This document discusses the history and evolution of agile UX practices. It outlines Don Norman's coining of the term "user experience architect" in 1993 and Jesse James Garrett's Elements of User Experience model in 2000 as important early developments. The document then presents six principles for realigning UX with agile, including not dictating to developers and designing all aspects of the user experience. Finally, it lists twelve emerging best practices for integrating UX work into agile development processes and recommends several books and resources on lean UX.
Fundamentals of Lean UX, Agile on the Beach 2014Adrian Howard
Lean UX sits at the intersection of the Agile, Lean Startup & User Experience communities of practice.
This workshop will introduce you to the basics of the Lean UX approach, and take you through the process of applying Lean UX techniques at different stages of the product/business development process.
Learning outcomes:
* Lean UX and its relation to Lean Startup, Agile UX & general Lean
approaches the common myths and misunderstandings about Lean UX
* How to apply Lean UX approaches within your own company
* How the hypothesis/experiment model differs from traditional requirements
* How Lean UX can be used to understand customers better, discover new
product ideas, and reduce risk in new product development
The document is a presentation by Helene Blowers on creating a culture of innovation in libraries. It discusses that innovation is not just change or new ideas, but turning ideas into usable products. It provides examples of different types of innovation and elements that support innovation, such as creativity, strategy, implementation and profitability. It also discusses the role of leadership in fostering innovation and providing a safe space for employees to take risks and learn from failures. The presentation aims to provide libraries with frameworks and strategies for cultivating innovation.
Moving from task based to experience based designNeil Turner
In an increasingly multi-channel world it's important to look at the entire end to end experience that a customer receives, not just to focus on individual customer tasks, interactions and touch points. This presentation covers how to move from a task based design mind-set to an experience based design mind-set, along with some key tools and techniques for designing true multi-channel experiences and for mapping out the complete end to end customer journey.
This document discusses the benefits of designers and developers working collaboratively throughout the product development process. It emphasizes establishing a shared understanding of requirements through early involvement of both parties. Design documentation should be tailored to the needs of developers to help implementation match the intended design. Issues should be tracked jointly and documentation used as a communication tool between designers and developers.
The pursuit of tapiness - A case study in making tablet friendly websitesNeil Turner
How hard can it be to make a website tablet friendly? Hang about, exactly what do you mean by tablet friendly? Are we including mini tablets? What sort of usability quirks and foibles will tablet users put up with? How can something that sounds so simple prove to be so tricky to pin down, let along achieve?
Come with me on a journey through space and time as I discuss how TUI, Europe’s largest holiday tour operator set about making Thomson.co.uk and Firstchoice.co.uk more tablet friendly. I’ll discuss why designing a great experience for tablet users is so important, what it means to optimise a website for tablet and how we went about doing it. I’ll discuss how we identified the most important improvements to make and how we’re ensuring that future designs are always tablet friendly.
Sometimes making choices in our career paths is difficult. Wouldn't it be helpful to have guidelines to help us make decisions that open up your options rather than shut them down? Discover how choosing creativity, a growth mindset, finding your Flow, and being a Maker puts you on the path of having infinite possibilities in your career, creating a clear path to a future where you can not only be awesome, but also do meaningful work.
This document provides an overview of concepts related to creativity and design. It discusses product design basics like form, function and aesthetics. It emphasizes integrating creative ideas into consumer-appealing product designs. Cutting-edge product design issues and examining designs in an Asian cultural context are also covered. The document references various online resources on topics like idea execution, concept evaluation, prototyping, global design, lean design, rapid manufacturing, sustainability, open innovation, universal design, crowdsourcing and bio-inspired design.
This document discusses the history and evolution of agile UX practices. It outlines Don Norman's coining of the term "user experience architect" in 1993 and Jesse James Garrett's Elements of User Experience model in 2000 as important early developments. The document then presents six principles for realigning UX with agile, including not dictating to developers and designing all aspects of the user experience. Finally, it lists twelve emerging best practices for integrating UX work into agile development processes and recommends several books and resources on lean UX.
Fundamentals of Lean UX, Agile on the Beach 2014Adrian Howard
Lean UX sits at the intersection of the Agile, Lean Startup & User Experience communities of practice.
This workshop will introduce you to the basics of the Lean UX approach, and take you through the process of applying Lean UX techniques at different stages of the product/business development process.
Learning outcomes:
* Lean UX and its relation to Lean Startup, Agile UX & general Lean
approaches the common myths and misunderstandings about Lean UX
* How to apply Lean UX approaches within your own company
* How the hypothesis/experiment model differs from traditional requirements
* How Lean UX can be used to understand customers better, discover new
product ideas, and reduce risk in new product development
The document is a presentation by Helene Blowers on creating a culture of innovation in libraries. It discusses that innovation is not just change or new ideas, but turning ideas into usable products. It provides examples of different types of innovation and elements that support innovation, such as creativity, strategy, implementation and profitability. It also discusses the role of leadership in fostering innovation and providing a safe space for employees to take risks and learn from failures. The presentation aims to provide libraries with frameworks and strategies for cultivating innovation.
Moving from task based to experience based designNeil Turner
In an increasingly multi-channel world it's important to look at the entire end to end experience that a customer receives, not just to focus on individual customer tasks, interactions and touch points. This presentation covers how to move from a task based design mind-set to an experience based design mind-set, along with some key tools and techniques for designing true multi-channel experiences and for mapping out the complete end to end customer journey.
