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        <title>Adaptive Path Podcast</title>
        <description>Adaptive Path brings together a collection of podcasts from across the web. You'll find our practitioners speaking at conferences and interviewing experts in our field. You'll also find a collection of the best presentations from our events including UX Week and MX: Managing Experience.</description>
        <link>http://adaptivepath.com</link>
        <copyright>© 2008 Adaptive Path, Inc.</copyright>
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        <language>en</language>
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        <itunes:subtitle>You'll find Adaptive Path practitioners speaking at conferences and interviewing experts in our field. You'll also find a collection of the best presentations from our events including UX Week and MX: Managing Experience.</itunes:subtitle>
        <itunes:summary>Adaptive Path brings together a collection of podcasts from across the web. You'll find our practitioners speaking at conferences and interviewing experts in our field. You'll also find a collection of the best presentations from our events including UX Week and MX: Managing Experience.</itunes:summary>
        <itunes:category text="Arts">
            <itunes:category text="Design"/>
        </itunes:category>
        <itunes:category text="Technology"/>
        <itunes:keywords>uxweek, mx,adaptivepath,adaptive,path,user,experience,ux,design</itunes:keywords>
        <itunes:author>Adaptive Path</itunes:author>
        <itunes:owner>
            <itunes:email>contact@adaptivepath.com</itunes:email>
            <itunes:name>Adaptive Path</itunes:name>
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        <item>
            <title>Peter has a conversation with Scott McCloud</title>
            <description>Peter has a conversation with &lt;a href=&quot;http://uxweek.com&quot;&gt;UX Week 2009&lt;/a&gt; presenter Scott McCloud, best known for his book Understanding Comics, and more recently for the comic explaining Google Chrome. They discuss comics, visual expression, Edward Tufte, and the importance of believing in the message.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
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            <pubDate>Sun, 14 Dec 2008 12:41:34 -0800</pubDate>
            <itunes:subtitle>Peter has a conversation with Scott McCloud</itunes:subtitle>
            <itunes:summary>Peter has a conversation with UX Week 2009 presenter Scott McCloud, best known for his book Understanding Comics, and more recently for the comic explaining Google Chrome. They discuss comics, visual expression, Edward Tufte, and the importance of believing in the message.</itunes:summary>
            <itunes:duration>30:00</itunes:duration>
            <itunes:author>Peter Merhoz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Aurora: Envisioning the Future of the Web</title>
            <description>Co-founder and President of Adaptive Path Jesse James Garrett provides an inside look at the process of creating Aurora, a concept video depicting one possible future user experience for the Web.&lt;br /&gt;
&lt;br /&gt;
Jesse talks about the technology trends that will shape the future Web, outlines the challenges of designing a future product, and takes the audience for a behind the scenes look at the creation of the Aurora concept video.&lt;br /&gt;
</description>
            <link>http://www.adaptivepath.com/aurora</link>
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            <pubDate>Fri, 17 Oct 2008 08:51:12 -0700</pubDate>
            <itunes:subtitle>Jesse talks about the technology trends that will shape the future Web, outlines the challenges of designing a future product, and takes the audience for a behind the scenes look at the creation of the Aurora concept video.</itunes:subtitle>
            <itunes:summary>Co-founder and President of Adaptive Path Jesse James Garrett provides an inside look at the process of creating Aurora, a concept video depicting one possible future user experience for the Web.

Jesse talks about the technology trends that will shape the future Web, outlines the challenges of designing a future product, and takes the audience for a behind the scenes look at the creation of the Aurora concept video.</itunes:summary>
            <itunes:duration>40:00</itunes:duration>
            <itunes:author>Jesse James Garrett</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>What To Do With All That Content? Sorting Through 10 Years of Comedy Central's &quot;The Daily Show&quot;</title>
            <description>Architects make buildings for people. Information architects make information spaces for people. So how do you build doors, windows, and porches into information spaces? And how do you make it easy for people to find what they want in over 10,000 episodes of a daily TV show?&lt;br /&gt;
&lt;br /&gt;
To find out, I had tea with Audrey Chen, Senior Information Architect at Comedy Central who recently created a searchable online archive of 10 years of &quot;The Daily Show&quot;. From 24 hour crews who watched and tagged every single episode, to the challenge of &quot;future-proofing&quot; information architecture systems so that they can grow and change over time, Audrey shared a glimpse into what it takes to organize and manage the massive influx of data in our world.</description>
            <link>http://www.teawithteresa.com/2008/09/what-to-do-with-all-that-content.html</link>
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            <pubDate>Fri, 10 Oct 2008 16:01:42 -0700</pubDate>
            <itunes:subtitle>Architects make buildings for people. Information architects make information spaces for people. So how do you build doors, windows, and porches into information spaces?</itunes:subtitle>
            <itunes:summary>Architects make buildings for people. Information architects make information spaces for people. So how do you build doors, windows, and porches into information spaces? And how do you make it easy for people to find what they want in over 10,000 episodes of a daily TV show?

To find out, I had tea with Audrey Chen, Senior Information Architect at Comedy Central who recently created a searchable online archive of 10 years of &quot;The Daily Show&quot;. From 24 hour crews who watched and tagged every single episode, to the challenge of &quot;future-proofing&quot; information architecture systems so that they can grow and change over time, Audrey shared a glimpse into what it takes to organize and manage the massive influx of data in our world.</itunes:summary>
            <itunes:duration>42:00</itunes:duration>
            <itunes:author>Teresa Brazen</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Design Strategy with Lulu Pachuau and Bob Medcalf of Provoke</title>
            <description>Designers often talk about the results of their work, and even about the design process, but what we don't often talk about is the careful framing of a project that allowed us to do the great work in the first place. Lulu Pachuau and Bob Medcalf of the New Zealand consultancy Provoke share tools and methods Lulu learned at Adaptive Path's UX Intensive workshop and applied to a web strategy project with Industrial Research Limited.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
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            <pubDate>Wed, 01 Oct 2008 12:01:39 -0700</pubDate>
            <itunes:subtitle>Designers often talk about the results of their work, and even about the design process, but what we don't often talk about is the careful framing of a project that allowed us to do the great work in the first place.</itunes:subtitle>
            <itunes:summary>Designers often talk about the results of their work, and even about the design process, but what we don't often talk about is the careful framing of a project that allowed us to do the great work in the first place. Lulu Pachuau and Bob Medcalf of the New Zealand consultancy Provoke share tools and methods Lulu learned at Adaptive Path's UX Intensive workshop and applied to a web strategy project with Industrial Research Limited.</itunes:summary>
            <itunes:duration>15:07</itunes:duration>
            <itunes:author>Brandon Schauer</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | Conversation with Adaptive Path’s New CEO</title>
            <description>On the last day of UX Week I had the pleasure of chatting with Adaptive Path’s new CEO Michael Meyer about his impressions of UX Week and the opportunities that come with this new position.&lt;br /&gt;
&lt;br /&gt;
We discuss his past experiences as a nuclear engineer, time spent in the US Navy, as well as working at some of the leading design firms in the world such as frog and IDEO before arriving at Adaptive Path.&lt;br /&gt;
&lt;br /&gt;
My heart-felt thanks to Michael and the entire team at Adaptive Path for allowing Boxes and Arrows to share these conversations with the community.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
            <enclosure url="http://boxesandarrows.com/files/banda/user-experience-week/Michael_Meyer_-_CEO_Adaptive_Path.m4a" length="11750000" type="audio/x-m4a"  ></enclosure>
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            <pubDate>Wed, 01 Oct 2008 12:02:09 -0700</pubDate>
            <itunes:subtitle>On the last day of UX Week I had the pleasure of chatting with Adaptive Path’s new CEO Michael Meyer about his impressions of UX Week and the opportunities that come with this new position.</itunes:subtitle>
            <itunes:summary>On the last day of UX Week I had the pleasure of chatting with Adaptive Path’s new CEO Michael Meyer about his impressions of UX Week and the opportunities that come with this new position.

We discuss his past experiences as a nuclear engineer, time spent in the US Navy, as well as working at some of the leading design firms in the world such as frog and IDEO before arriving at Adaptive Path.

My heart-felt thanks to Michael and the entire team at Adaptive Path for allowing Boxes and Arrows to share these conversations with the community.</itunes:summary>
            <itunes:duration>13:54</itunes:duration>
            <itunes:author>Michael Meyer</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | New Paradigms for Interaction in Physical Space</title>
            <description>Jake Barton gave an emotionally powerful presentation at UX Week entitled “New Paradigms for Interaction in Physical Space”.&lt;br /&gt;
&lt;br /&gt;
As the interaction designers for NPR’s StoryCorps and the co-leaad designer for the National September 11th Memorial Museum at the World Trade Center, Local Projects is creating new paradigms for interaction by tackling physical space.&lt;br /&gt;
&lt;br /&gt;
Jake talks with me about how the interaction design process bends, accelerates and sometimes completely falls apart, when applied to the global community.&lt;br /&gt;
You can download Jake’s Presentation from UX Week.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
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            <pubDate>Wed, 01 Oct 2008 12:02:11 -0700</pubDate>
            <itunes:subtitle>Jake Barton gave an emotionally powerful presentation at UX Week entitled “New Paradigms for Interaction in Physical Space”.</itunes:subtitle>
            <itunes:summary>Jake Barton gave an emotionally powerful presentation at UX Week entitled “New Paradigms for Interaction in Physical Space”.

As the interaction designers for NPR’s StoryCorps and the co-leaad designer for the National September 11th Memorial Museum at the World Trade Center, Local Projects is creating new paradigms for interaction by tackling physical space.

Jake talks with me about how the interaction design process bends, accelerates and sometimes completely falls apart, when applied to the global community.
You can download Jake’s Presentation from UX Week.</itunes:summary>
            <itunes:duration>18:12</itunes:duration>
            <itunes:author>Jake Barton</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | A User’s Guide to Managing Experience Teams</title>
            <description><![CDATA[Google’s Margaret Gould Stewart and Graham Jenkin discuss their experience and ideas from their UX Week workshop about managing UX teams. Topics covered in this conversation include:<br />
# Prioritization and project tracking<br />
# How to gain insight into career development paths within a user experience team<br />
# Finding out about performance management<br />
# Discovering how to tailor your own management style<br />
<br />
Margaret and Graham also tackled other tough issues during their session, such as:<br />
# Building a culture of constructive feedback<br />
# Developing leadership within a team<br />
# Effectively managing team dynamics<br />
# Evangelizing user experience practices<br />
# Managing stakeholders<br />
<br />
Margaret and Graham also had participants of their workshop develop haiku’s about the importance of working with and managing UX Teams. They were kind enough to compile this collection of Haiku’s from the workshop for you. They also provided an example of the leadership cards. These cards can be printed off and shared with members of your team about which characteristics of a leader they deem to be most essential. Not every leader will be strong in all categories, however. Such information can help leaders understand the expectations of those they are working with on a daily basis.]]></description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
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            <pubDate>Wed, 01 Oct 2008 12:02:14 -0700</pubDate>
            <itunes:subtitle>Google’s Margaret Gould Stewart and Graham Jenkin discuss their experience and ideas from their UX Week workshop about managing UX teams.</itunes:subtitle>
            <itunes:summary>Google’s Margaret Gould Stewart and Graham Jenkin discuss their experience and ideas from their UX Week workshop about managing UX teams. Topics covered in this conversation include:

# Prioritization and project tracking
# How to gain insight into career development paths within a user experience team
# Finding out about performance management
# Discovering how to tailor your own management style

Margaret and Graham also tackled other tough issues during their session, such as:
# Building a culture of constructive feedback
# Developing leadership within a team
# Effectively managing team dynamics
# Evangelizing user experience practices
# Managing stakeholders

Margaret and Graham also had participants of their workshop develop haiku’s about the importance of working with and managing UX Teams. They were kind enough to compile this collection of Haiku’s from the workshop for you. They also provided an example of the leadership cards. These cards can be printed off and shared with members of your team about which characteristics of a leader they deem to be most essential. Not every leader will be strong in all categories, however. Such information can help leaders understand the expectations of those they are working with on a daily basis.</itunes:summary>
            <itunes:duration>31:34</itunes:duration>
            <itunes:author>Margaret Gould Stewart and Graham Jenkin</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | TV With an API! – Current at the Collision of TV and the Internet</title>
            <description>TVs in trouble! It might be terminal, but Rod Naber and Dan Levine from Current TV urge everyone not lose hope just yet. Discussing their presentation “TV with an API! Current at the Collusion of TV and the Internet” Rod and Dan describe how using their cable and satellite TV network along with their social news website, Current is experimenting across both media, looking for a cure.&lt;br /&gt;
In this conversation we talk about how Current got started, the power of the community in generating content for Current News, and how the Internet is allowing users to create ads for companies. All this could change the way marketing approaches innovative solutions for their customers.&lt;br /&gt;
</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
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            <pubDate>Wed, 01 Oct 2008 12:02:16 -0700</pubDate>
            <itunes:subtitle>TVs in trouble! It might be terminal, but Rod Naber and Dan Levine from Current TV urge everyone not lose hope just yet.</itunes:subtitle>
            <itunes:summary>TVs in trouble! It might be terminal, but Rod Naber and Dan Levine from Current TV urge everyone not lose hope just yet. Discussing their presentation “TV with an API! Current at the Collusion of TV and the Internet” Rod and Dan describe how using their cable and satellite TV network along with their social news website, Current is experimenting across both media, looking for a cure.

In this conversation we talk about how Current got started, the power of the community in generating content for Current News, and how the Internet is allowing users to create ads for companies. All this could change the way marketing approaches innovative solutions for their customers.</itunes:summary>
            <itunes:duration>18:22</itunes:duration>
            <itunes:author>Rod Naber and Dan Levine</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | ben: A Prototype for Democracy in the 21st Century</title>
            <description>Dave Wolf, Vice President of Sales and Marketing at Cynergy Systems was kind enough to join me for this conversation about his presentation “ben: A Prototype for Democracy in the 21st Century.”&lt;br /&gt;
&lt;br /&gt;
We talk about Cynergy’s awarding winning application “ben” at the PhizzPop competition – a National Design and Development Challenge sponsored by Microsoft.&lt;br /&gt;
&lt;br /&gt;
“ben” is a series of interconnected, cross-platform applications that leverage the power of Microsoft Silverlight, Windows Presentation Foundation, Live Services, Twitter, VoIP technologies.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
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            <pubDate>Wed, 01 Oct 2008 12:02:19 -0700</pubDate>
            <itunes:subtitle>Dave Wolf, Vice President of Sales and Marketing at Cynergy Systems was kind enough to join me for this conversation about his presentation “ben: A Prototype for Democracy in the 21st Century.”</itunes:subtitle>
            <itunes:summary>Dave Wolf, Vice President of Sales and Marketing at Cynergy Systems was kind enough to join me for this conversation about his presentation “ben: A Prototype for Democracy in the 21st Century.”

We talk about Cynergy’s awarding winning application “ben” at the PhizzPop competition – a National Design and Development Challenge sponsored by Microsoft.

“ben” is a series of interconnected, cross-platform applications that leverage the power of Microsoft Silverlight, Windows Presentation Foundation, Live Services, Twitter, VoIP technologies.</itunes:summary>
            <itunes:duration>15:10</itunes:duration>
            <itunes:author>Dave Wolf</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | We’ll Always Have Paris: What Makes a Memorable Service Experience?</title>
            <description>Jennifer Bove from Huge and Ben Fullerton from IDEO sat down with me shortly after their presentation to discuss ideas from “We’ll Always Have Paris – What Makes a Memorable Service Experience.”&lt;br /&gt;
&lt;br /&gt;
We explore the six key elements about what it takes to design services that keep people coming back for more.&lt;br /&gt;
&lt;br /&gt;
We probe into the dynamics of service design from real-world examples of business that provide unique experiences. One shoe company will actually order a pizza for their clients as well as order products from competitor sites to keep their customers satisfied.&lt;br /&gt;
Jennifer and Ben outline why people get excited about intangible services in the same way they lust after the latest shiny toy that just came out on the market.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
            <enclosure url="http://boxesandarrows.com/files/banda/user-experience-week/What_Makes_a_Memorable_Service_Experience.m4a" length="22800000" type="audio/x-m4a"  ></enclosure>
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            <pubDate>Wed, 01 Oct 2008 12:02:21 -0700</pubDate>
            <itunes:subtitle>Jennifer Bove from Huge and Ben Fullerton from IDEO sat down with me shortly after their presentation to discuss ideas from “We’ll Always Have Paris – What Makes a Memorable Service Experience.”</itunes:subtitle>
            <itunes:summary>Jennifer Bove from Huge and Ben Fullerton from IDEO sat down with me shortly after their presentation to discuss ideas from “We’ll Always Have Paris – What Makes a Memorable Service Experience.”

We explore the six key elements about what it takes to design services that keep people coming back for more.

We probe into the dynamics of service design from real-world examples of business that provide unique experiences. One shoe company will actually order a pizza for their clients as well as order products from competitor sites to keep their customers satisfied.
Jennifer and Ben outline why people get excited about intangible services in the same way they lust after the latest shiny toy that just came out on the market.</itunes:summary>
            <itunes:duration>27:23</itunes:duration>
            <itunes:author>Jennifer Bove and Ben Fullerton</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | Unpacking Stories to Serve People Better</title>
            <description>Indi Young talks about the importance of continuing to ask “why” enough times to get to the core reasons for any individuals’ behavior or actions and how to convert stories into mental models. Her workshop “Unpacking Stories to Server People Better” includes these themes and more.&lt;br /&gt;
&lt;br /&gt;
We discuss the elegant way in which mental models can provide a visual representation of these behaviors and support elements that foster the likely repetition of any action.&lt;br /&gt;
&lt;br /&gt;
Indi also talks briefly about how her book from Rosenfeld media, “Mental Models – Aligning Design Strategy with Human Behavior,” can help others create these visual tools.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
            <enclosure url="http://boxesandarrows.com/files/banda/user-experience-week/Unpacking_Stories.m4a" length="15740000" type="audio/x-m4a"  ></enclosure>
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            <pubDate>Wed, 01 Oct 2008 12:02:23 -0700</pubDate>
            <itunes:subtitle>Indi Young talks about the importance of continuing to ask “why” enough times to get to the core reasons for any individuals’ behavior or actions and how to convert stories into mental models. Her</itunes:subtitle>
            <itunes:summary>Unpacking Stories to Serve People Better – Indi Young
Indi Young talks about the importance of continuing to ask “why” enough times to get to the core reasons for any individuals’ behavior or actions and how to convert stories into mental models. Her workshop “Unpacking Stories to Server People Better” includes these themes and more.

We discuss the elegant way in which mental models can provide a visual representation of these behaviors and support elements that foster the likely repetition of any action.

Indi also talks briefly about how her book from Rosenfeld media, “Mental Models – Aligning Design Strategy with Human Behavior,” can help others create these visual tools.</itunes:summary>
            <itunes:duration>16:57</itunes:duration>
            <itunes:author>Indi Young</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | Story Telling for User Experience Design</title>
            <description>Senior Interaction Deisgner at Adaptive Path, Kim Lenox chats with Kevin Brooks, the Principle Staff Researcher for Motorola Labs about his workshop entitled “Storytelling for User Experience Design”.&lt;br /&gt;
&lt;br /&gt;
They discuss various aspects of Kevin’s presentation including the importance of structure and patterns to guide creative endeavors. One critical aspect is listening when striving to be a remarkable storyteller within your own organization.&lt;br /&gt;
&lt;br /&gt;
Kim shares her art school experience where the criticism of her art helped her gain the confidence necessary to be a successful Interaction Designer.&lt;br /&gt;
&lt;br /&gt;
Kevin also discusses his upcoming publication about storytelling with Whitney Quesenberry. Learn more about his book at Rosenfeld Media.&lt;br /&gt;
Download Kevin’s presentation from UX Week.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
            <enclosure url="http://boxesandarrows.com/files/banda/user-experience-week/Story_Telling_for_UX_Design.m4a" length="29000000" type="audio/x-m4a"  ></enclosure>
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            <pubDate>Wed, 01 Oct 2008 12:02:26 -0700</pubDate>
            <itunes:subtitle>Senior Interaction Deisgner at Adaptive Path, Kim Lenox chats with Kevin Brooks, the Principle Staff Researcher for Motorola Labs about his workshop entitled “Storytelling for User Experience Design”.</itunes:subtitle>
            <itunes:summary>Senior Interaction Deisgner at Adaptive Path, Kim Lenox chats with Kevin Brooks, the Principle Staff Researcher for Motorola Labs about his workshop entitled “Storytelling for User Experience Design”.

They discuss various aspects of Kevin’s presentation including the importance of structure and patterns to guide creative endeavors. One critical aspect is listening when striving to be a remarkable storyteller within your own organization.

Kim shares her art school experience where the criticism of her art helped her gain the confidence necessary to be a successful Interaction Designer.

