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Wednesday, November 18
 

09:00 GMT-03

UX concepts and how to make it cost-effective
Creating compelling user experiences has become one of the top priorities of organizations. Increased expectations from customers are pushing companies to create new, richer user experiences. 

Reflecting this increased importance, in 2015 Google changed its search algorithm to prioritize sites which have a strong mobile UX. Meanwhile, according to the research firm Gartner customer experience initiatives, of which UX is a critical part, is leading innovation spending in 2015. The same survey found that by 2016 “89% of companies expect to compete mostly on the basis of customer experience, versus 36% four years ago”. 

To help companies stay on top of this seismic shift in the importance of UX, I will present: 

* UX concepts, validation assumptions and how to measure user satisfaction

* The things we need to take into account when creating the UX strategy

* The importance of thinking about business goals to create a cost-effective strategy with good ROI

* How UX impacts on business and examples of where UX changes helped increase company revenue

* The challenges companies face in creating compelling experiences

Speakers
avatar for Bruno Vilches

Bruno Vilches

Product Manager, Belatrix SA
Bruno Vilches has been working in Front-End development for over 10 years. He has a degree in Computer Science from the University of Buenos Aires. He started and managed a company that provides web apps for global clients. In 2013 he joined Belatrix as a Senior Web Developer and... Read More →


Wednesday November 18, 2015 09:00 - 09:50 GMT-03
Aula 4.6 Rondeau 165

09:00 GMT-03

Buscando amor y confianza
La tecnología ya forma una parte integral de nuestras vidas. Las aplicaciones y servicios que usamos pueden alterar nuestro comportamiento cotidiano. Los productos más exitosos son aquellos que logran crear hábitos antes de la competencia, o a pesar de ella. Ya no es suficiente satisfacer la necesidad de los usuarios, todo producto debe ser visto como un servicio, debe atraerlos, generar confianza y deleite. 

Como diseñadores tenemos la capacidad de crear productos que mantienen el interés de los usuarios por larga cantidad de tiempo. En esta charla vamos a discutir técnicas para crear hábitos, cómo darle una estructura efectiva al deleite y al mismo tiempo explorar las implicaciones éticas a tomar en cuenta al usar estas técnicas.

Speakers
avatar for Guillermo Torres

Guillermo Torres

Design Manager, Google
I lead a multidisciplinary team for the design of Google Maps. I combine technology, human need, empathy and refined aesthetics to create meaningful experiences. Previously a design manager at Adobe where I focused on solutions for web design and development. Prior to joining Adobe... Read More →


Wednesday November 18, 2015 09:00 - 09:50 GMT-03
Aula 2.4 Rondeau 165

09:00 GMT-03

Application Requirements for Deaf Students to use in Inclusive Classrooms
The goal was to search for an alternative to mediate communication between people who are Deaf or Hard of Hearing (D/HH) and hearing individuals, in which the major motivation was to provide empowerment for D/HH students, using technology to provide them with more autonomy in inclusive classrooms. With that in mind, a systematic literature review was conducted to elucidate requirements for a mobile application that includes a Speech-To-Text (STT) system, as well as an opinion research accomplished with D/HH participants to know potential users' priorities among the elucidated requirements. As a result, the preference to communicate in Libras (Brazilian Sing Language) prevails, although users consider important to use a mobile application as the one proposed.


Wednesday November 18, 2015 09:00 - 09:50 GMT-03
Aula 4.4.0 Rondeau 165

09:00 GMT-03

Design Sprint na prática
Lições aprendidas do uso a metodologia do Google para startups em uma empresa de grande porte. This session will be held in English.

Speakers
MM

matina moreira

service designer/UX, Itau Unibanco


Wednesday November 18, 2015 09:00 - 09:50 GMT-03
Aula 6.4 Rondeau 165

09:00 GMT-03

CLIHC Opening session
Wednesday November 18, 2015 09:00 - 09:50 GMT-03
Aula 4.4.0 Rondeau 165

09:00 GMT-03

Web Analytics como herramienta de diseño
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here

User Research suele ser sinónimo de pruebas con usuarios y entrevistas cualitativas. Pero qué pasa cuando no podemos hacerlas? Y aún cuando las hacemos, estos métodos nos muestran sólo una parte de la historia. 

La información cuantitativa, especialmente la obtenida a través de web analytics, no sólo complementa, sino que enriquece y a veces puede agregar tanto o más valor que la información cualitativa.

En este taller práctico de medio día usaremos Google Analytics de un sitio existente en tiempo real, y enseñaremos a los participantes:
- conceptos básicos de web analytics 
- reportes básicos
- cómo obtener información de comportamiento de los usuarios en el sitio

Una vez hecho esto mostraremos cómo generar diferentes reportes y haremos una aplicación prática de cómo esta información se transforma en patrones de diseño concretos:
- analizaremos patrones de navegación y comportamiento para identificar arquetipos de usuarios
- haremos click stream analysis para definir escenarios de uso para pruebas con usuarios
- analizaremos información de navegación y contenido más visitado para determinar la arquitectura de la información del sitio
- analizaremos un funnel para optimizar el diseño de un flujo de conversión
- haremos un next-page analysis para rediseñar y jerarquizar el contenido de una página clave del sitio

Al finalizar este workshop los participantes sabrán generar reportes de Google Analytics (o herramientas similares) para hacer user research y sabrán cómo traducir esa información en elementos concretos de diseño.

Get your ticket for this workshop here

Speakers
SB

Santiago Bustelo

Santiago Bustelo es profesional de UX desde hace 15 años. A lo largo de su carrera impulsó y acompañó la evolución de productos, servicios, procesos y equipos, para que empresas y organizaciones puedan responder a los nuevos desafíos de un mercado cada vez más exigente.Como... Read More →
avatar for Sol Mesz

Sol Mesz

product manager, Kambrica
She is currently Product Strategy Director at Kambrica (www.kambrica.com), a leading UX consultancy in Buenos Aires, Argentina.


Wednesday November 18, 2015 09:00 - 10:45 GMT-03
Aula 4.4.1 Rondeau 165

09:00 GMT-03

Information Architecture for Everybody
Get your ticket for this workshop here 

No matter what your job or mission in life: if you are working with other people you are dealing with information architecture. Information Architecture is the way that we arrange the parts of something to make it understandable. Whether it is determining the labels for your products and services or creating navigational systems to help users move through a complex ecosystem of marketing channels, everybody architects information.


The concepts one has to understand to practice information architecture thoughtfully are not hard to learn or based on expensive tools. In fact they are tools and concepts we at the Information Architecture Institute think everybody should know. This half day workshop is meant to introduce the concepts of IA and give you confidence in practicing IA yourself.

Get your ticket for this workshop here 

Speakers
avatar for Abby Covert

Abby Covert

Information Architect, Abby the IA
Abby Covert is an independent information architect. She specializes in delivering a collaborative information architecture process and teaching those that she works with along the way. She speaks and writes under the pseudonym Abby the IA, focusing on sharing information architecture... Read More →


Wednesday November 18, 2015 09:00 - 13:00 GMT-03
Aula 6.2 Rondeau 165

09:00 GMT-03

Innovation Workshop. Learn the habits of highly innovative people.
Get your ticket for this workshop here 
Design has earned the attention of businesses everywhere. The demand for breakthrough ideas couldn’t be stronger. It’s time for smart “idea” people to take center stage. And yet… When given the space to be creative—whether it’s a user interface, data visualization, or new product idea—we often fall back on safe, familiar patterns.

How do we break out of these safe practices? And how do we arrive at creative ideas that solve actual user problems?

What separates the celebrated “creative” person from others is a set of habits, routinely practiced. The ability to reframe problems, link unrelated concepts, place insights ahead of ideas— habits such as these are common to innovators everywhere.
In this workshop, speaker Stephen P. Anderson will share the 10 habits of highly innovative people, with a focus on how we, as designers and product teams, can apply these habits in our day-to-day work.

WHAT YOU’LL LEARN
  • Dozens of practical tips and exercises to help you produce more original design ideas.
  • How to look at nearly any problem from multiple perspectives.
  • How to reframe problems that are handed to you.
  • Ways to blend seemingly unrelated ideas to produce something new.
  • The creative thought process used by Stephen in his day-to-day design and product strategy work.
Basically, you’ll learn how to get from “This needs some fresh ideas” to “I don’t know how you do it!”

WHO THIS WORKSHOP IS FOR

Designers, UX practitioners, and product people of any level looking for ways to arrive at more innovative ideas.

Get your ticket for this workshop here 

Speakers
avatar for Stephen Anderson

Stephen Anderson

Chief Experience Officer, BloomBoard
Stephen P. Anderson is an internationally recognized speaker and consultant based out of Dallas, Texas. He created the Mental Notes card deck, a tool that's widely used by product teams to apply psychology to interaction design. He’s also of the author of the book Seductive... Read More →



Wednesday November 18, 2015 09:00 - 13:00 GMT-03
Aula 2.2 Rondeau 165

09:00 GMT-03

Visual Thinking Workshop
Get your ticket for this workshop here

Every day, we are increasingly exposed to more complexity that test the limits of our abilities and tools. Visual thinking allows us to deal with this in many ways, all with a pen and paper (lots and lots of paper). This sounds all too simple, but if you’ve ever struggled in drawing objects and concepts, illustrating complex diagrams, or communicating visually then this workshop might be for you.

In this workshop, you’ll learn the basics of how and what to draw, how to apply your skills to complex scenarios, and use your new skills alone and with other people. You’ll also learn how to apply visual thinking towards a the design of omni-channel services.

The session is aimed at designers of all levels and curious individuals wanting to learn new ways to solve problems effectively and collaboratively in an impactful way. No drawing skills necessary!

Get your ticket for this workshop here


Speakers
avatar for Boon Chew

Boon Chew

Experience Design Manager at SapientNitro, IxDA board director, SapientNitro
I am a user experience manager at SapientNitro, where I solve complex problems for major brands like HSBC, Volvo, and Fidelity. I also serve on the board of the Interaction Design Association (IxDA) and help run the London chapter as a local leader. I approach design with a heavy... Read More →


Wednesday November 18, 2015 09:00 - 13:00 GMT-03
Aula 4.2 Rondeau 165

09:00 GMT-03

Innovation and Futures Thinking: Are You Leading or Following?
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 

The workshop is about the practice of Futures Thinking on the conception and design of services. Attendees will learn to identify, understand and foresee emerging needs and opportunities, and build concepts that could meet them. Using future scenarios for guidance, attendees will also learn how to transform ideas from trends into potential business and increase their chances of succeeding in the market.

But what is Futures Thinking? It is the practice of using methods and tools to understand the economic, social and cultural changes in the business environment. By understanding trends, we can uncover new opportunities for innovation and new service values ​and become forerunners in a world where changes occur rapidly. In addition, uncertainty seems to be the concern of a large number of companies nowadays, and Futures Thinking helps companies to make decisions by giving more understandable and easy approaches to uncertainties.

In general the practice of Futures Thinking aims to identify mega- trends​ and weak signals in the market, pointing directions of development for the industry sectors and access the effects of possible changes and disruptions. The combination of Futures Thinking and Service Design thinking helps companies to be better prepared for the possible futures and also help them to be more proactive instead of being reactive to the market changes.

1st session (2h):

Futures Thinking goals, benefits, and best practices,

Futures Thinking as supplement for Service Design and Innovation,

Get to know methods and tools applied to Futures Thinking,

How to understand, identify, evaluate and visualize trends,

Trends in industry segments and fields,

How to identify weak signals
Identifying opportunities

2nd session (2h)

Working with Trend Cards

Creating innovative concepts

Identifying the maturity level of the concept

Get your ticket for this workshop here 

Speakers
avatar for Ricardo  Brito

Ricardo Brito

Service Designer & UX, Futurice
Ricardo Brito is a service and UX Designer with Futurice Germany. He is developing successful digital services and is pushing the boundaries with new concepts in the design domain and outside of it. His current focus is on the future of IoT, Digital Disruption, Hyper Local Services... Read More →


Wednesday November 18, 2015 09:00 - 13:00 GMT-03
Aula 4.1 Rondeau 165

09:55 GMT-03

Storyboard como herramienta de validación
El storyboard se ha utilizado hace años en el diseño centrado en el usuario como una herramienta para modelar experiencias. Para darle forma a la interacción y contar una historia a través del ella. “About Face 3” (Cooper, Reimann, & Cronin, 2007) menciona la utilización de esta herramienta en la etapa de “diseño”. Luego de haber sorteado las etapas de “research”, “modelado” y “definición de requerimientos”. En textos más actuales se pueden observar la inclusión de elementos como el storyboard dentro de procesos de testeo, pero no hay una mención metodológica sobre cómo se deben hacer. (Ritter, Baxter, & Churchill, 2014). 
El objetivo de la charla es presentar de manera breve un framework que permite la elaboración de un Storyboard para ser usado en el proceso de User research. 
Esta estructura permite validar primeras ideas sobre modelos de interacción de manera fácil y económica. 
La estructura del Framework es la siguiente: 

1. Definición del escenario de uso y objetivos: En donde se definen las motivaciones generales de los usuarios (proto-personas ) y se definen los pasos de la interacción. Además, de dónde sucede (espacio físico). 
2. Definición de los usuarios: En donde se definen los participantes de la interacción y su rol durante toda la historia. (Su permanencia y relevancia en la interacción). 
3. Definición de los dispositivos. Acá se definen los dispositivos con los que los usuarios interactúan, de definen los más importantes para la interacción tomando en cuenta la lugaridad y escenario. 
4. Definición de los pasos críticos. Se definen los elementos críticos de la interacción. Los pasos donde puedan producirse quiebres emocionales ( por ejemplo un proceso de pago donde existe una transacción). 
5. Estructuración de la hipótesis a validar: Se genera una o varias hipótesis que se van a validar. Por ejemplo: ¿Será sensato que en ese instante el usuario tenga el teléfono en la mano?. Esta parte es la más relevante pues es la que permitirá extraer la mayor cantidad de elementos desde la experiencia y percepción de los usuarios. 
6. Generación de herramientas de moderación: Una vez generadas las hipótesis, se debe tomar cada una de ellas y generar preguntas (dentro de un contexto de tiempo narrativo) que serán realizadas a los usuarios. Estas preguntas, deben ser idénticas para cada usuario si se quiere después, comparar la data extraída. 
7. Testeo. En esta etapa se realiza el testeo. Se escogen personas que sean relevantes para la idea. En lo posible que sigan patrones sugeridos en la generación de los proto-personas o usuarios finales. 
8. Análisis. Se extraen los datos y se entregan conclusiones acerca de la validación de las hipótesis formuladas. 

La manera de presentar el framework es en un modelo que podrá ser descargado luego en PDF para poder usarse como material de trabajo. 

Adicionalmente la presentación incluye la breve presentación de un caso práctico ejecutado como alumno del MSc en HCI en UCL, Londres para un cliente real, en este caso BBC UK R&D.

Speakers
avatar for Gustavo Soto Mino

Gustavo Soto Mino

User Researcher, UXDcl
Consultant on usability and user experience. University lecturer for 5 years in usability, ergonomics and user research. He is currently completing a Masters in HCI at UCL, London. Additionally holds a Masters in communications (UDD, 2013) and diplomas in Ergonomics (UDEC, 2007... Read More →


Wednesday November 18, 2015 09:55 - 10:15 GMT-03
Aula 6.4 Rondeau 165

09:55 GMT-03

UX-AdChat: Semi-automatic, predictable usability evaluator of written dialogue systems.
AdChat is a dialogue manager system that assists users in buying the product that best fits their needs. The semi-automatic, web-based usability evaluation system, UX-AdChat, evaluates the satisfaction of the clients that use any system based on AdChat without any human assistance while applying the test. The goal is to predict the satisfaction of the clients based on the PARADISE framework, combining the measurement of qualitative and quantitative attributes in order to maximize the experience of the users while optimizing costs.


Wednesday November 18, 2015 09:55 - 10:45 GMT-03
Aula 4.4.0 Rondeau 165

09:55 GMT-03

Designing for future devices
Designing for future devices,

Every day we have new devices flooding the market which reach million of users. They provide a potential mountain of new creative, technological solutions; or sometimes they represent a technological flop. The way we design these new products is essential to insure success and crucially:  also making it a relevant and a long-lasting solution to a customer problem. 