This document discusses the benefits of designers and developers working collaboratively throughout the product development process. It emphasizes establishing a shared understanding of requirements through early involvement of both parties. Design documentation should be tailored to the needs of developers to help implementation match the intended design. Issues should be tracked jointly and documentation used as a communication tool between designers and developers.
The pursuit of tapiness - A case study in making tablet friendly websitesNeil Turner
How hard can it be to make a website tablet friendly? Hang about, exactly what do you mean by tablet friendly? Are we including mini tablets? What sort of usability quirks and foibles will tablet users put up with? How can something that sounds so simple prove to be so tricky to pin down, let along achieve?
Come with me on a journey through space and time as I discuss how TUI, Europe’s largest holiday tour operator set about making Thomson.co.uk and Firstchoice.co.uk more tablet friendly. I’ll discuss why designing a great experience for tablet users is so important, what it means to optimise a website for tablet and how we went about doing it. I’ll discuss how we identified the most important improvements to make and how we’re ensuring that future designs are always tablet friendly.
Sometimes making choices in our career paths is difficult. Wouldn't it be helpful to have guidelines to help us make decisions that open up your options rather than shut them down? Discover how choosing creativity, a growth mindset, finding your Flow, and being a Maker puts you on the path of having infinite possibilities in your career, creating a clear path to a future where you can not only be awesome, but also do meaningful work.
This document provides an overview of concepts related to creativity and design. It discusses product design basics like form, function and aesthetics. It emphasizes integrating creative ideas into consumer-appealing product designs. Cutting-edge product design issues and examining designs in an Asian cultural context are also covered. The document references various online resources on topics like idea execution, concept evaluation, prototyping, global design, lean design, rapid manufacturing, sustainability, open innovation, universal design, crowdsourcing and bio-inspired design.
This document discusses developing learning programs and stimulating creativity to promote economic growth. It mentions that 80% of people think creativity is key to success, while 25% feel they can be highly creative. Various trends in areas like technology, society, and economics need to be followed. Ideas around upcycling waste, jugaad innovation, and using minimal resources are presented. Sports technology, interactive walls, Xbox Kinect, and other tools are proposed for applications like fitness centers and assisted living. Convincing others of new ideas requires power of persuasion. Checklists for content and format of presentations are provided.
Scrum Masters:The Full-Time Role ConundrumCraig Smith
Presentation by Craig Smith at Scrum Australia 2013 in Sydney in March 2013. The Scrum Guide defines the Scum Team as being made up of three primary roles: Product Owner, Development Team and Scrum Master. The role of the Scrum Master is often misunderstood, particularly by management, so often questions start to get asked such as “can I share the Scrum Master across teams”, “can the Scrum Master do Project Management” and “can the role be rotated”? In this talk we will take a look at some of the misconceptions around the Scrum Master role, discuss how it fits into the organisational structure and tackle the age-old question of whether the Scrum Master is a full time role. We will also look at an improvement plan template to help Scrum Masters improve in their role.
Deciding what to build without killing each otherPhilip Likens
Deciding what to build is hard. Making the decision as a team is even tougher. Team members often have differing views on which portions of the prototype are most important and what functionality to include. Tensions from the decision-making process can drive teams apart. In our labs group we have adopted a framework for making prototyping and project decisions. This presentation outlines the framework we use in Sabre Labs, as well as some examples of times we’ve gotten it right, and other times we haven’t.
Responsive Design for Complex Websites (IXDA Munich)Sabine Berghaus
This document discusses responsive design for complex websites. It outlines some common rules and challenges when taking a responsive approach. These include using tools like InDesign instead of Photoshop, keeping content structured with basic responsive patterns, and getting technical and creative teams connected early through concepts and testing. The presentation aims to help others learn from their experience designing a large responsive redesign project.
This document provides resources for UX design including books, blogs, websites, methods, tools, principles and a video about Google's usability lab. It lists popular UX books, blogs on UX topics, the Quora question board for UX, Yahoo's design pattern library, common UX methods and tools used by the author such as Omnigraffle and Dropbox. Ten principles for a "Googley" user experience are outlined from Google's UX website and a video tour of Google's usability lab is linked. Finally, a two-part blog post on how to become a UX designer is referenced.
This document provides an overview of wireframing and user experience design. It discusses introducing wireframing and the goals of wireframing such as concept exploration, layout, interactions, communication, and minimizing risk. User centered design principles like personas, goals, tasks and scenarios are covered. The document also discusses tools for wireframing like Omnigraffle, Balsamiq, paper prototyping. Testing wireframes and ensuring designs are usable is addressed as well as resources for further learning.
The objective of this course is to introduce students to the basics of product design, including issues relating to product form and function, aesthetics, and consumer experience. Students will learn how to integrate creative ideas into appealing product designs for consumers. Current issues and cutting-edge topics in product design will be discussed, with special emphasis placed on examining designs within an Asian cultural context.
The document discusses creativity and design. It provides an overview of a course on creativity and design, including its objectives, themes, lessons learned from past years, and main changes for the upcoming year. The course aims to introduce basics of product design and examine issues relating to form, function, aesthetics and consumer experience. It discusses balancing content and keeping students outside their comfort zones. The document examines different views of design and provides examples of innovative designs. It emphasizes that creativity and design have strategic importance for organizations.
