Breaking the web - Session from Webinale 2014 in Berlin by Florian Franke & Johannes Ippen. What do Popups, Modals and chairs have in common?
franke@madein.io
http://twitter.com/ffranke1985
jo@thxalot.co
http://twitter.com/presskind
The document provides guidance on designing successful products and systems. It recommends separating required functions from implementation details, abstracting requirements, solving the abstraction first before implementing, introducing constructive constraints, pursuing bigger design goals that are inclusive of all users, analyzing markets visually, and predicting inevitable futures. It also advises tracking your own annoyances to find problems to solve, performing root cause analysis, pursuing projects that matter more than money, and thinking bigger about opportunities to address massive challenges like climate change through creative problem solving.
Guaranteed successful design!
This talk includes a lot of examples that are either not well known, or are well known and still not practiced. If you think “yes, I know that one” then ask yourself if you’re actually doing it as often and thoroughly as you could be. I first address #2 (design it well), and then #1 (design the right thing).
I borrowed this structure form Dan Gilbert in his 2006 SxSW talk: How to Do Precisely the Right Thing at All Possible Times.
The document discusses POP, a development company that builds apps using an agile development process. It emphasizes quick prototyping, getting early and frequent user feedback, and making changes before extensive coding begins. This allows POP to rapidly iterate their ideas and ensure they are building something users want. Their process involves brainstorming, research, prototyping, testing, coding, more testing, and then release.
The document provides advice for designers on evolving their skills from newbie to rockstar. It discusses following a mobile-first approach and responsive design. Key recommendations include focusing on work, overworking, making yourself a "T-shaped" designer through broad and deep skills, taking risks, and using iterative design processes like prototyping and user testing.
In this MWC/ADC 2013 presentation Vaughan Knight, Developer Technical Support Manager at Nokia, provides an overview to the feature in Windows Phone for handling photos. He then offers a demo of how to code a Lenses application for integration into the native camera app covering updating the manifest, creating a UI, and processing the image.
For more information see www.developer.nokia.com/windowsphone or http://www.developer.nokia.com/Resources/Library/Lumia/#!advanced-photo-capturing.html.
Find out more about the developer features of Nokia Lumia smartphones in the Lumia App Labs: http://www.developer.nokia.com/Develop/Windows_Phone/Learn/
5 preso #5 mpv 2 and data presentation.pdfSteve Lee
The document describes FindaDu, a mobile app that helps users locate nearby restrooms in Ann Arbor. It allows users to find the closest restroom to their current location within seconds, unlike map apps that only show general building locations. Based on user testing, the app's most important and satisfying features were finding the current location and nearby restrooms. The document discusses potential solutions like allowing custom locations, adding navigation details, and providing more restroom details.
This document summarizes various tools used in creating a film project, including Photoshop for poster and magazine cover design, Google for research, Wix for website creation, iMovie for video editing, IMDB for film research, YouTube for trailer inspiration, a boom mic for audio recording, a tripod and wheels for stable shots, a camera for filming, video lamps for lighting, and a dolly pull for smooth tracking shots. Pros and cons are provided for each tool.
This document provides tips for short-form video production for the web, covering how to prepare an iPhone for production, techniques for minimalist shooting including setting up shots, using Skype for remote interviews, incorporating still images, and editing platforms. It discusses getting an iPhone ready, auditioning subjects remotely on Skype, setting up shots with proper lighting, using Skype when not on location, incorporating still images, and editing software like iMovie, Final Cut Pro, and Adobe Premiere. The document also includes additional resources like a production schedule template and tips for distribution.
The document provides guidance on designing successful products and systems. It recommends separating required functions from implementation details, abstracting requirements, solving the abstraction first before implementing, introducing constructive constraints, pursuing bigger design goals that are inclusive of all users, analyzing markets visually, and predicting inevitable futures. It also advises tracking your own annoyances to find problems to solve, performing root cause analysis, pursuing projects that matter more than money, and thinking bigger about opportunities to address massive challenges like climate change through creative problem solving.