Kevin also discusses his upcoming publication about storytelling with Whitney Quesenberry. Learn more about his book at Rosenfeld Media.</itunes:summary>
            <itunes:duration>33:53</itunes:duration>
            <itunes:author>Kevin Brooks and Kim Lenox</itunes:author>
            <itunes:explicit>no</itunes:explicit>
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        <item>
            <title>UX Week 2008 | Being a UX Team of One</title>
            <description>In this conversation, Experience Designer Leah Buley from Adaptive Path shares some of the lightweight techniques that she and her team use to explore a variety of solutions quickly and how to enlist the support of non-team members in the UX process.&lt;br /&gt;
&lt;br /&gt;
We talk about the video biographies of other team members at Adaptive Path and how all started out from humble beginnings – some in fields that had little to do with what we think about today as traditional UX projects – and how those experiences have helped in building great products and services.&lt;br /&gt;
&lt;br /&gt;
Leah outlines the advice she gives in her conference talk Being a UX Team of One.&lt;br /&gt;
&lt;br /&gt;
Videos from On-Stage Presentation&lt;br /&gt;
Leah was kind enough to share the videos she used in her presentation. Thanks again, Leah!&lt;br /&gt;
# Watch members of Adaptive Path describe their first job in User Experience&lt;br /&gt;
# Watch as Pam Daughlin answers the question When did you first discover UX?&lt;br /&gt;
# Watch various members at Adaptive Path share their thoughts on what’s hot in User Experience at the moment.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
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            <pubDate>Wed, 01 Oct 2008 12:02:28 -0700</pubDate>
            <itunes:subtitle>In this conversation, Experience Designer Leah Buley from Adaptive Path shares some of the lightweight techniques that she and her team use to explore a variety of solutions quickly and how to enlist the support of non-team members in the UX process.</itunes:subtitle>
            <itunes:summary>In this conversation, Experience Designer Leah Buley from Adaptive Path shares some of the lightweight techniques that she and her team use to explore a variety of solutions quickly and how to enlist the support of non-team members in the UX process.

We talk about the video biographies of other team members at Adaptive Path and how all started out from humble beginnings – some in fields that had little to do with what we think about today as traditional UX projects – and how those experiences have helped in building great products and services.	</itunes:summary>
            <itunes:duration>27:23</itunes:duration>
            <itunes:author>Leah Buley</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2008 | UX Week Keynote Discussion: Peter Merholz and Don Norman</title>
            <description>UX Week 2008 kicked off with an on-stage conversation between the President and founder of Adaptive Path, Peter Merholz, and industry legend Don Norman. Don wrote the founding text on user-centered design, entitied, “The Design of Everyday Things”, and also coined the term “user-experience” while at Apple in the early 1990s.&lt;br /&gt;
&lt;br /&gt;
They talk about the importance of the semantic differences around common issues in business like ROI from a design perspective, the necessity to look beyond the “all mighty dollar,” the importance of being passionate about your ideas, and knowing ultimately all team members want to create great products and services for other people.&lt;br /&gt;
&lt;br /&gt;
Don shares his insights about the UX Week presentation given by Microsoft’s Jensen Harris around the usability of the Ribbon in the latest version of MS Office as well as the exciting future that lies ahead for all in the UX field.</description>
            <link>http://www.boxesandarrows.com/view/user-experience-week</link>
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            <pubDate>Wed, 01 Oct 2008 12:02:43 -0700</pubDate>
            <itunes:subtitle>UX Week 2008 kicked off with an on-stage conversation between the President and founder of Adaptive Path, Peter Merholz, and industry legend Don Norman.</itunes:subtitle>
            <itunes:summary>UX Week 2008 kicked off with an on-stage conversation between the President and founder of Adaptive Path, Peter Merholz, and industry legend Don Norman. Don wrote the founding text on user-centered design, entitied, “The Design of Everyday Things”, and also coined the term “user-experience” while at Apple in the early 1990s.

They talk about the importance of the semantic differences around common issues in business like ROI from a design perspective, the necessity to look beyond the “all mighty dollar,” the importance of being passionate about your ideas, and knowing ultimately all team members want to create great products and services for other people.

Don shares his insights about the UX Week presentation given by Microsoft’s Jensen Harris around the usability of the Ribbon in the latest version of MS Office as well as the exciting future that lies ahead for all in the UX field.</itunes:summary>
            <itunes:duration>30:13</itunes:duration>
            <itunes:author>Peter Merholz and Don Norman</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Chiara Fox Interviewed by Viewzi - Part 2</title>
            <description>
&lt;p&gt;Part two of our intervew with Chiara Fox from Adaptive Path.&lt;/p&gt;&lt;p&gt;Chiara Fox is a senior information architect for Adaptive Path. Chiara has developed successful information architectures for intranets, informational websites, and e-commerce sites for Fortune 100 and 500 companies. Chiara specializes in content analysis, metadata and taxonomy development, and building architectures from the bottom up. &lt;/p&gt;

</description>
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            <pubDate>Wed, 20 Aug 2008 14:31:06 -0700</pubDate>
            <itunes:subtitle>Part two of our intervew with Chiara Fox from Adaptive Path.</itunes:subtitle>
            <itunes:summary>Part two of our intervew with Chiara Fox from Adaptive Path.
Chiara Fox is a senior information architect for Adaptive Path. Chiara has developed successful information architectures for intranets, informational websites, and e-commerce sites for Fortune 100 and 500 companies. Chiara specializes in content analysis, metadata and taxonomy development, and building architectures from the bottom up.
</itunes:summary>
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            <title>Chiara Fox Interviewed by Viewzi - Part 1</title>
            <description>
&lt;p&gt;Part one of our intervew with Chiara Fox from Adaptive Path.&lt;/p&gt;&lt;p&gt;Chiara Fox is a senior information architect for Adaptive Path. Chiara has developed successful information architectures for intranets, informational websites, and e-commerce sites for Fortune 100 and 500 companies. Chiara specializes in content analysis, metadata and taxonomy development, and building architectures from the bottom up. &lt;/p&gt;
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            <itunes:summary>Part one of our intervew with Chiara Fox from Adaptive Path.
Chiara Fox is a senior information architect for Adaptive Path. Chiara has developed successful information architectures for intranets, informational websites, and e-commerce sites for Fortune 100 and 500 companies. Chiara specializes in content analysis, metadata and taxonomy development, and building architectures from the bottom up.
</itunes:summary>
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        <item>
            <title>Andrew Crow Interviewed by Viewzi - Part 3</title>
            <description><![CDATA[
<span>Andrew Crow is a senior experience designer, trainer, and speaker at Adaptive Path. He has a passion for developing innovative design solutions for customers' needs.Initially a print and web designer, Andrew moved into information architecture and interaction design to promote holistic user experiences to corporate clients. Andrew has over 12 years of design, technical, and strategic experience in the technology industry.<p>Before joining Adaptive Path, Andrew managed the web and user experience team at Princess Cruises where he led the development of an entirely new online booking system, e-ticket solution, and online branding and marketing initiatives. Prior to that, he worked with element18 and Interfocus Advertising in Los Angeles.</p><p>Continually obsessed with the latest technologies in the mobile and gaming space, Andrew advises on the design of Palm, Windows Mobile and iPhone applications, social networking, and collaboration software. He is an advocate of ubiquitous computing, and approaches projects with a desire to ensure that the experience of the device fits into the overall product strategy.</p><p>Past clients and employers include Ameriprise, MyRide.com, Cunard Line, ICTV, ILIO Entertainment, Millimeter Magazine, Princess Cruises, and Second Life.</p><p>Andrew is a member of American Institute of Graphic Arts (AIGA), Interaction Design Association (IxDA), and the Information Architecture Institute (IAI).</p><p>We spoke to Andrew in San Francisco at the Adaptive Path Conference in April 2008.</p><p>Visit Andrew's Personal Site: <u><a href="http://www.concretebrain.com/">http://www.concretebrain.com/</a></u></p></span>

]]></description>
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            <itunes:subtitle>Andrew was interviewed for Viewzi TV at this year's MX Conference in San Francisco</itunes:subtitle>
            <itunes:summary>Andrew Crow is a senior experience designer, trainer, and speaker at Adaptive Path. He has a passion for developing innovative design solutions for customers' needs.Initially a print and web designer, Andrew moved into information architecture and interaction design to promote holistic user experiences to corporate clients. Andrew has over 12 years of design, technical, and strategic experience in the technology industry.
Before joining Adaptive Path, Andrew managed the web and user experience team at Princess Cruises where he led the development of an entirely new online booking system, e-ticket solution, and online branding and marketing initiatives. Prior to that, he worked with element18 and Interfocus Advertising in Los Angeles.
Continually obsessed with the latest technologies in the mobile and gaming space, Andrew advises on the design of Palm, Windows Mobile and iPhone applications, social networking, and collaboration software. He is an advocate of ubiquitous computing, and approaches projects with a desire to ensure that the experience of the device fits into the overall product strategy.
Past clients and employers include Ameriprise, MyRide.com, Cunard Line, ICTV, ILIO Entertainment, Millimeter Magazine, Princess Cruises, and Second Life.
Andrew is a member of American Institute of Graphic Arts (AIGA), Interaction Design Association (IxDA), and the Information Architecture Institute (IAI).
We spoke to Andrew in San Francisco at the Adaptive Path Conference in April 2008.
Visit Andrew's Personal Site: http://www.concretebrain.com/
</itunes:summary>
            <itunes:duration>14:21</itunes:duration>
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            <title>Andrew Crow Interviewed by Viewzi - Part 2</title>
            <description><![CDATA[
<span><a href="http://www.viewzi.com/search/webscreenshot/andrew%20crow%20adaptive%20path">Andrew Crow</a> is a senior experience designer, trainer, and speaker at Adaptive Path. He has a passion for developing innovative design solutions for customers' needs.Initially a print and web designer, Andrew moved into information architecture and interaction design to promote holistic user experiences to corporate clients. Andrew has over 12 years of design, technical, and strategic experience in the technology industry.<p>Before joining Adaptive Path, Andrew managed the web and user experience team at Princess Cruises where he led the development of an entirely new online booking system, e-ticket solution, and online branding and marketing initiatives. Prior to that, he worked with element18 and Interfocus Advertising in Los Angeles.</p><p>Continually obsessed with the latest technologies in the mobile and gaming space, Andrew advises on the design of Palm, Windows Mobile and iPhone applications, social networking, and collaboration software. He is an advocate of ubiquitous computing, and approaches projects with a desire to ensure that the experience of the device fits into the overall product strategy.</p><p>Past clients and employers include Ameriprise, MyRide.com, Cunard Line, ICTV, ILIO Entertainment, Millimeter Magazine, Princess Cruises, and Second Life.</p><p>Andrew is a member of American Institute of Graphic Arts (AIGA), Interaction Design Association (IxDA), and the Information Architecture Institute (IAI).</p><p>We spoke to Andrew in San Francisco at the Adaptive Path Conference in April 2008.</p><p>Visit Andrew's Personal Site: <u><a href="http://www.concretebrain.com/">http://www.concretebrain.com/</a></u></p></span>

]]></description>
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Before joining Adaptive Path, Andrew managed the web and user experience team at Princess Cruises where he led the development of an entirely new online booking system, e-ticket solution, and online branding and marketing initiatives. Prior to that, he worked with element18 and Interfocus Advertising in Los Angeles.
Continually obsessed with the latest technologies in the mobile and gaming space, Andrew advises on the design of Palm, Windows Mobile and iPhone applications, social networking, and collaboration software. He is an advocate of ubiquitous computing, and approaches projects with a desire to ensure that the experience of the device fits into the overall product strategy.
Past clients and employers include Ameriprise, MyRide.com, Cunard Line, ICTV, ILIO Entertainment, Millimeter Magazine, Princess Cruises, and Second Life.
Andrew is a member of American Institute of Graphic Arts (AIGA), Interaction Design Association (IxDA), and the Information Architecture Institute (IAI).
We spoke to Andrew in San Francisco at the Adaptive Path Conference in April 2008.
Visit Andrew's Personal Site: http://www.concretebrain.com/
</itunes:summary>
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            <title>Andrew Crow Interviewed by Viewzi - Part 1</title>
            <description><![CDATA[
Andrew Crow is a senior experience designer, trainer, and speaker at Adaptive Path. He has a passion for developing innovative design solutions for customers' needs.<p>Initially a print and web designer, Andrew moved into information architecture and interaction design to promote holistic user experiences to corporate clients. Andrew has over 12 years of design, technical, and strategic experience in the technology industry.</p><p>Before joining Adaptive Path, Andrew managed the web and user experience team at Princess Cruises where he led the development of an entirely new online booking system, e-ticket solution, and online branding and marketing initiatives. Prior to that, he worked with element18 and Interfocus Advertising in Los Angeles.</p><p>Continually obsessed with the latest technologies in the mobile and gaming space, Andrew advises on the design of Palm, Windows Mobile and iPhone applications, social networking, and collaboration software. He is an advocate of ubiquitous computing, and approaches projects with a desire to ensure that the experience of the device fits into the overall product strategy.</p><p>Past clients and employers include Ameriprise, MyRide.com, Cunard Line, ICTV, ILIO Entertainment, Millimeter Magazine, Princess Cruises, and Second Life.</p><p>Andrew is a member of American Institute of Graphic Arts (AIGA), Interaction Design Association (IxDA), and the Information Architecture Institute (IAI).</p><p>We spoke to Andrew in San Francisco at the Adaptive Path Conference in April 2008.</p><p>Visit Andrew's Personal Site: <a href="http://www.concretebrain.com/">http://www.concretebrain.com/</a></p>

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Initially a print and web designer, Andrew moved into information architecture and interaction design to promote holistic user experiences to corporate clients. Andrew has over 12 years of design, technical, and strategic experience in the technology industry.
Before joining Adaptive Path, Andrew managed the web and user experience team at Princess Cruises where he led the development of an entirely new online booking system, e-ticket solution, and online branding and marketing initiatives. Prior to that, he worked with element18 and Interfocus Advertising in Los Angeles.
Continually obsessed with the latest technologies in the mobile and gaming space, Andrew advises on the design of Palm, Windows Mobile and iPhone applications, social networking, and collaboration software. He is an advocate of ubiquitous computing, and approaches projects with a desire to ensure that the experience of the device fits into the overall product strategy.
Past clients and employers include Ameriprise, MyRide.com, Cunard Line, ICTV, ILIO Entertainment, Millimeter Magazine, Princess Cruises, and Second Life.
Andrew is a member of American Institute of Graphic Arts (AIGA), Interaction Design Association (IxDA), and the Information Architecture Institute (IAI).
We spoke to Andrew in San Francisco at the Adaptive Path Conference in April 2008.
Visit Andrew's Personal Site: http://www.concretebrain.com/
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        </item>