Every design project has its own unique challenges and opportunities. In order to be most impactful and successful as designers, we need to use research to identify real use cases, pain points and opportunities, and avoid generating features by committee or based on assumptions. 

In my talk, I will be discussing the challenges of designing for future devices, and present a case study of a recent project I led for the design of the Akbank banking app for the Apple Watch. This talk will cover the following areas:

  • Understanding the domain
  • Identifying and understanding the target audience 
  • Making the design contextually relevant
  • Mastering the devices’ capabilities
  • Various ways of prototyping potential solutions
  • Creating your own interaction guidelines
  • Validating solutions by user testing

Join my talk to find out more about these proven design methodologies and how they could be applied to your design projects.


Speakers
avatar for Nurgul Karadeniz

Nurgul Karadeniz

Lead UX Architect
Nurgul is the co-founder and principal consultant of UX Thought. She is specialised in information architecture, interaction design and user research. She has created award-winning products and services in digital products, interactive TV and e-commerce for companies such as the Microsoft... Read More →


Wednesday November 18, 2015 09:55 - 10:45 GMT-03
Aula 2.4 Rondeau 165

09:55 GMT-03

Samsung Ultrasound Experience: Processo e Resultados de Solução Multiplataforma para Mercado Médico
Esse artigo expõe o processo de pesquisa, concepção, validação e resultados de uma solução multiplataforma focada no mercado médico. A solução foi baseada no desafio de gerar para os equipamentos médicos de ultrassom Samsung um diferencial de mercado capaz de gerar vendas e tendo como premissa conectar um grupo variado de equipamentos e devices (smartphone, smartwatch, tablet, notebook, SmartTV, ar-condicionado, câmeras e o equipamento de ultrassom propriamente dito). Assim descreveremos os métodos utilizados e os resultados em números de vendas já gerados pelo fato de o projeto ser desenvolvido com foco em necessidades de usuários.

Speakers
avatar for Viviane  Delvequio

Viviane Delvequio

UX Specialist, Samsung Eletronics
I'm an UX Designer with development background, graphic design skills and passion for people. I am graduated at Technology Information by Unicamp and post-graduated at Interaction Design by Faber Ludens. I worked at Eldorado Research Institute in Campinas for 9 years, in projects... Read More →
AS

alexandre silveira

Creative Director, Advertising Agencies


Wednesday November 18, 2015 09:55 - 10:45 GMT-03
Aula 4.6 Rondeau 165

10:25 GMT-03

ilegra MoveLab - prototipação em foco em uma empresa de T.i
Prototipar é um processo vivo de aprendizagem, onde pode-se alterar o projeto e testar novas abordagens em tempo real. Resumindo, é o meio mais rápido de testar uma ideia. A etapa de prototipação serve para testar ideias com pessoas que trarão respostas para os dilemas de projeto, tornar ideias tangíveis, ajudar a tomar decisões refinando as ideias. Em comparação a um piloto, é um processo de baixo custo e pode ser feito dentro de um prazo menor. 
No entanto, a principal função do protótipo é a capacidade de testar a solução proposta após um processo de metaprojeto e concepção de conceito e estrutura que gera o produto final. Nós da ilegra, uma empresa global de TI e negócios que vem atuando em projetos com cenários muito diversificados, percebemos a necessidade de desenvolvermos um campo de prototipação rápida, visando atender nossas necessidades internas e entregas para clientes. 
Foram estudados cases que envolvem diferentes ambientes e formas de prototipar ideias e, cruzando com as características da ilegra, concluímos que nosso conceito deveria compreender pontos como interação, acessibilidade e um ambiente orgânico, o que resultou em um conceito de prototipagem modular, tendo como base o portfólio da ilegra (da ideia à prática). 
Nosso meio para prototipar - ainda em processo de tangibilização - foi denominado ilegramovelab, uma estrutura sobre rodas e com dimensões para que possa caber em espaços pequenos. O conceito é inspirado no formato de uma geladeira, feita de papelão especial, com um projeto exclusivo. A ideia é que os colaboradores possam pegar os “ingredientes” (toolkits/materiais/objetos) que precisarem de acordo com o que for necessário para cada projeto para pensar, criar e prototipar. Paralelo à isso, serão desenvolvidas atividades especiais para incentivar o potencial criativo dos colaboradores e incentivar a prática da prototipagem em todas as áreas da empresa.

Speakers
avatar for André Guths

André Guths

Designer, ilegra
avatar for Eduardo Luiz Vieira

Eduardo Luiz Vieira

Designer, ilegra
Bacharel em Design (com ênfase em Design Estratégico), e pós-graduado em Inovação e Gestão Estratégica. Líder da equipe de Design na ilegra de Porto Alegre, trabalhando com Metaprojeto, aplicando métodos de Design Thinking/Estratégico e outras práticas de ideação em projetos... Read More →


Wednesday November 18, 2015 10:25 - 10:45 GMT-03
Aula 6.4 Rondeau 165

11:15 GMT-03

A comunicação como uma ferramenta de UX
Uma página responsável pela exibição de faturas é uma área sensível para qualquer empresa. Excesso de dúvidas pode acarretar problemas como atrasos nos pagamentos, inadimplência por esquecimento, falta de confiança dos clientes, reclamações e exposição negativa da marca da empresa, aumento de insatisfação dos usuários, entre outros. Na Locaweb verificamos reflexos de todos estes problemas, que contribuíram também para uma queda no índice de NPS dos produtos. 

O objetivo do projeto foi facilitar a comunicação com o cliente para sanar os problemas acima. Afinal, saber sobre um débito, compreendê-lo e efetuar seu pagamento são momentos importantes na experiência de uso de um serviço pago e, com certeza, influenciam diretamente na percepção de valor dos usuários com relação à qualidade do serviço prestado. 

Na Locaweb as faturas são exibidas dentro de uma área logada chamada Central do Cliente. Ao acessar a Central, nossos mais de 260.000 usuários precisam saber que estão devendo, ver as opções disponíveis para resolver a situação e ter confiança na interface para efetuar o pagamento via cartão ou solicitar um boleto. Tudo isso, com autonomia e seguindo as instruções do painel. 

Durante 4 meses a equipe de UX, que contou pela primeira vez com um redator dedicado, 
trabalhou na área de faturas tendo como foco principal a criação de um novo padrão de comunicação, com uma linguagem mais objetiva e amigável entre usuários e painel. Foi definido um novo tom de voz para mensagens, e-mails, ajuda contextual, feedbacks, além da criação de novos fluxos e páginas. 

Na apresentação vamos mostrar como o projeto reduziu de 30% para 9% o índice de atraso nos pagamentos por esquecimento logo nos 3 primeiros meses de implantação. Além disso, vamos mostrar quais métodos e processos de trabalho utilizamos, as restrições existentes para a reformulação, o planejamento envolvido para não impactar negativamente nossos clientes e também como foi ter pela primeira vez um redator na equipe de UX.

Speakers
avatar for Murilo Bispo

Murilo Bispo

User Experience Designer, Locaweb
avatar for Iolanda Marteloti

Iolanda Marteloti

User Experience Designer, Locaweb


Wednesday November 18, 2015 11:15 - 11:35 GMT-03
Aula 4.4.1 Rondeau 165

11:15 GMT-03

Transformando el día de un camillero: de lo análogico a lo digital
El objetivo del presente trabajo es compartir un caso en el cual la clave de su éxito es la participación de los usuarios desde la génesis del proyecto. 

A partir de la necesidad de mejorar las métricas de tiempos de atención del sector de Camilleros del Hospital Italiano de Buenos Aires, se impulsó un proyecto para reemplazar su herramienta de comunicación (analógica y oral) por una aplicación mobile que mejore sustancialmente su experiencia diaria. 

Como parte de un equipo interdisciplinario, los miembros del equipo de usabilidad condujeron el proyecto a partir del relevamiento con usuarios, incluyéndolos desde el kickoff hasta la implementación del mismo. Este involucramiento, permitió detectar otras problemáticas no menos importantes para ellos, que no estaban planteadas y fueron registradas para seguir mejorando su labor diaria. 

Una particularidad del proyecto tiene que ver con el entorno de los usuarios, ya que están en constante movimiento, e incluso muchas veces bajo circunstancias extremas. Son los encargados de una tarea muchas veces subestimada, sin embargo vital en el funcionamiento de la organización. Por este motivo, desde la dirección, se decidió realizar una inversión que mejoraría no sólo la productividad del sector, sino también y, en consecuencia, la experiencia de todos los involucrados, desde médicos hasta pacientes y familiares. 

Otro desafío que se presentó estuvo relacionado a la decisión tecnológica en cuanto a los dispositivos que se adquirirían, con problemáticas como tamaño de pantalla y resolución, autonomía, almacenamiento y costos. 

Contaremos cómo hicimos para poder llevarlo adelante implementando variadas actividades y recursos (entrevistas personales, observación etnográfica, workshop de relevamiento, pruebas con usuarios) que nos mantuvieron conectados con sus objetivos, sus necesidades y sus preferencias. Compartiremos las lecciones aprendidas, relevantes para la comunidad y aplicables a proyectos de características similares. 

Speakers
avatar for Juan Marcos Ortiz

Juan Marcos Ortiz

Analista de usabilidad, Hospital Italiano de Buenos Aires
avatar for Laureana Porterie

Laureana Porterie

UX Designer, Flux IT
MS

Mariana Simón

Analista de Usabilidad, Hospital Italiano de Buenos Aires
ES

Enrique Stanziola

UX analyst, Hospital Italiano de Buenos Aires


Wednesday November 18, 2015 11:15 - 12:05 GMT-03
Aula 2.4 Rondeau 165

11:15 GMT-03

Usando Bootstrap para crear una UX unificada corporativa
Conozca en esta presentación el proceso de investigación, desarrollo e implementación de la solución unificada de UX de Red Hat. Esta presentación mostrará la creación del framework Patternfly y su aplicación en proyectos open source como Aerogear. También se mostrará en la práctica la importancia de una solución standard de UX en los diferentes productos de una empresa.

Se detallará:

Como se realizó el proceso de diseño Patternfly;
Como adoptar um framework popular como Bootstrap para la realidad particular de una empresa;
Cómo mantener la consistencia de interfaces en diferentes productos y diferentes diseñadores en un equipo amplio y distribuido;
Cómo mantenemos en Red Hat dos estilos de UX con el misma código base, un para productos y otro para open source;
Estrategias de migración para las interfaces antiguas;

Al final de la presentación, el público conocerá la importancia de una UI común para la experiencia del usuario, aparte de los desafíos de la construcción de un framework de UX corporativo y como aplicar estos conceptos en el día a día.

Speakers
avatar for Andres Galante

Andres Galante

UX Designer, Red Hat
Andrés Galante has been crafting interfaces for the last 14 years. He's currently part of Red Hat's UXD Team and a member of the Aerogear community. He lives in Buenos Aires, Argentina.


Wednesday November 18, 2015 11:15 - 12:05 GMT-03
Aula 6.4 Rondeau 165

11:15 GMT-03

Mudança de experiência digital de uma rede hoteleira - Conceito Bourbon BB2.0CC
O design é visual, teórico, experiencial. O design é centrado no usuário. Tendo estes conceitos em mente, nesta apresentação será exibido o case de projeto da empresa ilegra, empresa global de TI e negócios, tendo a Rede Bourbon Hotéis & Resorts como cliente. A rede conta com empreendimentos em importantes destinos do Brasil, Argentina e Paraguai. O objetivo inicial era otimizar a plataforma web já existente para gerar mais vendas diretas através de um site mais interativo e de fácil navegação para o cliente dos hotéis, melhorando também o sistema de gerenciamento do portal. Ou seja, melhorar a experiência digital do hotel. 
Após muita pesquisa, investigação, visitas in-loco, interação com hóspedes e equipe dos hotéis, e um workshop de ideação, percebeu-se a necessidade de ampliar o briefing. Nossa visão de projeto vai sempre além do briefing do cliente. Todo trabalho passa por uma análise e reproposta - o contra briefing. O problema de projeto já passava da esfera digital. Muito mais que um novo layout para o site, as pesquisas mostraram que a Rede Bourbon Hotéis & Resorts precisava de uma plataforma que envolvesse os clientes e transmitisse a experiência que os mesmos iriam vivenciar. Além de um novo site foi identificada a necessidade de reforçar diferentes pontos de contato, o que veio a garantir que o discurso feito no site seja reforçado por toda a vivência que o hóspede venha a ter. A experiência online diferenciada do consumidor, apresenta outros serviços e produtos para compor uma experiência digital, desde o momento da reserva e incluindo a estadia do hóspede. O novo site da Rede Bourbon proporciona uma experiência interativa, na qual o cliente pode conhecer os hotéis de acordo com suas escolhas e a motivação da viagem. 
Todo o desenvolvimento e resultado transformou-se em recordes de reservas online. Ao todo, foram contabilizados 325mil acessos durante os primeiros três meses do novo portal no ar que, em capacidade, lotaria quatro estádios do Maracanã lotados. 

Speakers
avatar for André Guths

André Guths

Designer, ilegra
avatar for Eduardo Luiz Vieira

Eduardo Luiz Vieira

Designer, ilegra
Bacharel em Design (com ênfase em Design Estratégico), e pós-graduado em Inovação e Gestão Estratégica. Líder da equipe de Design na ilegra de Porto Alegre, trabalhando com Metaprojeto, aplicando métodos de Design Thinking/Estratégico e outras práticas de ideação em projetos... Read More →


Wednesday November 18, 2015 11:15 - 12:05 GMT-03
Aula 4.6 Rondeau 165

12:10 GMT-03

Interaction Design in tech companies: the long way to the top
This talk will be presented in Portuguese (PT-BR), but I strongly reccomend you english-speakers and hispanohablantes to watch it, since my slides will be translated to English (EN) with abundant use of images.

Information Technology (IT) organizations are already aware of important things like usability, focusing on customer needs when building products, making them pleasurable and so on. The age of one-way, take-it-or-leave-it applications has come to an end. 

But how we might integrate the mindset and the practice of Interaction Design (IxD) in tech companies, that's something we cannot take for granted. I haven't seen this manual yet -- nor even created it (sorry if you expect to see this). 

There is a path we must go through to fully integrate the discipline of design in this context. Design management is here to serve this purpose. 

This presentation will give you clues on how people are dealing with it "into the wild". Stories of designers struggling to persuade bosses and workmates. Managers trying to understand the value of design. Developers learning new skills. Quite a journey!

Speakers
avatar for Thiago Esser

Thiago Esser

UX Design Consultant, Wildtech
UX/Interaction Design Consultant at Wildtech (www.wildtech.com.br). Co-creator of UXConfBR, a brazilian conference. Author of two e-books: "Design for User Experience: someone is doing this for you" and "Design Management in IT companies," the first one having already surpassed... Read More →


Wednesday November 18, 2015 12:10 - 12:30 GMT-03
Aula 4.4.0 Rondeau 165

12:10 GMT-03

Evaluation of the user experience and intrinsic motivation with educational and mainstream digital games
Many studies of digital games have been developed to investigate a series of attributes to improve the games industry and to know the impacts of the use of digital games on users. Many arguments exist stating that the appeal of mainstream digital games could be used as an instrument to engage students in "serious games" to help improve their motivation in learning Computer Science topics. However, it is important to compare what is the experience of users with educational games in comparison to mainstream games to better understand this relationship. It is also very important to highlight important attributes that different educational games present that help improve the experience of students with educational games. The aim of the present study was to analyze the user experience with two educational games targeted at Software Engineering learning in comparison to a mainstream racing game. The method to measure user experience involved the application of the Game Experience Questionnaire (GEQ) proposed by Ijsselsteijn et al. and an adaptation of the Intrinsic Motivation Inventory (IMI). The analysis of the results of the games with different characteristics in comparison to a popular game to students allowed us to draw initial conclusions about the effects of different game characteristics in making games more appealing to Computer Science students and the correlation with their intrinsic learning motivation.

