The document discusses responsive, adaptive, and mobile web design. It provides an overview of the differences between responsive and adaptive approaches. It notes that context is changing as mobile usage increases and discusses tools and techniques for liquid, responsive design including visual frameworks, prototyping tools, and testing on real devices. The document recommends embracing this changing context by measuring user behavior across devices and taking a different approach to data analysis and content delivery.
Taking messaging forward, with Mozilla values. The document discusses the history and current state of messaging technologies and services. It argues that centralized commercial systems lack universality, allow central control without regulation, and don't always prioritize user needs over corporate incentives. The document proposes focusing on strategic markets where Mozilla's values matter, understanding users, leveraging Firefox, experimenting with new interfaces, and promoting open standards and decentralization through new messaging APIs and experiences. The overall goal is to maximize impact in shaping the future of messaging while embedding Mozilla's principles.
The document discusses the evolution of user interfaces from command line interfaces (CLI) to graphical user interfaces (GUI) to natural user interfaces (NUI). It notes that as mobile devices and touchscreens became popular in the late 2000s, usage of personal computers declined while mobile app usage increased. The document outlines several technologies that enabled more natural interfaces, such as gesture and motion control, and provided examples of interfaces using these technologies. It argues that future interfaces will become even more natural and context-aware as new technologies are incorporated.
This session explores why choosing a good responsive framework, while assisting in development and ensuring a consistent look-and-feel, is just one piece of the much larger process of creating a truly engaging website or web application. Topics include why using the latest swiping motion du jour may not immediately make sense to all users, how a site's layout and content must truly be thought of as an architecture project to get the most "bang for the buck", and what problems that interactivity in the form of form entry can result in driving potential users and customers away, never to be seen again.
1. Mobile devices have become the primary way people access media through smartphones, tablets, and other screens. Most media interactions are with mobile screens and smartphone ownership continues to rise rapidly. 2. Opportunities on mobile go beyond apps to considering how mobile usage has changed user behavior and discovering the paths users take to content across multiple devices. User research is key to understanding this. 3. Design for mobile must optimize for thumb and eyeball-only interactions, use touch targets large enough for fingers, and consider network limitations. Images should be optimized for recognition or description.
The document discusses the history and evolution of the One Laptop Per Child (OLPC) initiative, which aimed to provide affordable laptop computers to children in developing countries. It traces OLPC's development of the $100 laptop from 2005 onward, and discusses both praise and criticism for its designs. While OLPC had ambitious goals of connecting children globally and changing education, it struggled with technical limitations, lack of teacher training, and questions around whether laptops were actually needed or useful for all students. After over a decade, OLPC programs have wound down in most countries as other technologies like smartphones became more prevalent.
Any of these happen to you? * Tasked to develop a user interface with an incomplete design spec, so had to make guesses such as where to position on-screen elements? * Worked on a small team without a full-time designer, and requested to “just put a screen together for a demo”? * Been asked to consult with a user interface designer, but don’t know what types of questions to pose? Nowadays, everyone wants attractive, easy-to-use interfaces, so if you’re more comfortable sifting through Java or C# code than OmniGraffle or Visio mockups, learn about topics that can assist in creating more usable desktop applications, mobile apps, and websites. This talk provides easy-to-implement hints that can improve even a bad or “so-so” user interface. Areas of focus include the need for consistency; “negative space”; location, location, location (it’s crucial in screen real-estate, too!); contrasting colors; and the importance of action verbs.
The document discusses how mobile devices and connectivity are changing consumer behavior and opportunities for brands. It notes that people now spend more time online than with traditional media, and that mobile access allows people to be constantly connected. Brands can take advantage of this new context by creating mobile apps and content that provide immediate utility and engage customers in conversations. A "moveable brand" meets customers on mobile platforms and enhances communication through contextual and social interactions to build loyalty over time.
Presented at Mobilism.nl Device diversity is about to get an order of magnitude worse. SmartTVs are hitting the market in mass this year. Sony, LG, Vizio, and Samsung are all shipping televisions with Google TV built in. And if the rumors that Apple will release a TV this year are true, 2012 will turn out to be the year web developers start to tackle the glass screen hanging on our walls. Why should web developers focused on mobile learn about the web on TVs? Because TVs represent the next challenge in device proliferation. They share common characteristics with their smaller brethren. They create new challenges and opportunities we haven't encountered yet. And most importantly, learning how to build for TVs helps inform our practices of building for mobile devices.
