In a world where “clean”, “minimalistic” and “time-less” are often used to describe “good” design, without questioning the potential drawbacks of subscribing to these dogmas, how much room is there left to express emotion in design? Are these values really fundamentally good, or are they adjectives like any other, and a matter of taste and context?
In this talk we’ll look at how UI design is approached fundamentally differently in games and apps, and what the two camps can learn from each other.
Tobias is the Lead Experience Designer for Minecraft in Stockholm, Sweden. He also works as an Industry Leader and is a steering committee member at the digital business school Hyper Island, where he frequently lectures about design, front-end development, and data.
Prior to Mojang, Tobias was one of the first designers at Spotify, and was early on responsible for the UI design of all their apps. He later went on to work as a Product Designer and Developer at GitHub in San Francisco.
We’re not only watching more TV than ever, we’re also using our TVs in new and exciting ways. As more smart TVs and connected devices enter the market, designers increasingly find themselves faced with large screens, unique input devices, and evolving user behaviors. How is our relationship to our TVs changing? What are the design challenges unique to television hardware? And how can we build functional, accessible, and compelling TV experiences?
In this talk, we’ll discus emerging product opportunities, explore the design challenges unique to TVs and living rooms, and provide a framework for evaluating the usability of an interactive TV experience.
Molly is a product and motion designer based in New York City. As Design Director at This Also, she partners with clients to help shape the next generation of digital products. Molly has lead product vision and strategy for companies including Google and Xbox, and has extensive experience designing cross-platform television experiences including HBO GO.
How do we create, code and make emotional data inside of systems? And how do we create the necessary context t in larger systems that use data. Is it possible to use machine learning to solve very hard problems around conversation? For the past two years, I’ve been studying internet culture, online conversations, memes, and online harassment. I also worked as a user researcher at IBM Watson helping design and layout systems for chat bot software. As a designer and researcher interested in all of the nuances of human conversations and emotions, from humor to sadness, to memes and harassment, I wonder is it possible to code in emotions for machine learning systems? And what are the ethical implications of that? Can we design systems to mitigate harassment, to elevate humor? And can these systems promote human agency, and allow for participation from users to help decide and structure the system the talk in- can design and user participation help set what is harassment and what is not?
With machine learning, often the creators of the system are deciding what norms of the system and the users are left out of the collaboration. How do we create systems that are transparent for users, that also facilitate user participation? With online communities, communication, and culture, users make, users, do, users are the community.
This talk will cover two topics- the possibility of creating emotional data corpuses in machine learning, and using machine learning along with users in social media platforms to create transparent, open systems that focus on emotions and conversations.
Caroline is an artist, researcher and designer with a speciality in machine learning and conversation. As the Eyebeam Fellow, Caroline is building chat bots and machine learning commenting systems to mitigate abuse. Prior to her fellowship, she was a user researcher at IBM Watson. Caroline holds a master's degree from New York University’s Interactive Telecommunications Program and a Bachelor of Fine Arts from New York University's Photography and Imaging Program. Her work focuses on the intersections of ethnography, visual systems, machine learning, language, data, trauma, and online harassment. Caroline’s work has been featured in the Contemporary Art Museum of Houston, Style.com, Fusion News, the Washington Post, New York Magazine, Babycastles Gallery, IXDA and the 32nd Chaos Communication Congress (32c3). She recently completed a residency at Studio for Creative Inquiry on her Designing Consent Into Social Networks research.
Living and working by their 10 commandments Snask have built a reputation for creating bold, visually striking commercial design work, that never takes itself too seriously. More than just an agency they also indulge in a number of side projects; having written an international bestseller (‘Make Enemies & Gain Fans’), launched their own beer (‘Shower Beer’) and co-founded a design festival (’Yay’). At Nordic.Design they'll talk about why you should gain enemies in order to get fans and they'll of course bring their rock band Väg.
Snask is a Swedish brand, design, and film agency which ranks among the most sought-after in the world of international design of the past few years. Their work is revolutionary and their appearances cause ecstatic responses in the audience from Google HQ and Stanford University to the biggest creative festivals around the globe. Snask is loud, pink, and filled with confetti, champagne & love. Recently they got on the Top50-list of where creatives would kill to work among Nasa, New York Times and many others.
In the last few years, we’ve seen many of the most successful companies launching their design systems. As designers, we are looking in to systems as a way to guide and handle the increasing breath and complexity of our work. But how do unified design systems help companies like Airbnb to design better experiences? What at kind of glimpse into the future of design are they offering us as digital designers?
Karri Saarinen is a Finnish entrepreneur and technically minded designer who driving systematic thinking through design. He is currently leading the design systems work at Airbnb in San Francisco.
Prior to that, Karri designed and directed design at at bitcoin company Coinbase, co-founded Y Combinator backed social knowledge management company Kippt and tech education non-profit Rails Girls.
At Toca Boca, we believe in the power of Free Play. Undirected Play. Play that empowers the individual. We are Play Designers and will share how we bring play into our process and work with kids to develop concepts from their perspective that are inclusive, fun, and at their essence, purely playful.
Toca Boca is a play studio that creates digital toys and other playful products for kids around the world since 2011.
Willow is a Senior Play Designer at Toca Boca with a passion for bringing play into the design process and always advocating the kid’s perspective. After a Masters in Experience Design, Konstfack, Sweden, she sought out how to explore design research and co-creation practices through working with IDEO, Penguin Books and Doberman. She has been working in the digital Industry since 2003 with a focus on children since 2011.
Petter is a Play Designer at Toca Boca with a deep interest in play and participatory culture. As a fond believer of the power of play he co-founded the company LajvVerkstaden which uses roleplaying pedagogic to teach at schools and organizations. He has also been producing the live-roleplaying conference Prolog as well as designing numerous larps played all around the world. Petter joined Toca Boca in 2015 and has since been a Play Designer working with the Toca Life Series.
Tim is the head of Design at Abstract. He has previously worked at Dropbox, Instagram and Gowalla. You'll find a recent interview with him made by Central here.
Code and design have been at odds for far too long. Framer is a new kind of design tool, combining the familiarity of visual editing with the flexibility of code. By connecting design and code in a single workflow, Framer aims to catapult designers into a future where code is design.
Product Designer at Framer. The next generation design workspace, combining design with the power of code. Previously at Blendle.
UX Designer & appreciated speaker. IT Woman of the Year 2015. Making lovely Internet at Doberman. Organiser of meet-up Designers i Stockholm and previously The Code Pub.