1. Kim Goodwin is a best selling author and has 20+ years of consulting and in-house UX experience. She is VP of Product and User Experience at PatientsLikeMe, a medical research platform and a social and decision-support network for patients. Kim also helps other organizations build their internal design capabilities through coaching and organizational change management.

    Previously, Kim was VP of Design & General Manager at Cooper. During her 12 years there, Kim led an integrated practice of interaction, visual, and industrial designers, as well as the development of the Cooper U design curriculum.

    Kim has led design and research projects in such diverse areas as health care, aviation, retail, communication, financial services, consumer, automotive, IT and others. She speaks and teaches at UX conferences globally. Although based near San Francisco, Kim is often in another time zone either “herding cats” in a conference room or photographing wildlife in places where Internet access doesn’t exist.

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  2. Interaction Design Education Summit 2016

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  3. Interaction Design Education Summit 2016

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  4. As technology gets more accessibility, especially in developing economies, have you ever wondered what is the real struggle in creating meaningful experiences for those the users in low income countries with no education? It is not only a struggle in creating simple and amazing experiences, rather in creating trustworthy ties with the user. My focus has been on financial credits, mortgages, and insurances. I got a tumbling start thinking 'how can they trust your financial webpage, when they have even trouble in trusting their banks online'. In latin american countries, where there is so much insecurity in the country overall (crime rates, economic strife, etc.), they trust family and friends rather than experts. In order to create a solution, I had to turn to emotional design. Through transparency, empathy, friendliness, and a simple learning process for the users you can create the trust needed for the users to use the financial products. Join me through my rocky journey of creating a meaningful product in México.

    interaction16.ixda.org/session/emotional-design-in-developing-economies/

    # vimeo.com/161379111 Uploaded
  5. Consider yourself lucky if you have a toilet at your home, because one in three people worldwide, that’s 2.4 billion people globally, have no access to modern sanitation facilities. Of these 2.4 billion, an astonishing 946 million people defecate in the open. Open defecation is threatening survival rates and other health measurements of children living in rural areas of developing countries. In this lightning talk, I’ll describe a game-based approach to addressing this challenging public health issue.
    Doo Doo Dash is a simple, single-player mobile game that teaches kids (ages 6-9) the health dangers associated with exposure to feces, and the importance of using toilet facilities for defecation. The message of the game is simple: open defecation is bad; it makes people sick. The game ensures long-term behavior change by addressing psychological principles in the Theory of Planned Behavior. Want to learn more about Doo Doo Dash and how you can design for social change? Come to this lightning talk, where we will discuss the game in detail to inspire a larger conversation around designing for social impact.

    interaction16.sched.org/event/5yPp/design-for-change-sprinting-away-from-poop

    # vimeo.com/161180931 Uploaded

Interaction Conference

Interaction Design Association PRO

A yearly conference on interaction design produced by The Interaction Design Association (IxDA).

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