This document provides an introduction and agenda for a course on interaction design and strategy at the School of Visual Arts. The course will focus on designing user experiences for web and mobile through collaborative exercises and interactive prototypes. It will cover core theories, case studies, information architecture, content strategy, iterative design processes, and designing for different platforms. The schedule outlines sessions on basics, discovery activities, design challenges, and a mobile challenge for the day.
Basics of Interaction Design & Strategy Fall 2012Anh Dang
This document provides an overview of a course on interaction design and strategy taught by Anh Dang at the School of Visual Arts. The course will focus on developing design strategies for multiple devices through case studies, collaborative exercises, and interactive prototypes. Key objectives of the course include learning industry theories and practices, techniques for organizing information, methods for iterative design, developing interactive prototypes, and designing interfaces for different platforms. The course will cover topics such as user experience design principles, business strategies, content strategies, and trends in responsive design and mobile considerations.
Basics of Interaction Design + Strategy F2011 Part 2Anh Dang
The document outlines the schedule and activities for a course on basics of interaction design and strategy. The day includes a morning session covering basics and a design challenge, followed by a lunch break. The afternoon has another design challenge session on information design and e-commerce, as well as a mobile challenge. Students will participate in team activities like site reviews and evaluations.
Basics of Interaction Design & Strategy Spring 2012 Part 1Anh Dang
This document provides an overview of a course titled "Basics of Interaction Design + Strategy" being taught in the spring of 2012 at the School of Visual Arts. The instructor, Anh Dang, outlines the course objectives, schedule, and topics to be covered over the semester, including industry theories, information architecture, iterative design processes, interaction design, and interfaces for various platforms. Students will work on design challenges for web and mobile experiences and learn about trends like responsive design and mobile-first approaches.
Basics of Interaction Design Strategy Spring 2012 Part 2Anh Dang
The document discusses trends in interaction design and mobile design. It covers topics like responsive design, mobile-first design, touch interfaces, and designing for various mobile capabilities and screen sizes. Various designers and their perspectives on topics like responsive design, mobile usability, and organizing content for mobile are referenced.
Sva Intro to Information Architecture & Design Fall 09Anh Dang
This document provides an introduction to a course on Information Architecture and Design taught at the School of Visual Arts. It introduces the instructor, Anh Dang, and outlines some of the key topics that will be covered in the class, including organizing information using techniques like card sorting, visualizing data using visual variables and gestalt principles, and designing user interactions that consider concepts like affordances, mapping, constraints, visibility and feedback. The document includes examples and proposes exercises for students to redesign an interface to improve its usability based on information architecture principles.
Janet Saunders has over 30 years of experience in visual communication and design. She holds a PhD from Western Sydney University where she researches drawing techniques. She has taught design courses and created online learning resources. Her career has focused on graphic design, illustration, and developing interactive tools to support education.
Skills And Competence A Lifespan Perspective PublicLeo Casey
The document discusses three digital literacy programs in Ireland for different age groups: DLIPS for primary schools, KESP targeted at those aged 25-45, and Know IT for those aged 45-65. It provides an overview of the goals and approaches of each program, including using an inquiry cycle and developing key competencies. The document also examines frameworks for conceptualizing digital literacy and the factors that influence an individual's decision to improve their digital skills.
Basics of Interaction Design & Strategy Fall 2012Anh Dang
This document provides an overview of a course on interaction design and strategy taught by Anh Dang at the School of Visual Arts. The course will focus on developing design strategies for multiple devices through case studies, collaborative exercises, and interactive prototypes. Key objectives of the course include learning industry theories and practices, techniques for organizing information, methods for iterative design, developing interactive prototypes, and designing interfaces for different platforms. The course will cover topics such as user experience design principles, business strategies, content strategies, and trends in responsive design and mobile considerations.
Basics of Interaction Design + Strategy F2011 Part 2Anh Dang
The document outlines the schedule and activities for a course on basics of interaction design and strategy. The day includes a morning session covering basics and a design challenge, followed by a lunch break. The afternoon has another design challenge session on information design and e-commerce, as well as a mobile challenge. Students will participate in team activities like site reviews and evaluations.
Basics of Interaction Design & Strategy Spring 2012 Part 1Anh Dang
This document provides an overview of a course titled "Basics of Interaction Design + Strategy" being taught in the spring of 2012 at the School of Visual Arts. The instructor, Anh Dang, outlines the course objectives, schedule, and topics to be covered over the semester, including industry theories, information architecture, iterative design processes, interaction design, and interfaces for various platforms. Students will work on design challenges for web and mobile experiences and learn about trends like responsive design and mobile-first approaches.
Basics of Interaction Design Strategy Spring 2012 Part 2Anh Dang
The document discusses trends in interaction design and mobile design. It covers topics like responsive design, mobile-first design, touch interfaces, and designing for various mobile capabilities and screen sizes. Various designers and their perspectives on topics like responsive design, mobile usability, and organizing content for mobile are referenced.
Sva Intro to Information Architecture & Design Fall 09Anh Dang
This document provides an introduction to a course on Information Architecture and Design taught at the School of Visual Arts. It introduces the instructor, Anh Dang, and outlines some of the key topics that will be covered in the class, including organizing information using techniques like card sorting, visualizing data using visual variables and gestalt principles, and designing user interactions that consider concepts like affordances, mapping, constraints, visibility and feedback. The document includes examples and proposes exercises for students to redesign an interface to improve its usability based on information architecture principles.
Janet Saunders has over 30 years of experience in visual communication and design. She holds a PhD from Western Sydney University where she researches drawing techniques. She has taught design courses and created online learning resources. Her career has focused on graphic design, illustration, and developing interactive tools to support education.
Skills And Competence A Lifespan Perspective PublicLeo Casey
The document discusses three digital literacy programs in Ireland for different age groups: DLIPS for primary schools, KESP targeted at those aged 25-45, and Know IT for those aged 45-65. It provides an overview of the goals and approaches of each program, including using an inquiry cycle and developing key competencies. The document also examines frameworks for conceptualizing digital literacy and the factors that influence an individual's decision to improve their digital skills.
