This document outlines an agenda for a workshop on mobile prototyping essentials. The morning session will discuss what makes mobile UX different from web design and include exercises on identifying mobile needs, ideating concepts, and creating prototypes. The afternoon session focuses on mobile prototyping and includes exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Key principles discussed for mobile design include designing experiences that are uniquely mobile, sympathetic to user context, and allow the interface to "speak its power" through intuitive interaction.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Update on the iterative Kokonohashi project.
The kokonohanashi (「ここの話」 lit. 'talking about here') project works locally with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech digital tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Update on the iterative Kokonohashi project.
The kokonohanashi (「ここの話」 lit. 'talking about here') project works locally with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech digital tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
In the software world—desktop, web, mobile, tablet—discoverability typically refers to the ease at which users may find a feature to complete a specific task they have in mind. But it may also refer to the ability to simply get started with a new application, or the ability to discover features unknown to the user, e.g., those that may improve performance. These slides provide 7 clear ways to improve discoverability in your application designs.
WE had IA Summit Redux on April 22 in Tokyo. This is the presentation. All were recorded and archived on Ustream as following.
http://www.ustream.tv/recorded/14195107
Grady Booch, IBM Fellow and IBM’s Chief Scientist for Watson, presented “Embodied Cognition with Project Intu” as part of the Cognitive Systems Institute Speaker Series on December 8, 2016
Upfront User Research for iPhone/iPad Apps: Why bother?Ginsburg Design
While diving right into design may work in some cases, most apps can benefit from some level of upfront user research. User research helps define the high-level product vision, and enables your team to make informed decisions throughout the product life cycle.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
A case study on experiential learning in NUS Second LifeCIT, NUS
By John Yap. Computer Centre, NUS.
http://www.youtube.com/watch?v=fy8FVe09LV0&p=83FA1CD871F4A4E5
You have been to NUS Second Life, seen the University Hall, hung out with the student. Have you ever wondered how some in-world academic activities have progressed? NM3210: Cybercrime and Society, conducted by Ms Sofia Morales, a pioneer in spearheading in-world classes in NUS Second Life has done more than its usual in-world chat discussion and debate classes this semester. During eLearning Week, all 100 students in this module took part in The Cybercrime Quest, which was weaved into part of the week's curriculum. The students produced a gallery of research findings at the end of the module. This session will discuss and showcase how the module has effectively harnessed the immersive advantages of Second Life in its design and implementation of The Cybercrime Quest as a pedagogical enhancement and multimodal delivery of learning during eLearning Week 2010 and beyond.
An Introduction to Wearable Computers given on Thursday December 11th 2014 by Mark Billinghurst. Presented to people from CitiGroup and so case studies were from the financial sector.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Hyve presentation at InnoCos Europe conference in Paris, June 2011KGS Global
INSPIRING INNOVATION THROUGH CO-CREATION
Among other online co-creation tools such as crowdsourcing platforms or co-creation studies, co-creation processes are initiated by a phase of “opportunity seeking” in which the Netnography approach is applied. In contrast to quantitative, IT-driven counting of keywords and phrases through web monitoring solutions, Netnography is a qualitative research approach to analyze conversations in order to gain deep Consumer Insights and transfer them into product solutions. The presentation gives an overview of the method as well as the business benefits of the Netnography approach for generating Consumer Insights.
Practical Cases from the cosmetics industry
A toolset of co-creation and open innovation
Realizing and implementing co-creation programs form opportunities and ideas to product launch
Dr. Michael Bartl, CEO , HYVE AG.
In the software world—desktop, web, mobile, tablet—discoverability typically refers to the ease at which users may find a feature to complete a specific task they have in mind. But it may also refer to the ability to simply get started with a new application, or the ability to discover features unknown to the user, e.g., those that may improve performance. These slides provide 7 clear ways to improve discoverability in your application designs.
WE had IA Summit Redux on April 22 in Tokyo. This is the presentation. All were recorded and archived on Ustream as following.
http://www.ustream.tv/recorded/14195107
Grady Booch, IBM Fellow and IBM’s Chief Scientist for Watson, presented “Embodied Cognition with Project Intu” as part of the Cognitive Systems Institute Speaker Series on December 8, 2016
Upfront User Research for iPhone/iPad Apps: Why bother?Ginsburg Design
While diving right into design may work in some cases, most apps can benefit from some level of upfront user research. User research helps define the high-level product vision, and enables your team to make informed decisions throughout the product life cycle.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
A case study on experiential learning in NUS Second LifeCIT, NUS
By John Yap. Computer Centre, NUS.
http://www.youtube.com/watch?v=fy8FVe09LV0&p=83FA1CD871F4A4E5
You have been to NUS Second Life, seen the University Hall, hung out with the student. Have you ever wondered how some in-world academic activities have progressed? NM3210: Cybercrime and Society, conducted by Ms Sofia Morales, a pioneer in spearheading in-world classes in NUS Second Life has done more than its usual in-world chat discussion and debate classes this semester. During eLearning Week, all 100 students in this module took part in The Cybercrime Quest, which was weaved into part of the week's curriculum. The students produced a gallery of research findings at the end of the module. This session will discuss and showcase how the module has effectively harnessed the immersive advantages of Second Life in its design and implementation of The Cybercrime Quest as a pedagogical enhancement and multimodal delivery of learning during eLearning Week 2010 and beyond.
An Introduction to Wearable Computers given on Thursday December 11th 2014 by Mark Billinghurst. Presented to people from CitiGroup and so case studies were from the financial sector.