Presented by Stephanie Rieger at Breaking Development in Dallas, April 11 2011 and Mobilism in Amsterdam, May 12, 2011. Context is often cited as the single most important factor in design for the mobile medium. Mobile devices are of course 'mobile', but they are also small, always on, always with us, and can instantly connect us to the people we love. Mobile services must therefore be simple, social, and well-focussed--enabling us to quickly get things done on even the smallest screens. This is all well and good, but mobile devices have changed. They may be mobile, but many have already stopped being 'phones'—nor do they resemble what we traditionally think of as computers. This presentation will explore how our use, and perception of mobile devices is changing, and how these changes may impact how we should design for them going forward.
Technology is killing photography according to the author. Advanced editing software like Photoshop allow photographers to forget about properly focusing images. Additionally, camera phones have made photography accessible to everyone, reducing the need for professional photographers. New cameras like the Lytro also handle focusing automatically without input from the photographer. As a result, technology is lowering the skills required of modern photographers.
A variation of my talk on mobile strategy given to Clark College to encourage students to pursue mobile and to encourage the college to adopt mobile curriculum.
This document discusses improving mobile user experiences. It notes that mobile is the primary way people access the internet in some countries. Constraints on mobile like form factor and battery life must be considered. Simple interfaces work best for mobile. Native apps have advantages over mobile web, but the line is blurring. Windows Mobile was replaced by Windows Phone 7 which improved the user experience. The document emphasizes understanding user behaviors and focusing on usability.
My talk for tonight's Tales of JavaScript 3D Night Meetup http://www.meetup.com/talesofjavascript/events/200396932/
There's untapped magic in the gaps between gadgets. Multi-screen design is a preoccupying problem as we try to fit our content into many different screens. But as devices multiply, the new opportunity is less about designing individual screens but designing interactions BETWEEN them—often without using a screen at all. Learn to create web and app experiences that share control among multiple devices, designing not only for screens but for sensors. The technology is already here in our pockets, handbags, and living rooms. Learn how to use it right now.
The document discusses how the context in which mobile devices are used has become increasingly complex and unpredictable. Guidelines from a few years ago around mobile design being focused on quick tasks and limited attention are no longer reliable given that mobile interactions now occur in many contexts. The rise of affordable smartphones and proliferation of connected devices means that for many people around the world, a mobile device may be their only access to the internet. This is dramatically impacting user behavior and expectations.
An internal talk for VisuaDNA about Smart Cities, Open-Data, Connected Objects, Quantified Self, Internet of Things, and other ideas for the future of Big Data. Presented on December 2013.
Un recente libro di Luke Wroblewski, intitolato "Mobile First" ha coniato questa definizione di un approccio alla progettazione che poi è stato dato per scontato dalla maggior parte degli interaction/ux/web designer. In questo talk vorrei invece portare la mia esperienza nella realizzazione di diversi siti web "responsive" che è invece diametralmente opposto, spiegando le ragioni che mi hanno portato a questa scelta e il metodo che ho adottato e consolidato negli ultimi mesi.
Il mini-talk che ho portato al Methodcamp 2012, per discutere assieme agli altri partecipanti e confrontarmi con loro sul metodo di esplorazione che tipicamente adotto nella fase iniziale di un progetto di design.
Paper tecnico di presentazione del talk tenuto in occasione dell'Italian IA Summit a Pisa il 7 maggio 2010.
Some tips on how to make you presentation look better (and why you should). An internal presentation I gave in VisualDNA, during the "Let's Talk" series of lectures about how to give good presentations and do public speaking.
L'idea del talk è quella di mostrare come spesso in fase di preventivazione di un lavoro si tenda a sottovalutare tutta una serie di aspetti e attività apparentemente secondari, ma in realtà con un impatto notevole sull'effort. Scopo del talk è quello di portare all'attenzione degli sviluppatori come questo "difetto" nelle proprie stime abbia impatto non solo sulla remuneratività del proprio lavoro, ma soprattutto sulla qualità complessiva del prodotto consegnato al cliente.L'idea del talk è quella di mostrare come spesso in fase di preventivazione di un lavoro si tenda a sottovalutare tutta una serie di aspetti e attività apparentemente secondari, ma in realtà con un impatto notevole sull'effort. Scopo del talk è quello di portare all'attenzione degli sviluppatori come questo "difetto" nelle proprie stime abbia impatto non solo sulla remuneratività del proprio lavoro, ma soprattutto sulla qualità complessiva del prodotto consegnato al cliente.