This document summarizes a presentation about overcoming math obstacles through visualizing with the AL Abacus. The presentation was given by Tracy Mittleider and was based on the work of Joan A. Cotter. It discusses Dr. Cotter's background and the development of the AL Abacus, a visual and tactile manipulative that helps develop mental images of quantities, strategies, and mathematical operations. It also provides examples of how the abacus can be used to help visualize quantities and perform simple addition.
Chia-En Lu is a designer specializing in color, material, and product design. She has worked for AsusTek and Pegatron Corporation researching trends, developing color palettes, and advising on material applications. Some of her projects include Yii, a bamboo cradle and pottery bowl emphasizing materials, TaChia Mat, a straw weaving mat winning a design award, and Unfold and To-Gather, furniture utilizing folding and materials in unique ways. She currently lives in Finland.
The document discusses techniques for developing creative thinking and problem solving skills. It covers topics like breaking old thought patterns, using techniques like brainstorming and synergistic thinking, applying creativity techniques to real workplace problems, and planning time for creative thinking. The goal is to help participants develop innovative solutions to problems by thinking outside the box. A variety of exercises are presented to practice these techniques in groups.
Those who are desirous of joining architecture course may go through this presentation to understand what is Architecture, what is NATA, and how many colleges are providing courses in Architecture in India.
2012 Profession Portfolio of Allen J CochranAllen Cochran
The document provides a multi-page curriculum vitae for Allen J Cochran that details his educational and professional experiences. It includes information on his Bachelor of Fine Arts degree from the University of Cincinnati College of Design, Architecture, Art, and Planning as well as his current pursuit of a Master of Fine Arts degree from The Ohio State University in service and interaction design. It also lists his previous work experiences, technical abilities, and research and design process.
Video Games & Education: Building A Sustainable Innovation EcosystemAl Meyers
This document discusses building a sustainable innovation ecosystem for video game-based learning. It argues that current game-based learning products have not achieved critical mass due to three main problems: 1) schools need to be redesigned to be intrinsically motivating; 2) game-based learning is not being deployed disruptively; and 3) a sustainable innovation ecosystem must be constructed. It proposes targeting areas of non-consumption and using disruptive implementation strategies to pilot game-based learning before approaching mainstream schools. Government funding alone will not create the needed innovation ecosystem; collaborative efforts are required between various stakeholders.
This document discusses how to build a sustainable innovation ecosystem for game-based learning in K-12 education. It argues that current game-based learning products have not achieved critical mass due to problems with deployment and a lack of an innovation ecosystem. It advocates targeting areas of non-consumption for pilots and disruptive implementation strategies. It also stresses the need to intrinsically motivate students by satisfying psychological needs, and notes that solely relying on government funding will not sustain the ecosystem long-term. A new collaborative model is needed involving multiple stakeholders from government, industry, and education.
This document discusses how integrating hands-on art and design projects into entrepreneurship education can provide students with valuable real-world experiences. It argues that art fosters imagination and the ability to see problems from different perspectives, both of which are important skills for entrepreneurs. The document outlines an approach used at Cogswell Polytechnical College where students from different disciplines work together on collaborative projects, strengthening their individual skills while learning to contribute to a team. It provides examples of how basic skills in drawing, sculpting, and other art forms can be useful design tools for developing products and scenarios, even for those not primarily studying art.
The document discusses using design thinking to tackle complex public problems. It provides examples of government innovation labs around the world that use human-centered design and co-creation with citizens and businesses to develop new public policies and services. The document outlines key aspects of design thinking such as empathizing with users, iterating ideas through prototyping, and taking a systemic view to create sustainable solutions. It argues that design thinking can help governments better engage citizens and private sector partners in reinventing public services and shaping the future.
The document is a proposal from David Ngo for an Individually Designed Major (IDM) in Behavior Design at Stanford University. [1] It outlines David's motivation and goals for the IDM, which are to optimize his Stanford experience and help spearhead the new field of Behavior Design. [2] The proposed courses cover areas like Computer Science, Entrepreneurship, Psychology, Design Thinking, and Communication to bridge various disciplines and allow hands-on application of Behavior Design principles. [3] David believes this combination is uniquely suited to achieve his aims compared to existing majors like CS, Psychology, or Product Design.
Design Thinking For Educational Technology Stefanie Panke
The document provides an overview of design thinking. It discusses what design thinking is, how it can be used to solve "wicked problems", and some related approaches like LEGO Serious Play and participatory design. It also shares examples of design thinking workshops conducted at universities in Germany to redesign websites and develop curricula. Participants provided positive feedback on the creativity and cross-disciplinary nature of design thinking, though some noted it lacks ways to further develop ideas.
This document provides an overview of the EDIT 9990: Information Design course taught in spring 2012. It includes the course agenda, map, topics, readings, assignments, and contact information for the instructor and co-instructors. The course focuses on applying principles of visual design, communication theory, and psychology of learning to create effective information messages and visual representations of data. Major assignments include a research article critique, portfolio, and proposed research study applying information design concepts.
This document provides guidance on applying graphic design principles to Google Earth placemarks. It discusses using basic design elements like color, text, images, and layout to effectively communicate messages. Key recommendations include using high contrast colors, legible text sizes, relevant images, balanced layouts, and negative space to create an orderly and easily understood placemark. The document also suggests studying designs from other mediums and artists to improve one's application of order, emphasis, and visual hierarchy.
The Drawing Board VS Computer GenerationMohd Syahmi
This document discusses the use of thumbnail sketches in the graphic design process. It explores the traditional role of thumbnail sketches in idea development versus approaches using computers and existing online images. The document reports on a survey of graphic design students that found they now rely more on computer-generated ideas than traditional thumbnail sketches in their design process. It calls for graphic design education, especially in developing countries, to review pedagogy around idea development to reflect emerging trends from increased use of information and communication technologies.
Australian Curriculum Capabilities and ICT Competencedigimuve
The document discusses the general capabilities included in the Australian Curriculum. It focuses on how literacy, numeracy, ICT capability, critical and creative thinking, personal and social capability, ethical behavior, and intercultural understanding are addressed in the technologies learning area. For each capability, it provides examples of how students can develop and apply that capability when learning technologies.
