Schedule

Below is our regular session schedule. You can view the Pre-Conferece Workshops by clicking Switch Schedule below or going here.

Go to Complete Schedule

Sort by: Day/Time or Alphabetic

 

Make It So: Interaction Design Lessons from SciFi Films - See on schedule

Friday at 9:00am in the Friday Opening Keynote (Trinity Ballroom)

With: Nathan Shedroff

Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.

Adding Personality to Personas - See on schedule

Friday at 10:00am in the Design (Trinity 4)

With: J. Schuh

For Designers, user personas represent the goals an behaviors of a targeted group of customers. For your next persona project, consider adding some personality to your personas. For Designers, user personas represent the goals an behaviors of a targeted group of customers. Users personas collate and synthesize data collected from various sources into a 1-2 page description of the goals, goals, skills, attitudes, and environment. You often see a picture and a fictional account of the person's back story. In most cases, these personas just fall flat. The stories are uninteresting. The collation of the data removes the personalities of the people you interviewed. For your next persona project, consider adding some personality to your personas. In this talk, you will learn how to understand the importance of User Personas, see the characteristics of a Basic Persona, learn about 4 core personality types Ways to inject the core personality types into User Personas, and view Examples of Personas with Personality

Digital/Analog Summit - See on schedule

Friday at 10:00am in the Game Master (Trinity 5)

With: Kevin O'Gorman (h), Michelle Menard, Nik Mikros, Jessica Nida

A summit meeting of game designers who have worked in the digital or tabletop fields, or both. Let’s sit them together and see what happens.

From Awful to Awesome - See on schedule

Friday at 10:00am in the Development (Trinity 1-3)

With: Brent Brice

Learn to attract, convert and delight your target audience. In this session, Brent will walk you through LevelTen’s agile process for rapidly designing, developing and deploying websites that enhance brand experience and user engagement. You will learn how to: • Shift client’s mindset to a mobile first mentality • Gather the information you need to create user-centered products • Rapidly create wireframes, mood boards and responsive designs • Lower development costs using open-source products • Leverage web services to expand your arsenal • Blow your competition out of the water Enter the office on Monday armed with ideas and tools to kick ass and take names.

Hacking User Experiences - See on schedule

Friday at 10:00am in the Content (Addison Lecture Hall)

With: Austin Govella

There is a dirty secret in the turf war between agile, lean, and waterfall: they each use the same product development process. What is different is not their process, but how they apply design activities in different ways to eke out design value in different places. So how can you alter the design process? Even better, how can you best customize the process to provide more value for the way your organization works? More importantly, how should you change the design process from sprint to sprint to get the most value out of your design activities? How do you hack user experience? Answer? It's all about velocity, and you have four levers you can use to control your UX velocity and how you get value out of the design process: * audience * fidelity * annotation * communication For each of these levers, we'll examine how they inter-relate, how they govern the value you can get from design activities, and the issues and questions you should consider when hacking the user experience process. This talk will not be about nifty methods or collaboration or white boards or prototypes. When we're done, you will leave with a toolbox for continually hacking the design process. You will understand why some nifty methods work for others and not for you. You will understand how to hack your own nifty methods that will work best for your team. And most of all, you will learn how to teach everyone on your team how to hack the design process.

Hidden Accessibility Features in Mainstream Products - See on schedule

Friday at 10:00am in the Tools & Tactics (Dogwood Room)

With: Sharron Rush

You might be surprised at all of the hidden accessibility features in some of the most popular apps and technology that use every day. Accessible design is not just for people with disabilities. In this talk, we will review how popular brands have started to mainstream accessibility into their products. Plus, you will see how these features benefit everyone.

The UX of Medicare - See on schedule

Friday at 10:00am in the Inspired (Oak Ballroom)

With: Elizabeth Rosenzweig

As the field of UX evolves, and we are presented with new challenges to create a better user experience, strategy becomes important. In order to be successful, we must be thinking of the big picture, and the road ahead. This presentation describes a successful case study of UX strategy using several UX tools and techniques to improve a section of Medicare.gov--- nursing home compare, raising the quality of care in nursing homes, across the USA. The case focuses on the development and execution of a user experience strategy for a website hosted on Medicare.com, and a subsequent rating system, displayed on the website. The strategy included an iterative model that was broken down into 5 phases, which will be covered in this talk.

Building An App For Children - See on schedule

Friday at 11:00am in the Inspired (Oak Ballroom)

With: Preston McCauley

The core focus on this presentation is around the process, research, and do's and don't when creating a children's application. This will have a few new tid-bids from the talk I presented at Dallas UX Meetup. I focus less on our product overall and more on the trip to build a child's application. I talk about branding, design, and provide some unique insight into testing rapidly.

Defining and Exploring the Elements and Spaces of Interactive Stories - See on schedule

Friday at 11:00am in the Design (Trinity 4)

With: Daniel Burwen

In this talk, Daniel Burwen, creative director on the groundbreaking CIA : Operation Ajax, will delve into the separate elements that make up interactive storytelling today. Case studies will be given for both success and failure across the multiple screens and spaces these stories are experienced, with the intention of helping define some rules and guidelines for anyone looking to combine Interface and Narrative in new and meaningful ways.

Designing for SEO Success - See on schedule

Friday at 11:00am in the Tools & Tactics (Dogwood Room)

With: John J. Nosal

You may have an award winning website that is visually rich and full of great information, info-graphics and photos. But if your website is not Search Engine Optimized (SEO) to be found by Google and the other search engines,you are missing a lot of potential customers. In this presentation, we will be reviewing the core components of your website design that need to be focused on and fine tuned for SEO success.

