My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
These days almost anyone can create a wireframe. So what does it take to go beyond boxes and arrows and produce work to be proud of?
In this recent talk given at UX Crunch, London I share insights into areas I encourage my team to explore to help them produce even more fantastic work.
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)Dave Hogue
Interfaces and devices are providing more and more power and functionality to people, and in many cases this additional power is accompanied by increasing complexity. Although people have more experience and are more sophisticated, it still takes time to learn new interfaces, information, and interactions. Although we are able to learn and use these often difficult interfaces, we increasingly seek and appreciate simplicity.
The Complexity Curve describes how a project moves from boundless opportunity and wonderful ideas to requirements checklists and constraints then finally (but only rarely) to simplicity and elegance. Where many projects call themselves complete when the necessary features have been included, few push forward and strive to deliver the pleasing and delightful experiences that arise from simplicity, focus, and purpose.
David M. Hogue, Ph.D. - VP of Experience Design, applied psychologist, and adjunct faculty member at San Francisco State University - introduces the Complexity Curve, discuss why our innovative ideas seem to fade over the course of a project, explain why "feature complete" is not the same as "optimal experience", and offer some methods for driving projects toward simplicity and elegance.
Comments on twitter at #SXsimplerUX
Audio available at:
http://schedule.sxsw.com/2012/events/event_IAP13657
The power of immersive experiences part 2Andy Marshall
In this Psychology of Brand talk we explore the psychology of immersive experiences and introduce a framework for designing immersive AR and VR experiences.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
These days almost anyone can create a wireframe. So what does it take to go beyond boxes and arrows and produce work to be proud of?
In this recent talk given at UX Crunch, London I share insights into areas I encourage my team to explore to help them produce even more fantastic work.
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)Dave Hogue
Interfaces and devices are providing more and more power and functionality to people, and in many cases this additional power is accompanied by increasing complexity. Although people have more experience and are more sophisticated, it still takes time to learn new interfaces, information, and interactions. Although we are able to learn and use these often difficult interfaces, we increasingly seek and appreciate simplicity.
The Complexity Curve describes how a project moves from boundless opportunity and wonderful ideas to requirements checklists and constraints then finally (but only rarely) to simplicity and elegance. Where many projects call themselves complete when the necessary features have been included, few push forward and strive to deliver the pleasing and delightful experiences that arise from simplicity, focus, and purpose.
David M. Hogue, Ph.D. - VP of Experience Design, applied psychologist, and adjunct faculty member at San Francisco State University - introduces the Complexity Curve, discuss why our innovative ideas seem to fade over the course of a project, explain why "feature complete" is not the same as "optimal experience", and offer some methods for driving projects toward simplicity and elegance.
Comments on twitter at #SXsimplerUX
Audio available at:
http://schedule.sxsw.com/2012/events/event_IAP13657
The power of immersive experiences part 2Andy Marshall
In this Psychology of Brand talk we explore the psychology of immersive experiences and introduce a framework for designing immersive AR and VR experiences.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
This is a presentation I gave at the Fred Reichheld NPS Masterclass which took place on May 10, 2012 in Breda.
The presentation is part of a series on customer-centricity, which is linked to my recent book "So You Want To Be Customer-Centric?"
On 28/2 I was the closing speaker of the FutuRetail event which took place at Google's offices in London. Pushed to come with "something innovative and different", I tried to bring a level-headed view on the ways I believe 3D Printing will affect retail in the coming 5+ years.
Many in the audience tended to agree, and if you do to (or not) feel free to leave your comments. Also, should you wish to look at the opportunities for 3D printing in your business (retail or B2B) do not hesitate to get in touch :-)
These slides are from a 2 hour presentation called Design for Developers.
The goal of Design for Developers is to teach interface design as a set of rules: there are some good default values for a lot of design decisions that you should remember, there is a “scientific” way of approaching things like alignment, even though many designers will tell you it’s something you should “feel”.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
I really want to help people discover that:
- Data from poor market research methods add no value to business decisions and are ignored by senior execs
- Understanding human unconscious is critical in marketing and no, you don’t know much about what really drives your customers. Certainly nothing about how or why they do what they do.
