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X-WR-CALNAME:Boxes and Arrows Events Calendar tagged "research"
BEGIN:VEVENT
DTSTART;VALUE=DATE:20061011
DTEND;VALUE=DATE:20061018
SUMMARY:Open Online Discussion with Dan Saffer
LOCATION:Virtual
DESCRIPTION:Dan's succeeded in creating a fantastic introduction and overvi
 ew of our discipline of interaction design.  People are encouraged to parti
 cipate in this discussion, and I know there are many of you with keen insig
 hts and  thoughtful ideas that would greatly contribute.\n\nThe open disc
 ussion will go on for the next week, until Tuesday October 17.  Offsite (no
 n-WELL member) readers with questions or comments may send them to inkwell@
 well.com to have them added to the conversation.\n\nAbout The WELL\n\nT
 he WELL is a cherished and acclaimed destination for conversation and discu
 ssion. For twenty years it has captivated intelligent, creative people. It 
 is widely known as the primordial ooze where the online community movement 
 was born â€” where Howard Rheingold first coined the term "virtual communit
 y." Over the last two decades, it's been described as "the world's most inf
 luential online community" in a Wired Magazine cover story, and "the Park P
 lace of email addresses" by John Perry Barlow. It's won Dvorak and Webby Aw
 ards, inspired songs and novels, and almost invisibly influences modern cul
 ture.\n\nNow run by Salon Media Group, independent publishers of the grou
 nd-breaking Salon.com online news magazine, The WELL continues to cast a lo
 ng cultural shadow. For many people it's the place you aren't quite sure yo
 u've heard of, but may just wish you had. For members, it's a place to come
  up with the next interesting thing and a way to live.\n\nHope to see you
  there!\n\nJim\n\n\nJames Leftwich, IDSA\nOrbit Interaction\nPalo Al
 to, California\nhttp://www.orbitnet.com
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20061101
DTEND;VALUE=DATE:20061105
SUMMARY:WonderGround
LOCATION:Lisbon, Portugal
DESCRIPTION:Designing interdisciplinary discourse, conspiring for Design Le
 adership\n\nWonderground - the 2006 Design Research Society International
  Conference in Lisbon, Portugal at IADE Instituto de Artes Visuais, Design 
 e Marketing. The conference is co-chaired by Eduardo Corte-Real, Ken Friedm
 an, and Terence Love with Chris Rust as chair of the research exhibition an
 d Charles Burnette as chair of the scientific committee.\n\nThe 2006 conf
 erence will invite 2 kinds of papers -- full papers at 5,000-6,000 words, w
 orking papers at 2,000 words plus references, as well as contributions to t
 he research exhibition. Design Research News will publish the full call nex
 t month.
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20061205
DTEND;VALUE=DATE:20061209
SUMMARY:Cooper U  |  Interaction Design Practicum
LOCATION:San Francisco, California, USA
DESCRIPTION:As the foundation course in the Cooper U curriculum, the Practi
 cum was designed for usability and design practitioners, product managers, 
 and anyone else who strives to fill the gap between a product idea and what
  actually gets built. In this course, you will work through a specific desi
 gn problem while learning how to: \n\n*Better understand business stakeho
 lder needs\n\n*Plan and conduct ethnography-based research with users and
  potential users\n\n*Create a rigorously-defined persona set from user da
 ta\n\n*Use scenarios and goals to determine requirements\n\n*Apply scen
 arios, principles, and design patterns to define and iterate an interaction
  framework\n\n*Apply these methods to everything from pie-in-the-sky inno
 vation to minor product updates \n\nThe Practicum is held at Cooper's hea
 dquarters approximately 10 times a year. For the convenience of internation
 al travelers, our other courses are sometimes scheduled immediately after t
 he practicum. All sessions are limited to 20 participants.\n\nWHAT PEOPLE
  ARE SAYING ABOUT THIS COURSE\n\nâ€œThis is commercially grounded, highly
  captivating, very interactive, a lot of fun, and has given me something to
  take back which Iâ€™m confident I can apply. The cost benefit is not an is
 sueâ€“--this has to be taken by our designers.â€?\n\nâ€œInspiring, educat
 ional, fun. Iâ€™m leaving with a lot of tools, information, and confidence.
 â€?\n\nâ€œWell worth your time. Fills the large void between needs identi
 fication and construction.â€?\n\nâ€œGreat course. We can apply these desi
 gn methods to the hole in our XP process.â€?\n\nâ€œHighly recommended! Ev
 en as an experienced designer I both learned a lot and got a sanity check f
 or the work Iâ€™m doing. Iâ€™m totally energized!â€?\n\nEARLY REGISTRATIO
 N AND GROUP DISCOUNTS AVAILABLE. \n\nIf you have a large team to train, w
 e can bring our courses to you.
