Closing keynote at Øredev2016 Day one about how I became a programmer and how it is our job now to teach others to create the web.
The document discusses using JavaScript like a buffet, where developers should be flexible and not try to do everything with JavaScript or force their preferences on others. It encourages sharing code openly but also being considerate of different environments and users. Developers are advised to focus on quality over quantity and consider progressive enhancement over delivering all functionality at once.
Was bedeutet die vierte industrielle Revolution fuer den Arbeitsmarkt?
This document provides tips for becoming an effective conference presenter. It discusses finding a topic to present on, writing a proposal to submit to conferences, creating presentation materials, writing the presentation, and delivering the presentation. The key steps covered are finding an exciting topic, researching it, crafting a compelling proposal, developing slides and other visual aids to enhance the story and message, writing the presentation to have a clear structure and narrative arc, and practicing delivery techniques to engage the audience. The overall goal is to give attendees a memorable experience that leaves them feeling they learned something valuable.
Keynote covering what Progressive Web Apps mean to the market and what issues of native apps they need to fix.
The document discusses how developers have become disconnected from users as technology has advanced. It argues that developers should focus on building interfaces that are simple, human-centered, and empower users rather than just improving tools. Machine learning and AI can be used to build helpful interfaces, but developers must focus on the human experience and inclusive design. The talk aims to inspire developers to use their skills to improve people's lives rather than just profit or automation.
- Progressive Web Apps use new technologies like Service Workers to allow web apps to work offline, have native-app like functionality, and be accessible through a URL rather than an app store. - While native apps once had advantages over mobile web apps, the capabilities of the web platform have advanced so that Progressive Web Apps can provide many of the same benefits as native apps without issues like slow distribution. - For web developers, it is important to build with a focus on error handling, performance, and usability in varied network conditions, taking advantage of the full capabilities of browsers while still providing functionality without JavaScript.
Was bedeutet die Symbiose von Mensch und Maschine in der vierten Industriellen Revolution fuer die Barrierefreiheit?
Vortrag auf dem TechSummit warum und wie wie Open Source angehen
Progressive Web Apps aim to bring the benefits of native mobile apps to the web. They use newer web capabilities like app manifests and service workers to deliver app-like experiences through the browser. App manifests allow web apps to be installed on home screens and launched full screen like native apps. Service workers enable features like offline access and push notifications. Early adopters are seeing increased user engagement through Progressive Web Apps, with metrics like conversions and time spent improving. While browser support is still evolving, Progressive Web Apps provide a promising approach for delivering high-quality mobile experiences through the web.
1. The document discusses the debate around relying on JavaScript for web applications and progressive enhancement. 2. It argues that while JavaScript can break, the web has evolved to focus more on capable client-side devices rather than availability of JavaScript. 3. It suggests embracing new paradigms like components and functional programming to build high quality, error-handling code rather than avoiding JavaScript.
A keynote at a startup event in Berlin about Machine Learning and how we can help bridge the gap for end users with our products.
The document discusses the evolution of the web from progressive web apps to native mobile apps and back again to progressive web apps. It notes that early mobile web faced issues like small screens, poor connectivity and unreliable browsers, leading to the rise of native apps. However, app distribution issues like slow updates and the "walled garden" approach of app stores have led to a renewed interest in progressive web apps that work offline but do not require app stores, allowing for more open distribution like the original web.
This document discusses progressing web development and applications. It talks about some common criticisms of the web, including that browsers differ too much and the web is too flexible. However, it argues that browser differences allow for innovation and flexibility is one of the web's strengths. It promotes an approach of focusing on capabilities rather than browsers. The document also discusses progressing technologies like service workers and progressive web apps that can make applications work offline and feel more like native apps while still being web-based. It concludes by arguing the web is not going away and is a great platform to build upon.
Keynote am A-Tag ´08 - Die Zukunft ist heute, Fachkonferenz zur Barrierefreiheit im Web am 21. November 2008 in Wien.
This document discusses the author's experience cracking video games as a child to gain unlimited lives and modify gameplay. It describes how they taught themselves assembly language and began creating trainers and tools to modify games. This led to releasing trainers and tools publicly. The author notes how early digital communities and limited hardware spurred innovation. Later, the author's experience reversed engineering websites helped when learning web development. The document advocates for creating high-quality, lightweight websites and applications instead of just tools.
The document discusses tensions in web development between new and old approaches. It notes clashes between techniques and tools, and how developers have become focused on engineering over user experience. However, it argues developers should care more about creating excellent, long-lasting work by focusing on the essentials and giving more "shits" about quality over short-term trends or competition. Developers are encouraged to build for everyone using minimum viable tools and talents.