- Marketing budgets are simply wasted if no-one looks at your stuff and this is avoidable.
- A s**t ad is a shit ad, no matter where you stick it.
On 28/2 our managing partner, Alain Thys was the closing speaker of the FutuRetail event which took place at Google's offices in London. Pushed to come with "something innovative and different", he tried to bring a level-headed view on the ways he believes 3D Printing will affect retail in the coming 5+ years.
Many in the audience tended to agree, and if you do to (or not) feel free to leave your comments. Also, should you wish to look at the opportunities for 3D printing in your business (retail or B2B) do not hesitate to get in touch :-)
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
Francisco Inchauste - RIA Mojo - Making your Flex application standout with a...360|Conferences
The interface is the product. Make it great. Creating a differentiating experience and effectively positioning your RIA in the market is key to success. We'll look at why it's important to invest in the experience in this tough economy, explore UX methodologies, and touch on real world examples.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
Abstract
As the internet gets more interactive with the widespread adoption of broadband, we must continue to own user interactions across this changing landscape. This presentation will highlight the challenges from a UK design agency perspective and demonstrate my commerical, practical method for describing dynamic user interactions.
How to design more ethically engaging experiences (UCD 2016)Neil Turner
Hi. My name is Neil, and I’m an addict. I’ll admit it, I’m addicted to technology, and you know what, I suspect that you are too. We’re all addicts now aren’t we? We’ve all become addicted to a very modern drug called technology.
It’s not our fault that we’re addicted to technology, we're only human after all. You see technology is just too damn addictive. And why is it so addictive? Because it’s been designed to be so by designers like you and me. It’s been designed to engage, to demand our attention, to draw us in and to slowly but surely get us hooked.
In this talk which was originally delivered at UCD 2016, I’m going to argue the case for why we as designers should be helping to break this cycle of addiction. Why we should be focusing on making a positive impact on peoples’ lives, rather than chasing ever greater usage of our products and designs. I’m going to show you how to create products that are more ethically engaging; that let people get on with their lives without becoming a slave to the machine!
UX Bristol 2017 - Three steps to consistent, connected, cross channel custome...Alan Colville
A hands-on workshop catapulting your UX beyond digital to create consistent, connected and cross channel customer experiences.
In three steps you’ll unleash the business changing power of UX by:
* assessing the state of UX in your organisation
* learning how to improve the research that you do
* seeing new ‘agile' ways of working and thinking, to join it up
With the business world seeing new value in user experience design, you’ll leave ready to take UX beyond digital, across channels and into the boardroom.
User Centric is now a part of GfK! Read about our eye tracking services by visiting http://www.gfk.com/solutions/ux/eye-tracking/Pages/Eye-tracking.aspx
It’s a well-known fact that eye tracking can provide some interesting insight into how people process information. But how can user experience professionals determine if eye tracking is indeed a useful addition to their studies? Our complimentary webinar, “No, But Really, Do I Need Eye Tracking?,” addressed this subject by discussing the benefits of eye tracking and the proper application of the method.
During the webinar, Aga Bojko, VP, User Experience, spoke candidly about when to use and, perhaps more importantly, when not to use eye tracking. Bojko described both qualitative and quantitative types of findings that can be obtained with eye tracking research, and explained how to decide whether or not stakeholders benefit from this method. This presentation outlines example situations in which eye tracking is most effectively utilized, from determining the ease of new drug label differentiation from existing labels to evaluating which package design will be most effective on a shelf.
Agile methodologies have quickly become central to the way we create and refine digital products. These rapid cycles of building, measuring, and learning are great for refining an already innovative product but these tools are being increasingly called upon to produce innovation itself and they suck at it.
