Mad*Pow Home
Skip to Main Content
Our CompanyWhat We DoHow We Do ItOur WorkContact Us
 
Our Company

:: Company Overview

:: Executive Team

:: Press Room

:: White Papers

:: Events

:: Careers

Mad*Pow Media Solutions, LLC
40 Pleasant Street, Suite 201
Portsmouth, NH USA 03801

Office: 603.436.7177
Sales: 603.387.8307
Fax: 603.299.0392
Email: solutions@madpow.net

Portsmouth Pano thumbnail
View Portsmouth Pano

Back to Events page
Brainstorming Techniques:
Topics to Cover 2009

  1. Prototyping techniques
     - Tools to use
     - Good and bad
     - CSS usage
  2. Usability testing advances
     - What's working
     - Number of users
     - Low-fi testing
  3. Working with development teams
  4. Working with UIs of COTS applications
  5. Testing mobile applications
  6. Non-traditional testing techniques
  7. Usability chat room
  8. Regional usability seminars
  9. Review of best principles for web site design
  10. Designing complex software
  11. Brainstorming
  12. Breaking into management
  13. Convincing senior management
  14. Setting up a UPA session
  15. How do you know if you're "experienced"?
  16. How to deal with misconceptions of your role
  17. Definitions of different roles
  18. Multi-user usability testing
  19. Remote usability testing
  20. Ideas for adding UX to an organization
  21. Brainstorming idea sessions
  22. New technologies
  23. Usability and portals
  24. Usability test designing
  25. Cognitive interviewing
  26. Surveys
  27. Quantitative
  28. Rapid techniques
  29. Inquiry
  30. Book reviews
  31. More posters
  32. Tips for conducting focus groups
  33. Cognitive psychology and its impact on design
  34. How to stop satisficing (as a design team)
  35. Rapid prototyping
  36. Hiring/firing in a consulting business
  37. Business development
  38. Pricing services
  39. Training opportunities
  40. What's available for 'newbies'?
  41. How can you find other usability professionals near you
  42. Address differences between corporate and educational organizations
  43. Usability and SOA
  44. Usability testing and validation within Agile
  45. Remote usability testing
  46. Voice application usability (IVR)
  47. Selling usability to management
  48. How to evaluate eye-tracking data
  49. Kansei and Usability
  50. Mobile phones
  51. Marketing UI
  52. Marketing and usability - where they blend together
  53. How to 'break into" the field
  54. Build rapport with engineers
  55. Design approaches
  56. Cross-channel approaches
  57. Selling to management
  58. Training new staff
  59. Visualization
  60. E-commerce
  61. Software Development
  62. Augmented Cognition
  63. Management
  64. Idea generation
  65. Public relations
  66. Eye-tracking
  67. Contextual inquiry
  68. Future of usability
  69. Usability testing with children
  70. How to design for seniors
  71. Cross-cultural differences in UX practice
  72. Focus groups for innovation: when and why?
  73. More/other sensory UI topics
  74. More design topics
  75. Persuasive design
  76. CMS design/ implementation
  77. Form design
  78. Error-reporting
  79. Community strategy
  80. Folksonomy
  81. User-generated content
  82. GOMS model for practitioners
  83. I/O psychology and usability strategy
  84. Bringing fun and creativity into usability
  85. New techniques that usability professionals have tried and how that worked out
  86. More on fitting usability into Agile process
  87. Scott Berkon > to be here
  88. Skills for novice
  89. Best practices for xyz
  90. Design patterns for application design
  91. Visualization
  92. New ways to communicate
  93. Evaluation of prototyping tolls
  94. Career advice- different stages
  95. Generational design
  96. Visual design basics for non-designers
  97. More brainstorming (experimentally)
  98. Generational diversity
  99. Selling your UX group to development
  100. Interaction UX into an Agile development environment
  101. Scaled usability solutions
  102. How to get your developer to listen
  103. Ways to change attitudes in a siloed environment
  104. Cheap and dirty usability
  105. Step through card-sorting
  106. Usefulness of personas
  107. Facilitator-led usability sessions: effect on results
  108. Usefulness of taxonomies vs. social tagging
  109. Longitudinal research
  110. How to run an affinity diagramming session
  111. How to code qualitative data - the whole process, select code s/w used etc.
  112. History of usability
  113. How to create/ write good usability reports
  114. Systematic way of X rating the severity of usability issues
  115. Convert user research into design
  116. People management
  117. New techniques
  118. Web 2.0/ standard designs
  119. Accessibility
  120. Things for UX training
  121. Mapping charts
  122. Facial analysis
  123. Eye-tracking
  124. Voting
  125. Retired audiences
  126. Degree programs
  127. University tracks
  128. Managing clients and managing consultants
  129. Self-service case studies
  130. Emotion in design
  131. Building UX teams
  132. Usability mentoring
  133. Ethnography
  134. Retail store usability testing
  135. Cross-channel user experience
  136. Games you can play to warm up a design session
  137. How to get the right questions from customers
  138. More intro sessions like this one
  139. Pandas
  140. Professional development for recent graduates
  141. Teamwork with the human factors and ergonomics society to celebrate our fields!
  142. Polymorphic design
  143. Designing for expert users' efficiency
  144. Adaptive interfaces
