Agenda

A programme built for depth, not filler

The agenda is designed to give teams a mix of practical sessions, hands-on rooms, and structured networking across both days.

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Agenda notes
Is this the final schedule?

No. The structure is in place, but speaker slots, room names, and some programme details are still evolving as the lineup finalises.

Will workshops require separate registration?

Some workshops and limited-capacity experiences may require a separate ticket or reservation. We will communicate those rules clearly on release.

Sep 5, 10:00 AM
Performance
CMYK
English

Digital ecology: Do websites contribute to global warming?

Have you ever thought about the impact of your online activities on the environment? Do you know the term digital ecology? Join my talk to get familiar with tips and tricks everyone can implement to act more sustainably online. In the keynote, I am going to talk mainly about websites. Do you know how much CO2 an average website produces? I want to show you how to check the carbon footprint of your website and how to easily improve the result by introducing simple changes. I develop a tool called ec0lint, which can help you in creating more sustainable websites.

Performance
CMYK
English
Sep 16, 9:40 AM
Product & Management Stage
PANTONE
English

The Hard Part of AI Isn’t the AI

Lessons from building AI systems in customer service

Product & Management Stage
PANTONE
English
Sep 16, 9:40 AM
Research Stage
HEX
English

The Impact Theater Trap

"Impact theater is what happens when a research function looks strategic without actually being strategic. The dashboards look good, the reports are polished, the stakeholder satisfaction scores are fine, and yet research still doesn't drive decisions, still can't justify its headcount, and still gets cut first when budgets tighten. In this talk, Nikki Anderson names impact theater as the defining challenge for senior researchers right now as a fundamental misalignment between how research is measured and what research is actually for. She diagnoses the three specific ways impact theater shows up in research practices, illustrates each with real examples from her own work and the teams she has trained, and gives researchers three concrete exits. Attendees leave knowing exactly what impact theater looks like in their own practice and with the tools to stop performing impact and start proving it." ‍

Research Stage
HEX
English
Sep 16, 9:40 AM
Product & Management Stage
RGB
English

When Careful Innovation Beats Disruption: Using Ethics for Long-Term Product Success

Most product teams find it hard to align their pressing priorities with a long-term vision. Can you prioritize the right problems to build meaningful products instead of chasing immediate gains? Do you feel like you are leaving your values behind when you start your workday? In this talk, we'll uncover strategies to keep focused on long-term, meaningful metrics, even when facing tight deadlines. You will find ways to advocate for impactful innovation even when your stakeholders seek quick fixes. We will explore how boring looking initiatives can drive significant results by innovating carefully with real-life examples of success and failure from companies like Spotify, IKEA, Sony, Toyota.

Product & Management Stage
RGB
English
Sep 16, 10:35 AM
Research Stage
HEX
English

Designing for Cognitive Overload: UX When Your User Might Be Concussed

In high-performance sport, your user might have just taken a 45 mph impact to the head. They're dizzy, their vision is blurred, and your interface is asking them to make a decision. This session is drawn directly from a real design challenge I've been working through at ORB Innovations, where I design the mobile experience for a smart mouthguard worn by combat and contact sport athletes. The core tension: building an app that monitors athletes for concussion risk when the person using it is potentially the least reliable narrator of their own physical state. For product and design practitioners, this one gets into the kind of decisions that rarely make it into case studies: what do you strip away when a dashboard becomes dangerous? How do you communicate uncertainty without triggering panic? How do you design trust into a system when the sensors and the athlete are telling you completely different things? I'll walk through the specific design decisions we made when traditional UX patterns collapsed: removing familiar conventions, rethinking information hierarchy under stress, and building for the messy reality of Bluetooth latency, sensor drift, and the ethical tightrope of false positives versus missed brain injuries. We'll explore what I call the Visceral Interface framework using colour, haptics, and radically simplified decision trees to bypass cognitive load rather than manage it. And I'll share what actually happened when we tested with concussed athletes. Spoiler: most of what we thought would work - didn't. Participants will leave with: - A practical framework for designing when users are cognitively or physically compromised - Strategies for communicating uncertain, real-time data in life-critical contexts - Concrete patterns for bridging the trust gap between sensor readings and human intuition - A new way of thinking about how hardware constraints, latency, accuracy, and drift should shape interface decisions, not fight them This talk is grounded in real product work, with real tradeoffs and real failure. It's what happens when 'user-centered design' meets a user who can't remember their own name. ‍

Research Stage
HEX
English
Sep 16, 11:05 AM
Design Stage
RGB
English

Redefining Design Quality for AI Products

Today's products are more often dynamic systems, rather than sets of screens. Feasibility and technical capabilities shift mid-build, system outputs evolve over time and user expectations can change meaningfully during the development timeline. Simultaneously, AI coding and design tools have driven roles to converge: designers, PMs, and engineers are all becoming variations of ""builders"" who just have different training and viewpoints. Traditional design success metrics do not account for either of these scenarios. In this session, I'll share recommendations for how design orgs should evolve to manage this transition and the new forms of design work that enable designers to ensure high product quality and great user experiences for AI products.

Design Stage
RGB
English
Sep 16, 11:50 AM
Research Stage
HEX
English

Built to Spec: Bridging Engineering and UX Testing in Consumer Tech

In physical products, experience is often the hardest thing to measure and the easiest thing to overlook. We share how we built a UX testing framework for a consumer tech device, connecting hardware product design, user research, engineering metrics, and competitor benchmarking into one decision-making system. We’ll show how to test physical products at different development stages, what to measure, how to set clear measurable outcomes for teams, and how to turn data into clear product direction. This is a practical talk for Design Teams who want a seat at the table when decisions matter.

Research Stage
HEX
English
Sep 16, 11:50 AM
Product & Management Stage
PANTONE
Polish

Conway's Law from the Inside: Navigating Org Structure When You Can't Change It

Every product reflects the organization that built it – whether you planned it or not. Conway's Law isn't just a technical curiosity; it's a daily reality for design leaders working inside complex, siloed organizations. This session explores how to recognize Conway's Law in action, understand its impact on design and product outcomes, and navigate organizational structure strategically – even without the authority to change it. Real cases, hard-won patterns, actionable takeaways. ‍

Product & Management Stage
PANTONE
Polish
Sep 16, 11:50 AM
Design Stage
RGB
English

Designing beyond the screen

Designing for ambient, context-specific experiences is more complex than screen-based design ever was. By reframing our approach and adopting new frameworks and mental models, we can create interactions that stay intuitive, trustworthy, and seamlessly integrate into everyday life.

Design Stage
RGB
English
Sep 16, 12:45 PM
Product & Management Stage
PANTONE
English

Three Levels of Atomic Product-Market Fit

Most teams think they’ve found product-market fit when they hit one good metric, like downloads, signups, or initial sales. But real PMF happens at three levels simultaneously: macro (market-wide value), meso (features and services), and micro (interactions, moments, and experiences). PMF can be fleeting. You celebrate validating it, but months later, users have disappeared, and you wonder what went wrong. Teams are surprised when users hate the new feature, utilization is low, or complaints are high.

Product & Management Stage
PANTONE
English
16-17th September
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