
Jason Cranford Teague
Jason is a creative strategist, writer, and speaker who has written numerous books and articles about digital design and creative development. His books include the best selling CSS Visual Quickstart Guide and Final Cut Pro and the Art of Filmmaking. He is a regular speaker at leading conferences including SXSW, WebVisions, and The Internet Summit.
As an internet industry leader for over twenty years, Jason has worked with clients like Virgin Group, The Aspen Institute, The XPrize Foundation, The EPA, Capital One, and Marriott International to find innovative solutions for their digital products. Jason is currently a Sr. Design Director at Capgemini and advisor to the University of Richmond Customer Experience Program.
Presentations
UX Camp Spring/Summer 2023
To Be Rather Than to Seem: The Case for High-fidelity Prototypes in Experience Design
A great interactive experience should involve a lot more showing than telling. The end actor will need to know exactly how the product works with minimal explanation. Your demo should also require as little explanation as possible.
Static design tools (Photoshop, Sketch, Figma, etc…) do not present the reality of creating a digital product. They are also far less useful for creating interactions—macro or micro—and are especially cumbersome if you are designing for a variety of screen sizes.
To that end, I’ve started producing all client facing demos (prototypes) using core Web technologies (HTML, CSS, and JavaScript) to create interfaces that closely match the interactivity of final product. In this session, I will be explain the pros (and cons) of high fidelity prototypes, how to avoid the “prototype fidelity cliff”, how to make the transition, and what to expect from clients and team members who may be used to a completely different process. To clearly illustrate my points, I will be using case studies from projects I have been working on for the last decade.
UX Camp Summer 2021
How to Talk to Your Developers About Accessibility
Although generally thought of as something only important to the “disabled”, considering accessibility for digital products improves everyones experience. This is true regardless of their particular abilities. Instead of treating accessibility as a checklist or afterthought, it’s important to build it into every decision being made in a technology project. Like many requirements that are commonly thought of as something included for a niche audience, accessibility is something that not only addresses the needs of the deaf or blind, it broadens the scope of how well all users interact with your product.
Accessibility is far more than just accommodating to a small audience of users with “special needs”. At its core, accessibility is about making sure that as wide an audience as possible can use the products you have worked so hard to create.
Although by no means the only myths that have built up around the limitations of making digital products accessible, these seven crop up most regularly. In this session, Jason will examine each myth individually, expose why they are not true, and talk about how to dispel them.
- Myth: Accessibility only helps the “disabled”
- Myth: Accessibility is just about the visual and auditory
- Myth: If we are 508 Compliant, we are accessible
- Myth: Accessibility compliance is a checklist
- Myth: Accessibility is the designer’s job
- Myth: Accessibility takes too much time & costs more
- Myth: Making a product accessible limits design possibilities