This document summarizes a presentation on improving STEM education. It discusses 9 keys to improving STEM education: investigate community needs, focus programs, collaborate with partners, engage students through hands-on learning, enrich programs with activities like camps and competitions, design curricula around engineering challenges, inspire teachers with professional development, integrate STEM across subjects, and evaluate programs. It provides examples for each key and discusses barriers to STEM participation like attitudes, knowledge, and equity issues that programs should address.
Let's Get Physical: Scaling UX Strategy for Digital Interactions with Physical Space
Leading groundbreaking large-scale UX strategy to envision, define and create scalable business processes and data automation applied not to ui but to physical spaces – buildings – includes lots of challenges. Learn how we created efficient methods and tools to gather disparate sources of property information, organize it and turn it into useful well-structured spatial data that brings to life interactive experiences with physical space… on a huge scale – for more than 4,000 Hilton hotels across 11 brands in 80-plus countries in… a very short time.
Facilitators: Lawrence Neeley (Olin College) and Leticia Britos Cavagnaro (Stanford University)
Design Thinking is a method for the practical and creative resolution of problems through design with a comprehensive understanding of stakeholders, users, or customers. There has been significant coverage in the literature on this method, much in connection to Stanford’s d.school. This widely adopted method has direct application in engineering. Through this breakout, participants will learn some of the core concepts of design thinking and available resources. Participants will discuss how to leverage the overlap of design thinking and entrepreneurial mindset.
Design has slowly shifted from outcome oriented process to a thinking oriented process that does problem solving.
We made a presentation at Lounge 47, which is a upcoming startup incubation center.
Webinar : How to Apply Design Thinking to Enable Innovation in Your WorkplaceProductinnovationacademy
Product Innovation Academy take great pleasure in inviting you to the monthly webinar series. Our theme for this webinar will be about
"How to apply Design Thinking to enable Innovation in your workplace"
Use the linkedin thread http://goo.gl/uF6XlV to post your questions which can be answered by the speaker offline as well
Speaker:
Manisha Phadke an alumnus of IDC, IIT Mumbai, has a two-decade experience in disciplines like Information Design, UI / UX, Design Strategy and Business Development in varied domains such as Publishing, Education & E-Learning and Jewelry.
Widely travelled has a global experience in translating customer insights into viable product strategy.
A passionate Educator and Trainer has converged her professional practice and knowledge base into imparting the use of Design thinking as a creative problem solving methodology. Be it for students, faculty or corporates, she has customized programs to facilitate need based learning outcomes.
Mentoring Startups with the same philosophy, has also take to exploring online education platform as an individual learning tool rather than a broadcasting teaching tool.
With enthusiasm that cannot be corked in, she believes that one is always a student, learning from unexpected stimuli!
Join 3 Day workshop on product management | user experience | design thinking
know more : http://www.prodinnov.co/
This document summarizes a presentation about overcoming math obstacles through visualizing with the AL Abacus. The presentation was given by Tracy Mittleider and was based on the work of Joan A. Cotter. It discusses Dr. Cotter's background and the development of the AL Abacus, a visual and tactile manipulative that helps develop mental images of quantities, strategies, and mathematical operations. It also provides examples of how the abacus can be used to help visualize quantities and perform simple addition.
Chia-En Lu is a designer specializing in color, material, and product design. She has worked for AsusTek and Pegatron Corporation researching trends, developing color palettes, and advising on material applications. Some of her projects include Yii, a bamboo cradle and pottery bowl emphasizing materials, TaChia Mat, a straw weaving mat winning a design award, and Unfold and To-Gather, furniture utilizing folding and materials in unique ways. She currently lives in Finland.
The document discusses techniques for developing creative thinking and problem solving skills. It covers topics like breaking old thought patterns, using techniques like brainstorming and synergistic thinking, applying creativity techniques to real workplace problems, and planning time for creative thinking. The goal is to help participants develop innovative solutions to problems by thinking outside the box. A variety of exercises are presented to practice these techniques in groups.
Those who are desirous of joining architecture course may go through this presentation to understand what is Architecture, what is NATA, and how many colleges are providing courses in Architecture in India.
2012 Profession Portfolio of Allen J CochranAllen Cochran
The document provides a multi-page curriculum vitae for Allen J Cochran that details his educational and professional experiences. It includes information on his Bachelor of Fine Arts degree from the University of Cincinnati College of Design, Architecture, Art, and Planning as well as his current pursuit of a Master of Fine Arts degree from The Ohio State University in service and interaction design. It also lists his previous work experiences, technical abilities, and research and design process.
Video Games & Education: Building A Sustainable Innovation EcosystemAl Meyers
This document discusses building a sustainable innovation ecosystem for video game-based learning. It argues that current game-based learning products have not achieved critical mass due to three main problems: 1) schools need to be redesigned to be intrinsically motivating; 2) game-based learning is not being deployed disruptively; and 3) a sustainable innovation ecosystem must be constructed. It proposes targeting areas of non-consumption and using disruptive implementation strategies to pilot game-based learning before approaching mainstream schools. Government funding alone will not create the needed innovation ecosystem; collaborative efforts are required between various stakeholders.
This document discusses how to build a sustainable innovation ecosystem for game-based learning in K-12 education. It argues that current game-based learning products have not achieved critical mass due to problems with deployment and a lack of an innovation ecosystem. It advocates targeting areas of non-consumption for pilots and disruptive implementation strategies. It also stresses the need to intrinsically motivate students by satisfying psychological needs, and notes that solely relying on government funding will not sustain the ecosystem long-term. A new collaborative model is needed involving multiple stakeholders from government, industry, and education.
This document discusses how integrating hands-on art and design projects into entrepreneurship education can provide students with valuable real-world experiences. It argues that art fosters imagination and the ability to see problems from different perspectives, both of which are important skills for entrepreneurs. The document outlines an approach used at Cogswell Polytechnical College where students from different disciplines work together on collaborative projects, strengthening their individual skills while learning to contribute to a team. It provides examples of how basic skills in drawing, sculpting, and other art forms can be useful design tools for developing products and scenarios, even for those not primarily studying art.
