NDN Group found a solution to solve a long-standing retailer problem. NDN has initiated a new retail technology "iBeacon" that is inexpensive, and it is about to solve the long-existing problem delivering in-door positioning capabilities to mobile devices.
With iBeacon (a Bluetooth low-energy radio module), we can now deploy in-shop push messages, loyalty point collections, create social interactions, mobile commerce, and engage customers with sales transactions.
This solution is suitable for Shopping Malls, Banks, F&B Outlets, Public Transports, Art Galleries, Exhibitions, Social Events, and all kinds of retail outlets.
This document provides an overview of Splunk's developer platform. It introduces Jon Rooney, Director of Developer Marketing at Splunk, and Damien Dallimore, Developer Evangelist. It discusses how Splunk can help with application development challenges like visibility across the development lifecycle. It also demonstrates how Splunk can integrate with the development process using tools like its REST API and SDKs. The document highlights Splunk's modular inputs, web framework, and opportunities for custom visualizations and search commands. Overall, it aims to showcase Splunk's powerful platform for developers.
This document discusses mobile trends in art museums, including tablet use and optimized museum websites. It also discusses new learning apps and programs using tablets, 3D printing, MOOCs, and participatory outreach. Specific examples are given of museums using iPads for audio stories, 3D printing for learning and access, and MOOCs growing in popularity. Touch interaction and gamification are also mentioned as emerging technologies.
Presentation about our digital learning work at The British Museum's Samsung Digital Discovery Centre at the FIEC conference (http://bit.ly/Xk6Uxd) in Santiago de Compostela, Spain in November 2012. The conference was held at the stunning City of Culture, a complex of buildings nestled in the hills above the sacred city.
This document provides information about the Smartwater brand and a proposed marketing campaign. It includes:
1) Details about the company, consumer demographics of 18-54 year old Caucasian professionals, and a SWOT analysis of the brand.
2) A creative strategy to educate consumers on Smartwater's benefits through a traditional ad campaign including print, TV, and online videos as well as non-traditional placements like bus shelters.
3) Plans for a social media contest on Facebook and Twitter to increase engagement and reward smart decisions like drinking Smartwater. Cross-platform integration is proposed to share content across digital channels.
Establishing Your Program's ROI
The first hurdle is at home. Every program manager must defend his program to the execs in the corner office. It is absolutely essential that you can establish a positive ROI for your program and be able to show its value. Bruce Jones will show you how this is done.
First Presented: March 23, 2014 - Developer Relations Bootcamp
1) Augmented reality and mobile devices can be used to enhance museum experiences by providing additional interpretive content about exhibits and expanding access to information.
2) They allow for diverse interactions like on-demand translation, collaborative activities between visitors, and role-playing games that can challenge typical spatial experiences in a museum.
3) Effective implementations require considering factors like appropriate content, facilitating collaboration, intuitive interaction styles, and testing and evaluating experiences with users.
In this report, Fröjd Interactive - a web agency with technical core located in Stockholm, Sweden - sums up what to expect of 2014. As always, the future is already here. So, we have focused on 14 things that we believe will hit it big & mainstream in Sweden next year. Which means - if you haven’t started developing things in the direction of this presentation – you better start now. Enjoy!
NDN Group found a solution to solve a long-standing retailer problem. NDN has initiated a new retail technology "iBeacon" that is inexpensive, and it is about to solve the long-existing problem delivering in-door positioning capabilities to mobile devices.
With iBeacon (a Bluetooth low-energy radio module), we can now deploy in-shop push messages, loyalty point collections, create social interactions, mobile commerce, and engage customers with sales transactions.
This solution is suitable for Shopping Malls, Banks, F&B Outlets, Public Transports, Art Galleries, Exhibitions, Social Events, and all kinds of retail outlets.
This document provides an overview of Splunk's developer platform. It introduces Jon Rooney, Director of Developer Marketing at Splunk, and Damien Dallimore, Developer Evangelist. It discusses how Splunk can help with application development challenges like visibility across the development lifecycle. It also demonstrates how Splunk can integrate with the development process using tools like its REST API and SDKs. The document highlights Splunk's modular inputs, web framework, and opportunities for custom visualizations and search commands. Overall, it aims to showcase Splunk's powerful platform for developers.
This document discusses mobile trends in art museums, including tablet use and optimized museum websites. It also discusses new learning apps and programs using tablets, 3D printing, MOOCs, and participatory outreach. Specific examples are given of museums using iPads for audio stories, 3D printing for learning and access, and MOOCs growing in popularity. Touch interaction and gamification are also mentioned as emerging technologies.