Game Audio: The creation, implementation, and importance of sound in games - See on schedule

Friday at 11:00am in the Game Sensei (Trinity 6-8)

With: Jim Welch

In this talk Jim will cover the basic process of creating, and the value of, both sound design and music for games. This will cover topics like finding work, contract negotiations, software and hardware used, implementation techniques, tips and tricks, Etc. Additionally Jim will spend time discussing the interaction of audio with other members from the dev team as well as the importance of sound in the end product. This talk is directed towards those interested in getting into, or those just starting out in, the audio side of game development. Developers from other disciplines who would like to know more about how the audio side of things can and should work are also encouraged to attend.

Hammering Responsive Web Design Into Shape - See on schedule

Friday at 11:00am in the Development (Trinity 1-3)

With: Ken Tabor

Ken will cover the following areas responsive web design regarding: • Net resources such as www.responsive.is comparing sites on different form-factors for a combined glance all at once • Locally installed debug tool Responsive-Design-Testing w/source for testing form-factors locally emulating form-factors without hardware on hand • Setting up a website on laptop (Win7 & OSX) using it as a hotspot serving up a site to tablets and phones connected wirelessly for rapid iteration during development • SASS - nesting @media rules for cleaner looking and more maintainable RWD styles • Responsizer.JS a drop in a debug tool showing major form-factor breaks on your site, and how to install it on any site to reveal how others handle the same • CasperJS/PhantomJS - automated tool providing screenshots showing drift over time as a green-field R&D suggestion

Running a Game Project - See on schedule

Friday at 11:00am in the Game Master (Trinity 5)

With: C.W. Karstens

Provide a number of best-in-class and pitfall activities for managing a game design project.

Selling Guns to Ghandi: The Art of Getting Content Strategy Buy In - See on schedule

Friday at 11:00am in the Content (Addison Lecture Hall)

With: Steve Floyd

Creating, managing and distributing useful, usable content on a regular basis is hard enough, but have you ever tried to sell it? Agencies and in-house teams alike are having a hard time getting buy-in for meaningful content initiatives that provide tangible value for their target audience. All too often decision makers tie our hands, focusing too heavily on what competitors are doing instead of highlighting their unique value in a way that resonates with the people that matter most: Customers. This presentation aims to provide actionable tips, tactics and real world use cases for selling strategic content to the people who write the checks.

Accidental Design: What to Do When Customers Find Unintended Uses for Your Product - See on schedule

Friday at 1:00pm in the Inspired (Oak Ballroom)

With: Rani Monson

Accidental Design occurs when customers use your product to solve a problem other than the one you originally intended. Potato chips, Popsicles, Twitter and Facebook all are examples of products that are used in ways not originally intended. Each a success in their own right, but it begs some questions. How do you recognize Accidental Design? Once you’ve recognized it, what do you do about Accidental Design? What do you tell your customers? We'll explore the all-too-familiar phenomena so you can walk away with a strategy of what to do when you encounter Accidental Design. What You Will Learn · Examples of Accidental Design in various industries · How to quickly understand what your customers are doing with your product · Ways to enhance your product based on these accidental uses · When to reposition the product and pivot · How to evolve the product and the business model · Tips and tricks to more accurately predict what customers will do · How to better listen to customers and build better business requirements

Adventures of an Indie Startup - See on schedule

Friday at 1:00pm in the Game Sensei (Trinity 6-8)

With: Aaron Robinson

Getting Stakeholder Buy-in - See on schedule

Friday at 1:00pm in the Development (Trinity 1-3)

With: Hannah Grossman, Meghan Casey

So, you have this great idea. You need to get money from the accountants. You need your boss to see your idea as a priority. You need Project Managers to prioritize it. Development needs to be sold on it. You need all of these stakeholders to buy into your great idea. It is time for a crash course of Stakeholder Buy In!! To help you get the most of your time with stakeholders, this session will explore the following questions: - Who should I talk to? - What sorts of questions should I ask? - How can I make stakeholder feel their opinion matters? - How do I keep them engaged? - How can I get the answers I need without asking the same questions over?

Sitting in the Director's Chair - See on schedule

Friday at 1:00pm in the Design (Trinity 4)

With: Traci Lepore

What does directing have to do with UX process? We know a director is responsible for strategic vision. But, did you know he’s also responsible for ensuring a successful outcome that both meets his vision and is in line with the producer’s desires and budget? To make that happen, a director works with the cast, crew, costume and set designers, and many others to pull together a cohesive product, without losing the vision. Change director to UX lead, producer to business owner, and the rest to designers, product management, marketing, and developers. Starting to sound familiar? If so, then join me as I walk through the key responsibilities of the director: deciding the kind of director you will be, defining the vision, and keeping the vision on track throughout the process. Learn how successful directors go about these tasks to ensure a well executed vision while coordinating and orchestrating the moving pieces involved.

The Intersection of User Experience, Information Architecture, and Content Strategy: How to Strategically Work These Skillsets - See on schedule

Friday at 1:00pm in the Content (Addison Lecture Hall)

With: Theresa Putkey

We’ve all wondered how information architecture, content strategy, and user experience intersect. Where do information architecture and content strategy overlap? Where do they differ? Information architecture is grounded in user experience, but how do we ground content strategy in user experience? As an information architect, Theresa has worked with content strategists on content-heavy user experience projects. Having taken the time to figure it out and implemented the approach on projects, Theresa will share the approach with you. We will also discuss what has worked and not worked for others in the room.

Use Your Web Skills to Build Games - See on schedule

Friday at 1:00pm in the Game Master (Trinity 5)

With: Ryan Joy

Learn how to use your existing web skills to build some cool games. By learning some game mechanics, you can start build games with your existing skill set.

What Military Leaders Teach Us about Strategy - See on schedule

Friday at 1:00pm in the Tools & Tactics (Dogwood Room)

With: Jonathan Isernhagen

Some of the best military leaders offer us wonderful examples on how to deploy an overall strategy, while adapting to tactical changes in the field. In this talk, former soldier, Jonathan Isernhagen will talk about how to apply some of the greatest military strategies to your own projects.

