Final Cut Pro X: Way Better Than You’ve Heard

Iain Anderson Part of CW16

Since its release, Apple’s flagship non-linear video editing app has battled the internet hive mind’s collective opinion. While the initial release had its rough edges, today it’s a professional package used far more widely than the herd suspects. The latest 10.3 release adds in new features for professional workflows, like roles-based audio mixing and MXF export for broadcast, along with a clean new UI for everyone and countless handy little features besides.

This session is for anyone who’s heard of Final Cut Pro X but never really seen it in action, for anyone working with video or teaching editing, and for experienced users who want to know what’s new. After a quick look through the UI and all the new features, I’ll show how fast it really is to import, organise, edit, add titles, color correct, and export in FCP X.

Even better, if you already know and use Final Cut, I’ll also be giving away a free license to the SliceX/TrackX/DriveX bundle, kindly donated by CoreMelt and worth US$199!

But this isn’t a sales pitch. Experienced or not, bring your questions and I’ll do my best to answer them honestly. Pretty pictures promised.


Iain Anderson is a video editor, animator, designer, iOS and web developer and Apple Certified Trainer based in Brisbane, Australia. He has taught privately and in tertiary institutions, and has freelanced for Microsoft and the Queensland Government. Comfortable with anything from Quartz Composer to Second Life and Final Cut Pro to Adobe Creative Cloud, he has laid out books, booklets, brochures and business cards; retouched magazine covers and product packaging, shot and edited short films and corporate videos, and animated for HD broadcast shows, film festivals and for the web.

Today, Iain is a Lead Trainer (creating video training courses) for macProVideo.com, for whom he also regularly writes tutorial articles. An Apple Certified Trainer and Apple Consultant Network member, Iain is an active trainer and presenter, and runs the Brisbane InDesign User Group. Iain also maintains an active interest in the iOS App Store, where he has published several apps and eBooks for himself and for clients. His latest project is a complication for the Apple Watch, called “Roughly”. Contact Iain via trainingbrisbane.com or iain-anderson.com.

Podcasting for Fun and (sometimes, but rarely) Profit

Peter Wells, UNSW Australia Part of CW16

Join the podcast renaissance with this fun talk from Peter Wells, who’s been podcasting now for almost 10 years.

This will be a hands on workshop on the tools to use to get your lecture series turned into a podcast – or to create a show for your faculty, school or department. Or maybe just for yourself.


Peter Wells is a Desktop Analyst currently working with UNSW Australia. He is also a technology commentator, writing for the Sydney Morning Herald, and hosting the international edition of The Daily Tech News Show. He was previously front page editor for MacTalk, Australia’s largest Apple Community.


iPad Game Development Using Pythonista

Chris Robinson, Aberfoyle Park High School Part of CW16

Would you like to write an entire app or game on your iPad using nothing but Python code? This beginner workshop is based around using the Pythonista app to rapidly prototype an iPad game right on the iPad. No computer required!

Participants do not need to have any prior Python or app development knowledge. This workshop will also showcase some of the work I am currently doing with my student app developers and feature a how-to on packaging the finished code ready for distribution on the App Store.

Participants will need to bring an iPad with the Pythonista 3 ($14.99) app installed.


Chris Robinson is currently a teacher at Aberfoyle Park High School. He has a Bachelor of Information Technology along with a Master of Teaching from Flinders University of South Australia. He enjoys developing apps using Python (or Swift) as well as educating and inspiring the next generation of developers. He was also the recipient of an Apple WWDC16 Educator Scholarship.


HyperPad – Coding & Game Design

Steve Iuliano, MAC1 Part of CW16

Use simple block and visual based coding techniques to do amazing game design including creation and inclusion of original art work, music, sound effects, animation, and more.

Line coding can be incredibly complex if you are new to coding, but imagine creating a professional looking game that you can sell on the App store in an incredibly short period time using your own creations, media and materials instead of relying on inbuilt images and sounds.

Coding seems to be in fashion, but many find it hard to use coding across multiple KLAs (outside of Maths and Science) in educational institutions – and this can all be done from an iPad… and for FREE!


Steve is the Head of Professional Development for MAC1 & Harvey Norman Business and Education, and runs the training programs for a large team across 7 states and territories.

He has spoken at Edu Tech about innovative coding concepts and design across multiple KLA’s like Art and Music as well as STEM subjects, is a qualified High School teacher, and has owned and run a production media studio producing sound tracks and music for TV shows, artists and other clients.


Developing Students’ Thinking Skills through Coding in the Primary School

Garry Falloon, University of Waikato Part of CW16

Coding and computational learning activities are becoming integral components of school curriculum in many countries. Often arguments for this centre on the need to develop what are seen as future-focused skills and competencies, and to engage more young people in ICT-related careers or study. These competencies comprise more than technical skills, encompassing dispositional elements such as creativity and innovation, and general cognitive capabilities such as complex and higher order thinking. Indeed, the development of a digitally literate, innovative and flexibly-skilled workforce is seen by many governments as key to future economic prosperity and social well-being. However, while these goals are admirable, limited empirical evidence presently exists that computational activities like coding actually support young students to develop these capabilities.