Presentation about our digital learning work at The British Museum's Samsung Digital Discovery Centre at the FIEC conference (http://bit.ly/Xk6Uxd) in Santiago de Compostela, Spain in November 2012. The conference was held at the stunning City of Culture, a complex of buildings nestled in the hills above the sacred city.
This document provides information about the Smartwater brand and a proposed marketing campaign. It includes:
1) Details about the company, consumer demographics of 18-54 year old Caucasian professionals, and a SWOT analysis of the brand.
2) A creative strategy to educate consumers on Smartwater's benefits through a traditional ad campaign including print, TV, and online videos as well as non-traditional placements like bus shelters.
3) Plans for a social media contest on Facebook and Twitter to increase engagement and reward smart decisions like drinking Smartwater. Cross-platform integration is proposed to share content across digital channels.
Establishing Your Program's ROI
The first hurdle is at home. Every program manager must defend his program to the execs in the corner office. It is absolutely essential that you can establish a positive ROI for your program and be able to show its value. Bruce Jones will show you how this is done.
First Presented: March 23, 2014 - Developer Relations Bootcamp
1) Augmented reality and mobile devices can be used to enhance museum experiences by providing additional interpretive content about exhibits and expanding access to information.
2) They allow for diverse interactions like on-demand translation, collaborative activities between visitors, and role-playing games that can challenge typical spatial experiences in a museum.
3) Effective implementations require considering factors like appropriate content, facilitating collaboration, intuitive interaction styles, and testing and evaluating experiences with users.
In this report, Fröjd Interactive - a web agency with technical core located in Stockholm, Sweden - sums up what to expect of 2014. As always, the future is already here. So, we have focused on 14 things that we believe will hit it big & mainstream in Sweden next year. Which means - if you haven’t started developing things in the direction of this presentation – you better start now. Enjoy!
Ubiquitous Computing and the In-Store Shopping ExperienceRosetta Marketing
Jonathan Morgan, Experience Director at Rosetta, unpacks "Ubiquitous Computing and the In-Store Shopping Experience" in his presentation to UXPA Cleveland.
Video and slides synchronized, mp3 and slide download available at URL http://bit.ly/2se8sl9.
Holly Cummins talks about the big picture of IoT and whether embedded devices are relevant to business. Cummins demos using an embedded device with MQTT and a Java toolkit for MQTT. Filmed at qconlondon.com.
Holly Cummins is the technical lead of IBM’s London Bluemix Garage. She was previously delivery lead for the WebSphere Liberty Profile. She is a JavaOne RockStar, and has also spoken at Devoxx, JavaZone, JFokus, The ServerSide Java Symposium, JAX London, GeeCon, and the Great Indian Developer Summit. She is a co-author of Enterprise OSGi in Action.
Responsive design is a web design approach that creates optimal viewing experiences across various devices. It uses techniques like responsive grids and media queries to dynamically style content for different screen sizes and orientations. The number of smartphones now exceeds 1 billion, so responsive design is important to ensure websites look good on the wide variety of devices people use to access the internet. An example was provided of redesigning a nonprofit website to be responsive using these techniques.
There is 100% chances you are going to engage your customers on mobile first, but converting them into lifetime and faithful promoters is a multi-screen journey. For brands, media and retailers it is then critical to select the most relevant device-agnostic technology and the
Ubiquity: smart people, smart places, smart organisationsDaisy Group
BBC futurist, Tom Cheesewright, talks ubiquitous computing and how it is affecting people, places and organisations across the world. This is the speech Tom gave at Daisy Communications' flagship event 'Daisy Wired? 2014'.
In the future, technology will be even more advanced and integrated into our lives. By 2025, all smartphones will come paired with customizable watch phones that allow users to access all phone features from their wrist. Home devices like the Home Kinect will recognize users through facial detection and provide assistance with daily tasks, schedules, home security, and more through voice commands. In education, the iLearn laptop will replace physical textbooks and notebooks, allowing students to access all course materials digitally from anywhere through built-in WiFi. These new technologies will further social learning and media dependency as people increasingly rely on devices to stay connected.
Three things that will change the world and five things you can do about it.Erik Arvedson
Technology is changing the world faster than ever. And people too are changing faster than ever. This presentation describes three main trends that will change the world in the coming years and five strategies to meet the challenges.
Pay with a tweet to download it, just go to this page: http://www.paywithatweet.com/pay/?id=4d985d768181e3cf58a2000dcbcf00d8
The document summarizes a workshop on UX design for wearables. It includes the following:
1) The agenda includes introductions, a state of the union discussion on wearables, a break, a deep dive on platforms like Pebble and Android Wear, and a wireframing exercise.