Guaranteed successful design!
This talk includes a lot of examples that are either not well known, or are well known and still not practiced. If you think “yes, I know that one” then ask yourself if you’re actually doing it as often and thoroughly as you could be. I first address #2 (design it well), and then #1 (design the right thing).
I borrowed this structure form Dan Gilbert in his 2006 SxSW talk: How to Do Precisely the Right Thing at All Possible Times.
The document discusses POP, a development company that builds apps using an agile development process. It emphasizes quick prototyping, getting early and frequent user feedback, and making changes before extensive coding begins. This allows POP to rapidly iterate their ideas and ensure they are building something users want. Their process involves brainstorming, research, prototyping, testing, coding, more testing, and then release.
The document provides advice for designers on evolving their skills from newbie to rockstar. It discusses following a mobile-first approach and responsive design. Key recommendations include focusing on work, overworking, making yourself a "T-shaped" designer through broad and deep skills, taking risks, and using iterative design processes like prototyping and user testing.
In this MWC/ADC 2013 presentation Vaughan Knight, Developer Technical Support Manager at Nokia, provides an overview to the feature in Windows Phone for handling photos. He then offers a demo of how to code a Lenses application for integration into the native camera app covering updating the manifest, creating a UI, and processing the image.
For more information see www.developer.nokia.com/windowsphone or http://www.developer.nokia.com/Resources/Library/Lumia/#!advanced-photo-capturing.html.
Find out more about the developer features of Nokia Lumia smartphones in the Lumia App Labs: http://www.developer.nokia.com/Develop/Windows_Phone/Learn/
5 preso #5 mpv 2 and data presentation.pdfSteve Lee
The document describes FindaDu, a mobile app that helps users locate nearby restrooms in Ann Arbor. It allows users to find the closest restroom to their current location within seconds, unlike map apps that only show general building locations. Based on user testing, the app's most important and satisfying features were finding the current location and nearby restrooms. The document discusses potential solutions like allowing custom locations, adding navigation details, and providing more restroom details.
This document summarizes various tools used in creating a film project, including Photoshop for poster and magazine cover design, Google for research, Wix for website creation, iMovie for video editing, IMDB for film research, YouTube for trailer inspiration, a boom mic for audio recording, a tripod and wheels for stable shots, a camera for filming, video lamps for lighting, and a dolly pull for smooth tracking shots. Pros and cons are provided for each tool.
This document provides tips for short-form video production for the web, covering how to prepare an iPhone for production, techniques for minimalist shooting including setting up shots, using Skype for remote interviews, incorporating still images, and editing platforms. It discusses getting an iPhone ready, auditioning subjects remotely on Skype, setting up shots with proper lighting, using Skype when not on location, incorporating still images, and editing software like iMovie, Final Cut Pro, and Adobe Premiere. The document also includes additional resources like a production schedule template and tips for distribution.
HTML5 Meetup | Back to Basics: Wireframing & PlanningPaul Crimi
This is the keynote presentation from the HTML5 Meetup in Toronto, CA that took place on February 27, 2014.
Planning your projects at the very beginning can be a fun yet daunting task. Showing clients early concepts, prototypes, wireframes and ideas at early stages can help you land the contract, or perhaps see concerns or new features for your own project that wasn’t apparent before. Michael McArthur and Paul Crimi, both of whom are Product Designers at BNOTIONS, are going to walk us through their processes of how they begin a project, what resources they use, and what goes on in their minds as they get everything off the ground.
Designing for User Experience (UX) with Atlassian ToolsAtlassian
The document discusses integrating design and development. It outlines 5 steps to solve challenges: 1) braindump to brief, 2) brief to wireframes, 3) wireframes to design, 4) design to implementation, and 5) implementation to validation. Key points include using tools like JIRA and Confluence for collaboration, bringing designs to life with prototypes, and validating designs through internal and external testing.
