This open forum panel discussion for AIGA UCLA was presented by Lynn Boyden, Chris Chandler, Jose Caballer and Lara Fedoroff. Deemed "UX for Dummies" this discussion focused on the definition, process, deliverables and challenges of User Experience verses Information Architecture.
This is an overview of the tools used by User Experience Designers. Software is important, but in UX you need to master a wide variety of techniques. This presentation covers an overview of the UX workflow, Discovery, Synthesis, Interaction, and Refinement, and outlines the tools that are critical to each step. In the end, the emphasis is not on mastering all the tools, but understanding their strengths and weaknesses, so the right tool can be chosen based on the situation.
Learn how to see beyond typical agile user stories that annoy instead of inspire when building the “unknown”. Pave the way forward for your team by writing design stories that break down a complex problem into “tiny pulses” that when put together make up a complex system. Apply “Design Thinking” to not lose sight of the big picture and avoid leading your team down the wrong path of development and stifle innovation. See how thought leaders in Lean startup and Experience design are already re-evaluating their methods when measuring complexities of a system.
Most importantly see how design stories can be the uniting factor for cross-functional teams: everyone “owns” the design, inspires developers to tackle complex and feature rich digital products with selective planning and architecture that include UI patterns, Lean methods, and promotes holistic thinking that makes everyone more effective and efficient in their work.
Intro to User Experience Design for Developers, Carnegie Apps Hackathon 2014Zaid Haque
This workshop was aimed as an introduction to UX design for developers/designers who were students at a local 24 hour Hackathon competition. It covers the general idea of product creation, UX/UI Design, as well as some interesting productivity enhancing tools and resources for developers/designers.
The Ideal Ux Team And What They ProduceDave Lougheed
Building great online user experiences is about a great team. I have been building and leading UX teams in Toronto for nearly 15 years. This is the team structure and outputs I have found to be the ideal situation for building great user experiences..
First of a series of workshops, aimed to give business managers and engineers an exposure to design concepts. This presentation covers User Experience Concepts, Graphic Design Fundamentals, UI Trends, Cool tools people can use, and an overview of iOS/Android technical specs for UI.
This open forum panel discussion for AIGA UCLA was presented by Lynn Boyden, Chris Chandler, Jose Caballer and Lara Fedoroff. Deemed "UX for Dummies" this discussion focused on the definition, process, deliverables and challenges of User Experience verses Information Architecture.
This is an overview of the tools used by User Experience Designers. Software is important, but in UX you need to master a wide variety of techniques. This presentation covers an overview of the UX workflow, Discovery, Synthesis, Interaction, and Refinement, and outlines the tools that are critical to each step. In the end, the emphasis is not on mastering all the tools, but understanding their strengths and weaknesses, so the right tool can be chosen based on the situation.
Learn how to see beyond typical agile user stories that annoy instead of inspire when building the “unknown”. Pave the way forward for your team by writing design stories that break down a complex problem into “tiny pulses” that when put together make up a complex system. Apply “Design Thinking” to not lose sight of the big picture and avoid leading your team down the wrong path of development and stifle innovation. See how thought leaders in Lean startup and Experience design are already re-evaluating their methods when measuring complexities of a system.
Most importantly see how design stories can be the uniting factor for cross-functional teams: everyone “owns” the design, inspires developers to tackle complex and feature rich digital products with selective planning and architecture that include UI patterns, Lean methods, and promotes holistic thinking that makes everyone more effective and efficient in their work.
Intro to User Experience Design for Developers, Carnegie Apps Hackathon 2014Zaid Haque
This workshop was aimed as an introduction to UX design for developers/designers who were students at a local 24 hour Hackathon competition. It covers the general idea of product creation, UX/UI Design, as well as some interesting productivity enhancing tools and resources for developers/designers.
The Ideal Ux Team And What They ProduceDave Lougheed
Building great online user experiences is about a great team. I have been building and leading UX teams in Toronto for nearly 15 years. This is the team structure and outputs I have found to be the ideal situation for building great user experiences..
