Main focus: Frontend, UX Design
Twitter handle: @fischaelameer
Website/blog: https://geildanke.com/
Languages: German, English
City: Berlin
Country: Germany
Topics: vr, frontend, ux, web development, css, webvr
Michaela Lehr is a creative front-end developer and designer, who loves sharing her knowledge. This is why she likes writing articles, creating video tutorials, or speaking at tech conferences. Working in the tech industry for over five years, she constantly fights for the user's interests or the importance of logically consistent stylesheets. She specialises in UX-Design and WebXR, and co-founded the web development studio GeilDanke. In her free time she travels round the world, practices yoga, and watches way too much Buffy.
Examples of previous talks / appearances:
AngularJS ist eines der bekanntesten JavaScript-Frameworks. Die neue Version, Angular 2, befindet sich zurzeit in der Beta-Phase. Sie baut auf den Erfahrungen und positiven Eigenschaften von Angular 1 auf und soll schneller und moderner sein. Doch man braucht kein Vorwissen in Angular, um Angular 2 schon heute zu verwenden. Das Framework wurde komplett neu geschrieben, ist konzeptionell einfacher und verwendet eine neue Syntax. Dieser Talk ist eine Einführung in das Framework: wir lernen Components kennen, werfen einen Blick auf die Template-Syntax, Pipes und Directives und sehen uns Dependency Injection an.
This talk is in: GermanIt's 2016 and virtual reality devices are finally ready to delight a large audience. Besides some proprietary tools there is also a new API to create VR experiences in the browser. This talk will give you an overview of the WebVR ecosystem, beginning with a short introduction to WebGL, VR devices, and basic VR concepts, like head tracking sensors, the field of view and stereoscopic 3d images.
You will also see the current status of the WebVR API in action with some code samples of a 360 degree video for VR and – of course – fallback devices. Which leads to another important point of this talk: the struggles of creating VR applications today. There are a lot of unanswered questions, e.g. UX design challenges, input devices, motion sickness or browser support. This is why the talk ends with resources like frameworks, markup languages and polyfills.
This talk is in: English'I come to proclaim that there is a land of three dimensions', said the perfect circle to the two-dimensional Mr. Square in one of my favorite novels 'Flatland' by Edwin A. Abott.
It's 2017 and Mr. Square's and my dream has finally come true: virtual reality devices are ready to delight a large audience. Fortunately there are not only proprietary tools to built VR experiences, but there is also an experimental API for the browser.
My talk will give you an overview of the WebVR ecosystem, beginning with a short introduction of the basic VR concepts, like head tracking sensors, importance of the field of view and how stereoscopic images simulate three dimensions in your brain. You will also see the current status of the WebVR API in action with some code samples of a 360 degree video for VR and – of course – fallbacks for incompatible devices. Which leads to another important point of this talk: the struggles of creating VR applications today. There are a lot of unanswered questions, e.g. UX design challenges, input devices, motion sickness or browser support. This is why the talk ends with my advice on how to create responsible applications, that won't harm your users – neither physically nor psychologically.
Since the early years of tech, engineers and designers tried to overcome the separation between their product and their users. What if I tell you, you do not have to worry about this anymore? With the emergence of VR, your users are finally in your applications. This changes the way people interact with the digital world dramatically. And it increases your power over other people’s lives. Or as Douglas Adams wrote in his Hitchhiker’s Guide to the Galaxy: “Being virtually killed by a virtual laser in a virtual space is just as effective as the real thing.” I this talk you’ll learn how to write a responsible WebVR application with ReactVR, that does not hurt your users. You’ll get an overview of the WebVR ecosystem, beginning with a short introduction of the basic VR concepts. You will also see the current status of the ReactVR in action with some code samples. Which leads to another important point of this talk: the struggles of creating VR applications today. There are a lot of unanswered questions, e.g. UX design challenges, input devices, motion sickness or browser support. This is why the talk ends with my advice on how to create responsible applications, that won’t harm your users – neither physically nor psychologically.
This talk is in: EnglishSince the early years of tech, engineers and designers tried to overcome the separation between their product and their users. What if I tell you, you do not have to worry about this anymore? With the emergence of VR, your users are finally in your applications. This changes the way people interact with the digital world dramatically. And it increases your power over other people's lives. But with great power comes great responsibility – this is why my talk will focus on Virtual Reality in the web and what you as a developer or designer can do, if you do not want to harm your users. We will begin with a short introduction into the basic concepts of virtual reality, like stereoscopic images and tracking. Then we will take a look at the current status of the WebVR ecosystem, like the WebVR API and the Gamepad API. This will lead us to the topic I'm most passionate about: a good user experience in VR applications. As developers we are confronted with various questions: How can we avoid triggering simulation sickness or what can we do to prevent triggering phobias or seizures?
This talk is in: English