This was a presentation made to Refresh Boyne in which Patrick discusses why User Experience design can fail. How not to engage with UX teams. Too often UX is done last or it's a rubber stamp step - especially around accessibility. That's when it fails. Patrick will show how to get it right.
Web valley talk - usability, visualization and mobile app developmentEamonn Maguire
This document provides an overview of user interfaces for science, including user experience, visualization, and mobile app development using PhoneGap. It discusses principles of good user interface design like simplicity, consistency, and visual hierarchy. It also covers processes for creating interfaces like storyboarding and wireframing. Visualization is discussed as a way to help users analyze and understand large datasets. The document cautions against potential pitfalls in visualization like unclear representations of uncertainty. It concludes by mentioning libraries for creating visualizations and frameworks like PhoneGap for developing mobile apps.
Mobile first: A future friendly approach to UX designInVision App
Thinking "mobile" is not just about devices, it's about better usability, optimizing for screen real estate, and simplifying design elements and layouts. Asher Blumberg, Mobile UX Designer at StumbleUpon, walks us through creating a unique design language for your app that bridges the chasm between iOS and Android.
Responsive Design & Prototyping -- An Agency Model (Part 2/3)Neeta Goplani
Responsive Design & Prototyping -- An Agency Model
This presentation is in three parts, please see the links and description below:
Links:
Part 1: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-13
Part 3: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-23
Part 2: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-33
Description:
Digitas is pleased to host the April 2012 UPA Boston meeting. We’ll be looking at some of the latest trends we’ve seen in Experience Design. We will discuss how we at Digitas are redefining our approach and share the successes and challenges we’ve encountered along the way. We will focus specifically on responsive design as well as the value of prototyping in new more complex digital ecosystems.
Working better together designers & developersVitali Pekelis
This document summarizes a presentation given to designers and developers on working better together. The presentation covered identifying problems between designers and developers, using native design principles in Android, UX/UI design tools and tips, handoff tools like Zeplin, and concluding that good communication and establishing workflows are important. Material design resources like Material.io were demonstrated.
This document summarizes a UX and web product design course presented by Steve Hickey. The course covers key topics like what is user experience design, common UX design methods and principles, and how to conduct initial user testing. It discusses the difference between UI and UX design and presents several important UX principles, including Fitts's law, the principle of least astonishment, and BJ Fogg's behavior model. The course aims to teach students effective habits of highly skilled UX designers, such as being prolific in idea generation and user research methods like surveys and usability testing.
Impact of Adobe Edge Tools and Services in Higher EducationJoseph Labrecque
This document discusses Adobe's Edge tools and services and their impact on higher education. It summarizes Joseph Labrecque's experience integrating these new technologies into his course curriculum at the University of Denver. He found Edge Animate was better than Flash Professional for teaching animation, and PhoneGap was better than AIR for mobile development courses. However, some legacy systems still require Flash Player. Overall the new tools allow more to be done with web technologies while Flash still has uses, and the landscape will continue to change.
This document summarizes Joseph Labrecque's presentation on Adobe Edge. It discusses how Edge is similar to and different from Flash, the types of projects Edge is well-suited for like landing pages and banners, and when not to use Edge, such as for complex interactive content. The presentation compares the key features of Edge like the timeline, symbols and preloaders to those in Flash. It also notes how assets can be reused from Photoshop, Illustrator and Flash in Edge projects.
This document provides an overview of responsive design using HTML5, CSS3, JavaScript, and the Backbone.js framework. It discusses the rise of JavaScript frameworks like Backbone and how Backbone can be used for responsive design. It then explains the concepts of responsive design, including flexible grids, media queries, and avoiding fixed widths. It also discusses using HTML5 features like pushState to support responsive design goals. Finally, it gives a high-level overview of how to structure a Backbone application to support responsive design.
In this session, we will explore the how the recent explosion of devices has disrupted the process of designing a website that we've crafted over the past decade.