Andrii Dotsenko shares his experience as a game designer at Ubisoft Kiev. He worked on games like Far Cry 4. Game design involves imagining rules and mechanics to create fun experiences for players. It takes time and failed prototypes to develop this skill. Designers must learn to communicate ideas clearly and listen to feedback from teammates with different perspectives. While ideas are important, the real work is in interactive prototyping to prove a concept.
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve
The document discusses designing interactive learning spaces in libraries. It recommends adding color, art, open modular areas, and movable furniture to encourage creativity, discovery, collaboration, interaction, and innovation. The key is to provide tools and technology like 3D printers, robotics kits, and programming devices to allow patrons to learn through hands-on making and invention. Community involvement is important, with patrons able to teach skills and staff providing coaching. The goal is to create safe spaces for exploration and failure that spark new ideas and opportunities.
Applying Lean UX in designing enterprise software from ground up Presented by Adrian Roselli Founder, Vice President Algonquin Studios, United States
Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
Learn some fundamentals of accessibility and how it can benefit you (whether future you from aging or you after something else limits your abilities). We’ll review differing abilities, generate (minimal) user stories and personas, discuss best practices for design and development, prototype some ideas (on paper), and discuss where to get help. This isn’t intended to be a deep dive into technologies, but more of an overall primer for those who aren’t sure where to start with accessibility nor how it helps them.
Lecture from CS247 at Stanford on effect graphic design for UI. http://cs247.stanford.edu/2018-winter/
Join Brian Pichman of the Evolve Project on an adventure of laughs, thrills, and an opportunity to experiment and build with some of the latest and greatest gadgets in the market place. This workshop will guide you through the whys and hows of building environments that allow creativity through the use of innovative technology. At the end of this session, you will be building circuits, programming robots, and more, during this jam packed information and hands on session. There will be something for everyone at this event and will leave you with new ideas that you can implement the very next day in your library.
I opened up the talks section of this great conference in Recife, BR in 2013. The talk was talking about how design can use the powerful tools of art and it's close association to non-linear creativity and associative thinking by building the space and culture of the studio environment.
This document provides an overview of game design. It discusses what game design is, the design process, and resources for getting started in game design. Specifically, it notes that game design involves creating an interactive system using rules to engage players. The design process involves iterating through ideas, prototypes, playtesting, and polishing. It recommends starting simple, such as by modifying existing board games, and gaining experience through game jams, online resources, and internships.
I was asked to present at Savannah's Telfair Museum's Family Day. My son and I came up with this presentation showing off some of the software we use to enable our own creativity and fun. (The movie we made can be seen here: http://vimeo.com/8785935)
This document discusses makerspaces in libraries and provides information about necessary equipment and tools. It describes what a makerspace is, including a video example. A makerspace allows creativity, collaboration, and tinkering using a variety of materials and tools. Examples of tools mentioned include LEGO, 3D printers, 3D scanners, Arduino, Raspberry Pi, and various 3D modeling software. Setting up a makerspace requires funding, space, supplies, safety considerations, and community involvement. Several Nebraska libraries already have or are planning makerspaces. Resources for starting a makerspace are provided.
Hitchhikers Guide to Participating in Open Source talk prepared for PyCon 2014. This is the extended version that was cropped down to make the final talk.
Presented with Gordon Wyant & Jake Rundel at the Nebraska Library Association 2014 Annual Conference on 10 October 2014 in South Sioux City, NE.
This document discusses makerspaces in libraries. It begins by defining makerspaces and outlining the necessary equipment, which can include items like LEGO, LittleBits, 3D printers and scanners. It then examines specific 3D printer options at various price points. The rest of the document covers other tools like Raspberry Pi, considerations for implementing a makerspace in a library, as well as resources and contacts for more information.
This document discusses the importance of sustainable and reusable software and research in audio and music research. It notes that while researchers write code as part of their work, they often do not publish or share it, making the research difficult to reproduce. The author proposes the creation of SoundSoftware.ac.uk to help audio and music researchers create sustainable research software that can be reused by others. This would be done through employing software developers, training researchers, and curating shared data and software. Examples of existing sustainable software projects like Sonic Visualiser and SAWA are provided. The document concludes by calling for involvement and support of the proposed SoundSoftware.ac.uk project.
Brian Pichman, a member of the Evolve Project, is dedicated to bringing libraries into the future using cost effective measures and strategies, as well as blending environments to be engaging and interactive. Learn why libraries around the world are changing and evolving to meet the needs of the patrons. Together we investigate ways libraries have been creating new interactive spaces, and how they are building makerspaces and fab labs. We also discuss emerging technology and how that plays a role in not only learning spaces but also what it means for content creation and curation. As a group, we will discover ways libraries can improve and further define themselves as community anchors. We will also take a virtual walk through of a redesign Brian has done for a children's public library and ways he branded and marketed the project to help find extra funding.