        <item>
            <title>Interview with Kate Rutter on Evaluating your Web Site</title>
            <description>A website costs money. It's your job, as a web professional, to make sure your website is written and designed well, that visitors can use it easily, that it's accurate, and that it's contributing to the achievement of your company's mission.</description>
            <link>http://staging.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.creativexpert.com/enclosure/cx_023.mp3" length="18000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Mon, 14 Jul 2008 16:49:23 -0700</pubDate>
            <itunes:subtitle>Interview with Kate Rutter on Evaluating your Web Site</itunes:subtitle>
            <itunes:summary>A website costs money. It's your job, as a web professional, to make sure your website is written and designed well, that visitors can use it easily, that it's accurate, and that it's contributing to the achievement of your company's mission.</itunes:summary>
            <itunes:duration>38:34</itunes:duration>
            <itunes:author>Adaptive Path</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Brandon Interviews Scott Hirsch About Bridging Design and Business Strategy</title>
            <description>Brandon Schauer chats with Scott Hirsch, founding principal at Management Innovation Group, a strategy consulting firm that works with clients to understand where to play and how to win in world of rapid (and often disruptive) change in markets, technologies, and business models.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.adaptivepath.com/media/ap-interview-scott_hirsch-brandon.mp3" length="50000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:43:30 -0700</pubDate>
            <itunes:subtitle>Brandon Schauer chats with Scott Hirsch about where to play and how to win in world of rapid (and often disruptive) change in markets, technologies, and business models.</itunes:subtitle>
            <itunes:summary>Brandon Schauer chats with Scott Hirsch, founding principal at Management Innovation Group, a strategy consulting firm that works with clients to understand where to play and how to win in world of rapid (and often disruptive) change in markets, technologies, and business models.</itunes:summary>
            <itunes:duration>19:03</itunes:duration>
            <itunes:author>Brandon Schauer</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Peter in Conversation with Don Norman About UX &amp; Innovation</title>
            <description>Peter Merholz chats with Don Norman, author and co-author of fourteen books, including the seminal The Design of Everyday Things, and his recently released The Design of Future Things, about what he thinks about user experience design today and what companies need to do to innovate.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.adaptivepath.com/media/ap-interview-don_norman-peterme.mp3" length="50000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:43:23 -0700</pubDate>
            <itunes:subtitle>Peter Merholz chats with Don Norman about what he thinks about user experience design today and what companies need to do to innovate.</itunes:subtitle>
            <itunes:summary>Peter Merholz chats with Don Norman, author and co-author of fourteen books, including the seminal The Design of Everyday Things, and his recently released The Design of Future Things, about what he thinks about user experience design today and what companies need to do to innovate.</itunes:summary>
            <itunes:duration>54:07</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Peter Talks Shop with Zipcar CEO Scott Griffith</title>
            <description>Peter Merholz talks with Scott Griffith about the balance of user experience and business concerns in the design of Zipcar's unique customer experience.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.adaptivepath.com/media/ap-interview-scott_griffith-peterme.mp3" length="40000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:43:57 -0700</pubDate>
            <itunes:subtitle>Peter Merholz talks with Scott Griffith about the balance of user experience and business concerns in the design of Zipcar's unique customer experience.</itunes:subtitle>
            <itunes:summary>Peter Merholz talks with Scott Griffith about the balance of user experience and business concerns in the design of Zipcar's unique customer experience.</itunes:summary>
            <itunes:duration>42:48</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Peter Interviews Hotel CEO Chip Conley</title>
            <description>Peter Merholz and Chip Conley talk about recession planning, service design, systematizing experience design (Joie de Vivre Hotels uses a tool called &quot;experience report cards&quot;), team dynamics, succession planning, and all manner of things.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.adaptivepath.com/media/ap-interview-chip_conley-peterme.mp3" length="40000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:45:14 -0700</pubDate>
            <itunes:subtitle>Peter Merholz and Chip Conley talk about recession planning, service design, systematizing experience design (Joie de Vivre Hotels uses a tool called &quot;experience report cards&quot;), team dynamics, succession planning, and all manner of things.</itunes:subtitle>
            <itunes:summary>Peter Merholz and Chip Conley talk about recession planning, service design, systematizing experience design (Joie de Vivre Hotels uses a tool called &quot;experience report cards&quot;), team dynamics, succession planning, and all manner of things.</itunes:summary>
            <itunes:duration>39:34</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Jesse Interviews Wells Fargo VP Secil Watson</title>
            <description>Jesse James Garrett and Secil Watson talk about managing customer experiences through Wells Fargo's web sites and its phone and electronic servicing channels.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.adaptivepath.com/media/ap-interview-secil_watson-jjg.mp3" length="40000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:40:54 -0700</pubDate>
            <itunes:subtitle>Jesse James Garrett and Secil Watson talk about managing customer experiences through Wells Fargo's web sites and its phone and electronic servicing channels.</itunes:subtitle>
            <itunes:summary>Jesse James Garrett and Secil Watson talk about managing customer experiences through Wells Fargo's web sites and its phone and electronic servicing channels.</itunes:summary>
            <itunes:duration>25:21</itunes:duration>
            <itunes:author>Jesse James Garrett</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Peter Interviews Virgin USA's Julie Peters</title>
            <description>Peter Merholz and Julie Peters talk about launching new Virgin brands in North America.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.adaptivepath.com/media/ap-interview-julie_peters-peterme.mp3" length="22000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:41:30 -0700</pubDate>
            <itunes:subtitle>Peter Merholz and Julie Peters talk about launching new Virgin brands in North America.</itunes:subtitle>
            <itunes:summary>Peter Merholz and Julie Peters talk about launching new Virgin brands in North America.</itunes:summary>
            <itunes:duration>22:35</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Developing a Mission Statement</title>
            <description>Henning addresses the question &quot;Should small businesses have mission statements too&quot; and talks about the value of the &quot;Elevator Pitch&quot; technique.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.creativexpert.com/enclosure/cx_022.mp3" length="13000000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">C6808E97-A116-470C-8B75-07647004FF1E-87366-0000205C3187A111-FFA</guid>
            <pubDate>Wed, 02 Jul 2008 19:40:48 -0700</pubDate>
            <itunes:subtitle>Henning addresses the question &quot;Should small businesses have mission statements too&quot; and talks about the value of the &quot;Elevator Pitch&quot; technique.</itunes:subtitle>
            <itunes:summary>Henning addresses the question &quot;Should small businesses have mission statements too&quot; and talks about the value of the &quot;Elevator Pitch&quot; technique.</itunes:summary>
            <itunes:duration>29:22</itunes:duration>
            <itunes:author>Henning Fischer</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>SpoolCast: Product Evolution with Adaptive Path's Peter Merholz</title>
            <description>Peter and Jared Spool discuss how the best products never offer their users an incomplete feeling experience.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
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            <pubDate>Wed, 02 Jul 2008 19:39:04 -0700</pubDate>
            <itunes:subtitle>Peter and Jared Spool discuss how the best products never offer their users an incomplete feeling experience.</itunes:subtitle>
            <itunes:summary>Peter and Jared Spool discuss how the best products never offer their users an incomplete feeling experience.</itunes:summary>
            <itunes:duration>36:48</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>10 Tips for Managing a Creative Environment, SXSW</title>
            <description>Bryan and Sarah introduce you to 10 techniques used by creative management professionals to get great work from a wide range of employees.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://audio.sxsw.com/podcast/interactive/panels/2008/SXSW08.INT.20080310.10TipsForManagingCreativeEnv.mp3" length="27000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:39:23 -0700</pubDate>
            <itunes:subtitle>Bryan and Sarah introduce you to 10 techniques used by creative management professionals to get great work from a wide range of employees.</itunes:subtitle>
            <itunes:summary>Bryan and Sarah introduce you to 10 techniques used by creative management professionals to get great work from a wide range of employees.</itunes:summary>
            <itunes:duration>48:22</itunes:duration>
            <itunes:author>Bryan Mason and Sarah Nelson</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>The Long Wow, IA Summit 2008</title>
            <description>Brandon lays out an experience centric approach to fostering and creating loyalty by systematically impressing your customers again and again</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://boxesandarrows.com/files/banda/ia-summit-2008-day-1/The_Long_Wow1.mp3" length="20000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:37:42 -0700</pubDate>
            <itunes:subtitle>Brandon lays out an experience centric approach to fostering and creating loyalty by systematically impressing your customers again and again</itunes:subtitle>
            <itunes:summary>Brandon lays out an experience centric approach to fostering and creating loyalty by systematically impressing your customers again and again</itunes:summary>
            <itunes:duration>44:57</itunes:duration>
            <itunes:author>Brandon Schauer</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>How to be a User Experience Team of One, IA Summit 2008</title>
            <description>Leah teaches techniques that any individual can use to generate and refine ideas, outlining flexible, simple activities that can be used quickly, wherever they're needed</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://boxesandarrows.com/files/banda/ia-summit-2008-day-1/How_to_be_a_User.mp3" length="15000000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">F8E201C5-26E4-4698-902B-96A16BB08F49-87366-00002020281D111F-FFA</guid>
            <pubDate>Wed, 02 Jul 2008 19:35:23 -0700</pubDate>
            <itunes:subtitle>Leah teaches techniques that any individual can use to generate and refine ideas, outlining flexible, simple activities that can be used quickly, wherever they're needed</itunes:subtitle>
            <itunes:summary>Leah teaches techniques that any individual can use to generate and refine ideas, outlining flexible, simple activities that can be used quickly, wherever they're needed</itunes:summary>
            <itunes:duration>33:05</itunes:duration>
            <itunes:author>Leah Buley</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Presence, identity, and attention in social web architecture, IA Summit 2008</title>
            <description>In this discussion about presence, identity, and attention in social web architecture the panel talks about core IA related issues.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.boxesandarrows.com/files/banda/ia-summit-2008-day-2/Panel_Presence.mp3" length="40000000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">9DD5EBE2-FC45-458C-A904-44D9B867CABF-87366-0000201566091D9D-FFA</guid>
            <pubDate>Wed, 02 Jul 2008 19:35:30 -0700</pubDate>
            <itunes:subtitle>In this discussion about presence, identity, and attention in social web architecture the panel talks about core IA related issues.</itunes:subtitle>
            <itunes:summary>In this discussion about presence, identity, and attention in social web architecture the panel talks about core IA related issues.	</itunes:summary>
            <itunes:duration>48:13</itunes:duration>
            <itunes:author>Andrew Crow</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>It's the Experience That Counts, Business Week</title>
            <description>Peter discusses how focusing on consumers' experience of new products and services through rapid prototyping and other means can inform and shape design</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.businessweek.com/mediacenter/qt/podcasts/innovation/Innovation_05_06_08.mp3" length="4000000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">5554D894-8D34-4046-966F-4C8E58AE30EB-87366-0000200717A4CE04-FFA</guid>
            <pubDate>Wed, 02 Jul 2008 19:32:30 -0700</pubDate>
            <itunes:subtitle>Peter discusses how focusing on consumers' experience of new products and services through rapid prototyping and other means can inform and shape design</itunes:subtitle>
            <itunes:summary>Peter discusses how focusing on consumers' experience of new products and services through rapid prototyping and other means can inform and shape design</itunes:summary>
            <itunes:duration>15:07</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Avoiding Ready-Fire-Aim UX Design, Pixel8 Podcast</title>
            <description>Dan and Kim share their experiences in how to think through the UX design process and the many tools to help guide their thinking like research-based design and injecting users directly into designs.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://download.infragistics.com/pixel8/media/pixel8-2008-05-29-rfa.mp3" length="21000000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">72AA8475-671C-4D60-AFE5-C26176E7E575-87366-00001FF2CEB929BA-FFA</guid>
            <pubDate>Wed, 02 Jul 2008 19:31:47 -0700</pubDate>
            <itunes:subtitle>Dan and Kim share their experiences in how to think through the UX design process and the many tools to help guide their thinking like research-based design and injecting users directly into designs.</itunes:subtitle>
            <itunes:summary>Dan and Kim share their experiences in how to think through the UX design process and the many tools to help guide their thinking like research-based design and injecting users directly into designs.</itunes:summary>
            <itunes:duration>23:31</itunes:duration>
            <itunes:author>Dan Harrelson and Kim Lenox</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>&quot;Subject to Change&quot; Authors on Product Development</title>
            <description>Brandon Schauer, David Verba and Peter Merholz provide insights about how prosperous businesses can — and should — use customer experiences to inform and shape the product development process, from start to finish.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://downloads.oreilly.com/digitalmedia/2008/04/09_inside_dm_subject_to_change.mp3" length="12000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:31:18 -0700</pubDate>
            <itunes:subtitle>Brandon Schauer, David Verba and Peter Merholz provide insights about how prosperous businesses can — and should — use customer experiences to inform and shape the product development process, from start to finish.</itunes:subtitle>
            <itunes:summary>Brandon Schauer, David Verba and Peter Merholz provide insights about how prosperous businesses can — and should — use customer experiences to inform and shape the product development process, from start to finish.</itunes:summary>
            <itunes:duration>22:50</itunes:duration>
            <itunes:author>Brandon Schauer, David Verba and Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>The End of Products, Emergence 2007</title>
            <description>Todd shares his thoughts on the emerging field of service design and its implications for product design.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.adaptivepath.com/media/emergence_2007_toddwilkens.mp3" length="51000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 19:30:35 -0700</pubDate>
            <itunes:subtitle>Todd shares his thoughts on the emerging field of service design and its implications for product design.</itunes:subtitle>
            <itunes:summary>Todd shares his thoughts on the emerging field of service design and its implications for product design.</itunes:summary>
            <itunes:duration>44:40</itunes:duration>
            <itunes:author>Todd Wilkens</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>Multi-media Web Content, .net magazine</title>
            <description>Peter participates in a panel with Andy Budd of ClearLeft and Hammad Khan (persona creative) to discuss the creation of a positive user experience and the importance of user experience design.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://www.netmag.co.uk/podcasts/07-09-20-net.mp3" length="22000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 17:23:08 -0700</pubDate>
            <itunes:subtitle>Peter participates in a panel with Andy Budd of ClearLeft and Hammad Khan (persona creative) to discuss the creation of a positive user experience and the importance of user experience design.</itunes:subtitle>
            <itunes:summary>Peter participates in a panel with Andy Budd of ClearLeft and Hammad Khan (persona creative) to discuss the creation of a positive user experience and the importance of user experience design.</itunes:summary>
            <itunes:duration>48:10</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>The Coming Age of Magic, ETech Conference 2007</title>
            <description>Mike discusses how information processing is integrated into everyday objects, and the 'desktop' metaphor is obsolete. This post-desktop model of computing is known as ubiquitous computing.</description>
            <link>http://www.adaptivepath.com/ideas/podcasts/</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.ETech-MikeKuniavsky-2007.03.28.mp3" length="18000000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Wed, 02 Jul 2008 17:23:21 -0700</pubDate>
            <itunes:subtitle>Mike discusses how information processing is integrated into everyday objects, and the 'desktop' metaphor is obsolete. This post-desktop model of computing is known as ubiquitous computing.</itunes:subtitle>
            <itunes:summary>Mike discusses how information processing is integrated into everyday objects, and the 'desktop' metaphor is obsolete. This post-desktop model of computing is known as ubiquitous computing.</itunes:summary>
            <itunes:duration>37:20</itunes:duration>
            <itunes:author>Mike Kuniavsky</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Discussion Panel: Skills for Current and Future User Experience Practitioners</title>
            <description><![CDATA[Changing working environments, complex business requirements, projects, and technologies are placing new demands on user experience designers. The site architectures, content inventories, wireframes, personas, and creative briefs that once formed the keystone of our user experience toolkit, only represent a portion of our responsibilities now.<br />
<br />
This panel will continue the skills discussion introduced by Liz Sanders in her participatory design workshop. We will examine the skills, methods, ideas, and approaches required for future user experience practitioners. Panelists will share their experience and discuss current and future challenges in building user experience groups and preparing future practitioners for success.<br />
<br />
Panel Members<br />
<br />
    * Liz Sanders<br />
    * Peter Merholz<br />
    * Andrew Hinton<br />
    * Kevin Brooks<br />
<br />
About Sarah B. Nelson<br />
<br />
Sarah B. Nelson is a design strategist for Adaptive Path. She has ten years of experience in interactive media, designing kiosks, mobile and online experiences for clients in a variety of industries. Sarah has a particular passion for practice development, conducting research into methods for improving collaboration, supporting creativity, and encouraging innovation.<br />
<br />
Sarah brings a unique blend of creative vision and technical expertise to her work. Her research-focused approach to interaction design has produced successful results for clients such as the Federal Home Loan Bank, Home Street Bank, AOL Mobile, The Metropolitan Opera, and The Royal Victorian and Albert Museum.<br />
<br />
Before joining Adaptive Path, Sarah managed the creative team and developed the user experience practice at POP, an interactive design firm in Seattle, Washington. A classically trained violinist, Sarah graduated from the Interlochen Arts Academy and received a B.A from Oberlin College in visual arts and electronic music. While completing her Masters at the Institute of Design in Chicago, Sarah focused her studies on the definition and design of complex multi-modal systems supporting collaboration and communication.]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/discussion-panel-skills-for-current-and-future-user-experience-practitioners</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_panel_skills_for_ux_designers.mp3" length="24380000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Tue, 25 Mar 2008 17:01:33 -0700</pubDate>
            <itunes:subtitle>The site architectures, content inventories, wireframes, personas, and creative briefs that once formed the keystone of our user experience toolkit, only represent a portion of our responsibilities now.</itunes:subtitle>
            <itunes:summary>Changing working environments, complex business requirements, projects, and technologies are placing new demands on user experience designers. The site architectures, content inventories, wireframes, personas, and creative briefs that once formed the keystone of our user experience toolkit, only represent a portion of our responsibilities now.

This panel will continue the skills discussion introduced by Liz Sanders in her participatory design workshop. We will examine the skills, methods, ideas, and approaches required for future user experience practitioners. Panelists will share their experience and discuss current and future challenges in building user experience groups and preparing future practitioners for success.

Panel Members

    * Liz Sanders
    * Peter Merholz
    * Andrew Hinton
    * Kevin Brooks

About Sarah B. Nelson

Sarah B. Nelson is a design strategist for Adaptive Path. She has ten years of experience in interactive media, designing kiosks, mobile and online experiences for clients in a variety of industries. Sarah has a particular passion for practice development, conducting research into methods for improving collaboration, supporting creativity, and encouraging innovation.

Sarah brings a unique blend of creative vision and technical expertise to her work. Her research-focused approach to interaction design has produced successful results for clients such as the Federal Home Loan Bank, Home Street Bank, AOL Mobile, The Metropolitan Opera, and The Royal Victorian and Albert Museum.

Before joining Adaptive Path, Sarah managed the creative team and developed the user experience practice at POP, an interactive design firm in Seattle, Washington. A classically trained violinist, Sarah graduated from the Interlochen Arts Academy and received a B.A from Oberlin College in visual arts and electronic music. While completing her Masters at the Institute of Design in Chicago, Sarah focused her studies on the definition and design of complex multi-modal systems supporting collaboration and communication.</itunes:summary>
            <itunes:duration>53:03</itunes:duration>
            <itunes:author>Sarah B. Nelson, Liz Sanders, Peter Merholz, Andrew Hinton, Kevin Brooks</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Parallels in Cooking and Design</title>
            <description>For those who manage creative organizations, the professional kitchen can provide inspiration for how to balance important principles like consistency, creative freedom and effective problem solving, all under stressful conditions. Ryan Freitas discusses these and other parallels between the worlds of the cook and the designer. Read more about Ryan’s recent article on this subject.&lt;br /&gt;
About Ryan Freitas&lt;br /&gt;
&lt;br /&gt;
Ryan is a senior interaction designer for Adaptive Path, where he has worked with clients including Oracle, Flickr, Six Apart, BitTorrent, Socialtext and Sphere. With over ten years in the field, Ryan is an experienced and opinionated advocate for user-centered design, as well as an occasional writer, speaker and design award judge.&lt;br /&gt;
&lt;br /&gt;
After graduating with a specialization in Human Computer Interaction at UC San Diego’s School of Cognitive Science, Ryan began his career designing and coding application interfaces for the semiconductor manufacturing industry. After transitioning to a role as a senior information architect at Sapient, he refined concepts and designed web applications and platforms for clients such as Janus and Nissan. In 2000 he moved to Tokyo, where he trained Sapient’s local creative team in interaction design practices.&lt;br /&gt;
&lt;br /&gt;
After returning to San Francisco in 2001, Ryan freelanced as an interaction design consultant and worked with Williams’ Sonoma and the Home Depot on their retail website and kiosk designs. He joined Adaptive Path in the spring of 2005, where he now leads product strategy and design engagements. Recently, Ryan has assumed responsibility for Adaptive Path’s New Ventures program, working with startups to bring engaging and innovative offerings to market.&lt;br /&gt;
&lt;br /&gt;
As a writer and conference speaker, Ryan has focused on collaboration tools, online media platforms, and community building.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/parallels-in-cooking-and-design</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_freitas_parallels_cooking_design.mp3" length="10260000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">2A9CCE14-DEE7-45DC-BEB3-7E6B00CC083D-1239-00001CA345C11413-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 16:38:25 -0700</pubDate>
            <itunes:subtitle>For those who manage creative organizations, the professional kitchen can provide inspiration for how to balance important principles like consistency, creative freedom and effective problem solving, all under stressful conditions.</itunes:subtitle>
            <itunes:summary>http://uxweek2007.adaptivepath.com/sessions/parallels-in-cooking-and-design</itunes:summary>
            <itunes:duration>22:24</itunes:duration>
            <itunes:author>Ryan Freitas</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Mobile Research Techniques</title>
            <description><![CDATA[People love their mobile phones and they love the Internet. Based on user affinity for each, accessing Internet content on a mobile device should be a beloved and integral part of people’s lives.<br />
<br />
However, despite development and investment by carriers, handset manufacturers, and content providers, mobile web usage has not enjoyed the success that was predicted and hoped for. While many speculate the release of the iPhone will create a tipping point for internet access via a mobile device, the future of how people want to interact with internet content on the mobile phone is still relatively nascent and undefined — and rich with opportunity.<br />
<br />
In this session, you will:<br />
<br />
    * Receive an overview of the current mobile web landscape<br />
    * Discover research insights from mobile web field research<br />
    * Learn mobile user experience design principles<br />
<br />
About Rachel Hinman<br />
<br />
Rachel Hinman is a design strategist for Adaptive Path. Her focus is on developing insights about people and using those insights to create valuable user experiences that support business goals.<br />
<br />
Rachel’s passion for people, design and business has been the driving force of her 10-year career in user experience design. Before receiving a Masters Degree in Design Planning from at the Institute of Design in Chicago, Rachel spent the first seven years of her career working as an interaction designer and user experience lead.<br />
<br />
Prior to joining Adaptive Path, she worked within Yahoo’s mobile group, employing user-centered methods to inform the design and strategy of Yahoo’s mobile products. Her clients and previous employers have included IDEO, Microsoft, Yahoo, General Motors, Clorox, and Kaiser Permanente.]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/mobile-research-techniques</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_hinman_mobile_research_techniques.mp3" length="21040000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">C58FDE9E-13E8-4860-A91F-62FF7A960ECB-1239-00001B5A962F46D6-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 16:25:07 -0700</pubDate>
            <itunes:subtitle>Despite development and investment by carriers, handset manufacturers, and content providers, mobile web usage has not enjoyed the success that was predicted and hoped for.</itunes:subtitle>
            <itunes:summary>People love their mobile phones and they love the Internet. Based on user affinity for each, accessing Internet content on a mobile device should be a beloved and integral part of people’s lives.

However, despite development and investment by carriers, handset manufacturers, and content providers, mobile web usage has not enjoyed the success that was predicted and hoped for. While many speculate the release of the iPhone will create a tipping point for internet access via a mobile device, the future of how people want to interact with internet content on the mobile phone is still relatively nascent and undefined — and rich with opportunity.

In this session, you will:

* Receive an overview of the current mobile web landscape
* Discover research insights from mobile web field research
* Learn mobile user experience design principles

About Rachel Hinman

Rachel Hinman is a design strategist for Adaptive Path. Her focus is on developing insights about people and using those insights to create valuable user experiences that support business goals.

Rachel’s passion for people, design and business has been the driving force of her 10-year career in user experience design. Before receiving a Masters Degree in Design Planning from at the Institute of Design in Chicago, Rachel spent the first seven years of her career working as an interaction designer and user experience lead.

Prior to joining Adaptive Path, she worked within Yahoo’s mobile group, employing user-centered methods to inform the design and strategy of Yahoo’s mobile products. Her clients and previous employers have included IDEO, Microsoft, Yahoo, General Motors, Clorox, and Kaiser Permanente.</itunes:summary>
            <itunes:duration>45:57</itunes:duration>
            <itunes:author>Rachel Hinman</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Participate to Innovate</title>
            <description><![CDATA[Designing for a desired user experience requires an actionable understanding of the emotions associated with that desired experience. This requires user experience research. While user experience research typically focuses on analyzing “clicks” and usability, the emotional aspects of how it feels to use a website or how people wish an experience felt have great potential to inspire design teams and align entire companies. An understanding of the dreamlike experience and the interactive components that can make the dream a reality is an invaluable resource for creating meaningful websites.<br />
<br />
Everyone is always asking, “How can we connect with our user?” Well, connections are usually emotional experiences. If you can answer the question “what is the desired user experience,” then all functions within an organization can begin to work together with common goals and inspiration. Bringing the desired user experience into reality, however, requires that all functions in an organization agree upon the desired experience.<br />
<br />
In this presentation you will be introduced to a simple participatory design research approach that will not only uncover the desired user experience (aka the “connection”), it is also supported by quantitative and qualitative data. When all functions within an organization participate in the process, they “buy into” the approach and goals of the user.<br />
<br />
In this session, you will:<br />
<br />
    * Learn a participatory design technique that uncovers the desired user experience<br />
    * Understand how this technique can map interactive design components to emotional experiences<br />
    * Realize the importance of involving all functions within an organization to participate in the research process<br />
    * See how to effectively communicate this research to the organization in order to achieve “buy in”<br />
<br />
About Marty Gage<br />
<br />
For two decades, Marty has pioneered participatory design techniques that liberate the unspoken desires of user populations. Marty’s body of work crosses industrial and consumer product categories, encompassing subject matter as diverse as weapons systems and baby diapers; using multi-sensory toolkits and state-of-the-art ethnography, he has provided creative fuel for a collection of international design firms, engineering companies and corporate design teams.<br />
<br />
Marty currently heads the Design Research Practice group at lextant, a user-experience consultancy. Before lextant, Marty ran his own research firms: Rocket Surgery, which he founded in 2002; and SonicRim, co-founded in 1999. Before that, he spent ten years at Fitch, Inc., which he helped to establish as a leader in design research.<br />
<br />
Marty has won numerous design awards and has published widely on the topic of design research, including a chapter on participatory design research methods in the book, Human Factors Testing and Evaluation Methods. He has served on the jury for the Business Week-sponsored Industrial Design Excellence Awards, and is frequently asked to speak at design conferences and schools. Marty holds a BA in Psychology from Hendrix College, and he earned his MS in Human Factors Psychology from Wright State University.]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/participate-to-innovate</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_gage_participate_innovate.mp3" length="14840000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">FA2B0A31-B197-474B-A4DD-192ACD94AABB-1239-00001A19C2A64CA2-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 16:12:13 -0700</pubDate>
            <itunes:subtitle>Designing for a desired user experience requires an actionable understanding of the emotions associated with that desired experience.</itunes:subtitle>
            <itunes:summary>Designing for a desired user experience requires an actionable understanding of the emotions associated with that desired experience. This requires user experience research. While user experience research typically focuses on analyzing “clicks” and usability, the emotional aspects of how it feels to use a website or how people wish an experience felt have great potential to inspire design teams and align entire companies. An understanding of the dreamlike experience and the interactive components that can make the dream a reality is an invaluable resource for creating meaningful websites.