When designers only have one instance of website (i.e., desktop) to design, the layout is uniform. The header, content area, sidebar, and footer all remain static. Furthermore, the elements are relatively uniform as well. Buttons, navigation, typography, and images are all basically the same across across the various pages. But if you are designing a responsive website – one whose look and feel adapts depending whether you're using a phone, laptop, or tablet – then these elements and especially the layout begin to diverge.
After this session, you should leave with the confidence to argue the importance of responsive design to your client or boss – and that the with the proper strategy, the extra effort and costs can be justified (and hopefully minimized).
The document discusses getting started with mobile web app design. It provides resources for building apps, including frameworks like iUI and jQTouch. It emphasizes designing for specific mobile platforms, testing apps across browsers and devices, and following accessibility and usability guidelines. It also suggests building a staff app as a way to get feedback and test design concepts.
This is for all designers or non-designers who want to design something fast! Introduces steps to thinking of an interface and tools with low learning cost to get you started!
How to build a kick-ass mobile experienceMichael Dick
This document provides tips for building a kick-ass mobile experience. It begins by noting the similarities between web and mobile design, including using HTML, CSS, JavaScript and similar tools. It emphasizes that the user experience should continue across devices. Key tips include focusing on the priority of getting users what they want with minimal hassle, making the experience fluid, ensuring tappable areas are 44x44 pixels, and disabling autocorrect on sensitive inputs. The document concludes by asking the reader to provide feedback on Twitter.
HTML5 Meetup | Back to Basics: Wireframing & PlanningPaul Crimi
This is the keynote presentation from the HTML5 Meetup in Toronto, CA that took place on February 27, 2014.
Planning your projects at the very beginning can be a fun yet daunting task. Showing clients early concepts, prototypes, wireframes and ideas at early stages can help you land the contract, or perhaps see concerns or new features for your own project that wasn’t apparent before. Michael McArthur and Paul Crimi, both of whom are Product Designers at BNOTIONS, are going to walk us through their processes of how they begin a project, what resources they use, and what goes on in their minds as they get everything off the ground.
Designing for User Experience (UX) with Atlassian ToolsAtlassian
The document discusses integrating design and development. It outlines 5 steps to solve challenges: 1) braindump to brief, 2) brief to wireframes, 3) wireframes to design, 4) design to implementation, and 5) implementation to validation. Key points include using tools like JIRA and Confluence for collaboration, bringing designs to life with prototypes, and validating designs through internal and external testing.
This was a presentation made to Refresh Boyne in which Patrick discusses why User Experience design can fail. How not to engage with UX teams. Too often UX is done last or it's a rubber stamp step - especially around accessibility. That's when it fails. Patrick will show how to get it right.
Web valley talk - usability, visualization and mobile app developmentEamonn Maguire
This document provides an overview of user interfaces for science, including user experience, visualization, and mobile app development using PhoneGap. It discusses principles of good user interface design like simplicity, consistency, and visual hierarchy. It also covers processes for creating interfaces like storyboarding and wireframing. Visualization is discussed as a way to help users analyze and understand large datasets. The document cautions against potential pitfalls in visualization like unclear representations of uncertainty. It concludes by mentioning libraries for creating visualizations and frameworks like PhoneGap for developing mobile apps.
Mobile first: A future friendly approach to UX designInVision App
Thinking "mobile" is not just about devices, it's about better usability, optimizing for screen real estate, and simplifying design elements and layouts. Asher Blumberg, Mobile UX Designer at StumbleUpon, walks us through creating a unique design language for your app that bridges the chasm between iOS and Android.
Responsive Design & Prototyping -- An Agency Model (Part 2/3)Neeta Goplani
Responsive Design & Prototyping -- An Agency Model
This presentation is in three parts, please see the links and description below:
Links:
Part 1: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-13
Part 3: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-23
Part 2: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-33
Description:
Digitas is pleased to host the April 2012 UPA Boston meeting. We’ll be looking at some of the latest trends we’ve seen in Experience Design. We will discuss how we at Digitas are redefining our approach and share the successes and challenges we’ve encountered along the way. We will focus specifically on responsive design as well as the value of prototyping in new more complex digital ecosystems.