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20070116
DTEND;VALUE=DATE:20070120
SUMMARY:Cooper U: Interaction Design Practicum
LOCATION:San Francisco, California, USA
DESCRIPTION:As the foundation course in the Cooper U curriculum, the Practi
 cum was designed for usability and design practitioners, product managers, 
 and anyone else who strives to fill the gap between a product idea and what
  actually gets built. In this course, you will work through a specific desi
 gn problem while learning how to: \n\n*Better understand business stakeho
 lder needs\n\n*Plan and conduct ethnography-based research with users and
  potential users\n\n*Create a rigorously-defined persona set from user da
 ta\n\n*Use scenarios and goals to determine requirements\n\n*Apply scen
 arios, principles, and design patterns to define and iterate an interaction
  framework\n\n*Apply these methods to everything from pie-in-the-sky inno
 vation to minor product updates \n\nThe Practicum is held at Cooper's hea
 dquarters approximately 10 times a year. For the convenience of internation
 al travelers, our other courses are sometimes scheduled immediately after t
 he practicum. All sessions are limited to 20 participants.\n\nWHAT PEOPLE
  ARE SAYING ABOUT THIS COURSE\n\nâ€œThis is commercially grounded, highly
  captivating, very interactive, a lot of fun, and has given me something to
  take back which Iâ€™m confident I can apply. The cost benefit is not an is
 sueâ€“--this has to be taken by our designers."\n\nâ€œInspiring, educatio
 nal, fun. Iâ€™m leaving with a lot of tools, information, and confidence."
 \n\nâ€œWell worth your time. Fills the large void between needs identifica
 tion and construction."\n\nâ€œGreat course. We can apply these design met
 hods to the hole in our XP process."\n\nâ€œHighly recommended! Even as an
  experienced designer I both learned a lot and got a sanity check for the w
 ork Iâ€™m doing. Iâ€™m totally energized!"\n\nEARLY REGISTRATION AND GROU
 P DISCOUNTS AVAILABLE. \n\nIf you have a large team to train, we can brin
 g our courses to you.\n\n
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20071018
DTEND;VALUE=DATE:20071019
SUMMARY:A Design Dialogue
LOCATION:Atlanta, Georgia, USA
DESCRIPTION:Join us for insights and inspiration as two thought leaders eng
 age in some friendly verbal sparring to compare and contrast their unique d
 isciplinary viewpoints on design, HCI, and user experience. \n\nJoe Balla
 y is a nationally known industrial designer and Founder and Principal of MA
 YA Design, a design consultancy and technology research lab in Pittsburgh, 
 PA. He is also a senior faculty member in the Department of Design at Carne
 gie Mellon University. As the head of the department, Joe was instrumental 
 in orienting CMU's design programs toward integrating high technology with 
 traditional graphic and industrial design. \n\nGregory Abowd is a Profess
 or in the School of Interactive Computing and GVU Center at Georgia Tech. H
 is research focuses on application-driven research in ubiquitous computing.
   He has been associated with several large research efforts (Classroom 200
 0, the Aware Home, and information technologies for autism) and has consult
 ed in the development of commercialized versions of his research.\n\n
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20071114
DTEND;VALUE=DATE:20071115
SUMMARY:IxDA SF: In The Moment
LOCATION:San Francisco, California, USA
DESCRIPTION:Yahoo! Brickhouse\n500 3rd St\nSan Francisco, California 9410
 7\n\n6:00 – Social Hour\n7:00 – Presentation\nFREE\n\nIxDA SF returns
  with its third event in our design tools series. This month we present Nat
 e Bolt, CEO of Bolt | Peters, as he presents UX research about life.\n\nN
 ot all UX research is about the interface. It’s about the habits, moods, lo
 cation, and motivations of the people using your interface. Unfortunately, 
 that junk is unpredictable and difficult to measure, but can make or break 
 the accuracy of your research. Here are three examples of how we’ve structu
 red research to uncover where peoples’ real lives meet technology:\n\n(I)
  Web Apps. Live intercepts and remote research. Get on the user’s time, ins
 tead of forcing participants to follow your time as a researcher.\n\n(II)
  Video Games. Simulated native environment testing and six-on-one moderatio
 n with TeamSpeak. Sounds crazy, and it is. We’ll show a short documentary o
 n what all that means and how much better it is than standard video game re
 search.\n\n(III) Cars. Getting into people’s cars to film them while they
  drive, smoke a cigarette, flip open their laptop, check traffic, and then 
 play an iPod. Also, how to double-check safety and liability waivers.\n\n
 All three examples preserve the authenticity of users’ moods and behaviors 
 by maintaining a native environment, allowing us to understand relevant bac
 kground information about a user, and using a relaxed, non-sterile environm
 ent to conduct the research-preferably, the comfort of their own homes (or 
 cars). Users also have a much bigger role in choosing their tasks and struc
 turing the interview than the researchers. We’ll talk about splitting our s
 cripts into passionate themes and backup questions, watch actual video and 
 audio from recent research and explain what we found.\n\n--\n\nHave a g
 reat idea for a future event? Interested in sponsorship? Get in touch! sf-l
 ocal at ixda.org\n\nPresented by IxDA San Francisco and Yahoo!