Everyone is always asking, “How can we connect with our user?” Well, connections are usually emotional experiences. If you can answer the question “what is the desired user experience,” then all functions within an organization can begin to work together with common goals and inspiration. Bringing the desired user experience into reality, however, requires that all functions in an organization agree upon the desired experience.

In this presentation you will be introduced to a simple participatory design research approach that will not only uncover the desired user experience (aka the “connection”), it is also supported by quantitative and qualitative data. When all functions within an organization participate in the process, they “buy into” the approach and goals of the user.

In this session, you will:

    * Learn a participatory design technique that uncovers the desired user experience
    * Understand how this technique can map interactive design components to emotional experiences
    * Realize the importance of involving all functions within an organization to participate in the research process
    * See how to effectively communicate this research to the organization in order to achieve “buy in”

About Marty Gage

For two decades, Marty has pioneered participatory design techniques that liberate the unspoken desires of user populations. Marty’s body of work crosses industrial and consumer product categories, encompassing subject matter as diverse as weapons systems and baby diapers; using multi-sensory toolkits and state-of-the-art ethnography, he has provided creative fuel for a collection of international design firms, engineering companies and corporate design teams.

Marty currently heads the Design Research Practice group at lextant, a user-experience consultancy. Before lextant, Marty ran his own research firms: Rocket Surgery, which he founded in 2002; and SonicRim, co-founded in 1999. Before that, he spent ten years at Fitch, Inc., which he helped to establish as a leader in design research.

Marty has won numerous design awards and has published widely on the topic of design research, including a chapter on participatory design research methods in the book, Human Factors Testing and Evaluation Methods. He has served on the jury for the Business Week-sponsored Industrial Design Excellence Awards, and is frequently asked to speak at design conferences and schools. Marty holds a BA in Psychology from Hendrix College, and he earned his MS in Human Factors Psychology from Wright State University.</itunes:summary>
            <itunes:duration>32:22</itunes:duration>
            <itunes:author>Marty Gage</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Designing With Your Users: Generative Tools for Collective Creativity</title>
            <description><![CDATA[There has been significant interest lately from the business community in the value of design research and design thinking. This is particularly true when it comes to the very early front-end of the design process.<br />
<br />
Generative Tools help create a shared design language that designers, researchers and other stakeholders can use to visually communicate with each other. The design language is Generative in the sense that with it, people can express an infinite number of ideas (e.g., dreams, fears, insights, opportunities) through a limited set of stimulus items.<br />
<br />
In this session, you will:<br />
<br />
    * Obtain a map of the design research landscape as it has emerged over the last 20 years.<br />
    * Discover the newest developments in the research industry, with an emphasis on generative design research, characterized by design-led research from a participatory mindset.<br />
    * Discover the many ways in which Generative Tools can be used to inform and improve the design process.<br />
<br />
About Liz Sanders<br />
<br />
Liz is the President of MakeTools, a design research company that focuses on collective creativity. Liz is a pioneer in the use of participatory research methods in design, and her numerous design awards, patents, publications, presentations, along with her proven track record in the marketplace have established her as a global leader in the field of design research. She sees the emergence of a human-centered design revolution growing out of the current state of technology-driven innovation, and she frequently speaks about and teaches human-centered research and design to clients, colleagues and students around the world.<br />
<br />
Liz was educated as a social scientist with undergraduate degrees in psychology and anthropology, followed by a PhD in Experimental and Quantitative Psychology. Previous client relationships include 3M, AT&T, Apple, Baxter, Becton Dickinson, Coca Cola, Compaq, IBM, Intel, Iomega, Johnson Controls, Kodak, Microsoft, Motorola, Philips, Procter & Gamble, Siemens Medical Systems, Steelcase, Texas Instruments, Thermos, Thomson<br />
Consumer Electronics, Toro and Xerox. For an overview of Liz’s ideas about design, research methodology and more, visit MakeTools.]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/designing-with-your-users-generative-tools-for-collective-creativity-part-1-overview</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_sanders_designing_with_your_users.mp3" length="22110000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">B54DC202-AD20-4A6E-813F-D81022966D0D-1239-0000194A250564BE-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 15:49:31 -0700</pubDate>
            <itunes:subtitle>Generative Tools help create a shared design language that designers, researchers and other stakeholders can use to visually communicate with each other.</itunes:subtitle>
            <itunes:summary>There has been significant interest lately from the business community in the value of design research and design thinking. This is particularly true when it comes to the very early front-end of the design process. Generative Tools help create a shared design language that designers, researchers and other stakeholders can use to visually communicate with each other. The design language is Generative in the sense that with it, people can express an infinite number of ideas (e.g., dreams, fears, insights, opportunities) through a limited set of stimulus items. In this session, you will: * Obtain a map of the design research landscape as it has emerged over the last 20 years. * Discover the newest developments in the research industry, with an emphasis on generative design research, characterized by design-led research from a participatory mindset. * Discover the many ways in which Generative Tools can be used to inform and improve the design process. About Liz Sanders Liz is the President of MakeTools, a design research company that focuses on collective creativity. Liz is a pioneer in the use of participatory research methods in design, and her numerous design awards, patents, publications, presentations, along with her proven track record in the marketplace have established her as a global leader in the field of design research. She sees the emergence of a human-centered design revolution growing out of the current state of technology-driven innovation, and she frequently speaks about and teaches human-centered research and design to clients, colleagues and students around the world. Liz was educated as a social scientist with undergraduate degrees in psychology and anthropology, followed by a PhD in Experimental and Quantitative Psychology. Previous client relationships include 3M, AT&amp;T, Apple, Baxter, Becton Dickinson, Coca Cola, Compaq, IBM, Intel, Iomega, Johnson Controls, Kodak, Microsoft, Motorola, Philips, Procter &amp; Gamble, Siemens Medical Systems, Steelcase, Texas Instruments, Thermos, Thomson Consumer Electronics, Toro and Xerox. For an overview of Liz’s ideas about design, research methodology and more, visit MakeTools.</itunes:summary>
            <itunes:duration>48:04</itunes:duration>
            <itunes:author>Liz Sanders</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | The Problem Solving Power of Stickies: Simple Tools that Deliver Great Results</title>
            <description>Learn the true power of the sticky note — yes, stickies! — to quickly and effectively organize data, visualize themes, and identify patterns.. We’ll start with an overview of how Adaptive Path uses sticky notes (aka: Post-Its) in user experience projects. Then, we’ll jump into a set of hands-on activities to test your stickies aptitude and gain experience in multiple methods.&lt;br /&gt;
&lt;br /&gt;
You’ll learn methods for rapidly visualizing and organizing data into clusters using sticky notes and how these simple, elegant, and versatile tools can help you untangle problems, set priorities, understand complex work flows, and gather feedback from others.&lt;br /&gt;
&lt;br /&gt;
You’ll leave with a greater appreciation for the sticky note, a killer vocabulary for how to creatively use stickies, and an enhanced ability to sort, track, and organize information. You’ll be amazed what you can do with these simple little tools.&lt;br /&gt;
About Kate Rutter&lt;br /&gt;
&lt;br /&gt;
Kate Rutter is a Senior Practitioner for Adaptive Path. During her ten plus years in the Web industry, she’s honed her talent for bringing companies and customers closer together through smart strategies and inventive design. She actively embraces the term “specialized generalist.”</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/the-problem-solving-power-of-stickies-simple-tools-that-deliver-great-results</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_rutter_sticky_ninja.mp3" length="22800000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">7B6D5CD2-A7B5-4017-AEC6-376DC336100C-1239-0000182D05D0BCDA-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 15:34:40 -0700</pubDate>
            <itunes:subtitle>Learn the true power of the sticky note — yes, stickies! — to quickly and effectively organize data, visualize themes, and identify patterns.</itunes:subtitle>
            <itunes:summary>Learn the true power of the sticky note — yes, stickies! — to quickly and effectively organize data, visualize themes, and identify patterns.. We’ll start with an overview of how Adaptive Path uses sticky notes (aka: Post-Its) in user experience projects. Then, we’ll jump into a set of hands-on activities to test your stickies aptitude and gain experience in multiple methods.

You’ll learn methods for rapidly visualizing and organizing data into clusters using sticky notes and how these simple, elegant, and versatile tools can help you untangle problems, set priorities, understand complex work flows, and gather feedback from others.

You’ll leave with a greater appreciation for the sticky note, a killer vocabulary for how to creatively use stickies, and an enhanced ability to sort, track, and organize information. You’ll be amazed what you can do with these simple little tools.
About Kate Rutter

Kate Rutter is a Senior Practitioner for Adaptive Path. During her ten plus years in the Web industry, she’s honed her talent for bringing companies and customers closer together through smart strategies and inventive design. She actively embraces the term “specialized generalist.”</itunes:summary>
            <itunes:duration>49:48</itunes:duration>
            <itunes:author>Kate Rutter</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | The Psychology of Social Design</title>
            <description><![CDATA[With the rise of YouTube, Craigslist and MySpace, there is a clear trend toward social design, or designing for the social lives of users. What isn’t so clear is how to design for different social situations that may not have appeared on the web before.<br />
<br />
To help you attack this problem, we’ll look not only at current good and poor examples of social design, but also mine social psychology to get a larger view of how to design for the social lives of users. After all, humans are social animals. Software should be social, too.<br />
<br />
In this session, you will:<br />
<br />
    * Learn the advantages of investing in social features.<br />
    * Discover how to expand current user-research strategies and apply social psychology to enhance the social design aspects of your next project.<br />
    * Explore new ways to get people to participate in your social-design-enhanced application.<br />
<br />
About Josh Porter<br />
<br />
Joshua is a leading member of UIE’s research team and has written extensively on such topics as Web 2.0, Ajax, web standards, and on-site search systems. Josh shares many of his design thoughts and commentaries on his personal blog: Bokardo.com.<br />
<br />
Josh is responsible for overseeing the development of the User Interface Engineering’s web sites, managing UIE’s top notch team of web developers.<br />
<br />
Josh received his Master’s degree in Information Technology and his Bachelor’s degree in Computer Science from Rensselaer Polytechnic Institute. He brings with him extensive experience and knowledge in the areas of human factors, usability testing, and web site design and development.]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/the-psychology-of-social-design</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_porter_psychology_social_design.mp3" length="23650000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">0A82F994-2830-4A7A-8967-70DF9C945594-1239-000013D56DC4E05D-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 13:57:39 -0700</pubDate>
            <itunes:subtitle>With the rise of YouTube, Craigslist and MySpace, there is a clear trend toward social design, or designing for the social lives of users. What isn’t so clear is how to design for different social situations that may not have appeared on the web before.</itunes:subtitle>
            <itunes:summary>With the rise of YouTube, Craigslist and MySpace, there is a clear trend toward social design, or designing for the social lives of users. What isn’t so clear is how to design for different social situations that may not have appeared on the web before.

To help you attack this problem, we’ll look not only at current good and poor examples of social design, but also mine social psychology to get a larger view of how to design for the social lives of users. After all, humans are social animals. Software should be social, too.

In this session, you will:

    * Learn the advantages of investing in social features.
    * Discover how to expand current user-research strategies and apply social psychology to enhance the social design aspects of your next project.
    * Explore new ways to get people to participate in your social-design-enhanced application.

About Josh Porter

Joshua is a leading member of UIE’s research team and has written extensively on such topics as Web 2.0, Ajax, web standards, and on-site search systems. Josh shares many of his design thoughts and commentaries on his personal blog: Bokardo.com.

Josh is responsible for overseeing the development of the User Interface Engineering’s web sites, managing UIE’s top notch team of web developers.

Josh received his Master’s degree in Information Technology and his Bachelor’s degree in Computer Science from Rensselaer Polytechnic Institute. He brings with him extensive experience and knowledge in the areas of human factors, usability testing, and web site design and development.</itunes:summary>
            <itunes:duration>51:40</itunes:duration>
            <itunes:author>Josh Porter</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Smoothing the Way: The Designer as Facilitator</title>
            <description><![CDATA[Even the best design teams, methods, architecture and tools are no match for a project beset with political infighting, divided priorities or unfocused goals. To truly make an impact, product teams need to have business buy-in and a shared understanding of the project’s direction. Often, it’s up to designers to smooth the way and facilitate this consensus.<br />
<br />
By greasing the tracks in the early stages of a project, designers can gain the much-needed support of business stakeholders, avoid wasted effort, increase their influence (within their teams and the company at large), and make a more meaningful difference with their work. The key is to bridge competing viewpoints, develop a common vision and break through project roadblocks. And it all starts with the right combination of tools and techniques.<br />
<br />
In this session, you will:<br />
<br />
    * Discover how to bridge competing viewpoints, develop a common vision and eliminate roadblocks on your next project.<br />
    * Explore the ways in which your existing design skill-sets can be expanded to improve communication within your team and throughout you company.<br />
    * Learn facilitation techniques to help engage business stakeholders and manage the conflicting priorities and lack of direction that so often derail a project.<br />
<br />
About Jess McMullin<br />
<br />
Since 1997, Jess has focused his career on understanding and developing positive user experiences for his clients and their customers. Drawing on sources ranging from social sciences and behavioral research to gaming, market analysis and future trends, Jess generates client insights that drive innovation and create better customer experiences.<br />
<br />
Jess often speaks at conferences focusing on user experience, design thinking and innovation, topics he also writes about on a regular basis. His ideas have been featured in several user-experience books, including Lou Rosenfeld and Peter Morville’s Information Architecture for the World Wide Web, 2nd Ed. and Jesse James Garrett’s The Elements of User Experience.<br />
<br />
In 2003, Jess founded nForm User Experience, a boutique consultancy that counts Comcast, Ancestry.com and the Canadian Patient Safety Institute as clients. Jess also organizes CanUX, the annual Canadian User Experience Workshop in Banff, Alberta, and he is the cofounder of the international Information Architecture Institute.<br />
<br />
For Jess’s latest thoughts on business, design and innovation, visit his blog, bplusd (business + design).]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/smoothing-the-way-the-designer-as-facilitator</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_mcmullin_smoothing_the_way.mp3" length="19470000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">E544FEE2-F6B9-4512-A36B-1E476AD61D2C-1239-000013B1FB6CF299-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 13:54:44 -0700</pubDate>
            <itunes:subtitle>To truly make an impact, product teams need to have business buy-in and a shared understanding of the project’s direction. Often, it’s up to designers to smooth the way and facilitate this consensus.</itunes:subtitle>
            <itunes:summary>Even the best design teams, methods, architecture and tools are no match for a project beset with political infighting, divided priorities or unfocused goals. To truly make an impact, product teams need to have business buy-in and a shared understanding of the project’s direction. Often, it’s up to designers to smooth the way and facilitate this consensus.

By greasing the tracks in the early stages of a project, designers can gain the much-needed support of business stakeholders, avoid wasted effort, increase their influence (within their teams and the company at large), and make a more meaningful difference with their work. The key is to bridge competing viewpoints, develop a common vision and break through project roadblocks. And it all starts with the right combination of tools and techniques.

In this session, you will:

    * Discover how to bridge competing viewpoints, develop a common vision and eliminate roadblocks on your next project.
    * Explore the ways in which your existing design skill-sets can be expanded to improve communication within your team and throughout you company.
    * Learn facilitation techniques to help engage business stakeholders and manage the conflicting priorities and lack of direction that so often derail a project.

About Jess McMullin

Since 1997, Jess has focused his career on understanding and developing positive user experiences for his clients and their customers. Drawing on sources ranging from social sciences and behavioral research to gaming, market analysis and future trends, Jess generates client insights that drive innovation and create better customer experiences.

Jess often speaks at conferences focusing on user experience, design thinking and innovation, topics he also writes about on a regular basis. His ideas have been featured in several user-experience books, including Lou Rosenfeld and Peter Morville’s Information Architecture for the World Wide Web, 2nd Ed. and Jesse James Garrett’s The Elements of User Experience.

In 2003, Jess founded nForm User Experience, a boutique consultancy that counts Comcast, Ancestry.com and the Canadian Patient Safety Institute as clients. Jess also organizes CanUX, the annual Canadian User Experience Workshop in Banff, Alberta, and he is the cofounder of the international Information Architecture Institute.

For Jess’s latest thoughts on business, design and innovation, visit his blog, bplusd (business + design).</itunes:summary>
            <itunes:duration>42:31</itunes:duration>
            <itunes:author>Jess McMullin</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Collaborating with Customers: Leveraging Design and Research Methods for Customer Success</title>
            <description><![CDATA[Millions of people from around the world come to eBay every day, and the eBay user experience design group applies a range of design and research methodologies to understand and address the perceptions and needs of its widely varied customer base.<br />
<br />
Jeff Herman and Ann Bishop will co-lead this session, sharing some of their methods for collaborating with eBay’s customers and exploring the ways in which they use customer insights to inform specific design solutions.<br />
<br />
In this session, you will gain a better understanding of how to:<br />
<br />
    * Engage customers throughout the design process.<br />
    * Apply new methods to address a wide range of customer goals and needs.<br />
    * Seamlessly blend design and customer research to contribute to your success.<br />
<br />
About Jeff Herman<br />
<br />
Jeff leads eBay’s UI and Visual Design group, which is responsible for the design of eBay’s sites around the world. He has over 20 years of experience as a designer at Apple, Yahoo! and the MIT Media Lab, and he has been a guest speaker at CHI, BayCHI and various university design programs.<br />
<br />
Jeff holds a master’s degree in Media Arts and Sciences from the MIT Media Lab and a bachelor’s degree in Business Administration from the University of Texas at Austin, and he has received 10 patents. He is also on the Advisory Board of an early-stage Silicon Valley startup.<br />
About Ann Bishop<br />
<br />
Ann manages the Content Strategy practice at eBay, which is responsible for the strategic direction and execution of eBay’s interface content globally. As one of the first user experience architects at eBay, Ann continues to bring a holistic design approach to her work, and she is leading efforts to define content strategy as a design practice rooted in human-centered design methodology, including user research, concept development and execution.<br />
<br />
Ann has over 15 years experience designing interactive content for companies such as Microsoft, Travelocity and Yahoo!.  She holds a BA in English from the University of California, Berkeley.]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/collaborating-with-customers-leveraging-design-and-research-methods-for-customer-success</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_collaborating_customers.mp3" length="19008000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">098AAFEE-0501-4365-8A21-E723F8A21ABB-1239-00001380F4CBF72D-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 13:52:05 -0700</pubDate>
            <itunes:subtitle>Millions of people from around the world come to eBay every day, and the eBay user experience design group applies a range of design and research methodologies to understand and address the perceptions and needs of its widely varied customer base.</itunes:subtitle>
            <itunes:summary>Millions of people from around the world come to eBay every day, and the eBay user experience design group applies a range of design and research methodologies to understand and address the perceptions and needs of its widely varied customer base.

Jeff Herman and Ann Bishop will co-lead this session, sharing some of their methods for collaborating with eBay’s customers and exploring the ways in which they use customer insights to inform specific design solutions.

In this session, you will gain a better understanding of how to:

    * Engage customers throughout the design process.
    * Apply new methods to address a wide range of customer goals and needs.
    * Seamlessly blend design and customer research to contribute to your success.

About Jeff Herman

Jeff leads eBay’s UI and Visual Design group, which is responsible for the design of eBay’s sites around the world. He has over 20 years of experience as a designer at Apple, Yahoo! and the MIT Media Lab, and he has been a guest speaker at CHI, BayCHI and various university design programs.

Jeff holds a master’s degree in Media Arts and Sciences from the MIT Media Lab and a bachelor’s degree in Business Administration from the University of Texas at Austin, and he has received 10 patents. He is also on the Advisory Board of an early-stage Silicon Valley startup.
About Ann Bishop

Ann manages the Content Strategy practice at eBay, which is responsible for the strategic direction and execution of eBay’s interface content globally. As one of the first user experience architects at eBay, Ann continues to bring a holistic design approach to her work, and she is leading efforts to define content strategy as a design practice rooted in human-centered design methodology, including user research, concept development and execution.