A Simple Method for Designing and Producing a Quality Game - See on schedule

Friday at 2:00pm in the Game Sensei (Trinity 6-8)

With: Robert Gabhart

In this session, participants will be walked through a simple methodology for designing and delivering a quality game (either boardgame, card game, or video game). Participants will engage in an interactive session to define their future state vision for the game, define a roadmap for achieving the vision, and construct a SWOT analysis regarding the translation of their concept into reality.

DIY Research - See on schedule

Friday at 2:00pm in the Tools & Tactics (Dogwood Room)

With: Mike Courtney

So, you want to do some quick, scrappy research on your latest site or app. How can you get actionable results using low-cost or no-cost tools and methods. In this talk, Mike Courtney will reveal how you can build scrappy research by using smart methods and low-cost tools. You will learn: - Conduct actionable, cost-effective research - Leverage research before, during and after the development process - Uncover opportunities, reduce risks and optimize results

Fail Fast, Learn Along the Way - See on schedule

Friday at 2:00pm in the Development (Trinity 1-3)

With: Jeremy Johnson

Mantras of startups: "fail fast", "move fast and break things", "keep shipping" - these are all great slogans, but unknown to many - these are really all about learning. It's about getting things in front of your customers early, and often. Watching - and learning. Finding what ideas were not quite as brilliant as you once thought - and finding this out as fast and cheap as possible.

How are modern product teams making this happen? Where does User Experience and customer research fit in this model? Taking from Agile, Lean, and User Centered Design - this talk will go over the build-measure-learn process, and how you can start to shape your organization to move fast, without leaving your customers behind.,/p>

Getting UX done - See on schedule

Friday at 2:00pm in the Design (Trinity 4)

With: Ian Fenn

If there’s one problem UX designers are familiar with, it’s the problem of getting their designs implemented – a 2012 survey of practitioners revealed the number one reason usability problems go unfixed is that the solution conflicts with the decision maker’s belief or opinion. When I switched from creative producer to user experience design consultant eight years ago, the first challenge I faced was that I was no longer responsible for deciding whether or not a design was implemented. This sucked. At first I put my faith in the facts, hoping that the decision makers would buy in to those. Surely that would be enough? No, it wasn’t. In recent times, some UX thought leaders have advocated the use of collaboration techniques to get everyone on the same page. But in my experience, that doesn’t always work either. This humorous talk reveals how I threw together a mixture of psychology research and conjuring techniques to get more of my work implemented as I felt it should be. I will cover in detail: • How being labeled an expert grants you the persuasive power that actual experts have. • How I encourage people to consider me an expert. (Which starts with calling myself one.) • How I avoid inconsistency, which works against persuasion. • How I present my work to appeal to stakeholders. (Think storytelling aimed at the social styles identified in research by David W. Merrill.) • How to handle criticism and misdirection from stakeholders. (Hint: While a valid approach, swinging a baseball bat in their direction is not the best response.) • How to deal with stakeholders and team-members from different cultures. • What I learned from conjuring. (Hint: It’s not magic.)

Grumpy Cat's Guide to Game Design - See on schedule

Friday at 2:00pm in the Game Master (Trinity 5)

With: Michelle Menard

TBA

Hardboiled Stylesheets - See on schedule

Friday at 2:00pm in the Content (Addison Lecture Hall)

With: Keith Anderson

TBA

On Being Better Safe Than Sorry - See on schedule

Friday at 2:00pm in the Inspired (Oak Ballroom)

With: Rebecca Aguilera, Sarah Eubank

Sarah, along with her partner, Rebecca Aguilera, is determined to make a change. Social networking is a part of the everyday lives of many people and these girls have chosen to make sure that students in Central Arkansas are taking precautions when on the Internet. Rebecca started Better Safe Than Sorry in 2011 to talk to classrooms full of students about what is most popular online and how to be safe. As the program grew, she added Sarah; they call themselves the "Better Safe Than Sorry Crew." The program focuses on making sure that students from 4th grade to 8th grade know what they are doing on the Internet and what the consequences could be for posting personal information on social networks. They have traveled to about 15 elementary schools and 5 middle schools and plan to keep going.The Better Safe Than Sorry Crew plans to keep traveling around Central Arkansas and beyond.

Catch-22: A Problem Few Choose to Face - See on schedule

Friday at 3:00pm in the Game Master (Trinity 5)

With: Jonathan Neves

So you've built your next great game title, now what? As the marketplace for mobile games continues to grow in rapid fashion, how will you differentiate your game from the rest? You've already invested a good portion of your budget into great game art. Why not leverage this expense? In this session Robert will discuss the process you can use to create engaging machinima techniques to help you build the audience for your games before and after the launch.

How to Be Innovative and Cost Effective with Remote Unmoderated Research - See on schedule

Friday at 3:00pm in the Tools & Tactics (Dogwood Room)

With: Alfonso de la Nuez

Users behave differently on a mobile website and app than they do on a computer, often multi-tasking while interacting with their phone or tablet. In fact, a recent study showed that 86% of people use mobile devices while watching TV. As such, testing mobile apps and websites in the real world in a natural environment is absolutely key in mobile experience testing. Context matters with mobile. Hear Alfonso de la Nuez talk about “whats”, “whys”, and “hows” of Remote Mobile Usability Testing, a cost-effective method for collecting usability metrics and user feedback. The presentation will include the following topics: Challenges in Mobile Usability Testing & How Remote Testing helps How to conduct Unmoderated Mobile User Testing (process and tools) Case study featuring how websites of 4 retailers are faring on tablet devices

How to NOT Design - See on schedule

Friday at 3:00pm in the Design (Trinity 4)

With: Dan Willis

Can we finally let go of the Designer/Wizard Myth? Not that it wasn't an enchanting tale: The socially awkward genius all in black, working vampire hours, wearing headphones and horn rims and cranking out magical solutions to transform mediocre ideas and questionable product management into gazillion-dollar success.

