Mon Amper is a seasoned creative veteran with over 20 years of experience in graphic design, product design, web design, and creative direction. He received a Bachelor of Fine Arts from the University of the Philippines in 1999 and has since worked for various companies in the Philippines, Germany, China, Hong Kong, and the Netherlands, specializing in graphic design, product design, web design, and creative direction. Currently, he is the Creative Director at d3Lab Design Studio in the Philippines.
Future Shock - Labor Force Displacement IPMA May 2016Rob Eby
This document discusses future trends in labor force displacement due to emerging technologies like automation, AI, and the Internet of Things. It notes that in the past, technology was expensive and people were cheap, but now people are expensive and technology is cheap and abundant. The future will see a combination of knowledge workers with multiple skillsets using high-tech tools. Factors driving displacement include business competition to lower costs, globalization, and new technologies. The document recommends researching trends, upgrading skills, obtaining multiple disciplines, and taking proactive steps like training to develop a competitive edge in this changing environment.
LuxNaJha Consulting, Training & Engg Services 2014LuxNaJha
" U Desire, ... V Deliver !!! " ... LuxNaJha Consulting, Chennai, India ... Providing Training, Consulting, Engineering Services for Auto OEMs, Auto Components & Engineering Companies pan India ! Interested clients / candidates, please email your requirements to luxnajha@gmail.com
This document discusses the emerging 3D printing consumer market and products. It notes that while industrial 3D printing is more advanced in the US and EU, consumer 3D printing is still nascent but growing, especially in China and Asia. The document highlights several examples of 3D printed consumer products from designers around the world. It identifies critical success factors for the 3D printing consumer market as technological advances, providing unique value to consumers, production of desirable designs, and effective marketplaces. The future is predicted to include more veteran designers adopting 3D printing, hobbyists becoming professionals, increased DIY, and China becoming a major hub.
The document summarizes an interview with four mechanical engineering students - Karl Kreder, Travis Brubaker, Dan Hursh, and John Dill - about their senior design project called P-Ride, an electric inline skate. They entered P-Ride in the Burton D. Morgan Entrepreneurial Competition. The students explain that P-Ride can travel at 14 mph for an hour on a single battery charge with zero emissions. They are refining the power electronics and remote control functionality. Though the students placed fourth, they felt it was impressive given they were engineers competing against business majors. The competition helped them learn what investors seek regarding marketing and financial analyses of new products.
TechTrek Apple Presentation - Erik AbordeErik Aborde
Apple has acquired several technology companies in recent years that indicate it is positioning itself to be a leader in augmented reality hardware and software. These acquisitions include Fingerworks in 2010, which helped with touch and gesture technology, Siri in 2010, which became the basis for Apple's voice assistant, and LuxVue in 2014, which focused on microLED screen technology well-suited for AR displays. By acquiring the talent and technology from these smaller companies, Apple is building an AR superteam to help it develop and release an optical headset to bet big on the future of AR and mobility.
This document profiles the team at TETRA Studio Ltd., an industrial design firm that provides product design and development services. It introduces the CEO Uri Pinhasi, VP of Marketing Yaniv Shoshan, and COO Yael Pinhasi. It then summarizes the company's services, including concept development, 3D rendering, prototyping, and engineering. Finally, it provides examples of projects the company has worked on, such as medical devices, military and aviation equipment, and consumer electronics.
Mon Amper is a seasoned creative veteran with over 20 years of experience in graphic design, product design, web design, and creative direction. He received a Bachelor of Fine Arts from the University of the Philippines in 1999 and has since worked for various companies in the Philippines, Germany, China, Hong Kong, and the Netherlands, specializing in graphic design, product design, web design, and creative direction. Currently, he is the Creative Director at d3Lab Design Studio in the Philippines.
Future Shock - Labor Force Displacement IPMA May 2016Rob Eby
This document discusses future trends in labor force displacement due to emerging technologies like automation, AI, and the Internet of Things. It notes that in the past, technology was expensive and people were cheap, but now people are expensive and technology is cheap and abundant. The future will see a combination of knowledge workers with multiple skillsets using high-tech tools. Factors driving displacement include business competition to lower costs, globalization, and new technologies. The document recommends researching trends, upgrading skills, obtaining multiple disciplines, and taking proactive steps like training to develop a competitive edge in this changing environment.
