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SXSW 2014 - Pixel "Pretty Damn" Perfect
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SXSW 2014 - Pixel "Pretty Damn" Perfect

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With continuously changing technology, and fast-paced product cycles, we as designers no longer have the luxury of laboriously debating every pixel. I will be discussing how product design & …

With continuously changing technology, and fast-paced product cycles, we as designers no longer have the luxury of laboriously debating every pixel. I will be discussing how product design & innovation is tackled at a global scale and how my approach towards mobile design has drastically shifted since my time at Netflix & Google.

Design is not just about the pixels. It is about fast prototyping, defining success, and quick iteration in order to make profitable and beautiful products that are pixel (pretty-damn) perfect.

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  • 1. joel beukelman x bkl.mn x @_bklmn PIXELpretty damn PERFECT
  • 2. WARNING this presentation may or may not contain potential “spoilers” pertaining to popular television shows
  • 3. PIXEL pretty damn PERFECT innovation testing building strategy
  • 4. PUNK ROCK STARTUP getting into mobile @ appstack
  • 5. I MADE MISTAKES the best thing I did
  • 6. the best thing I did I TOOK A RISK
  • 7. and the there was the big leagues
  • 8. PIXEL pretty damn PERFECT innovation testing building strategy
  • 9. INNOVATOR design like an
  • 10. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX IS UNIQUE each product
  • 11. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX IS UNIQUE each product
  • 12. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX DESIGN IS INNOVATION
  • 13. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX DESIGN IS INNOVATION
  • 14. SOLUTIONS don’t duplicate someone elses
  • 15. INNOVATOR design like an
  • 16. POLITICIAN design like a
  • 17. USER know your
  • 18. USER know your
  • 19. beta full scale
  • 20. EVERY USER MATTERS don’t be a douche
  • 21. SCIENTIST design like a
  • 22. research construct a hypothesis test the hypothesis analyze & draw conclusion results & ship
  • 23. DEFINE WINNING we must
  • 24. QUANT versus QUAL
  • 25. QUANT information based in quantifiable data
  • 26. QUANT information based in quantifiable data
  • 27. QUAL information which deals with apparent/subjective properties
  • 28. QUAL information which deals with apparent/subjective properties
  • 29. IT IS PROBABLY WRONG if your design is how you imagined it
  • 30. SURVIVOR design like a
  • 31. SURVIVOR design like a (in a zombie apocalypse)
  • 32. machete baseball bat sniper rifle sawed-off shotgun
  • 33. wireframe visual UI spec & flow prototype
  • 34. wireframe visual UI spec & flow prototype final assets
  • 35. wireframe x x x x rapid prototyping x x x hi-fidelity mockups x x x visual specs x x x x animations x x x prototype hyperlinks x x x present / storytell x x documentation x x x x
  • 36. wireframe design, iteration, spec & final assets 20% 80%
  • 37. 80% 20% wireframe, low fidelity design, spec & iteration final assets
  • 38. EXAMPLE a real life
  • 39. PIXEL pretty damn PERFECT innovation testing prototyping strategy
  • 40. ANSWERS questions and hopefully some
  • 41. email: bklmn@google.com twitter: @_bklmn // @theblnce site: bkl.mn // theblnce.com

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