Speakers

Wednesday November 18, 2015 12:10 - 13:00 GMT-03
Aula 4.6 Rondeau 165

12:10 GMT-03

Methodology for digital interactive products development for mobile devices, which support learning processes in a university environment
This article describes the methodology that was developed and used in the research-creation project "Developing applications for mobile devices to support learning processes". The project was focused on creating interactive products that support the knowledge transfer and the user skills development through fun and ludic. The work took place at the Universidad Jorge Tadeo Lozano in Bogota, Colombia and the team was made up of students, alumni, full-time and part-time professors, and specialized consultants. We studied the project-based learning and the team-based learning methodologies for building our own methods. Five prototypes of applications were developed and we used different themes, scopes and objectives that would allow the team to make maximum use of their previous knowledge and form a broad picture of what it means to developed products for mobile devices in a university context with so many different people profiles.


Wednesday November 18, 2015 12:10 - 13:00 GMT-03
Aula 4.4.1 Rondeau 165

12:10 GMT-03

Balancing cognitive resonance and dissonance in product design
Few psychological theories had an impact so clear on UX design as Festinger’s Cognitive Dissonance. 
Cognitive dissonance is the mental stress or discomfort we feel when our behavior is inconsistent with our beliefs. Humans strive for their behavior and beliefs to be consistent, so when inconsistency (dissonance) arises, we do everything we can to restore balance, either by changing our behavior or belief, or by somehow justifying the behavior. Design dissonance occurs when a product or service sends out cognitive signals that run counter to the desired effect. 
Festinger’s basic hypotheses for cognitive dissonance are as follows: 
• The presence of dissonance, of being psychologically uncomfortable, will motivate the person to try to reduce the dissonance and achieve consonance. 
• In addition to trying to reduce dissonance when it is present, the person will actively avoid situations and information that would likely increase it. 
This theory, however, is frequently misused as a recipe. Experience shows that the “eliminate or reduce cognitive dissonance” mantra does not always lead to a better design, and that balance is key to keep users learning, engaged and away from the uncanny valley. 

In this talk, we will illustrate how products can be designed for dissonance and resonance, using actual examples, and elaborate on the nuances of this theory applied to the design of experiences. 

Speakers
avatar for Patricio Maller

Patricio Maller

UX leader, Intel
Patricio Maller holds a computer science degree and a Master of Science in computer sciences (2000) with focus on human-computer interaction. He was a Fulbright Scholar at The University of Alabama between 1998 and 2000, completing research on the application of socio-cognitive theories... Read More →
PW

Peter Wyatt-Brandenburg

Design leader with extensive experience addressing all the touch points across the brand experience. A proven track record of developing cutting edge products and in breaking paradigms in mature market segments with a focus on the customer.Especialidades:Big picture thinking and detail... Read More →


Wednesday November 18, 2015 12:10 - 13:00 GMT-03
Aula 2.4 Rondeau 165

12:10 GMT-03

Meu Coraçao Feliz, placing Philips at the heart of the care team
Meu Coraçao Feliz is a project that builds on the notion that end-users (patients) should play an active and central role in the design of novel and successful solutions and new care models. Moreover, end-users should be at the heart of the newly designed solution, with an active role and empowered position as suggested by Herzlinger (2007) and Von Hippel (1986). To reach this new paradigm to place the end-users in the drivers’ seat of their health care solutions, Meu Coraçao Feliz deploys user centered designed methods for hypertension end-users and health care providers working in primary care public health care in Brazil. The results involve a user centric vision and different solutions that solve their core issues and needs such as shortage of health workers and low quality of the service due to long waiting times. Ultimately Meu Coraçao Feliz presents a new distribution of care to meet the current challenges of any health care system, next to the demands of users and the available technology.

Speakers
GG

Gijs Geleijnse

Senior Scientist, Philips Research
avatar for Laura Nino

Laura Nino

Director, Thought Refinery
Laura is the driving force behind Thought Refinery.This is the platform where her passion and work experience fuse in a valuable service.Before founding the Thought Refinery, Laura worked as a senior consumer and trends researcher at Philips Design's Strategic Futures Design team... Read More →


Wednesday November 18, 2015 12:10 - 13:00 GMT-03
Aula 6.4 Rondeau 165

12:40 GMT-03

Quadrilátero da boa Experiência do Usuário
Falaremos sobre um modelo não hierárquico para aperfeiçoar UX de um projeto. Não são passos ou etapas, mas peças que se encaixam e se comunicam. Advém de uma revisão sistemática de literatura e estudos de caso. Considerando diversas propostas, princípios, critérios, leis e outros para construir uma visão concisa sobre o assunto.
O resultado não é um novo modelo, nem fórmula, mas um conjunto de vertentes do projeto. Partes não simplesmente do projeto, mas do resultado.
Pode-se considerar duas metáforas para a proposta: 1) Um quebra-cabeça com peças que se encaixam, tendo cada uma delas a mesma importância pois o objetivo é o resultado final, diferenciando-se apenas no esforço para encaixar; e 2) Uma casa que necessita de suas paredes, se considerarmos um projeto simples poderíamos imaginar uma casa simples e suas quatro paredes que são o necessário para mantê-la, e nada impede que essa planta possa ser expandida.

Sendo assim, propõe-se quatro componentes de uma boa experiência do usuário: 1) Apresentação: Boa aparência agradável, coerente, consistente e objetiva, com uma anatomia concisa; 2) Controle: Entregar ao usuário pleno controle, precisão nas tarefas, domínio dos recursos e uma navegação coerente e flexível; 3) Comunicação: Fornecer bilateralidade, com feedback, gestão dos erros e intuitividade; 4) Essencialidade: Foco na necessidade do usuário, conhecendo e priorizando tais necessidades.
A relevância da proposta está em garantir ao profissional que unindo estas peças proporcionará uma boa experiência ao usuário.

Sendo assim, é importante conhecer as peças e encaixá-las. Pois, encaixar tais peças é exatamente o que faz uma boa experiência.

Speakers

Wednesday November 18, 2015 12:40 - 13:00 GMT-03
Aula 4.4.0 Rondeau 165

15:00 GMT-03

A platform for experimenting with brain-computer interfaces in points of interest of smart cities
This paper presents a platform to support experimentation with applications that enhance user experience in points of interest (POIs) of smart cities by incorporating brain-computer interfaces (BCI). We propose a general architecture for applications in this realm that includes four major layers: Presentation, sensing, action management, and data management. This architecture can be instantiated with various types of BCI sensors and diverse POIs. We describe its components as well as a prototype based on this architecture. We also report on initial findings of the use of our prototype, which show the potential of our approach to support research in the area.


Wednesday November 18, 2015 15:00 - 15:50 GMT-03
Aula 4.6 Rondeau 165

15:00 GMT-03

La mejora de la experiencia de cliente en una filial del banco más grande del mundo
Es posible lograr resultados positivos en la experiencia de los clientes de un banco trabajando activamente en la mejora de UX de los productos digitales y en el diseño de servicios a través de los procesos. Con la introducción de técnicas de Design Thinking, las áreas de IT y Procesos de ICBC Argentina -la filial local del banco más grande del mundo- iniciaron una transformación activa para la mejora de experiencia de cliente. Mediante la conjugación del apoyo del Comité Ejecutivo del banco (proceso de arriba hacia abajo), el impulso de profesionales y equipos de desarrollo (proceso de abajo hacia arriba), el entrenamiento en UX y Diseño de Servicios, y la implementación activa de nuevas prácticas de trabajo con una mirada de diseño, el banco comenzó en Argentina un proceso de transformación para lograr la mejora constante de la experiencia de cliente. En la presentación contaremos el proceso de maduración que tuvo que recorrer el banco a través de varios años hasta lograr establecer con la más alta prioridad la estrategia de mejora de la experiencia de los clientes al interactuar con los productos digitales. Contaremos los desafíos culturales que se presentaron a la mirada de diseño al contrastar y articular las culturas occidental y oriental, y el impacto en los productos. El desafío de la industria mundial de CX y UX reside, entre otros aspectos, en obtener métricas adecuadas para el mundo del diseño y de los negocios. Contaremos el proceso para la elaboración y establecimiento de métricas que permiten medir aspectos cualitativos de la experiencia y expresarlos de modo numérico, a fin de ser accionables y evaluar las mejoras a lo largo del tiempo. 
ICBC e Inter-Cultura vienen trabajando juntos desde hace varios años para la mejora de experiencia de usuario y de cliente. La presentación se sostendrá sobre la experiencia de trabajo en equipo entre ambas empresas, conjugando el diseño y los negocios para obtener resultados viables, factibles y humanamente deseables.

Speakers
avatar for Gonzalo J. Auza

Gonzalo J. Auza

Director, Inter-Cultura
Ha trabajado en el campo de Innovación & Diseño por más de 15 años. Es fundador y director de Inter-Cultura (inter-cultura.com), consultora pionera en Argentina y Latinoamérica, e integrante de UX Fellows (uxfellows.com). Dirige proyectos de innovación y diseño de servicios... Read More →
GT

Guillermo TOLOSA

CIO, ICBC Argentina
CIO with valuable expertise on banking solutions and leadership experience on large scale projects (Argentina, Israel, Chile).Results oriented with demonstrated capability to handle increasing responsibilities, resulting in continuous career growth.


Wednesday November 18, 2015 15:00 - 15:50 GMT-03
Aula 2.4 Rondeau 165

15:00 GMT-03

User-emotion analysis: midiendo los estados emocionales biológicos y cognitivos de los usuarios en ambientes controlados
Este documento explora la teoría Neurobiológica y Cognitiva del humano para establecer patrones emocionales reconocibles por medio de Computer Visión y analizados por un sistema propio que facilita el estudio y comprensión de las tendencias emocionales del usuario, conducta y respuesta ante estímulos en ambientes digitales (Test de Usuario). Es complementado con Electroencefalograma (EEG) para medir la atención y validar la toma de decisiones 

Speakers
avatar for Alexis Brantes

Alexis Brantes

UX Strategist & Emotion Researcher, Posmo CX Consulting & Research
UX Strategist & Emotion Researcher at Posmo CX Consulting & Research | Design & Neurobiology Speaker | Continent Manager of South America at Interaction Design Foundation ___ Máster de Especialista en Neurociencias. Bases Biológicas, Diagnóstico y Tratamiento de los Trastornos... Read More →


Wednesday November 18, 2015 15:00 - 15:50 GMT-03
Aula 6.4 Rondeau 165

15:00 GMT-03

Design Culture Basics: Creating Your Team Charter
Get your ticket for this workshop here

Getting a design team "on the same page" is the oft-stated goal of managers who care about how team unity affects the quality of the work. However, miscommunication is a given, and eventually every manager uncovers a series of disconnects between what was said and what was understood. 

Consider, then, the benefits of creating a Team Charter: a kind of persona for your team that will help every member identify and agree upon a shared identity, purpose, and vision for the future. 

Through a series of team activities, learn how to uncover the perceptions your team already has of themselves as a unit, as well as their thoughts about how they are perceived by others in the organization and craft a team charter of your own. With this key information, you can shape the team’s purpose and craft a plan to generate the proper perception of your team by others in a living document that keeps everyone on the same page.

Get your ticket for this workshop here

Speakers

Wednesday November 18, 2015 15:00 - 19:00 GMT-03
Aula 4.2 Rondeau 165

15:00 GMT-03

Indigo Studio: Mastering Paper and Digital Prototyping
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 

Note: To participate on this workshop, you need to bring your computer.

Cuando uno se embarca en un proyecto de diseño de interfaz de usuario es fácil caer en enfocarse en cómo se va a ver la solución. Esto implica pensar en el contenido, la tipografía, colores, la ubicación de los elementos en la pantalla e incluso la tecnología. No invertimos el tiempo suficiente en comprender el problema, ¡cuánto menos en saber si esa es la mejor solución!

 Nos equivocamos al pensar en el diseño como algo que el diseñador crea. Un componente crítico del proceso de diseño centrado en usuarios es la evaluación con los usuarios. Esto significa que necesitamos una forma de mostrar a nuestros usuarios y actores involucrados nuestras propuestas de diseño de la forma más económica y temprana posible.

 Los prototipos de interfaces pueden ayudar a obtener feedback de los usuarios sobre el flujo y experiencia de uso antes de comenzar a debatir sobre estilos. Prototipamos porque nos permite darle a los usuarios una tener una experiencia similar a la real con la aplicación. Esto sirve al menos a dos propósitos:

  • Comprender qué tan bien la solución se ajusta al problema y las necesidades del usuario.
  • Descubrir nuevos requerimientos.

Hacer prototipos en papel es una forma rápida y fácil de crear y evaluar experiencias de aplicaciones. Funciona muy bien con usuarios que se encuentran en el mismo lugar que nosotros y requiere entrenamiento e inversión mínimos. Los prototipos digitales son mejores para usuarios remotos, y más fáciles de ajustar y refinar.

 En este workshop los participantes tendrán la oportunidad de crear prototipos tanto en papel como digitales. También realizarán pruebas de usabilidad con otros participantes. Por último, podrán comprender de primera mano el impacto que el medio utilizado para prototipar tiene sobre el flujo de diseño y sobre el feedback de los usuarios.

El workshop será liderado por integrantes del equipo de producto de Indigo Studio.

 

Note: To participate on this workshop, you need to bring your computer.

Get your ticket for this workshop here 


Wednesday November 18, 2015 15:00 - 19:00 GMT-03
Aula 6.6 Rondeau 165

15:00 GMT-03

Buscando el equilibrio entre las necesidades del usuario y las del negocio
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 
Muchas veces nos encontramos frente a un proyecto con los requerimientos claramente definidos por el cliente (por lo general, el área de tecnología). Esto nos permite, aparentemente y en principio, medir el alcance y realizar una propuesta. Sin embargo, al momento de la ejecución se denuncia que quedaron afuera dos actores importantes: 

otros involucrados dentro del cliente. Areas que influyen críticamente en el circuito necesario para llevar a cabo esa solución, empezando por “el negocio”, y también otras áreas específicas que son parte del circuito, como marketing, infraestructura, atención al cliente, etc. 

los usuarios. Muchas veces se olvida quiénes usarán la aplicación verdaderamente y sus necesidades reales. 

Para sortear los problemas que pudiera acarrear el escenario planteado, lo primero que el equipo de UX lleva a cabo es una actividad participativa para ratificar o, en la mayoría de los casos, “rectificar” las características y el rumbo del proyecto. 

En esta actividad se utilizan varias técnicas para descubrir las necesidades y armar un mapa de la experiencia. Para ello, se reúne a todos los involucrados: usuarios, equipo de desarrollo (UX incluido) y representantes de las diferentes áreas del cliente. Y, mediante la técnica de “personas”, junto a la creación de “escenarios” y la “facilitación gráfica”, bajo la modalidad de “focus group” se interactúa en un afiche para clarificar las necesidades y objetivos de los diferentes involucrados. 

El objetivo del taller es proponer escenarios y actores ficticios, bien definidos y basados en experiencias reales, para simular cómo se lleva a cabo una actividad de estas características: cómo se prepara, qué tener en cuenta, cómo se lleva a cabo, cuáles son los resultados y cómo se interpretan para “redefinir” el alcance del proyecto. 

Como valor agregado, más allá de vivir la experiencia y recibir los tips necesarios, se contarán las experiencias vividas utilizando esta técnica en distintos proyectos, haciendo foco no sólo en los resultados, sino también en los beneficios que trae aparejados esta técnica, comenzando por uno de los más importantes: la empatía.