Ann has over 15 years experience designing interactive content for companies such as Microsoft, Travelocity and Yahoo!.  She holds a BA in English from the University of California, Berkeley.
</itunes:summary>
            <itunes:duration>41:41</itunes:duration>
            <itunes:author>Jeff Herman and Ann Bishop</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Pattern-Based Design Communication Techniques</title>
            <description><![CDATA[Interactive behaviors are plastic, flexible things, always subtly shifting in response to the actions of the user. As such, they can be hard to pin down on the printed page. Demos can help express the vision of the design, but the nitty-gritty details must be committed to paper if the design is to survive the development rollercoaster. The challenge is to create a document that remains useful as requirements are added and timelines shift, a document so all-inclusive, it remains relevant even after new problems arise, elevating it to a level truly worthy of an axiom dear to developers’ hearts: “RTFM.”<br />
<br />
At Cooper, a pattern language is used to structure documents and describe interactive behaviors. Patterns help designers express the design itself, break down the structure of the document into core elements (e.g., the table of contents, section headings, etc.) and lay out the page. Using Cooper projects as an example — including the company’s team structure, methodology and project scoping — along with an actual case study, this session will explore the many ways and means of documenting the wily interactive behavior.<br />
<br />
In this session, you will:<br />
<br />
    * Get an overview of Cooper methodology, including team structure and project scoping.<br />
    * Discover methods of documenting interactive behaviors.<br />
    * Explore the use of pattern language as a tool for structuring a document and describing interactive behaviors.<br />
<br />
About Doug LeMoine<br />
<br />
Doug is the director of design communication at Cooper, an interaction design consultancy based in San Francisco. Since joining Cooper in early 2000, Doug has tackled design problems in neurosurgical planning, financial portfolio analysis, database marketing, telecommunication network construction and computer-assisted surgery.<br />
<br />
Before making the move to Cooper, Doug coordinated inner-city literacy and job-skill programs, developed exhibits at a science museum, and taught city kids about where food comes from on a fully operating educational farm. For more information about Doug and his work, visit http://douglemoine.com.]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/pattern-based-design-communication-techniques</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_lemoine_pattern_based_design.mp3" length="200200000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">F1237D8C-5CF8-4DFA-A9DA-12736EE34A67-1239-00001354A5CEE628-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 13:48:19 -0700</pubDate>
            <itunes:subtitle>At Cooper, a pattern language is used to structure documents and describe interactive behaviors. Patterns help designers express the design itself, break down the structure of the document into core elements.</itunes:subtitle>
            <itunes:summary>Interactive behaviors are plastic, flexible things, always subtly shifting in response to the actions of the user. As such, they can be hard to pin down on the printed page. Demos can help express the vision of the design, but the nitty-gritty details must be committed to paper if the design is to survive the development rollercoaster. The challenge is to create a document that remains useful as requirements are added and timelines shift, a document so all-inclusive, it remains relevant even after new problems arise, elevating it to a level truly worthy of an axiom dear to developers’ hearts: “RTFM.”

At Cooper, a pattern language is used to structure documents and describe interactive behaviors. Patterns help designers express the design itself, break down the structure of the document into core elements (e.g., the table of contents, section headings, etc.) and lay out the page. Using Cooper projects as an example — including the company’s team structure, methodology and project scoping — along with an actual case study, this session will explore the many ways and means of documenting the wily interactive behavior.

In this session, you will:

    * Get an overview of Cooper methodology, including team structure and project scoping.
    * Discover methods of documenting interactive behaviors.
    * Explore the use of pattern language as a tool for structuring a document and describing interactive behaviors.

About Doug LeMoine

Doug is the director of design communication at Cooper, an interaction design consultancy based in San Francisco. Since joining Cooper in early 2000, Doug has tackled design problems in neurosurgical planning, financial portfolio analysis, database marketing, telecommunication network construction and computer-assisted surgery.

Before making the move to Cooper, Doug coordinated inner-city literacy and job-skill programs, developed exhibits at a science museum, and taught city kids about where food comes from on a fully operating educational farm. For more information about Doug and his work, visit http://douglemoine.com.</itunes:summary>
            <itunes:duration>43:44</itunes:duration>
            <itunes:author>Doug LeMoine</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | New Sources of Inspiration for Interaction Design</title>
            <description>Too often in the field of interaction design, designers only look at other digital products for inspiration. But this narrow stance soon leaves designers devoid of any fresh ideas. If we were to look at the physical world around us, there are sources of inspiration that interaction designers have barely tapped. We should examine mechanical objects and observe their workings. We should look to nature, with its variety of forms and its intricate ecologies. And we should incorporate lessons from other applied arts such as architecture and film into our designs, drawing from their rich histories and products. Let’s turn our eyes to the vast and varied world we inhabit and discover what we can use.&lt;br /&gt;
About Dan Saffer&lt;br /&gt;
&lt;br /&gt;
Dan Saffer is a senior interaction designer for Adaptive Path. Dan has developed successful designs for transactional and e-commerce sites, as well as for applications and devices. He’s worked with a wide variety of organizations, from startups to Fortune 100 companies.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/new-sources-of-inspiration-for-interaction-design-keynote</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_saffer_new_sources_inspiration.mp3" length="25240000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">A93FD3A7-E236-413D-B206-D4D7B478D568-1239-0000132BCDE0476C-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 13:45:28 -0700</pubDate>
            <itunes:subtitle>If we were to look at the physical world around us, there are sources of inspiration that interaction designers have barely tapped. We should examine mechanical objects and observe their workings.</itunes:subtitle>
            <itunes:summary>Too often in the field of interaction design, designers only look at other digital products for inspiration. But this narrow stance soon leaves designers devoid of any fresh ideas. If we were to look at the physical world around us, there are sources of inspiration that interaction designers have barely tapped. We should examine mechanical objects and observe their workings. We should look to nature, with its variety of forms and its intricate ecologies. And we should incorporate lessons from other applied arts such as architecture and film into our designs, drawing from their rich histories and products. Let’s turn our eyes to the vast and varied world we inhabit and discover what we can use.
About Dan Saffer

Dan Saffer is a senior interaction designer for Adaptive Path. Dan has developed successful designs for transactional and e-commerce sites, as well as for applications and devices. He’s worked with a wide variety of organizations, from startups to Fortune 100 companies.</itunes:summary>
            <itunes:duration>55:08</itunes:duration>
            <itunes:author>Dan Saffer</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | International Spy Museum: Orchestrating the User Experience</title>
            <description><![CDATA[In recent years, museums around the world have been redefining interactive experiences. Museum interactives are environmental and experiential – offering visitors opportunities to experience history, technology, culture and science in custom-designed, dedicated spaces that include artifacts, lighting, audiovisual elements, electro-mechanical technologies, graphics and scenic treatments. The International Spy Museum in Washington, DC has earned industry-wide acclaim for its interactive visitor experiences.<br />
<br />
This session, presented by the Museum’s lead exhibition designer and lead interactive developer, will explore both the overall exhibition design process and the development of specific interactives created for the Museum.<br />
<br />
In this session, you will:<br />
<br />
    * Gain an understanding of museum exhibition design approaches<br />
    * Learn about the process of determining what content is best conveyed through interactive exhibits<br />
    * Look at interactive experiences from a different perspective<br />
    * Explore the intersection of education and entertainment<br />
    * Hear anecdotes describing how brainstormed ideas evolved into successful interactive visitor experiences<br />
<br />
About the International Spy Museum<br />
<br />
Learn about the authentic tradecraft that has been used throughout time and around the world. Hear spies, in their own words, describe the challenges and the “game” of spying.<br />
<br />
A spy must live a life of lies. Adopt a cover identity and learn why an operative needs one. See the credentials an agent must have to get in-or out, as in the case of six Americans exfiltrated from revolutionary Iran in 1979, courtesy of the Canadian Ambassador-and the CIA. Proceed directly to the Briefing Film where you’ll come face to face with the real world of spying.<br />
<br />
Examine over 200 spy gadgets, weapons, bugs, cameras, vehicles, and technologies. Learn about microdots and invisible ink, buttonhole cameras and submarine recording systems, bugs of all sizes and kinds, and ingenious disguise techniques developed by Hollywood for the CIA. Uncover the stories behind the spycraft, why and how these artifacts were developed, and by which side. Survey over 50 years of spy technology, developed by agencies from the OSS to the KGB, and still in use today.<br />
]]></description>
            <link>http://uxweek2007.adaptivepath.com/sessions/international-spy-museum-orchestrating-the-user-experience</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_intl_spy_museum.mp3" length="216900000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">CF55DB91-3801-4E4E-AF79-78B7F113C084-1239-000012ECE5864C70-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 13:42:31 -0700</pubDate>
            <itunes:subtitle>The International Spy Museum in Washington, DC has earned industry-wide acclaim for its interactive visitor experiences.</itunes:subtitle>
            <itunes:summary>In recent years, museums around the world have been redefining interactive experiences. Museum interactives are environmental and experiential – offering visitors opportunities to experience history, technology, culture and science in custom-designed, dedicated spaces that include artifacts, lighting, audiovisual elements, electro-mechanical technologies, graphics and scenic treatments. The International Spy Museum in Washington, DC has earned industry-wide acclaim for its interactive visitor experiences.

This session, presented by the Museum’s lead exhibition designer and lead interactive developer, will explore both the overall exhibition design process and the development of specific interactives created for the Museum.</itunes:summary>
            <itunes:duration>47:23</itunes:duration>
            <itunes:author>Cybelle Jones and Robert Freeland</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Search: The Purest Expression of Interaction Design</title>
            <description>Search on the web is ubiquitous. Everyone knows and uses Google. Most websites include a way to search the content within their pages and web users are often classified as either searchers or browsers. For many companies, search is considered a solved problem—you get an engine, point it at your content, add an entry box to your global navigation and you are done. This couldn’t be further from the truth.&lt;br /&gt;
&lt;br /&gt;
As experience designers, we have an obligation to understand how search works so we can craft an experience that enhances the lives of our users. For too long we have lived at the mercy of vendors and IT departments and their directives of how search should work. We need to understand what goes on under the search covers so we can put the focus back where it belongs—on the person using the tool, not the tool itself.&lt;br /&gt;
About Chiara Fox&lt;br /&gt;
&lt;br /&gt;
Chiara Fox is a senior information architect for Adaptive Path. Chiara has developed successful information architectures for intranets, informational websites, and e-commerce sites. She’s worked with Fortune 100 and 500 companies such as PeopleSoft, AT&amp;T, Square D, L.L. Bean, and Hewlett-Packard.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/search-the-purest-expression-of-interaction-design</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_fox_search_the_purest_expression.mp3" length="21290000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">355560DA-9D33-4E2C-845F-651F1BF265EC-1239-000012915752E3A2-FFA</guid>
            <pubDate>Tue, 25 Mar 2008 13:37:52 -0700</pubDate>
            <itunes:subtitle>For many companies, search is considered a solved problem—you get an engine, point it at your content, add an entry box to your global navigation and you are done. This couldn’t be further from the truth.</itunes:subtitle>
            <itunes:summary>Search on the web is ubiquitous. Everyone knows and uses Google. Most websites include a way to search the content within their pages and web users are often classified as either searchers or browsers. For many companies, search is considered a solved problem—you get an engine, point it at your content, add an entry box to your global navigation and you are done. This couldn’t be further from the truth. As experience designers, we have an obligation to understand how search works so we can craft an experience that enhances the lives of our users. For too long we have lived at the mercy of vendors and IT departments and their directives of how search should work. We need to understand what goes on under the search covers so we can put the focus back where it belongs—on the person using the tool, not the tool itself. About Chiara Fox Chiara Fox is a senior information architect for Adaptive Path. Chiara has developed successful information architectures for intranets, informational websites, and e-commerce sites. She’s worked with Fortune 100 and 500 companies such as PeopleSoft, AT&amp;T, Square D, L.L. Bean, and Hewlett-Packard.</itunes:summary>
            <itunes:duration>46:31</itunes:duration>
            <itunes:author>Chiara Fox</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | The National Building Museum: From the Inside Out</title>
            <description>Many museums present exhibitions about architecture and design. In doing so, they typically treat buildings and other designed objects much as they do paintings, drawings, or sculptures — as individual creative works to be appreciated primarily for their beauty or craftsmanship.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/the-national-building-museum-from-the-inside-out</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_moeller_national_building_museum.mp3" length="21400000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">63021CD6-8A24-408D-B93B-A10AB344D224-769-00000FFBC030240A-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 17:13:20 -0800</pubDate>
            <itunes:subtitle>The National Building Museum instead seeks to present coherent stories—stories that not only inform visitors’ understanding of the past and present, but also suggest possibilities for a better world in the future.</itunes:subtitle>
            <itunes:summary>Many museums present exhibitions about architecture and design. In doing so, they typically treat buildings and other designed objects much as they do paintings, drawings, or sculptures — as individual creative works to be appreciated primarily for their beauty or craftsmanship.

The National Building Museum approaches this subject matter quite differently. Its mission is to examine the broader cultural implications of the “built environment,” and to reveal the profound impact of architecture, engineering, and urban planning on people’s lives. Rather than simply displaying countless discrete artifacts of our built heritage, the National Building Museum instead seeks to present coherent stories—stories that not only inform visitors’ understanding of the past and present, but also suggest possibilities for a better world in the future.

To achieve these goals, the Museum has developed a unique approach to the organization of exhibitions and education programs, with an unusually strong emphasis on the visitor’s experience. The Museum’s approach to exhibition and program development will be the subject of this presentation.

In this session, you will:

    * Learn about the National Building Museum’s unique mission and identity
    * Discover how the Museum engages diverse audiences through innovative exhibition content and design
    * Learn to the Museum’s renowned, hands-on educational programming

About Martin Moeller

Martin Moeller is Senior Vice President and Curator at the National Building Museum. He has been the lead curator for various exhibitions including “Liquid Stone: New Architecture in Concrete” and “Reinventing the Globe: A Shakespearean Theater for the 21st Century.” In addition to his curatorial duties, Moeller edits the Museum’s quarterly magazine, “Blueprints”, and frequently represents the Museum on television and radio programs. He also coordinated the Museum’s recent symposium series, “Building in the Aftermath”, examining the implications of Hurricane Katrina for the built environment.

He previously served as the Museum’s Executive Vice President, overseeing all exhibitions, education programs, development, and administrative operations. He stepped down from this role in 2001 in order to have more time to pursue independent writing and consulting projects.

Before joining the Museum in 1998, Moeller served as Executive Director of the Association of Collegiate Schools of Architecture. Prior to that, he was Executive Director of the Washington Chapter of the American Institute of Architects.

Moeller holds a Master of Architecture degree from Tulane University. He is the author of the fourth edition of the “AIA Guide to the Architecture of Washington, D.C.”, published by the Johns Hopkins University Press in November 2006. He was co-editor of “Liquid Stone: New Architecture in Concrete”, which was published in English by Princeton Architectural Press in June 2006, and in French under the title “Architectures du béton: Nouvelles vagues, nouvelles recherches”, by Le Moniteur Press.</itunes:summary>
            <itunes:duration>46:43</itunes:duration>
            <itunes:author>Martin Moeller</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Learning from Adaptive Path’s Mistakes</title>
            <description>Every now and again, a project just jumps the rails — all the best intentions and planning just don’t stack up to the unanticipated challenges. After the dust settles, all we can do is learn from our mistakes and move on.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/learning-from-adaptive-paths-mistakes</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_mason_learning_from_ap_mistakes.mp3" length="15500000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">63680C1D-7A51-493C-A463-D45CD5A177F3-769-00000FA9149E64E1-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 17:09:23 -0800</pubDate>
            <itunes:subtitle>Every now and again, a project just jumps the rails — all the best intentions and planning just don’t stack up to the unanticipated challenges. After the dust settles, all we can do is learn from our mistakes and move on.</itunes:subtitle>
            <itunes:summary>Every now and again, a project just jumps the rails — all the best intentions and planning just don’t stack up to the unanticipated challenges. After the dust settles, all we can do is learn from our mistakes and move on. We can also tell you all about them. (Names will be changed to protect the innocent. The guilty we’ll name.)
About Bryan Mason

Bryan Mason is the COO of Adaptive Path and is responsible for managing Adaptive Path’s business operations. He oversees Adaptive Path’s events and training business development and helps to ensure coordination of all affiliates and partners.

Bryan has over ten years of organizational management experience, including work in special event production, political campaign management and not-for-profit arts administration. His special events clients include the 2002 Salt Lake City Olympics, The White House (Office of Scheduling and Advance), CMP Media Inc. (WEB2000, WEB2001, etc), and Lincoln Center Theater. His political work includes the campaigns of Senator Hillary Rodham Clinton (D-NY), New York Attorney General candidate Evan Davis, the 1996 Clinton/Gore campaign and many county and city elections. Bryan spent several years in New York City, working on-, off-, and no-where-near-Broadway. He managed Lincoln Center Theater’s Directors Lab, was the Company Manager for six productions at Playwrights Horizons, and produced sold-out premiere productions at the Edinburgh and New York Fringe Festivals.</itunes:summary>
            <itunes:duration>33:52</itunes:duration>
            <itunes:author>Bryan Mason and Adaptive Path</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Semantic Technologies</title>
            <description>Apart from information discovery and aggregation, not much has been written about how semantic technology can be leveraged to improve user experience as a whole. This is unfortunate for a technology where the “semantic” is often overshadowed by the “web.”</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/semantic-technologies</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_hunt_semantic_technologies.mp3" length="2021000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">F669E0C9-6FDF-4FC3-9DDD-584B9B73508C-769-00000F7BD4B4D577-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 17:05:05 -0800</pubDate>
            <itunes:subtitle>Apart from information discovery and aggregation, not much has been written about how semantic technology can be leveraged to improve user experience as a whole. This is unfortunate for a technology where the “semantic” is often overshadowed by the “web.”</itunes:subtitle>
            <itunes:summary>The Semantic Web – as popularized by Tim-Berners Lee – is developing so rapidly that references to “semantic” and “Web 3.0″ are commonly treated as synonyms. Apart from information discovery and aggregation, not much has been written about how semantic technology can be leveraged to improve user experience as a whole. This is unfortunate for a technology where the “semantic” is often overshadowed by the “web.”

But in reality, machine-readable concept structures – and the rules underlying those concepts – can be used to support any aspect of context-reliant user experience. In fact, because semantic web technologies provide such a powerful way of discovering not just new data, but new types of information, semantic technology could play a key role in managing uncertainty across the entire user experience. Fortunately, new and developing semantic applications are exploring just such an approach.

In this session, you will:

    * Gain a brief overview of key technologies, applications and frameworks surrounding semantic technology, and explore their positive and negative impact on user experience.
    * Explore specific examples of how semantic technology can support context-appropriate information displays and user work flow.
    * See demonstrations of existing semantic implementations that support context-appropriate visualization and interaction.

About Cameron Hunt

Cameron has been working with user-driven information systems since the mid-1990s, and he has designed, built and supported applications for military and law enforcement intelligence, analysis and operational customers. He is currently a semantic knowledge management analyst for the EmergINT team at CommIT Enterprises.</itunes:summary>
            <itunes:duration>44:08</itunes:duration>
            <itunes:author>Cameron Hunt</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Visual Vocabulary for Rich Internet Applications</title>
            <description>Flow diagrams are a key component of an interaction design specification. Jesse James Garrett’s Visual Vocabulary uses a set of simple shapes to diagram user flow and illustrate basic relationships between webpages.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/visual-vocabulary-for-rich-internet-applications</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_colfelt_visual_vocabulary_for_rias.mp3" length="20200000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">8453277F-D604-4158-B8F4-44E10DE15424-769-00000F627E40C2C0-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 17:01:52 -0800</pubDate>
            <itunes:subtitle>Flow diagrams are a key component of an interaction design specification. Jesse James Garrett’s Visual Vocabulary uses a set of simple shapes to diagram user flow and illustrate basic relationships between webpages.</itunes:subtitle>
            <itunes:summary>Flow diagrams are a key component of an interaction design specification. Jesse James Garrett’s Visual Vocabulary uses a set of simple shapes to diagram user flow and illustrate basic relationships between webpages. However, using Visual Vocabulary to describe more sophisticated behaviors of “rich” interfaces — enabled by technologies such as AJAX, Flash and Ruby on Rails — can sometimes prove challenging. But with some additions and creative modifications, Garrett’s language can actually be used to effectively communicate the design of a rich or conditional UI.

In this session, you will:

    * Gain a deeper appreciation of the power and flexibility of Garrett’s Visual Vocabulary.
    * Discover how to utilize an augmented Visual Vocabulary to describe the dynamic nature of rich or conditional interfaces.
    * Learn tips and tricks to improving your flow diagrams through the addition of key information.
    * Find new ways to bring unrealized clarity to your specifications, illustrated via a series of specific examples.