First of a series of workshops, aimed to give business managers and engineers an exposure to design concepts. This presentation covers User Experience Concepts, Graphic Design Fundamentals, UI Trends, Cool tools people can use, and an overview of iOS/Android technical specs for UI.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
Part 2 of a series of workshops introducing graduate level business and engineer students to design concepts. This lecture is about Slide Deck design and Information Design. Lecture can be found here: https://www.youtube.com/watch?v=pQ6hDLQuKII
This is an introductive session for software engineers about the user experience. Including psychological concepts, identification of user goals, wireframing, mockups, prototyping and practical examples which you want to understand as software engineers those who practising UX.
UI-UX Practical Talking, is presentation for a session I did in the GUC & the ITI, about the meaning and the difference between The UI and the UX, the key principals about building good UX of products, focusing on mobility and mobile design.
Introducing UI and UX design to the interns at Oakland Digital. We discuss how design gets labeled in the industry, and how I describe it in my own words. To wrap up, we brainstormed how we might improve the interface of a microwave!
Information Architecture Basics,
Main components of IA: organization schemes, structure, labeling, logic, search
Card sorting, Tree testing, IA performance, Content modeling, Task Flows, Site Maps
Mobile User Experience - Inductive Design ProcessJennifer Shurley
Presentation for Denver Titanium Users Meetup -- first revision based on questions and feedback at the meeting. Newly added: 1)links go great pattern resources 2)slide showing sketch, wireframe, mockup 3)side-by-side reference of Android and iOS design guidelines, 4)design go-to questions slide reflects Paul's comment about rich experiences. Next revision: concrete examples and images! Thanks for your thoughts, guys!
Kate Williamson and Cait Vlastakis Smith — UX Designers at Centerline Digital — explore the differences between UX and UI.
Good UX is the manifestation of deeply understanding people.
Learn more at: http://www.centerline.net
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
Part 2 of a series of workshops introducing graduate level business and engineer students to design concepts. This lecture is about Slide Deck design and Information Design. Lecture can be found here: https://www.youtube.com/watch?v=pQ6hDLQuKII
This is an introductive session for software engineers about the user experience. Including psychological concepts, identification of user goals, wireframing, mockups, prototyping and practical examples which you want to understand as software engineers those who practising UX.
UI-UX Practical Talking, is presentation for a session I did in the GUC & the ITI, about the meaning and the difference between The UI and the UX, the key principals about building good UX of products, focusing on mobility and mobile design.
Introducing UI and UX design to the interns at Oakland Digital. We discuss how design gets labeled in the industry, and how I describe it in my own words. To wrap up, we brainstormed how we might improve the interface of a microwave!
Information Architecture Basics,
Main components of IA: organization schemes, structure, labeling, logic, search
Card sorting, Tree testing, IA performance, Content modeling, Task Flows, Site Maps
Mobile User Experience - Inductive Design ProcessJennifer Shurley
Presentation for Denver Titanium Users Meetup -- first revision based on questions and feedback at the meeting. Newly added: 1)links go great pattern resources 2)slide showing sketch, wireframe, mockup 3)side-by-side reference of Android and iOS design guidelines, 4)design go-to questions slide reflects Paul's comment about rich experiences. Next revision: concrete examples and images! Thanks for your thoughts, guys!
Kate Williamson and Cait Vlastakis Smith — UX Designers at Centerline Digital — explore the differences between UX and UI.
Good UX is the manifestation of deeply understanding people.
Learn more at: http://www.centerline.net
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
User-centered UX: Bringing the User into the Design ProcessDave Cooksey
During every design project, everyone involved loves to talk about users. But how often are users actually involved in the design process? In this presentation, we look at practical steps for involving users in the design process and how to employ tried and true user-centric techniques to inform and evaluate our designs.
Content-first UX Design: What video games teach us about UXSteph Hay
Great UX design influences one video game becoming a cultural icon while another lands in the $5 bin at GameStop. So what cues can we take from these popular games—and from this technology-driven industry that so closely parallels our own?