Get your ticket for this workshop here 

Speakers
avatar for Fernando Feller

Fernando Feller

UX Director, Flux IT
Love my family. Love my work. Love to travel and have fun. Love UX. Love BEER!
avatar for Lucrecia Feller

Lucrecia Feller

UX Consultant, Flux IT
avatar for Laureana Porterie

Laureana Porterie

UX Designer, Flux IT


Wednesday November 18, 2015 15:00 - 19:00 GMT-03
Aula 4.1 Rondeau 165

15:00 GMT-03

Da ideia à prática - Workshop de tangibilização de conceitos
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 
O design é mutável, transforma-se conforme o mundo ao seu redor, sendo a sucessão constante de novos começos. Projetar em design significa considerar o objetivo, levando em conta as necessidades do usuário e todo o impacto gerado por esse produto/ serviço. 
Para desenvolver um projeto de sucesso nos baseamos em metodologias que suportam a ideia e para tal, utilizamos o Design Estratégico como meio. O Design Estratégico é uma atividade que envolve sistema-produto; o corpo integrado de produtos, serviços e estratégias de comunicação que tanto um ator quanto uma rede de atores (sejam eles companhias, instituições ou organizações que não visam ao lucro) projetam e desenvolvem buscando obter uma série de resultados estratégicos específicos (MERONI, 2008, p.1). 
A ilegra, empresa global de TI e negócios possui uma abordagem baseada em pensar antes e além do software para assim conduzir seus clientes a inovar. A empresa tem experiência no desenvolvimento e condução de workshops co-criados com clientes e usuários finais. Desta forma, incentiva não só a geração de insights para uma determinada problemática, como também a culturalização de métodos para futuros projetos da empresa que é trabalhada. 
Utilizando tal conceito, este workshop irá abordar todas as etapas do processo de ideação e concepção de um projeto, pensando também na experiência gerada, tratando de teoria com a metodologia, suas etapas e ferramentas, além da prática que envolve a prototipagem e os testes, fases desenvolvidas com o grupo presente no workshop que será provocado com um problema apresentado pelos facilitadores. Passando por todas etapas de um processo de criação de novas ideias dentro das 4 horas de oficina proposta.

Get your ticket for this workshop here 

Speakers
avatar for Eduardo Luiz Vieira

Eduardo Luiz Vieira

Designer, ilegra
Bacharel em Design (com ênfase em Design Estratégico), e pós-graduado em Inovação e Gestão Estratégica. Líder da equipe de Design na ilegra de Porto Alegre, trabalhando com Metaprojeto, aplicando métodos de Design Thinking/Estratégico e outras práticas de ideação em projetos... Read More →


Wednesday November 18, 2015 15:00 - 19:00 GMT-03
Aula 6.2 Rondeau 165

15:55 GMT-03

Collection and analysis of information from social interactions, for the design of apps: a perspective based on organisational routines

We propose a method of collecting and analyzing information based on observational tools for defining design requirements for apps. The method is based on the notion of organizational routines from the point of view of social interaction and is used to identify patterns of information in group experiences over time

The proposed method has 5 steps: 1) Collection of information into the observed situation, 2) Viewing the information collected using the storyboard tool, 3) Group routines by similarity and temporal stage 4) Characterization of these routines, and 5) Analysis of the information from the perspective of social interaction. We emphasize that the collection of information by observers, who are active members of the analyzed group, increases the chances for identifying early requirements for app design

The paper gives some lesson learned in the application of the method to real cases. These experiences help to explain what happens at the intersection between patterns of information into social interactions and design requirements. This paper concludes that the concept of routines is useful for identify useful information for early design requirements, and for defining objectives of main technical requirements necessary for social interaction apps.



Wednesday November 18, 2015 15:55 - 16:15 GMT-03
Aula 4.6 Rondeau 165

15:55 GMT-03

Design as the art of materializing business decisions
This talk will be presented in Portuguese (PT-BR), but I strongly reccomend you english-speakers and hispanohablantes to watch it, since my slides will be translated to English (EN) with abundant use of images.

"Is this a business or a design decision?" One might think of both as separate fields, given how decisions are made in a daily basis, the business analyst (or equivalent) usually being the one responsible for defining how a company will create value to its clients. 

As an interaction designer, how can I materialize these decisions in the form of interfaces, navigations or product mechanics? Will I have to compromise on design principles? What is the cost-benefit relation? Can we cocreate ideas with "business people" from scratch? 

In this talk, I'll show cases where both design and business have merged almost becoming indistinguishable.

Speakers
avatar for Thiago Esser

Thiago Esser

UX Design Consultant, Wildtech
UX/Interaction Design Consultant at Wildtech (www.wildtech.com.br). Co-creator of UXConfBR, a brazilian conference. Author of two e-books: "Design for User Experience: someone is doing this for you" and "Design Management in IT companies," the first one having already surpassed... Read More →


Wednesday November 18, 2015 15:55 - 16:15 GMT-03
Aula 2.4 Rondeau 165

15:55 GMT-03

Child development and Interaction Design
This tutorial will cover child development theories from the “classics” that have had a significant impact on interaction design, such as Piaget, Vygotsky, and Papert, to more recent ideas, such as neuroconstructivism and connectionism. The discussion will include concepts such as embodiment, emergence, and plasticity. Hourcade will examine how these theories can inform the design, implementation, and evaluation of technologies for children with the goal of promoting healthy development.

Speakers
avatar for JUAN PABLO HOURCADE

JUAN PABLO HOURCADE

Associate Professor, University of Iowa
Juan Pablo Hourcade is an Associate Professor at the University of Iowa's Department of Computer Science, UI3 Associate Director for Informatics Education, and a member of the Delta Center. His main area of research is Human-Computer Interaction, with a focus on the design, implementation and evalu... Read More →


Wednesday November 18, 2015 15:55 - 16:45 GMT-03
Aula 6.4 Rondeau 165

16:25 GMT-03

Embrancing the culture of the unknown: how the way we think, speak and act in a collaborative setting determines everything we design.
In today’s world of rapidly changing digital design, people are often chasing quick solutions to complex problems. By doing so, UX professionals and organizations are often not adding enough rigour to their work and base much of their designs on assumptions - Assumptions which inevitably result in an underperforming design solution. In his talk, Paul discusses how fostering the right organization culture can strongly influence the design process and thereby the success of a project. Paul explores solutions to this complex problem in order to enable projects to achieve their full potential.

Speakers
avatar for Paul Farla

Paul Farla

Founder and Principal consultant, UX Thought
Paul is a well rounded UX professional with an equal footing in technology and design, who has spent many years working across different industry verticals for companies like HSBC, Volkswagen, Sainsbury's, Virgin Atlantic and Sony to name a few. He discovered his passion for UX in... Read More →



Wednesday November 18, 2015 16:25 - 16:45 GMT-03
Aula 2.4 Rondeau 165

16:25 GMT-03

UOL PagSeguro: leading a multidisciplinary UX Team towards a commum goal
Featuring a number of tools, processes and best practices gathered through our experience leading the UOL PagSeguro UX team, the leading provider of online payments in the Brazilian market (which has recently started entering the off-line world). 

The team of 7 UX designers and 5 visual designers - each one with his/her own expertise and background - has the mission of attending a multifaceted business team focusing on different fronts at once (apps, on-line checkout, off-line sales etc.) while keeping the whole experience as cohesive and efficient as possible for both customers and on-line and off-line merchants. All of that while working on an agile schedule with more than 10 development teams.

Speakers
DC

Diogo Cosentino

Coord. Concepcao Interface Produtos, Concepção e I, Universo Online
LT

Luciana Terceiro

manager, UOL


Wednesday November 18, 2015 16:25 - 16:45 GMT-03
Aula 4.6 Rondeau 165

17:15 GMT-03

Recounting the History of User Interface Research through Publication Titles
The availability of access to full collections of academic publications allows the scrutiny of the interest on particular topics through time by examining the titles and metadata of such publications. Using basic text mining techniques, it is possible to identify when attention on a subject raised, peaked or declined. Deeper analysis can point to topic substitution or the switch of attention from one subject to others. In this work we use basic analysis to examine how the study of user interfaces has evolved through time by examining the titles in the Digital Library of ACM and the results provided by Google Scholar search engine.

Speakers
avatar for Leonel Morales Díaz

Leonel Morales Díaz

Profesor, Universidad Francisco Marroquín
I am an enthusiast of human-computer interaction, programming languages for kids, computer science, and a broad range of topics. Talk to me! I am friendly :o)


Wednesday November 18, 2015 17:15 - 17:35 GMT-03
Aula 4.4.1 Rondeau 165

17:15 GMT-03

Startups y Stand-up: Cómo aprender sobre negocios mirando fotos de stock
Al mundo de los negocios le gusta presentarse muy serio, muy técnico, muy complejo. Eso intimida a muchos diseñadores, y les hace pensar que el único lugar que pueden tener en los negocios, es elegir de qué color pintar los espantosos gráficos de torta con los que la gente de negocios decora sus PowerPoints.

Entre el mundo del diseño y el mundo de los negocios no hay una pared: hay una cortina de humo. Esta charla prende el extractor para que los diseñadores pierdan el miedo hacia el mundo de los negocios. 


INTRODUCCIÓN
=============

En los últimos años, un tema recurrente es la distancia entre Diseño y Negocios.

Contrariamente a lo que se cree, Diseño y Negocios tienen mucho en común. 

Por ejemplo, los dos tienen una letra “S”. Al igual que muchos otros términos comunes en el mundo de los negocios: BULL$HIT, $CAM, $NAKE OIL, DE$IGN THINKING.

Los diseñadores suelen creer que el mundo de los negocios es complejo, profundo y racional, y que a los diseñadores se los desmerece como superficiales e intuitivos.

La realidad es que los ejecutivos exitosos y multimillonarios, máximos exponentes del mundo de los negocios, adoran lo superficial y lo irracional:
- Autos que cuestan un cuarto de millón de dólares y que llegan a más de 400 km/h, contra los 140 km/h máximos sugeridos o legales en todo el mundo, así que dan exactamente igual que un auto que cuesta un cero menos.
- Empresas construyendo espejismos de marca, mientras queman dinero tanto o más rápido de lo que pueden ganarlo. Como Amazon.com, que tiene sus acciones bien valoradas, a pesar de mantener miserables márgenes de ganancia durante 20 años.

Entonces, llegar a los negocios no es cuestión de profundidad. Es sólo cuestión de adoptar las superficialidades correctas. 

Y ése, es el tema de nuestra presentación.


POST-DATA
=========

Un concepto muy importante en los negocios, es la Diversificación. En el caso del orador, con esta presentación planea lanzar su carrera de stand-up.

Speakers
SB

Santiago Bustelo

Santiago Bustelo es profesional de UX desde hace 15 años. A lo largo de su carrera impulsó y acompañó la evolución de productos, servicios, procesos y equipos, para que empresas y organizaciones puedan responder a los nuevos desafíos de un mercado cada vez más exigente.Como... Read More →


Wednesday November 18, 2015 17:15 - 17:35 GMT-03
Aula 2.4 Rondeau 165

17:15 GMT-03

Comparative analysis of user experience in virtual photographic-based presence platform
Nowadays, virtual photographic-based presence systems such as Google Street View (GSV) have the potential of offering experiences that allow users to virtually travel to any place in the world with a level of realism that mimics the entire context of the setting with a 360-degree photographic mosaic. Despite the novelty and value of such systems given the effort required to generate them is still not clear how much of the real experience can be replicated and in general what are the unique characteristics defining the user experience it creates. Among other things one wonders about, what are the aspects of a real experience that can be replicated in a virtual environment? Is it possible to achieve a sense of presence, immersion or flow with this approach? We conducted a comparative analysis between the real and virtual traversing of an urban zone, where 32 participants conducted a series of tasks and solved questionnaires that tried to address the previous questions. It was found that the sense of presence, immersion and flow is better on the real environment experience, however the correlations between presence, immersion and flow were stronger in the virtual world. The sense of direction was not a relevant side factor for any of the measures. Technical limitations of GSV and speed of interaction and bandwidth were key factors that can be improved in order to achieve better sensing in the virtual world.


Wednesday November 18, 2015 17:15 - 18:05 GMT-03
Aula 4.6 Rondeau 165

17:15 GMT-03

Grad colloquium
The graduate colloquium is an event aimed at graduate students (masters and doctoral students) who are working in areas related to Human-Computer Interaction. The goal behind the event is obtaining valuable feedback from prominent researchers in the area. 

Aims of the graduate colloquium
- To offer students with the opportunity to share and discuss their work before experienced researchers.
- To promote collaboration among graduate students across different universities in Latin AmericaGraduate colloquium

Each student will be presenting her or his work before a panel of researchers for 15 minutes. After that, there will be a 5 minute Q&A session aimed at providing constructive feedback to the student. Finally, another 5 minutes will be allocated to questions from the audience. 

Wednesday November 18, 2015 17:15 - 19:00 GMT-03
Aula 6.4 Rondeau 165

17:45 GMT-03

IntelliHome: An ambient assisted living solution using gestures and voice commands based in low cost technology

In this paper we describe a framework to build ambient assisted living (AAL) applications able to transform a conventional environment in a smart environment using low cost technology. The main purpose of this work is to assist people with disabilities in their residences or works promoting the social inclusion

The system allows its users to be their own remote control to control different appliances of their house or office, interacting with them naturally using HCI and natural user interfaces

This document is organized as follows: first, we present an introduction to AAL and describe the related work. In Section 2, we describe the main aspects of the implementation of the framework. Section 3 explains the communication between the different devices and describes a prototype. Finally, Section 4 introduces the limitations of the system, while section 5 concludes the paper.


Speakers
avatar for Carolina Valdez Gándara

Carolina Valdez Gándara

Engineer, PLADEMA
I'm member of the Media.Lab team at Pladema Research Institute. I am an interaction and assistive technologies specialist. I work in different projects to increase the quality of life of people with disabilities regarding to daily life, education and entertainment. I will be presenting... Read More →


Wednesday November 18, 2015 17:45 - 18:05 GMT-03
Aula 4.4.1 Rondeau 165

17:45 GMT-03

UXers are from Mars, BAs are from Venus (but they must find a way to coexist on Earth)
Looking back at my 15+ year career in user experience, I found that projects during which UX professionals and business analysts (BAs) work closely together, and start their collaboration early in the process, are much more likely to succeed.
This short talk will look at the mutual perception between the BA and UX teams, the historical source of their differences and will reveal the reason those multidisciplinary projects were or were not successful. 
Surprisingly, that has little to nothing to do with the typical things UX professionals cite as the reasons why projects are difficult, namely budgets, timelines and personnel, and it has more to do with the working culture of those two teams, the closeness of those relationships and the timing of their debuts on common projects.

Speakers
avatar for Cornelius Rachieru

Cornelius Rachieru

Co-chair, CanUX
Cornelius is Managing Director and UX Lead at Canadian UX consultancy Ampli2de Inc. and is the founder, co-chair and lead curator of CanUX, Canada's largest and longest running UX event. Over the past 15 years, he specialized in managing large enterprise scale transformational UX... Read More →


Wednesday November 18, 2015 17:45 - 18:05 GMT-03
Aula 2.4 Rondeau 165
 
Thursday, November 19
 

09:00 GMT-03

Influence of a head-mounted display on user experience and performance in a virtual reality-based sports application
Head-mounted displays (HMDs) are advertised as a solution to increase the sensation of immersion of users in virtual environments. Historically, however, research has found that technological limitations of those devices caused poor experiences and discomfort on users, limiting their applicability. We evaluated a device of the current generation of low-cost, high-performance HMDs in the context of a ball sports training application to find out if those problems remain. The results indicate that, while users reported increased immersion with the HMD, their performance in the test varied only slightly.

Speakers
avatar for Pedro Kayatt

Pedro Kayatt

CEO, VRMonkey
Entrepreneur and Virtual Reality Enthusiast! Addicted Gamer and Loved Husband!


Thursday November 19, 2015 09:00 - 09:50 GMT-03
Aula 2.4 Rondeau 165

09:00 GMT-03

Usability and consumption influence of fashion blogs: an exploratory study.
Fashion blogs are a staple of contemporary media landscape; a personal and informal guide to fashion knowledge, goods and brands. This article focuses on understanding what type of influence fashion blogs have on customers buying decisions. Findings shown in this paper are the results of Usability Tests and interviews with readers of fashion blogs. The main objectives are the comprehension of how navigation flow affects buying decisions and how bloggers' outfits, photos and posts influence on reader's consumption. It was possible to report that fashion blogs have special impact on social classes B and C in Brazil; informing and guiding readers' social dress codes and, thereafter, influencing purchases. Usability tests showed that navigation problems frustrate readers, especially when it involves lack of outfit information or when navigation was disfavored over companies advertising interests. The discussion developed in this paper is the result of an exploratory research with a qualitative approach.