LuxNaJha Consulting, Training & Engg Services 2014LuxNaJha
" U Desire, ... V Deliver !!! " ... LuxNaJha Consulting, Chennai, India ... Providing Training, Consulting, Engineering Services for Auto OEMs, Auto Components & Engineering Companies pan India ! Interested clients / candidates, please email your requirements to luxnajha@gmail.com
This document discusses the emerging 3D printing consumer market and products. It notes that while industrial 3D printing is more advanced in the US and EU, consumer 3D printing is still nascent but growing, especially in China and Asia. The document highlights several examples of 3D printed consumer products from designers around the world. It identifies critical success factors for the 3D printing consumer market as technological advances, providing unique value to consumers, production of desirable designs, and effective marketplaces. The future is predicted to include more veteran designers adopting 3D printing, hobbyists becoming professionals, increased DIY, and China becoming a major hub.
The document summarizes an interview with four mechanical engineering students - Karl Kreder, Travis Brubaker, Dan Hursh, and John Dill - about their senior design project called P-Ride, an electric inline skate. They entered P-Ride in the Burton D. Morgan Entrepreneurial Competition. The students explain that P-Ride can travel at 14 mph for an hour on a single battery charge with zero emissions. They are refining the power electronics and remote control functionality. Though the students placed fourth, they felt it was impressive given they were engineers competing against business majors. The competition helped them learn what investors seek regarding marketing and financial analyses of new products.
TechTrek Apple Presentation - Erik AbordeErik Aborde
Apple has acquired several technology companies in recent years that indicate it is positioning itself to be a leader in augmented reality hardware and software. These acquisitions include Fingerworks in 2010, which helped with touch and gesture technology, Siri in 2010, which became the basis for Apple's voice assistant, and LuxVue in 2014, which focused on microLED screen technology well-suited for AR displays. By acquiring the talent and technology from these smaller companies, Apple is building an AR superteam to help it develop and release an optical headset to bet big on the future of AR and mobility.
This document profiles the team at TETRA Studio Ltd., an industrial design firm that provides product design and development services. It introduces the CEO Uri Pinhasi, VP of Marketing Yaniv Shoshan, and COO Yael Pinhasi. It then summarizes the company's services, including concept development, 3D rendering, prototyping, and engineering. Finally, it provides examples of projects the company has worked on, such as medical devices, military and aviation equipment, and consumer electronics.
The document provides instructions for performing a long serve in badminton. It describes the proper stance, grip, and motion for the serve including a pendulum swing, shifting weight to the front foot, and snapping the wrist on contact to send the shuttlecock deep into the opponent's court with good form at least 75% of the time. Common errors like swinging the racket parallel to the floor or having a lazy wrist are also outlined. Performance is evaluated based on landing serves accurately in the target area.
The document provides instructions for performing a proper badminton long serve. It describes the serve in four parts: 1) the stance, with feet shoulder-width apart and sideways to the net; 2) the ready position, with elbow and racket high; 3) striking the shuttlecock with a pendulum swing and weight shift; 4) finishing with the racket overhead and facing the net. The performance expectation is to serve the shuttlecock deep into the opposing court 75% of the time using proper form.
This short document promotes the creation of Haiku Deck presentations on SlideShare by stating it provides inspiration and allows users to get started making their own presentations. It encourages the reader to create presentations on the Haiku Deck platform hosted on SlideShare.
This document proposes a product or service to help public libraries better serve as community third places. It suggests allowing community members to personalize their library experience in a way that facilitates interaction. The goal is to make people feel more invested in and reflective of their community through use of this third place. The target market includes both current and lapsed library users as well as non-users. The product should be intuitive, visually stimulating, and help users feel connected to their community. Development challenges include ensuring repeat use, avoiding information overload, and appealing to diverse target groups.
The document provides instructions for performing a proper badminton long serve. It describes the serve in four parts: 1) the stance, with feet shoulder-width apart and sideways to the net; 2) the ready position, with elbow and racket high; 3) striking the shuttlecock with a pendulum swing and weight shift; 4) finishing with the racket overhead and facing the net. The performance expectation is to serve the shuttlecock deep into the opposing court 75% of the time using proper form.