This chapter discusses robotic systems and focuses on the design of highly mobile robots. It explains that highly mobile robots are needed for applications like urban search and rescue in hazardous environments with difficult access. The chapter then evaluates design requirements for scenarios like searching collapsed mines or rubble after natural disasters. It identifies needs like negotiating debris, mud, rocks, and vertical obstacles. Concepts for mobility enhancers like articulated legs, tracks, and folding mechanisms are presented. A potential prototype design is also shown.
1. The document discusses the relationship between creativity and design through the example of designing different chess sets.
2. It encourages the reader to evaluate different chess set designs and consider which they would choose based on preferences for different pieces.
3. It then presents techniques called "benign structures" that can support creativity, such as reverse thinking, add-on thinking, and blue sky thinking, and discusses how leadership can help design teams be more creative by establishing new structures.
Third day of the Design & Creativity module at Nanyang Technological University. Institute on Asian Consumer Insights. This is the "How?" day, includes the sketching activity and the challenge to do something new. Cultivate ambiguity, rethink the role of failure, and think about "innovative diversity" in your organisation.
Revised and updated slides for the first day of the Creativity and Design module at the Institute on Asian Consumer Insight, Nanyang Technological University 2016
This document discusses how visual and creative thinking techniques can help adults reawaken their natural creative abilities. It explores myths that prevent creativity, such as the ideas that creativity only comes from epiphanies or lone innovators. Tips are provided for starting visual thinking habits, such as creating an environment conducive to creativity, drawing regularly, and taking creative breaks. References are made to how characters like Peter Pan and Willy Wonka embrace imagination and make-believe.
Can we measure Creativity, Design and Innovation? The case of México.Marco Ferruzca
This document discusses various frameworks for measuring creativity, design, and innovation in cities and countries. It provides an overview of indexes like the Global Creativity Index, Design, Creativity and Innovation Scoreboard, and International Design Scoreboard. These indexes use both quantitative indicators and qualitative factors to assess areas like technology, talent, tolerance, education, economic outputs, and design capabilities. The document also analyzes Mexico's performance in these indexes and discusses community-driven projects in Mexico that support creativity but may not be captured by existing measurement frameworks. It concludes that while creativity, design and innovation can be measured, the picture is incomplete and frameworks do not capture the full creative spirit of a city.
LinkedIn is a professional networking platform that allows users to connect with colleagues and find job opportunities. It was founded in 2003 by Reid Hoffman and has over 48 million members worldwide. LinkedIn targets affluent professionals globally, including job seekers and those wanting to maintain business connections. The platform is free for basic use, but offers paid business accounts with additional features and advertising options.
This document discusses how to develop creative ideas into successful products or solutions. It suggests that after generating many creative ideas, teams must focus on evaluating and selecting the best few to develop further. Prototyping and gathering feedback are important parts of this process to manage uncertainty, learn about ideas, and gain support for changes. While creativity is important, successfully executing ideas into real solutions requires focusing resources on the most promising concepts and iterating them over time through prototyping and testing.
The document discusses the author's journey to move faster in UX design. It emphasizes lean and agile principles like rapid prototyping, frequent customer validation through testing prototypes, and shipping ideas quickly through short iteration cycles. Combining UX, product, and development teams allows for fast collaborative idea generation, prototyping, testing, and refinement to determine what is valuable to customers.
Fail Fast, Learn Fast, Move Fast: My UX journey to move fasterJeremy Johnson
We've all heard about the Lean Startup, and now Lean UX. This is a intro into how I've been using these methods to speed up the UX process, and work better within product teams.
This document discusses developing learning programs and stimulating creativity to promote economic growth. It mentions that 80% of people think creativity is key to success, while 25% feel they can be highly creative. Various trends in areas like technology, society, and economics need to be followed. Ideas around upcycling waste, jugaad innovation, and using minimal resources are presented. Sports technology, interactive walls, Xbox Kinect, and other tools are proposed for applications like fitness centers and assisted living. Convincing others of new ideas requires power of persuasion. Checklists for content and format of presentations are provided.
Scrum Masters:The Full-Time Role ConundrumCraig Smith
Presentation by Craig Smith at Scrum Australia 2013 in Sydney in March 2013. The Scrum Guide defines the Scum Team as being made up of three primary roles: Product Owner, Development Team and Scrum Master. The role of the Scrum Master is often misunderstood, particularly by management, so often questions start to get asked such as “can I share the Scrum Master across teams”, “can the Scrum Master do Project Management” and “can the role be rotated”? In this talk we will take a look at some of the misconceptions around the Scrum Master role, discuss how it fits into the organisational structure and tackle the age-old question of whether the Scrum Master is a full time role. We will also look at an improvement plan template to help Scrum Masters improve in their role.
Deciding what to build without killing each otherPhilip Likens
Deciding what to build is hard. Making the decision as a team is even tougher. Team members often have differing views on which portions of the prototype are most important and what functionality to include. Tensions from the decision-making process can drive teams apart. In our labs group we have adopted a framework for making prototyping and project decisions. This presentation outlines the framework we use in Sabre Labs, as well as some examples of times we’ve gotten it right, and other times we haven’t.
Responsive Design for Complex Websites (IXDA Munich)Sabine Berghaus
This document discusses responsive design for complex websites. It outlines some common rules and challenges when taking a responsive approach. These include using tools like InDesign instead of Photoshop, keeping content structured with basic responsive patterns, and getting technical and creative teams connected early through concepts and testing. The presentation aims to help others learn from their experience designing a large responsive redesign project.