Speakers
avatar for Amyris Fernandez

Amyris Fernandez

Owner, Usability Expert Consultores
I have over 30 years of executive experience in marketing and market research, I have focused the past 16 years on digital marketing and communications. I have deep consumer knowledge, understanding market segmentation, product categories consumption and communication by country... Read More →


Thursday November 19, 2015 09:00 - 09:50 GMT-03
Aula 6.4 Rondeau 165

09:00 GMT-03

Recomendação de conteúdo no novo site do jornal O Globo: métricas e melhora no engajamento dos usuários
No estudo de caso a seguir são apresentadas métricas do comportamento dos usuários que acessam o site do jornal O Globo a partir de páginas de matérias como landing pages, vindo de fontes externas (redes sociais, buscadores e links externos). Nesse contexto, serão comparadas duas versões de página de matéria (uma versão anterior e uma nova versão lançada em maio de 2015), com ênfase nos elementos de recomendação de conteúdo. A seguir, as modificações ocorridas nesses elementos serão relacionadas aos resultados de melhora consistente nas métricas comportamentais.

Speakers
avatar for Augusto Lohmann

Augusto Lohmann

UX Specialist, Infoglobo
avatar for Gilberto Prujansky

Gilberto Prujansky

UX Architect / Product Designer, Obvioux
UXQuantum CognitionDesign t̶h̶i̶n̶k̶i̶n̶g̶ Doing!


Thursday November 19, 2015 09:00 - 09:50 GMT-03
Aula 4.6 Rondeau 165

09:00 GMT-03

Redefining the Value of Customer Experience in the Enterprise
Get your ticket for this workshop here 
Redefining the Value of Customer Experience in the Enterprise

Much of the business conversation surrounding customer experience within corporations is based on myths that don’t support great products and services. UX people get stuck in the middle—between customers, managers, and financial decision-makers. However, new definitions of value, relationship, and experience can help us reframe what we do. And new tools, like the waveline, can help us not only design and develop better offerings, but better sell the value of what we do internally.

What You’ll Learn
  • A new definition of value that expands the discussion and value for UX
  • How to participate strategically with others in your organization
  • How to properly approach positioning, using UX research (which you can share with your non-UX colleagues)
  • How to advocate for UX with those who don’t understand it, yet make corporate decisions
Who Should Attend

This workshop is for any UX professional who is looking to better understand strategy and conversations about value within their organization. Attendees can be new to corporate strategy and tools like SWOT analyses and Positioning. However, even those with some experience will find better ways of using these tools and building better strategy, in a UX context. This includes being able to counter arguments against investing in UX objectives.

Get your ticket for this workshop here 


Speakers

Thursday November 19, 2015 09:00 - 13:00 GMT-03
Aula 4.2 Rondeau 165

09:00 GMT-03

Creating tomorrow’s cities, together
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
  

What will tomorrow’s cities look like? How will they function? How will they be governed? How will people live in tomorrow’s cities? What services will they use? How will technology support their lives? How will they interact with it?

We will try to answer some of these questions together: we’ll be creating together evidence of tomorrow’s cities, to be displayed in the conference space.

It won’t be just boxes and arrows though. Most systems and services need business, technology and design combined to bring them to life, and we’ll be looking at all of these. We’ll sketch lean canvases, advertisements, digital touchpoints, people flows, whatever it takes to bring our city to life. Let’s make some prototypes too, time permitted. And most importantly, let’s tell stories. Bring your skills to the table, and we’ll help make the rest happen.

How will we do it?

We will use our IoT Service Kit to ideate on possible scenarios for Smart Cities. This kit brings designers, developers and business developers out of their digital silos to play with IoT concepts in the real world. The IoT Service Kit is a co-creative tool for exploring user-centric interactive scenarios. The goal is to let user experience drive the process of merging physical and digital realities into successful digital services.

To support our process we will use Trend cards and Lean Service Creation. Trend cards are a tool coming from the Futures Thinking field, and they’re exactly what they sound: cards depicting trends. We’ll be looking at trends as a way to ground our thoughts about the future in what we see around us today. The trend cards will be prepared beforehand, and used for ideation.

Lean Service Creation is a philosophy and way of working that draws mainly from lean startup, service design, and lean software development. On the one hand, it supports the use of multidisciplinary teams made up of T-shaped individuals and combines business knowledge, user-centric design and technology expertise to look holistically at the total value delivery of a service. On the other hand, it supports the frequent use of experiments to test different assumptions about the service at hand, be them about business models, people or technology.

We’ll be using the LSC philosophy in the design of our workshop: attendants will be split into small, multidisciplinary teams to the degree possible, and we’ll see our cities through the business, design and technology lens. Finally, we’ll see the tangible “evidence” we produce together as small experiments that will be shared with the community for feedback.

Workshop content:

First Session, 2h

. Intro, warm up,

. Lean Service Creation thoughts

. IoT Service Kit / IoT Ideation and technical feasibility framework

. Introducing the trend cards;

. Team formation

Second Session, 2h

. Ideation

. Get to work: build your evidence.

. Facilitators are there to help.

. Our developer is available for prototyping, or to help with prototyping.

. Post your work to the wall, briefly present to others if there is time.

Get your ticket for this workshop here  


Speakers
avatar for Ricardo  Brito

Ricardo Brito

Service Designer & UX, Futurice
Ricardo Brito is a service and UX Designer with Futurice Germany. He is developing successful digital services and is pushing the boundaries with new concepts in the design domain and outside of it. His current focus is on the future of IoT, Digital Disruption, Hyper Local Services... Read More →
PH

Paul Houghton

DIRECTOR, WIZARDRY AND DEVELOPMENT, Futurice


Thursday November 19, 2015 09:00 - 13:00 GMT-03
Aula 4.1 Rondeau 165

09:00 GMT-03

Ideación generativa en equipos multidisciplinarios
Get your ticket for this workshop here

Este taller presenta los fundamentos de las prácticas de Design Thinking para crear soluciones innovadoras en equipos multi-disciplinarios.

Las sesiones de ideación como Brainstormings o Design Studios, suelen ser muy dinámicas y ricas porque producen gran cantidad de ideas en períodos cortos de tiempo, exponiendo distintos puntos de vista y formas creativas de abordar el problema por parte de todo el equipo.

Sin embargo, apenas pasa la euforia creativa de la sesión nos encontramos ante un nuevo desafío: ¿Cómo llevamos esas ideas a la acción? ¿Cómo elegimos las que tienen más potencial para desarrollar prototipos? ¿Cómo evitamos que queden olvidadas en la pared de una sala de reunión, o en una foto en algún celular?

En este taller intensivo trabajaremos sobre un caso práctico, experimentando con distintas técnicas de ideación generativa y selección de ideas para su posterior evaluación con usuarios.

Objetivos

  • Comprender los fundamentos de Design Thinking y cómo pueden ayudarnos en la toma de decisiones a lo largo del proceso de diseño.
  • Aprender y experimentar técnicas para crear y prototipar soluciones innovadoras en nuestro trabajo.
  • Incorporar métodos de evaluación y selección de ideas en equipo.
Get your ticket for this workshop here

 


Speakers
avatar for Celeste Olivieri

Celeste Olivieri

Head of UX Design @ MURAL, MURAL
Celeste Olivieri es Head of UX Design en MURAL, un startup que busca ayudar a equipos multidisciplinarios a colaborar en sus tareas creativas a lo largo del proceso de diseño. Apasionada por maximizar el poder del diseño en los equipos que integra, su perfil profesional está marcado por la búsqueda casi obsesiva por comprender la natur... Read More →


Thursday November 19, 2015 09:00 - 13:00 GMT-03
Aula 2.6 Rondeau 165

09:00 GMT-03

Products with personality: tools to define trait-based design principles
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 
UX design is stretching beyond traditional goals of usability and efficiency into the emotional attachment of desirability, seductiveness, and persuasion. The next big challenge bridging the gap between users’ social behavior and product design is to infuse personality into the products that we create. Designing personality can lead to more satisfying and meaningful relationships with users. 
Personality design has been around for a long time, and there are multiple methods that designers have employed. However, agreeing on design principles from personality traits is still empirical, and requires some craftsmanship from the team. Complexity of the tools range from simple mood boards to models of behavior, with origins mainly in psychology, visual design and marketing.
In this workshop, we will experience 4 different tools for personality design, suitable for participatory design sessions that will help define design principles based on traits for our products. We will work with mood boards, Plutchick´s emotions wheel, complements to target personas and enriched user journeys. 
Finally, we will synthesize the results using a tailored Myer-Briggs’ typological personality framework (based on Jung´s school of personality types) to outline our trait-based design principles. 
The workshop is targeted to a broad audience with a basic knowledge of products design, personas and experience maps. 

Get your ticket for this workshop here 

Speakers
avatar for John Labriola

John Labriola

UX Designer, Intel
User Experience Designer @ Intel. ExPat New Yorker in Cordoba, Argentina.
avatar for Patricio Maller

Patricio Maller

UX leader, Intel
Patricio Maller holds a computer science degree and a Master of Science in computer sciences (2000) with focus on human-computer interaction. He was a Fulbright Scholar at The University of Alabama between 1998 and 2000, completing research on the application of socio-cognitive theories... Read More →
avatar for Pablo Piccolotto

Pablo Piccolotto

Human Factors Engineer, Intel
Pablo Piccolotto is a Human Factors Engineer currently leading the User Research Lab team at Intel -a team in charge of designing and executing all kinds of studies and experiments to create amazing experiences from the inside out-. Besides, he is member of Intel’s UX-UIA Intellectual... Read More →


Thursday November 19, 2015 09:00 - 13:00 GMT-03
Aula 6.6 Rondeau 165

09:00 GMT-03

Taller de Scrum aplicado: Agile + UX
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
  
Actualmente, las metodologías tradicionales de desarrollo de software han quedado obsoletas en los sistemas en los que la demanda de los usuarios es más rápida que la capacidad de producción de las empresas ancladas en la vieja escuela. Siendo, entonces, las metodologías ágiles mucho más adecuadas en los modelos de negocio actuales por su velocidad, flexibilidad, involucramiento de los participantes, trabajo en equipo y ajuste a las necesidades del negocio (gracias a un proceso iterativo e incremental), entre otras características. 

En este contexto, la experiencia de usuario no se encuentra ajena a integrarse a esta metodología y a adaptarse a las mismas. Es por esto que el principal objetivo del taller es que los integrantes de un equipo multidisciplinario (analistas funcionales, analistas UX, maquetadores, arquitectos, UI designers, desarrolladores, etc.). puedan adquirir los conceptos básicos utilizando las prácticas que propone Scrum (una de las metodologías ágiles más utilizadas), mediante un workshop totalmente orientado a la práctica donde se aprende haciendo y experimentando. 

El taller se desarrolla como si fuera un proyecto llevado adelante con Scrum, dónde: 
- todos los participantes y los facilitadores forman parte del equipo de trabajo, 
al inicio se definen la visión y el objetivo del taller de acuerdo a los intereses de los asistentes, 
- todos los temas/conceptos a desarrollar se encuentran visibles en el Product Backlog del proyecto y se va nutriendo de las necesidades de los propios participantes, 
- se van abordando los temas en iteraciones cortas (sprints) y se plantean los entregables para la Review, 
- se realizan retrospectivas sprint a sprint para mejorar y ajustar. 
- se expondrá el proceso de desarrollo, haciendo foco en la integración e interacción entre la experiencia de usuario y el desarrollo. 

El Taller dura 4 hs. y se encuentra probado en la inducción de los equipos de trabajo de diferentes clientes.

Get your ticket for this workshop here  

Speakers
avatar for Agustina Bazzano

Agustina Bazzano

Analista Funcional, Flux IT
avatar for Lucrecia Feller

Lucrecia Feller

UX Consultant, Flux IT
avatar for Fernando Feller

Fernando Feller

UX Director, Flux IT
Love my family. Love my work. Love to travel and have fun. Love UX. Love BEER!
avatar for Laureana Porterie

Laureana Porterie

UX Designer, Flux IT


Thursday November 19, 2015 09:00 - 13:00 GMT-03
Aula 6.2 Rondeau 165

09:00 GMT-03

Are You the Designer of Your Own Career?
Get your ticket for this workshop here  

Join this fast-paced, eye-opening workshop and discover the Plot Your Course method to design your own career. Whitney Hess, User Experience Coach, will show you how to apply the principles and practices of UX to your own life. Find out how to use the Discover > Plan > Build > Iterate process you already know and love to discover your purpose, plan your next move, build your skills, and iterate your way to the career of your dreams. 
Emphasis will be on simple self-reflections and effective self-awareness techniques that are necessary for understanding our gifts and our blind spots. All attendees will receive a free copy of Whitney's Plot Your Course workbook tailor-made for this audience. 
Come to this workshop with prepared questions about how to intentionally create your own career path. You can ask her anything! She will also share many of her own personal experiences and insights to guide and inspire you. 

Takeaways
- How to define your own path
- Figuring out what your next step should be
- Identifying the best environment in which to do your best work
- Prioritizing which skills to develop and when
- Getting real on how to best market yourself
- A better understanding of coaching and how it applies to design

Get your ticket for this workshop here  


Speakers

Thursday November 19, 2015 09:00 - 19:00 GMT-03
Aula 4.4.1 Rondeau 165

09:55 GMT-03

The User Model, Vocabulary and Logical Architecture for Adaptive Augmented Reality
Adaptive Augmented Reality (A2R) is an emerging technology that can support users in their daily life with useful information for their activities which is really adapted to the user's characteristics, to the environment where the activity is taking place, and to the current context. However, one of the problems identified is the lack of a formal definition of the models required and the logical architecture for the development of A2R systems. As a first step to this goal, our aim is to propose a detailed definition of the content of the User Model required for this type of systems. We explored state of the art ontologies for user modelling, and propose a set of significant user characteristics to be modelled. Also, we present an initial architectural model for this type of systems.

Speakers
MT

Maritzol Tenemaza

Ing de Sistemas, Escuela Politécnica Nacional


Thursday November 19, 2015 09:55 - 10:45 GMT-03
Aula 6.4 Rondeau 165

09:55 GMT-03

El lenguaje de interacción
El lenguaje es una herramienta de interacción de elegancia sublime, que con apenas 27 símbolos en su alfabeto, ha permitido expresar cada frase, cada historia, cada poema, cada documento que los millones de hispano-parlantes elaboramos día a día desde hace cientos de años. ¡Sólo 27! 
Si primero construimos un lenguaje de interacción, que expresa una relación entre cada componente elemental de la interfaz y su representación en la pantalla, para luego con estos elementos construir los diálogos que componen el sistema, obtendremos los mismos efectos positivos que en un lenguaje alfabético: tanto la comprensión de los diálogos será uniforme y consistente, así como la extensión del sistema a nuevos diálogos e interacciones es factible con un bajísimo costo de aprendizaje. 
Si mantener un estilo a lo largo de la interfaz es un gran logro, construir un lenguaje de interacción es muy distinto, algo que se encuentra en un escalón cualitativo superior: a la vez que permite a los usuarios una curva de aprendizaje rápida y productiva, da soporte a una interfaz que estable y duradera. 

Speakers
avatar for Daniel Mordecki

Daniel Mordecki

Consultor Senior, Concreta
Daniel Mordecki es especialista en Usabilidad con una larga experiencia en el sector público y privado, docente universitario y Consultor Senior en Concreta, una empresa dedicada 100% a la Usabilidad y Estrategia en Internet. Con un estilo que combina el rigor académico, los... Read More →


Thursday November 19, 2015 09:55 - 10:45 GMT-03
Aula 2.4 Rondeau 165

09:55 GMT-03

Herramientas para justificar tu diseño a las áreas de negocio
Muchas veces los diseñadores hablamos un idioma difícil de entender para cualquiera que no maneje la jerga, un idioma sectario. Hablamos de composición, de equilibrio, de armonía, términos en principio de uso popular pero apropiados y resignificados por el diseño. 

El camino usual es un pedido por parte del comitente, las propuestas del diseñador y a partir de ahí la guerra, empieza la etapa de ajustes. Cambiame tal foto, no me gusta ese color, y la peor de todas, agrandame el logo. El diseñador explica y justifica, y el comitente responde: 
Te entiendo, pero lo quiero ver igual. 


Y ahí pensamos internamente: 
¡MENTIRA! ¡No entienden nada!. 