The document discusses using design thinking to tackle complex public problems. It provides examples of government innovation labs around the world that use human-centered design and co-creation with citizens and businesses to develop new public policies and services. The document outlines key aspects of design thinking such as empathizing with users, iterating ideas through prototyping, and taking a systemic view to create sustainable solutions. It argues that design thinking can help governments better engage citizens and private sector partners in reinventing public services and shaping the future.
The document is a proposal from David Ngo for an Individually Designed Major (IDM) in Behavior Design at Stanford University. [1] It outlines David's motivation and goals for the IDM, which are to optimize his Stanford experience and help spearhead the new field of Behavior Design. [2] The proposed courses cover areas like Computer Science, Entrepreneurship, Psychology, Design Thinking, and Communication to bridge various disciplines and allow hands-on application of Behavior Design principles. [3] David believes this combination is uniquely suited to achieve his aims compared to existing majors like CS, Psychology, or Product Design.
Design Thinking For Educational Technology Stefanie Panke
The document provides an overview of design thinking. It discusses what design thinking is, how it can be used to solve "wicked problems", and some related approaches like LEGO Serious Play and participatory design. It also shares examples of design thinking workshops conducted at universities in Germany to redesign websites and develop curricula. Participants provided positive feedback on the creativity and cross-disciplinary nature of design thinking, though some noted it lacks ways to further develop ideas.
This document provides an overview of the EDIT 9990: Information Design course taught in spring 2012. It includes the course agenda, map, topics, readings, assignments, and contact information for the instructor and co-instructors. The course focuses on applying principles of visual design, communication theory, and psychology of learning to create effective information messages and visual representations of data. Major assignments include a research article critique, portfolio, and proposed research study applying information design concepts.
This document provides guidance on applying graphic design principles to Google Earth placemarks. It discusses using basic design elements like color, text, images, and layout to effectively communicate messages. Key recommendations include using high contrast colors, legible text sizes, relevant images, balanced layouts, and negative space to create an orderly and easily understood placemark. The document also suggests studying designs from other mediums and artists to improve one's application of order, emphasis, and visual hierarchy.
The Drawing Board VS Computer GenerationMohd Syahmi
This document discusses the use of thumbnail sketches in the graphic design process. It explores the traditional role of thumbnail sketches in idea development versus approaches using computers and existing online images. The document reports on a survey of graphic design students that found they now rely more on computer-generated ideas than traditional thumbnail sketches in their design process. It calls for graphic design education, especially in developing countries, to review pedagogy around idea development to reflect emerging trends from increased use of information and communication technologies.
Australian Curriculum Capabilities and ICT Competencedigimuve
The document discusses the general capabilities included in the Australian Curriculum. It focuses on how literacy, numeracy, ICT capability, critical and creative thinking, personal and social capability, ethical behavior, and intercultural understanding are addressed in the technologies learning area. For each capability, it provides examples of how students can develop and apply that capability when learning technologies.
This document summarizes a presentation on improving STEM education. It discusses 9 keys to improving STEM education: investigate community needs, focus programs, collaborate with partners, engage students through hands-on learning, enrich programs with activities like camps and competitions, design curricula around engineering challenges, inspire teachers with professional development, integrate STEM across subjects, and evaluate programs. It provides examples for each key and discusses barriers to STEM participation like attitudes, knowledge, and equity issues that programs should address.
Let's Get Physical: Scaling UX Strategy for Digital Interactions with Physical Space
Leading groundbreaking large-scale UX strategy to envision, define and create scalable business processes and data automation applied not to ui but to physical spaces – buildings – includes lots of challenges. Learn how we created efficient methods and tools to gather disparate sources of property information, organize it and turn it into useful well-structured spatial data that brings to life interactive experiences with physical space… on a huge scale – for more than 4,000 Hilton hotels across 11 brands in 80-plus countries in… a very short time.
Facilitators: Lawrence Neeley (Olin College) and Leticia Britos Cavagnaro (Stanford University)
Design Thinking is a method for the practical and creative resolution of problems through design with a comprehensive understanding of stakeholders, users, or customers. There has been significant coverage in the literature on this method, much in connection to Stanford’s d.school. This widely adopted method has direct application in engineering. Through this breakout, participants will learn some of the core concepts of design thinking and available resources. Participants will discuss how to leverage the overlap of design thinking and entrepreneurial mindset.
Design has slowly shifted from outcome oriented process to a thinking oriented process that does problem solving.
We made a presentation at Lounge 47, which is a upcoming startup incubation center.
Webinar : How to Apply Design Thinking to Enable Innovation in Your WorkplaceProductinnovationacademy
Product Innovation Academy take great pleasure in inviting you to the monthly webinar series. Our theme for this webinar will be about
"How to apply Design Thinking to enable Innovation in your workplace"
Use the linkedin thread http://goo.gl/uF6XlV to post your questions which can be answered by the speaker offline as well
Speaker:
Manisha Phadke an alumnus of IDC, IIT Mumbai, has a two-decade experience in disciplines like Information Design, UI / UX, Design Strategy and Business Development in varied domains such as Publishing, Education & E-Learning and Jewelry.
Widely travelled has a global experience in translating customer insights into viable product strategy.
A passionate Educator and Trainer has converged her professional practice and knowledge base into imparting the use of Design thinking as a creative problem solving methodology. Be it for students, faculty or corporates, she has customized programs to facilitate need based learning outcomes.
Mentoring Startups with the same philosophy, has also take to exploring online education platform as an individual learning tool rather than a broadcasting teaching tool.
With enthusiasm that cannot be corked in, she believes that one is always a student, learning from unexpected stimuli!
Join 3 Day workshop on product management | user experience | design thinking
know more : http://www.prodinnov.co/
This document outlines the culture and values of Acceleration Partners, a performance marketing company. It describes AP's culture as being world-class, with employees who are team players, curious, resilient, innovative, strategic, and results-driven. It highlights AP's core values of owning it, embracing relationships, and excelling/improving continuously. The document also discusses AP's operating principles, which include having a bias towards action, bringing solutions, working smarter, being present, encouraging autonomy and transparency, being genuine partners, having a growth mindset, being fanatical about feedback, enjoying competing, keeping moving forward, being resilient, and bringing purpose.
