Why buttons suck, and other truths about ancient UIs & interactions that do not utilize possibilities of current techologies.
(UXcamp Europe 2013, Berlin)
Designing User Experience, Not User Interface /Conversion Meetup 2013/Petr Kosnar
User Experience is not only about web sites and creating wireframes of User Interfaces. What is User Experience design and how to do it?
(Conversion Meetup 2013, Bratislava)
Designing User Experience, Not User Interface /Conversion Meetup 2013/Petr Kosnar
User Experience is not only about web sites and creating wireframes of User Interfaces. What is User Experience design and how to do it?
(Conversion Meetup 2013, Bratislava)
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Úloha UX designu ve vývoji produktů /UX Monday Ostrava/Petr Kosnar
Představení User-centered design procesu, User Experience designu, a jakou roli obojí hraje ve vývoji (digitálního či fyzického) produktu.
Přednáška a workshop.
(UX Monday Ostrava, 24. 2. 2013)
Session about memory techniques and manipulation at UXCamp Europe 2011, Berlin (http://www.uxcampeurope.org/)
Visit www.faxe.cz and drop me a line if you are interested...
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Úloha UX designu ve vývoji produktů /UX Monday Ostrava/Petr Kosnar
Představení User-centered design procesu, User Experience designu, a jakou roli obojí hraje ve vývoji (digitálního či fyzického) produktu.
Přednáška a workshop.
(UX Monday Ostrava, 24. 2. 2013)
Session about memory techniques and manipulation at UXCamp Europe 2011, Berlin (http://www.uxcampeurope.org/)
Visit www.faxe.cz and drop me a line if you are interested...
Rozhodněte o rozhodnutí druhých /WebExpo 2011/Petr Kosnar
Talk about decision making and decision manipulation techniques in (web)design. Presented at WebExpo 2011, Prague (http://webexpo.net/prague2011/talk/decide-about-the-decisions-of-others/).
Visit www.faxe.cz and drop me a line if you are interested...
Quantified User - Wearable Sensors - Content Scaling - UXCamp Europe 2013Mark Melnykowycz
My talk at UXCamp Europe 2013 in Berlin. I focused on current trends and future directions with wearable sensors, how this will define the User State of a person (the Quantified User) and allow emotional design to come into content strategy. Some initial ideas on content scaling design with markup are presented as well.
Basics in User Experience Design, Information Architecture & UsabilitySebastian Waters
Presentation for my talk about the "Basics in User Experience Design, Information Architecture & Usability" at General Assembly Berlin, January 9th, 2013
Content originally published with Martin Jordan in "Marke und digitale Medien", Springer Verlag.
Presented ad various conferences eg. at the NEXT Conference 2014 in Berlin, at the Service Experience Camp 2013 and the UXCamp Europe 2013. Also a presentation for a regular class at Miami Add School Europe.
More Brand Service examples here: http://www.christianvatter.com/great-examples-of-brand-services/
My Ignite! presentation on Day 1 of UX Camp CPH 2013. uxcampcph.dk. Transcript: http://www.mardahl.dk/2013/04/13/my-ignite-slides-and-transcript-for-ux-camp-cph-2013/
A practical, UX-driven approach to designing in the browser. Based on a real life case we share our experiences with incorporating a tightly integrated, iterative and co-creative process between UX designer, frontend developer and client.
In this presentation i talk about the design process for mobile. From knowing your user goals and preferences, to your business needs, and the different factors you need to consider before building an app.
Presented at SCREENS 2013 in Toronto.
Details at fitc.ca/screens
InteraXon is bringing wearable technology and EEG – technology until only recently available in medical labs – to the consumer space with Muse: a flexible light 6 sensor brain sensing headband and software platform.
Peek underneath the hood of a brain-sensing device like Muse, and you’ll find an innovate process for evaluating, validating and executing user experience into the product design.
In this talk InteraXon CPO and co-founder Trevor Coleman will discuss how his company’s technology is also changing (and challenging) UX and product design conventions. Why this is mission critical to address consumer needs; and how this builds a superior quality product in a still emerging market.