Pero, ¿cómo sabemos que tenemos razón? O incluso, ¿Cómo lo demostramos? En este momento hay que dejar el enojo de lado, renunciar al propio ego y entender que tenemos que cambiar el idioma. Tenemos que empezar a hablar ese idioma universal, ese idioma que todos entienden, ese que todos independientemente de su disciplina hablan. El idioma del negocio. 

¿Con qué elementos cuenta el diseño para hablar ese idioma? Contamos con las técnicas de UX, las métricas y analíticas, por nombrar algunas. Hoy podemos decir tranquila y abiertamente: 
- No, no voy a agrandar el logo, porque eso hace que caiga el formulario y no tenga una buena performance. 

Casi sin darnos cuenta estamos hablando el idioma del negocio. Una mala performance implica que menos usuarios completan un formulario, menos dinero en el banco, listo lo entendimos todos pasemos a lo que sigue. Ese es el idioma que tenemos que empezar a entender y hablar, tenemos que empezar a utilizar las herramientas para poder demostrar con números nuestros diseños. 

Lejos estamos de presentarnos como un ejemplo de buenas prácticas. Día tras día continuamos aprendiendo, simplemente queremos compartir un poco de nuestras experiencias en un sitio que superó con ellas las 3 millones de visitas por mes.

Speakers
WB

Walter Becerra

Diseñador Gráfico Web, Autocosmos.com
MA

Miguel Angel Saez

CTO, Autocosmos.com


Thursday November 19, 2015 09:55 - 10:45 GMT-03
Aula 4.4.0 Rondeau 165

09:55 GMT-03

UX Startup Starter: Concepção de um framework para auxiliar na definição de métodos de pesquisas
Jovens empresas inovadoras como startups frequentemente encontram-se em contextos sujeitos a constantes mudanças e redirecionamentos até que se valide e encontre o nicho certo que as levará ao sucesso. O trabalho apresentado no presente artigo consiste em propor uma solução que facilite a definição dos métodos de pesquisa com usuários a serem aplicados em realidades características de projetos de startups. Neste cenário conta-se com profissionais multidisciplinares, não necessariamente especialistas em pesquisas e geralmente com pouco tempo ou recurso para que se aprofunde no assunto. 
Para a concepção de um framework que pudesse contribuir com esse tipo de projeto dividiu-se o trabalho em duas fases: a primeira sendo validação da ideia e levantamento da necessidade do público alvo da solução e a segunda sendo a construção do framework. Na fase de validação foram aplicados questionários com potenciais usuários para entender suas necessidades e interesse, seguido de entrevistas com objetivo de aprofundar essas informações coletadas. No momento seguinte foram feitos bechmarks e entrevistas com especialistas do mercado para definição da lógica de funcionamento do framework. 
O resultado final foi a proposta de uma ferramenta que por meio do levantamentos de inputs do contexto a ser trabalhado apresenta outputs com informações para auxiliar a escolha dos métodos de pesquisa mais adequados a partir das características de cada projeto.

Speakers
avatar for Priscilla Albuquerque

Priscilla Albuquerque

Business director / UX consultant, Catarinas Design de Interação
avatar for Júlia Ghisi

Júlia Ghisi

UX Designer, Catarinas Design


Thursday November 19, 2015 09:55 - 10:45 GMT-03
Aula 4.6 Rondeau 165

11:15 GMT-03

Measuring User Experience in Latin America: An Exploratory Survey.
User experience (UX) is a relatively new field of research and practice. There have been several attempts to define the scope of UX and to explore if UX is measurable and how. Some studies have analyzed cultural differences in regards to UX. However, no studies have focused on Latin American / Spanish-speaking practitioners. We replicated a previous study, translated it into Spanish and added new questions about specific aspects of UX practice aimed to help us understand the background of the respondents. In this paper we present the results of our survey. We had 112 responses from Spanish speakers - practitioners, researchers and students, from industry and academia. Most respondents agreed that it is reasonable to measure UX and that the biggest challenges are costs and time. This exploratory research paves the way for future work to: (1) understand how cultural background and industry or research maturity may play a role in the state of the art of the practice of UX; (2) search for methods and tools to solve specific issues related to the Latin American context; (3) develop specific education and research programs aimed to take UX field of study and research to a more mature level.

Speakers
CG

Carmen Gerea

PhD Student, Pontifícia Universidad Católica de Chile


Thursday November 19, 2015 11:15 - 11:35 GMT-03
Aula 2.2 Rondeau 165

11:15 GMT-03

Florch: Challenges on developing a new social network accessible for senescent users
Brazilian senescent population can grow three times the actual number in the next 20 years [18], being over 88 million people in 2035. This senescent growing number brings new challenges on quality of life for Brazilian society. How to promote digital inclusion to this profile of user is still a challenge in the literature. We believe that a social network focused on senescent users can enhance the digital inclusion for them. However, it's essential that the social network be designed for senescent users. This study aims to create a project with this characteristics. We analyzed a successful social network (WhatsApp) in order to propose a new one (Florch) for senescent users. We developed a high fidelity prototype of Florch and tested it. Our findings show usability and accessibility problems faced on the project's development. In addition, a Hierarchical Task Analysis of our social network showed that it has less and simpler tasks than the successful social network (WhatsApp).


Thursday November 19, 2015 11:15 - 12:05 GMT-03
Aula 4.4.0 Rondeau 165

11:15 GMT-03

The Innovation Challenge
Innovation is worth little unless it generates lasting success, and gaining measurable results from new ideas requires more than creative risk-taking. Most of all, the innovation we usually see in companies are actually a better version of something that already exists. Breakthrough innovation requires a cultural change and changing is never easy. Successful innovation demands a tactical approach, and getting it right requires companies to secure real traction and growth in the marketplace. In this talk I will identify the inflection points that generate market opportunities for companies, cultural issues to overcome and leverage the best techniques for securing a foothold in a lucrative new space.

Speakers
avatar for Amyris Fernandez

Amyris Fernandez

Owner, Usability Expert Consultores
I have over 30 years of executive experience in marketing and market research, I have focused the past 16 years on digital marketing and communications. I have deep consumer knowledge, understanding market segmentation, product categories consumption and communication by country... Read More →


Thursday November 19, 2015 11:15 - 12:05 GMT-03
Aula 2.4 Rondeau 165

11:15 GMT-03

Métricas en salud: jerarquización según especialidad
El propósito de este trabajo es compartir cómo se aplican métricas para el rediseño del entorno de la Historia Clínica Electrónica del Hospital Italiano. El objetivo del proyecto fue optimizar la visualización de los datos clínicos y administrativos para disminuir la carga cognitiva de los médicos en su tarea asistencial. 

Profundizamos sobre las métricas realizadas para definir el baseline de la aplicación y acerca de cuáles fueron los objetivos establecidos para lograr una mejoría. Planteamos las dificultades que se presentan por la diversidad y complejidad de usuarios y su contexto de tareas. 

El gran desafío del proyecto fue lograr identificar y generar un entorno adaptado para cada ámbito asistencial (Internación General, Ambulatorio, Guardia, etc.) y, también, tomar en cuenta cierto nivel de especificidad de cada uno de ellos (en Internación General, Neonatología necesita datos diferentes que la internación de adultos). Para todo esto fue necesario incluir y conocer a cada uno de los usuarios involucrados. 

El trabajo fue realizado por el equipo de usabilidad, desarrolladores e informáticos médicos del Departamento de Informática de Salud del Hospital Italiano. 

Mostramos las etapas del proyecto, que incluyó la investigación de usuarios con encuestas, prueba de clics mediante una aplicación desarrollada ad hoc, diseño participativo de mock ups, diseño de un catálogo de íconos, pruebas think aloud de prototipos, y los principios de accesibilidad tomados en cuenta para su desarrollo. 

Expondremos la experiencia de trabajar en un ámbito médico y contaremos las lecciones aprendidas para poder lograr los objetivos.

Speakers
avatar for Juan Marcos Ortiz

Juan Marcos Ortiz

Analista de usabilidad, Hospital Italiano de Buenos Aires
MS

Mariana Simón

Analista de Usabilidad, Hospital Italiano de Buenos Aires
ES

Enrique Stanziola

UX analyst, Hospital Italiano de Buenos Aires


Thursday November 19, 2015 11:15 - 12:05 GMT-03
Aula 6.4 Rondeau 165

11:15 GMT-03

Integração de times de tecnologia e de UX - Métodos, processos e evangelismo por uma melhor experiência do usuário
Como meio de entregar soluções cada vez mais relevantes e presentes no dia-a-dia do usuário, o envolvimento de profissionais técnicos como participantes e co-autores de soluções e não apenas como executores tem se mostrado como um diferencial para grandes soluções. Entretanto, o quanto as empresas que tem esse know-how técnico estão preparadas para receber e trabalhar com times de UX Design? A proposta dessa palestra é trazer um pouco do dia-a-dia e necessidades de empresas de desenvolvimento e algumas práticas de processo, gestão de times e evangelismo que podem ser aplicadas para trazer as necessidades do usuário para dentro de empresas de tecnologia e também trazer os profissionais técnicos para um maior envolvimento e comprometimento com as necessidades dos usuários do sistema. Enfim, fazer com que todos se amem e juntos amem o usuário.

Speakers
avatar for Viviane  Delvequio

Viviane Delvequio

UX Specialist, Samsung Eletronics
I'm an UX Designer with development background, graphic design skills and passion for people. I am graduated at Technology Information by Unicamp and post-graduated at Interaction Design by Faber Ludens. I worked at Eldorado Research Institute in Campinas for 9 years, in projects... Read More →


Thursday November 19, 2015 11:15 - 12:05 GMT-03
Aula 4.6 Rondeau 165

12:10 GMT-03

Enhancing Interfaces for Network Security Administrators with Legacy Attributes
Network management software began to evolve in the 70's when network operating systems and the ARPANET raised. Before the invention of graphical user interfaces by Xerox, command line interface (CLI) driven software ruled the world. In terms of usability, CLI were and are efficient and error tolerant. After graphical interfaces, a new generation of security tools emerged and were adopted by young system administrators but, despite technological efforts that have been implemented so that computing infrastructure managers can control security features (availability, integrity, authentication, non-repudiation, confidentiality), results are not always as expected. To take the CLI usability advantages to graphical versions is a constant challenge. This work presents a study about usability factors in legacy CLI, identifies which ones play a significant role and obtains statistical correlations between them, uses some basic concepts from the cognitive sciences to clarify and suggest strategies to do a better graphical interface design in terms of user experience and usability.


Thursday November 19, 2015 12:10 - 13:00 GMT-03
Aula 2.2 Rondeau 165

12:10 GMT-03

Modelo sistemático para testeo con usuarios en Startups
La exposición tiene como objetivo presentar un modelo para la evaluación de usabilidad en empresas emergentes o startups. 
Este modelo es fruto de la experiencia de haber trabajado asistiendo a startups tanto en Chile como en UK. 

Durante años las startups han intentado abrirse paso en el competitivo entorno de las aplicaciones. Muchas de ellas no cuentan entre sus filas con profesionales capacitados en la Experiencia de usuarios que puedan aportar en el diseño de interacción y terminan con un muy buen prototipo a nivel funcional, pero deficiente a nivel de experiencia de uso. Hoy para conseguir financiamiento no es suficiente ser capaz de "hacerlo funcionar", se debe crear una app que aunque haga menos que otras, se destaque por su facilidad de uso y su cuidado aspecto. 

Las metodologías Lean han ido asimilándose progresivamente en las Startups pero, en general, sus procesos de validación aún distan mucho de ser los adecuados. Nuestra experiencia dice que las instancias de pruebas con usuarios son aplazadas constantemente e incluso en algunos casos evitadas por completo. Algunas de las razones esgrimidas por los emprendedores radican en los costos de gestión, la dificultad para hacer cambios en una etapa determinada o la percepción interna de que no hay problemas con la plataforma. 

Creemos que existe una oportunidad para elaborar un modelo de testeo con usuarios que se adapte a la estructura de una startup latinoamericana, con costos y plazos acotados pero con resultados valiosos que permitan la mejora continua a nivel de experiencia para sus usuarios. 

Proponemos presentar mediante una charla un modelo de testeo con usuarios, creado en base a nuestra experiencia, que se adecúe a la realidad de las startups latinoamericanas dejando como insumo para los participantes un documento descargable e imprimible en formato blueprint de interacción que describa el proceso y pueda ser usado como referencia constante para las startups que estén dispuestas a mejorar progresivamente su experiencia de uso.

Speakers
JP

Juan Paulo Madriaza Medina

UX & CRO Leader, Artool
avatar for Gustavo Soto Mino

Gustavo Soto Mino

User Researcher, UXDcl
Consultant on usability and user experience. University lecturer for 5 years in usability, ergonomics and user research. He is currently completing a Masters in HCI at UCL, London. Additionally holds a Masters in communications (UDD, 2013) and diplomas in Ergonomics (UDEC, 2007... Read More →


Thursday November 19, 2015 12:10 - 13:00 GMT-03
Aula 2.4 Rondeau 165

12:10 GMT-03

Buscando os métodos mais eficientes para revelar emoções
Mensagens de comunicação e profissionais voltados para a área buscam sempre conseguir o maior índice possível de sucesso na comunicação de um produto ou marca. Economistas renomados demonstraram que as escolhas de produtos são, em última instância, decisões muito mais emocionais que racionais. Por isso, tornou-se importante descobrir métodos de explorar os estados não verbais do comportamento do consumidor. Este artigo demonstra como a neurociência pode contribuir para o entendimento das reações emocionais dos consumidores diante de uma interface interativa, mais especificamente portais de comércio eletrônico. Também busca identificar as relações causais entre interfaces e emoções, buscando os métodos mais eficientes para revelar qual emoção é gerada por cada elemento em tela,sejam eles: alterações neurofisiológicas, expressões faciais ou foco de atenção do olhar. Neste artigo, procuramos mostrar o valor de integrar diferentes meios de acesso às áreas de maior atividade cerebral a eye-tracking e softwares de reconhecimento de expressões faciais.

Speakers
avatar for Amyris Fernandez

Amyris Fernandez

Owner, Usability Expert Consultores
I have over 30 years of executive experience in marketing and market research, I have focused the past 16 years on digital marketing and communications. I have deep consumer knowledge, understanding market segmentation, product categories consumption and communication by country... Read More →


Thursday November 19, 2015 12:10 - 13:00 GMT-03
Aula 4.4.0 Rondeau 165

12:10 GMT-03

Serviço de Autoatendimento na Localiza. Os bastidores do Design de Interação.
O objetivo é apresentar o processo de concepção (Design Thinking), desenvolvimento (Prototipação) e entrega (Teste de Usabilidade) do serviço de Autoatendimento da Localiza, empresa de aluguel de carros. 

Pela primeira vez a Localiza utiliza metodologias de Design de Interação. Por isso, alguns processos da empresa foram revistos e adaptados para atender os objetivos do projeto. Diretores e Gerentes foram envolvidos e acompanharam constantemente o progresso dos trabalhos. A meta era reduzir o tempo médio de atendimento em 50% e conseguimos prever a redução em 80%, antes da entrega do projeto, através de teste de usabilidade. 

Cada etapa do processo agregou valor. A Pesquisa com Usuários ajudou a decidir que não seria viável atender todo o público. Seria importante segmentar o tipo de cliente para se obter um produto mínimo viável. A Jornada do Cliente ajudou a mapear as ações, as restrições de negócio e a modelar o serviço. A prototipação física e de baixo nível do totem de autoatendimento permitiu que stakeholders experimentassem o serviço ainda na fase de concepção. Prototipações navegáveis das interfaces usando apenas o PowerPoint tornaram-se importantes documentações no projeto. Eram ferramentas importantes para tomadas de decisão entre equipe e stakeholders. Avaliações de Usabilidade forneceram evidências de problemas importantes a serem corrigidos durante o desenvolvimento das interfaces. 

Alguns obstáculos culturais tornaram difícil a realização dos testes de usabilidade. Infelizmente, nem sempre é possível aplicar as metodologias com o rigor acadêmico. Adaptar-se ao cenário é uma necessidade no ambiente corporativo. Entretanto, os feedbacks e resultados dos testes surpreenderam os envolvidos . Uma experiência enriquecedora para projetos posteriores e que promoveu os conceitos de Usabilidade e User Experience na empresa. 