2) In the state of the union section, the presenter discusses what wearables are, what they can do, why they matter, how to design for them, what they mean for the UX profession, and where the field is headed.
3) The platforms deep dive covers Pebble and Android Wear, explaining their hardware, UIs, and key design elements like cards,
The document discusses predictions for technology advances over the next 10 years. Some key points include:
- By 2022, language translators will allow real-time translation during video calls like Skype so that anyone can communicate across languages.
- Artificial intelligence will be very advanced, allowing intelligent machines to perform many jobs like working in fast food restaurants and assisting doctors.
- Classrooms will increasingly utilize digital tools like iPads for all educational content and communication, replacing physical textbooks.
- Television and media will continue evolving to become even more digital and interactive, with features like zooming in on live sports broadcasts and controlling devices through voice and gestures.
Ryan Chittenden is the director of web development at Fuego Digital Media QSTP-LLC, a company that builds web-based business solutions. The document discusses the evolution of web design from the early days envisioned by Tim Berners-Lee to the modern responsive and accessible design approach. It covers how the rise of mobile devices and a variety of user needs require websites that can adapt to any screen or device while also being accessible. Fuego is working to integrate responsive and accessible design practices in all its new websites.
The document discusses the projects of three winners of the Snowball competition. David KOSTKEVICIUS developed a mobile broadband webcam using a Snowball developer's kit, modem, and camera to allow remote video streaming. Mahesh-Narain SHUKLA ported an open-source video calling application to use Snowball's hardware video codecs. Wenkai DU created a security camera system with motion detection and remote video playback/streaming capabilities using Snowball. All three winners discussed the challenges they faced and their motivations for participating in the competition.
The group presentation discusses the history and features of smartphones. It notes that the first smartphone was developed in 1993 by IBM and BellSouth and introduced touchscreen and app capabilities. The presentation explains that smartphones differ from basic cell phones in that they combine phone and PDA functionality, allowing users to access the internet, apps, email and messaging. While smartphones are not artificially intelligent, the overuse of smartphones can cause social problems by reducing family time and increasing online social interactions over real-life ones.
The group presentation discusses the history and features of smartphones. It notes that the first smartphone was developed in 1993 by IBM and BellSouth and introduced touchscreen and app capabilities. The presentation explains that smartphones differ from basic cell phones in that they combine phone and PDA functionality, allowing users to access the internet, apps, email and messaging. While smartphones are not artificially intelligent, the overuse of smartphones can cause social problems by reducing family time and increasing online social interactions over real-life ones.
Sixth Sense technology allows users to seamlessly link the digital world to the physical world through natural hand gestures. It consists of a mini-projector, camera, and mobile device that together project digital information onto surfaces and physical objects. Users can interact with this information by making hand gestures that are captured by the camera and interpreted as commands. Some examples of uses include drawing, taking photos, checking product information, reading books, and making phone calls - all through intuitive hand motions. The current prototype can be built for around $350 and works with smartphones, with the goal of eliminating separate hardware devices altogether.
Sixth Sense technology allows users to seamlessly link the digital world to the physical world through natural hand gestures. It consists of a mini-projector, camera, and mobile device that together project digital information onto surfaces and physical objects. Users can interact with this information by making hand gestures that are captured by the camera and interpreted as commands. Some examples of uses include drawing, taking photos, checking product information, reading books, and making phone calls - all through intuitive hand motions. The current prototype can be built for around $350 and works with smartphones, with the goal of eliminating separate hardware devices altogether.
L'iBeacon, introduit lors de la WWDC en 2013 est en cours de standardisation, grâce au projet open-source Eddystone. Associé à cette technologie, le projet "The physical Web" lancé par Google, promet lui aussi de grandes innovations dans le monde de l'IoT. En effet, il a pour but de pouvoir relier un smartphone à un beacon sans passer par une application. Ceci offre un large panel d'utilisation, pour relier des lieux physiques avec le monde virtuel. Nous ferons le point sur le projet et les technologies sous-jacentes, avant de se plonger dans les cas d'utilisation concrets, existants ou à venir.
Everyone says they're doing it. Everyone thinks they're the best at it. And yet... nobody knows what it actually means, but they're all making the same fundamental mistakes.
