic mill on the waterfront, only a few minutes from the city centre.