This presentation summarises findings from a two year New Zealand Government-funded study into the nature of thinking skills students apply when engaged in coding activities. It used an innovative recording tool installed on class sets of iPads to capture video and audio data while 5 and 6 year old students were completing a range of coding tasks that were integrated into a Geometry topic, using Scratch Jnr. Data were analysed against a thinking skills model based on Krathwohl’s (2002) adaptation of Bloom’s Taxonomy (cognitive domain) and Brennan and Resnick’s (2012) framework for evaluating computational thinking, to discover the extent to which coding provided a useful means of building general and higher order thinking skills. Data will be presented and discussed highlighting key outcomes from the study, and useful guidance provided for teachers wanting to explore coding as a means of building thinking competencies in their students.


Garry is presently involved in post-graduate teaching, supervision, and research in digital technologies and eLearning at Waikato University. He is principal investigator for a 2 year Teaching and Learning Research Initiative (TLRI) project exploring student thinking development when using tablet devices collaboratively within inquiry and problem based learning scenarios in the primary school. The most recent phase of this study has investigated using coding apps for building computational skills in BYOD and iPad-supported classrooms.

Past research activities include exploring the effect of app design on student learning pathways, technology-facilitated school-scientist partnerships, the use of synchronous virtual classrooms in supporting distance students, online learning environment design, and the design and use of digital learning objects in schools.


Creating Apps and eBooks for Education with Adobe Experience Manager Mobile and the Adobe Creative Cloud Suite

Hohepa Spooner, Auckland University of Technology Part of CW16

Mobile applications and eBooks can be built in number of ways. At AUT University we have chosen to use the Adobe Experience Manager Mobile system, the Adobe Creative Cloud Suite. Using iMacs and MacBooks with Adobe InDesign and Adobe Muse and other Adobe Creative Cloud applications the process concentrates on the design, layout and functionality of the app and eBook without the need to code.

This presentation will look at the Mobile Apps and eBooks that we have created at the AUT Centre for Learning and Teaching, and the Faculty of Māori and Indigenous Development – Te Ara Poutama and how they are used in teaching and learning in various faculties and departments within the university, and AUT University events on our three campuses.
The use of the Adobe Experience Manager Mobile system and Apple iBooks Author for producing student assessment work will also be presented.


Hohepa Spooner has led the development of digital media for learning at AUT, starting with the transformation of Te Reo Māori language learning in 2006 when he shifted the platform from audio cassette tapes to Apple iPods. Since then he has continued to develop innovative modes of digital learning, which have now ‘flipped’ the entire undergraduate curriculum for the Bachelor of Māori Development onto a cross-platform e-book model, where the content of each paper is available to students on their mobile devices. The design of e-books is also an integral part of the curriculum for students to learn the process and enhance their employability prospects.

The other members of the faculty and the AUT Centre for Learning and teaching team have learned from Hohepa’s expertise and developed many apps and e-books for other parts of the university, including research centres, undergraduate and postgraduate programmes, and central business areas such as the Student Learning Centre and Brand & Marketing Services.


Cloud-based Data Collection in Academic Research

Stoo Sepp, University of Wollongong Part of CW16

This presentation will cover a novel experimental design that uses cloud computing that I’m using for my PhD, specifically BaaS (Back end As A Service) to remotely collect and analyze data.

Using Google’s Firebase Real-time database, an app designed for learning geometry will track user interactions, record scores and automatically upload the data, immediately ready for collection and analyzation.

By taking this approach, data collection and data analysis is drastically reduced, giving the researcher realtime results, instead of having to wait for it.


Stoo Sepp is a PhD student at the University of Wollongong, exploring the cognitive function of gestures while learning geometry on iPads. Stoo is not lazy, but he’s always looking for ways to cut down on busy work, and this has led to his ‘coding problem’, constantly trying to find solutions to save him energy in the long run.


Designing Meaningful Interactions for 3D Touch

Stoo Sepp, University of Woollongong Part of CW16

This presentation will cover the visual design of interactive objects intended for 3D Touch on the iPhone 6S and later. Given that depth is a new way users can interact with apps, developers and designers need new ways to demonstrate these affordances. As part of this presentation, we’ll look ways to indicate depth visually, as well as demonstrate ways to indicate to the user how ‘deep’ they are pressing, as well as going into the basic APIs that allows this sort of functionality using Xcode.


Stoo Sepp is a PhD student at the University of Wollongong, exploring the cognitive function of gestures while learning using tablets. Ever since he got his first computer, he’s tinkered, breaking a few playstations in the process, but learning a lot about how we interact with computers.


 



Building an Entire iPhone App in an Hour

Marc Edwards, BjangoPart of DW16
Russell Ivanovic, Shifty Jelly

Is it possible to build an entire iPhone app in an hour? Probably not, but Russell and Marc are about to find out. This presentation covers the initial concept, design, code, running on the device and everything in between. Absolutely everything. In an hour.



You can find resources used in this talk at: http://bjango.com/articles/devworld2016/


Marc is the founder and designer at Bjango, makers of iStat Menus, Skala and other great Mac, iPad and iPhone apps. Marc also frequently writes design articles on Bjango’s website and has written for Smashing Magazine, including a chapter in Smashing Book 3. He used to co-host Iterate, the mobile design podcast and occasionally talks at conferences (like this one!)

Russell co-founded Shifty Jelly 8 years ago from his couch, and since then they’ve had hits like Pocket Weather and Pocket Casts, which was named the best podcast App for Android by The Verge in 2015 – it’s also a smash hit on iOS! Russell also cohosts the Material podcast on Relay FM, and the Topical podcast with Daniel “Jelly” Farrelly.