In this high-level, philosophical talk, Scott draws from 25+ years of experience in digital product strategy and design to take a critical and sometimes controversial look at processes that claim to promote innovation but too often fail to deliver.
He also highlights some principles and practices that seem to promote real innovation and help it survive the perilous journey from the minds of innovators to the hands and hearts of users.
Information Dashboard Science, Design and DevelopmentSenturus
Learn to design dashboards to bring actionable insights to light. View the webinar video recording and download this deck: http://www.senturus.com/resources/information-dashboard-science-and-design/.
Senturus Co-Founder John Peterson explores the science behind creating effective dashboards, including the challenges, opportunities and human factors that come into play. Using this science as the basis, John gives his top 13 tips to optimize dashboard visualizations.
Senturus, a business analytics consulting firm, has a resource library with hundreds of free recorded webinars, trainings, demos and unbiased product reviews. Take a look and share them with your colleagues and friends: http://www.senturus.com/resources/.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
This is a presentation I gave at the Fred Reichheld NPS Masterclass which took place on May 10, 2012 in Breda.
The presentation is part of a series on customer-centricity, which is linked to my recent book "So You Want To Be Customer-Centric?"
On 28/2 I was the closing speaker of the FutuRetail event which took place at Google's offices in London. Pushed to come with "something innovative and different", I tried to bring a level-headed view on the ways I believe 3D Printing will affect retail in the coming 5+ years.
Many in the audience tended to agree, and if you do to (or not) feel free to leave your comments. Also, should you wish to look at the opportunities for 3D printing in your business (retail or B2B) do not hesitate to get in touch :-)
These slides are from a 2 hour presentation called Design for Developers.
The goal of Design for Developers is to teach interface design as a set of rules: there are some good default values for a lot of design decisions that you should remember, there is a “scientific” way of approaching things like alignment, even though many designers will tell you it’s something you should “feel”.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
I really want to help people discover that:
- Data from poor market research methods add no value to business decisions and are ignored by senior execs
- Understanding human unconscious is critical in marketing and no, you don’t know much about what really drives your customers. Certainly nothing about how or why they do what they do.
- Marketing budgets are simply wasted if no-one looks at your stuff and this is avoidable.
- A s**t ad is a shit ad, no matter where you stick it.
On 28/2 our managing partner, Alain Thys was the closing speaker of the FutuRetail event which took place at Google's offices in London. Pushed to come with "something innovative and different", he tried to bring a level-headed view on the ways he believes 3D Printing will affect retail in the coming 5+ years.
Many in the audience tended to agree, and if you do to (or not) feel free to leave your comments. Also, should you wish to look at the opportunities for 3D printing in your business (retail or B2B) do not hesitate to get in touch :-)
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
Francisco Inchauste - RIA Mojo - Making your Flex application standout with a...360|Conferences
The interface is the product. Make it great. Creating a differentiating experience and effectively positioning your RIA in the market is key to success. We'll look at why it's important to invest in the experience in this tough economy, explore UX methodologies, and touch on real world examples.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
Abstract
As the internet gets more interactive with the widespread adoption of broadband, we must continue to own user interactions across this changing landscape. This presentation will highlight the challenges from a UK design agency perspective and demonstrate my commerical, practical method for describing dynamic user interactions.
How to design more ethically engaging experiences (UCD 2016)Neil Turner
Hi. My name is Neil, and I’m an addict. I’ll admit it, I’m addicted to technology, and you know what, I suspect that you are too. We’re all addicts now aren’t we? We’ve all become addicted to a very modern drug called technology.
It’s not our fault that we’re addicted to technology, we're only human after all. You see technology is just too damn addictive. And why is it so addictive? Because it’s been designed to be so by designers like you and me. It’s been designed to engage, to demand our attention, to draw us in and to slowly but surely get us hooked.
In this talk which was originally delivered at UCD 2016, I’m going to argue the case for why we as designers should be helping to break this cycle of addiction. Why we should be focusing on making a positive impact on peoples’ lives, rather than chasing ever greater usage of our products and designs. I’m going to show you how to create products that are more ethically engaging; that let people get on with their lives without becoming a slave to the machine!
