Teil des Programms der “Mensch und Computer″ sind drei eingeladene Vorträge (Keynotes), in denen bekannte oder interessante Persönlichkeiten ihre Arbeit und Erkenntnisse präsentieren. Damit stimmen sie auf die Kernthemen der Konferenz ein und bieten Grundlage für weitergehende Diskussionen. In diesem Jahr werden die folgenden spannenden Vorträge stattfinden:
When Visualization Meets HCI
Visualization fundamentally studies how people work with, react to, understand, or interact with (mostly) digital representations of data. With its focus on people, Visualization challenges have always related to those discussed in HCI. Recently, however, many fruitful avenues for cross-disciplinary work have emerged more clearly: interactions with data through touch, pen, speech, olfaction, on very large or very small displays, using physicalization, proxemics, or tangibles, among others. In my talk I will examine this close connection of research interests that overlap both the HCI and Visualization community. I will focus on opportunities for visualization-related applications in HCI for non-desktop devices, immersive analytics, embedded and situated visualization, and will point to opportunities for joint work on design and evaluation methodologies.
Petra Isenberg is a research scientist (CR) at Inria, Saclay, France in the Aviz research group. Prior to joining Inria, she received her PhD from the University of Calgary in 2010 working with Sheelagh Carpendale on collaborative information visualization. Petra also holds a Diplom-engineer degree in Computational Visualistics from the University of Magdeburg. Her main research areas are visualization, interaction, and evaluation. She is particularly interested in exploring how people can most effectively work together when analyzing large and complex data sets on novel display technology such as small touch-screens, wall displays, or tabletops. Her work is regularly published in both HCI and Visualization venues. Petra is associate editor-in-chief at IEEE CG&A, associate editor of the IEEE Transactions on Visualization and Computer Graphics, has served on many organizing and program committees at ACM CHI, IEEE VIS, and others.
The Accidental (Design) Leader
Andy first came to prominence in our industry as a designer and web standards enthusiast. He was driven by a desire to improve and professionalise the industry, which is how he came to start the UK’s first user experience consultancy, Clearleft. He never set out to be a design leader, but now find himself leading a team of thirty people, almost by accident.
In a quest to understand what makes a great leader, and help his friends in newly minted leadership positions, Andy started the Leading Design conference and Slack community last year. Over the past 18 months, Andy has interviewed dozens of prominent leaders and listened in on hundreds of Slack conversations about the art and craft of leadership.
In this session, Andy recounts his journey into leadership, shares his successes and failures, and the important lessons he’s learned on the way. The result is a talk packed full of design leadership heuristics suitable for anybody who is a leader, wants to be a leader, or has a leader.
User Experience Designer and CEO of Clearleft, Andy is a best selling tech author, curates the UX London and Leading Design conferences and helped set-up The Brighton Digital Festival. Andy is a regular speaker at international conferences like SXSW, Awwwards and The Next Web. He currently runs an online community of over 1,500 Heads, Directors and VPs of Design, and is a founding member of Adobe’s Design Circle. Andy has appeared on both the Wired 100 and BIMA 100 lists, as well as winning agency of the year several times running. Never happier than when he’s diving some remote tropical atoll, Andy is a qualified PADI dive instructor and retired shark wrangler.
University of Waterloo
Professor Lennart Nacke teaches User Experience, Human-Computer Interaction, and Game Design at the University of Waterloo. As part of the Stratford School of Interaction Design and Business and the Games Institute, he is researching player experience in video games, immersive VR environments, and gameful applications. Together with co-researchers, he published some milestone work in HCI and Games: the definition of gamification, the PXI – player experience inventory, the gamification user types hexad scale, guidelines for biofeedback and sound design in games, and a book on games user research. Professor Nacke has served on the steering committee of the International Game Developers Association Games User Research Special Interest Group in the past, was the chair of the CHI PLAY conference steering committee from 2014-2018. His publications have won best paper awards at the CHI, CSCW, and CHI PLAY conferences. He has published more than 100 scientific papers, which have been cited more than 14,000 times. He strongly believes in understanding users first to build more engaging games and compelling player experiences
The Loot Box of Gameful User Experience
Abstract: In information technology, creating user experiences (UX) with deep impact that can change people’s lives is a challenge to any interaction designer. The insights gathered from designing games provide software developers and UX designers with knowledge about engagement techniques and human preferences that can nudge people’s behaviour. On the long road to self-improvement, using gameful design, can provide the key for behaviour change and enhance persuasive technology. But why is it so difficult to design effective gameful user experiences? What are the challenges user-centred designers are facing? How do we run UX research remotely to gather insights about engagement with our products, systems, and services? This talks dives deep into Dr. Nacke’s experience of designing and researching games for over a decade to provide takeaways for anyone interested in a more personalized approach to gameful systems design.