Redesigning the programming experience
(May 28, 2010) Joel Brandt, a PhD candidate in the Stanford Human-Computer Interaction Group, discusses the roles that online resources play in creating software and examines the emerging class of “opportunistic” programmers out there today.
Interdisciplinary design for services, systems, and beyond
(May 21, 2010) Jodi Forlizzi, Associate Professor of Design and Human-Computer Interaction at Carnegie Mellon University, discusses two insights that she has learned from bringing design to human computer interaction research and development. Professor Forlizzi uses examples from her work and the work of her lab to show the benefits of these insights.
How we think with bodies and things
(May 7, 2010) David Kirsh, Professor of Cognitive Science at University of California-San Diego, discusses the concept of enactive thought and provides data from extensive ethnographic studies and a few simple experiments to prove that it exists.
Lifelong kindergarten: design, play, share, learn
(April 30, 2010) Mitch Resnick, Professor of Learning Research at the MIT Media Lab, discusses and demonstrates how new technologies can help extend kindergarten-style learning to people of all ages, enabling everyone to learn through designing, playing, and sharing.
Designing stuff: lame gods in the service of prosthetic gods
(April 16, 2010) Harold G. Nelson, Professor of Design at Carnegie Mellon University, discusses the importance of understanding the nature of designing (agency), designers (lame gods), and designs (prosthetic gods).
The green machine
(April 2, 2010) Aaron Marcus, of Aaron Marcus and Associates, discusses how his company is leveraging mobile phone applications and their user interfaces to persuade people to save home energy usage by combining information design and persuasion design.
Anthropomorphic interfaces for the underserved
(March 12, 2010) Timothy Bickmore, Professor at Northeastern University, discusses his research with a virtual nurse that helps patients understand their medical conditions and medications when they are discharged from a hospital.
(March 5, 2010) Michael Naimark discusses the technologies of web applications that use photos and video to document the Earth.
Interactive art and social meaning
(February 26, 2010) Peggy Weil, adjunct professor of design at the California College of Arts, discusses the incorporation of interaction design and virtual reality into the human experience.
Driving user behavior with game dynamics
(February 19, 2010) Rajat Paharia, founder and Chief Production Officer of Bunchball, discusses participation engines and the use of game dynamics and behavioral economics to incentivize and motivate user participation on the web.
How multiplayer games will change the future of work
(February 22, 2010) Leighton Read, high-tech investor, entrepreneur, and CEO of Seriosity Inc. and Alloy Ventures discusses how multiplayer game will change the future of work.
Speaking versus typing
(February 5, 2010) Maryam Garrett and Mike Cohen of Google discuss speech and typing search functions dependent upon phone type and most particularly voice search on smart phones.
The anti-ergonomy of instruments of interaction
(January 29, 2010) Adrian Freed, from UC Berkeley Center for New Music and Audio Techniques, discusses music, technology and computing and his research on intriguing new interactions within these systems.
(January 22, 2010) Vik Singh, from Yahoo!, discusses his research on how search connects to real time, and how this may change the interactive space on the web.
How prototyping practices affect design results
(January 15, 2010) Steven P. Dow of the Stanford Human-Computer Interaction Group discusses his research on how prototyping practices affect learning, motivation, communication, and outcome in design. To help answer this question, he has developed creative problem-solving tasks, such as an advertisement design task where design creations are to be compared through ad campaign performance analytics.
Designing a unified experience
(January 8, 2010) Kim Goodwin, a Cooper Designer, discusses persona based research models for product development and recommends that design teams collaborate interactively from ideation in order to produce a more end-user friendly product.