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20080617
DTEND;VALUE=DATE:20080621
SUMMARY:Cooper U: Interaction Design Practicum
LOCATION:San Francisco, California, USA
DESCRIPTION:Our four-day Practicum is an intensive, hands-on workshop led b
 y senior Cooper designers. We’ll show you how to:\n\n    * Identify and a
 ddress business issues\n    * Plan and conduct user research to uncover us
 er goals and mental models\n    * Turn user data into a set of personas th
 at guide (and sell!) the design\n    * Use scenarios and goals to identify
  and prioritize requirements\n    * Apply scenarios, principles and patter
 ns to define the right interaction framework\n    * Apply these methods to
  everything from pie-in-the-sky innovation to minor product updates\n\nAs
  the foundation course in the Cooper U curriculum, the Interaction Design P
 racticum was created for usability and design practitioners, product manage
 rs, and anyone else who strives to fill the gap between a list of requireme
 nts and what actually gets built. \n______________________________________
 _\n\nWhat attendees have said about this course:\n\n"Highly recommended
 ! Even as an experienced designer I both learned a lot and got a sanity che
 ck for the work I'm doing. I'm totally energized!"\n\n"Well worth your ti
 me. Fills the large void between needs identification and construction."\n
 \n"Inspirational, educational, fun. I'm leaving with a lot of tools, infor
 mation, and confidence."\n\n_______________________________________\n\n
 Our new "Business of Innovation" course happens the following week on June 
 23-24.\n\nIf you can't attend this Practicum session, there's another Jul
 y 22-25, followed by our two day Visual Interface Design and Communicating 
 Design classes.\n
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20080722
DTEND;VALUE=DATE:20080726
SUMMARY:Cooper U: Interaction Design Practicum
LOCATION:San Francisco, California, USA
DESCRIPTION:Our four-day Practicum is an intensive, hands-on workshop led b
 y senior Cooper designers. We’ll show you how to:\n\n    * Identify and a
 ddress business issues\n    * Plan and conduct user research to uncover us
 er goals and mental models\n    * Turn user data into a set of personas th
 at guide (and sell!) the design\n    * Use scenarios and goals to identify
  and prioritize requirements\n    * Apply scenarios, principles and patter
 ns to define the right interaction framework\n    * Apply these methods to
  everything from pie-in-the-sky innovation to minor product updates\n\nAs
  the foundation course in the Cooper U curriculum, the Interaction Design P
 racticum was created for usability and design practitioners, product manage
 rs, and anyone else who strives to fill the gap between a list of requireme
 nts and what actually gets built. \n______________________________________
 _\n\nWhat attendees have said about this course:\n\n"Highly recommended
 ! Even as an experienced designer I both learned a lot and got a sanity che
 ck for the work I'm doing. I'm totally energized!"\n\n"Well worth your ti
 me. Fills the large void between needs identification and construction."\n
 \n"Inspirational, educational, fun. I'm leaving with a lot of tools, infor
 mation, and confidence."\n\n_______________________________________\n\n
 If you can stick around for a weekend in San Francisco, consider taking our
  two day Visual Interface Design and Communicating Design classes the follo
 wing week.\n
END:VEVENT
BEGIN:VEVENT
DTSTART;VALUE=DATE:20080911
DTEND;VALUE=DATE:20080912
SUMMARY:High-Definition Design Research
LOCATION:Philadelphia, Pennsylvania, USA
DESCRIPTION:WHEN: Thursday, September 11, 2008, 6:00 - 8:00 PM (social time
  from 6:00 - 6:30 PM)\nWHERE: Heilmeier Hall, University of Pennsylvania, 
 220 S 33rd St, Philadelphia, PA 19104\nRSVP: phillychi@gmail.com\n----\n
 \nAbout the Presentation\nLike the proverbial shoe-less cobbler's childre
 n, user researchers have historically lacked appropriate technology for stu
 dying how people use technology. But this has changed with the emergence of
  a variety of tools that can be applied to data gathering, analysis and sha
 ring. Now there is a need for awareness and guidance in the selection and u
 se of such research technologies.\n\nThis presentation will cover:\n- Th
 e basic characteristics of effective user research tools\n- Data on curren
 t usage of various technologies for data gathering, analysis and presentati
 on\n- Demonstrations and tips on the latest technology tools for conductin
 g user research, including high-speed digital video and pen computing\n- C
 oncept designs of future user research tools\n\nFor more background on th
 e topic: http://tinyurl.com/6ae3tg\n\nAbout the Speaker\nRob has over 15
  years experience applying product/interface usability in the medical, indu
 strial, commercial and consumer fields. He is Director of Research at Bress
 lergroup, an award-winning product design and development firm. Bresslergro
 up's research practice delivers expertise and training in design research, 
 human factors and usability. Previously he was Director of Human Factors at
  Electronic Ink, and held positions at Siemens Medical Solutions and the Ai
 r Force Research Laboratory.\n\nRob is author of DesigningforHumans.com, 
 a blog focusing on events, methods and technology related to user research.
  He has represented design research as a juror for the ID Magazine Annual D
 esign Review and the International Design Excellence Awards. Rob holds a Ph
 D in Human Factors/Experimental Psychology and is a Certified Professional 
 Ergonomist (CPE).
END:VEVENT
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