B2B Ecommerce: Design Principles and Best Practices to Boost SalesAlex Schmelkin
Smart B2B Design: Strategy and User Experience Principles that Boost Sales. Presented at the Internet Retailer Conference and Exhibition (IRCE) 2014 by Alex Schmelkin, CEO of Alexander Interactive, and Girisha Chandraraj, Head of Digital of United Stationers.
The document discusses design strategy and its relationship to business strategy. It defines design strategy as deciding what to create with a long term perspective of 3-5 years, taking a systemic view. A design strategist works at the intersection of design, research insights, and business strategy, translating insights into solutions and connecting design efforts to business goals. The key is to scope opportunities, define consumer value, focus on generating real business value, and develop tactics to achieve strategies. Design thinking and strategic design management can be used to innovate and create superior customer experiences that drive business success.
Mission Based UX Strategy (UX Strat USA 2015)Ben Judy
The document outlines an experience design strategy for Intuit that is centered around three key missions: save time, grow my practice, and make a difference to taxpayers. It discusses challenges around resourcing, perspective, and customer insights. It proposes methods such as applying the missions to customers, learning the missions, and commissioning mission captains. Results included experience design driving clarity and working across business units. Principles emphasize that every designer is a strategist and that missions need metrics to track progress against business strategy goals.
By Board of Innovation (www.boardofinnovation.com)
Full program & tools available. A step by step approach to create an innovation platform in your company.
UX STRAT USA, Phil Ohme, "TurboTax Mobile Experience Strategy"UX STRAT
Based on my analysis, here are some of the key customer experience opportunities for TurboTax:
1. Improve data portability across devices and platforms. Many users expressed frustration that they couldn't easily transfer their tax information between the mobile app and web. Ensuring seamless data syncing would enhance convenience.
2. Expand the mobile experience to support all users. Currently the mobile apps only handle simple tax situations. Developing a fully-featured mobile app that can handle any tax filing scenario would allow users to complete their taxes from any device.
3. Incorporate more contextual and personalized touches. Small personalization like acknowledging a life event had a big emotional impact. Continuing to add these kinds of empathetic, human
Creating an Interactive Content Strategy that Works with Technologyion interactive
Scott Brinker's presentation from 2016 ContentTech Virtual Event:
Designing Interactive Content to Power Your Marketing Data Strategy
Interactive content—things such as quizzes, assessments, calculators, and configurators—is qualitatively different than the passive content that audiences simply read, watch, or listen to. Interactive content experiences are essentially miniature software programs, or web apps, which have logic and user experience wrapped into their design and operation. Most importantly, they give marketers the ability to collect and leverage a rich set of data that is explicitly volunteered by participants.
Marketers can design interactive content with this data in mind to develop a broader marketing data strategy. This presentation covers frameworks for both the user-facing options that marketers
can apply, to solicit the right kind of data from prospects at different stages of the buyer's journey, and the back-office management of this data through different marketing automation platforms (MAP) and CRM systems.
Topics include:
- Managing explicit "digital dialogue" data vs. implicit "digital body language"
- Applying advanced progressive profiling tactics in interactive content
- Pipelining richer data profiles from marketing to sales through your marketing stack
- Understanding scenarios for programmatic data vs. human-consumable data
UX STRAT USA, Mike Hubler and Tim Klauda, "Changing the Culture of Consumer a...UX STRAT
Presentation at UX STRAT 2015 by Tim Klauda, Vice President of Global Digital Creative, Walt Disney Parks & Resorts; and Mike Hubler, User Experience Program Manager, Northrop Grumman Corporation
UX STRAT USA, Kirsten Mann, "Applying UX Strategy to Optimize the Support Exp...UX STRAT
Kirsten Mann from Aconex discusses applying user experience strategy to optimize support experiences. Some key facts are that Aconex supports over 7,000 users across 290 organizations, including projects like a 3,000 room luxury hotel and 15,000 capacity stadium. Currently 4,000 support calls are abandoned each month. The presentation covers using UX, content strategy, instructional design and other techniques to improve training and engage users to reduce abandoned calls and provide better support.
UX STRAT USA, Andrew Hinton, "Understanding Context to Shape UX Strategy"UX STRAT
This document discusses three themes for how context relates to UX strategy: 1) Environmental complexity with pervasive algorithms, artificial intelligence, and omni-channel experiences adding to complexity, 2) Understanding the relationship between principles and facts rather than focusing only on theories or practices in isolation, 3) The importance of framing and narrative in shaping what an environment means and how context controls conduct. The key messages are that UX strategy must consider the full complexity of the environment, understand the contextual relationships between principles and facts, and regularly reframe narratives to escape "narrative debt".
After a great trip to Melbourne for Future Assembly, I thought it'd be great to present our thoughts on Design Ethics for Artificial Intelligence.
It's a thought-provoking and engaging presentation and will have you pondering our flawed and highly subjective value systems.
Instructional Design for Competence-based LearningTang Buay Choo
The document summarizes an instructional design presentation on competence-based learning. It begins with an overview of instructional design and the ADDIE model of analysis, design, development, implementation and evaluation. It then discusses the nature of competence and its implications for instructional design, focusing on situating, sequencing, scaffolding and supporting learning through authentic and integrated acquisition of competence. The document provides examples of instructional design models and discusses applying cognitive load theory and assessment for learning to scaffold support for learners.
Transitioning into UX: General Assembly Hong Kong 2015Ted Kilian
This document provides an overview of user experience (UX) design and how to transition into a career in UX. It defines UX and discusses how UX creates value for businesses. It outlines the key skillsets involved in UX work, such as user research, strategy, information architecture, and design. The document also describes the typical phases of a UX process from discovery to design to implementation and testing. Finally, it offers advice on how to begin developing UX skills through reading, online courses, networking, and hands-on projects. The overall message is that passion and experience are more important than technical skills when starting a career in UX.
The document discusses proposed changes to the structure and delivery of a graphic design course. Key points:
- The goal is to overhaul the 4-year program into a 3-year course that integrates technology, theory and design principles.
- Blended learning strategies and new technologies were implemented and tested in the first semester to enhance learning.
- Student outcomes, course analytics, and lessons from test units are discussed to identify areas for improvement.
- Creating deliverables like a justification map and community-focused projects are proposed to strengthen the program.