This document is a resume for Andrea J. Sadow that outlines her experience and qualifications for a school counseling position. She has over 10 years of experience in developmental psychology and school counseling. Her most recent position was as a leave replacement school counselor where she provided counseling services and coordinated prevention programs. She also completed a year-long internship developing and implementing a comprehensive school counseling program.
The document provides instructions for performing a proper badminton long serve. It describes the serve in four parts: 1) the stance, with feet shoulder-width apart and sideways to the net; 2) the ready position, with elbow and racket high; 3) striking the shuttlecock with a pendulum swing and weight shift; 4) finishing with the racket overhead and facing the net. The performance expectation is to serve the shuttlecock deep into the opposing court 75% of the time using proper form.
Dokumen ini membahas tentang religiusitas pada usia lanjut. Tiga faktor utama yang mempengaruhi religiusitas pada usia lanjut adalah pertambahan rasa takut akan kematian, pencarian makna hidup, dan mekanisme koping berupa berdoa. Religiusitas pada usia lanjut juga dipengaruhi oleh faktor internal seperti iman dan faktor eksternal seperti dukungan sosial.
Laporan tesis bab 1 s.d. 5 & daftar pustaka perbaikanBang Mohtar
Dokumen tersebut membahas tentang pentingnya pendidikan agama Islam dalam membentuk karakter remaja. Namun, terdapat kesenjangan antara harapan dan kenyataannya di sekolah, di mana kompetensi guru dan kinerjanya belum optimal sehingga hasil belajar siswa juga belum maksimal. Oleh karena itu, penelitian ini akan mengkaji pengaruh kompetensi profesional dan kinerja guru terhadap hasil belajar siswa pada
UX Scotland 2013 eye tracking glasses help define shop layout and record vi...User Vision
Eye tracking glasses were used to study visitors' experiences at a Tourist Information Centre. 15 visitors wore the glasses to record their journeys through the centre. Their eye movements and paths were analyzed using software. This revealed which sections of literature and merchandise visitors looked at most and least, as well as whether signage was effective. A "footfall heatmap" also mapped where visitors spent most time. The findings allowed the client to improve areas where experiences were less effective and maximize revenue opportunities. The eye tracking glasses provided an unobtrusive way to study users' natural behaviors in a real-world setting.
The document discusses key aspects of merchandise planning and management for retailers. It addresses treating stores as products, objectives of merchandise planning like meeting corporate goals and improving customer service. It also covers factors that influence shopper behavior, assortment width and depth, developing merchandise plans, inventory level planning methods, discounts and terms of sale, and mechanics of managing merchandise through dollars and units. The overall aim is to provide guidance on developing successful merchandise strategies.
The document discusses Encare Earth Solutions' vision for distributed energy infrastructure to deliver reliable and affordable energy. It proposes using localized energy generation and storage systems along with smart grids to closely match energy supply and demand. This would improve efficiency, reliability, cost-effectiveness and sustainability over the conventional centralized model. The distributed approach leverages new technologies and places more control in the hands of consumers.
This document discusses how Clavis eCommerce Insights helps online stores mirror key performance indicators (KPIs) from offline stores. It provides analytics in four areas: online SKU portfolio and integrity, shelf placement, event monitoring, and consumer review monitoring. These analytics help online stores optimize areas like category management, promotion execution, and responding to consumer feedback. The document claims that using Clavis analytics delivers 3 times faster growth in online sales by positioning promotions, achieving high search and menu rankings, optimizing product information and pricing, and monitoring reviews.
From Retail to Wetail: the future of retail communicationAlessandro Panella
The retail landscape has changed dramatically over the last 10 years. New technologies have forced retailers to rethink their business models and the way they will engage with consumers and shoppers in the future.
“I think that a lot of retailers are facing up to the fact that the world is omni-channel or multichannel. The point is that retailers have to realize that they need to engage with shoppers whenever and wherever those shoppers are thinking about purchasing.” says Bryan Roberts from Kantar Retail in the latest Brand Z report about the most valuable Retailer Brands in 2012.