About Anthony Colfelt

Anthony applies his strong human-centered approach to the design of social software applications, online communities and digital identity systems. Currently, he is the creative director at myfamily.com, where he leads a team of user-experience practitioners and oversees design processes, methods and tools. Before joining myfamily.com in 2006, Anthony led UX teams as an interaction design manager and senior practitioner for Classmates.com and the BBC in London. Anthony also graduated with a Bachelor of Graphic Design from the University of Canberra, Australia in 1996.

To learn more about Anthony and his work, visit Cofelt.com, or read his blog, The Vanity Experiment.</itunes:summary>
            <itunes:duration>43:59</itunes:duration>
            <itunes:author>Anthony Colfelt</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Making Research Effective</title>
            <description>Creating engaging and enjoyable user experiences requires a solid understanding of the people your product or service is meant to serve. Unfortunately, many companies don’t really understand their customers — even companies with large research groups. But understanding people takes more than simply hiring researchers armed with PhDs and the latest methodologies. […]</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/ux-design-as-communities-of-practice</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_wilkins_making_research_effective.mp3" length="20700000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">AE307EC0-AFD0-401F-9BFE-64AB624D0BB0-14329-0000E77EEEE15CEA-FFA</guid>
            <pubDate>Tue, 09 Oct 2007 09:52:20 -0700</pubDate>
            <itunes:subtitle>Creating engaging and enjoyable user experiences requires a solid understanding of the people your product or service is meant to serve.</itunes:subtitle>
            <itunes:summary>Creating engaging and enjoyable user experiences requires a solid understanding of the people your product or service is meant to serve. Unfortunately, many companies don’t really understand their customers — even companies with large research groups. But understanding people takes more than simply hiring researchers armed with PhDs and the latest methodologies. Understanding customers isn’t something that a research team can do on its own; it’s something that the whole organization needs to do as a whole. That’s the only way that insights into the lives of your users have any hope of getting into the products and services you design.

Research is only effective if it integrates well with the larger design process. When done poorly, research does nothing but keep research staff busy. When done well, research can transform the understanding of users for your organization as a whole and empower your teams to create compelling experiences.

In this session, you will:

    * Learn how to make research actionable and durable within an organization.
    * Discover strategies for integrating other departments and key players into the research process, and vice versa.
    * Examine and learn from case studies of successful research activities within design projects.

About Todd Wilkens

Todd Wilkens is the design researcher for Adaptive Path. Thanks to over a decade of experience in research and design he holds a passionate belief that focusing on and truly understanding people allows us to create products and services that provide compelling experiences and real value.</itunes:summary>
            <itunes:duration>45:01</itunes:duration>
            <itunes:author>Todd Wilkins</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | CNN.com Relaunch Case Study</title>
            <description>CNN.com recently unveiled the latest evolution in online news: an intuitive, integrated Web site that gives users the global, national, and local news they find most relevant to them. The goal of this undertaking was to enhance and simplify online news for consumers to allow them to interact with news in more ways than ever before.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/cnncom-relaunch-case-study</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_adams_cnn.com_case_study.mp3" length="22700000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">97AEC3B0-4F1F-41B4-AD22-1214F917BFD9-381-000001A6C4B67437-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 12:51:15 -0800</pubDate>
            <itunes:subtitle>CNN.com recently unveiled the latest evolution in online news: an intuitive, integrated Web site that gives users the global, national, and local news they find most relevant to them.</itunes:subtitle>
            <itunes:summary>The goal of this undertaking was to enhance and simplify online news for consumers to allow them to interact with news in more ways than ever before. With the site’s enhancements and redesign, users can access the news of the day through an integrated storytelling experience that provides text, images, video, commenting, and other interactive elements all within one cohesive package.

The site also incorporates the latest technologies, such as AJAX, a recommendation engine, and a “From the Blogs” feature to enhance the user experience. Another core offering — live, streaming video previously available by subscription only — became free and integrated into the fabric of CNN.com. All CNN.com video including on-demand clips, live breaking news and an archive with access to over 50,000 news videos is now available to users for free.

In this session, we will walk through the user-centered process undertaken in this project, including the early user research and analysis all the way through implementation and post-launch feedback mechanisms. We’ll also discuss the challenges involved in a project like this in a company of CNN’s size. We’ll explore how the early research evolved and was refined throughout the process, leading to the site that was recently launched.

In this session, you will:

    * Discover the steps of the process required to bring such a huge project to market, including some tips and tricks on how to get stakeholders and participants fully invested
    * Find out how the user was involved in shaping the requirements and end product
    * Learn why CNN.com plans to never “relaunch” again

About Dermot Waters

Dermot Waters is the Director of Technology and Business Strategy for CNN.com, most recently working on the relaunch of CNN.com where he co-led the effort from the beginning research phases through launch. Since joining CNN.com in 1999, Dermot has developed and managed a wide range of products across many of the CNN and Turner brands, including search, social media, mobile, registration, e-mail services, weather, and syndication.

In his tenure, Dermot has lead CNN.com’s Search Engine Optimization (SEO) efforts and been the product manager for Turner’s Digital Media Technologies managing the search platform across Turner brands; working closely with Google, Yahoo!, Verity/Autonomy and other 3rd parties in this area. He is a point person for management of vendors across a variety of technical areas, most recently working on partnerships around blogs and social media.

Dermot holds an MBA in E-Commerce/CIS from Georgia State University, an MS in CIS from Georgia State University, and a Bachelor of Arts in Economics from the University of Georgia.
About Lori Adams

Lori Adams is the Director of User Experience and Site Integration at CNN.com. Along with Dermot Waters, she led the CNN.com relaunch project, steering the effort from the beginning phase of user discovery through implementation. Since joining CNN in 2004, Lori has managed hundreds of site changes and brought with her a focus on user-centered practices, overseeing the implementation of several user feedback mechanisms and qualitative research methods such as personas.

Lori’s background includes work for the Centers for Disease Control and Prevention where she served as Lead Information Architect and Usability Specialist for websites dealing with topics such as flu, anthrax, and smallpox emergencies. Her experience also includes several years as a senior information architect at an agency and freelance work for a variety of companies in Atlanta. Past clients have included BellSouth, Coca-cola, Ritz-Carlton, TravelSmith, Ballard Designs, and WebMD.

Lori holds a Master’s degree in Human-Computer Interaction from the Georgia Institute of Technology and a Bachelor of Science in Communication from Ohio University.</itunes:summary>
            <itunes:duration>49:28</itunes:duration>
            <itunes:author>Lori Adams and Dermot Waters</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Inclusive Iterations: How a Design Team Builds Shared Insights</title>
            <description>This session will focus on the ways in which human-centered researchers team with colleagues across disciplines to transform a mass of data -- field observations, contextual interviews, secondary research and anecdotal stories -- into actionable design principles.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/inclusive-iterations-how-a-design-team-builds-shared-insights</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_ulrich_inclusive_iterations.mp3" length="21100000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">BE965B00-9EC5-4977-9634-59DF6BC950ED-381-0000017EF141D0C1-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 12:48:38 -0800</pubDate>
            <itunes:subtitle>This session will focus on the ways in which human-centered researchers team with colleagues across disciplines to transform a mass of data -- field observations, contextual interviews, secondary research and anecdotal stories.</itunes:subtitle>
            <itunes:summary>This session will focus on the ways in which human-centered researchers team with colleagues across disciplines to transform a mass of data — field observations, contextual interviews, secondary research and anecdotal stories — into actionable design principles.

Note that while case studies shared in this session will refer to work that primarily informs decision-making in the tangible realm, the methods refined by researchers at the furniture manufacturer Steelcase can also be (and often are) effectively applied to the design of digital media experiences.

In this session, you will:

    * Discover ways to both engage a multi-disciplinary audience in the design process and build shared ownership of stories and insights.
    * Explore how this shared development of a research platform can be used to inform business, marketing and design decisions.

About Emily Ulrich

Emily is a design researcher in the EXP Brand Experience group at Steelcase, a global designer and manufacturer of products that are used to create high-performance work environments. Steelcase research explores the notion of work as a social activity, and speculates about the role office design plays in evolving organizational culture and enabling organizational change.

Since 2002, Emily has participated as both a team researcher and project lead in Steelcase’s “deep dive” explorations, where she has focused on the work behaviors of people in higher education, professional services and health care settings. The goal of this work is to contribute to internal product development and inspire client and design colleagues to think differently about the integration of architecture, furniture and technology.

Emily leverages techniques learned during her graduate studies at the Institute of Design at the Illinois Institute of Technology, where she received an M.Des. in Design Planning. Today Emily explores distance collaboration with her Michigan-based colleagues from various locations around her home in San Francisco.</itunes:summary>
            <itunes:duration>45:45</itunes:duration>
            <itunes:author>Emily Ulrich</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Documentation: Choosing the Right Tool for the Job</title>
            <description>Every document created by web designers contains many layers of information. Too few layers, and the ideas within lose context and meaning. Too many, and the important ideas become obscured. Choosing the right ideas to include can make or break a document, or even the entire project.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/documentation-choosing-the-right-tool-for-the-job</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_brown_documentation.mp3" length="19900000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">F29F502A-15E8-4703-B639-D60F87273675-381-0000016001187F60-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 12:45:43 -0800</pubDate>
            <itunes:subtitle>Every document created by web designers contains many layers of information. Too few layers, and the ideas within lose context and meaning. Too many, and the important ideas become obscured. Choosing the right ideas to include can make or break a document</itunes:subtitle>
            <itunes:summary>Every document created by web designers contains many layers of information. Too few layers, and the ideas within lose context and meaning. Too many, and the important ideas become obscured. Choosing the right ideas to include can make or break a document, or even the entire project.

To help you learn how to strike the right balance, we’ll take a look at several different user-experience documents, examining the kinds of information they contain and exploring new ways to select the right information for the situation at hand.

In this session, you will:

    * Learn how much is too much, or too little, when it comes to creating web documents.
    * Discover strategies for picking and choosing what information to include and how to display it.
    * Explore examples of a number of different types of user-experience documents, with special attention to the potential advantages of each strategy.

About Dan Brown

Dan is founder and principal at EightShapes, LLC, a user-experience consulting firm based in Washington, DC, that has engaged with clients in telecommunications, media, education, health, high-tech and other sectors. Prior to founding EightShapes, Dan consulted with organizations ranging from the US Postal Service, the World Bank and the Federal Communications Commission to USAirways, FirstUSA and Fannie Mae. Before that, Dan was a Federal employee, leading the content management program for the Transportation Security Administration.

Dan’s portfolio includes work on public-facing websites, intranets and extranets, and it addresses most aspects of the user experience, from information architecture and content strategy to interaction and interface design. Dan has published dozens of articles for a variety of publications, and he is also the author of Communicating Design, a book about the ways in which high-quality visual documentation can be used to communicate complex ideas and abstractions. He has moderated panels and led workshops at almost every IA Summit since its inception in 2000, and he is very active in the local Washington, DC, information architecture community, organizing regular workshops and bimonthly reading groups.</itunes:summary>
            <itunes:duration>43:26</itunes:duration>
            <itunes:author>Dan Brown</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Stone Soup: Stories and Storytelling for Collaboration</title>
            <description>We listen to stories for enlightenment and tell stories for education and entertainment. Everyday people are convinced, impressed, enlightened, discouraged, encouraged and swayed by the stories others tell in the workplace. In business time may be money, but the power of a good story, well told at the right time, has changed the course of individual careers, corporations and entire industries.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/stone-soup-stories-and-storytelling-for-collaboration</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_brooks_storytelling_for_collaboration.mp3" length="20800000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">A2861CCE-FAD2-492C-9E77-4216E6C87450-381-00000121EE9C057B-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 12:41:32 -0800</pubDate>
            <itunes:subtitle>We listen to stories for enlightenment and tell stories for education and entertainment. Everyday people are convinced, impressed, enlightened, discouraged, encouraged and swayed by the stories others tell in the workplace.</itunes:subtitle>
            <itunes:summary>We listen to stories for enlightenment and tell stories for education and entertainment. Everyday people are convinced, impressed, enlightened, discouraged, encouraged and swayed by the stories others tell in the workplace. In business time may be money, but the power of a good story, well told at the right time, has changed the course of individual careers, corporations and entire industries. But the process of creating a story can also be enlightening and entertaining in its own right, and it can be a useful tool for helping groups of individuals collaborate to express a unified idea or set of goals. As “storytelling animals,” we all have the ability to create narrative, particularly about topics close to us. We are also capable of understanding stories, especially when we find a way to relate them to personal experience.

Sometimes collaboration or team building involves everyone contributing relevant ideas, sometimes it takes asking the right questions. But collaboration always requires listening hard enough to know which to do when, and group story-creation techniques can greatly help this process.

In this session, you will:

    * Review and practice the three critical elements necessary for nurturing the creativity and collaboration inherent in storytelling: listening, structuring and telling.
    * Practice telling a simple story both on your own and collaboratively, with the goal of learning how to communicate effectively.
    * Discover how story structures and other patterns can be used to guide creative endeavors.
    * Acquire the tools you need to bring collaborative storytelling techniques into your own organization.

About Kevin Brooks

Kevin is a principle staff researcher for Motorola Labs and a professional oral storyteller. At Motorola, Kevin researches new user-interface technologies and expresses these technologies as connected user-centered experiences, creating “technology stories” that incorporate elements of audio, video, graphics, written language and computer programming. As a writer and performing oral storyteller, Kevin tells personal tales from his urban childhood in the 60s to his present-day role as a parent himself, and he has been a featured performer at many storytelling festivals, conferences and other venues.

Kevin received his Ph.D. in Media Arts and Sciences from the Massachusetts Institute of Technology Media Lab, where his area of research was computational narrative and interactive cinema. He has also studied engineering, computer science, creative writing and film production as an undergraduate, receiving a BS in Communications from Drexel University and an MA in Documentary Film Production from Stanford University.

Kevin has several published papers and has given numerous workshops on storytelling and interactive story design. In 2006 he released his first CD of stories, entitled Kiss of Summer.</itunes:summary>
            <itunes:duration>45:29</itunes:duration>
            <itunes:author>Kevin Brooks</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | How to Manage a User Experience Team (Without Losing Your Mind)</title>
            <description>Most of us who practice user experience design are generalists. We need to know enough about technology to work with engineers. We need to know enough about visual design to work with designers.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/how-to-manage-a-user-experience-team-without-losing-your-mind</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_alcorn_manage_ux_teams.mp3" length="20900000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">20A05A4C-B99B-4896-A42B-B88729CABCB4-8945-00021201BC4D0C5E-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 12:36:25 -0800</pubDate>
            <itunes:subtitle>Most of us who practice user experience design are generalists. We need to know enough about technology to work with engineers. We need to know enough about visual design to work with designers.</itunes:subtitle>
            <itunes:summary>Most of us who practice user experience design are generalists. We need to know enough about technology to work with engineers. We need to know enough about visual design to work with designers. Every time we start a new project, we need to learn about our client’s business problems until we can recite them in our sleep. We need to be part designer, part psychologist, part researcher, part corporate therapist. We need to be able to write cogently, sketch our ideas so that even the most distracted marketing executives can understand them, and give killer presentations.

Managing a user experience team takes these skills to a whole new level.

Whether you manage a UX team, or you’re just thinking about it, this presentation will give you practical advice grounded in real-world experience.

In this session, you will learn how to:

    * Find people who have potential to be as good at this work as (or even better than) you are.
    * Inspire your team members to do their best work, and keep getting better.
    * Handle a team member who is not performing.
    * Keep yourself inspired, especially when your job is to make the rest of your team look good.

About Katrina Alcorn

Katrina leads the user experience discipline for Hot Studio, an award-winning design firm based in San Francisco. Since 1999, she has led information architecture, user research and content strategy efforts on a wide variety of projects, including online magazines, Flash demos and health care enrollment applications for clients such as InformationWeek, Sun Microsystems, Charles Schwab, Blue Shield of California, Architecture for Humanity, the United Methodist Church, Gap Inc., LeapFrog SchoolHouse and Adobe.

Before her foray onto the Internet, Katrina worked as a freelance writer and editor for several newspapers and magazines in Hawaii and California, and as an associate producer for an award-winning national PBS television series. She holds a master’s degree in journalism and documentary filmmaking from the University of California, Berkeley.</itunes:summary>
            <itunes:duration>45:38</itunes:duration>
            <itunes:author>Katrina Alcorn</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | The Conversation Gets Interesting: Creating the Adaptive Interface</title>
            <description>As the technology for supporting more personalized experiences becomes available, we’re entering a new era of “adaptive interfaces,” where functionality is revealed over time and interface elements change based on individual usage. We can create interfaces that respond, suggest or change based on actual usage data.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/the-conversation-gets-interesting-creating-the-adaptive-interface</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_anderson_adaptive_interface.mp3" length="20170000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">BD66FF64-D753-4475-91D2-CACB9B23A303-8945-00020E47807E4685-FFA</guid>
            <pubDate>Thu, 29 Nov 2007 12:42:03 -0800</pubDate>
            <itunes:subtitle>As the technology for supporting more personalized experiences becomes available, we’re entering a new era of “adaptive interfaces,” where functionality is revealed over time and interface elements change based on individual usage.</itunes:subtitle>
            <itunes:summary>As the technology for supporting more personalized experiences becomes available, we’re entering a new era of “adaptive interfaces,” where functionality is revealed over time and interface elements change based on individual usage. We can create interfaces that respond, suggest or change based on actual usage data.

While much of this is still speculative, we’ll explore some concrete examples of how such ideas have already been used, and many instances where this could be implemented, resulting in applications that are truly conversational and context-aware.

In this session, you will:

    * Learn about the unique advantages and challenges of working with adaptive interfaces.
    * Explore concrete examples of ways in which adaptive interfaces have been implemented.
    * Identify opportunities in which an adaptive interface would create a conversational, context-aware experience.

About Stephen P. Anderson

Stephen is the principal user experience architect at Sabre Travel Network, where he leads the design of travel products used by more than 50,000 travel agencies worldwide. He is passionate about elegant design and the technological innovations that make desirable experiences possible.

Prior to Sabre, Stephen helped build Bright Corner, a creative design and technology services company. There he worked with a variety of businesses to create valuable online and offline customer experiences, with a special focus on custom business applications. Stephen has worked on Web 2.0-style applications with small startups as well as larger usability and information architecture projects for enterprise clients such as Nokia, Frito-Lay and Chesapeake Energy. A former high school English teacher, Stephen brings a love for language and cognitive learning theories to the design profession.

Stephen’s online home can be found at poetpainter.com.</itunes:summary>
            <itunes:duration>44:02</itunes:duration>
            <itunes:author>Stephen P. Anderson</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Capturing the Whole User Experience</title>
            <description>Businesses that pay attention to the entire spectrum of customer interaction, and actually get it right (at least most of the time), win their customers’ attention and loyalty. And the key to creating a business that addresses the entire spectrum of user experience is to build empathy with your customers.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/capturing-the-whole-user-experience</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_young_capturing_the_whole_user_experience.mp3" length="19900000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Mon, 10 Sep 2007 22:13:01 -0700</pubDate>
            <itunes:subtitle>Businesses that pay attention to the entire spectrum of customer interaction, and actually get it right (at least most of the time), win their customers’ attention and loyalty. And the key to creating a business that addresses the entire spectrum [...]</itunes:subtitle>
            <itunes:summary>Businesses that pay attention to the entire spectrum of customer interaction, and actually get it right (at least most of the time), win their customers’ attention and loyalty. And the key to creating a business that addresses the entire spectrum of user experience is to build empathy with your customers. An effective way to do this is to create a mental model, one that considers all the different ways an organization interacts with its users: stores, account statements, customer service calls, product ordering websites, packaging…everything.

A few years ago, I developed a mental model for JMS Entertainment, a movie distribution company that wanted to attract a larger audience of moviegoers. The model I created depicted the entire moviegoer’s experience, from watching trailers and reading reviews to discussing the plot points with a friend after the show. I then compared that mental model to the features of the JMS website, noting the interesting gaps and matches from a strategic point of view. I also help JMS brainstorm new ideas based on combinations seen from the perspective of the mental model. From there, an effective three-year roadmap was created, one with a clear business perspective. The result? A user experience that fully addresses the entire range of JMS’s customer needs.

In this session, you will:

    * Examine the mental model for opportunities to support moviegoers in attractive ways.
    * Learn how to gather innovative ideas by combining or building off of related features.
    * Create a strategic roadmap for your organization.

About Indi Young

After nearly a decade working with Unix, pen-based systems, and Windows, Indi began her work in web applications in 1995 as a consultant in interaction and navigation design. Her clients include Visa, Charles Schwab, Sybase, Agilent, Dow Corning, Microsoft, Bell Canada, Intuit, Qualcomm, and PeopleSoft.