This document provides resources for UX design including books, blogs, websites, methods, tools, principles and a video about Google's usability lab. It lists popular UX books, blogs on UX topics, the Quora question board for UX, Yahoo's design pattern library, common UX methods and tools used by the author such as Omnigraffle and Dropbox. Ten principles for a "Googley" user experience are outlined from Google's UX website and a video tour of Google's usability lab is linked. Finally, a two-part blog post on how to become a UX designer is referenced.
This document provides an overview of wireframing and user experience design. It discusses introducing wireframing and the goals of wireframing such as concept exploration, layout, interactions, communication, and minimizing risk. User centered design principles like personas, goals, tasks and scenarios are covered. The document also discusses tools for wireframing like Omnigraffle, Balsamiq, paper prototyping. Testing wireframes and ensuring designs are usable is addressed as well as resources for further learning.
The objective of this course is to introduce students to the basics of product design, including issues relating to product form and function, aesthetics, and consumer experience. Students will learn how to integrate creative ideas into appealing product designs for consumers. Current issues and cutting-edge topics in product design will be discussed, with special emphasis placed on examining designs within an Asian cultural context.
The document discusses creativity and design. It provides an overview of a course on creativity and design, including its objectives, themes, lessons learned from past years, and main changes for the upcoming year. The course aims to introduce basics of product design and examine issues relating to form, function, aesthetics and consumer experience. It discusses balancing content and keeping students outside their comfort zones. The document examines different views of design and provides examples of innovative designs. It emphasizes that creativity and design have strategic importance for organizations.
This chapter discusses robotic systems and focuses on the design of highly mobile robots. It explains that highly mobile robots are needed for applications like urban search and rescue in hazardous environments with difficult access. The chapter then evaluates design requirements for scenarios like searching collapsed mines or rubble after natural disasters. It identifies needs like negotiating debris, mud, rocks, and vertical obstacles. Concepts for mobility enhancers like articulated legs, tracks, and folding mechanisms are presented. A potential prototype design is also shown.
1. The document discusses the relationship between creativity and design through the example of designing different chess sets.
2. It encourages the reader to evaluate different chess set designs and consider which they would choose based on preferences for different pieces.
3. It then presents techniques called "benign structures" that can support creativity, such as reverse thinking, add-on thinking, and blue sky thinking, and discusses how leadership can help design teams be more creative by establishing new structures.
Third day of the Design & Creativity module at Nanyang Technological University. Institute on Asian Consumer Insights. This is the "How?" day, includes the sketching activity and the challenge to do something new. Cultivate ambiguity, rethink the role of failure, and think about "innovative diversity" in your organisation.
Revised and updated slides for the first day of the Creativity and Design module at the Institute on Asian Consumer Insight, Nanyang Technological University 2016
This document discusses how visual and creative thinking techniques can help adults reawaken their natural creative abilities. It explores myths that prevent creativity, such as the ideas that creativity only comes from epiphanies or lone innovators. Tips are provided for starting visual thinking habits, such as creating an environment conducive to creativity, drawing regularly, and taking creative breaks. References are made to how characters like Peter Pan and Willy Wonka embrace imagination and make-believe.
Can we measure Creativity, Design and Innovation? The case of México.Marco Ferruzca
This document discusses various frameworks for measuring creativity, design, and innovation in cities and countries. It provides an overview of indexes like the Global Creativity Index, Design, Creativity and Innovation Scoreboard, and International Design Scoreboard. These indexes use both quantitative indicators and qualitative factors to assess areas like technology, talent, tolerance, education, economic outputs, and design capabilities. The document also analyzes Mexico's performance in these indexes and discusses community-driven projects in Mexico that support creativity but may not be captured by existing measurement frameworks. It concludes that while creativity, design and innovation can be measured, the picture is incomplete and frameworks do not capture the full creative spirit of a city.
LinkedIn is a professional networking platform that allows users to connect with colleagues and find job opportunities. It was founded in 2003 by Reid Hoffman and has over 48 million members worldwide. LinkedIn targets affluent professionals globally, including job seekers and those wanting to maintain business connections. The platform is free for basic use, but offers paid business accounts with additional features and advertising options.
This document discusses how to develop creative ideas into successful products or solutions. It suggests that after generating many creative ideas, teams must focus on evaluating and selecting the best few to develop further. Prototyping and gathering feedback are important parts of this process to manage uncertainty, learn about ideas, and gain support for changes. While creativity is important, successfully executing ideas into real solutions requires focusing resources on the most promising concepts and iterating them over time through prototyping and testing.
The document discusses the author's journey to move faster in UX design. It emphasizes lean and agile principles like rapid prototyping, frequent customer validation through testing prototypes, and shipping ideas quickly through short iteration cycles. Combining UX, product, and development teams allows for fast collaborative idea generation, prototyping, testing, and refinement to determine what is valuable to customers.
Fail Fast, Learn Fast, Move Fast: My UX journey to move fasterJeremy Johnson
We've all heard about the Lean Startup, and now Lean UX. This is a intro into how I've been using these methods to speed up the UX process, and work better within product teams.