UX Bristol 2017 - Three steps to consistent, connected, cross channel custome...Alan Colville
A hands-on workshop catapulting your UX beyond digital to create consistent, connected and cross channel customer experiences.
In three steps you’ll unleash the business changing power of UX by:
* assessing the state of UX in your organisation
* learning how to improve the research that you do
* seeing new ‘agile' ways of working and thinking, to join it up
With the business world seeing new value in user experience design, you’ll leave ready to take UX beyond digital, across channels and into the boardroom.
User Centric is now a part of GfK! Read about our eye tracking services by visiting http://www.gfk.com/solutions/ux/eye-tracking/Pages/Eye-tracking.aspx
It’s a well-known fact that eye tracking can provide some interesting insight into how people process information. But how can user experience professionals determine if eye tracking is indeed a useful addition to their studies? Our complimentary webinar, “No, But Really, Do I Need Eye Tracking?,” addressed this subject by discussing the benefits of eye tracking and the proper application of the method.
During the webinar, Aga Bojko, VP, User Experience, spoke candidly about when to use and, perhaps more importantly, when not to use eye tracking. Bojko described both qualitative and quantitative types of findings that can be obtained with eye tracking research, and explained how to decide whether or not stakeholders benefit from this method. This presentation outlines example situations in which eye tracking is most effectively utilized, from determining the ease of new drug label differentiation from existing labels to evaluating which package design will be most effective on a shelf.
Agile methodologies have quickly become central to the way we create and refine digital products. These rapid cycles of building, measuring, and learning are great for refining an already innovative product but these tools are being increasingly called upon to produce innovation itself and they suck at it.
In this high-level, philosophical talk, Scott draws from 25+ years of experience in digital product strategy and design to take a critical and sometimes controversial look at processes that claim to promote innovation but too often fail to deliver.
He also highlights some principles and practices that seem to promote real innovation and help it survive the perilous journey from the minds of innovators to the hands and hearts of users.
Information Dashboard Science, Design and DevelopmentSenturus
Learn to design dashboards to bring actionable insights to light. View the webinar video recording and download this deck: http://www.senturus.com/resources/information-dashboard-science-and-design/.
Senturus Co-Founder John Peterson explores the science behind creating effective dashboards, including the challenges, opportunities and human factors that come into play. Using this science as the basis, John gives his top 13 tips to optimize dashboard visualizations.
Senturus, a business analytics consulting firm, has a resource library with hundreds of free recorded webinars, trainings, demos and unbiased product reviews. Take a look and share them with your colleagues and friends: http://www.senturus.com/resources/.
Understanding complexity is hard. That’s why demagogy often wins with logic. “Agile” estimating and planning is full of inspiring stories - if you try hard you may even convince yourself that they are real. Is your estimating and planning aligned with reality, or you're still dreaming?
This presentation is an extended version of my presentation during Agile by Example 2013. The slides has been improved and more structure has been added to assist online reading.
WIPAC Monthly is the magazine of the LinkedIn Group - Water Industry Process Automation & Control.
In this edition of WIPAC Monthly we talk about new developments in BOD monitors, the efficient use of VSDs, the perils of ignoring your instrumentation and whether or not you need to install an instrument at all
These days, you can’t swing a dry erase marker without hitting someone talking about microservices. Developers are studying Eric Evans' prescient book, Domain-Driven Design. Teams are refactoring monolithic apps, looking for bounded contexts and defining a ubiquitous language. And although there have been countless articles, videos, and talks to help you convert to microservices, few have spent any appreciable time asking if a given application should be a microservice. In this talk, I‘ll show you a set of factors you can apply to help you decide if something deserves to be a microservice or not. We’ll also look at what we need to do to maintain a healthy micro(services)biome.
Developing a software project is definitely not like building a house. If you focus on the learning aspects instead of the simple building you'll probably discover something interesting and unexpected.