In reality, jumping straight to design intensifies any organization’s pre-existing dysfunction and guarantees half-assed solutions and endless cycles of equally ineffective redesign.

Design isn’t magic and it doesn’t take place in a vacuum. Like it or not, organizations create successful user experiences, not designers. This talk will outline what an effective UX professional should be doing long before a single pixel has been designed. Participants will walk away with specific “bottom-up” tactics to more accurately define the organization, adjust team structure and tweak process.

RxUx = UX & Empathy - Why UX Designers Should be Involved In Healthcare - See on schedule

Friday at 3:00pm in the Inspired (Oak Ballroom)

With: Lana Voynova

UX designers, of all disciplines is uniquely positioned to tackle the issue of not only mental health, but health and wellness in general. UX designers use incredibly engaging methods such as cart sorting, user interviews, AB testing and prototyping to engage with and present their ideas to clients, but they are also concerned with the state of mind, emotions frustrations and wishes of their users. UX designers are empathetic in their nature, and it makes perfect sense to apply our thinking and methodology to helping people struggling with health issues even more so than other creative disciplines. Inspired by my own struggles in find creative and engaging ways to treat mood disorders, I have decided to dedicate my entire graduate thesis to developing the methodology. Thinking as a UX designer helps fill the gap that talk therapy, medication or art therapy lacked and helped me get on the road to wellness. This begs the question, how else can UX thinking and UX designers help with designing for people struggling with their own specific issues from gastrointestinal to mental and overall physical health? Apps are being designed like SuperBetter, Mango and other health tracker apps, but our thinking can be applied on a broader and more revolutionary scale and have real and lasting effects in ways that other disciplines even unrelated to UX have been unable to do. RxUx (potential tagline) Topics of discussion (potential slide names) UX and Empathy Challenges of Designing for Healthcare Thinking like a UX designer UX methodologies Current UX examples of health tracking / engagement UX re-images the healthcare experience Future of interaction and health using augmented reality / google glass and etc UX thinkers are the future of good health design

Storyboarding Tools - See on schedule

Friday at 3:00pm in the Development (Trinity 1-3)

With: Caleb Jenkins

Understanding Your Audience's Content Needs - See on schedule

Friday at 3:00pm in the Content (Addison Lecture Hall)

With: Laura Creekmore

We often say that content strategy starts with the business need, but we should say that your content strategy really starts with your audience. Without an audience, you don’t have a business goal. This workshop helps you understand your audience’s demand for content — and how to meet that need. If that’s starting to sound a little like UX, you’re not far off. Learn about the content-focused tools you can use to better understand what your audience needs from you. You’ll learn how to: Find your audiences Read the signals they’re already sending you Design content that meets your audience needs Train a team to create content according to your plan

Designing a Winning Mobile Experience with Agile Methods - See on schedule

Friday at 4:00pm in the Tools & Tactics (Dogwood Room)

With: Kyle Henderson

With more and more mobile devices sprouting up daily, there's no doubt that they impact our lives like never before. With the rise in devices, there's been a subsequent rise in prioritizing the mobile user experience. Whether you're building a product, website or service, it's important to consider how your users or customers will interact on mobile. So how you go about building a great mobile experience? By employing agile research methods and tools, you can build an amazing one very quickly. Kyle Henderson, CEO and Co-Founder of YouEye, will present actionable agile methods and tools for building great mobile experiences. He'll walk through and explain the value of having a responsive and native presence for your company. Finally, he'll run through an agile development process and discuss how mobile designers and developers can benefit from using various tools. After his talk, you'll be equipped with the knowledge to start iterating on and building great mobile experiences.

Designing for Google Glass - See on schedule

Friday at 4:00pm in the Design (Trinity 4)

With: Jenn Long

Google Glass aims to be technology that is there when you need it. Plus, it is out of your way when you do not need it. In this talk, Jenn Long from the Google Glass team will explain some of the core UX principles to keep in mind when designing for wearable systems. She will talk about some best practices with Google Glass!

Fitting a Square Peg in a Round Hole - See on schedule

Friday at 4:00pm in the Inspired (Oak Ballroom)

With: Elisa Miller

A case study on integrating usability testing into the agile process

Making a Spectacle - See on schedule

Friday at 4:00pm in the Game Master (Trinity 5)

With: Nik Mikros

Joshua DeBonis and Nikita Mikros have collaborated on an award-winning body of games that are fun to play and to watch. For this talk we would like to focus on the four games we have collaborated on over the past five years. We would like to discuss the guiding principles that have evolved over the years, and are the key to our success.

Multi-Channel Content Panel - See on schedule

Friday at 4:00pm in the Content (Addison Lecture Hall)

With: Keith Anderson, Steve Floyd

Program or Be Programmed - See on schedule

Friday at 4:00pm in the Development (Trinity 1-3)

With: Paul Goode

You probably know some people, who are more emotionally invested in technology than people. They wait in line for the latest gadget. They proudly wear the brand of a technology company. Rather than talk to another human being, people use technology to Share, Like, Tweet, and Pin. First, you wear technology. Then, you ingest. Are you ready for the next wave?

Program or Be Programmed will go on a visual, and hyperlinked exploration, into the intersections of technology, artificial intelligence, user experience, spirituality, consciousness, creation, surveillance, cybernetics, mind control, mysticism, life extension, aliens, space travel, super humans, and Jesus. Join this session as a Paul Goode goes on one artist's journey to find answers to life's most stubborn questions.

Straddling the Uncanny Valley - See on schedule

Friday at 4:00pm in the Game Sensei (Trinity 6-8)

With: Squirrel (Brian) Eiserloh

Design is fraught with traps, even for the wise, deliberate, and well-meaning. Seemingly simple, benign, even overtly positive design decisions may have potentially unforeseen - and often negative - ramifications as they open unintended cans of worms and alter user expectations. Join us as we explore an abstraction of the uncanny valley principle and how it affects design from concept to execution.