Data Driven Design - Web Analytics & Testing for Designers (Web Directions So...Luke Stevens
This document summarizes a presentation by Luke Stevens on data-driven web design. [1] It discusses how performance metrics can be used to test different design variations and identify the best performing one using A/B testing. A case study is presented of redesigning PhotographyBLOG.com where testing found user performance was identical between two designs. The presentation advocates for using tools like Google Website Optimizer to serve different CSS files and measure results in Google Analytics to objectively test web designs.
This document outlines 10 web performance lessons for the 21st century. The lessons are: 1) Measure first, optimize bottlenecks second 2) Measure what matters 3) Get a performance budget 4) Write JavaScript efficiently using mostly functions 5) Write code efficiently using mostly HTML 6) Consider static functional programming as JavaScript may not be enough 7) Observe how browsers work behind the scenes 8) Build fast organizations 9) Have courage in your minimalism 10) Sometimes keeping it simple with 9 lessons is enough. The document provides explanations and examples for each lesson along with relevant links to additional resources.
Christian Heilmann gives advice on how to succeed on the open web. He recommends focusing on building for the web using existing web technologies and APIs rather than proprietary systems. Specifically, he suggests starting with Yahoo! Query Language (YQL) to build and test APIs by accessing and combining data from various web services and sites. By making APIs and data openly available, it can help developers and others build on your work, which in turn helps gain recognition and an audience on the web. Overall, the key is leveraging existing web technologies and standards through open collaboration rather than trying to do everything alone or reinventing the wheel.
Challenge your product development department by a challenging contest with LEGO bricks: "Who Delivers Value First?" - Agile or Waterfall?
Product Owner Challenge is an agile game w/ Lego bricks. Its about challenging the product development to communicate clear objectives, requirements, and vision.
Slidedeck contains playing instructions, examples, and further info.
Material needed: (a) "Presentation User Stories for POChallenge", (b) "Process Cards for POChallenge" - both on my SlideShare account
Your ideas are really beautiful only inside your head, every time you try to share your idea the other person don't get it.
I want to teach you how to:
- generate many creative ideas
- share your ideas with others
- verify if they are valid
- get feedback on them properly
- present them
- create prototype of your application in a minute
If you are interested in the topics covered, further reading may include:
"Sketching User Experiences" by Bill Buxton
"Design is a Job" by Mike Monteiro
This document provides an introduction to rapid prototyping. It defines a prototype and discusses choosing the appropriate level of fidelity for a prototype based on factors like the audience, purpose, level of uncertainty, number of iterations needed, and available tools. It then discusses specific prototyping tools that can be used to create low, medium, and high fidelity prototypes. The document concludes with proposing a workshop where participants will work in groups to create functional application prototypes focused on topics like IoT, big data, healthcare or mobile work life using prototyping templates and tools.
Dans cette présentation, Chris Heilmann nous parlera des problèmes liés à l'adoption de standards du web récents, et décrira des façons de contourner ces difficultés. Un exemple simple est le manque de prise en charge native de l'audio et de la vidéo, et les problèmes des implémentations actuelles.
La session illustrera concrètement comment régler des problèmes a priori sans solution en les attaquant sous un autre angle. Il s'agit essentiellement de trouver une façon pragmatique de vendre, implémenter et utiliser les standards plutôt que d'attendre que le marché adopte des technologies dont l'utilisation devrait être d'une évidence complète.
Présentation originale : http://www.slideshare.net/cheilmann/working-in-the-now-presentation/
The document discusses different types of prototyping including paper prototyping, CAD prototyping, rapid prototyping, and basic prototyping. It provides an example of how Starbucks uses fixture prototyping with vendors to prototype new store designs. Prototyping allows companies to test designs and get feedback before fully developing a new product or service. The document concludes by listing additional resources for learning more about prototyping methods and applications.
Polymer is a new framework developed by Google for quickly creating web applications using web components. At Kontest, we face the challenge to push this technology in production to a mainstream audience for the 1st time ever.
The presentation starts with the fundamentals and some examples. Then, we share our feedbacks from the field with all the details on the implementation.
Failing Fast & Learning Along the Way - Big Design 2013Jeremy Johnson
Mantras of startups: "fail fast", "move fast and break things", "keep shipping" - these are all great slogans, but unknown to many - these are really all about learning. It's about getting things in front of your customers early, and often. Watching - and learning. Finding what ideas were not quite as brilliant as you once thought - and finding this out as fast and cheap as possible.
How are modern product teams making this happen? Where does User Experience and customer research fit in this model? Taking from Agile, Lean, and User Centered Design - this talk will go over the build-measure-learn process, and how you can start to shape your organization to move fast, without leaving your customers behind.
This talk was given at Big Design 2013 #bigd13
Design Methods and Lessons for Application Development - Oct 15, 2015Kathleen Ludewig Omollo
Invited talk given to xHub Innovative Society in Addis Ababa, Ethiopia.
Talk abstract at http://www.xhubaddis.com/xhub-speaker-series-design-methods-and-lessons-for-application-development/.
1. Christian Heilmann discusses key steps for building a successful web product: having a creative idea, finding people to build it, and getting discovered by people.
2. He argues that instead of focusing on these steps, one should "shift your focus" to using existing web technologies to build and promote your product.
3. Some strategies he recommends include using APIs to allow flexible development and access to data, leveraging Yahoo Query Language (YQL) as a way to test your product before fully developing infrastructure, and releasing free tools and content to promote discovery by developers.