Interesante articulo acerca que y cómo medir al considerar el OEE de una planta manufacturera de cualquier tipo. Lectura obligada para ingenieros industriales y mecanicos y otros como metalurgicos que tengan puestos como ingenieros de manufactira, de procesos, jefes de planta u otros ligados a producción
Esta en Ingles.
UCD / IxD Introduction - User centric design, interaction designsdavis6b
An introductory talk on User Centric Design / Interaction Design (IxD). This covers Alan Cooper's ideas about effective role and goal modeling to facilitate smoother software development, and ultimately, better software.
IRL - UX work design espoused by the ‘standard’ textbooks often assume perfection in the process. They assume that there are no limitations on the time required for the work to occur; they assume that there are no limitations on the skills required for the work to occur; and they assume that there are no limitations on the instruments required for the work to occur – to name but three.
Every year, software companies spend a huge amount of time and effort estimating large projects, and still end up regularly missing the mark - often by huge amounts. What the heck is going on? With all of the planning poker, and PI planning, and #noestimates, why isn't this figured out yet?
In this talk, we'll dive into probability theory and psychology to discover some of the common underlying causes for a lack of predictability. Once we understand why the world is so uncertain, we'll talk about how we can live with our estimation failures, while still thrilling our customers and maintaining enough predictability to succeed as an organization.
Stop spending too much time thinking about the ideas, make it tangible and get feedback quickly. Learn the basic understanding of using rapid physical prototyping made out of aluminium foils and implement it into the design process.
Watch Out! What the $20 billion dollar watch industry can teach us about desi...Jainan Sankalia
Presented at Big Design 2017, look at 15 ways the watch industry creates desirability that we can apply as digital interface and interaction designers.
Codemash 2.0.1.4: Tech Trends and Pwning Your Pwn CareerKevin Davis
Discussion about the sessions I attended at Codemash 2.0.1.4 with personal interpretations. Also, some of the softer stuff, I'm teeing up a new discussion called "Pwning Your Pwn Career: Nobody Pwes You Anything"
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
1. Andy Marshall, Head of User Experience
Designing for how we perceive, think, and talk about time
About time
2. In UX we sketch and wireframe
moments in a journey, but we
often neglect to think about
what happens in between those
moments.
Time is an often overlooked
element in the design process.
In this presentation we’ll
explore our perceptions of
time, and some approaches
and strategies when designing
with time in mind.
5. ThePitchDropExperiment
In 1927 Thomas Parnell of Queensland University heated a
substance called pitched, poured it into a glass jar, then left
it to cool down. For three years.
Pitch is a viscoelastic polymer. So even though it looks
motionless, it is in fact pouring through the glass jar, albeit
very slowly - it drips about once every 12 - 15 years.
This may be an extreme example, but when things move
this slowly we simply have no perception of change.
Watch The Pitch Drop Experiment live (only 14 years to go!):
www.thetenthwatch.com
6. Let’s look at something with a shorter duration
Can you spot the change happening in the
following video?
8. changeblindness
Changeblindness
It’s not just change happening over 12 - 15 years we can’t perceive. Surprisingly we struggle
to perceive changes happening over as little as 10 or 12 seconds, a phenomena known as
Change Blindness.
seconds
9. limitsofattention
Limitsofattention
It’s often said your homepage should load within 8 seconds. There’s good reason for this -
when interacting with websites our attention is typically limited at around 7 to 10 seconds.
As a result you should notify users every 10 seconds or so with more prolonged interactions.
seconds
10. conversation
seconds
Conversationspeed
In a typical conversation the to and fro varies from 2 - 5 seconds as two people exchange information.
Responses of less than 2 seconds lead to, “They answered that without thinking”, whilst those longer than
5 seconds lead to,“Why did they have to think about that so much?” or “They’re not paying attention to me”.
Too fast or too slow can create a sense of mistrust.