During that period of time we’ve seen a pure-play e-commerce retailer, Amazon, become the most valuable retailer brand in the world. The role of the physical store has changed – moving away from merchandising products to offering unique brand experiences. To put it in the words of Vittorio Radice, CEO of leading Italian department store La Rinascente, “We want to be the place where we know that the people shopping there are not actually shopping for products, they‘re shopping for an experience.”
This transformation is happening everywhere. Discounters have recognized the need to reinvent themselves and provide better quality and service instead of just cheap prices as evidenced by the move of Aldi Süd in Germany who is planning to grow the share of branded products in its assortment to as much as 25%. Shoppers should no longer be called shoppers if one thinks about the traditional definition: “One who visits stores in search of merchandise or bargains.” The times when people were searching for just merchandise or bargains are gone. The explosion of social media and the many possible brand interactions have created a new breed of shoppers. These people want to have a say in what is sold, they join forces to gain better prices and are more than happy to share their experiences if they feel listened to.
So how do retail brands strive in such an environment? How will they engage with the new breed of shoppers? What does the future of retail communication look like? These are just some of the questions we will raise in this study and we hope that you’ll find the answers interesting.
This document discusses different models of consumer behavior. It describes algebraic models like Fishbein's Attitude Model and personal variable models adapted from Ajzen's Theory of Planned Behavior. Traditional models from economics focused on purchasing and allocation of resources but ignored psychological factors. Behavioral economics introduced looking at how confidence and sentiment influence purchasing. Contemporary models discussed include the Nicosia, Howard-Sheth, and Engel-Blackwell-Miniard models but all have been criticized for being overly complex, vague in variables, and unable to be validated. In conclusion, all models make assumptions of rational behavior and present mechanistic views of human behavior.
Bridging the gap between Industrial and Interaction Design to develop better products and services for the physical-digital age.
In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives. For a future Internet of Things we need to better engage Industrial Designers in what we do. This talk will explore how we do that, from connecting between the two fields, calibrating individuals and teams, and collaborating towards a common purpose. Attendees should attend this session to get a better understanding of the needs and value offer of Industrial Design for a future of connected devices, and to find ways to work better alongside Industrial Designers.
The document provides instructions for performing a long serve in badminton. It describes the proper stance, grip, and motion for the serve including a pendulum swing, shifting weight to the front foot, and snapping the wrist on contact to send the shuttlecock deep into the opponent's court with good form at least 75% of the time. Common errors like swinging the racket parallel to the floor or having a lazy wrist are also outlined. Performance is evaluated based on landing serves accurately in the target area.
The document provides instructions for performing a proper badminton long serve. It describes the serve in four parts: 1) the stance, with feet shoulder-width apart and sideways to the net; 2) the ready position, with elbow and racket high; 3) striking the shuttlecock with a pendulum swing and weight shift; 4) finishing with the racket overhead and facing the net. The performance expectation is to serve the shuttlecock deep into the opposing court 75% of the time using proper form.
This short document promotes the creation of Haiku Deck presentations on SlideShare by stating it provides inspiration and allows users to get started making their own presentations. It encourages the reader to create presentations on the Haiku Deck platform hosted on SlideShare.
This document proposes a product or service to help public libraries better serve as community third places. It suggests allowing community members to personalize their library experience in a way that facilitates interaction. The goal is to make people feel more invested in and reflective of their community through use of this third place. The target market includes both current and lapsed library users as well as non-users. The product should be intuitive, visually stimulating, and help users feel connected to their community. Development challenges include ensuring repeat use, avoiding information overload, and appealing to diverse target groups.
The document provides instructions for performing a proper badminton long serve. It describes the serve in four parts: 1) the stance, with feet shoulder-width apart and sideways to the net; 2) the ready position, with elbow and racket high; 3) striking the shuttlecock with a pendulum swing and weight shift; 4) finishing with the racket overhead and facing the net. The performance expectation is to serve the shuttlecock deep into the opposing court 75% of the time using proper form.
This document is a resume for Andrea J. Sadow that outlines her experience and qualifications for a school counseling position. She has over 10 years of experience in developmental psychology and school counseling. Her most recent position was as a leave replacement school counselor where she provided counseling services and coordinated prevention programs. She also completed a year-long internship developing and implementing a comprehensive school counseling program.
