What Designers Expect at DUMP-2019: Overview of the Design Section
Two weeks are left before the largest conference of developers in the Urals DUMP , which will be held April 19 in Yekaterinburg.
Design section program directors Aleksey Kulakov (Jetstyle, Ridero) and Andrei Shapiro (Byndysoft) said that there will be interesting things in the section and what designers will learn by listening to the reports.

Our section is not about pictures and “pretty”, but about how to solve user tasks through interfaces. Therefore, we will talk a lot about user scenarios and the practical application of different UX approaches.
And we’ll tell you about where to develop a designer, so as not to remain an eternal strong middle peasant, where to draw inspiration if you work with the same product, and step on the sore - design protection and feedback.
Error driven design
Alena Kirdina (Evil Martians)
A. Kulakov: I like this report because it is about the very essence of interface design. About how to make a design without opening a graphic editor at all. From the new for me personally - the formulated principle of analyzing error rate logs as a metric and decision-making method.
You will leave this report with plus one new decision-making methodology on where in the interface to put things in order. And also with examples of how this can be done by throwing pieces of experience from the interface, rather than adding.
“The magic of Generative design - how to master a designer?”
Konstantin Ostroukhov (JetStyle)
A. Kulakov: Last year at DUMP we already had a report about generative design. In a way, this is a continuation of the topic - new tools, new techniques for working with generative design. I like the report that it is inspirational and instrumental at the same time. Kostya shows how he (almost every day) sketches in generative design, and gives an overview of the tools of generative design with which to do this. Once again, I just want to learn a java script in order to start making beauty generated from user experience. Where else to take time?
“Easy Ways to Know Your User and Don't Get Fucked” by
Anastasia Shapovalova (Naumen)
A. Shapiro: An experimental food approach from the Naumen trenches. There is a visual part in working with interfaces that is easier for everyone to talk about, and the most important is the backstage part related to research. Anastasia talks about her experience when she, with the help of an interesting tool for monitoring user sessions, debunked her illusions about clients. Another practical example will show how, having made a mistake and pouring out changes instead of a narrow group of users at all, find application for newly acquired knowledge.
“Service design and Customer Experience Management: something new or the same, but in other words?”
Alexandra Rudenko (Service Design Bureau)
A. Kulakov: This is a description of another approach to managing people's experience. Interesting, because from personal practice and based on a completely scientific base. And no, this is not another debate about terms. I very much share the author’s approach to the problem of the integrity of experience, though I myself use a different set of favorite practices for the same task.
You will leave this report with a clear description of the CX design toolkit. And also, if you ever drew giant CJM (customer journey map) and thought “how to structure it all?”, An approach with highlighting individual episodes of experience, which is very clearly described in the report, is useful to you.
“Evil interfaces or black UX in action”
Sasha Iushchenko (SEMrush)
A. Shapiro: Sasha will reveal the world of “dark” interface approaches to us and show how, without stepping over an unacceptable line, study the desires of users of the product. Apply a tricky trick, but not fool. Do not spend money on the production of a new feature, but find out whether they will use it.
“Animation in Interfaces”
Dmitry Novikov (MacPaw)
A. Shapiro: Animation has long been a trend. How to prepare the animation well, how not to overdo it, how to understand where the line between exquisite and deliberate, how to sound the animation and not defeat these users - all this in the illustrated Dmitry’s report.
“I want to be an art director, but can I go straight from home?” I’m looking for a mentor, but where do they give them out? ”
Daria Prokuda (BeaversBrothers)
A. Kulakov: This is a very instrumental report about how to quickly become an art director and about where to get an art director (if you don’t, but you need). Dasha talks about how mentoring is organized in courses that teach design, what role the art director plays there, how to start doing it, and what is the difference with the art direction in work teams.
You will leave this report with the thought “should I try myself as a mentor” and understanding how to start it and how much I will have to spend on it.
“How to present design to non-designers”
Grigory Savenok (Megaphone)
A. Shapiro: Gregory defended design both at Lebedev Studio and inside Megafon Corporation. Everyone cares about design, anyone is ready to criticize him, everyone strives to offer his own version of correction. How to build communication when presenting a design? Where to start, how to end? What types of objections are there and how to work with them? And how to get out of confrontation in a constructive direction?
“How to give and receive a designer feedback”
Alexey Kulakov (Ridero)
A. Shapiro: Feedback is a skill without which I cannot imagine the development of a single team player, and today all complex systems and difficult tasks are solved only in teams. Alexey gives an absolute bunch of recommendations, seasoned with examples from his own experience as an art director and product director. When, why and how to give feedback? How not to drain energy in communication? How to give a useful feedback to someone who is stronger than you in some skill?
Workshop “Problem Engineering - Design of Problems”
Sergey Krivoy (SEMrush)
A. Kulakov: This is a workshop on which a simple and effective technique for designing “from the contrary” is given. When it’s impossible to find a non-banal effective solution on the fly, it’s very useful to use the “what if the other way around?” I must say that this is one of the most powerful creative techniques. And at this workshop you will take part in the experience that is built on just such a technique - first you have to come up with a bad solution and aggravate it. And then, “pushing off from the bottom”, find an effective and elegant. I like this workshop because it is already well developed, and looks like a reliable technique that can be used not only for training, but simply as a stage in the development of concepts.