We’re incredibly comfortable interacting at between 2 - 5 seconds. As a general rule interactive systems
should be designed to respond within this timeframe. The to and fro of information between a system
and a user at this speed creates a natural, responsive, and trusting experience.
11. From seconds to milliseconds
At an even shorter duration, how quickly do we
perceive things around us?
Let’s follow the journey of light from an object
entering your eye, to your becoming aware of
what you’re looking at.
16. Thequickestroutetoperception
Visual may be the quickest route to perception, but it still takes about half a second
before you’re actually aware of what you’re looking at.
We think we operate in realtime, but in fact we’re constantly operating about
a half a second behind realtime.
milliseconds
17. milliseconds
Thequickestroutetoaresponse
Some of our automatic responses are even quicker.
A loud, sudden, and unexpected noise can cause our spinal
neurons to respond in just 50ms.
This is several hundred milliseconds before we’re consciously
aware of the event that just happened.
18. Design interactions at the
pace of conversation
Longer durations fall
outside of perception
and attention.
Short durations, too
short to be perceived
seconds
Theproblemareasforinteractiondesign
24. Performance Improvement
In UX we’re often asked to address timing issues, such as
interactions that take too long, or through feedback that’s been
received from customers about a painfully slow interaction.
From the service and retail industries there are three
strategies we can adopt to tackle the challenge of
improving the experience of time.
26. Operational Management
Operational Management is about investing in a system, platform,
or area of a business to help improve performance.
This should always be the first strategy to consider when looking
to make a performance improvement, though cost can be a
limiting factor.
The following are examples of Operational Management in action.
27. OperationalManagement
The introduction of the Blu-ray
format in game consoles has led
to the increase in file and data
sizes of games, leading to longer
and longer installation times.
To avoid gamers becoming more
and more frustrated whilst
waiting for a new game to install,
Sony introduced a feature in the
PlayStation 4 allowing gamers to
begin playing the game as the
remainder installs.
This feature is the result of an
investment in the software and
hardware of a system to reduce
waiting times.
28. OperationalManagement
Fewer companies have analysed
the psychology of queues and
waiting more than Disney.
According to a New York Times
article, if a popular ride like
Pirates of The Caribbean is too
slow, the Disney command centre
gives the order to release more
boats.
This shows an investment by
Disney in having more facilities
and staff on stand-by, which they
can roll out, when required.
29. OperationalManagement
40 seconds
I once worked on a dashboard
that reports on the health of
devices across a global network.
A requirement was for the system
to ping all devices on the network
to retrieve a report on the health
of each device.
Global networks can have many
thousands of devices, so results
would take about 40 seconds to
appear on the dashboard.
An Operational Management
approach to reducing this wait
would require very high costs to
replace expensive technology.
30. How much time saving is enough?
Applying an Operational Management approach raises
important questions such as, “What do we need to change
to make the desired reduction in time?”, and“How much
will the investment cost?”.
The question you should start with is:
How much difference in time is perceivable?
32. OperationalManagement
2010 2012
Here’s an example to illustrate.
Celebrity chef Jamie Oliver
published “Jamie’s 30 Minute
Meals”, later followed with
“Jamie’s 15 Minute Meals”.
In time savings a 15 minute meal
is half the time it takes to make
a 30 minute meal, or 50% of
the time, which far exceeds a
20% saving, and is therefore a
perceivable difference according
to Weber’s ratio.
Had Jamie Oliver published
“Jamie’s 25 Minute Meals” it would
have been a different story. A
16.6% saving would have been less
than a 20% saving, and would have
therefore been imperceivable.
33. OperationalManagement Applying Weber’s 20% Ratio to our
dashboard with its 40 second wait,
a 20% reduction in waiting would
create a perceivable difference,
so the desired wait would have
to be 32 seconds or less to be
considered a worthwhile
investment.
Anything higher than this, for
instance, 35 seconds, would be
imperceivable, and therefore
not a good investment.
Incidentally this works both ways.