The document provides instructions for performing a proper badminton long serve. It describes the serve in four parts: 1) the stance, with feet shoulder-width apart and sideways to the net; 2) the ready position, with elbow and racket high; 3) striking the shuttlecock with a pendulum swing and weight shift; 4) finishing with the racket overhead and facing the net. The performance expectation is to serve the shuttlecock deep into the opposing court 75% of the time using proper form.
Dokumen ini membahas tentang religiusitas pada usia lanjut. Tiga faktor utama yang mempengaruhi religiusitas pada usia lanjut adalah pertambahan rasa takut akan kematian, pencarian makna hidup, dan mekanisme koping berupa berdoa. Religiusitas pada usia lanjut juga dipengaruhi oleh faktor internal seperti iman dan faktor eksternal seperti dukungan sosial.
Laporan tesis bab 1 s.d. 5 & daftar pustaka perbaikanBang Mohtar
Dokumen tersebut membahas tentang pentingnya pendidikan agama Islam dalam membentuk karakter remaja. Namun, terdapat kesenjangan antara harapan dan kenyataannya di sekolah, di mana kompetensi guru dan kinerjanya belum optimal sehingga hasil belajar siswa juga belum maksimal. Oleh karena itu, penelitian ini akan mengkaji pengaruh kompetensi profesional dan kinerja guru terhadap hasil belajar siswa pada
UX Scotland 2013 eye tracking glasses help define shop layout and record vi...User Vision
Eye tracking glasses were used to study visitors' experiences at a Tourist Information Centre. 15 visitors wore the glasses to record their journeys through the centre. Their eye movements and paths were analyzed using software. This revealed which sections of literature and merchandise visitors looked at most and least, as well as whether signage was effective. A "footfall heatmap" also mapped where visitors spent most time. The findings allowed the client to improve areas where experiences were less effective and maximize revenue opportunities. The eye tracking glasses provided an unobtrusive way to study users' natural behaviors in a real-world setting.
The document discusses key aspects of merchandise planning and management for retailers. It addresses treating stores as products, objectives of merchandise planning like meeting corporate goals and improving customer service. It also covers factors that influence shopper behavior, assortment width and depth, developing merchandise plans, inventory level planning methods, discounts and terms of sale, and mechanics of managing merchandise through dollars and units. The overall aim is to provide guidance on developing successful merchandise strategies.
The document discusses Encare Earth Solutions' vision for distributed energy infrastructure to deliver reliable and affordable energy. It proposes using localized energy generation and storage systems along with smart grids to closely match energy supply and demand. This would improve efficiency, reliability, cost-effectiveness and sustainability over the conventional centralized model. The distributed approach leverages new technologies and places more control in the hands of consumers.
This document discusses how Clavis eCommerce Insights helps online stores mirror key performance indicators (KPIs) from offline stores. It provides analytics in four areas: online SKU portfolio and integrity, shelf placement, event monitoring, and consumer review monitoring. These analytics help online stores optimize areas like category management, promotion execution, and responding to consumer feedback. The document claims that using Clavis analytics delivers 3 times faster growth in online sales by positioning promotions, achieving high search and menu rankings, optimizing product information and pricing, and monitoring reviews.
From Retail to Wetail: the future of retail communicationAlessandro Panella
The retail landscape has changed dramatically over the last 10 years. New technologies have forced retailers to rethink their business models and the way they will engage with consumers and shoppers in the future.
“I think that a lot of retailers are facing up to the fact that the world is omni-channel or multichannel. The point is that retailers have to realize that they need to engage with shoppers whenever and wherever those shoppers are thinking about purchasing.” says Bryan Roberts from Kantar Retail in the latest Brand Z report about the most valuable Retailer Brands in 2012.
During that period of time we’ve seen a pure-play e-commerce retailer, Amazon, become the most valuable retailer brand in the world. The role of the physical store has changed – moving away from merchandising products to offering unique brand experiences. To put it in the words of Vittorio Radice, CEO of leading Italian department store La Rinascente, “We want to be the place where we know that the people shopping there are not actually shopping for products, they‘re shopping for an experience.”