The document summarizes key themes and questions from Day 2 of an event on creativity and design. Some of the themes discussed included reframing problems, the need for both order and disorder in creativity, and transforming fear of change into positive energy. Questions focused on topics like balancing breadth and depth in creativity, measuring creativity, and resisting the urge to immediately solve problems.
Lean UX sits at the intersection of Agile, Lean Startup & User Experience. We explode some of the myths and demonstrate how to apply Lean UX principles to the way your products are designed and built.
Similar to ACI Design and Creativity Day05 2015 (20)
Causation is a complex topic with no comprehensive rule to determine if c causes e. There are different types of causes like background vs foreground. Productive theories see causes generating effects, while difference-making theories see causes changing outcomes. Debates about causation and ethics both involve nonlinear relationships. We cannot dismiss influencing the past just because it occurred, like we cannot change the determined future. Our understanding of causation involves both influence and patterns in events.
This document discusses the book "100 Ideas That Changed Design" by Charlotte and Peter Fiell. It provides commentary on some of the key ideas discussed in the book, including innovation, luxury, design education, design reform, morality, design rhetoric, vernacularism, Gesamtkunstwerk, ornament and crime, purity, rationalism, and new objectivity. Many of these ideas helped shape the modern design movement by focusing on simplicity, functionality, and rejecting ornamentation in favor of clean geometric forms. The document also notes some of the political influences and goals of early modern design groups.
Este documento discute la ecología de las ideas y cómo el conocimiento está enraizado en el contexto cultural y social. Argumenta que aunque el conocimiento está determinado por estas influencias, también puede haber cierto grado de autonomía e independencia del conocimiento. Identifica varios factores que pueden debilitar las determinaciones culturales e impulsar el cambio de ideas, como el diálogo cultural, la expresión de desviaciones y la existencia de un "calor cultural" con debates e intercambios de ideas.
This document summarizes key points from a lecture on virtual design. It discusses how:
1. The distinction between virtual and real is blurred, as design involves anticipating future experiences that do not yet physically exist.
2. Design exists in the relationship between virtual ideas/concepts and real, physical artifacts.
3. Designers should focus less on whether something is physical or digital, and more on how well designs enable experiences and solve problems.
Excerpts from the book: Heller, S., Talarico, L. (2009). Design School Confidential: Extraordinary Class Projects From the International Design Schools. United States: Rockport Publishers.
El documento discute los peligros de la industria cultural y la manipulación de las imágenes. Expresa preocupación por la abundancia de imágenes producidas por las industrias culturales para fines comerciales, y cómo esto puede reducir a las personas a una masa y obstaculizar la autonomía individual. También señala que los grandes conglomerados controlan los medios de comunicación y usan el marketing para suministrar productos culturales ajustados a los deseos dominantes.
El documento discute la cultura de masas desde varias perspectivas. Se argumenta que la cultura de masas surge en sociedades industriales modernas donde las masas participan en la vida pública. Sin embargo, la cultura de masas a menudo es producida por grupos económicos para ganar dinero en lugar de ofrecer experiencias críticas a las masas. Esto crea una paradoja donde las masas consumen modelos culturales burgueses pensando que son expresiones propias.
This document provides a summary of the key ideas from the book "Understanding Computers and Cognition: A New Foundation for Design" by Terry Winograd and Fernando Flores. The book brings together topics of computer technology and human existence to generate new understandings. It draws from philosophers like Heidegger, Gadamer, Maturana, and Austin to develop a new foundation for understanding cognition and designing technology based on our situatedness in social and linguistic traditions.
This document discusses bridging the gap between researchers and designers. It notes there are often misunderstandings due to differences in skills, culture, roles, languages, and mindsets between the two fields. Researchers favor an information-driven approach while designers prefer inspiration-driven work. The document provides examples of conducting light analysis directly with raw data or using a database for heavier analysis. It also discusses communicating results through presentations or by involving clients throughout the process. The goal is for both data and overall frameworks to inform conceptualization of new design ideas.
Brecht, B. (1978). Brecht on Theatre: The Development of an Aesthetic. United Kingdom: Hill and Wang.
Epic Theatre
Alienation Effect
The Instructive Theatre
Theatre and Knowledge
Experimental Theatre
Rational and Emotional
Elements of Illusion
Simulation (or Computation) and its DiscontentsR. Sosa
20+ key ideas from Sherry Turkle's 2009 book. Highly recommended.
Funny how Slideshare forces people to pick one category for a presentation. This is as much about design as it is about education, technology, etc.
Here are a few things that are missing from the abstract:
- Details about the specific board game design/activities used in the study. Just saying it uses a "board game-based approach" is vague.
- Background on previous research conducted in this area. The abstract does not establish what existing literature or gaps in knowledge the study aims to address.
- Sample size or participant demographics. Without mentioning how many parents/children will be involved, the scope of the study is unclear.
- Timeframe or duration of the study. When and for how long data will be collected is important contextual information.
- Limitations or delimitations of the research design. All studies have boundaries that should be acknowledged.
This document discusses Māori cultural practices and values known as tikanga Māori. It explains that tikanga Māori governs social interactions and relationships as well as individual identities. While tikanga focuses on correct behaviors and actions, many Māori have little knowledge of tikanga today due to past suppression and conversion to Christianity. Tikanga is based in mātauranga Māori, which is Māori knowledge and philosophy, and provides guidelines for ritual practices. Certain tikanga have changed over time through isolation and adaptation. The document then explores several key aspects of tikanga Māori including manaakitanga, te moenga rangatira, tapu
This document discusses Stephen Jay Gould's views on evolution and how it has been misinterpreted. Some key points:
1) Gould argues that evolution is not inherently progressive and that complexity has not increased over time. Most of life's history has involved simple unicellular organisms and anatomical complexity arose quickly and then changed little.
