Тезисы:
- Определения: юзабилити, опыт взаимодействия, социальная сеть
- Задачи, решаемые социальными сетями
- От идеи сайта до образа проекта
- Типология социальных сетей с точки зрения функциональности
- Привлечение новых пользователей на сайт
- Установление взаимоотношений пользователей друг с другом
- Генерация контента пользователями
- Увеличение числа социальных контактов
There are several myths about how social networks make money. In reality, many social networks are profitable through various revenue streams like advertising, selling digital goods, charging for premium memberships and services. While some networks have yet to make money, the opportunities for generating revenue from social networks are substantial and include areas like mobile applications, games, location-based services, e-commerce and enterprise solutions. A thriving ecosystem of supporting businesses is also emerging around social networks.
Тезисы:
- Определения: юзабилити, опыт взаимодействия, социальная сеть
- Задачи, решаемые социальными сетями
- От идеи сайта до образа проекта
- Типология социальных сетей с точки зрения функциональности
- Привлечение новых пользователей на сайт
- Установление взаимоотношений пользователей друг с другом
- Генерация контента пользователями
- Увеличение числа социальных контактов
There are several myths about how social networks make money. In reality, many social networks are profitable through various revenue streams like advertising, selling digital goods, charging for premium memberships and services. While some networks have yet to make money, the opportunities for generating revenue from social networks are substantial and include areas like mobile applications, games, location-based services, e-commerce and enterprise solutions. A thriving ecosystem of supporting businesses is also emerging around social networks.
How do we prioritize our product backlog in Hygger.io?Alexander Sergeev
In this presentation, I share how we prioritize our backlog while developing Hygger. The process consists of the following blocks:
1) we formulate goals
2) then choose the metrics to track the movement towards these goals
3) we collect ideas from different sources
4) organize them into a clear structure
5) prioritize ideas using Lean Prioritization (or Value/Cost or Value/Effort)
6) do features scoring
7) write tasks for the features
And that's it! The features can be taken to work as needed.
Как мы делаем приоритизацию нашего product backlog в Hygger.ioAlexander Sergeev
В этой презентации я рассказываю о том, как мы делаем приоритизацию нашего бэклога при разработке Hygger. Наш процесс состоит из таких блоков:
1) мы формулируем цели
2) выбираем метрики для контроля за движением к этим целям
3) собираем идеи из разных источников
4) организуем их в понятную структуру
5) приоритизируем идеи с помощью метода Lean Prioritization (или Value/Cost или Value/Effort)
6) делаем скоринг фичей
7) пишем ТЗ на фичи
8) ВСЁ, фичи можно брать в работу по мере необходимости.
The document discusses three rules for designing elegant interfaces and describes applying them to redesign an interface to make it more elegant. It explains that the interface will be redrawn in a vector format, some details may be lost but this is not expected to significantly impact the experience. The goal is to follow the three rules of interface design to improve elegance.
The document discusses the use of grids in design. It provides a brief history of grids from early ornamental designs to modern rational designs influenced by machines and standardization. The document then discusses how to build a grid for a specific design problem involving a 1024x768 screen size and big advertisement units. It demonstrates going through multiple attempts to define an appropriate grid, including rounding advertisement column widths, extrapolating unit sizes, and consolidating units into columns. The optimal solution presented uses a 14-unit grid with 62 pixel units to allow for flexible layout of content while accommodating advertisements.
DHTML combines HTML, JavaScript, and CSS to enable dynamic content and interactivity beyond traditional HTML. It allows for animation, drag and drop, and style changes to interface elements. However, support is inconsistent across browsers. Logic and data are delivered to the browser with each page load, increasing server loads and requiring full page reloads. Common UI features can also be difficult to implement with DHTML.
How do we prioritize our product backlog in Hygger.io?Alexander Sergeev
In this presentation, I share how we prioritize our backlog while developing Hygger. The process consists of the following blocks:
1) we formulate goals
2) then choose the metrics to track the movement towards these goals
3) we collect ideas from different sources
4) organize them into a clear structure
5) prioritize ideas using Lean Prioritization (or Value/Cost or Value/Effort)
6) do features scoring
7) write tasks for the features
And that's it! The features can be taken to work as needed.
Как мы делаем приоритизацию нашего product backlog в Hygger.ioAlexander Sergeev
В этой презентации я рассказываю о том, как мы делаем приоритизацию нашего бэклога при разработке Hygger. Наш процесс состоит из таких блоков:
1) мы формулируем цели
2) выбираем метрики для контроля за движением к этим целям
3) собираем идеи из разных источников
4) организуем их в понятную структуру
5) приоритизируем идеи с помощью метода Lean Prioritization (или Value/Cost или Value/Effort)
6) делаем скоринг фичей
7) пишем ТЗ на фичи
8) ВСЁ, фичи можно брать в работу по мере необходимости.
The document discusses three rules for designing elegant interfaces and describes applying them to redesign an interface to make it more elegant. It explains that the interface will be redrawn in a vector format, some details may be lost but this is not expected to significantly impact the experience. The goal is to follow the three rules of interface design to improve elegance.
The document discusses the use of grids in design. It provides a brief history of grids from early ornamental designs to modern rational designs influenced by machines and standardization. The document then discusses how to build a grid for a specific design problem involving a 1024x768 screen size and big advertisement units. It demonstrates going through multiple attempts to define an appropriate grid, including rounding advertisement column widths, extrapolating unit sizes, and consolidating units into columns. The optimal solution presented uses a 14-unit grid with 62 pixel units to allow for flexible layout of content while accommodating advertisements.
DHTML combines HTML, JavaScript, and CSS to enable dynamic content and interactivity beyond traditional HTML. It allows for animation, drag and drop, and style changes to interface elements. However, support is inconsistent across browsers. Logic and data are delivered to the browser with each page load, increasing server loads and requiring full page reloads. Common UI features can also be difficult to implement with DHTML.