This transformation is happening everywhere. Discounters have recognized the need to reinvent themselves and provide better quality and service instead of just cheap prices as evidenced by the move of Aldi Süd in Germany who is planning to grow the share of branded products in its assortment to as much as 25%. Shoppers should no longer be called shoppers if one thinks about the traditional definition: “One who visits stores in search of merchandise or bargains.” The times when people were searching for just merchandise or bargains are gone. The explosion of social media and the many possible brand interactions have created a new breed of shoppers. These people want to have a say in what is sold, they join forces to gain better prices and are more than happy to share their experiences if they feel listened to.
So how do retail brands strive in such an environment? How will they engage with the new breed of shoppers? What does the future of retail communication look like? These are just some of the questions we will raise in this study and we hope that you’ll find the answers interesting.
This document discusses different models of consumer behavior. It describes algebraic models like Fishbein's Attitude Model and personal variable models adapted from Ajzen's Theory of Planned Behavior. Traditional models from economics focused on purchasing and allocation of resources but ignored psychological factors. Behavioral economics introduced looking at how confidence and sentiment influence purchasing. Contemporary models discussed include the Nicosia, Howard-Sheth, and Engel-Blackwell-Miniard models but all have been criticized for being overly complex, vague in variables, and unable to be validated. In conclusion, all models make assumptions of rational behavior and present mechanistic views of human behavior.
Bridging the gap between Industrial and Interaction Design to develop better products and services for the physical-digital age.
In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives. For a future Internet of Things we need to better engage Industrial Designers in what we do. This talk will explore how we do that, from connecting between the two fields, calibrating individuals and teams, and collaborating towards a common purpose. Attendees should attend this session to get a better understanding of the needs and value offer of Industrial Design for a future of connected devices, and to find ways to work better alongside Industrial Designers.
This document provides an overview of user experience (UX) and its history and evolution. UX began in the field of human factors engineering to study how users interact with technology. It has since expanded to encompass usability, user needs, and business goals. The document discusses various trends that impact modern UX, such as new technologies, data usage, and changing consumer behaviors. It also outlines typical stages of the UX design process and provides examples of UX deliverables like experience principles and prototypes.
In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives.
For a future Internet of Things, the UX community needs to better engage Industrial Designers in what we do. This talk explored how we do that.
NB, this is a talk intended for a UX audience, and is meant to be a starter of an ongoing discussion between both UX and Industrial Design fields. If you want to be part of the discussion, please get in contact.
Join Henrik as he introduces PALL0, a revolutionary approach to frontend design where UI extends beyond the screen into the realm of tangible interactions. Discover how a squeeze can replace a button press, a rotation can serve as a selection tool, and physical distance between devices can dictate actions. Explore the transformation of user interfaces through physical movements, like throwing an object to a specific height, and navigating design with a 64x64 pixel 'screen.' Learn how PALL0's sensors redefine user engagement, making interactions intuitive and playful.
Our second speaker is Shamil Alifov, representing TurkuSec. TurkuSec is an open group for anyone interested in security, privacy, and related topics. The community aims to bring like-minded individuals together and raise awareness about security and privacy.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
The document discusses UI/UX design for virtual reality experiences. It covers topics like capitalizing on VR's capabilities in marketing, education and gaming. It also discusses VR hardware, examples of VR apps, and guidelines for designing VR experiences like mitigating simulator sickness and using different depth zones. The overall message is that VR experience design needs to follow principles like awesome user experiences and ergonomics to be successful.
Let's change the world! - How to do that in a great way? Well, let's work with robots, not like robots. That means be customer-driven and centralize UX and Product Design in the whole organzation, so that insights and great design can form the future. Learn how robots can be co-bots, and what this can do to the future experience. Robots and automation are the future for many companies, but how can we create a great experience that will make employees love the robots?
Presented at Web Unleashed 2016
by Mariah Hay, Pluralsight
FITC produces events for digital creators in Toronto, Amsterdam, NYC and beyond
Save 10% off any of our events with discount code 'slideshare'
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Overview
Over the past ten years the world of digital tools has shifted from B2B to B2C. Interfaces that were once purely utilitarian have taken a path that not only integrated them with physical products, but also surpassed the physical product – becoming the product themselves. The most successful companies know how to wield UX as a strategy for engaging their user’s attention, whether it’s their employee, or their customer. Companies who confuse UX with merely making an interface “pretty” will fail every time. To better understand how to leverage UX as a competitive advantage, Mariah will talk about:
The difference between UX and UI, and why it is so often confused
The history of UX as an industry
Measuring maturity of UX in an organization
Objective
Participants will leave this presentation with the tools to articulate what UX is, how this role came into being, and how to identify UX maturity within an organization.