Being Useful - A Short Introduction to Proactive User Experience DesignMariusz Cieśla
The document discusses adaptive and contextual interfaces. It notes that modern devices like smartphones contain many sensors that can provide contextual data. It emphasizes that designing adaptive experiences requires understanding users, contexts, and goals within contexts. The document outlines challenges like being greedy, forgetting edge cases, prioritizing business over users, and privacy issues. It speculates about conversational interfaces, augmented reality, standardized protocols, and the growing role of data in experiences. Finally, it recommends books on design and encourages building the future.
UI animation is the new black. How to make it actually add to user experience, rather than being just a fancy addition?
Talk given at up.front Berlin on 11. November 2014
Unfortunately the GIFs from the original presentation don't work. Original Keynote file is available here: https://db.tt/FXOaa0Xs
Weitere ähnliche Inhalte
Ähnlich wie Mobiconf 2014: Designing in the post-screen era
Ubiquitous Computing and the In-Store Shopping ExperienceRosetta Marketing
Jonathan Morgan, Experience Director at Rosetta, unpacks "Ubiquitous Computing and the In-Store Shopping Experience" in his presentation to UXPA Cleveland.
Video and slides synchronized, mp3 and slide download available at URL http://bit.ly/2se8sl9.
Holly Cummins talks about the big picture of IoT and whether embedded devices are relevant to business. Cummins demos using an embedded device with MQTT and a Java toolkit for MQTT. Filmed at qconlondon.com.
Holly Cummins is the technical lead of IBM’s London Bluemix Garage. She was previously delivery lead for the WebSphere Liberty Profile. She is a JavaOne RockStar, and has also spoken at Devoxx, JavaZone, JFokus, The ServerSide Java Symposium, JAX London, GeeCon, and the Great Indian Developer Summit. She is a co-author of Enterprise OSGi in Action.
Responsive design is a web design approach that creates optimal viewing experiences across various devices. It uses techniques like responsive grids and media queries to dynamically style content for different screen sizes and orientations. The number of smartphones now exceeds 1 billion, so responsive design is important to ensure websites look good on the wide variety of devices people use to access the internet. An example was provided of redesigning a nonprofit website to be responsive using these techniques.
There is 100% chances you are going to engage your customers on mobile first, but converting them into lifetime and faithful promoters is a multi-screen journey. For brands, media and retailers it is then critical to select the most relevant device-agnostic technology and the
Ubiquity: smart people, smart places, smart organisationsDaisy Group
BBC futurist, Tom Cheesewright, talks ubiquitous computing and how it is affecting people, places and organisations across the world. This is the speech Tom gave at Daisy Communications' flagship event 'Daisy Wired? 2014'.
In the future, technology will be even more advanced and integrated into our lives. By 2025, all smartphones will come paired with customizable watch phones that allow users to access all phone features from their wrist. Home devices like the Home Kinect will recognize users through facial detection and provide assistance with daily tasks, schedules, home security, and more through voice commands. In education, the iLearn laptop will replace physical textbooks and notebooks, allowing students to access all course materials digitally from anywhere through built-in WiFi. These new technologies will further social learning and media dependency as people increasingly rely on devices to stay connected.
Three things that will change the world and five things you can do about it.Erik Arvedson
Technology is changing the world faster than ever. And people too are changing faster than ever. This presentation describes three main trends that will change the world in the coming years and five strategies to meet the challenges.
Pay with a tweet to download it, just go to this page: http://www.paywithatweet.com/pay/?id=4d985d768181e3cf58a2000dcbcf00d8
The document summarizes a workshop on UX design for wearables. It includes the following:
1) The agenda includes introductions, a state of the union discussion on wearables, a break, a deep dive on platforms like Pebble and Android Wear, and a wireframing exercise.
2) In the state of the union section, the presenter discusses what wearables are, what they can do, why they matter, how to design for them, what they mean for the UX profession, and where the field is headed.
3) The platforms deep dive covers Pebble and Android Wear, explaining their hardware, UIs, and key design elements like cards,
The document discusses predictions for technology advances over the next 10 years. Some key points include:
- By 2022, language translators will allow real-time translation during video calls like Skype so that anyone can communicate across languages.
- Artificial intelligence will be very advanced, allowing intelligent machines to perform many jobs like working in fast food restaurants and assisting doctors.
- Classrooms will increasingly utilize digital tools like iPads for all educational content and communication, replacing physical textbooks.
- Television and media will continue evolving to become even more digital and interactive, with features like zooming in on live sports broadcasts and controlling devices through voice and gestures.
Ryan Chittenden is the director of web development at Fuego Digital Media QSTP-LLC, a company that builds web-based business solutions. The document discusses the evolution of web design from the early days envisioned by Tim Berners-Lee to the modern responsive and accessible design approach. It covers how the rise of mobile devices and a variety of user needs require websites that can adapt to any screen or device while also being accessible. Fuego is working to integrate responsive and accessible design practices in all its new websites.
