Sun Mercury
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viewspeakers
Mary Ann De Lorris Norris - Oblong
Space as Solvent for Enabling New Workflow
Mary Ann will be speaking about Oblong’s recent work in using their g-speak™ SOE (spatial operating environment) to enable next-generation workspaces and workflow. The SOE made its public debut in the film Minority Report, whose bellwether interface one of Oblong's founders designed.
Erik Hersman - Ushahidi
Changing the World, One Map at a time
Whether it's a tsunami in Japan, earthquake in New Zealand or Haiti, or a political crisis in Libya, there is a new form of bottom-up information that is changing the face of the world. The Ushahidi platform has been deployed over 12,000 times. It uses the crowd, maps and mobiles to gather and visualize information in disaster and crisis zones. The crowd is no longer just bearing witness, the crowd is becoming an actor.
Tariq Krim - Jolicloud, Netvibes
Earth is a Beta Test
How Web/mobile platforms are redefining our experiences of the world
Rajesh Sawhney - Reliance
Topic to be announced shortly
Ann Cotton - Camfed
Building a Governance Model Around Values
Description to be updated shortly
Nick Halstead - MediaSift, TweetMeme
Big Data, Big Business
What is 'Big Data'? it is one of the hottest trends right now but like all trends it is often over used and mis-understood, Nick will delve into what constitutes 'big data' - why you should care, how people are using it and what technologies are involved.
Tom Chatfield - Game Theorist
Predicting the next innovation cycle via Play and Leisure
Innovation often skips a generation, in technology and business alike, thanks to the sheer weight of the past: those countries with expensive telephone networks may miss out on the greatest innovations in mobile compared to countries with little infrastructure. But how can we hope to predict or anticipate the inherently disruptive? Play and leisure are a compelling window into disruption for several reasons today: they take us back to some of the most fundamental of human activities and tendencies, and to questions about what it is that people actually want as well as need; they are at the moment arguably the most important forces driving use and adoption of new technology; but perhaps most importantly, the patterns of behaviour around them are driven by novelty and early adoption rather than momentum, meaning that disruption is actually the norm rather than the exception for development in this sector - new generations of games consoles arriving every 6 years or so, with total hardware replacement the norm; total hardware replacement in phones occurring on average each two years; and so on. This means that patterns can become clearer earlier in the leisure and play sectors - from digital distribution to cloud computing, and from alternative interfaces (3D, motion-sensitive) to reward-driven training structures. What's next? Virtual goods, virtual and remote labour, interface and corporate design for loss of control - these are some of the disruptions, I will argue, that digital play should teach us to expect.
Dr. Victor Henning - Mendeley
Crowdsourcing Science
As Tim Berners-Lee observed, Linked Open Data is the key to solving humanity's Grand Challenges over the next couple of decades. Curing cancer and Alzheimers, dealing with climate change and terrorism, ensuring access to clean water and food security for future generations - Open Data in science can help provide the answer. Victor will speak about how his start-up Mendeley managed to crowdsource the world's largest open research database in a little over two years, how it is turning this data over to the scientific community under a Creative Commons license, and how this is enabling anybody to build new types of scientific tools that make research more efficient, collaborative, and open.
Alex Breuer - The Times
How the internet has taken typography back a 100 years
Description to be updated shortly
Aza Raskin - Massive Health, Ex-Mozilla
You are solving the wrong problem
At the end of 2010, I left my post as Creative Lead for Firefox to found Massive Health on the assumption that a design renaissance could help change people's behavior to make them a bit more healthy. That's rather an assumption. Behavior change is hard. Health is hard. It is yet to be seen if I'm an idiot. With all this talk of gameification, serious games, and social connectivity, what cognitive psychology principals underly all of this hype? What isn't anecdotal? What works? Whether it is health, finance, email, or games, this talk delves into the literature of behavior change to give you a checklist to use in your designs.
Leisa Reichelt - UI/UX Expert, TBC, TBC
Panel: The Next Generation of Change in User Interfaces and User Experiences
Chaired by Andy Budd - Co-founder, Clearleft