Indi specializes in gathering user research data to create mental models for use in business/user gap analysis. She has completed over 30 of these projects since 1995. She is also one of the founding members of Adaptive Path, which she left in 2006 to write her book on the subject of mental models, which will be published by Rosenfeld Media in late summer 2007. Mental Models: Aligning design strategy with human behavior.

Indi graduated with a BS in Computer Science from the Cal Poly School of Engineering in San Luis Obispo, and worked on her master’s degree in Computer Science at Colorado State University Fort Collins. She is a lifetime member of the Association for Computing Machinery (ACM).</itunes:summary>
            <itunes:duration>43:22</itunes:duration>
            <itunes:author>Indi Young</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Sketching in Code: Using Prototypes to Visualize Interactions</title>
            <description>As Ajax, RIA’s and Agile methods become ever more common, we increasingly hear about the value of prototypes for design and development. Unfortunately, choosing the right prototype can be an exercise in uncertainty. To get a better handle on the prototype process, we will survey several different types of prototypes, with special focus on the appropriate […]</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/sketching-in-code-using-prototypes-to-visualize-interactions</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_verba_sketching_in_code.mp3" length="20400000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">CFA75442-73F6-4DE5-86EB-4ACFA6317E69-1153-00002798943B939A-FFA</guid>
            <pubDate>Mon, 10 Sep 2007 22:08:52 -0700</pubDate>
            <itunes:subtitle>As Ajax, RIA’s and Agile methods become ever more common, we increasingly hear about the value of prototypes for design and development. Unfortunately, choosing the right prototype can be an exercise in uncertainty.</itunes:subtitle>
            <itunes:summary>As Ajax, RIA’s and Agile methods become ever more common, we increasingly hear about the value of prototypes for design and development. Unfortunately, choosing the right prototype can be an exercise in uncertainty.

To get a better handle on the prototype process, we will survey several different types of prototypes, with special focus on the appropriate audiences and uses for each. We will also consider the advantages and disadvantages of using interactive prototypes, whether you are incorporating them into your development process or using them as a self-documenting deliverable. We will then dive into specific techniques and methods for creating prototypes, providing examples and discussing the skill-sets required for each approach.

In this session, you will:

    * Explore an array of prototype options, learning the ideal uses for each.
    * Discover the advantages and disadvantages of interactive prototypes, as well as the different ways of putting them to use.
    * Learn practical prototype-creating methods and techniques.

About David Verba

David is director of technology for Adaptive Path. His many years of technical leadership and architecture experience cover a broad range of projects and strategies. He has over 15 years of development experience, and has worked with technologies ranging from Sun, Java and Oracle to open-source favorites such as Linux, Perl, Apache, MySQL, PostgresSQL, Ruby and Ruby On Rails.

David helped launch the Wholefoods.com initiative as part of Whole Foods, Inc., and was a core developer for CodeZoo.com, an O’Reilly and Associates web product. He also provided necessary technical leadership to create Adaptive Path’s Measure Map (recently acquired by Google).</itunes:summary>
            <itunes:duration>44:40</itunes:duration>
            <itunes:author>David Verba</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Mobile Usability Testing</title>
            <description>User and usability testing of mobile applications requires an understanding of when to use devices, emulators, laboratories and field testing. This session targets user-experience professionals, teaching them how to expand and adjust their current testing procedures to address mobile applications and websites.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/mobile-usability-testing</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_ballard_mobile_usability_testing.mp3" length="32200000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">465FA731-6EED-406E-9D3C-BF703EAB6861-605-0000185A1E15C97C-FFA</guid>
            <pubDate>Wed, 05 Sep 2007 16:03:16 -0700</pubDate>
            <itunes:subtitle>User and usability testing of mobile applications requires an understanding of when to use devices, emulators, laboratories and field testing.</itunes:subtitle>
            <itunes:summary>User and usability testing of mobile applications requires an understanding of when to use devices, emulators, laboratories and field testing. This session targets user-experience professionals, teaching them how to expand and adjust their current testing procedures to address mobile applications and websites. UX practitioners will also discover how and when to use each tool, with a specific focus on market-acceptance testing and ways in which it can be radically improved using SMS.

In this session, you will:

    * Discover ways in which current usability testing strategies can be modified to tackle the mobile sphere.
    * Learn about the specific applications, advantages and limitations of various testing tools, including emulators, laboratories, field testing and key devices.
    * Gain a working familiarity with market-acceptance testing, with a specific focus on how SMS can be used to improve its effectiveness.

About Barbara Ballard

Barbara is the President and founder of Little Springs Design, a user experience consulting firm that specializes in serving the mobile industry. She has been working on mobile services, devices, websites and applications since 1998, helping Sprint launch such sites as MapQuest, Yahoo! and AOL.

Barbara contends that mobile user experience goes beyond simply designing for the small screen, and she regularly talks at Mobile Monday events to help industry developers and marketers improve their usability. She is also the author of Designing the Mobile User Experience, which was written specifically to help user-experience professionals make the transition to mobile.</itunes:summary>
            <itunes:duration>1:10:17</itunes:duration>
            <itunes:author>Barbara Ballard</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Going Mobile: How to Choose Target Platforms and Devices?</title>
            <description>There are dozens of development platforms in the mobile sphere. And 1,700 different devices on the market, each with its own rendering idiosyncrasies. Of course you also have to contend with carrier influence and distribution.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/going-mobile-how-to-choose-target-platforms-and-devices</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_ballard_going_mobile.mp3" length="21300000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">D86E6569-1F78-41D8-9E1F-2E8C80CFC761-605-0000180F8168A7B3-FFA</guid>
            <pubDate>Wed, 05 Sep 2007 15:58:39 -0700</pubDate>
            <itunes:subtitle>There are dozens of development platforms in the mobile sphere. And 1,700 different devices on the market, each with its own rendering idiosyncrasies. Of course you also have to contend with carrier influence and distribution.</itunes:subtitle>
            <itunes:summary>There are dozens of development platforms in the mobile sphere. And 1,700 different devices on the market, each with its own rendering idiosyncrasies. Of course you also have to contend with carrier influence and distribution. How do you choose which devices to target and which platforms to use for your application? Mobile phone and applications are shaped by The Carry Principle: the simple idea that the mobile phone is a personal communications device always with the user. This simple idea has profound impact on design, technology strategy, and product strategy.

In this session, you will:

    * Learn how to identify and tackle issues concerning data freshness, application responsiveness, data availability, target device types and browser technologies.
    * Create a distribution strategy that incorporates and addresses data gleaned from business models, market segmentation and user needs.
    * Gain a working understanding of the benefits and challenges of different platforms, including Java ME, Flash Lite and SVG, BREW, WAP, XHTML, AJAX and SMS.
      About Barbara Ballard

      Barbara is the President and founder of Little Springs Design, a user experience consulting firm that specializes in serving the mobile industry. She has been working on mobile services, devices, websites and applications since 1998, helping Sprint launch such sites as MapQuest, Yahoo! and AOL.

      Barbara contends that mobile user experience goes beyond simply designing for the small screen, and she regularly talks at Mobile Monday events to help industry developers and marketers improve their usability. She is also the author of Designing the Mobile User Experience, which was written specifically to help user-experience professionals make the transition to mobile.</itunes:summary>
            <itunes:duration>46:31</itunes:duration>
            <itunes:author>Barbara Ballard</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Communicating Ideas Throughout an Organization</title>
            <description>Creative Project Leads and Team Managers face numerous challenges in a corporate environment. Often their working styles or problem-solving skills differ from the methods used in other departments, creating communication and collaboration issues.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/communicating-ideas-throughout-an-organization</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_crow_communicating_ideas.mp3" length="18600000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">5A4F2E51-BA01-418D-A87E-10A99A3105FE-605-000017E45DD9EF43-FFA</guid>
            <pubDate>Wed, 05 Sep 2007 15:54:16 -0700</pubDate>
            <itunes:subtitle>Creative Project Leads and Team Managers face numerous challenges in a corporate environment. Often their working styles or problem-solving skills differ from the methods used in other departments, creating communication and collaboration issues.</itunes:subtitle>
            <itunes:summary>Creative Project Leads and Team Managers face numerous challenges in a corporate environment. Often their working styles or problem-solving skills differ from the methods used in other departments, creating communication and collaboration issues. This can present problems when creative teams need to communicate new ideas throughout the organization.

To clear these hurdles, you need to know how to identify people’s motivations, navigate office politics, and understand your company’s structure. Utilizing these insights can help minimize the roadblocks to a project’s success.

In this session, you will:

    * Explore how clear communication, compromise, and expectation management can create a successful working environment
    * Learn how to customize your creative team’s approach to build a sense of trust and mutual respect with other departments
    * Discover ways in which an understanding of your organization’s emotional and political landscape will help you communicate with the people who can make a difference

About Andrew Crow

Andrew Crow is a senior experience designer at Adaptive Path and has a passion for developing innovative and measureable design solutions for customers’ needs.

Initially a print and web designer, he moved into information architecture and promoting holistic user experience to corporate clients. Andrew has 11 years of design, technical and strategic experience.

Before joining Adaptive Path, Andrew managed the web and user experience team at Princess Cruises. This gave him the opportunity to lead the development of an entirely new online booking system, e-ticket solution and oversee online branding and marketing initiatives. Prior to that, he worked with element18 and Interfocus Advertising in Los Angeles.

Past clients include Cunard Line, Lee Iacocca’s eBike, ILIO Entertainment and Millimeter Magazine.</itunes:summary>
            <itunes:duration>40:36</itunes:duration>
            <itunes:author>Andrew Crow</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | Learning Interaction Design From Everyday Objects</title>
            <description>Like every other design discipline, an important component of self-education is learning to critically examine what others have produced. And when it comes to interaction design, there are plenty of good and bad examples to guide us.</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/learning-interaction-design-from-everyday-objects</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_derouchey_learning_ixd_from_everyday_objects.mp3" length="20700000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">33801C92-FF7F-4A7E-B880-EB3D4627DA08-605-000017B3367FEF03-FFA</guid>
            <pubDate>Wed, 05 Sep 2007 15:53:25 -0700</pubDate>
            <itunes:subtitle>Like every other design discipline, an important component of self-education is learning to critically examine what others have produced. And when it comes to interaction design, there are plenty of good and bad examples to guide us.</itunes:subtitle>
            <itunes:summary>Like every other design discipline, an important component of self-education is learning to critically examine what others have produced. And when it comes to interaction design, there are plenty of good and bad examples to guide us.

Inspiration for interaction design is all around us; all we have to do is stop and really look at the objects inside our homes, our cars, our workplaces or our pockets. Microwaves. Remote controls. Alarm clocks. Cell phones. Digital cameras. Game controllers. Music players. Washing machines. What icons, labels and colors do you find on these objects? How many buttons do you see? Too many? Too few? Is there enough uniformity? Variation? Most importantly, how easy is it for a new user to comprehend and actually use this interface?

Every one of these details is a direct result of someone’s design decision, whether intentional or subconscious. The key is to learn how to divine these intentions (or lack thereof) so that when we design, we leave nothing to chance.

In this session, you will:

    * Discover new methods and tools for learning interaction design lessons from everyday objects.
    * Explore the ever-changing culture and language of interface design.
    * Pinpoint areas and strategies for improving on the interface design strategies of today.

About Bill DeRouchey

As a writer, web producer, product manager, information architect and now senior interaction designer for Ziba Design in Portland, OR, Bill has been simplifying how people interact with technology — including handheld devices, websites and environmental spaces — for over fifteen years.

Bill also writes about the evolution of technology on his blog, History of the Button, where he poses esoteric questions such as: What was the first button? Who invented the pause icon? And why does “pushbutton” translate to “easy”? From these explorations, Bill hopes to understand how people think about technology — the cognitive foundation of interaction design — and apply that perspective to the design of the ubiquitous, content-dense, touch-sensitive future.</itunes:summary>
            <itunes:duration>45:04</itunes:duration>
            <itunes:author>Bill DeRouchey</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2007 | UX Design as Communities of Practice</title>
            <description>The cluster of practices and professions we’ve come to think of as supporting User-Experience Design is still a new, strange territory for many of us. How does a person’s discipline define that person’s work? What skills, methods and tools should be the purview of a given role? It turns out that these are age-old issues […]</description>
            <link>http://uxweek2007.adaptivepath.com/sessions/ux-design-as-communities-of-practice</link>
            <enclosure url="http://uxweek2007.adaptivepath.com/slides/uxweek-podcast_hinton_ux_design_as_communities_of_practice.mp3" length="21000000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">19BB7F53-195C-4B37-B9C4-2EA7DAC32C87-605-00001698CBD65C9E-FFA</guid>
            <pubDate>Wed, 05 Sep 2007 15:53:33 -0700</pubDate>
            <itunes:subtitle>The cluster of practices and professions we’ve come to think of as supporting User-Experience Design is still a new, strange territory for many of us.</itunes:subtitle>
            <itunes:summary>The cluster of practices and professions we’ve come to think of as supporting User-Experience Design is still a new, strange territory for many of us. How does a person’s discipline define that person’s work? What skills, methods and tools should be the purview of a given role? It turns out that these are age-old issues among communities of “learning and doing,” i.e., “communities of practice.”

The communities of practice model gives us a better language for discussing our roles, our work and the future of our respective practices and disciplines. It also gives us a useful way of thinking about how to design for particular kinds of collaboration, especially emergent, collective work in support of improving a practice.

In this session, you will:

    * Explore the meaning and importance of a “community of practice.”
    * Discover ways in which the community of practice model is more relevant now than ever before.
    * Learn how a working understanding of a community of practice can improve the ways in which user-experience practitioners work together.

About Andrew Hinton

Andrew has been designing for digital environments of one kind or another since 1991. Currently he is a senior information architect in the User Experience Group of Vanguard, and he’s also a co-founding member of the Information Architecture Institute. In the past, he has done IA-related work for companies such as American Express, Sealy, Wachovia, Shaw and Kimberly-Clark.

Andrew regularly speaks and writes about user-experience design, and he also blogs about information architecture, design and more at Inkblurt.</itunes:summary>
            <itunes:duration>45:45</itunes:duration>
            <itunes:author>Andrew Hinton</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | Experience Strategies</title>
            <description>Understanding the psychology behind how users relate to a product is the key to its lasting success. Users tend to anthropomorphize, or ascribe human personality traits to products they use. Products with long-term success have developers who recognize the identity and personality of the product they want to convey. They create integrity with the product and how their users will interact with it.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1748.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-JesseJamesGarrett-2007.02.12.mp3" length="13900000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">BC2A9333-00E0-4209-B7DC-0323DE22E63B-62920-00007F0B30133DF3-FFA</guid>
            <pubDate>Fri, 27 Jun 2008 15:59:10 -0700</pubDate>
            <itunes:subtitle>Understanding the psychology behind how users relate to a product is the key to its lasting success.</itunes:subtitle>
            <itunes:summary>Understanding the psychology behind how users relate to a product is the key to its lasting success. Users tend to anthropomorphize, or ascribe human personality traits to products they use. Products with long-term success have developers who recognize the identity and personality of the product they want to convey. They create integrity with the product and how their users will interact with it.

Garrett explains that &quot;experience strategy&quot; is designing from the outside in. Whereas branding philosophy relies on imposing your message on the consumer, experience strategy is the opposite: it's about starting from the consumer's perspective and working backward from it. This approach is also counter-intuitive to the classic coder perspective, from which so many technology products get their start.

Transformative products make us wonder how we ever lived without them. Garrett uses well-known product examples to demonstrate what sets them apart from the rest of their industries. It's not just the features or the price or the marketing, rather it is how users relate and interact with and feel about the product. Designing and developing using experience strategy gives your product the foundation to potentially be the next Kodak or TiVo, to make lasting changes in how consumers think about technology.</itunes:summary>
            <itunes:duration>30:18</itunes:duration>
            <itunes:author>Jesse James Garrett</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | Creating Customer Loyalty</title>
            <description>Lou Carbone, author and CEO of Experience Engineering, Inc. will change the way you think about customer experience forever. His message to business leaders and professionals is simple: Create customers that come back and customers that tell others, by connecting emotionally with them through the experiences you deliver.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1749.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-LouCarbone-2007.02.12.mp3" length="31300000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">D255A831-ACBA-4102-B624-D06A1FD1CFF9-18047-00010E0F2E2F0997-FFA</guid>
            <pubDate>Tue, 05 Feb 2008 13:57:58 -0800</pubDate>
            <itunes:subtitle>Create customers that come back and customers that tell others, by connecting emotionally with them through the experiences you deliver.</itunes:subtitle>
            <itunes:summary>Lou Carbone, author and CEO of Experience Engineering, Inc. will change the way you think about customer experience forever. His message to business leaders and professionals is simple: Create customers that come back and customers that tell others, by connecting emotionally with them through the experiences you deliver.

Carbone urges business to focus on managing experience &quot;clues&quot;, conscious and unconscious, because experiences are what customers value most. He stresses that the world has moved from making and selling to sensing and responding—a dynamic change that requires new competencies. Through illustrations from Fortune 100 clients, Carbone shares how the systematic design and delivery of experience clues can have immense impact on customer value, loyalty, and the bottom line.</itunes:summary>
            <itunes:duration>1:08:24</itunes:duration>
            <itunes:author>Lou Carbone</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | Managing Schizophrenic Projects</title>
            <description>Today there is an increasing need for companies to deal with &quot;schizophrenic&quot; challenges in creating compelling and profitable user experiences: a long-term vision and roadmap must be developed in parallel with defining near term offerings and tactical development decisions. This leads to tensions and organizational obstacles that need to be managed effectively.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1750.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-AdamRichardson-2007.02.12.mp3" length="18700000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">29418544-CA59-4803-8A4B-324B30EF4DC9-18047-00010DF815B5CBCA-FFA</guid>
            <pubDate>Tue, 05 Feb 2008 13:55:14 -0800</pubDate>
            <itunes:subtitle>Today there is an increasing need for companies to deal with &quot;schizophrenic&quot; challenges in creating compelling and profitable user experiences.</itunes:subtitle>
            <itunes:summary>Today there is an increasing need for companies to deal with &quot;schizophrenic&quot; challenges in creating compelling and profitable user experiences: a long-term vision and roadmap must be developed in parallel with defining near term offerings and tactical development decisions. This leads to tensions and organizational obstacles that need to be managed effectively.

Using the example of the Alltel Celltop product — an innovative approach to improving phone navigation and data applications on a mobile handset — Adam Richardson of frog design looks at dealing with the complex challenges schizophrenic projects create. The Celltop was just launched, and went from conception to code to shipping application in 12 months, and illustrates ways in which companies can &quot;manage schizophrenia.&quot;</itunes:summary>
            <itunes:duration>40:48</itunes:duration>
            <itunes:author>Adam Richardson</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | The History of Flickr</title>
            <description>Caterina Fake, co-founder of Flickr and current member of the Yahoo's Technology Development Group, explains the humble beginnings of one of the earliest and most successful Web 2.0 applications, Flickr. Flickr actually began as a feature in Ludicorp's Game Neverending, a massive multiplayer online roleplaying game that was focused on social interaction rather than the more typical battle-style MMORPG. Ludicorp (from the latin word for &quot;play&quot;) was a small game development company in Vancouver started in 2002 by Fake and her partner Stewart Butterfield. Though the community that grew around the game was very dedicated, Ludicorp couldn't make it profitable.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1755.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-CaterinaFake-2007.02.12.mp3" length="23100000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">DF3D9CE5-1487-4A1D-BCCA-14B57E70F351-18047-00010DE3416D711D-FFA</guid>
            <pubDate>Tue, 05 Feb 2008 13:53:32 -0800</pubDate>
            <itunes:subtitle>Caterina Fake, co-founder of Flickr and current member of the Yahoo's Technology Development Group, explains the humble beginnings of one of the earliest and most successful Web 2.0 applications, Flickr.</itunes:subtitle>
            <itunes:summary>Caterina Fake, co-founder of Flickr and current member of the Yahoo's Technology Development Group, explains the humble beginnings of one of the earliest and most successful Web 2.0 applications, Flickr. Flickr actually began as a feature in Ludicorp's Game Neverending, a massive multiplayer online roleplaying game that was focused on social interaction rather than the more typical battle-style MMORPG. Ludicorp (from the latin word for &quot;play&quot;) was a small game development company in Vancouver started in 2002 by Fake and her partner Stewart Butterfield. Though the community that grew around the game was very dedicated, Ludicorp couldn't make it profitable.

Creation of a photosharing component was the last gasp in the game's development. Looking back, Fake now realizes that had she and her team done any research on photosharing at the time, they probably would never have moved in that direction, as back then photosharing was little more than a loss leader for photoprinting sites. But by 2003 both camera phones and blogging reached a tipping point that made the market ripe for a solid browser-based photosharing application.

