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VR / AR / Voice: Designing a New Way of Life



XD Immersive Program

The Call for Presentations for XD Immersive 2018 has recently ended, and we are currently reviewing all the proposals. As presentations are approved for the program, we will add them to the partial program listing below.

XD IMMERSIVE PROGRAM


We are on the cusp of a tremendous shift in how people interact with computing. A series of trends brought about by the mobile computing revolution and machine learning will culminate in truly immersive interfaces, over the next decade. This talk will touch on the state of the world today and go in-depth on what these trends mean for what comes next in VR, AR, and immersive computing.Close
Jon Wiley

Jon Wiley

Director of Immersive Design, Google

Jon Wiley is the Director of Immersive Design at Google, working on product design and strategy for immersive computing.

He was the first designer for Google Autocomplete (predictive search queries), was the instigator for Google Instant (search results as you type), and led the Search design team through three redesigns, the transition to mobile, and the addition of new features such as the Knowledge Graph and voice search. Jon was also the instigator for Material Design, Google's design language for all applications and the Android platform.

In 2014, Jon joined the Google VR/AR team. The team has been working hard to make immersive computing a reality through projects like Google Cardboard, Daydream, Tilt Brush, JUMP, Google Expeditions, Earth VR, ARCore, Poly, Blocks, VR180, AR Stickers, and more. Under Jon's design leadership the team has won numerous awards, including the Lumiere Century, Cannes Lion (Gold and Silver), IF Design, Red Dot, UX Awards (Gold and Silver), Proto, MWC Global, and more.

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With the introduction of VR and MR experience platforms, the relationship between design and identity is taking on a new dimension, where your representation becomes an integral part of the experience.

In VR and MR, the experience design importance is magnified, taking on many more dimensions (sound, space, time, emotion, trust, etc) becoming total experience design. Design is transitioning from a communication and navigation applied art, becoming a life moment experience management challenge. As designers we are transitioning to designing and defining an approach to momentary, time bound virtual living experience snapshots, combining many more areas of expertise and expression.

As designers, and custodians for the value of experience, we need to mindfully investigate the new ways of appropriately contextualizing user needs and the expressions of value.

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Andi Rusu

Andi Rusu

Principal Creative Director, Microsoft

Andi is one of the Northwest’s acknowledged leaders in visual design, working on interactive, motion graphics and print design.

Currently Andi serves as Principal Creative Director and Creative GM in Microsoft's Avatars team, driving identity and avatar systems for desktop, virtual, augmented and mixed reality implementations.

Previously Andi held senior design and creative leadership positions at companies like Deloitte Digital, and Sierra Online and Possible. His clients included National Geographic, Microsoft, EMP, Smithsonian. Andi has taught Business Practices, Typography, Motion and Interactive Design at Cornish College of Arts, and University of Washington. His work has been recognized with Communication Arts, Print, Graphis, Webby, Telly and Seattle Show awards.

Andi holds a European degree in Fine Arts from Universitatea Populara de Arta in Romania and earned a Graphic Design degree from Cornish College of Arts, in United States.

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Smart technologies make possible new innovative services but also facilitate an unprecedented visibility into the mundane and not so mundane activities of our daily lives. Addressing potential privacy concerns will be critical to making these technologies mainstream, but designing for privacy in a smart world is not simple. Today I am going to share some of what I learned about privacy while working in the Internet-of-Things and by the end of this talk, you will walk out of here with 4 strategies that you can use to design smart privacy-mindful experiences that people will want.Close
Dr. Faith McCreary

Dr. Faith McCreary

Principal Engineer, Intel

Faith McCreary is a principal user experience researcher and strategist at Intel Corporation. She has a passion for using data of all shapes and sizes to transform complex systems in ways that work for humans. For the last two years, her focus has been the Internet-of-Things, otherwise known as IOT. In the world of IOT where smart + connected is becoming the new ordinary, her job is to understand how people will experience these technologies and how these new technologies will shift experiences of daily life. While her companion technologists focus on can we, she asks should we? What will be the future experience? How do we create a future ordinary that empowers all of us physically and digitally?

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Kharis is Senior Director of Product + UX at Meta, and has over 15 years of international experience in crafting thoughtful products and services. Previously he was Head of Product at Archiact in Vancouver - Canada’s largest VR/AR company, co-founded the influential immersive-tech studio - HUMAN, created SCALE - a smartphone powered MR headset, and worked at the award-winning Nokia Design studio in Berlin, Germany as Design Lead on a multitude of award-winning products.

Kharis gave the opening keynote at the 2014 Taiwan Design Week in Taipei, and recently released his book for O’Reilly Media called “Designing for Mixed Reality”

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Join Katie Hughes, product designer for Beast Pets, in discussing the design elements behind virtual reality character interactions. In this session, we will explore ways to develop bonds between between characters and game players to create emotionally compelling animal companionship in the metaverse. Participants will leave this session with new ideas on how to leverage the immersive elements of virtual reality technology to bring their characters to life.Close
Katie Hughes

Katie Hughes

Virtual Reality Product Designer, Beast

Katie Hughes is a San Francisco-based UX & Product Designer specializing in virtual reality. She loves her job at Beast Pets, where she works on creating smart magical pets for VR (who wouldn’t love their job when they basically get to play with virtual puppies all day?)