Make, Mentor, and Learn - See on schedule

Friday at 5:00pm in the Friday Closing Keynote (Trinity Ballroom)

With: Todd Zaki Warfel

During the 18th and 19th centuries the Industrial Revolution ushered in specialized machinery and mass production. We are now in the middle of the Digital Revolution. What began with fax machines, computers and cell phones has become the age of mobile, 3D printing and wearable tech. It’s never been easier, faster, or cheaper to be a maker. In his closing Keynote, designer, maker and author, Todd Zaki Warfel, will challenge and inspire you to become the next generation of makers.

Lighting the Pixar Way - See on schedule

Saturday at 9:00am in the Saturday Opening Keynote (Trinity Ballroom)

With: Chris Fowler

Chris Fowler will talk about how Pixar uses light and shadow to help propel Pixar stories. Chris is a lighting supervisor for many Pixar films. After a number of years lighting at DNA and Nickelodeon his career led him to California to Pixar Animation Studios where he worked in lighting on Ratatouille, Wall-E, Up and Toy Story 3. When Pixar opened a new studio in Vancouver, BC in 2010 Chris made the move to Canada to be the Lighting Supervisor at the newly formed studio where he’s been for the past three years working on short films for the studio.

Wrangled! - See on schedule

Saturday at 9:00am in the Game Demos (Chinaberry)

With: Jessica Nida

Jessica Nida presents Wrangled!, a light and fast-paced card game of cowboys and cattledrives which recently funded on Kickstarter. It is your chance to learn how to play the game and listen to the designer who built it.

Adobe's Digital Publishing Suite - See on schedule

Saturday at 10:00am in the Tools & Tactics (Dogwood Room)

With: A.J. Wood

We have all heard that "content is king", but today content also needs to be fluid. Smartphones & tablets have changed content consumption, and content creators need to keep up. Learn how Adobe's Digital Publishing Suite (DPS) along with InDesign can be used to reimagine content for your mobile strategy vs simply digitizing files to PDF.

Designing Better Games (via Practical Philosophy) - See on schedule

Saturday at 10:00am in the Game Master (Trinity 5)

With: Jonathan Leistiko

Inspire attendees to make better games and invent innovative new mechanics by giving them simple, powerful mental tools for deconstructing games.

HTML5 Can’t Do That: Surveying the Mobile Landscape - See on schedule

Saturday at 10:00am in the Mobile (Addison Lecture Hall)

With: Nathan Smith, Matt Baxter

Depending on who you ask, HTML5 is either the pinnacle of open technologies, or a tellt-ale reason so many mobile apps suck. After an awkward adolescence, from HTML to XHTML and back again, battle lines have been drawn around this revitalized contender named HTML5. Even supposing a victory is possible, is it winner-take-all? In this talk, Nathan Smith and Matt Baxter look at various approaches to mobile development: from responsive sites, to native apps, and what role HTML5 has to play.

Live with 6-8-5: Rapid Skethching for Better Design - See on schedule

Saturday at 10:00am in the Design (Trinity 4)

With: Russ Unger

The 6-8-5 Method can be used in a number of ways to help with ideation and brainstorming, but also for fine tuning your designs and ideas. This session will focus on generating ideas in the form of rapid sketches around a set of requirements, then validating and fine-tuning them through structured pitching and critiquing. You don't need to be an artist or a designer, and you won’t need a laptop—just bring your favorite pencil and get ready to sketch!

Now We Make Mobile Games! - See on schedule

Saturday at 10:00am in the Game Sensei (Trinity 6-8)

With: David Pottinger

Postmortem on BonusXP, a relatively new mobile studio, and its games

The Web Dogma 10 years on: Tarnished or Timeless? - See on schedule

Saturday at 10:00am in the Usability (Trinity 1-3)

With: Eric Reiss

The Web Dogma was first conceived in 2003 as a set of usability best practices that transcended fashion and technology. Today, these guidelines are used by thousands of designers and studios the world over. But as we enter a new age where "responsive design" and "mobile first" have become the watchwords of a new generation, has the Web Dogma stood the test of time? The answer may surprise you!

Anti-Patterns that Stifle Lean UX Teams - See on schedule

Saturday at 11:00am in the Design (Trinity 4)

With: Bill Scott

What happens when you take teams that have traditionally not worked together closely? Teams that are used to the "delivery mindset" and instead try to bring great experiences to life in a collaborative manner? All Hell breaks loose! We are all creatures of habit and we all bring baggage to the table. And events conspire to tear our teams apart. This talk takes the flip side of how teams work together well and instead looks at behaviors and events that can stifle team collaboration for Lean UX teams. 18 anti-patterns are used to sensitize you for what to watch out for as well as strategies to overcome each.

Breaking Down Engagements in Second Screen Experiences - See on schedule

Saturday at 11:00am in the Tools & Tactics (Dogwood Room)

With: Jay Henderson

Second screen experiences are relatively new engagement models for consumers. Second screens can be used inform, augment, vote, and sell products. Plus, the second screen could be a TV, mobile, kiosk, or tablet. It just depends upon how you want to engage your customer. In this talk, we will breakdown the different engagement models for second screens. You will see a variety of examples of second screens. And, you will learn how to best engage customers using second screens.

Collaging: Getting Answers to the Questions You Don’t Know to Ask - See on schedule

Saturday at 11:00am in the Usability (Trinity 1-3)

With: Kyle Soucy

When conducting user research, we all know asking the right questions is just as important as how you ask them, but how do you even know what questions to ask? What if the discussion topic is extremely personal and private? How do you get a complete stranger to open up to you? There is a better way to conduct an in-depth interview and it doesn’t involve using a clipboard. Just imagine what you could discover if the participant’s answers weren’t limited to a predetermined set of questions. Collaging is a needs-elicitation technique where participants select images to represent how they feel about a specific topic. Participants then explain the reason they chose each image to the moderator. The collage becomes an instrument for participants to express needs that they might not otherwise have been able to articulate. This information allows us to better understand the user’s world and how to design for it. This presentation will explain the history of collaging and other projective techniques, what you can learn from it, when to use it, how to conduct it, and how to analyze the findings. A demonstration of a collaging exercise will also be performed with participants from the audience!