The document discusses the projects of three winners of the Snowball competition. David KOSTKEVICIUS developed a mobile broadband webcam using a Snowball developer's kit, modem, and camera to allow remote video streaming. Mahesh-Narain SHUKLA ported an open-source video calling application to use Snowball's hardware video codecs. Wenkai DU created a security camera system with motion detection and remote video playback/streaming capabilities using Snowball. All three winners discussed the challenges they faced and their motivations for participating in the competition.
The group presentation discusses the history and features of smartphones. It notes that the first smartphone was developed in 1993 by IBM and BellSouth and introduced touchscreen and app capabilities. The presentation explains that smartphones differ from basic cell phones in that they combine phone and PDA functionality, allowing users to access the internet, apps, email and messaging. While smartphones are not artificially intelligent, the overuse of smartphones can cause social problems by reducing family time and increasing online social interactions over real-life ones.
The group presentation discusses the history and features of smartphones. It notes that the first smartphone was developed in 1993 by IBM and BellSouth and introduced touchscreen and app capabilities. The presentation explains that smartphones differ from basic cell phones in that they combine phone and PDA functionality, allowing users to access the internet, apps, email and messaging. While smartphones are not artificially intelligent, the overuse of smartphones can cause social problems by reducing family time and increasing online social interactions over real-life ones.
Sixth Sense technology allows users to seamlessly link the digital world to the physical world through natural hand gestures. It consists of a mini-projector, camera, and mobile device that together project digital information onto surfaces and physical objects. Users can interact with this information by making hand gestures that are captured by the camera and interpreted as commands. Some examples of uses include drawing, taking photos, checking product information, reading books, and making phone calls - all through intuitive hand motions. The current prototype can be built for around $350 and works with smartphones, with the goal of eliminating separate hardware devices altogether.
Sixth Sense technology allows users to seamlessly link the digital world to the physical world through natural hand gestures. It consists of a mini-projector, camera, and mobile device that together project digital information onto surfaces and physical objects. Users can interact with this information by making hand gestures that are captured by the camera and interpreted as commands. Some examples of uses include drawing, taking photos, checking product information, reading books, and making phone calls - all through intuitive hand motions. The current prototype can be built for around $350 and works with smartphones, with the goal of eliminating separate hardware devices altogether.
L'iBeacon, introduit lors de la WWDC en 2013 est en cours de standardisation, grâce au projet open-source Eddystone. Associé à cette technologie, le projet "The physical Web" lancé par Google, promet lui aussi de grandes innovations dans le monde de l'IoT. En effet, il a pour but de pouvoir relier un smartphone à un beacon sans passer par une application. Ceci offre un large panel d'utilisation, pour relier des lieux physiques avec le monde virtuel. Nous ferons le point sur le projet et les technologies sous-jacentes, avant de se plonger dans les cas d'utilisation concrets, existants ou à venir.
Everyone says they're doing it. Everyone thinks they're the best at it. And yet... nobody knows what it actually means, but they're all making the same fundamental mistakes.
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The document discusses adaptive and contextual interfaces. It notes that modern devices like smartphones contain many sensors that can provide contextual data. It emphasizes that designing adaptive experiences requires understanding users, contexts, and goals within contexts. The document outlines challenges like being greedy, forgetting edge cases, prioritizing business over users, and privacy issues. It speculates about conversational interfaces, augmented reality, standardized protocols, and the growing role of data in experiences. Finally, it recommends books on design and encourages building the future.
UI animation is the new black. How to make it actually add to user experience, rather than being just a fancy addition?
Talk given at up.front Berlin on 11. November 2014
Unfortunately the GIFs from the original presentation don't work. Original Keynote file is available here: https://db.tt/FXOaa0Xs
The document discusses strategies for making remote work successful. It recommends having a results-only work culture that trusts employees, using asynchronous communication tools like Trello and chat, and evolving tools and culture over time. It also suggests opt-in meetings and retreats to foster connections while allowing flexibility.
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Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
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Organize and typically develop, and review building plans, ensuring that a project meets all safety and
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Prepare feasibility studies, construction contracts, and tender documents with specifications and
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Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
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24. “The emergence of proactive experiences is tied
to the changing role technology plays in our lives”
— Tony Costa, UX Magazine
@dotmariusz — mobiconf 2014
25. I, for one welcome our new
computer overlords.
@dotmariusz — mobiconf 2014