Steph is going to teach us about two: Content-first UX Design and Contextual Learning.
See popular video games whose character stories form the backbone of design, and whose flow teaches players to use the game while they’re playing it.
Then hear how Steph translated these two concepts to her work with Ben & Jerry’s, the Annie E. Casey Foundation, and FastCustomer.com—which resulted in fewer design iterations, more cohesive content, and higher levels of user engagement.
The Future of UX: Designing Data ExperiencesEva Willis
A funny thing happens when you open up your design process to consider the increasing number of devices people use: the importance of each individual device diminishes. That’s a significant shift for the user experiences community to adjust to. The future of UX is the user who begins a task on one device, continues through many more interfaces across many platforms and many more devices and completes their task with little recognition of, or interest in the complexity involved. To stay relevant in the development of digital products, we need think at a higher level than screens or sites or devices. The future of UX is designing data experiences.
Creating a great user experience on mobile is both an art and a science. And adding in a beautiful user interface -- that takes real skill. Here are a few tips on designing for mobile from the design pros at HQ. Check us out at http://BuiltbyHQ.com.
A Workshop on how ot teach UX design, based on a one day workshop model. We cover exercise design, how people learn, and how to design the day. Originally Given at General Assemb.ly 12/15/13
Please feel free to reuse with credit.
Type on the web has many roles: it is an interface, a brand, sets tone, and directs the user. Typography has many roles and can either add or take away from User Experience. In this beautiful and exciting talk we’re going to look at various ways type is used, implemented, and dissect the role that it plays in user experience on the web.
This talk was done during softshake 2014.
Can you give me a definition of the “User Experience”? I don’t! And the Internet neither. User Experience is a really broad domain from analytics to psychology to interface design.
Come to this talk and I’ll present you what is User Experience and what it means for your product. I’ll also give you some tips to help you improve the experience of your software.
Pouvez vous me donner une définition de “l’Experience utilisateur” (UX)? Moi je ne peux pas! Et l’internet n’y arrive pas non plus. L’expérience utilisateur est un domaine très large couvrant la psychologie, le design d’interface et les mesures de performance.
Durant ce talk, je vous présenterai ce qu’est l’expérience utilisateur et ce que ça implique pour votre travail. Je vous donnerai aussi quelques conseils pour améliorer l’expérience de vos logiciels.
UX design (or user experience design) is becoming an increasingly important field for business owners around the world. Good UX design can make a website many times more profitable, while poor UX design can put a company out of business in the right situations. It's worth taking a look to determine if YOUR business could be furthered by some great user experience design.
UX Design + UI Design: Injecting a brand persona!Jayan Narayanan
It is my try to shed light on two often heard but little understood or confused acronyms and its impact on overall brand experience. The presentation originally designed to address a group of entrepreneurs who have little knowledge in design and it's technical jargons.
https://www.linkedin.com/in/jayan-narayanan/
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
User experience (UX) is the basis for all Web activity, and thus underpins everything we do in Web design and development. Successful projects bake UX in from the ground up, from discovery through planning, iteration, testing and deployment. No matter how beautiful our code may be, of what use is it if it’s irrelevant to our users?
I taught a class titled "You Don't Know C.R.A.P. about UX/UI" for SkillShare Philadelphia on 8/23/11. For more information on the class visit: http://www.skillshare.com/You-Dont-Know-CRAP-about-UX-UI/1632896614/
Aimed at beginners to Inkscape and vector graphics, this bootcamp walks you through how to get started getting productive with Inkscape. It includes a tour of the user interface and hints/tips around the most useful basic functions the software offers.
45-60 minute workshop given at LibrePlanet 2010 on getting started with Gimp and Inkscape to create bitmap and vector artwork. Also covers licensing and attribution of sourced images.
