• No results found

DESIGNING FOR THE FUTURE: MODERN INTERFACES & EMERGING TECHNOLOGIES

N/A
N/A
Protected

Academic year: 2021

Share "DESIGNING FOR THE FUTURE: MODERN INTERFACES & EMERGING TECHNOLOGIES"

Copied!
13
0
0

Loading.... (view fulltext now)

Full text

(1)

DESIGNING

FOR THE FUTURE:

MODERN INTERFACES & EMERGING

TECHNOLOGIES

(2)

Over the last decade, emerging technologies like Multi-touch, Virtual Reality (VR), Extended Reality (XR), Voice and 3D Touch have been propelling us toward the next generation of human-computer interactions. But the pandemic of 2020 accelerated the speed of innovation—at home, at work, and inside government. Some examples include:

• The corporate tech team for manufacturing company Siemens began working in a virtual simulation of their lab, doing demos for people around the world.

• Use of voice activated assistants like Siri and Alexa is growing massively because they make technology more accessible—and make everyday tasks easier.

• Popular VR games like Beat Saber may still be the most widely recognized applications of VR technology, but automotive giants like Ford are also using VR to help teams collaborate virtually. • The U.S. Air Force, among many other organizations, has adopted VR training for a variety of its programs, one of which cut the required training time and related costs significantly for pilot training.

With technologies going beyond the touchscreen, what are the implications for business? How do we design user experiences that immerse users into a new reality? And how can we make smarter

decisions about allocating the resources necessary for adopting, developing, and marketing new technologies?

Developed by NYU’s Tandon School of Engineering, this program will get you up to speed on the environment of emerging technologies as it applies to new interfaces and digital product

development. Gain both historic and modern perspective on designing with emerging technologies, and a framework for how to identify opportunities, and apply human centered design approach to ideate and innovate with emerging technologies at your organization.

(3)

WHO IS THIS PROGRAM FOR?

This program was created to provide a solid understanding of the business considerations for modern interfaces and emerging technologies for product designers, product managers, creative directors and product directors in the areas of product development, product management and interactive design.

It is ideal for:

• Product designers and design managers seeking to gain a better understanding of how product designs are evolving, stay current with the latest trends and technology related to emerging user interfaces, and learn principles and best practices around interface design and emerging

technologies.

• Creative/innovation/product/design directors looking to develop a strategy for implementing best practices related to interface design and emerging technologies, better understand the impact of related privacy and security concerns, improve the user experience for their company’s products and services, and develop a mindset that drives innovation with digital tools.

• Consultants seeking to understand the past and present landscape of digital interfaces as well as how to build good interface usability in design and develop a strategic roadmap for their clients.

Program Duration

6 Weeks, Online

2-4 hours per week

*GST applicable to Singapore residents

Program Fees

US$1,400

(4)

Throughout this six-week program, you’ll develop the common design and innovation language, heuristics, and values that will enable you to build engaging new products and user experiences while gaining a better understanding of business opportunities, challenges and considerations of adopting and/or developing new technologies.

PROGRAM HIGHLIGHTS

Understand the past and present landscape of digital interfaces

01.

Examine the emerging technologies environment relative to new interface and interaction design and product development, AR and VR, and the converging technologies and use cases driving movement in this space

03.

Consider the balance of ethics and profitability in this new era of human-computer interactions

05.

See where emerging technologies are gaining traction in various industries through use cases that will apply to your industry and field of practice

07.

Identify patterns of good usability in design and apply Human Centered Design

methodologies that scale with emerging technology

02.

Develop a mindset that helps drive innovation with digital tools

04.

Discover the current environment of emerging technologies

including VR, AR, Voice

Interaction, Machine Learning and AI

06.

IDENTIFY

DEVELOP

CONSIDER

DISCOVER

SEE

EXAMINE

UNDERSTAND

(5)

Throughout this six-week program, you’ll explore the past, present, and future of UX design, as well as discover best practices for design and usability and contemplate the balance between ethics and profitability for the emerging technologies that are taking human-computer interactions to new heights.