  145. Usability of security systems (login and authentication)
  146. Personas
  147. Analysis of problems
  148. Design
  149. Brainstorming ideas
  150. Fidelity of prototypes
  151. Good design practices
  152. Usability mistakes
  153. Usability for non-profits
  154. Organization websites
  155. Usability vs. design - not separate
  156. Technical writer vs. designer -different skill sets
  157. Brainstorming
  158. Workflow modeling
  159. Spaghetti
  160. Contextual inquiry methods
  161. Cognitive psychology principles
  162. Design ethnography practices
  163. Hula hooping
  164. Driving race cars
  165. gile
  166. Usability testing tools
  167. New innovations in usability
  168. Integrating user research
  169. Personas
  170. Agile process
  171. RIA
  172. Rapid prototyping
  173. Rapid user research
  174. UI development
  175. Pattern library
  176. Paper prototyping
  177. Personas
  178. Faceted searches
  179. UX project management
  180. Remote usability testing
  181. More vendors with SWAG (stuff we all get)
  182. Analytics on card-sorting
  183. Mobility
  184. Multichannel
  185. Usability studies outside the lab
  186. E-commerce trends
  187. E-commerce designs
  188. Mobile equipment i.e.: GPS, phones, etc.
  189. Usability seem as more than just web design
  190. Mental models
  191. Web standards
  192. Eye-tracking
  193. Guerilla user testing
  194. Rapid prototyping
  195. Color and perception
  196. Phenomenology
  197. Ethics
  198. Empowerment
  199. Accessibility
  200. Plain talk
  201. Getting testing buy in
  202. So you're new to the field, here's what you need to know.
  203. Testing accessibility
  204. Sketching designs
  205. Being more effective/commanding respect from developers
  206. Web 2.0 standards. Are there any forming?
  207. UX experiences in software design
  208. What not to do
  209. Real user data feedback
  210. Authors discussions (Buxton)
  211. Site specific reviews w/UX feedback
  212. Graphic design integration
  213. Agile + usability
  214. Overall development process w/ usability woven in and roles defined
  215. SEO and usability
  216. Dealing with small budgets
  217. Organizing sites tried and true methods based on research
  218. Culture and personality considerations
  219. All about purpose and function
  220. Gaming in government sites
  221. Customization vs. standardization
  222. Prototyping
  223. Institutionalizing usability
  224. Talking to management about usability
  225. Emerging technologies
  226. Solutions to common problems that has come across
  227. How do I get project teams to bring in UX people early on?
  228. Best way to be effective when you're the ONLY UX person?
  229. All day eye-tracking workshop
  230. Analysis tools for eye-tracking
  231. More insights for beginners
  232. A topic on survey construction
  233. Best interview techniques
  234. Scenario creation - best ways
  235. How does academic research best work w/ industry?
  236. How can industry do better quality research?
  237. How can multiple UX people best store Research results
  238. How to conduct an orchestra
  239. Skipping
  240. Incremental design
  241. Building UX in the government
  242. Keep UX in the institution
  243. New card-sorting techniques
  244. New mobile phone apps
  245. How UI jobs designs have evolved over the past 20 years
  246. Research on children's use of tech ages 5-15
  247. Should designers test? Should testers design?
  248. Difference between personal and stereotype
  249. How to teach people that think they know the user
  250. Environmentalism
  251. Globalization
  252. Feeding poor
  253. Developing the world
  254. Complaints from public
  255. Better dogs
  256. Better people
  257. Speaking
  258. Participating design
  259. Conducting focus groups
  260. How to make good presentation and effective selling of usability
  261. Provide a space to upload new versions of slides
  262. Remote attended facilitating
  263. Recruiting participants
  264. Difference between exploratory and benchmark testing
  265. Battling scope creep
  266. Another session like Ryck Borst session on ideas on design sketching
  267. How 'amateurs' can improve their skills at the conference
  268. A specific track for 'things you should know"
  269. Apple/ Mac related/focused UI/usability samples
  270. Prototyping tips and tricks
  271. Choosing the best prototyping tool
  272. Tips and tricks for usability testing
  273. Dealing w/ unmotivated users
  274. Gathering user profile data - best practices
  275. Usability in a strict Agile environment
  276. How to structure UX team
  277. More about marketing a UX team
  278. If usability did the design why did it not pass a test?
  279. Managing teammates
  280. Best practices for presenting results
  281. Cup holders on chairs and document pockets
  282. Usability issues in alt energy and sustainable systems
  283. Evolution of the field
  284. Mobile challenges
  285. Transitioning into the field
  286. What do you do after graduation
  287. Hardware interface design
  288. Desktop software trends
  289. Testing for non traditional products
  290. Practicum workshops
  291. Emotional design
  292. Persuasive design
  293. Design templates
  294. Communication design and innovative documentation
  295. Typography
  296. Color and perception
  297. Ajax interfaces
  298. Cross- cultural iconography interpretation
  299. Mobile interfaces
  300. Managing huge amounts of info as a usability professional
  301. Quick prototyping