Metodologie agili, user-experience, customer-handling... e tutto quanto fa brodo. (Ovvero come rinunciare ad avere il controllo sulle cose e vivere felici!) Presentazione all'Italian Agile Day 2009
My kick-off presentation at IxDA London Meetup October 2015. The subject of the evening was inspired by Russel Davies' post “Software Above the Level of a Single Man” — a provocation with amazingly simplicity but very deep in its implications. The main point we wanted to discuss was the shift as designers from "design for my phone, for my watch, for my [personal context here]" to "design for our car, our home, our office/workplace, our classroom, our [shared space/context here]". Because as soon as you move away from the "level of a single man", you have to deal with (and design for) the complexity of “human interactions”. And it's not only a matter of defining personas, contexts, use cases; but also of understanding relationships, hierarchies, “meanings”, emotions. Are we ready to deal with this change of paradigm? What are the complexities that we have to take into account? Are there already studies, real projects, examples of possible solutions, and what can we learn from them?
The document discusses the software industry and how it has changed over time. It notes that the software industry is still young compared to other industries like manufacturing and automotive. It argues that software developers should be proactive in shaping the future of the industry and giving back to help it grow, such as by becoming managers to help lead teams. The document concludes that while technology continues to change the industry, human aspects like knowledge, passion and community will remain important factors in the software field.
Style guides and component libraries are the new trend in front-end development. Everyone is into "Atomic Design" and "Modular CSS" nowadays. But how did we get to this “hype”, and why? What is a style guide, what is its value and where are the benefits of introducing one in a project? And are them useful only for the web, or can be employed by other platforms too? I'll try to give an answer to all these questions in this presentation – directed to designers, web developers but also iOS/Android/Win developers – and I'll show how our Mobile Web team in Badoo has developed his first style guide and how is using it to catch bugs and create a shared pattern library.
Design Pattern Libraries explores the process of creating, maintaining, and evolving a design language using a pattern library. This talk explains how to identify, document, share and iterate design patterns, build consensus throughout large organizations, and create a uniform user experience in the process. Pattern libraries are living, breathing systems, and this presentation shows how to evolve patterns and create a library that keeps pace with product release cycles as well as changes in technology and an organization's brand.
Handling variable or unknown content in a layout can be tricky. Our current responsive layout techniques generally have unspoken assumptions that can easily be broken by changes in content, internationalization, and a collection of other unexpected adjustments to what needs to be laid out. This talk will discuss how we can use Flexbox-driven layouts to overcome these challenges - how we can learn to stop worrying about our traditional, top-down layout techniques and love the content-driven layouts that Flexbox affords. We'll go over the key parts of the Flexbox spec that let the container respond to the content, instead of the other way around, and how we can build amazingly responsive layouts without a single media query or fixed width.
In the last few months there's been a growing friction between those who see CSS as an untouchable layer in the "separation of concerns" paradigm, and those who have simply ignored this golden rule and found different ways to style the UI, typically applying CSS styles via JavaScript. This debate is getting more and more intense, fiery and harsh every day, bringing division in a community that used to be immune to this kind of “wars”. Is there anything practical that we can do, here and now, to stop it? This talk will be my attempt to bring peace between the two fronts, help these two opposite factions to understand and listen to each other, see the counterpart's points of views, find the good things they have in common, and learn something from that. ## This talk has been presented at London CSS Meetup. ## Video of the talk: https://www.youtube.com/watch?v=bb_kb6Q2Kdc
You can learn more on this topic on: http://www.produktbezogen.de/bauanleitung-pattern-library-1/ (in German)
1) Mobile devices are always with us and reinvent interaction models through built-in hardware features and personalization. 2) Context is very important for mobile experiences and the best device depends on one's current task and situation. 3) To be successful on mobile, experiences must be simple, context-aware, and leverage the user's existing digital ecosystem and the device's sensors and capabilities.
In this report, Fröjd Interactive - a web agency with technical core located in Stockholm, Sweden - sums up what to expect of 2014. As always, the future is already here. So, we have focused on 14 things that we believe will hit it big & mainstream in Sweden next year. Which means - if you haven’t started developing things in the direction of this presentation – you better start now. Enjoy!
