Hello again!
I’m back to give you a roundup of some of the videos of the best talks of Day One of interaction 16 in Helsinki, Finland. As before, these talks span the gamut from not just the field of interaction design but to interactive art, mathematics, and romantic comedies. I’ll also mention that the lightning talks at IXDA were not recorded; I can only link you to the recorded ones here, but there were so many great speakers at the lightning talks.

Matt Nish-Lapidus: A Design Practice for the 21st Century
To all interaction designers: please watch this talk. Matt’s talk about defining interaction design principles within our field is not only something I believe can raise the bar on our own design, but his assertion that interactive artists are ones that are pushing the boundaries of what it means to be an interaction designer is a fascinating one. He includes examples of many Toronto-area artists who have created unique user experiences for the sake of art and emotion.

Tim Paul, John Waterworth: Design patterns for government services: A community, not a library
This is a showcase and explanation of design patterns within the UK government’s huge redesign of gov.uk. Yes, the form factor is primarily a website, but it optimized so many government processes within the UK that were previously handled primarily via forms and fax, which constitutes a redesign of the way the government provides their services to their users. Their redesign work won them an award within the IXDA.

Antti Oulasvirta: Can computers design?
This was one of the more provocative talks at interaction 16. In it, Antti asserts that using a mathematical algorithm, computers can optimize the process of design for designers. It definitely touches at the idea of “can we be replaced by computers?” but I think it offers a more nuanced view into how to harness algorithms to iterate faster in design.

Angel Anderson: Love Actually – Experience Design Lessons from Romantic Comedies
I included this because not only is it entertaining, it also carries with it an undercurrent of deriving inspiration from media that is not traditionally associated with design. If you’re interested in learning more about how speculative fiction can inform design, you should check out the book she mentions called Make it So: Interaction Design Lessons from Science Fiction, which studies science fiction as an inspiration for interaction and visual design principles.

That’s it for Day One; there are a lot of provocative questions brought up in a lot of these; I would love to hear your thoughts on them. What do you think about Matt’s proposed interaction design principles? Do you think computers can design?

Stay tuned for Day Two!