PROJECT INTERACTION is a 10-week program where students conceptualize designs to address issues in their community through an Understanding by Design approach. Students conduct market research like interviews and surveys to understand user needs, do ethnographic research through cultural probes to study human behavior, and use participatory design techniques like co-design to engage with users. They then brainstorm, prototype, test, and refine their design concepts. In the final week, students present their pitched design proposals to an audience seeking feedback on making their designs a reality.
Visual design principles & practices for web and mobile appsTania Schlatter
These slides are from a one-day class designed to help product teams bridge the gap between applications that look great or are highly functional.
This class, given with the Boston UXPA, provides guidelines and examples about how to make visual design decisions that reinforce usability best practices and create interfaces that people value. Participants learn the characteristics of “visually usable” apps to know what to shoot for, and get an introduction to the visual design “tools” for digital apps – layout, type, color, imagery, and controls and affordances – and how to use them to create appealing applications people can easily understand and use.
This document discusses the Open University Learning Design Initiative (OULDI) and OpenLearn Network (OLnet), which aim to support the design of learning activities through various tools and methods. It provides an overview of the initiatives and introduces several tools for learning design, including CompendiumLD for mapping designs and Cloudworks for sharing ideas. It also discusses different frameworks and schemas for representing pedagogical approaches and mapping the relationship between pedagogy and technologies. The goal is to provide empirical evidence and support for learning design through collaborative events, tools for representation, and reification to guide innovative learning design.
Banita Sethi has over 5 years of experience in interior design. She has a Bachelor's of Design degree from Apeejay Institute of Design in New Delhi. Some of her past projects include designing fashion studios, residential projects in Noida and Karol Bagh, and optical showrooms. She is proficient in AutoCAD and has basic knowledge of 3ds MAX and Adobe Photoshop. She is fluent in English and Hindi and enjoys dancing, badminton, traveling, and outdoor activities.
Ana Amorim is an interaction designer and design strategist focused on creating meaningful, useful, and delightful experiences between people and technology. Over 2 years at IDEO she worked across industries as a designer, information architect, analyst, strategist, and project manager. She aims to build an understanding of global trends through diverse work. Her skills include concept development, storytelling, prototyping, and interface design.
The document discusses user-centered innovation and design processes at CERTI Foundation and their Digital Convergence Center. It describes their approach of learning about user needs through research, shaping solutions through ideation and prototyping, and checking solutions through evaluation and validation. This process aims to develop innovative products and services through a multidisciplinary approach focused on understanding users.
The Business Model Design practice supports the definition of a sustainable business model, collaboratively with all its stakeholders. To Technology Transfer Officers this practice proposes reference canvas and tools easily tailored to support most business strategic decision. To researchers, this practice is in essence a way to promote a sound business culture and a set of tools to facilitate the design of a business model. Its foundation from the design science make it practical and result oriented.
www.FITT-for-Innovation.eu
The document discusses instructional design models and perspectives for developing eLearning environments. It describes how instructional designers use formal models like ADDIE as well as experiential models to make design decisions. Formal models provide structure but may not reflect real-world practice, while experiential models emphasize qualitative evaluation and teamwork. The document also examines how instructional designers analyze content, learners, and context to create optimal learning experiences within eLearning environments.
Input: User-centred Design / Global Service Jam Berlin 2011Martin Jordan
An input given by Anastasia Gramatchikova and Martin Jordan during Berlin’s Global Service Jam on March 11th at Fjord’s Berlin office. The presentation gave an introduction for the event’s participants into user-centered design methods, service design and design thinking tools.
Towards a Pedagogy of Comparative Visualization in 3D Design DisciplinesBond University
Spatial visualisation skills and interpretations are critical in the design professions, but traditionally difficult to effectively teach. Visualization and multimedia presentation studies show positive improvements in learner outcomes for specific learning domains. But the development and translation of a comparative visualization pedagogy between disciplines is poorly understood. This research seeks to identify an approach to developing comparable multimodal and interactive visualizations and attendant student reflections for curriculum designers in courses that can utilize visualizations and manipulations. Results from previous use of comparative multimodal visualization pedagogy in a multimedia 3D modelling class are used as a guide to translation of pedagogy to architecture design. The focus is how to guide the use of comparative multimodal visualizations through media properties, lesson sequencing, and reflection to inform effective instruction and learning.
This document discusses how e-learning has changed the author's instruction. It provides examples of instructional elements used before e-learning, such as books, workbooks, and posters. It then outlines four valuable instructional methods unique to e-learning: practice with feedback, social software and collaboration, tailored instruction, and simulations/games. The rest of the document provides guidance on using visuals and graphics to support different content types like procedures, concepts, facts, processes, and principles. It also discusses managing cognitive load and common mistakes to avoid when using visuals to support learning.
Jonathan Moore is an urban planner and innovator seeking a position that leverages his skills in placemaking, community engagement, and technical proficiencies to shape sustainable cities. He has a Master's in Urban Planning from the University of Michigan and 10 years of experience in physical planning, design, community outreach, and GIS mapping. His past roles include planning internships in Thailand and teaching self-defense. He was also a finalist in an international urban design competition for a high-density, age-friendly neighborhood in Seoul.
The document is a resume for Casey Feehan, a UI designer with a background in hospitality, marketing, and visual arts. It summarizes Casey's experience, including an intensive six-month UI design program, skills in visual design principles, wireframing, prototyping and responsive design. Prior work includes photography, social media management and restaurant general management. Recent design projects include redesigning a battery testing interface and developing UX/UI designs for multiple apps.
This document is a portfolio for Chayanon Phansor that contains 3 sections: Profile, Skills & Experiences, and Contact. The Profile section provides biographical information about Chayanon including education history and personal details. The Skills & Experiences section lists Chayanon's areas of expertise such as marketing, film production, and visual effects. It also outlines work experience on various creative projects in these fields. The Contact section provides Chayanon's phone number, email, address, and link to an online portfolio.
The document discusses developing digital literacy through baselining and evaluation. It outlines why baselining is important at both the program and project levels to provide context and establish a starting point for evaluation. The session then discusses conceptions of digital literacy and different ways projects may develop it among people, practices, and institutions. Participants are guided in outlining their project's goals and indicators of success. Tools and support resources are provided for collecting baseline data.