2) He criticizes the view of evolution as leading toward greater complexity and the dominance of humans. In reality, many lineages have adapted by becoming simpler over time.
3) Gould advocates for the theory of punctuated equilibrium, where species change little but are punctuated by periods of rapid speciation. This better fits the fossil record than gradualism.
Van aquí fragmentos de este libro escrito por el gran Adolfo Sánchez Vázquez y publicado en 1965 con algunas ideas que con los años se han hecho cada vez MÁS relevantes e importantes para entender el diseño. Queda mucho por hacer para conectar estas ideas y desarrollarlas, mucho ha pasado en estos 80 años.
Key excerpts from the book “Māori Philosophy, Indigenous Thinking from Aotearoa” by Georgina Tuari Stewart, 2021. Chapter 5 is succinct but highly recommended
Enhancing Adoption of AI in Agri-food: IntroductionCor Verdouw
Introduction to the Panel on: Pathways and Challenges: AI-Driven Technology in Agri-Food, AI4Food, University of Guelph
“Enhancing Adoption of AI in Agri-food: a Path Forward”, 18 June 2024
The Role of White Label Bookkeeping Services in Supporting the Growth and Sca...YourLegal Accounting
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Efficient PHP Development Solutions for Dynamic Web ApplicationsHarwinder Singh
Unlock the full potential of your web projects with our expert PHP development solutions. From robust backend systems to dynamic front-end interfaces, we deliver scalable, secure, and high-performance applications tailored to your needs. Trust our skilled team to transform your ideas into reality with custom PHP programming, ensuring seamless functionality and a superior user experience.
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NIMA2024 | De toegevoegde waarde van DEI en ESG in campagnes | Nathalie Lam |...BBPMedia1
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The Steadfast and Reliable Bull: Taurus Zodiac Signmy Pandit
Explore the steadfast and reliable nature of the Taurus Zodiac Sign. Discover the personality traits, key dates, and horoscope insights that define the determined and practical Taurus, and learn how their grounded nature makes them the anchor of the zodiac.
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AI Transformation Playbook: Thinking AI-First for Your BusinessArijit Dutta
I dive into how businesses can stay competitive by integrating AI into their core processes. From identifying the right approach to building collaborative teams and recognizing common pitfalls, this guide has got you covered. AI transformation is a journey, and this playbook is here to help you navigate it successfully.
Prescriptive analytics BA4206 Anna University PPTFreelance
Business analysis - Prescriptive analytics Introduction to Prescriptive analytics
Prescriptive Modeling
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Unlocking WhatsApp Marketing with HubSpot: Integrating Messaging into Your Ma...Niswey
50 million companies worldwide leverage WhatsApp as a key marketing channel. You may have considered adding it to your marketing mix, or probably already driving impressive conversions with WhatsApp.
But wait. What happens when you fully integrate your WhatsApp campaigns with HubSpot?
That's exactly what we explored in this session.
We take a look at everything that you need to know in order to deploy effective WhatsApp marketing strategies, and integrate it with your buyer journey in HubSpot. From technical requirements to innovative campaign strategies, to advanced campaign reporting - we discuss all that and more, to leverage WhatsApp for maximum impact. Check out more details about the event here https://events.hubspot.com/events/details/hubspot-new-delhi-presents-unlocking-whatsapp-marketing-with-hubspot-integrating-messaging-into-your-marketing-strategy/
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2. Steven Johnson: Where Good Ideas Come From
http://www.ted.com/talks/steven_johnson_where_good_ideas_come_from.html
3. http://99u.com/articles/6167/battling-the-half-life-of-idea-execution
“I think my love of idea generation has
become an escape hatch for when I start to
second guess myself in the midst of long-
term execution. When things aren’t going as
well as planned with a venture, new ideas
appear more attractive. And so I quickly
jump to something new”
Creativity should be less about creating new ideas, and
more about focusing and working on a few
48
4. Would you prefer…?
a) A team that generates 100 ideas with 10 of them being great
b) A team that generates 10 ideas with 2 of them being great
21. The best solutions…
Are difficult and take time
Are original rather than novel
Respond to new problems
Challenge the status-quo
Address causes, not symptoms
Apply technology appropriately
Reveal new ways of thinking about problems
Consider a wide variety of stakeholders
Are persuasively communicated
23. “It then took me 5,127 prototypes to
develop the final machine, each failed
prototype informing the next one. There
is always room for improvement and we
have been iteratively improving the
machine ever since.”
24.
25. “I'd seen an industrial sawmill, which uses something called a
cyclonic separator to remove dust from the air. I thought the same
principle of separation might work on a vacuum cleaner. I rigged up
a quick prototype, and it did.
I became obsessed. It took five years of doing nothing but making
and testing prototypes. My wife supported us by teaching art. She
was wonderful. But most other people thought I was mad.”
http://www.inc.com/magazine/201203/burt-helm/how-i-did-it-james-dyson.html
36. http://99u.com/articles/7224/why-fighting-for-our-ideas-makes-them-better
“People buy into the leader before they buy into the vision”
-- John C. Maxwell
“IKEA effect”: consumers
place a disproportionately
high value on products they
partially created
http://en.wikipedia.org/wiki/IKEA_effect
Beware the objective and subjective aspects of
creative ideation
50
39. Creativity requires clear feedback
Insincere support is poison
“Learn to say 'no' to the good so you can say 'yes' to the best.”