When you’re creating the future of technology you can’t work using outdated methodologies. Peek underneath the hood of Muse, and you’ll find not just the next generation of user interfaces but a cutting edge approach to determining what that exactly is.
Similar to Buttons suck! /UXcamp Europe 2013/ (20)
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
7. Why are UIs designed this way?
Known from the physical world
Clear mental model
That‘s how humans interact with technologies
Everybody does it
There are tools for that
8. Purpose of physical buttons:
- To determine interactive part of the device
- To move mechanics behind the scenes
...later to close particular circuit of electronic device
Image ref 4/
Known from the physical world
9. Requirements of physical buttons:
- Safety (not too sharp, ...)
- Easy to operate them (big enough)
- Providing feedback (movement, „click“, ...)
Image ref 4/
10. Digital buttons:
- Whole screen is (can be) interactive
- Does not move anything
- Does not need to be safe
(can have any shape, ...)
- Does not provide feedback
(the system simulates feedback artificially)
11. Digital buttons do not reflect features
of physical buttons, nor reasons why they were
designed that way!
12. Why are UIs designed this way?
Known from the physical world
Clear mental model
That‘s how humans interact with technologies
Everybody does it
There are tools for that
13. Mental model:
- A switch between states of the machine
- Triggers predefined action
- To be pressed
(or pulled)
That is very limiting for current devices!
Image ref 5/
14. Image ref 6/
NEW Mental model:
- Manipulating the content directly
- User‘s action reflects the desired response
(drag & drop, enlarge, rotate, throw away, ...)
15. Image ref 6/
Users understand how to interact with new devices!
(and if not, they learn it fast)
16. Why are UIs designed this way?
Known from the physical world
Clear Old mental model
That‘s how humans interact with technologies
Everybody does it
There are tools for that
18. Image ref 7/
Old, dumb machine:
- Waiting for commands
- Responds in a standard, pre-defined way
- User needs to know how to trigger certain action
- Does only what user asks for
19. Image ref 8/
New, intelligent machine:
- Interactions closer to Human-Human interactions
- Recognizes and understands user
(mood, opinions, background, typical needs, ...)
- Predicts, empathizes, personalizes, ...
20. Image ref 9/
New, intelligent machine
requires a lot of AI!
...based on learning from big data,
& patterns recognition
21. Image ref 9/
The way how humans interact
with technologies is changing!
22. Why are UIs designed this way?
Known from the physical world
Clear Old mental model
That‘s how humans used to interact with technologies
Everybody does it
There are tools for that
23. http://www.youtube.com/watch?v=cVCGfGZbhGo
Image ref 10/
Others still use buttons too?
Examples of „new“ interactions:
- iPad app Paper, Android OS, ...many!
(direct manipulation of content, intuitive gestures,
user‘s actions linked to desired response, ...)
25. Why are UIs designed this way?
Known from the physical world
Clear Old mental model
That‘s how humans used to interact with technologies
Everybody does it
There are tools for that
26. Why are UIs designed this way?
Known from the physical world
Clear Old mental model
That‘s how humans used to interact with technologies
Everybody does it
There are tools for that
...so the evolution of UIs must stop?!
27. Why are UIs designed this way?
Known from the physical world
Clear Old mental model
That‘s how humans used to interact with technologies
Everybody does it
There are tools for that So what?
28. Website of...
Yesterday
Is old and dumb.
- Consists of static pages that can be browsed
...like a big library in which you must search books
- Is passive - waiting for user‘s action
(if user knows what to ask for, and how)
30. Website of...
Is new and intelligent!
- Active dialogue with user – conversation!
- Recognizes particular user
(returning? frequent visitor? what is he like?)
- Reflects user‘s needs, character, mood, opinions, ...
- Offers only content useful for him (her)
...in a natural, human-like way.
Tomorrow
32. • Don‘t limit yourself for ancient UI elements
• Use the possibilities of new technologies
• Search for meaningful interactions
• Experiment
• Forget about how you did it yesterday
• Design for tomorrow
• Begin with interactions, not UI elements
• Customize your interfaces & interactions
What shall we do then?
33. Image ref 11/
Tailor interactions and UI elements for your app!
...contribute to the evolution of UIs...