Join Aicad for Interior design course and Archtiecture course. Aicad provides practical training in interior designing and Architecture.The founder of Aicad is Architect Pankaj keswani who has designed and delivered many beautiful interior design residences in Delhi/Ncr. For more infor visit www.aicad.in
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Basics of Interaction Design + Strategy F2011 Part 1
1. Good Morning!
Welcome to the School of Visual Arts
Basics of Interaction Design + Strategy
Fall 2011
Anh Dang
adang@sva.edu
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
2. Introduction
Hi. I’m Anh.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
3. Introduction
Hello. How are you? .
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
4. Introduction
About Us
This course will focus on practical ways to develop
smart design strategies for web and mobile devices. We
will discuss core theories, case studies and the practice
of designing user experiences.
Through collaborative exercises and lightweight,
interactive prototypes, we will practice creating
information architecture, content strategy, and interface
design for web and mobile platforms.
Prerequisite: SDC-2827, Introduction to Information Architecture and Design, or equivalent.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
5. Introduction
Objectives: 5 i’s
• Industry: Core theories, case studies, and practice
of designing for web and mobile devices.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
6. Introduction
Objectives: 5 i’s
• Industry: Core theories, case studies, and practice
of designing for web and mobile devices.
• Information: Techniques to organizing information
(content strategy, information design, information
architecture).
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
7. Introduction
Objectives: 5 i’s
• Industry: Core theories, case studies, and practice
of designing for web and mobile devices.
• Information: Techniques to organizing information
(content strategy, information design, information
architecture).
• Iteration: Methods to solve design problems
through ideation and iterative design.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
8. Introduction
Objectives: 5 i’s
• Industry: Core theories, case studies, and practice
of designing for web and mobile devices.
• Information: Techniques to organizing information
(content strategy, information design, information
architecture).
• Iteration: Methods to solve design problems
through ideation and iterative design.
• Interaction: Development of light weight, interactive
prototypes.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
9. Introduction
Objectives: 5 i’s
• Industry: Core theories, case studies, and practice
of designing for web and mobile devices.
• Information: Techniques to organizing information
(content strategy, information design, information
architecture).
• Iteration: Methods to solve design problems
through ideation and iterative design.
• Interaction: Development of light weight, interactive
prototypes.
• Interfaces: Design strategy for various platforms.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
10. Introduction
Morning
• Basics 10-10:30am
• Discovery 10:30-11am
– Landscape Audit
• Design Challenge 11am-1pm
• Team Exploration: Navigation
• Team Review
• Lunch Break 1-1:45pm
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
11. Introduction
Afternoon
• Design Challenge 2-3:30pm
– Site Review
– Team Evaluation: E-commerce
• Mobile Challenge 3:30-5pm
– Team Exploration: Mobile Designs
– Team Review
• QA 5pm
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
12. Let’s review!
BACK TO BASICS
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
13. Venn Diagram
CONTEXT
UX
CONTENT
USERS
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
14. Basics
User Experience Design
Create designs that effectively
communicate a message and allow users
to accomplish their goals in an easy,
efficient, and engaging manner.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
15. Basics
UX Principles WHITNEY HESS
1. Stay out of people's way.
2. Create a hierarchy that matches people's needs.
3. Limit distractions.
4. Provide strong information scent.
5. Provide signposts and cues.
6. Provide context.
7. Use constraints appropriately.
8. Make actions reversible.
9. Provide feedback.
10. Make a good first impression.
http://thenextweb.com/dd/2011/11/08/the-principles-of-experience-design-and-10-sites-doing-it-right/?awesm=tnw.to_1BkLF
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
16. Basics
R
O
I
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
17. Basics
Return
On
Investment
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
18. Basics
Retention
Orientation
Interaction
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
19. Audit
Retention
• Thoughtful user experiences and content
strategy
– Does the site offer an informative and engaging
experience for services/products to retain userss?
• Features that allow users to hold information
in a particular place or state
– Does the site offer tools to retain the users
customized product or search result?
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
20. Audit
Orientation
• Site architecture, navigation elements, depth of
content, ease of finding content
– Is the information presented in a logical structure
that communicates the relative importance of
options and be easy to understand?
– Can users conveniently and expediently find their
way through the interface?
– Do users understand where they are, where they
can go next, and how to return?
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
21. Audit
Interaction
• Ease, consistency, accessibility and
interestingness of interactivity on the site
– Can users use the system without hindrance and
find information easily?
– Is the site engaging and allows users to discover
new information?
– Does the site address the needs of both novice
and experienced users?
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
22. Basics
Strategy
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
23. Basics
Business Strategy
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
24. Basics
Business Strategy
Product Strategy
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
25. Basics
Business Strategy
Product Strategy
Design Strategy
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
26. Basics
Business Strategy
Business strategy is about identifying your
business objectives and deciding where to
invest to best achieve those objectives.
JAMES KALBACH
Experiencinginformation.com
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
27. Basics
Product Strategy
The product strategy speaks to how you
hope to deliver on the business strategy.
JAMES KALBACH
Experiencinginformation.com
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
28. Basics
Design Strategy
Design strategy isn’t the act of designing,
rather the application of design to help
reach business objectives.
JAMES KALBACH
Experiencinginformation.com
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
29. Basics
“Most design is intended to be used by
people, so the needs and requirements of
people ought to be driving much of the
work throughout the entire process.”
DONALD NORMAN
http://www.jnd.org/NNg-Photographs/DonNorman2003-5.jpg
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
30. Basics
"
Good design BRAUN’S 10 PRINCIPLES OF GOOD DESIGN
1. Is innovative
2. Enhances the usefulness of product
3. Is aesthetic
4. Displays the logical structure of a product; it’s form follows its
function
5. Is unobtrusive
6. Is honest
7. Is enduring
8. Is consistent right to the details
9. Is ecologically conscious
10. Is minimal design
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
31. Basics"
Discovery
Definition
Design
Development
• Site Maps"
• Task Flows"
• Wireframes"
• Prototypes"
• User Testing"
• Visual Design"
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
32. Basics"
Discovery
Definition
Design
Development
• Site Maps"
• Task Flows!