Design Like DaVinci - See on schedule

Saturday at 11:00am in the Mobile (Addison Lecture Hall)

With: Brian Sullivan

Leonardo Da Vinci is the archetype of a Rennaisance man--artist, mathematician, sculptor, scientist, writer, and more. As an artist, Leonardo produced a very small sample of great work that included the Mona Lisa and the Last Supper. Leonardo was a prolific sketcher, producing more than 13,000 pages, which are arguably his greatest legacy. Within his sketchbooks, Leonardo thinks scientifically and creatively. We see sketches of futuristic devices, detailed drawings of human anatomy, postulations on plate tectonics, observations about diet, exercise, and heart disease. We see sketches of weapons, flowers, soldiers, flying machines, horses, and more. Some sketches serve as wireframes for statues and bridges, while other are early renditions of paintings. For Da Vinci, his sketches were his visual thoughts. By studying his sketchbooks, lessons from Leonardo emerge. You can improve your own sketching and visual thinking on your design projects. You can design like Da Vinci.

Dragon Valley - See on schedule

Saturday at 11:00am in the Game Demos (Chinaberry)

With: C.W. Karstens

CW Karstens presents Dragon Valley, a race to curry the king’s favor and clear the valley of marauding monsters before your opponents do. It is your chance to learn how to play the game and ask questions of the designer that built it.

Game Law Panel - See on schedule

Saturday at 11:00am in the Game Sensei (Trinity 6-8)

With: Mark Methenitis (h), J. Holt Foster III, W. Keith Robinson

A panel of legal experts will be available to discuss and dissect legal trends and hurdles facing the game industry.

The Best Mechanisms You Aren't Using - See on schedule

Saturday at 11:00am in the Game Master (Trinity 5)

With: Kevin G. Nunn

A look at mechanisms for tabletop games that are interesting but underused. There will be an emphasis on Q&A with the audience.

"Now Pay Attention, 007" : Usability, Innovation, and James Bond's Gadgets - See on schedule

Saturday at 1:00pm in the Usability (Trinity 1-3)

With: Ben Judy

We will review the various spy gadgets used in James Bond movies over the last 51 years (23 Eon Productions films.) We'll look at the usability and functionality of the gadgets, and how their design has influenced consumer electronics, military gear, and more. We will also consider what the Bond films teach us about innovation: are we merely innovating to solve problems we've made for ourselves -- or are we practicing "(B)ig Innovation" to significantly improve the human condition? Along the way, we'll have a lot of fun, immersing ourselves in Bond culture and analyzing relevant scenes from Agent 007's films through the decades.

Counterblast - See on schedule

Saturday at 1:00pm in the Game Demos (Chinaberry)

With: Brett Amundson

Brett Amundson presents Counterblast, a tabletop skirmish between scale miniatures set in a retro sci-fi universe. It is your chance to learn how to play the game and ask questions of the designer that built it.

Cross Platform Design Strategy - See on schedule

Saturday at 1:00pm in the Mobile (Addison Lecture Hall)

With: Theresa Neil

Designing for one platform can be challenging enough, but designing for four interconnected systems can stretch even experienced designers. Take a look at Silvercar, the reimagnied car rental experienced that features a silver Audi A4 for all customers. From research to launch we took four platforms live in just 6 months. Get a glimpse of my teams tactics and deliverables as we dived head first into this fascinating project. *Silvercar is now available at the DFW airport.

Healthy patterns - designing the health of a community beyond the dashboard - See on schedule

Saturday at 1:00pm in the Design (Trinity 4)

With: Alberta Soranzo

Understanding the health of a community and using data to support policy and social changes require the ability to access geographically relevant data to demonstrate the relationship between health outcomes and socio-economic or environmental factors. Dashboards are powerful visualizations tools to display key indicators in a quick and easily understandable way. They offer a pre-selected section of data, and a quick snapshot that is relevant to as many users as possible. However, when dealing with health data, the ability to customize data visualization or report information that is specific to a given geographic area becomes crucial to support meaningful use in real-life situations and to substantiate correlation or prove causation The California Health Interview Survey and its online statistical analysis query tool, AskCHIS, have managed to bridge the gap between the collection of large amounts of health and socioeconomic indicators and its meaningful visualization. The query tool, with its simple and intuitive interface, has effectively become a benchmark for health data statistical analysis tools that are usable across a variety of user backgrounds and computer proficiency. A rigorous taxonomy of variables, questionnaires and data dictionaries entries, in addition to meaningful metadata give users the option to browse the full hierarchy of terms and categories or use keyword and phrases search. Supporting documentation—in the form of methodology papers, survey topics, questionnaires and data dictionaries, helps to contextualize research. This talk illustrates how correlation is discernable and actionable. How employing taxonomies and metadata to improve navigation, browsing, search and discovery results in understanding and augmented awareness. And how a clear interface becomes the crucial element in the journey toward understanding complex concepts and presenting a complete picture of the health of a community.

How to Create and Deliver Your Best Portfolio - See on schedule

Saturday at 1:00pm in the Tools & Tactics (Dogwood Room)

With: Soowan Schneurman

Learn how to create a portfolio that attracts and keeps a hiring manager’s attention! In this session, you’ll learn about the latest portfolio trends and have the opportunity to meet with recruiting managers from The Creative Group who will provide a one-on-one review of your portfolio and offer tips for how to effectively showcase your brand of talent to different types of hiring managers.

Time Management for Creative Types - See on schedule

Saturday at 1:00pm in the Game Sensei (Trinity 6-8)

With: Mick Mancuso

Any game requires the effective time management of different creative types. In this session, Mick Mancuso of SMU Guildhall reveals some tips and tricks to effectively manage different personality types, set expectations, and meet deadlines on a game project.