Let's go zero to wireframe with wearables! Wearables can be tough to understand and design for, especially if you don’t have experience with the hardware. In one evening we’ll get you up to speed on wearable technology. We’ll talk about two trends, context and continuity, and focus on how those trends will impact the user experience of screen-based wearables. Then we’ll spend the rest of our time getting hands-on by wire framing a smart watch app. In this workshop we will: Explore the world of wearables, and hone in on smart watches. Explore the challenges that come along with screen-based wearables - specifically context and continuity. Get hands-on with smart watches - wireframing a smart watch app with feedback and discussion. You’ll leave this workshop with the skill and knowledge you need to get started designing the UX for smart watches.
The talk tries to explore the context-aware design approach as well as user-centered design, and how we should stop thinking in terms of universal solutions, why responsive design sometimes is actually not such a good idea, and why it's important to validate pretty much everything before applying anything new.
"Mobile first," is a concept that serves us well as a design tool, putting constraints on our messaging, layout, etc. But to use "mobile first" as a complete mobile strategy can lead to some dangerous lines of thought. There's a bigger picture that needs to be seen, and it's what we've always done when developing experiences for the web. We need to put the "Experience First." Then we can think about "mobile", "desktop", "lean-back", and whatever other technologies are released in the next several years. It's not about devices, it's about users and experiences. Presentation first given at BarCamp Nashville in October of 2011.
This document discusses 6 rules for responsive web design: 1. Responsive design doesn't end with squishy layouts - optimize based on user capabilities rather than just screen size. 2. There is no responsive pixie dust - streamline workflows and use rapid prototypes and style tiles to communicate fluid layouts. 3. Your workflow will change - iterate designs quickly through prototypes rather than big reveals. 4. Your tools will change - leverage preprocessors like SASS and frameworks like Foundation for responsive coding. 5. The web is responsive by default - prioritize content and build APIs to support multiple platforms. 6. Embrace unpredictability - acknowledge the constraints of different devices
Since the release of SharePoint 2013, Microsoft has been evolving their apps for iOS, iPhone, Android, and iPad. Some of the work on mobile for Excel, Word, PowerPoint for Mobile could be seen as the most significant improvements in the Office world.
Slides from presentation at Marketing Insights Event 2014 (#MIE14). Joint presentation by @mauricedacross (Mobile Manager Bol.com) and @jeroentjepkema (Founder MeasureWorks). In this talk we discuss the strategic role of your smartphone in the multi channel customer journey, how users want to use your smartphone and how to build a mobile website that your customer love to use.
This document discusses the differences between responsive and adaptive design approaches. Responsive design adjusts the layout of a website based on screen size using CSS media queries, serving the same content to all devices from a single URL. Adaptive design serves different content and layouts tailored for different devices by detecting device attributes on the server-side before page load. While adaptive provides more customization, responsive is more cost-effective as it requires less development and maintenance resources. The document argues that in most cases, a responsive-first approach covering common tasks across devices, with potential for limited adaptive additions, provides the best user experience over separate mobile sites or apps.
This document discusses the growing dominance of mobile devices and adoption of mobile-first design approaches. It notes that in 2015, more Google searches took place on mobile devices than computers in 10 countries. It also reviews market share statistics showing Android and Apple's dominance in the smartphone market. The document then examines how consumers are using mobile devices more, spending over 3 hours per day on them compared to 5 hours watching TV. It also explores how larger smartphones are reducing tablet usage. The document advocates for mobile-first design, noting users want fast, appropriate, and engaging mobile experiences. It provides examples of how MTV improved mobile metrics using responsive design. Finally, it compares mobile apps to responsive design, outlining 10 questions to determine the best approach
What’s the difference between responsive and adaptive? While responsive design embraces an ethos of “One Web,” adaptive solutions aim to serve different information based on what we know about the person or the device. When people say they want to go “beyond responsive,” they often mean they want to implement adaptive solutions. In this talk Karen unpacks what people really mean when they talk about adaptive designs or adaptive content. She outlines scenarios in which it makes sense to target information to the device or context—and when it doesn’t.
Mobile computing as we know it today is just one application of wireless technology, and a fairly limited one at that. The iPhone - perhaps the most advanced piece of consumer electronics ever created - is going to look like a fax machine compared to what's coming. Mobile is a warning shot - the coming wireless wave will profoundly change every aspect of society and potentially redefine what it means to be human. Please join mobile consultant Jonathan Stark for a look at the past, present, and future - and what we can do to prepare for the revolution.
