Device Design Day 2010 Videos

On August 20, 2010, Kicker Studio hosted the first Device Design Day, bringing visual, industrial, and interaction designers together to discuss the next generation of consumer electronics, mobile and medical devices, and appliances. Attended by over 150 people in San Francisco, the one-day event featured world-class speakers on device design. The second annual Device Design Day will be on August 5, 2011. Find out more about 2011 D3 »

Here are the 2010 presentations:

Convergent Products, Convergent Process


Kim Goodwin and Michael Voege

Interaction designers and industrial designers are kindred spirits in many ways, yet we tend to lean on somewhat different skills, biases, and design approaches. Many teams struggle with these differences, and the results of that struggle are visible in the telephones, remote controls, and even toaster ovens that drive us all a little bit crazy. So how do we get past atoms vs. pixels, while still benefiting from the different strengths of each discipline? No doubt there’s more than one answer, but the one that has worked for us is a convergent design process that incorporates both co-design and parallel design, but never sequential design in which one discipline drives the other. We’ll share that process—and the project management considerations that go with it—from both IxD and ID perspectives.


User-driven Innovation


Stuart Karten

The fast pace of technology development makes almost anything possible. The challenge that product developers face is implementing technologies in ways that meet customer needs and facilitate trust. In the hearing aid industry, technology allows hearing instruments to become smaller and smaller and opens up new possibilities for user interface. In taking Starkey’s hearing aids to the next level, Stuart Karten and his team at design and innovation consultancy SKD served as user advocates, making sure that Starkey’s advanced technology was developed into a family of products that meet the unique needs of 65- to 85-year-old end users. Karten will share the tools and strategies that SKD employed to maintain its focus on the end user throughout the product and interface development process.


Designing Implicit Interactions


Wendy Ju

Implicit interactions can help interactive devices to help communicate cues and to provide feedback to make interactive devices easier, more effective and less infuriating. We’ll look at examples and design guidelines to help design good implicit interactions and avoid making inadvertent bad ones.


Information as a Material


Mike Kuniavsky

We have passed the era of Peak MHz. The race in CPU development is now for smaller, cheaper, and less power-hungry processors. As the price of powerful CPUs approaches that of basic components, how information processing is used—and how to design with/for it—fundamentally changes. When information processing is this cheap, it becomes a material with which to design the world, like plastic, iron, and wood. This vision argues that most information processing in the near future will not be in some distant data center, but immediately present in our environment, distributed throughout the world, and embedded in things we don’t think of as computers (or even as “phones”).

This talk will discuss what it means to treat information as a material, the properties of information as a design material, the possibilities created by information as a design material, and approaches for designing with information. Information as a material enables The Internet of Things, object-oriented hardware, smart materials, ubiquitous computing, and intelligent environments.


One Size Does Not Fit All


Jared Benson

Are you inadvertently porting old UI paradigms to new contexts of use? Tomorrow’s devices need new affordances. I’ll share insights and considerations for designing distributed experiences across a range of converged devices.


More Thought Thank You'd Think


Ian Myles

How to go a little deeper on strategic design decisions with surprising results.


Breaking Through The Noise


Dan Harden

There are so many electronic devices, gadgets, and techy do-dads in this world, and quite frankly, most are junk. Every once in awhile one comes along and it’s different. It breaks through the noise. You dig it because it works flawlessly, it delivers real value, and it even has soul. Technology may enable it to BE, but design is what makes it sing. What are the factors that go into creating these kind of transcendent product experiences that resonate with soul? We will discuss this and share a few examples of how we interpret this illusive goal.


Motivating Healthy Behaviors


Gretchen Anderson

We’ve moved into an era where the gadgets we use affect our very being. Purpose-built medical devices are moving into the hands of consumers, and apps deliver healthcare over-the-air. This session looks at key concerns and best practices when designing medical devices and motivating healthy behaviors.


Design Fiction Goes from Props to Prototypes


Julian Bleeker

Prototypes are ways to test ideas—but where do those ideas come from? It may be that the path to better device design is best followed by creating props that help tell stories before prototypes designed to test technical feasibility. What I want to suggest in this talk is the way that design can use fiction—and fiction can use design—to help imagine how things can be designed just a little bit better.


Closing Remarks: 6000 Years of Device Design


Dan Saffer


Read the review of the event on Core77 »

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