A Tour Through Open Source Creative ToolsMáirín Duffy
A tour of the best and most popular open source tools for creativity, including tools for drawing, video editing, animation, etc. Talk given at the Red Hat Summit in 2012.
Design Bounties: Adventures in Recruiting New Free Software NinjasMáirín Duffy
Keynote given at Software Freedom Day Boston in 2012. Talks about how the Fedora Design team came up with a process to recruit new designers to their team. Outlines a specific method of doing this.
Welcome to the Program Your Destiny course. In this course, we will be learning the technology of personal transformation, neuroassociative conditioning (NAC) as pioneered by Tony Robbins. NAC is used to deprogram negative neuroassociations that are causing approach avoidance and instead reprogram yourself with positive neuroassociations that lead to being approach automatic. In doing so, you change your destiny, moving towards unlocking the hypersocial self within, the true self free from fear and operating from a place of personal power and love.
3. Overview
➔ Research goals, users, tasks, technology
➔ Sketch screen flow, screen design, widget choices
➔ Test 5 minute usability studies, document shortcomings
➔ Finalize Design final mockups and specification
➔ Resources where to go for more details & guidance
4. Research Project Definition
➔ What is it that I am building?
➔ What is it that I am not building?
➔ Why am I building it?
5. Research Project Definition
How do you answer these questions?
➔ In the professional world: market research,
product manager
➔ In the FLOSS world: your interests and
motivations
6. Research Users
➔ Who will use this application?
Basic/Intermediate/Expert?
Environment?
Languages/Culture?
➔ What goals do they have?
Why will they use this app in the first place?
➔ What tasks will they need to perform?
How frequently will users perform them?
How many users will perform them?
Prioritization
7. Research Users
How do you answer these questions?
➔ Market research & product manager
➔ Interviews with target users (onsite or phone)
➔ Shadowing target users
➔ Surveys
➔ Any user data you may have (bugzilla, mailing
lists, rt, etc.)
8. Research Knowledge Domain
➔ What domain of knowledge does this
application fit into?
➔ How do folks get their jobs done in this domain
today?
➔ What other current applications are there in
this same domain ('competitive analysis')
➔ How do people use those applications today?
9. Research Knowledge Domain
How do you answer these questions?
➔ Interviews, shadowing, surveys
➔ Read through the most popular books on the
topic (ask what they are!)
➔ Mailing lists / forums / IRC channels where
professionals in the domain hang out
➔ Try out the existing tools for yourself
10. Sketch Screen Flow
➔ Where will users begin?
➔ Per task, what path can users follow to
complete the task?
➔ Define needed screens and dialogs
11. Sketch Screen Design
Per screen on flow diagram:
➔ What are users trying to do here?
➔ What data/context will help them better make a
decision / complete their task?
➔ How might that best be arranged here?
(consult GNOME HIG)
12.
13.
14.
15.
16.
17.
18.
19. Test 5Minute Usability Test
➔ Short – only a couple of tasks
➔ Provide mockup ('fake screenshot')
➔ Ask how user would complete task given
provided mockup (watch them demonstrate)
22. Resources Research
➔ Contextual Design Hugh Beyer and Karen
Holtzblatt
➔ About Face 3 Alan Cooper
➔ User and Task Analysis for Interface Design
Joann Hackos & Janice Redish
➔ Observing the User Experience Mike
Kuniavsky
23. Resources Sketch
➔ Designing From Both Sides of the Screen
Ellen Isaacs and Alan Walendowski
➔ Designing Interfaces Jenifer Tidwell
24. Resources Test
➔ Usability Engineering Jakob Nielsen
➔ Don't Make Me Think Steve Krug
25. Resources General UI Design
➔ The Design of Everyday Things Don Norman
➔ The Inmates are Running the Asylum Alan
Cooper
26. Questions? Comments?
➔ Email me, duffy@redhat.com
➔ Find these slides at:
http://people.redhat.com/duffy/guadec/
➔ Stop by the usability clinic at 5 PM today (in
the Recital hall)
➔ usabilitylist@gnome.org