An overview of market trends, user experience, content creation, and thoughts about mobile computing.
Mobile User Experience – A key to successful strategies in the mobile market Presented at Designit, Feb. 2013 In relation to annual guest lecture at the IT University in Copenhagen.
The document discusses strategies for developing mobile applications. It begins by explaining that mobile is the 7th mass media and has over 5 billion users globally, making it the largest mass medium. It then discusses different development strategies such as native, web, and hybrid apps. Native apps offer rich user interfaces but have high costs and maintenance, while web apps have low development costs but limited capabilities. The document argues that a mobile web strategy is most viable long-term given issues of platform fragmentation, user expectations, and distribution control. It emphasizes understanding user context and goals over constraints when developing mobile strategies and applications.
The document provides an overview of mobile user experience design. It discusses why mobile is important due to rising smartphone usage. It defines key aspects of mobile like its personal, convenient nature. It also considers how tablets relate to mobile. The document outlines best practices for mobile design including native apps, responsive design. It discusses design principles like usability on small screens and during interruptions. It provides examples of common mobile UI elements and gestures. It also covers navigation frameworks and design patterns.
Luca Passani's Keynote at the Webtech and PHP International conference in Munich, Germany. October 2013. Promoters of Responsive Web Design constantly remind us that RWD is not intended as a replacement for mobile web sites. This is nice to hear, but the reality is that companies adopt RWD as a replacement for mobile web sites. Luca Passani, inventor of WURFL, will show how RWD can be a new solution to an old problem, will bow to the merits of RWD, but will explain organizations should first focus on what they really intend to achieve, before the tools to achieve it are selected.
Jonathan Stark argues that the desktop browser is dying as mobile becomes the dominant computing platform. While general purpose browsers still exist on mobile, most popular mobile apps have specialized browsers optimized for specific uses and content. As the web expands into new devices, contexts and the physical world, web designers and developers will need to specialize their skills in areas like responsive design, user experience design, content management, and vertical markets like helping dentists or retailers. Specializing allows one to become a recognized expert rather than compete on price against large firms.
Session slides from Future Insights Live, Vegas 2015 - https://futureinsightslive.com/las-vegas-2015/ For decades, it has been safe to assume that every networked computing device had a graphical Web browser installed by default. With the rise of mobile computing, wearable tech, and the internet of things, this is no longer a safe assumption. Join Jonathan for this inspiring opening keynote talk where he will he explore what web professionals can do to thrive in a world without web browsers.
Mobile is not primarily mobile in the sense of "on the go" - but most businesses treat the "mobile OS" activities like that. 7 early conclusions that help to get the right perspective in "mobile" digital marketing.
L'idea del talk è quella di prendere spunto da alcune osservazioni recenti, su come spesso in fase di preventivazione di un lavoro si tenda a sottovalutare tutta una serie di aspetti e attività apparentemente secondari, ma in realtà con un impatto notevole sull'effort, sul tempo complessivo che sarà necessario dedicare a quell'attività per completare il lavoro richiesto. A partire da queste "osservazioni sul campo" proverò a suggerire alcuni accorgimenti che ho adottato nella mia esperienza per evitare questo "effetto sottovalutazione", coinvolgendo la platea e invitando i partecipanti a discutere e confrontarsi con me su questi e su altri stratagemmi che ho intenzione di provare nel futuro. Scopo del talk è quello di portare all'attenzione degli sviluppatori (ma non solo loro) come questo "difetto" nelle proprie stime abbia impatto non solo sulla remuneratività del proprio lavoro e sul tempo che dedichiamo ad esso, ma soprattutto sulla qualità complessiva del prodotto consegnato al cliente.
In questa presentazione, ho provato a percorrere la strada che ha portato dal modello "classico" della Human-Computer-Interaction all'attuale modello dello User-Experience Design, un "cappello" multi-disciplinare sotto il quale oggi si raccolgono diverse competenze, pratiche e metodologie (architettura delle informazioni, etnografia, interaction design, graphic and visual design, web/software design and development, user-testing, per dirne alcune) utilizzate per la progettazione e la realizzazione non solo di interfacce (software/applicative, web, mobile, ecc.) ma anche e soprattutto di servizi (cross-canale, cross-device, multi-ambiente) e di vere e proprie "esperienze utente". Da qui, ho provato a guardare al futuro, dallo UXD delle reti sociali alle contraddizioni fra convergenza delle metafore d'interazione e frammentazione dei medium di fruizione, per arrivare a immaginare di poter parlare un giorno di "Humanity-Cloud Interaction".
