Dick fosbury ux design lessons

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  • Dick Fosbury is an American track and field athlete who revolutionized the high jump by inventing a new method, the “back-first” technique.
  • Dig the judge in the hat who looks like an FBI agent.
  • Dig the judge in the hat who looks like an FBI agent.
  • Dick Fosbury is an American track and field athlete who revolutionized the high jump by inventing a new method, the “back-first” technique.
  • Dick Fosbury is an American track and field athlete who revolutionized the high jump by inventing a new method, the “back-first” technique.
  • Dick Fosbury is an American track and field athlete who revolutionized the high jump by inventing a new method, the “back-first” technique.
  • Dick Fosbury is an American track and field athlete who revolutionized the high jump by inventing a new method, the “back-first” technique.
  • Dick fosbury ux design lessons

    1. What Designers and Strategists Can Learn from Dick Fosbury
    2. Who the heck is Dick Fosbury?
    3. Here’s Dick setting an Olympic high jump record with a height of 2.24 meters (7’ 4.25”) at the 1968 summer Olympics in Mexico City.
    4. His technique became famous and was named the “Fosbury flop”
    5. “The Straddle Technique”
    6. But how does any of this relate to Designers and Strategists?
    7. Fosbury’s success had a lot to do with innovation.
    8. Dick’s coach replaced the sawdust with foam rubber.
    9. By cushioning his landing, Fosbury could radically change his approach and movement over the bar.
    10. Within a few years, almost every high jumper had adopted his style. His innovative approach to a sport that seemed to have reached its limits was ridiculed at first. ”…Fosbury is the world's Laziest High Jumper." ”…he looks like a fish flopping in a boat."
    11. As designers and strategists, it’s our role to follow trends and innovations, and to ask questions.
    12. Crate & Barrel, 2003
    13. Crate & Barrel, 2008
    14. Crate & Barrel, 2013
    15. Crate & Barrel, 2018? Speak and shop
    16. Future Challenges
    17. Buttons and Gesture
    18. Voice
    19. Video/Motion
    20. Ambient systems
    21. How will we reinvent digital and analog interfaces and experiences?

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