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Hyve presentation at InnoCos Europe conference in Paris, June 2011KGS Global
INSPIRING INNOVATION THROUGH CO-CREATION
Among other online co-creation tools such as crowdsourcing platforms or co-creation studies, co-creation processes are initiated by a phase of “opportunity seeking” in which the Netnography approach is applied. In contrast to quantitative, IT-driven counting of keywords and phrases through web monitoring solutions, Netnography is a qualitative research approach to analyze conversations in order to gain deep Consumer Insights and transfer them into product solutions. The presentation gives an overview of the method as well as the business benefits of the Netnography approach for generating Consumer Insights.
Practical Cases from the cosmetics industry
A toolset of co-creation and open innovation
Realizing and implementing co-creation programs form opportunities and ideas to product launch
Dr. Michael Bartl, CEO , HYVE AG.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
Adnace Global Trading tips about mobile user experience. Amine AGT is a senior graphic designer in Advance global trading having experience of more than 10 years in Graphic designing.
Why research lags behind the mobile explosion and what to do about it. Rethink research, rethink design, rethink methods and avoid putting online research on a phone - but create truly smart mobile research projects.
As the digital landscape continues to evolve, mobile is emerging as the next big initiative for many companies. How can you make mobile work for your business or your clients? What does having a digital strategy mean today? Why is mobile about more than the devices we use? What affect will new mobile devices have on social media? In our rapidly changing world concepts like "mobile" and "social media" won't matter. It will be more important to understand how our use of and interaction with digital technology has changed. For the next wave of Internet users, mobile will be their first - and for many, their only - “web” experience. They will want to interact with products and services when they want to and how they want to—and that's not always on your website.
Are User Experience designers ready for the next phase of evolution within their field? How do we operate in an area of design that increasingly has no finite borders or constraints?
Here Kharis will explore the impact of body-distributed computing, and how we must evolve our thinking about just what exactly is User Experience when the separation between physical and digital interfaces evaporate.
Digital Marketing trends from SXSW Interactive 2013. BBDO New York focused in on 5 themes most relevant to Brands and Agencies by launching www.DigitalLabLive.com.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
6. Our plan for today…
8:30am - Noon
What makes mobile UX different?
Three Design/Mobile UX Exercises:
• Identifying Mobile Needs
• Ideating in the Wild
• Creating a Good Hand
Noon – 1:30pm - LUNCH
1:30pm – 5:30pm
Mobile prototyping essentials
Three Mobile Prototyping Exercises
• Storyboarding
• Practice Ruthless Editing/Translating GUI to NUI
• Creating an In-Screen Prototype
7. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
8. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
9. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
10. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
19. Seated in a relatively predictable environment
Large screen enables multi-tasking
Keyboard and a mouse for input
19
20. Seated in a relatively predictable environment
Large screen enables multi-tasking
Keyboard and a mouse for input
20
21. Highly variable context and environment
Small screen size and limited text input
UI takes up the entire screen
Difficult to multi-task and easy to get lost
21
29. Even in situations in which aa spirit of
Even in situations in which spirit of
exploration and freedom exist, where we are
exploration and freedom exist, where faculty
free free to experiment to work beyond physical
are to experiment and work beyond physical
and social constraints, our cognitive habits
and social constraints,
our cognitive habits often get in the way.
often get in the way.
Marshall McLuhan called called it
Marshall McLuhan it “the rear-view
mirrorrear-view mirror effect,” noting that
“the effect,” noting that “We see the world
“We see the world through a rear-view mirror.
through a rear-view mirror. We march
We march backwards into future.”
backwards into the the future.”
43. “The rapid development of cell phones is killing
early cell phones much faster than it's killing any
of the early, older legacy technologies.
I think that is a real principle... something you
have to understand if you're going to be in this line
of work. It's very romantic. It's very fast moving.
You are building dead lumps of plastic.
When people come out and they show you an
iPhone, or an Android... they are showing you
larval versions of something much more
sophisticated.
The world you are building right now is the ground
floor for something much larger -- and the soil
beneath that ground floor is violently unstable.”
Rapid Evolution
-- Mobile Monday Amsterdam – November 2008
43
53. Lessons Learned from Web
We borrowed broken models.
Too focused on tactics.
We confused the solution with the need.
We didn’t focus on what the web
could do well.
55. Design Principles
Uniquely Mobile
Mobile is a unique & different medium
- focus on what it can do well.
Technology can guide, but should not
be the focus.
Focus on needs instead of tactics and
solutions.
62. Research Techniques
INVASIVE
Prototype
Deprivation
Testing
Study
Diary Studies Contextual
interviews
RESEARCHER RESEARCHER
NOT PRESENT PRESENT
Online
Survey Shadowing
Traffic Shop Alongs
Studies
LESS INVASIVE
62
63. Research Techniques
INVASIVE
Prototype
Deprivation
Testing
Study
Use Two Techniques
RESEARCHER
Diary Studies Contextual
interviews
RESEARCHER
NOT PRESENT PRESENT
Online
Survey Shadowing
Traffic Shop Alongs
Studies
LESS INVASIVE
63
64. Solution Speak…
Solution Need
Database of Dr. Names Find a Doctor near me
Map Get from point A to Point B
Calendar I need to know what may
happen
Email I need to communicate
Facebook Updates I need to feel connected
LinkedIn I need to manage my identity
Search I need to answer a question
Picassa I need to share 64
94. Your Design Challenge!
Step 1: Identifying Needs
1. Divide into groups
2. Head to the nearest
Starbucks.
3. Develop a list of
customer needs based on
your observations using the
needs worksheet.
25 Minutes
94
96. Your Design Challenge!
Step 2: Sympathy to the mobile context
1. Head to the streets
2. Ideate in the wild –
Create 2-3 concepts
based on the needs
your team identified
25 Minutes
96
108. Look inside
the book
Add to cart
Shipping! Free two-day
shipping
REALLY! Get it new
Look inside OR used! Collectible!
the book
Sell mine
Maybe a kindle!
108