In questa presentazione, ho provato a percorrere la strada che ha portato dal modello "classico" della Human-Computer-Interaction all'attuale modello dello User-Experience Design, un "cappello" multi-disciplinare sotto il quale oggi si raccolgono diverse competenze, pratiche e metodologie (architettura delle informazioni, etnografia, interaction design, graphic and visual design, web/software design and development, user-testing, per dirne alcune) utilizzate per la progettazione e la realizzazione non solo di interfacce (software/applicative, web, mobile, ecc.) ma anche e soprattutto di servizi (cross-canale, cross-device, multi-ambiente) e di vere e proprie "esperienze utente". Da qui, ho provato a guardare al futuro, dallo UXD delle reti sociali alle contraddizioni fra convergenza delle metafore d'interazione e frammentazione dei medium di fruizione, per arrivare a immaginare di poter parlare un giorno di "Humanity-Cloud Interaction".
In questa presentazione condivido la mia "esperienza sul campo" nel prendere un sito web (www.nosqlday.it) inizialmente realizzato in HTML5+CSS3 ma con il solo target "desktop", e renderlo non solo compatibile o ottimizzato, ma addirittura "speciale" per la visualizzazione su dispositivi mobili.
Come sfruttare il "momento magico" di un progetto a proprio vantaggio (e a quello del cliente)
Il racconto a posteriori (questa presentazione fa seguito a quella tenuta poco più di un anno fa, sempre in occasione della UGIALT.net Conference) di quello che è stato effettivamente lo sviluppo e l'adozione di questo linguaggio, che ormai molti indicano come la vera piattaforma di sviluppo del futuro, il rischio che si intravede di una nuova buzzword stile "web 2.0", alcune esperienze dirette e le lezioni che ne ho potuto trarre.
Presentazione tenuta in occasione del seminario "Lost in translation: la comunicazione aumentativa e alternativa per l’inclusione sociale di adulti e anziani" nell'ambito di HANDImatica 2010, mostra-convegno nazionale dedicata alle tecnologie ICT per le persone disabili. E' l'evoluzione della presentazione tenuta allo UXCamp 2009 a Firenze.
La presentazione che ho tenuto allo UX Camp Italia 2010 a Firenze, sul tema della qualità e dell'eccellenza nel design (user-centered design, user-experience design, user-interface design, web design, ecc.) e dei rischi connessi al perdere di vista la vera natura del proprio lavoro e le richieste del committente.
La presentazione che ho tenuto all'ExperienceCamp 2010 presso Sketchin (Manno, CH) a tema percezione della "qualità" della user-experience da parte degli utenti e valore che ad essa assegniamo come sviluppatori/designer.
Partendo dall’esperienza acquisita e vissuta in prima persona durante i due anni di lavoro che hanno portato prima alla realizzazione e poi al successivo mantenimento del sito web di un piccolo giornale d’opinione a diffusione nazionale, cercheremo di portare la nostra analisi sul rapporto fra esperienza utente e fruizione dei contenuti anche ai siti web dei principali quotidiani presenti in Italia, per provare a immaginare come i nuovi modelli di business che stanno facendo breccia nel mondo dell’editoria impongano necessariamente un nuovo approccio verso qualità, quantità e fruibilità dei contenuti offerti al lettore/consumatore/cliente, e quindi un nuovo spazio di intervento per chi si occupa di architettura dell’informazione e design dell’esperienza utente.
Cosa possiamo imparare dal metodo di lavoro degli artisti più famosi? Quali sono le connessioni e le analogi fra arte e metodologie agili? Presentazione tenuta all'AgileCamp 2010 presso Sketchin (Lugano)
Ciò che sappiamo, ciò che ignoriamo, ma soprattutto ciò che dovremmo sapere su HTML5 (prima che sia troppo tardi!)
Metodologie agili, user-experience, customer-handling... e tutto quanto fa brodo. (Ovvero come rinunciare ad avere il controllo sulle cose e vivere felici!) Presentazione all'Italian Agile Day 2009
Piccole, medie e grandi strategie per la presentazione, l'interazione e la manipolazione delle pagine web tramite fogli di stile, client-scripting e uso del DOM. Community Tour 2009, Microsoft Italia e UGIAL.NET