Target Audience
Developers, UX professionals, interface designers, product managers, executives, CIO’s, and any business leader who is interested in articulating the scope and application of UX surrounding product development.
Assumed Audience Knowledge
This presentation assumes the audience has a solid understanding of digital product development.
Five Things Audience Members Will Learn
The true scope of what UX activities encompass
The origin of experience design
Why there is so much confusion around what a UX professional does
Identifying the digital divide in an organization
How to understand how mature UX practices are at the organizational level
This document provides information about the Design Information and Thinking Lab (DITL), including its vision, mission, team members, experience, activities, partners, and selected projects. DITL focuses on user experience design, innovation incubation, and service design. It aims to improve people's lives through design and is led by a team of professionals with experience working on projects for companies in various industries. Some of DITL's recent projects include designing social platforms using extended reality, accessibility apps for the visually impaired, and rehabilitation games for children and the elderly.
Presentation for Adobe User group Netherlands about Design Documentation for larger, interactive systems.
<b>Download available from: http://www.peterboersma.com/blog/2008/11/design-documentation-presentation-at.html</b>
Truth and Dare - Out of the echochamber into the fireJason Mesut
This document provides a summary of a presentation given by Jason Mesut on the topics of truth and dare in the field of user experience (UX). Some of the key points made in the presentation include:
1) There is no single universal truth in UX and celebrating individual "rockstars" can weaken the field by promoting dogma over practical techniques.
2) Most UX work is done by practitioners who are not well-known, and some of the quietest people have valuable insights to share.
3) The UX field is at risk of "eating itself" as the term becomes diluted and salaries increase disproportionately for junior practitioners providing lower quality work.
Stamping out "pre
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
A Rambling Talk on Interaction Design Industry TrendsTing-Han Chen
This document summarizes Daniel Chen's talk on interaction design industry trends. Chen defines the interaction design industry as fields that employ interaction design thinking and techniques as a core value, where interaction design plays a critical role. He identifies 17 emerging fields that could be considered part of the interaction design industry, including interactive exhibitions, art, products, games, home appliances, and more. Chen notes the interaction design industry is broad and ill-defined, but many domains are incorporating interaction design. The future of the industry may include new interaction design-driven businesses, more entrepreneurship, and growth of service design and user experience consulting.
This document summarizes a presentation by Roy Sampei on catching up on UX. It discusses why UX is important today given the proliferation of digital touchpoints. It outlines Roy's experience designing apps without properly understanding users through research and emphasizes the importance of user research, personas, and testing with users. The presentation also covers UX trends like lean UX, agile development, and MVPs. It stresses that the key to UX is deep understanding of users and assuming designers are always wrong without user feedback.
User Experience Design In Healthcare | Fresh Tilled SoilFresh Tilled Soil
Richard Banfield's presentation from the Care Innovators Conference, Health, IT, UX & Design 2011. Discover how and why user experience design can transform the way our healthcare system works via web applications, mobile apps, and websites.
This document provides an overview of UI/UX design, including definitions of key terms and concepts. It discusses the differences between UI design, which focuses on the user interface as a tool, and UX design, which considers the broader user experience of interacting with a product. The document also summarizes design thinking principles and methods, outlines factors that influence user experience, and describes common UI/UX design processes and techniques.
David Liddle explains that technology is adopted in three phases: the enthusiast phase, the professional phase, and the consumer phase. These phases apply to technologies like remote controls and computers. Interaction design plays an important role in adoption, especially in making technologies easy to use for consumers. Examples discussed include the development of digital cameras, photo stitching software, and the success of the iPod's intuitive interface.
The document discusses user experience (UX) design. It provides an overview of UX, explaining that UX matters because customers pay for satisfying experiences, not just products. It then discusses elements of UX like usability, user research techniques like personas and scenarios. Case studies demonstrate how UX design was applied. The benefits of good UX like increased sales and productivity are highlighted. Trends in UX like responsive design are also covered.