Additionally, Katie is cofounder of the Room Scale Designers meetup group where she helps organize accessible VR workshops for local Bay Area designers. Katie has been a guest speaker for organizations such as Cascade SF, General Assembly, and the University of Buckingham, and is a total VR hackathon enthusiast. When not staring at a screen, you can find her 10 feet up off the ground honing her aerial gymnastics skills.

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Daniel Padgett is a Design Lead for Google Search and Assist. He leads a group of interaction designers creating core features and connected user journeys for Assistant across surfaces. He's also on point for Google's Conversation Design discipline, spearheading internal and external programs geared toward establishing best practices, educating new practitioners, and coordinating outreach. Daniel has roughly twenty years of experience creating solutions that leverage language technologies, including speech recognition, natural language understanding, and speech synthesis. A recent transplant from Chicago, he lives in Menlo Park with his wife, 12 year old son, and their cat Juno.

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What kind of design vocabulary can we use when we’re developing VR experiences? And how can we speak a common language when a language for VR is still in the early stages of being written? Looking at parallels with the way cinematic language originally developed, and how it borrowed from the vocabularies of previous media like theater and photography, Andrew will examine the emerging lexicon that’s defining how we conceive, design, and create immersive experiences.Close
Andrew Leitch

Andrew Leitch

Virtual Reality Filmmaker, New York Film Academy

Andrew Leitch is an NY-based Experience Director and Filmmaker focused on Virtual and Augmented Reality. He teaches a series of master classes in the Narrative VR program at the New York Film Academy, and is a Lab Fellow at NYU's Media and Games Network VR Lab. He has also held Creative/UX leadership roles at agencies such as Razorfish and GREY, working with a blue-chip client list that includes Nike, Sony, NBCUniversal and Ford. Andrew directed the cinematic VR experience Now Then with Academy Award-winning producer Ryan Silbert. His creative work has appeared at Sundance and SxSW and has garnered four Webbys.

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In the Spring of 2017, frog teamed up with Apple to help IKEA design and build the first prototype version of their new Places ARKit app. The app allows users to shop for, and virtually place, furniture in their environment at scale. As lead developer on the project, Charles will describe the design and development process behind the rapid build of the Places app. He will also speak to the impact this new era of mobile AR will have on retail and other industries that frog is designing for, and discuss the way frog uses AR/VR in their user-centered design process.Close
Charles Yust

Charles Yust

Principal Design Technologist, frog design

Charles has over 15 years of experience implementing compelling digital experiences across a range of platforms at various scales, from mobile and web applications to spatial installations and AR/VR. At frog he conducts research, develops software in a range of languages, and builds innovative prototypes for Fortune 500 clients and startups with a focus in emerging technologies. He is also frog’s AR/VR technology capability lead and has worked on applications that have ranged from pain distraction for burn patients in VR to functional edge-computing prototypes in AR. Prior to frog he worked for two award-winning design consultancies in New York City building immersive and gestural interactive environments for leading museums and science centers throughout the United States.

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Interface technology is progressing towards a moment when the convergence of mixed reality, natural user interfaces, and AI will finally enable ubiquitous, always-on processing of human intent. So far, this vision has relied heavily on voice input — people will talk to their devices, and the devices will talk back. However, we will still need to use our bodies to express ourselves. Body movement and tactile sensations are a central part of human experience — just look at the importance of body language for interpreting the intent of other people, or our need to physically touch products to accurately assess our desire for them, or even the need for physical closeness to our loved ones. Ubiquitous computing fueled by voice, AI, and AR graphics alone cannot meet these needs. We need gesture and haptics — technology that accounts for the human the body — to complete the picture.

In this 30-minute presentation, you'll learn about the theory of tactile user interface design, as well as the practical tools and methods of design for gesture interaction and haptics. We will first look at in-market use cases of gesture and haptics for VR storytelling and mobile communication and advertising. Then we'll look at emerging mobile AR use cases and point the way to good design in this new category.

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David Birnbaum

David Birnbaum

Director of User Experience Design, Immersion

David Birnbaum, Director of User Experience at Immersion Corporation, has been creating haptic experiences for over 12 years, in which time he's been named as an inventor on over 70 patents in the fields of user experience, wearables, gaming, medical devices, mobile communication, and rich interactive media. A leading expert in haptic design, he leads a team responsible for developing the tactile aesthetics of emerging technologies. David is driven by a desire to tell stories with the sense of touch and to bring emotion and realism to digital experiences. He holds a B.S. in Music Industry from USC and a M.A. in Music Technology from McGill University.

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Designing for an emerging technology space is difficult enough, but imagine creating a VR experience that needs to work anywhere in the world. The design of Google Earth VR presented us with several unique UX challenges to overcome such as movement, simulation sickness, and the placement of objects in the world. In this talk, we’ll go over our biggest UX challenges as we took Google Earth VR from concept to launch. Close
Andre Le

Andre Le

Google Earth VR UX Design Lead, Google

Andre Le currently leads UX design on Google Earth VR, an award-winning immersive VR exploration application that allows people to experience the world from impossible perspectives. Andre has spent the last 7 years designing for immersive technologies. He has worked extensively on AR and mobile platforms at Parsable bringing real-time collaboration to industrial field workers as well as consumer AR applications at HP that allowed people to replay their video memories embedded in photos.

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