Working better together designers & developersVitali Pekelis
This document summarizes a presentation given to designers and developers on working better together. The presentation covered identifying problems between designers and developers, using native design principles in Android, UX/UI design tools and tips, handoff tools like Zeplin, and concluding that good communication and establishing workflows are important. Material design resources like Material.io were demonstrated.
This document summarizes a UX and web product design course presented by Steve Hickey. The course covers key topics like what is user experience design, common UX design methods and principles, and how to conduct initial user testing. It discusses the difference between UI and UX design and presents several important UX principles, including Fitts's law, the principle of least astonishment, and BJ Fogg's behavior model. The course aims to teach students effective habits of highly skilled UX designers, such as being prolific in idea generation and user research methods like surveys and usability testing.
Impact of Adobe Edge Tools and Services in Higher EducationJoseph Labrecque
This document discusses Adobe's Edge tools and services and their impact on higher education. It summarizes Joseph Labrecque's experience integrating these new technologies into his course curriculum at the University of Denver. He found Edge Animate was better than Flash Professional for teaching animation, and PhoneGap was better than AIR for mobile development courses. However, some legacy systems still require Flash Player. Overall the new tools allow more to be done with web technologies while Flash still has uses, and the landscape will continue to change.
This document summarizes Joseph Labrecque's presentation on Adobe Edge. It discusses how Edge is similar to and different from Flash, the types of projects Edge is well-suited for like landing pages and banners, and when not to use Edge, such as for complex interactive content. The presentation compares the key features of Edge like the timeline, symbols and preloaders to those in Flash. It also notes how assets can be reused from Photoshop, Illustrator and Flash in Edge projects.
This document provides an overview of responsive design using HTML5, CSS3, JavaScript, and the Backbone.js framework. It discusses the rise of JavaScript frameworks like Backbone and how Backbone can be used for responsive design. It then explains the concepts of responsive design, including flexible grids, media queries, and avoiding fixed widths. It also discusses using HTML5 features like pushState to support responsive design goals. Finally, it gives a high-level overview of how to structure a Backbone application to support responsive design.
In this session, we will explore the how the recent explosion of devices has disrupted the process of designing a website that we've crafted over the past decade.
When designers only have one instance of website (i.e., desktop) to design, the layout is uniform. The header, content area, sidebar, and footer all remain static. Furthermore, the elements are relatively uniform as well. Buttons, navigation, typography, and images are all basically the same across across the various pages. But if you are designing a responsive website – one whose look and feel adapts depending whether you're using a phone, laptop, or tablet – then these elements and especially the layout begin to diverge.
After this session, you should leave with the confidence to argue the importance of responsive design to your client or boss – and that the with the proper strategy, the extra effort and costs can be justified (and hopefully minimized).
The document discusses getting started with mobile web app design. It provides resources for building apps, including frameworks like iUI and jQTouch. It emphasizes designing for specific mobile platforms, testing apps across browsers and devices, and following accessibility and usability guidelines. It also suggests building a staff app as a way to get feedback and test design concepts.
This is for all designers or non-designers who want to design something fast! Introduces steps to thinking of an interface and tools with low learning cost to get you started!
How to build a kick-ass mobile experienceMichael Dick
This document provides tips for building a kick-ass mobile experience. It begins by noting the similarities between web and mobile design, including using HTML, CSS, JavaScript and similar tools. It emphasizes that the user experience should continue across devices. Key tips include focusing on the priority of getting users what they want with minimal hassle, making the experience fluid, ensuring tappable areas are 44x44 pixels, and disabling autocorrect on sensitive inputs. The document concludes by asking the reader to provide feedback on Twitter.
RPWORLD offers custom injection molding service to help customers develop products ramping up from prototypeing to end-use production. We can deliver your on-demand parts in as fast as 7 days.
Value based approach to heritae conservation -.docxJIT KUMAR GUPTA
Text defines the role, importance and relevance of value based approach in identification, preservation and conservation of heritage to make it more productive and community centric.