Since Flickr was acquired by Yahoo in 2005, Fake is now with the Technology Development Group at Yahoo, charged with creating a culture of innovation in new product design at Yahoo. In this fascinating interview Fake fields questions including how do you most effectively incorporate user input in the development process? How do you infuse a development behemoth like Yahoo with Flickr's small startup-style innovative mojo?</itunes:summary>
            <itunes:duration>50:23</itunes:duration>
            <itunes:author>Caterina Fake</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | Elevating User Experience</title>
            <description>Irene Au discusses her previous experience at fast moving companies Netscape and Yahoo!, and how that experience will influence her latest challenge. As the new Director of User Experience at Google, she will be confronted with an organization that is clearly defined by its engineering culture. A shift in priority empahsized hiring for the UI role in 2006. But this does not automatically mean a shift away from Google’s strict engineering orthodoxy. Getting the strategic decision makers in a non-design drive culture to consider user experience and UI design as part of their process will not be an easy task.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1758.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-IreneAu-2007.02.13.mp3" length="21100000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">486D73B8-09FB-482D-9B06-4987198CD421-18047-00010DCF691E6381-FFA</guid>
            <pubDate>Tue, 05 Feb 2008 13:52:03 -0800</pubDate>
            <itunes:subtitle>Irene Au discusses her previous experience at fast moving companies Netscape and Yahoo!, and how that experience will influence her latest challenge.</itunes:subtitle>
            <itunes:summary>rene Au discusses her previous experience at fast moving companies Netscape and Yahoo!, and how that experience will influence her latest challenge. As the new Director of User Experience at Google, she will be confronted with an organization that is clearly defined by its engineering culture. A shift in priority empahsized hiring for the UI role in 2006. But this does not automatically mean a shift away from Google’s strict engineering orthodoxy. Getting the strategic decision makers in a non-design drive culture to consider user experience and UI design as part of their process will not be an easy task.

While there is no clear vision of how design will play a more strategic role, Ms. Au believes change can come through hiring strategies and cross functional education. She comments that many groups at Google currently believe they are user centered based on consistent use of usability studies. But they are not taking advantage of more advanced design techniques such as user pathology or ethnography techniques. She hopes to bring in more specialized skill sets - anthropologists and cognitive psychologists - in addition to traditional design and computer science specialists. This will allow her to take advantage of a wider range of experience to build cross functional teams tasked with developing innovative new interactivity and design ideas to set Google products apart from the competition.</itunes:summary>
            <itunes:duration>46:01</itunes:duration>
            <itunes:author>Irene Au</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | Innovation Through Design Thinking</title>
            <description>Where is design thinking taking us? The role of design is evolving within organizations, from simply optimizing what exists to being a source of new growth. The change is thrusting designers into new roles and domains, including the design of services and the transformation of organizations.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1756.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-TimBrown-2007.02.13.mp3" length="21700000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">B5465286-87B2-4D37-82AC-032B4D6C14AD-18047-00010DBC561E1D34-FFA</guid>
            <pubDate>Tue, 05 Feb 2008 13:50:35 -0800</pubDate>
            <itunes:subtitle>The role of design is evolving within organizations, from simply optimizing what exists to being a source of new growth.</itunes:subtitle>
            <itunes:summary>Where is design thinking taking us? The role of design is evolving within organizations, from simply optimizing what exists to being a source of new growth. The change is thrusting designers into new roles and domains, including the design of services and the transformation of organizations.

Tim Brown, CEO of Ideo, reviews these new contexts and how they require designers to apply traditional skills in new ways, or find completely new methods of problem-solving. He broadens our thinking beyond the familiar borders of design and the web, exploring how design can yield a new breed of innovation.</itunes:summary>
            <itunes:duration>47:28</itunes:duration>
            <itunes:author>Tim Brown</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | Useful, Usable and Desirable</title>
            <description>Whirlpool Corporation is a global manufacturer and marketer of major home appliances.  Sara Ulius-Sabel, Metrics Manager for the company, presents a glimpse into Whirlpool's product development process through the lens of designing &quot;Useful, Usable, and Desirable&quot; products.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1759.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-SaraUliusSabel-2007.02.13.mp3" length="21800000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Tue, 05 Feb 2008 13:45:35 -0800</pubDate>
            <itunes:subtitle>Sara Ulius-Sabel, Metrics Manager for the company, presents a glimpse into Whirlpool's product development process through the lens of designing &quot;Useful, Usable, and Desirable&quot; products.</itunes:subtitle>
            <itunes:summary>Whirlpool Corporation is a global manufacturer and marketer of major home appliances.  Sara Ulius-Sabel, Metrics Manager for the company, presents a glimpse into Whirlpool's product development process through the lens of designing &quot;Useful, Usable, and Desirable&quot; products.  

She presents examples of how Whirlpool creates their appliances, including a discussion of some of the orthodoxies, challenges, and shifting market and user trends that surround these dimensions.  She describes design metrics as one of the tools that Whirlpool uses to bring objectivity to the trade-offs between Useful, Usable and Desirable, ultimately helping to drive both coherence and differentiation in a multi-brand portfolio.</itunes:summary>
            <itunes:duration>47:33</itunes:duration>
            <itunes:author>Sara Ulius-Sabel</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>MX Conference 2007 | The Transformative Power of Research</title>
            <description>What does it take to create great design experiences? User-Centered Design is built on the principle that focusing on people will lead to better design. In attempting to understand consumers, companies tend to overlook the messy complexities of life, resulting in incomplete ideas about their customers' behavior. Empathy and insight are needed to fundamentally change generative research and design.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1757.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.MX-ToddWilkens-2007.02.13.mp3" length="24000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Tue, 05 Feb 2008 11:59:57 -0800</pubDate>
            <itunes:subtitle>User-Centered Design is built on the principle that focusing on people will lead to better design.</itunes:subtitle>
            <itunes:summary>What does it take to create great design experiences? User-Centered Design is built on the principle that focusing on people will lead to better design. In attempting to understand consumers, companies tend to overlook the messy complexities of life, resulting in incomplete ideas about their customers' behavior. Empathy and insight are needed to fundamentally change generative research and design.

&quot;Thou shalt understand people,&quot; the first UCD commandment, is key to achieving empathy. This requires a thorough study of individuals--complete with complexities and emotions. The recent rise of ethnography and company-employed anthropologists is a testament to the importance of adopting a holistic way of viewing people.

The second commandment, &quot;Thou shalt get that understanding into your design,&quot; addresses the difficulty of integrating contextual research into the design process. Insight that is traditionally buried in research reports can stay fresh through the creation of honest personas. Researchers and developers can work in tandem with designers to tear down walls, producing clear, straightforward deliverables.

The way organizations see customers is improved with the adoption of a new way of thinking about people. Understanding the relationship between motivations and behaviors underscores the importance of emotional connections. By embracing complexity, insight is increased rather than reduced. When properly executed, this insight reinvigorates the design practice.</itunes:summary>
            <itunes:duration>51:12</itunes:duration>
            <itunes:author>Todd Tilkens</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2006 | Thinking Creatively</title>
            <description>Kathan Brown, author of the book &quot;Magical Secrets About Thinking Creatively: The Art of Etching and the Truth of Life,&quot; discusses how her art publishing group Crown Point Press is helping bring artists together and redefine the communication of their ideas. In a conversation with Janice Fraser, at the Adaptive Path User Experience Week, Brown tells her story of art and working with artists.&lt;br /&gt;
&lt;br /&gt;
Fraser, who is CEO and founding partner of Adaptive Path, discusses with Brown that in today's busy world there is little time for examining what leadership is - from a user experience point of view - in the art world. An answer to some of those concerns is the work by Brown, who recounts her experiences with artists, how they approach art as a magical, almost miraculous process.&lt;br /&gt;
&lt;br /&gt;
Cooperation is a primary concern at Crown Point Press, where cooperation between artists is critical. Collaboration between artists and printers is another challenge when trying to present art in the best possible way. By recounting experiences with artists and broad movements in the art world, Brown explains the magic behind creating art and what place the arts has taken in today's world.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1560.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.AP-BrownFraser-2006.08.14.mp3" length="24900000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Fri, 22 Feb 2008 15:58:49 -0800</pubDate>
            <itunes:subtitle>By recounting experiences with artists and broad movements in the art world, Brown explains the magic behind creating art and what place the arts has taken in today's world.</itunes:subtitle>
            <itunes:summary>Kathan Brown, author of the book &quot;Magical Secrets About Thinking Creatively: The Art of Etching and the Truth of Life,&quot; discusses how her art publishing group Crown Point Press is helping bring artists together and redefine the communication of their ideas. In a conversation with Janice Fraser, at the Adaptive Path User Experience Week, Brown tells her story of art and working with artists.

Fraser, who is CEO and founding partner of Adaptive Path, discusses with Brown that in today's busy world there is little time for examining what leadership is - from a user experience point of view - in the art world. An answer to some of those concerns is the work by Brown, who recounts her experiences with artists, how they approach art as a magical, almost miraculous process.

Cooperation is a primary concern at Crown Point Press, where cooperation between artists is critical. Collaboration between artists and printers is another challenge when trying to present art in the best possible way. By recounting experiences with artists and broad movements in the art world, Brown explains the magic behind creating art and what place the arts has taken in today's world.</itunes:summary>
            <itunes:duration>54:27</itunes:duration>
            <itunes:author>Kathan Brown, Janice Fraser</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2006 | Failure: Learning From Your Mistakes (and Ours)</title>
            <description>Many Adaptive Path projects have been successes, such as the recent acquisition of Measure Map by Google. But in each successful career happened mistakes that led to an understanding how not to be successful. Leading heads of Adaptive Path give examples how projects went wrong because of their personal mistakes. But, best of all, you also get to hear what they learned from that failure. You can understand by example what they understood by painful failure.&lt;br /&gt;
&lt;br /&gt;
One of the biggest mistakes, already addressed by the existence of this panel, is not allowing people to communicate failure. Where failure is non-existent, less questions are asked. Some failures might even be inevitable, such as bold goals in an early stage of the project. They might never be reached in time, but they help you to get started.&lt;br /&gt;
&lt;br /&gt;
Communication can be a source of mistakes in software projects. There is always the danger of not listening to critics or warnings. But, maybe even worse, you might be listening to the wrong people. Or you might be talking to the wrong people. The panel encourages to cultivate criticism, communicate in the open and identify the true stakeholders before too much work and money has been spent. Furthermore, they arrive at statements some might find too bold for everyday business, but could pay off in the long term: Do not take over every project. Instead, develop guidelines other than earning money that help you decide. You can also try to consider the emotional attachments some stakeholders might have to the status quo.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1563.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.AP-FailurePanel-2006.08.14.mp3" length="17700000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">78EEB8A6-4E84-41D1-A996-255188417F1B-18256-00007C59AF475202-FFA</guid>
            <pubDate>Fri, 22 Feb 2008 15:57:15 -0800</pubDate>
            <itunes:subtitle>Leading heads of Adaptive Path give examples how projects went wrong because of their personal mistakes.</itunes:subtitle>
            <itunes:summary>Many Adaptive Path projects have been successes, such as the recent acquisition of Measure Map by Google. But in each successful career happened mistakes that led to an understanding how not to be successful. Leading heads of Adaptive Path give examples how projects went wrong because of their personal mistakes. But, best of all, you also get to hear what they learned from that failure. You can understand by example what they understood by painful failure.

One of the biggest mistakes, already addressed by the existence of this panel, is not allowing people to communicate failure. Where failure is non-existent, less questions are asked. Some failures might even be inevitable, such as bold goals in an early stage of the project. They might never be reached in time, but they help you to get started.

Communication can be a source of mistakes in software projects. There is always the danger of not listening to critics or warnings. But, maybe even worse, you might be listening to the wrong people. Or you might be talking to the wrong people. The panel encourages to cultivate criticism, communicate in the open and identify the true stakeholders before too much work and money has been spent. Furthermore, they arrive at statements some might find too bold for everyday business, but could pay off in the long term: Do not take over every project. Instead, develop guidelines other than earning money that help you decide. You can also try to consider the emotional attachments some stakeholders might have to the status quo.</itunes:summary>
            <itunes:duration>38:42</itunes:duration>
            <itunes:author>Lane Becker, Amanda Willoughby, Jeff Veen, Ryan Freitas
Lane Becker, Amanda Willoughby, Jeff Veen, Ryan Freitas</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2006 | Understanding Your Content</title>
            <description>What are content audits and content maps, and why should they matter to companies who publish information on the Web? Chiara Fox, a senior information architect for Adaptive Path, defines the art of Content Analysis in the scope of web application design and migration. She identifies several milestones and key deliverables that most companies can use on their next (re)design project.&lt;br /&gt;
&lt;br /&gt;
Content analysis is a core component of the information architect's toolkit. Content analysis is the examination of the content and features that make up a website. Through a content audit, or sampling of representative pieces of content, an information architect can understand the relationships, interdependencies and patterns that exist within the current content on the site. This process also allows the information architect to understand requirements and constraints inherent in the content. Content genres, or types, can be identified and used to create a content map of the site and site templates. The content map provides the basic building blocks for gap analysis, which maps user tasks with the content genres.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1557.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.AP-ChiaraFox-2006.08.14.mp3" length="19500000" type="audio/mpeg"  ></enclosure>
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            <pubDate>Fri, 22 Feb 2008 15:55:33 -0800</pubDate>
            <itunes:subtitle>What are content audits and content maps, and why should they matter to companies who publish information on the Web?</itunes:subtitle>
            <itunes:summary>What are content audits and content maps, and why should they matter to companies who publish information on the Web? Chiara Fox, a senior information architect for Adaptive Path, defines the art of Content Analysis in the scope of web application design and migration. She identifies several milestones and key deliverables that most companies can use on their next (re)design project.

Content analysis is a core component of the information architect's toolkit. Content analysis is the examination of the content and features that make up a website. Through a content audit, or sampling of representative pieces of content, an information architect can understand the relationships, interdependencies and patterns that exist within the current content on the site. This process also allows the information architect to understand requirements and constraints inherent in the content. Content genres, or types, can be identified and used to create a content map of the site and site templates. The content map provides the basic building blocks for gap analysis, which maps user tasks with the content genres.</itunes:summary>
            <itunes:duration>42:41</itunes:duration>
            <itunes:author>Chiara Fox</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2006 | Good Design</title>
            <description>When his company, Adaptive Path, was engaged by a financial services firm to redesign their website that let customers perform retail banking transactions, Peter Merholz, Director of Practice Development, went into the homes of users asking them questions about their usage of the existing website, the kinds of reports they recieved, how they used their computer etc.&lt;br /&gt;
&lt;br /&gt;
Designers, according to Merholz, must broaden their peripheral vision to other domains outside their own. A website designer, by habit thinks like a website designer. The task of designing a print document would be quite new and challenging for such a person. However, if designers thought beyond their domains, they would get a better grip on the nuances of design in general and deliver a richer experience to users.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1562.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.AP-PeterMerholz-2006.08.15.mp3" length="7500000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">924EE242-AE7E-4220-80ED-3CB7111ED355-18256-00007C34B8D4DDB6-FFA</guid>
            <pubDate>Fri, 22 Feb 2008 15:54:28 -0800</pubDate>
            <itunes:subtitle>Designers, according to Merholz, must broaden their peripheral vision to other domains outside their own.</itunes:subtitle>
            <itunes:summary>When his company, Adaptive Path, was engaged by a financial services firm to redesign their website that let customers perform retail banking transactions, Peter Merholz, Director of Practice Development, went into the homes of users asking them questions about their usage of the existing website, the kinds of reports they recieved, how they used their computer etc.

Designers, according to Merholz, must broaden their peripheral vision to other domains outside their own. A website designer, by habit thinks like a website designer. The task of designing a print document would be quite new and challenging for such a person. However, if designers thought beyond their domains, they would get a better grip on the nuances of design in general and deliver a richer experience to users.</itunes:summary>
            <itunes:duration>16:22</itunes:duration>
            <itunes:author>Peter Merholz</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2006 | What is Interaction Design?</title>
            <description>If you ask Dan's parents what they think their son does for a living, they might say he's in advertising or that he's a computer programmer. Pressed further, they develop somewhat of a blank staring response when asked what their son does as an Interaction Designer. With that type of response in mind, both from his parents and from many people outside of the Interaction Design community, Dan Saffer presents a definition of his trade.&lt;br /&gt;
&lt;br /&gt;
From the highest level, Interaction Design is all about communication. Dan's presentation starts from there and further breaks the communication into three layers. The first layer takes the perspective of the technology itself; what is it, how does it work, and what problems can it solve. The second layer focuses on behavior; what happens when a user pushes this button, and what behaviors will the user exhibit as a result. The third layer is all about people and how they will use a technology to interact with one another.&lt;br /&gt;
&lt;br /&gt;
Dan takes time to define exactly what an interaction is. He identifies some of the attributes of an interaction that designers measure while they create products and services around the interaction. He discusses some of the history of Interaction Design, and some of the people involved in the discipline early on. Lastly, Dan takes a moment to map out the many disciplines that make up the User Experience universe and identifies where, he thinks, Interaction Design fits into this large community.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1558.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.AP-DanSaffer-2006.08.15.mp3" length="16500000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">1A3C0CF6-543C-4906-AA33-DF52A22161B4-18256-00007BACA30C892D-FFA</guid>
            <pubDate>Fri, 22 Feb 2008 15:44:57 -0800</pubDate>
            <itunes:subtitle>From the highest level, Interaction Design is all about communication. Dan's presentation starts from there and further breaks the communication into three layers.</itunes:subtitle>
            <itunes:summary>If you ask Dan's parents what they think their son does for a living, they might say he's in advertising or that he's a computer programmer. Pressed further, they develop somewhat of a blank staring response when asked what their son does as an Interaction Designer. With that type of response in mind, both from his parents and from many people outside of the Interaction Design community, Dan Saffer presents a definition of his trade.

From the highest level, Interaction Design is all about communication. Dan's presentation starts from there and further breaks the communication into three layers. The first layer takes the perspective of the technology itself; what is it, how does it work, and what problems can it solve. The second layer focuses on behavior; what happens when a user pushes this button, and what behaviors will the user exhibit as a result. The third layer is all about people and how they will use a technology to interact with one another.

Dan takes time to define exactly what an interaction is. He identifies some of the attributes of an interaction that designers measure while they create products and services around the interaction. He discusses some of the history of Interaction Design, and some of the people involved in the discipline early on. Lastly, Dan takes a moment to map out the many disciplines that make up the User Experience universe and identifies where, he thinks, Interaction Design fits into this large community.</itunes:summary>
            <itunes:duration>35:57</itunes:duration>
            <itunes:author>Dan Saffer</itunes:author>
            <itunes:explicit>no</itunes:explicit>
        </item>

        <item>
            <title>UX Week 2006 | Facilitating Collaboration</title>
            <description>Web technologies in various stages of adoption are having tremendous impact on the way we all communicate and collaborate online. Ryan Freitas of Adaptive Path provides an overview of how online collaboration has evolved in the presence of wikis, syndication and blogs. He also looks at the impact on how teams work together to use these tools internally, and how they can be utilized to communicate effectively with audiences worldwide. In addition, Freitas surveys the horizon for the next generation of collaboration technologies, and attempts to auger what they might mean for all of us.&lt;br /&gt;
&lt;br /&gt;
One of the major issues is how best to evaluate collaboration tools. Freitas reviews some useful methods, including whether the tool works appropriately and how easily it can be used immediately. he believes that collaboration is about fostering ideas so that you can get to a point of coordination.</description>
            <link>http://itc.conversationsnetwork.org/shows/detail1564.html</link>
            <enclosure url="http://itc.conversationsnetwork.org/audio/download/ITC.AP-RyanFreitas-2006.08.14.mp3" length="20800000" type="audio/mpeg"  ></enclosure>
            <guid isPermaLink="false">D1425D30-8BEF-4CDE-8C1A-89755F904112-18047-00010E1ED33D3427-FFA</guid>
            <pubDate>Fri, 22 Feb 2008 15:43:08 -0800</pubDate>
            <itunes:subtitle>Ryan Freitas of Adaptive Path provides an overview of how online collaboration has evolved in the presence of wikis, syndication and blogs.</itunes:subtitle>
            <itunes:summary>Web technologies in various stages of adoption are having tremendous impact on the way we all communicate and collaborate online. Ryan Freitas of Adaptive Path provides an overview of how online collaboration has evolved in the presence of wikis, syndication and blogs. He also looks at the impact on how teams work together to use these tools internally, and how they can be utilized to communicate effectively with audiences worldwide. In addition, Freitas surveys the horizon for the next generation of collaboration technologies, and attempts to auger what they might mean for all of us.

One of the major issues is how best to evaluate collaboration tools. Freitas reviews some useful methods, including whether the tool works appropriately and how easily it can be used immediately. he believes that collaboration is about fostering ideas so that you can get to a point of coordination.</itunes:summary>
            <itunes:duration>45:21</itunes:duration>
            <itunes:author>Ryan Freitas</itunes:author>
            <itunes:explicit>no</itunes:explicit>
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