multi-sensory
TagDesign Talk 30. Ruby Steel, Smart Design
Ruby Steel’s path in design has been characterised by her interest in multi-sensory experiences and finding ways to help people overcome impairments. Recently, she appeared in the BBC television series ‘The Big Life Fix‘ as part of a team of desig…
Design Talk 21. Summary from the MEX/16 conference
MEX/16 brought together a diverse set of designers, strategists and digital pioneers to define new ideas and best practice for experience design. The two day conference, hosted in London by Marek Pawlowski, Alex Guest and Patrizia Bertini, is rec…
The MEX/16 conference: hidden paths to better UX
What are the new strategies and design methods to translate customer insight into next generation digital experiences?
The MEX/16 conference explores a question which transcends product categories and industry verticals.
It is set in the…
Experimenting with audio in digital experience design
This is the story of a MEX experiment in audio design, where we blindfolded 100 conference participants and played them three original compositions – each a minute in length – by Peter ‘pdx’ Drescher.
Participants were allowed to briefly remove…
Design Talk 12. Virtual, augmented & mixed reality; Greg Taylor, General Manager of Tigerspike Next
What will the experience feel like for the first users of virtual, augmented and mixed reality? How might designers prepare for this new, multi-dimensional digital canvas? Hosts Marek Pawlowski and Alex Guest discuss with Greg Taylor, General Man…
Design Talk 3. Multi-sensory design; Peter Law; tap-to-pay in rural backwaters
In this episode we look at multi-sensory design, exploring how digital experiences can be extended beyond visual interfaces into hearing, touch, taste and even smell.
On this edition
- Marek Pawlowski, co-host & founder of MEX (@marekpawlowsk…
Paul Bennun & Nicky Birch’s #mexsession on audio design in mobile UX
Paul Bennun and Nicky Birch came to MEX in March 2013 to share their insight into building audio experiences for mobile devices. They discuss lessons learned creating Papa Sangre, a game with no visual elements, but where the user explores a 3D wo…