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
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NIMA2024 | De toegevoegde waarde van DEI en ESG in campagnes | Nathalie Lam |...BBPMedia1
Nathalie zal delen hoe DEI en ESG een fundamentele rol kunnen spelen in je merkstrategie en je de juiste aansluiting kan creëren met je doelgroep. Door middel van voorbeelden en simpele handvatten toont ze hoe dit in jouw organisatie toegepast kan worden.
Taurus Zodiac Sign: Unveiling the Traits, Dates, and Horoscope Insights of th...my Pandit
Dive into the steadfast world of the Taurus Zodiac Sign. Discover the grounded, stable, and logical nature of Taurus individuals, and explore their key personality traits, important dates, and horoscope insights. Learn how the determination and patience of the Taurus sign make them the rock-steady achievers and anchors of the zodiac.
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The fashion industry is dynamic and ever-changing, continuously sculpted by trailblazing visionaries who challenge norms and redefine beauty. This document delves into the profiles of some of the most iconic fashion personalities whose impact has left a lasting impression on the industry. From timeless designers to modern-day influencers, each individual has uniquely woven their thread into the rich fabric of fashion history, contributing to its ongoing evolution.
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Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
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Brian Fitzsimmons on the Business Strategy and Content Flywheel of Barstool S...Neil Horowitz
On episode 272 of the Digital and Social Media Sports Podcast, Neil chatted with Brian Fitzsimmons, Director of Licensing and Business Development for Barstool Sports.
What follows is a collection of snippets from the podcast. To hear the full interview and more, check out the podcast on all podcast platforms and at www.dsmsports.net
Part 2 Deep Dive: Navigating the 2024 Slowdownjeffkluth1
Introduction
The global retail industry has weathered numerous storms, with the financial crisis of 2008 serving as a poignant reminder of the sector's resilience and adaptability. However, as we navigate the complex landscape of 2024, retailers face a unique set of challenges that demand innovative strategies and a fundamental shift in mindset. This white paper contrasts the impact of the 2008 recession on the retail sector with the current headwinds retailers are grappling with, while offering a comprehensive roadmap for success in this new paradigm.
1. What UX Can Do To Make Industries Competitive Asia Noriko Osaka Crossfrontier Ltd, Tokyo, Japan
2. A little bit of myself… 2011: Founded Crossfrontier Ltd. IA & UX / Brand Research eye square GmbH (Berlin) Implicit research using eyetracker, EEG & GSR etc Background French Major / Studied Multimedia & Web in Canada Web & UX since 2002 Interest Promoting Traditional Culture 流鏑馬 / Yabusame
3. Long History of Ergonomics European Ergonomics American Human Factors Japanese Ergonomics 人間工学 1857 ~ Labor Hygiene & Efficiency Man-Machine Interface (Armament Industry) 1921 - First labor science lab established - First human engineering book published
4. “ UX” is new, but the concept & method has been there. Concept Process Method Achieve-ment 1950 1960 1970 1980 1990 2000+ Industry Boom Pseudo-UX (Academic) PC era ISO13407 UCD/HCD Usability UX Industrial Design Craftsmanship Web / Software Ergonomics / Coloring Universal Design HCD/UCD Methods More Field-Oriented? Desk Theory?
5. People’s value changed… By early 90’s… It was Price Quality + that mattered. After 2000… Not the products But the experience that sells.
6. Characteristics of Japanese Products and Services… Are these really wanted in the global market? Rigid Safety Standard Over Spec Over Quality Too Precise Too Detailed We are still… Spec & Quality > Experience
7. Characteristics of Japanese Industry Vertically Integrated (Domestically) Horizontally Collaborated (Internationally) Internet/Mobile OS Apps Carrier Design R&D Parts Parts Parts Manufacturing Device We need to work both Vertically and Horizontally…
8. Initiatives and Education Education - Teaching only design/tech - Business, economic, political, cultural insights are necessary Government / NPO etc - Design Competition - International Design Forums - Certificates
9. What UX can do for Japan? User Experience comes first, not the product Grasp value and wants of local people Cope with horizontal collaboration RAPIDLY