Este projeto foi bem documentado com fotografias e permite uma boa narrativa.

Speakers
avatar for Luiz Fernando Assis Lage

Luiz Fernando Assis Lage

UX Designer, Localiza
Art degree, expert in interaction design and a good experience working in software development teams. I am a tech-geek, amateur photographer, science fiction fan, podcast addicted, rpg player, ... This is becoming too nerd even to me.


Thursday November 19, 2015 12:10 - 13:00 GMT-03
Aula 4.6 Rondeau 165

12:15 GMT-03

Diseño de experiencias áulicas. Design thinking & HCD aplicado a la concepción de propuestas pedagógicas para la formación académica en disciplinas proyectuales.
Oímos habitualmente hablar del diseño de experiencias como una disciplina emergente sobre todo en referencia a nuevas tecnologías y nuevos medios. Sin embargo, visto está, que es una disciplina que puede operar en diversas áreas donde el factor humano se encuentre presente. A partir de entender su potencial alcance en el marco de la educación, y su posible implicancia en nuevas propuestas pedagógicas para la formación académica en disciplinas proyectuales, venimos desarrollando la aplicación de HCD & Design Thinking en el abordaje de propuestas curriculares, incorporando herramientas metodológicas que dichas concepciones nos ofrecen, entendiendo que todo proceso de diseño, incluso el diseño de una clase y/o una asignatura, debe tener como premisa básica la empatía. Entender las expectativas, las condicionantes, las intenciones y motivadores de las personas dentro del aula, promediando ésto con los objetivos disciplinares y académicos de la asignatura, puede llevar a resultados exitosos con un factor motivacional explorado y explotado, dando por resultado final una mejor experiencia tanto para el alumno como para el docente, con resultados académicos de mayor calidad.

Speakers
avatar for Magalí Amalla

Magalí Amalla

Experience Designer - Educator, Globant / Grin / UNLP
Diseñadora de Experiencias, apasionada por los ecosistemas humanos, donde las personas y su relación con el entorno, sus creencias y comportamientos se vuelven una fuente de inspiración para la definición de estrategias de diseño y creación de experiencias memorables en la vida... Read More →
avatar for Mariela DAngelo

Mariela DAngelo

Educator & DX, UNLP. GRIN.
Diseñadora en Comunicación Visual UNLP. Magister en Diseño UP. Tengo la suerte de haber hallado en mi ejercicio profesional la canalización de varias de mis pasiones, y eso es importante para mi, porque me hace feliz. Por otra parte, no ha sido fácil, lo cual me ha mantenido... Read More →
avatar for Martín Hoare

Martín Hoare

Graphic Designer - Educator, Grin - Flux IT
I'm a person passionate about emotional design and education. I love drawing, cats, and cities. + https://ar.linkedin.com/in/martinhoare


Thursday November 19, 2015 12:15 - 13:00 GMT-03
Aula 6.4 Rondeau 165

15:00 GMT-03

Interaction Styles in Alice: Annotations and Observations from Computer Animation Workshops
After several years conducting workshops on computer animation with Alice, a free platform for three dimensional computer animation created by Carnegie Mellon University, a pattern of styles of use was detected. It appears that participants in such workshops engage with the platform in one of four ways: 1) following instructions and copying the animation that the instructor is showing, 2) creating rich and visually attractive scenes with little or no movement, 3) inventing dialogue-based stories and placing characters in the scene to act them, and 4) scripting complex movement-rich scenes that use advanced features of Alice. In this paper we recount how we came to notice the patterns, describe the styles in detail, propose a process to validate their consistency across groups and events, and discuss why studying these styles could be relevant and revealing.

Speakers
avatar for Leonel Morales Díaz

Leonel Morales Díaz

Profesor, Universidad Francisco Marroquín
I am an enthusiast of human-computer interaction, programming languages for kids, computer science, and a broad range of topics. Talk to me! I am friendly :o)


Thursday November 19, 2015 15:00 - 15:20 GMT-03
Aula 4.4.0 Rondeau 165

15:00 GMT-03

Utilizando técnicas de UX para desenhar um produto de UX - como criamos o TESTR, serviço online de testes de usabilidade remotos automatizados
De uma necessidade profissional à criação de um serviço de testes de usabilidade online, passando pela formação de uma startup; neste artigo vamos contar o processo de criação do TESTR, um serviço online de testes de usabilidade remotos automatizados. O cliente define os critérios para recrutamento dos participantes e monta o roteiro de tarefas. Cada participante faz o teste em seu próprio computador. Como resultado, o cliente recebe em até 5 dias os vídeos dos participantes (incluindo a webcam e navegação na tela) e um dashboard com os resultados. 

Tudo partiu de uma necessidade: procurávamos no Brasil uma ferramenta de testes automatizados, mas não encontramos uma opção com a mesma qualidade e rigor dos testes moderados. Conhecendo a necessidade, o processo e o público-alvo, por que não montar nossa própria ferramenta? 

O primeiro passo foi validar a ideia: outras pessoas também se interessariam? Conversas informais, entrevistas e testes de conceito indicaram que sim, haveria mercado. Daqui surgiram também insights, personas e segmentos de atuação. 

Em um segundo momento, viramos uma startup e dividimos os esforços em duas frentes: negócios e design. Enquanto montávamos o lean canvas, começamos ciclos de testes e prototipação com clientes reais. Ainda sem uma linha de código, prototipamos todo o processo, da criação do roteiro aos resultados. Estes ciclos permitiram ajustar o serviço a cada rodada e confirmar se estávamos - ou não - no caminho certo. Com as descobertas, evoluímos bastante a ideia inicial: mudamos o nome, ajustamos o preço, quebramos os vídeos em tarefas, automatizamos a tabulação de sucesso e fracasso e incluímos uma etapa de consultoria de um especialista. No último teste não mudamos quase nada; sinal de que já tínhamos um bom MVP. 

No momento (junho de 2015) o TESTR está em fase final de desenvolvimento e testes. A previsão de lançamento no Brasil é para agosto de 2015, um ano após o surgimento da ideia de negócio.


Thursday November 19, 2015 15:00 - 15:20 GMT-03
Aula 4.6 Rondeau 165

15:00 GMT-03

Evaluation of the emotional answer in HRI on a game situation
This project has as purpose to propose an adequate method for the assessment of the emotional answer after an interaction with a social and emotional robot. A lottery game application has been developed for playing with the robot Nao, and through an experimental scenario the empathy towards a robot has been demonstrated. As a result, the Emocards are presented as a promising assessment method for the emotional answer of the users.


Thursday November 19, 2015 15:00 - 15:50 GMT-03
Aula 6.6 Rondeau 165

15:00 GMT-03

The Shift: UX Designer as Business Consultant
Businesses are increasingly adopting user-centered approaches to create experiences, moving UX design to be one of the core activities driving the company strategy and operations. 

This is an incredibly valuable opportunity that we designers can take to step up and contribute to create the great experiences and services they envision, taking our vision, tools and understanding to a different level. But we need to learn the new skills to play at this table, a table that's often speaking a different language with a lot of politics and different stakeholders. 

This talk will cover exactly these extra skills that are required to make this strategic jump: understanding the business needs, educating the client, understanding the hidden request, managing the various party involved in a project, defining the right process, understanding the internal impact and more.

Speakers
avatar for Davide Casali

Davide Casali

Product Design Director, Automattic
Just come and say hello! And don't worry about hard or difficult discussions, these are the ones that I prefer the most.


Thursday November 19, 2015 15:00 - 15:50 GMT-03
Aula 2.4 Rondeau 165

15:00 GMT-03

Sin ROI no hay diseño: 5 claves para entender al Negocio y ser parte de la toma de decisiones
El diseño es parte del producto, cuyo objetivo es maximizar el ROI de la organización. Por eso, la experiencia del usuario tiene que estar pensada para alcanzar este objetivo.

Pero los Diseñadores se suelen sentir excluidos de las decisiones de producto y sienten que su punto de vista no es tenido en cuenta. A su vez, "el Negocio" siente que los Diseñadores no incorporan las necesidades del negocio en el diseño.

Esta charla muestra el diseño visto por los ojos de un Product Manager, y da las claves para que Diseñadores y Negocio puedan entenderse, evitar roces, frustraciones y mejorar la colaboración.

Con estas herramientas, los Diseñadores podrán incrementar su influencia en las decisiones de producto.

Speakers
avatar for Sol Mesz

Sol Mesz

product manager, Kambrica
She is currently Product Strategy Director at Kambrica (www.kambrica.com), a leading UX consultancy in Buenos Aires, Argentina.


Thursday November 19, 2015 15:00 - 15:50 GMT-03
Aula 6.4 Rondeau 165

15:00 GMT-03

Prototype with Personality
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 

What we build should elicit a a real human response. We'll explore the best way to convey brand, tone of voice and intent through effective copy and delightful interactions in low-fidelity prototypes. After creating a prototype, we'll explore how to conduct qualitative testing on a budget, focusing on sincere human reactions and engagement.

My favorite tool is the Faber Castell 9000 4B sketching pencil. I'll bring 10 along to hand out to the first 10 workshop attendees. This workshop is accessible for beginners and useful for senior designers as well. Feel free to get in touch if you have any questions or requests in advance. 

Get your ticket for this workshop here

Speakers
avatar for Austin Keeble

Austin Keeble

UX Consultant // Instructor, Red Badger // General Assembly
Austin Keeble is a User Experience Designer from the southern wilds of Atlanta, Georgia, currently living and working in London as a consultant at the Financial Times and instructor at General Assembly. Recent projects include work as the lead UX Consultant for Sky, STA Travel, and... Read More →


Thursday November 19, 2015 15:00 - 16:45 GMT-03
Aula 2.2 Rondeau 165

15:00 GMT-03

Cómo llevar adelante una sesión de user research
Get your ticket for this workshop here 

¿Alguna vez quisiste hacer tu propio research con usurios pero no sabés por dónde empezar? ¿O tuviste miedo de equivocarte? En este taller 99% práctico, vas a aprender por qué y cómo hacer user research. Nos vamos a meter de lleno en los detalles de cómo encontrar a los participantes, cómo preparar la sesión, hacer tests con usuarios, analizar los datos y accionar sobre lo aprendido. Vas a tener la oportunidad de aprender y practicar, ya que vamos a usar prototipos en papel para hacer las prácticas de tests de usabilidad con usuarios durante el taller.Cómo llevar adelante una sesión de user research / de investigación con usuarios.

Get your ticket for this workshop here 


Speakers
avatar for Guillermo Ermel

Guillermo Ermel

User Research Technical Leader, MercadoLibre
Guillermo Ermel is User Research Technical Leader at MercadoLibre.com, Latin America's leading e-commerce marketplace. With more than 10 years of experience on the user research field and 20 in interaction design, he has vast experience creatively combining user research methods... Read More →


Thursday November 19, 2015 15:00 - 18:00 GMT-03
Aula 6.2 Rondeau 165

15:00 GMT-03

The Workshop Workshop
Get your ticket for this workshop here  

You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.

Russ Unger will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide. 
There will be activities where you will experience the true nature of “trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.

Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster.

Get your ticket for this workshop here  


Speakers

Thursday November 19, 2015 15:00 - 19:00 GMT-03
Aula 4.1 Rondeau 165

15:00 GMT-03

Empathy and UX Practices
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 
In this workshop we will talk about Empathy. Although there is not currently an agreed upon definition of empathy, - it´s a discussion topic for psychologists, anthropologists, etc. - the fact is that we not only experience its aspects and variations in our personal lives, but it is a core, powerful skill for UX professionals. We all need resources to cope with and improve it. 

We start the workshop presenting McLaren´s working definition of empathy (“The Art of Empathy”, 2013) with the goal of making Empathy a more accessible and organized concept, so it can become a valuable and dependable resource. We articulate Empathy so that UXers can perceive, understand, manage and develop this skill. We help the participants identify empathic skills at work, and have them fill out a self-test to identify their strengths and challenges. With this first insight handy, we articulate and illustrate empathy´s essential aspects. 

We follow-up to explore these aspects in action within UX methods and practices. We describe examples and follow-up with hands-on exercises (based on specific roles for each participant and supported by materials, templates and scripts). These exercises will help participants identify and reflect about Empathy in activities such as: user interviews, empathy maps and personas, information architecture, interaction design, and usability testing. 

We wrap up explaining how such deeper understanding empowers UXers to improve the overall quality of their deliverables, bringing up participants´ feedback. In the end we provide a few tips on how to further develop this skill.

Get your ticket for this workshop here 

Speakers
avatar for Cecilia Kremer

Cecilia Kremer

UX Lead, Globant
avatar for Ana Marafiga

Ana Marafiga

Digital Strategist, CI&T
MT

Mariana Tavernari

Consultant, Globant


Thursday November 19, 2015 15:00 - 19:00 GMT-03
Aula 2.6 Rondeau 165

15:00 GMT-03

Globant: Gestión de proyectos de UX en equipos multidisciplinarios
Limited Capacity seats available
This is a free workshop
You need to get a free ticket as seating availability is limited. Please proceed to the following link to secure your place.

Get your ticket for this workshop here
 
El objetivo central de este workshop es el de transitar por la experiencia de planificar un proyecto de Experiencia de Usuario dentro del marco de una empresa de software, a fin de adquirir y reforzar técnicas y habilidades para afrontar este desafío. Sin duda, la planificación de un proyecto con roles interdisciplinarios, con objetivos, responsabilidades y prioridades, que en principio parecerán diferentes, es un desafío importante para los profesionales de Experiencia de Usuario.

Get your ticket for this workshop here 

Speakers
avatar for Magalí Amalla

Magalí Amalla

Experience Designer - Educator, Globant / Grin / UNLP
Diseñadora de Experiencias, apasionada por los ecosistemas humanos, donde las personas y su relación con el entorno, sus creencias y comportamientos se vuelven una fuente de inspiración para la definición de estrategias de diseño y creación de experiencias memorables en la vida... Read More →
avatar for Clara Chavarria

Clara Chavarria

UX Manager - Tech Director, Globant


Thursday November 19, 2015 15:00 - 19:00 GMT-03
Aula 4.2 Rondeau 165

15:30 GMT-03

Enactive sketches for designing enactive interactions
The role of sketching for designing enactive interactions is reviewed, a conceptual framework is described and an exploratory case study is analyzed and discussed. The framework is organized as a map with two dimensions: the first one expresses the interactivity embodied in the different representations used by designers. The other dimension organizes the user experience expressiveness achieved by the different sketches. The sketch categories are linked through the attributes of interactivity sought by the designer. The case study supports the need to include some form of interactive sketching for designing of enactive interactions.


Thursday November 19, 2015 15:30 - 15:50 GMT-03
Aula 4.4.0 Rondeau 165

15:30 GMT-03

Escalando o time de UX design em uma startup
O propósito deste case profissional é detalhar a experiência e os desafios de escalar um time de UX design em uma startup. A UX (Experiência do Usuário) abrange várias disciplinas, tais como: pesquisa, design, desenvolvimento e até o suporte ao cliente. É comum em uma startup em crescimento ter designers com um perfil generalista para atuar em todas estas frentes: ele faz desde pesquisas com o usuário até o front-end de uma funcionalidade. Por um lado, isso garante rapidez nas entregas; por outro, pode render inconsistências visuais e técnicas quando o time começa a crescer, comprometendo a entrega de uma ótima experiência ao usuário.

Speakers
avatar for Lívia Amorim

Lívia Amorim

UI Developer, Resultados Digitais
avatar for Simone Beltrame

Simone Beltrame

Designer, Resultados Digitais


Thursday November 19, 2015 15:30 - 15:50 GMT-03
Aula 4.6 Rondeau 165

15:55 GMT-03

Agenciamento narrativo e experiência do usuário em narrativas transmídia: o caso da telenovela brasileira
This short paper proposes a reflection about the transmedia strategies in brazilian telenovelas, more specifically on how is the user experience in this kind of narratives. The user experience design in these narratives in multiple platforms is key to this new paradigm of entertainment media, once the main objective of transmedia storytelling is to create engagement and immersion of the user in the narratives.


