Design Shift: Tech vs. Humans
Part 4: Emerging Technologies

When

Tue 23rd June, 2020
1:00pm—2:00pm

Where

Live streamed via Zoom

Bookings

This event is open - bookings are not available.

Design Shift Tech Vs Humans Part 3
Image by San San Truong

DESIGN SHIFT: TECH vs HUMANS /
 5 PART LIVE WEBINAR SERIES
1pm every Tuesday in June


Well, nothing could have prepared us for the recent events of 2020, not only from major disruptions in our lives due to the pandemic but also the need to adopt technological innovation at a much faster pace than ever before. At the rising age of data science, digital platforms, automation, artificial intelligence, cyborgs and smart technology — are we losing touch with what it means to be human?

AGDA now brings Design Shift: Tech vs. Humans online — a weekly five part live webinar series with our presenter, San San Truong. We have prepared a line up of speakers with a view to learn what communication and technology companies, designers and thought leaders are practicing today to acknowledge humanity in the face of rapid technological change. Plug into their minds as we touch on some key issues each week to consider and explore their contributions of human-centric design for what might shape a better future.

Part 4: Emerging technologies
Jenny Waycott – Senior Lecturer and ARC Future Fellow, Computing & Information Systems | Melbourne School of Engineering
Colin Pudsey – CEO & Founder, SilVR Adventures
Emily Walsh – Digital Designer, Snobal

Humans have an inherent need to innovate, design and adapt. As we find ourselves in strange and interesting times, we look to technology for solutions to improve and help us in all aspects of our lives such as health, work, business and social engagement. We’ve invited Jenny Waycott, Colin Pudsey and Emily Walsh to share some valuable insights on the forefront of research, design processes and business applications of emerging technologies in Australia.

Jenny and Colin will provide us an in-depth look at using technology for social enrichment in aged care, and the value derived from this has never been so apparent. The Covid-19 pandemic meant residential care homes had to go into lockdown, limiting visits from family, friends, and external service providers, and leaving residents even more isolated than ever before. Emerging technologies, such as virtual reality and more established social technologies, such as video conferencing tools, have the power to connect people living in aged care to the outside world. But, while there are obvious benefits, there are also challenges involved in doing this well. A key challenge is that using technology effectively in aged care requires careful consideration of individual needs, which in turn requires staff time.

Drawing on interviews with people working in aged care, Jenny explores the crucial role that aged care staff play in designing personalised technology-based activities that respond to the needs and interests of the people they care for. Following, Colin will give us an overview of how SilVR Adventures uses VR to bring the world to isolated seniors, success so far and how they’ve redesigned solutions to suit Covid19 challenges.

Our third conversation with Emily will explore how the adoption of Extended Reality (XR) is rapidly changing what the future of work looks like. She will unpack some of the challenges faced when working at the cutting edge of transformative technology. Emily will also provide some insights on some of the key elements to consider when designing immersive experiences for business.

Portrait of San San Truong

San San Truong

San San Truong is a visual designer & consultant in UX/UI, based in Melbourne, Australia. Her varied background in creative strategy, branding, advertising and digital product design has always been based on an interest in understanding and empathising with the user to create effective results. As the AGDA Design Shift councillor for Victoria, this webinar event has been a passion project for her to illustrate the trends and opportunities for the future of design. She seeks to add value to businesses, end-users of products and the design community by realising the full potential of creativity, empathy and design thinking.

Portrait of Jenny Waycott

Jenny Waycott

Jenny is a senior lecturer in the School of Computing and Information Systems, The University of Melbourne, working in the interdisciplinary field of human-computer interaction. Her work broadly aims to understand how new technologies can best be designed and deployed to support people’s learning, work, and social activities. Jenny’s current research, funded by an Australian Research Council fellowship, is examining how emerging technologies, such as social robots and virtual reality, are being used to provide social and emotional enrichment in later life, especially in aged care. This research aims to understand the opportunities and challenges these technologies provide, and to inform the future ethical design and use of emerging technologies in aged care.

Portrait of Colin Pudsey

Colin Pudsey

Colin is the CEO & Founder at SilVR Adventures and is highly experienced in sales, marketing, entrepreneurship and business development. Founder of Melbourne based start-up, SilVR Adventures, working with the best aged care and assisted living communities in Australia and internationally to provide a turnkey solution that offers residents greater diversity of activities through group virtual reality. Colin focuses on driving SilVR Adventures' mission to bring seniors together through shared experiences in virtual reality that reduce loneliness and isolation.

Portrait of Emily Walsh

Emily Walsh

Emily is a visual communication specialist with strong UI and UX design skills working with a diverse range of industries from start-up, government to enterprise. Emily is the Digital Designer at Snobal, a fast growing technology company developing cloud virtual reality and augmented reality (XR) software solutions. As a Digital Designer Emily plays a key role in the development of the company's XR solutions including input into the creative vision execution in immersive experiences and ensuring overall consistency and usability. Emily's role requires a deep level of awareness and empathy towards the user, as well as an ability to work with a multidisciplinary team to achieve business outcomes effectively.