Windows 8 Games - See on schedule

Saturday at 1:00pm in the Game Master (Trinity 5)

With: Ryan Lowdermilk

Learn how to use Window 8 game platform to build some cool video games that can be used in cars and on phones.

Blow It Up, Put It Back Together - See on schedule

Saturday at 2:00pm in the Tools & Tactics (Dogwood Room)

With: Brooke Brooks

Not all web work is from scratch. Some of us spend the majority of our time dealing with existing web structures. In this session, Brooke will go over the basics of redesigning an existing web structure. She will talk about considering audience, looking at process flow, breaking down pages, reviewing page purpose and reviewing elements for hierarchy. She will take an existing website and rebuild it in front of the class, providing the thought process behind the changes.

Design from the Heart - See on schedule

Saturday at 2:00pm in the Game Sensei (Trinity 6-8)

With: Rob Atkins

Learn how to design games with heart from your heart.

Effective Analytics - See on schedule

Saturday at 2:00pm in the Game Master (Trinity 5)

With: Matt Johnson

A look at game and player data and how it is used to make games more successful. A case study or two will be used to illustrate.

The Cross-Channel Experience - See on schedule

Saturday at 2:00pm in the Design (Trinity 4)

With: Nick Finck

No matter how many departments your organization has, to your customers, it’s all the same business. They expect a cohesive experience across all touch-points with your company, regardless of whether it’s related to advertising, customer service, social presence, or the actual product or service you provide. The satisfaction of your customers, and thereby the success of your organization, depends in no small part on your ability to create a cohesive and consistently high-quality cross-channel experience. Some examples of disjointed cross-channel experiences are: The customer has to inform the customer service representative of what the website says about their own return policy. The specifications of a product online does not match the actual product a customer goes to pick up in the retail store. The experience of the mobile application is far superior to the experience of the standard web application or software application. The customer has to make three different phone calls to get their account changed because the information is stored in three separate business units. Applying consideration for the cross-channel experience is much easier said than done. It requires a significant level of coordination and collaboration between the stakeholders, to understand not just how to optimize their particular part of the service, but to maintain that optimal and consistent experience throughout. For example, the customer service department can do a great job of correcting a problem after the fact, but they can add greater value to the product or service as a whole by collaborating with sales and product teams to prevent the issue from arising in the first place. In this presentation, you will gain a better understanding of the different ways your customers might interact with your business. We will show how you can map out these touchpoints and help drive the creation of a cohesive experience across the various channels. We will show you how to navigate the political waters within your business to implement a true cross-channel design, which will build great experiences for your customers, regardless of how they are engaging with your business.

The Next Mobile Experience - See on schedule

Saturday at 2:00pm in the Mobile (Addison Lecture Hall)

With: Sung Kim

We are still using our mobile devices the way we used to on old computers with a mouse – limiting our experiences to mostly scrolling up, down, left, and right in a grid or list views and having to tap on tiny buttons to initiate some of the most basic functions. I'd like to introduce a new set of mobile conventions based on simple gestures and fluid structures that can truly take advantage of today's touchscreen capabilities.

UX Research in the New Multi-Screen World - See on schedule

Saturday at 2:00pm in the Usability (Trinity 1-3)

With: Jason Vasilas

Having entered a new multi-screen world, where users now regularly interact with websites via a multitude of devices/platforms, the UX Research game has changed. This presentation will compare the once straightforward Usability Testing methodology with the recent evolution of a Cross-Platform Evaluation methodology. In this new methodology, we seek to answer the following questions: How are your users interacting with your site across platforms? Which features belong where? Does the overall user experience and impression of the brand hold up across platforms? The presentation will also provide several guiding principles for both those developing and testing websites to be used across multiple platforms.

Creative Cloud for Video: Planning to Playback - See on schedule

Saturday at 3:00pm in the Usability (Trinity 1-3)

With: Trip Gotelli

Continuous innovation comes standard with the Creative Cloud. Learn why more professionals are adopting Creative Cloud and the Adobe video workflow. With a uniquely integrated toolset, world-class media support, and hundreds of new time-saving features; Adobe's professional video and audio tools are designed to make the transition from other editing solutions easy, with common commands, panels, and shortcuts. Learn how to integrate media from many sources to create professional video content for broadcast, corporate, web, and mobile device consumption.

Designing for Micromoments: Tiny Interactions with Big Payoffs - See on schedule

Saturday at 3:00pm in the Design (Trinity 4)

With: Stephen Anderson

Question: How many of us treat interaction design like a conversation? It's a simple premise, certainly nothing new, and yet… When you design in this way, a curious thing happens: your focus shifts from "what" is being designed (features and user stories) to "how" to best design that interaction. Otherwise unseen design problems become obvious; more importantly, we surface the subtle details that make for a great experience. In this session, Stephen P. Anderson will share a no-nonsense approach to UX design—one that does not get distracted by checkboxes or diluted deliverables—along with dozens of examples of what it means to design for the "micro-moments" that make (or break) an experience. We know you will be inspired by his examples, stories and practical tips. We have heard there may even be some role-playing involved!

Hey, Game Designer! Think Like a Product Manager - See on schedule

Saturday at 3:00pm in the Game Sensei (Trinity 6-8)

With: Grant Yang

This talk shares why it is a great time to be an indie developer in the mobile space and some of the major "product manager" considerations that most developers do not take into account. The talk will also share how game designers can think like a product manager in order to learn the most common metrics used to help drive monetization in game design.