Thursday November 19, 2015 15:55 - 16:15 GMT-03
Aula 6.6 Rondeau 165

15:55 GMT-03

#AdobeTypeUI: Projecting a new OpenType interface
Technological advances have enabled improvements of digital typography, including the addition of different features in the same file simultaneously, resulting into the OpenType format. Designers nowadays can explore new features in fonts, however, Adobe System's softwares, such as Adobe InDesign, have some issues regarding easing the use of these functions. Therefore, the aim of this study is to develop a new proposal for the OpenType menu included in Adobe InDesign, analyzing OpenType technology, understanding basics of interface design and developing an alternative for this menu. Bibliographical research is used in order to analyse OpenType technology and comprehend basic aspects of interface design. Documentary research is used for collecting opinions from users who are part of #AdobeTypeUI campaign on the internet. With this data gathered, a proposal for OpenType interface is designed and verified with users through a usability test. The results show that users can understand the new proposal and it becomes a possible alternative to the current OpenType menu on Adobe InDesign.


Thursday November 19, 2015 15:55 - 16:45 GMT-03
Aula 4.4.0 Rondeau 165

15:55 GMT-03

Confessions Of An Ex Unicorn
The mythical UX unicorn; we've all felt the pressure to become one, and many of us have gained or are actively pursuing unicorn status. But do we truly need to be masters of the entire UX spectrum? What happens if the path isn't all the glitter and rainbows you were expecting? Or you start down the path and discover you hate having a horn? We’ve captured ex unicorns to discuss the benefits of a multidisciplinary education, complications of unicorn life, and varying paths to success. 

There has been lots of discussion about why everyone in UX needs to be a unicorn and how to achieve this status. Many companies are expecting that everyone they hire be able to single-handedly cover the entire spectrum of UX roles; nearly every UX job description seems to include everything from usability testing to JavaScript. 

The result is that many UX professionals are attempting to be unicorns and either finding themselves unhappy in their process, unsatisfied in their role as a unicorn, feeling unqualified to move forward, or unsure of how to grow their career. 

We’re going to reflect on our past experiences to share what we’ve learned; there is value to having a unicorn education and having a broad set of experiences, but we want to be honest about the challenges, too. UX is meant to be a team sport; it can be overwhelming to cover so many disciplines within one role, you can burn yourself out quickly, set yourself up to work alone and there is inherent bias in being the sole researcher, designer, and coder. If you’re responsible for all aspects of UX, you may design something that is easier to develop, or maybe you’ll end up phrasing research questions in a leading way. Having a team allows you to share ideas, give and get critique, build on the experience and perspectives of multiple individuals, and have each member play to their strengths.

Additionally, there are some people who don't want to be unicorns. Some of us are deeply passionate about research or in love with pushing pixels. While having a working knowledge of all the aspects of UX is helpful, we want to clearly emphasize that one does not need to be a unicorn in order to be successful. We’ll discuss how we’ve evolved our careers over time to best align with our preferences, strengths, and personal goals. 

We also want to address those that are trying to hire unicorns, because they aren’t necessarily the best thing for a company. We’ll discuss the situations when unicorns work well and when a company is better off with more specialized roles. 

We want to set the record straight that you do not have to reach unicorndom to be successful in UX. 

Speakers
avatar for Rachel Daniel

Rachel Daniel

User Experience Director, MaxPoint
Rachel has been involved in the UX realm for more than a decade and is a self-proclaimed Ex Unicorn. She’s covered everything from visual design to user research, interaction design to coding, and usability testing to prototyping. Rachel now manages a multidisciplinary team as Director... Read More →
avatar for Amanda l Stockwell

Amanda l Stockwell

Principal, Stockwell Strategy
Amanda Stockwell is President of Stockwell Strategy, a UX research practice focused on lean research methods and integrating user knowledge with business goals to create holistic product strategies. She has spent most of the last decade focused on finding innovative ways to understand... Read More →


Thursday November 19, 2015 15:55 - 16:45 GMT-03
Aula 2.4 Rondeau 165

15:55 GMT-03

Service Design para Rico Investimentos: Usando processos de design para projetar novos serviços financeiros
Este artigo tem o objetivo de relatar o processo do projeto de consultoria em design de serviços para a corretora Rico Investimentos.

A consultoria foi iniciada com o intuito de criar novos formatos de serviços financeiros ao potencial investidor com pouco conhecimento em produtos financeiros. Usando a abordagem de Service Design Thinking, foi possível identificar perfis de investidores e criar uma estratégia específica para a maioria dos clientes, que eram responsáveis por pequena parte das transações e, consequentemente, dos lucros. 

Começamos com a fase de descobertas, onde visitamos 20 clientes em 3 diferentes cidades do Brasil, selecionadas por questões estratégicas de mercado da empresa. Enquanto, em paralelo, um questionário era respondido por 3000 cadastrados, cerca de 10% da base de clientes. 

Os workshops de cocriação vieram na sequência, nos quais levamos os resultados de pesquisa para um grupo de colaboradores da Rico Investimentos. Os colaboradores foram incentivados a criar serviços de investimento a partir de user boards e de user journeys - ferramentas de Service Design.

As sessões seguiram mais algumas rodadas, onde problemas e direcionamentos de interesse da corretora eram dados pelos colaboradores e o projeto dos novos serviços eram evoluídos por toda a equipe.

Após a etapa de cocriação, demos início à construção dos protótipos, onde alguns canais digitais responsáveis pelos pontos de contato foram selecionados e desenhados de forma colaborativa. Entre eles: a área interna do cliente e o ambiente de e-learning.

O resultado foi o desenho de serviços e novas experiências para o investidor, posicionando a marca e seus serviços como substitutos dos tradicionais bancos. O trabalho continua em andamento, de forma iterativa, e ainda com muitas possibilidades de serviço que foram identificadas e serão implementadas. 

Ainda que mantendo em sigilo informações estratégicas de propriedade do cliente, nos propomos, neste trabalho, a apresentar todas as etapas do processo de design e suas descobertas.

Speakers
avatar for Karla Cruz

Karla Cruz

Strategic Designer, Welab Design and Innovation
CL

Cristiano Leoz

Business Designer, Welab Design and Innovation


Thursday November 19, 2015 15:55 - 16:45 GMT-03
Aula 6.4 Rondeau 165

17:15 GMT-03

Presentación del libro "Pioneros y hacedores"
La selección de textos de Pioneros y hacedores surge marcada por una presencia casi invisible pero abarcativa: la Sociología, el campo de estudio por excelencia de las interacciones sociales. Pioneros y Hacedores es material de reflexión para la investigación contemporánea de los procesos del comportamiento humano en la interacción. El asunto es de larga data: pionero y hacedor fue el primer Homo habilis que creó una herramienta para interactuar con él mismo, con sus pares y con su medio. Lo hizo seguramente haciendo diseño centrado en él, en el usuario... Pero el foco aquí estará dado por el tipo particular de interacción y de comportamiento que provoca el ambiente digital y la presencia de interfaces, pantallas, consolas, computadoras, cajeros, videojuegos, móviles, controles remotos, etc, etc. Las nuevas disciplinas que emergen al ritmo de los transistores y de los microchips no pueden ser completamente mensurables, sin embargo ejercen conocimiento científico: describen, prueban, cuantifican.

Speakers
avatar for Lorena Paz

Lorena Paz

UX Research, IAcoop
Sociologist + Ethnographist = UX Researcher


Thursday November 19, 2015 17:15 - 17:35 GMT-03
Aula 4.4.0 Rondeau 165

17:15 GMT-03

Expression: Understanding Affective Content in Social Media
Analysis of social content for understanding people's sentiments towards topics of interest that change over time has become an attractive and challenging research area. Natural Language Processing (NLP) techniques are being adapted to deal with streams of social content. New visualization approaches need also to be proposed to express, in a user friendly and reactive manner, individual as well as collective sentiments. In this paper, we present Expression, an integrated framework that allows users to express their opinions through a social platform and to see others' comments. We introduce the Sentiment Card concept: a live representation of a topic of interest. The Sentiment Card is a space that allows users to express their comments and to understand the trend of selected topics of interest expressed by other users. The design of Expression is presented, describing in particular, the sentiment classification module as well as the sentiment card visualization component. Results of the evaluation of our prototype by a usability study are also discussed and considered for motivating future research.


Thursday November 19, 2015 17:15 - 18:05 GMT-03
Aula 4.6 Rondeau 165

17:15 GMT-03

Quantifying UX indicators - UX for grown-up people
When bridging the gaps between designers and product managers, a quantitative approach to understand the UX seems to be one of the preferred arguments. Like the Little Prince, as designers often disregard this numbers as not capturing the essence of the problem: 

+++ Grown-ups like numbers. When you tell them about a new friend, they never ask questions about what really matters. They ask: "How old is he?" "How many brothers does he have?" "How much does he weigh?" "How much money does his father make?" Only then do they think they know him. +++ 

Since perceived user experience and end-user value is “psychological” in nature, it requires a behavioral science approach. Behavioral sciences researchers have made substantial inroads toward driving the creation and measurement of platform user experiences and explaining how it works. 

In our presentation we will explain the usefulness of setting UX quality milestones (a.k.a. UX Key Performance Indicators), and measuring against these goals using experimental psychology, experience research, and human factors techniques. 

These indicators became a cornerstone in the relationship of designers with product managers, providing to the former the level of insightfulness necessary to drive user understanding, and to the latter a quantifiable approach to understand UX. Each UX milestones explicitly sets target UX constructs, link these to the key usages per market segment, and comprehend what will be the important the “moments of truth” in the user experience. Data is collected to support design, validate intended UX, and to compare the UX to other products. The overarching goal is to better target and control the quality of the end-user experience. 

Speakers
avatar for Patricio Maller

Patricio Maller

UX leader, Intel
Patricio Maller holds a computer science degree and a Master of Science in computer sciences (2000) with focus on human-computer interaction. He was a Fulbright Scholar at The University of Alabama between 1998 and 2000, completing research on the application of socio-cognitive theories... Read More →
avatar for Pablo Piccolotto

Pablo Piccolotto

Human Factors Engineer, Intel
Pablo Piccolotto is a Human Factors Engineer currently leading the User Research Lab team at Intel -a team in charge of designing and executing all kinds of studies and experiments to create amazing experiences from the inside out-. Besides, he is member of Intel’s UX-UIA Intellectual... Read More →


Thursday November 19, 2015 17:15 - 18:05 GMT-03
Aula 2.4 Rondeau 165

17:15 GMT-03

Student competition
Thursday November 19, 2015 17:15 - 19:00 GMT-03
Aula 6.4 Rondeau 165
 
Friday, November 20
 

09:00 GMT-03

Steven K. Feiner Keynote
Speakers
avatar for Steven K. Feiner

Steven K. Feiner

Steven K. Feiner (PhD, Brown) is Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab. Is coauthor of Computer Graphics: Principles and Practice and of Introduction to Computer Graphics (Addison-Wesley), received an ONR Young Investigator A... Read More →


Friday November 20, 2015 09:00 - 10:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

10:00 GMT-03

Scott Berkun Keynote
Speakers
avatar for Scott Berkun

Scott Berkun

Author, Self
Scott Berkun is a bestselling author and popular speaker on creativity, philosophy, culture, business and many other subjects. He’s the author of six books, including The Myths of Innovation, Confessions of a Public Speaker, The Year Without Pants. His work has appeared, or been mentioned, in The New York Times, The Washington Post, Forbes, The Wall Street Journal, The Economist, The Guardian, Wired magazine, Forbes, USA Today, Wir... Read More →


Friday November 20, 2015 10:00 - 11:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

11:30 GMT-03

Juan Pablo Hourcade Keynote
Speakers
avatar for JUAN PABLO HOURCADE

JUAN PABLO HOURCADE

Associate Professor, University of Iowa
Juan Pablo Hourcade is an Associate Professor at the University of Iowa's Department of Computer Science, UI3 Associate Director for Informatics Education, and a member of the Delta Center. His main area of research is Human-Computer Interaction, with a focus on the design, implementation and evalu... Read More →


Friday November 20, 2015 11:30 - 12:30 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

14:00 GMT-03

Celeste Olivieri Keynote
Speakers
avatar for Celeste Olivieri

Celeste Olivieri

Head of UX Design @ MURAL, MURAL
Celeste Olivieri es Head of UX Design en MURAL, un startup que busca ayudar a equipos multidisciplinarios a colaborar en sus tareas creativas a lo largo del proceso de diseño. Apasionada por maximizar el poder del diseño en los equipos que integra, su perfil profesional está marcado por la búsqueda casi obsesiva por comprender la natur... Read More →


Friday November 20, 2015 14:00 - 15:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

15:00 GMT-03

Stephen P. Anderson Keynote
Speakers
avatar for Stephen Anderson

Stephen Anderson

Chief Experience Officer, BloomBoard
Stephen P. Anderson is an internationally recognized speaker and consultant based out of Dallas, Texas. He created the Mental Notes card deck, a tool that's widely used by product teams to apply psychology to interaction design. He’s also of the author of the book Seductive... Read More →


Friday November 20, 2015 15:00 - 16:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

16:30 GMT-03

Whitney Hess Keynote
Speakers

Friday November 20, 2015 16:30 - 17:30 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

17:30 GMT-03

Russ Unger Keynote
Speakers

Friday November 20, 2015 17:30 - 18:30 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales
 
Saturday, November 21
 

09:00 GMT-03

Abby Covert Keynote
Speakers
avatar for Abby Covert

Abby Covert

Information Architect, Abby the IA
Abby Covert is an independent information architect. She specializes in delivering a collaborative information architecture process and teaching those that she works with along the way. She speaks and writes under the pseudonym Abby the IA, focusing on sharing information architecture... Read More →


Saturday November 21, 2015 09:00 - 10:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

10:00 GMT-03

Guillermo Ermel Keynote
Speakers
avatar for Guillermo Ermel

Guillermo Ermel

User Research Technical Leader, MercadoLibre
Guillermo Ermel is User Research Technical Leader at MercadoLibre.com, Latin America's leading e-commerce marketplace. With more than 10 years of experience on the user research field and 20 in interaction design, he has vast experience creatively combining user research methods... Read More →


Saturday November 21, 2015 10:00 - 11:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

11:30 GMT-03

Christian Rohrer Keynote
Speakers
avatar for Christian Rohrer

Christian Rohrer

Chief Design Officer, Intel Security
Christian Rohrer is Vice President and Chief Design Officer at Intel Security (formerly McAfee, Inc.) In this role, he is responsible for user-centered design efforts across all projects from ideation through delivery and beyond. As a veteran of user experience design and research, he has served... Read More →


Saturday November 21, 2015 11:30 - 12:30 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

14:00 GMT-03

Jason Severs Keynote
Speakers
avatar for Jason Severs

Jason Severs

Executive Creative Director, frog
Jason Severs is an Executive Creative Director at Frog and a leader in the company’s design research practice. He is responsible for promoting a holistic perspective through translating the needs of users and business into meaningful design. Before joining frog, Jason worked with Bruce Mau Design on Massive Change, a project that ai... Read More →


Saturday November 21, 2015 14:00 - 15:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

15:00 GMT-03

Cindy Chastain Keynote
Speakers
avatar for Cindy Chastain

Cindy Chastain

Cindy is SVP, CX & Design, where she is focused on bringing the lens of customer experience, innovation and design to help differentiate the brand through connected product & marketing experiences. Before joining MasterCard, Cindy was both an experience strategist and Executive Creative... Read More →


Saturday November 21, 2015 15:00 - 16:00 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

16:30 GMT-03

Jesse James Garrett Keynote
Speakers
avatar for Jesse James Garrett

Jesse James Garrett

Jesse James Garrett is co-founder and Chief Creative Officer of Adaptive Path, a user experience design consultancy. His contributions to the field of user experience include creating the seminal "Elements of User Experience" model; developing the Visual Vocabulary, a notation system for documenting user experience design; and defining Ajax, an approach to creating dynamic Web applications. Jesse has received Wired Magazine's Rave Award for Technology and was named one of the "50 Most Important People on the Web" by PC World... Read More →


Saturday November 21, 2015 16:30 - 17:30 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

17:30 GMT-03

Closing ceremony
Saturday November 21, 2015 17:30 - 18:30 GMT-03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales
 
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