If introducing analytics increases
the delay, providing this is within
a 20% increase, it won’t have
a perceivable difference on the
experience.
40 seconds
35. Perceptual Management
Perceptual Management is an approach that focusses on
distractions and techniques to influence a customer’s perception of
the passing of time and as you’ll see from the examples that follow
this is a commonly used strategy.
Note that the more a customer is exposed to a distraction, the less
effect it has on them so Perceptual Management should only be
considered for less frequent interactions.
36. PerceptualManagement
There are inevitable delays when
eating out; from arriving at a
restaurant and waiting for a table,
to being seated and then waiting to
order and receive your meal.
Visit an Honest Burger on a busy
day without a reservation where
delays can be up to as much as an
hour, and they’ll add your details
to their booking system, which will
send you an alert when your table
is ready.
This frees you up from staying in
the restaurant to go shopping or
have a drink nearby, distracting
you from the experience of the
wait for a table.
37. PerceptualManagement We touched on Disney’s approach
to Operational Management,
earlier, but they also employ
Perceptual Management to
overcome the challenge of waiting
times in queues.
The sight of a long queue is
demoralising, so every Disney
ride has a serpentine queue that
winds through a number of
staged distractions.
Staff keep customers engaged up
and down queues, and some
experiences have more specific
set pieces to distract waiting
customers, such as the special
effects waiting room for the
Haunted Mansion.
38. PerceptualManagement
One commonly used distraction
is the use of televisions and
radios in waiting rooms.
Visit a Post Office, and chances
are you’ll find yourself watching
a well positioned television,
distracting you from the often
long wait.
This technique has also made its
way into healthcare, and
televisions are now a common
site in hospital and surgery
waiting rooms.
39. PerceptualManagement Stepping off a flight at an airport
leads to an inevitable wait for your
luggage to be taken from the plane
and arrive into the building for you
to collect.
Rather than have you step off the
plane and stand for 8 - 10 as you
wait for your luggage, many
airports employ Perceptual
Management through having you
step off the plane then walk
through a complex route of
corridors within the airport to
reach the luggage collection point.
It takes the same time to be
reunited with your luggage, but the
short walk distracts you from the
experience of waiting for your
luggage to arrive.
40. PerceptualManagement
Waiting for content to load is all
part of the experience when
interacting with apps or
websites.
The loading animations and
spinning wheels found in apps
and websites are examples of
Perceptual Management.
These signify that activity is
taking place, but they also occupy
your time with distractions as
content is loaded.
41. PerceptualManagement
Another often used Perceptual
Management technique is
displaying messaging in apps
and websites as your customer
waits for content to load content.
Dedicating time to reading this
type of messaging distracts you
from the wait for the actual
content to load.
Slack is shown here displaying
messages as the desktop
application starts up
and loads content.
43. Tolerance Management
Tolerance Management doesn’t attempt to disguise the duration
of waiting, but instead sets out to make customers more tolerant
of the delay.
Tolerance for any duration is subjective and relative to the situation.
For example, a 10 minute delay in travelling to an appointment
you’re already 15 minutes late for is far more painful than a 10
minute delay following a 3 day wait for a parcel to be delivered.
44. ToleranceManagement
Amazon offer next day delivery,
and are very transparent about
how they will compensate
you if they fail to deliver to
their promise.
45. ToleranceManagement
During the installation of an
operating system, communicating
the ongoing process is crucial as
users are typically unable to
perform any tasks on the
computer until the operating
system has fully installed.
46. ToleranceManagement Returning the dashboard example,
Operational Management wasn’t
a viable solution due to costs.
Perceptual Management was also
not viable due customers using the
system multiple times throughout
the day.
Tolerance Management was the
recommended strategy in dealing
with delays in waiting for reports to
be retrieved.
Techniques implemented included
messaging that reminded
customers of the complexity of the
task of pinging the many thousands
of devices on their network, and
multitasking was supported,
allowing customers to perform
other tasks as content was loaded.40 seconds