  302. Analyzing usability results
  303. Government project case studies
  304. Personas
  305. Managing us professionals
  306. AXURA tutorial
  307. Brainstorming workshop
  308. Wireframing workshop
  309. Web 2.0 design
  310. Getting buy-in from developers and designers
  311. Prioritization of UC technique
  312. Cognitive aspects
  313. Emotional/ Affective
  314. Form design
  315. Ethnographic research
  316. Flash animation accessibility
  317. New usability methods
  318. Usability and the Agile process
  319. Dealing with customer FUDS
  320. Cultural design
  321. Hardware design
  322. Localization
  323. Hand gesture interface design
  324. Wearable computing usability
  325. Augmented reality realism?
  326. Disabled sensory needs/replacement of senses
  327. Panel: Design for younger users and older users in same product
  328. Remote moderated field studies
  329. Injecting user research into agile programming
  330. Ergonomics
  331. Combining marketing: UX
  332. More visual design topics
  333. Team building in our field
  334. Architecture
  335. Group design
  336. Customizing
  337. Design techniques
  338. IA
  339. Library
  340. Music connection
  341. Sketching
  342. Testing remotely
  343. Analyzing U tests
  344. Agile usability
  345. Graphic design tools
  346. Visual design principles
  347. Consulting tips
  348. How to promote your services
  349. Interaction design
  350. Careers in usability
  351. How I got into usability (panel)
  352. Current trends in: different verticals; corporate, consulting
  353. Globalization
  354. Flash animation accessibility
  355. Travel
  356. Design
  357. Accessibility
  358. Ethnography
  359. Video clips
  360. Communications techniques
  361. User personas
  362. Recruiting techniques
  363. Formative studies
  364. Persuasion, emotion and trust
  365. How to build transactional websites using emotion
  366. Mobile device studies
  367. More on interactive research
  368. Usability test - reporting
  369. Usability requirements
  370. ISO standards for the above
  371. A session to get our feedback
  372. Persona design
  373. Japanese i.2y
  374. Mobile application
  375. Facebook design
  376. Robot human interaction
  377. Design of future products
  378. Chicken human interaction
  379. Evaluating live interfaces
  380. Dual usability participant studies
  381. Designing for RIAs
  382. What is a BA in your organization?
  383. Do WFs come before use cases?
  384. When the user is wrong then what?
  385. Working at a big company vs. small company
  386. Women in usability
  387. Men and usability
  388. Search engines on enterprise sites
  389. Cell phone usability
  390. Measuring ROI, formulas, what data to capture
  391. Tech vs. usability concerns, how to bridge the gap
  392. Usability testing techniques
  393. New techniques
  394. Working techniques
  395. How to perform evaluations
  396. How to best present usability review results
  397. More 'how to's"
  398. Focus groups
     - How to conduct
     - Types
     - When to use each type
  399. Usability for web 2.0 user gen content
  400. Iconography
  401. Software reviews for applications that card sort, give presentations, etc.
  402. ROI
  403. UX team development
  404. Making UX more scientific
  405. Working with other team members
  406. Career progression sessions
  407. Diversifying skills on a UX practitioner
  408. A moose once bit my sister
  409. Usability problems that come from the database and how to fix that
  410. Strategies and techniques for documenting specifications with wireframes (requirements and traceability)
  411. Designing for corporate clients
  412. How to convince management low-fidelity has value
  413. Techniques for divergent thinking in a collapsed time frame
  414. UPA for Dummies
  415. Card-Sorting: What is it?
  416. Wireframes - introduction to
  417. Integrating UCD and the Agile method
  418. Facilitation techniques
  419. Managing politics
  420. Scoping projects
  421. Writing a good RFP
  422. Ensuring design success (what conditions should be in place)
  423. How to organize UX team
  424. How to share UX way of thinking in the company
  425. How to make innovations
  426. So you're all experts: How were devaluing the currency of our profession
  427. How to get past the boss and get your ideas implemented.
  428. Different think aloud protocols
  429. Ubiquitous computing
  430. Beyond card-sorting
  431. Long tail analysis
  432. Designing website interface
  433. Advanced use of personas
  434. Increasing impact at your company
  435. Working with developers- best practices
  436. Career advancement
  437. Consumer electronics testing techniques
  438. Ethnography techniques
  439. Incorporating multi-media into usable apps
  440. Applications for Mac specific to usability
  441. Simulation of a user lab onsite
  442. Product usability testing
  443. Use cases
  444. BA work and UX work
  445. Agile and usability
  446. Navigation designs for enterprise app designs
  447. Enterprise app consistency
  448. Getting first job in UX
  449. Breaking into the field
  450. Non-software UX/ID
  451. Links between UE/ID
  452. History of usability
  453. Task analysis
  454. Designing information products
  455. Cognitive walk-throughs
  456. Mobile design
  457. Social website design
  458. Design of buildings- signage best practices
  459. Persona development
  460. How many personas per project
  461.  

Click Here to Add Your Suggestion

 
Contact Us | Site Map | © Copyright 2008 Mad*Pow