• Wireframes!
• Prototypes!
• User Testing"
• Visual Design"
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
33. Let’s discover!
LANDSCAPE AUDIT
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
36. Editorial DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
37. Retail DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
38. Blogs DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
39. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
40. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
41. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
42. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
43. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
44. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
45. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
46. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
47. Gift Guides DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
48. Gift Guides DISCOVERY: Landscape Audit
Basic Navigation!
View a grid of
products"
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
49. Gift Guides DISCOVERY: Landscape Audit
Basic Navigation! Faceted Search!
View a grid of Find and filter
products" products results"
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
50. Gift Guides DISCOVERY: Landscape Audit
Basic Navigation! Faceted Search! Configuration!
View a grid of Find and filter Find a gift based on
products" products results" preferences"
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
51. The Navigator DISCOVERY: Landscape Audit
THE NAVIGATOR
Marthastewart.com
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
52. The Navigator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
53. The Navigator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
54. The Navigator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
55. The Navigator DISCOVERY: Landscape Audit
Landing
Category
Product
Page
Page
Details
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
56. The Facilitator DISCOVERY: Landscape Audit
THE FACILITATOR
Target.com
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
57. The Facilitator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
58. The Facilitator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
59. The Facilitator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
60. The Facilitator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
61. The Facilitator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
62. The Facilitator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
63. The Facilitator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
64. The Facilitator DISCOVERY: Landscape Audit
Landing
Category
Results
Product Product
Page
Page
Page
Overview
Details
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
65. The Configurator DISCOVERY: Landscape Audit
THE CONFIGURATOR
Cnet.com
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
66. The Configurator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
67. The Configurator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
68. The Configurator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
69. The Configurator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
70. The Configurator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
71. The Configurator DISCOVERY: Landscape Audit
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
72. The Configurator DISCOVERY: Landscape Audit
Landing
Category
Configuration
Results
Product
Page
Page
Pages
Page
Details
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
73. Task Flows DISCOVERY: Landscape Audit
The Navigator!
Landing
Category
Product
Page
Page
Details
The Facilitator!
Landing
Category
Results
Product Product
Page
Page
Page
Overview
Details
The Configurator!
Landing
Category
Configuration
Results
Product
Page
Page
Pages
Page
Details
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
74. DISCOVERY: Landscape Audit
Key Findings
• Navigator: lets users browse all options
organized in defined hierarchy
• Facilitator: encourage users to narrow down
their options based on their goals in a top
down manner
• Configurator: allow users to build up a
product based on their needs in a bottom up
manner
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
75. DISCOVERY: Landscape Audit
Themes
While the main difference is the directional
approach used to accomplish a task…
NAVIGATOR FACET-ILATOR CONFIGURATOR
the ultimate goal is to allow users to control
their experience and receive information that
is highly relevant to their goals in an easy,
efficient and engaging manner.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
76. Let’s explore!
DESIGN
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
77. EXPLORE: Design Challenge
Gift* r
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
78. EXPLORE: Design Challenge
Gift* r
HOLIDAY GIFT GUIDE
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
79. EXPLORE: Design Challenge
Gift* r BUSINESS STRATEGY
• Saving Lives
• Helping people overcome poverty.
• Fighting for social justice.
We are an international relief and development
organization that creates lasting solutions to
poverty, hunger, and injustice in more than 90
countries.
Together with individuals and local groups in
these countries, we save lives, help people
overcome poverty, and fight for social justice.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
80. EXPLORE: Design Challenge
Gift* r PRODUCT STRATEGY
Pick a
What
Gift
You Get
Where
How
It Goes
It Helps
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
81. EXPLORE: Design Challenge
Gift* r DESIGN STRATEGY
• Keep it simple.
• Make it fun.
• Be relevant.
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
82. EXPLORE: Design Challenge
Design Challenge
• Information Design
• Transaction Design
• Mobile Design
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
83. EXPLORE: Design Challenge Information Design
Design Challenge
• Information Design
– Refine Task Flows
– Develop Wireframes & Paper Prototypes
– Present Teamwork
– Review Noteworthy Practices
• Transaction Design
• Mobile Design
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
84. EXPLORE: Design Challenge Information Design
5 Teams of 4 people
WONDERFUL
WELLS
HONORABLE
HONEY BEES
GALLANT
GOATS
SPECTACULAR
SEEDS
COURAGEOUS
CAMELS
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
85. EXPLORE: Design Challenge Information Design
Personas & Scenarios
I know what I want…
let’s learn more and
I’m not sure what I see what’s similar.
I know what I like…
want…
but need to find the
let’s see what’s there
right match.
Mindset: Tentative, Passive
Mindset: Direct, Active
Mindset: Savvy
Goals: Browse Goals: Search Goals: Configure
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
86. EXPLORE: Design Challenge Information Design
Help find
On & …
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
87. EXPLORE: Design Challenge Information Design
NAVIGATOR
FACET-ITATOR
CONFIGURATOR
Basic Navigation! Faceted Search! Configuration!
View a grid of products" Find and filter products Find a gift based on
results" preferences"
Task Flow" Task Flow" Task Flow"
Landing Page" Landing Page" Landing Page"
Category Page" Category Page" Configuration Pages"
Product Page" Results Page" Results Page"
Product Page" Product Page"
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
88. EXPLORE: Design Challenge Information Design
Content Inventory
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
89. EXPLORE: Design Challenge Information Design
Wireframes & Paper Prototypes
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
90. EXPLORE: Design Challenge Information Design
Task Flows
Landing
Product
Page
Details
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
91. EXPLORE: Design Challenge Information Design
Team Presentations
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
92. EXPLORE: Noteworthy Practices
Noteworthy Practices
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
99. EXPLORE: Noteworthy Practices
Noteworthy Practices
• Responsive filtering process
• Immediate feedback
• Side by side comparison
• Up front instructions
• Visuals of products
• Tools to save, print, email, share, compare
• Related products
• Clear and short steps
• Display details on mouse over
• Multiple view options
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang
100. Let’s eat!
LUNCH
Basics of Interaction Design + Strategy | Fall 2011
School of Visual Arts | Anh Dang