PROGRAM SYLLABUS

• The history that led to today’s interfaces • The most important innovation

• Design vs. science

• How we made progress by hating our tools and their limitations

Rise of the Multivariate Digital Interface

The Makings of Good Design

Modern and Emerging Interfaces

Moonshots: Creating the Next iPhone

Impact (Privacy, Security and Accessibility)

Impact of AI and Machine Learning on

Product Design

MODULE 1

• The patterns of good usability in interface design • Single-use tools vs. multivariate tools

• Modern desktop computer as a super tool • The tragedy of skeuomorphism

• The human centered design approach that scales with new technology

MODULE 2

• Game controllers: What works and what doesn't? • Learn from The Failures: Apple Newton

• Musical interfaces • Audio assistants • Gestural interfaces

• Gaming (or entertainment?) systems • AR & VR

MODULE 3

• Just-in-time information • Media: then vs. now • Rise of the second screen • Incremental steps vs. moonshots • Thinking of tools as multivariate

MODULE 4

• How WIMP discriminates

• Case Study: Tumblr and universal accessibility • Accessibility bias in tech products

• The business case for making new interfaces more inclusive

• OS security, privacy and ethics • Triumph of closed systems • Hate your tools: a second plea • Ethics vs. profitability

MODULE 5

• Vernor Vinge essay on singularity • Early AI efforts

• AI recommendations

• Predictive technology and purchasing decisions • Predictive algorithms

• The post-humanist future

MODULE 6

(6)

YOUR

WORKBOOK

Developing a Personalized Action Plan for

Product Development Strategies

YOUR WORKBOOK

Developing a Personalized Action Plan for UX Design Strategy

Throughout this program, we’ll cover a range of topics you can apply to interactive product design in your organization. We’ve created a companion workbook to enhance the learning experience by providing takeaways that make the content immediately actionable.

The workbook is organized by module and includes a brief summary of each, followed by a related exercise.

YOUR WORKBOOK

Developing a Personalized Action Plan for Product Development Strategies

Using the workbook, you will be able to:

Build product development strategies that help you set priorities, whether you’re adopting new products or technologies to use internally or making new tech prod-ucts to sell to others.

Create a list of actionable takeaways that you can implement in your work, teams, and organization going forward.

(7)

CASE STUDIES

Take a deep dive into case studies that feature globally-recognized companies making

decisions about what—and what not—to build.

How has this multinational corporation

created first-class products across so many

product lines and categories (and decades)?

Take a closer look at a company that has

always prioritized innovation and teamwork

between business leadership, designers and

engineers.

Consider two perspectives on

Google’s controversial AR glasses.

While initially a commercial flop,

find out how this moonshot

product broke new ground and

continues to be a business driver.

Legacy Innovation: Sony

(8)

REAL-WORLD EXAMPLES

Through engaging video shorts and a VR demo, instructor Joshua Goldberg highlights the ways interfaces have evolved by delving into real-world interface successes and failures and what can be learned from them.

Consider the incremental

development of

game-changing

innovations like the iPod,

iPhone and Siri and the

influence of the Apple

“ripple effect” on the

market

Apple Ripple

Effect

Instructor Joshua Goldberg

demos VR painting with

Goo-gle’s Tilt Brush, a room-scale

3D-painting virtual-reality

application.

Google Tilt Brush

After failing with GameCube,

Nintendo needed a big win.

Learn how they went all-in on

gestural control and owned the

game console market for a short

time—and what lessons we

should take from it.

Moonshot: The

Nintendo Wii

(9)

PROGRAM FACULTY

Joshua Goldberg

Adjunct Lecturer,

NYU Tandon School of Engineering

Joshua Goldberg is a planner, developer, installer, and overseer of interactive and creative display projects and consumer applications for corporations, brands, museums, artists, and more. For nearly two decades, he has consulted with a variety of companies in the areas of show control programming, interactive sensor consulting, Max/MSP coding, VJ software development/show design/production management, and media server production as well as technology consulting for artists.

Joshua earned a Bachelor of Arts degree in Theater from Hampshire College and an MPS in Interactive Telecommunications from NYU. Beyond his extensive consulting work, he also served as a senior product design manager at Tumblr, where he was tasked with rebuilding a department and re-integrating a design team into the Tumblr infrastructure.

Adaora Udoji

Adjunct Professor,

NYU Tisch School of the Arts: Interactive Telecommunications

Program (ITP)

Adaora Udoji is an emerging technology strategist and maker. She has worked in artificial intelligence, virtual reality, augmented reality, and other new digital technologies. Currently, she is the Director of Corporate Innovation at New York City’s RLab, the first city-funded hub focused on the next

generation of user interfaces including virtual and augmented realities and related technologies. She is also an adjunct professor at NYU Tandon School of Engineering and the Interactive

Telecommunications Program at the Tisch School of the Arts.