Maximizing Facebook: Privacy, Profiles, Pages and Promotion for Online Success - See on schedule

Saturday at 3:00pm in the Tools & Tactics (Dogwood Room)

With: Lissa Duty

In today’s 21st century business is no longer done with a handshake and a smile. Relationships are formed online and taken offline (or to another platform) for the close. In this presentation, Lissa will share how to: - Control Your Facebook Profile and Photo Privacy - Accept Friends Strategically and On Your Terms - Target Your Status Updates - Ways to Reach a Specific Audience - Maximize Your Online Exposure - Minimize Your Risk - Drive Traffic to Your Facebook Page You will also learn What to Post and How Often to Generate Reach and Interaction, the Appropriate Ratio of Sale vs Give, and How to Sell Without Selling in your Profile and Page Updates.

Panel: Humanity of UX - See on schedule

Saturday at 3:00pm in the Mobile (Addison Lecture Hall)

With: Adam Polansky, Brian Drell, Chris Thrash, James Helms, Lee de la Houssaye, Sevilla Garza, Tommy Eubanks

As a human being, you experience things. Some experiences are great. Others suck. As humans, we really love it when experiences are crafted with us in mind. When we feel paid attention to, when our wants and needs are anticipated. User experience professionals talk a lot about users and their experiences. Mostly, we consider those who use the products we design: the gamers, the consumers, the audience. But...what about the humans behind the experiences? Your clients? Your project team? How often do you think about, let-alone discuss, what steps you can take to craft the experience of your stakeholders and co-workers when they work with you? Bottle Rocket is responsible for some of the most recognizable Apple and Android apps in the world today for clients like Starwood Hotels, Lego, Showtime and The Discovery Channel. Their culture is built on one idea: we're in the business of creating great experiences. From the smallest details when a client visits the offices for the first time to the the extra effort that goes into the fit and finish of every app. We all know that simple, beautiful moments take a lot of hard work. More importantly, we realize it takes empathy. And a profound awareness of context. Join us for a discussion panel with a team of Bottle Rocket's best as we look more closely at "The Humanity behind the UX"

Pillage! - See on schedule

Saturday at 3:00pm in the Game Demos (Chinaberry)

With: David Villegas

David Villegas presents Pillage!, a fun and fast card game where the object is to, quite frankly, pillage the village. It is your chance to learn how to play the game and ask questions of the designer that built it.

Unity Game Jam Postmortem - See on schedule

Saturday at 3:00pm in the Game Master (Trinity 5)

With: Kevin O'Gorman

Crash Course in Taking Payments from Customers - See on schedule

Saturday at 4:00pm in the Game Sensei (Trinity 6-8)

With: Myke Sanders

Educate developers on the payment industry, show them ways to reduce the costs, and avoid the pitfalls.

Designing with Data for Human Comprehension - See on schedule

Saturday at 4:00pm in the Mobile (Addison Lecture Hall)

With: Eric Swayne

We work with large amounts of data everyday. Plus, we want to be be able easily understand it, see trends, and make decisions. The ability to quickly show meaningful data can literally be a matter of life and death, fortune or misfortune, war or peace....all come from simplifying complex data. In this talk, we will review how you can design with data to make it easy to understand and easy to use. We will review some key lessons from Biology and Psychology to explain how humans comprehend data. Plus, we will looks at the visual feeds to create ideas that stick, so everyone can make better decisions.

I'll Take Death by Buzzword Busines Model for $200 - See on schedule

Saturday at 4:00pm in the Game Master (Trinity 5)

With: Dustin Clingman

Learn about some different business models for making money with your game. It is not one size fits all. You go beyond Kickstarter, which is just the beginning.

Mobile First-ish Design - See on schedule

Saturday at 4:00pm in the Usability (Trinity 1-3)

With: Tracey Nolte, Alan Cannefax, Jason Vail, Sherif Tariq

Mobile first is an ideal that does not always reflect the reality that we live and work in. There are 1.2 Billion mobile web users worldwide with various needs, wants and desires. Are you ready to create mobile experiences for them? Join us for a fun and interactive group design session on how to properly adapt and use ‘Mobile first-ish’.

Mobile Testing Evolution: Innovative Ideas for Testing in the Lab, in the Wild, and Beyond - See on schedule

Saturday at 4:00pm in the Tools & Tactics (Dogwood Room)

With: Ania Rodriguez

While mobile devices have dominated the marketplace for the past few years, user research tools and methods are still in their infancy. In this talk, we review the evolution of mobile testing tools for smartphones. Plus, we will look at some new hybrid approaches for user research for mobile. In the end, we will review success, best practices, and trends that will impact how you might gather mobile research in the near future.

Your Customers Are Stupid, But Its Not Their Fault - See on schedule

Saturday at 4:00pm in the Design (Trinity 4)

With: Ezra Englebardt, Timothy Parcell

They make choices we wish they didn't. They make mistakes that we designed websites to avoid. And yet, they our customers still do stupid things sometimes. The question we need to ask is, Why? The human brain is complex and amazing, yet often struggles with the simplest of fallacies. These fallacies or cognitive biases can range from assuming that because the roulette wheel has come up red 5 times in a row that black is "due," (Gamblers Fallacy) or judging the value of an item based on the price of a similar item (Anchoring), we make choices every day based on faulty logic. As marketers, we need to understand and overcome/play into these fallacies in order to design experiences that change behavior. This presentation will get into the root of these cognitive biases and how we can address them in our strategies, messages and designs. Questions Answered/Things you Learned: What are some common biases that affect consumer behavior? How have companies designed around/for these biases (and how can you)? How can you better identify what sort of pitfalls your customers will fall into? How Cognitive Biases can lead to the dreaded "user error?"

Feel the Vibe, Read the Room, Test the Taste, but mostly Play It By Ear. - See on schedule

Saturday at 5:00pm in the Saturday Closing Keynote (Trinity Ballroom)

With: Brandon Oldenburg

For almost 4 years MOONBOT studios has been constructing worlds, enriching brands and creating stories while building a company in a QUIET town. Creative partner Brandon Oldenburg will attempt to demystify their NOISY problem solving process and disclose the companies secret motivations.