All reports from last year’s section can be viewed on our YouTube channel.
Abstracts of all reports can be found on the conference website .
Designers, we are waiting for you on April 19 at DUMP!
Design section program directors Aleksey Kulakov (Jetstyle, Ridero) and Andrei Shapiro (Byndysoft) said that there will be interesting things in the section and what designers will learn by listening to the reports.

What will the section be about?
Our section is not about pictures and “pretty”, but about how to solve user tasks through interfaces. Therefore, we will talk a lot about user scenarios and the practical application of different UX approaches.
And we’ll tell you about where to develop a designer, so as not to remain an eternal strong middle peasant, where to draw inspiration if you work with the same product, and step on the sore - design protection and feedback.
Section Program

Alena Kirdina (Evil Martians)
A. Kulakov: I like this report because it is about the very essence of interface design. About how to make a design without opening a graphic editor at all. From the new for me personally - the formulated principle of analyzing error rate logs as a metric and decision-making method.
You will leave this report with plus one new decision-making methodology on where in the interface to put things in order. And also with examples of how this can be done by throwing pieces of experience from the interface, rather than adding.

Konstantin Ostroukhov (JetStyle)
A. Kulakov: Last year at DUMP we already had a report about generative design. In a way, this is a continuation of the topic - new tools, new techniques for working with generative design. I like the report that it is inspirational and instrumental at the same time. Kostya shows how he (almost every day) sketches in generative design, and gives an overview of the tools of generative design with which to do this. Once again, I just want to learn a java script in order to start making beauty generated from user experience. Where else to take time?

Anastasia Shapovalova (Naumen)
A. Shapiro: An experimental food approach from the Naumen trenches. There is a visual part in working with interfaces that is easier for everyone to talk about, and the most important is the backstage part related to research. Anastasia talks about her experience when she, with the help of an interesting tool for monitoring user sessions, debunked her illusions about clients. Another practical example will show how, having made a mistake and pouring out changes instead of a narrow group of users at all, find application for newly acquired knowledge.

Alexandra Rudenko (Service Design Bureau)
A. Kulakov: This is a description of another approach to managing people's experience. Interesting, because from personal practice and based on a completely scientific base. And no, this is not another debate about terms. I very much share the author’s approach to the problem of the integrity of experience, though I myself use a different set of favorite practices for the same task.
You will leave this report with a clear description of the CX design toolkit. And also, if you ever drew giant CJM (customer journey map) and thought “how to structure it all?”, An approach with highlighting individual episodes of experience, which is very clearly described in the report, is useful to you.

Sasha Iushchenko (SEMrush)
A. Shapiro: Sasha will reveal the world of “dark” interface approaches to us and show how, without stepping over an unacceptable line, study the desires of users of the product. Apply a tricky trick, but not fool. Do not spend money on the production of a new feature, but find out whether they will use it.

Dmitry Novikov (MacPaw)
A. Shapiro: Animation has long been a trend. How to prepare the animation well, how not to overdo it, how to understand where the line between exquisite and deliberate, how to sound the animation and not defeat these users - all this in the illustrated Dmitry’s report.

Daria Prokuda (BeaversBrothers)
A. Kulakov: This is a very instrumental report about how to quickly become an art director and about where to get an art director (if you don’t, but you need). Dasha talks about how mentoring is organized in courses that teach design, what role the art director plays there, how to start doing it, and what is the difference with the art direction in work teams.
You will leave this report with the thought “should I try myself as a mentor” and understanding how to start it and how much I will have to spend on it.

Grigory Savenok (Megaphone)
A. Shapiro: Gregory defended design both at Lebedev Studio and inside Megafon Corporation. Everyone cares about design, anyone is ready to criticize him, everyone strives to offer his own version of correction. How to build communication when presenting a design? Where to start, how to end? What types of objections are there and how to work with them? And how to get out of confrontation in a constructive direction?

Alexey Kulakov (Ridero)
A. Shapiro: Feedback is a skill without which I cannot imagine the development of a single team player, and today all complex systems and difficult tasks are solved only in teams. Alexey gives an absolute bunch of recommendations, seasoned with examples from his own experience as an art director and product director. When, why and how to give feedback? How not to drain energy in communication? How to give a useful feedback to someone who is stronger than you in some skill?
Master Class

Sergey Krivoy (SEMrush)
A. Kulakov: This is a workshop on which a simple and effective technique for designing “from the contrary” is given. When it’s impossible to find a non-banal effective solution on the fly, it’s very useful to use the “what if the other way around?” I must say that this is one of the most powerful creative techniques. And at this workshop you will take part in the experience that is built on just such a technique - first you have to come up with a bad solution and aggravate it. And then, “pushing off from the bottom”, find an effective and elegant. I like this workshop because it is already well developed, and looks like a reliable technique that can be used not only for training, but simply as a stage in the development of concepts.

All reports from last year’s section can be viewed on our YouTube channel.
Abstracts of all reports can be found on the conference website .
Designers, we are waiting for you on April 19 at DUMP!