John C. Maxwell
Learn (when) to say ‘no’ to new ideas51
40.
41. Top creativity traits: persistence and flexibility52
http://www.fastcompany.com/pivot
http://www.fastcompany.com/1836238/how-eric-ries-coined-pivot-and-what-your-business-can-learn-it
Greg Kinnear in Flash of Genius (2008) http://www.imdb.com
42. A modular new-generation global platform for future vehicles
in the C & D segments (half of PSA Peugeot Citroën
production). A single platform for a range of body styles:
hatchback and saloon, coupé, cabriolet, estate, MPV and SUV
http://www.psa-peugeot-citroen.com/en/inside-our-industrial-environment/innovation-and-rd/emp2-the-new-efficient-modular-platform-by-psa-peugeot-citroen-article
51. Youn-Kyung Lim, Erik Stolterman, and Josh Tenenberg. 2008. The anatomy of prototypes: Prototypes as filters, prototypes as
manifestations of design ideas. ACM Trans. Comput.-Hum. Interact. 15, 2, Article 7 (July 2008), 27 pages.
“Sketch models” or low-fidelity models are quick
and inexpensive physical representations of ideas
54
54. Pei, E., Campbell, R.I., and Evans, M.A., “A taxonomic classification of visual design representations used by industrial designers and engineering designers”.
Accepted for publication in The Design Journal 14.1, Spring 2011.
55. Pei, E., Campbell, R.I., and Evans, M.A., “A taxonomic classification of visual design representations used by industrial designers and engineering designers”.
Accepted for publication in The Design Journal 14.1, Spring 2011.
56. Pei, E., Campbell, R.I., and Evans, M.A., “A taxonomic classification of visual design representations used by industrial designers and engineering designers”.
Accepted for publication in The Design Journal 14.1, Spring 2011.
57. Pei, E., Campbell, R.I., and Evans, M.A., “A taxonomic classification of visual design representations used by industrial designers and engineering designers”.
Accepted for publication in The Design Journal 14.1, Spring 2011.
58. Why
prototype?
• Reduce uncertainty
• Make assumptions explicit
• Learn a specific feature or property
• Evaluate alternatives
• Gather feedback and data
• Communicate a key decision
• Explore a range of values across variables
• Safety and ergonomics
• Test manufacturing and assemblies
Prototyping: an essential creative practice55
81. Key Q’s Functionality being tested?
Scales, assemblies and materials?
Structural behaviour and costs?
Physical or virtual prototype?
Decisions to build model/prototype:
materials, processes, time, modifications…
Single plan or replan?
Parallel or serial prototypes?
Simultaneous or iterative?
82. Important Good investment: plan resources & time
Make your goals and questions explicit
Learn from your models and prototypes:
test, measure, modify them
Document, record and analyse evidence
“Fail Early, Fail Fast and Fail Often”
http://www.lunar.com/failure-is-always-an-option/
http://www.fastcodesign.com/1663968/wanna-create-a-great-product-fail-early-fail-fast-fail-often
90. http://storyofstuff.org/movies/the-story-of-solutions/
“The real potential for reducing overall resource use
and pollution comes from reducing what we use (make
stuff last longer, borrow stuff instead of buying it, turn
to community rather than stuff for meaning and
entertainment, etc.) and re-using (repair, upcycle,
share, buy used, donate rather than dispose of stuff)”
91.
92. Hybrid cars and fuel efficient
engines are incremental
improvements
Car sharing, personal vehicles and
massive public transport are game-
changing solutions
100. The Ten Year ‘Miracle’ of the poster child for design and innovation
NASDAQ AAPL: Jobs returned to Apple in 1997.
iMac was introduced in 1998, iPod in 2001, iPhone in 2007
Study ‘successful’ cases59
101.
102.
103. “Whirlpool Corporation's Global Consumer Design Studios are based in four locations - North
America, Mexico, Europe and Asia - reflecting strong connections with the Company’s global
vision “Every Home, Everywhere” and its truly global approach to design”
Design is “glocal” and cross-disciplinary60
104. “No longer is a product designed, produced and sold in a single
country or even a single region”
http://www.deloitte.com/assets/Dcom-BruneiDarussalam/Local%20Assets/Documents/The-Future-Manufacturing.pdf
http://www.bus.umich.edu/NewsRoom/ArticleDisplay.asp?news_id=25260
“The 787 has faced a lot of problems [that] can be traced to the
difficulties of managing a globally outsourced supply chain”
105. http://www.adobe.com/fr/enterprise/plm_popup.html
"PLM or Product Life cycle Management is a process or system to manage
the data and design process associated with the life of a product from its
conception and envisioning through its manufacture, to its retirement and
disposal. PLM manages data, people, business processes, manufacturing
processes, and anything else pertaining to a product” Aras
141. Example: Based on the ‘golf
ball problem’, we ask Nature
‘how to locate an object?’:
www.asknature.org/search?category=default&
query=Locate+an+object
143. Design for, by, with robots
Robots as target users, robots for evaluation of spaces, robots as decision-making tools
https://www.flickr.com/photos/snazzyguy/
The future is technology + design63