After graduating from the UCLA School of Law and the University of Michigan, she began her career at ABC News where she reported on breaking news, features, and politics from Boston to Baghdad for that outlet, CNN, and public radio for more than a decade, winning numerous awards in the process, including recognition from The National Academy of Television Arts.

(10)

Upon successful completion of the course, participants will be awarded a verified digital certificate by NYU Tandon.

CERTIFICATE

THIS IS TO CERTIFY THAT

YOUR NAME

HAS ATTENDED AND SUCCESSFULLY COMPLETED

DESIGNING FOR THE FUTURE: MODERN INTERFACES &

EMERGING TECHNOLOGIES

YEAR

Nasir Memon

Associate Dean for Online Learning NYU Tandon School of Engineering

(11)

THE LEARNING EXPERIENCE

The program is spread over 6 weeks and includes video lectures, a live faculty webinar, assignments, discussions, polls, a companion workbook, and video shorts featuring real-world examples.

The first week is orientation. During this week you will be introduced to the other participants in the class from across the world and you will learn how to use the learning management system and other learning tools provided.

ORIENTATION

In other weeks, you have learning goals set for the week, including watching the video lectures and completing the assignments. All assignments have weekly deadlines.

GOAL SETTING

The recorded video lectures and interviews are conducted by program faculty and also feature industry experts sharing their interface design expertise. The program also features one live webinar with faculty.

VIDEO LECTURES & INTERVIEWS

Program discussions and polls make the experience highly interactive and allow you to share your perspectives with product development professionals from around the world.

DISCUSSIONS & POLLS

The program includes a companion workbook designed to shape program learnings into a personalized action plan that guides you through the program.

COMPANION WORKBOOK

The Program Support Team will follow-up through emails and via phone calls with participants who experience challenges.

FOLLOW-UP

You will continue to have access to the program videos and learning material for up to 12 months from the program start date.

(12)

ABOUT

The NYU Tandon School of Engineering empowers people to use science and technology as tools to build a better society. Dedicated to creating solutions that can tackle tomorrow’s problems today, the school focuses on invention, innovation, and entrepreneurship.

As an institution that traces its origins back to 1854, NYU Tandon School of Engineering is rooted in tradition and opportunity. The school was, quite literally, the birthplace of the American Dream; it was their alumus James Truslow Adams who coined that phrase in 1931. Just as it was then, Tandon is a place where ambitious students from all walks of life get the solid education they need to launch their careers.

Invention, innovation, and entrepreneurship suffuse every aspect of Tandon as it strives to carry the school’s great history forward with a shared goal: To generate ideas and build solutions for a

(13)

E-mail: [email protected] Call: +1 315 871 0015

We attempt to respond to queries in 24 hours or less. However, over weekends and holidays, our responses may take up to 72 hours.

© Copyright 2020 Emeritus. All Rights Reserved.

Emeritus | Council for Private Registration No. 201510637C | Period: 29 March 2018 — 28 March 2022

Schedule a call with a Program Advisor to learn how this course can help you

About Emeritus

SCHEDULE A CALL

Apply for the program here

APPLY NOW

education courses. An Emeritus Certificate course created in collaboration with New York University is based on syllabus approved by New York University, and contains video content created and recorded by New York University faculty, combined with assessments, assignments, projects, cases, and exercises delivered by Emeritus. Upon successful completion of the course, learners will be awarded a certificate by New York University.

References

Related documents

To achieve this, the researcher orient the educational subjectivities such as experiences, beliefs, perspectives and worldviews together with reflecting upon the

Another possible interpretation of the differences in behavior between standard and inexperienced student participants is that those two participant pools are inherently different

opinions. The panel agreed that minimum standards for quality of reports should be part of the standard of practice for home inspectors. The panel felt that as the Canadian

Payment instrument price information is more suitable in Scandinavia as countries there are among those that actually charge all users a price per transaction for different non-

After learning about New Hampshire’s recent legislation that allows flying cars, students will work in groups to research how eVTOLs and Boeing’s PAV (Passenger Air Vehicle)

A multiple factor analysis was used in order to compare the various forms of expert evaluation inputs (i.e., comparable expert priority score, contextual expert priority

We understand that flight and flight instruction in aircraft involves hazards and risks not encountered by the general public in non-flight-related activities, and being aware of

Air pressure switch contact opens Ionisation current too low (GZ 2 + GZ 4) Flame signal too low (GZ 3). Check