Interaction 19
A mobile conference application that focuses on discoverability and networking
Project Overview
Interaction 19 is a mobile application designed for the Interaction Design Association’s upcoming Seattle conference.
Data showed that conference goers are motivated to attend conferences to gain knowledge and make connections with others, but experience a lot of anxiety around meeting new people.
My design efforts focused on solving for this problem. The features I designed focused on assisting conference goers to acquire relevant knowledge and get to know others in the process. A core component to the app was a system of interest-tags. A ‘tagging game’ was created in order to incentivize users to tag their interests.
Skills: Research, information architecture, wireframing, prototyping, visual design, creative direction, slide decks and presentation.
Timeline: 10 weeks
Tools: Pen & paper, Sketch, Marvel, Principle, Max/MSP
Client Needs
The client: The Interaction Design Association’s Seattle chapter (IxDA).
IxDA needed help creating an app for the February 2019 conference, Interaction 19. They wanted this application to straddle the line between novelty and pragmatism; to have basic functionality but also engaging interactions—this was a conference application for interaction designers, after all.
Interaction 19’s theme was Design in the Wild. The conference is occurring in Seattle, a metropolis in the middle of the wilderness, inspiring the theme.
The theme provoked the following questions:
"How does our proximity to nature impact human systems? How do systemic patterns in nature inspire form?"
IxDA also emphasized a wish for the application to be viable through 3 life stages; before, during & after the conference. This was stated several times during the brief, making it clear to me that it was important to them.
Before: the conference the app could help users in discovering programming and things to do in Seattle and communicating with one another about this.
During the conference the app could help orienting users. Examples of this would be providing information about talks, events and Seattle places of interest, and helping users make connections. The app could also help users in sharing key insights, learnings and epiphanies with one another.
After the conference the app could have a retrospective function; capturing key moments, inspiring moments, galvanizing moments for the users. The app could also offer the user a relic or memento of the conference.
Research
The research method employed was surveys. In a Google form with a blend of open ended questions and multiple choice questions, I sought to better understand conference goers wants and needs when it came to the conference experience. In addition to this, I wanted to understand aspects of the conference that were enjoyable, and aspects that were more arduous.
Screener Criteria:
participants must attend conferences
participants must own a smart-phone and have familiarity with applications
participants in the design field are desirable but not necessary