This is the second part of my Interaction 14 workshop. Due to the projector connection breaking down some of these slides were seen during the workshop.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The proposed site would display the images in a slideshow format with viewers asked to evaluate how effectively each image conveys its intended emotion based on criteria like color, ability to elicit memories, and whether it "works" as a whole slide. The goal is to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The creator planned to take their own photos, organize them by emotion, and get feedback on how effectively the images and color schemes evoked feelings. The goal was to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
This document provides an introduction to satellite remote sensing. It discusses key topics such as the definition of remote sensing, the stages of remote sensing including energy sources, sensors, and data interpretation. It also covers different types of remote sensing based on platform, orbital characteristics, energy sources, components, and spectral characteristics. Different sensors, image resolution, electromagnetic radiation properties, and interactions with the atmosphere and earth surface are described. The history and development of remote sensing techniques are briefly mentioned. In summary, the document provides a comprehensive overview of the fundamental concepts and components of remote sensing from multiple perspectives.
Foundations understanding users and interactionsPreeti Mishra
This document discusses qualitative user research methods. It explains that qualitative research helps understand user behavior, which is too complex to understand solely through quantitative data. Qualitative research methods include interviews, observation, and persona creation. Personas are fictional user archetypes created from interview data to represent different types of users. They are useful for product design by providing empathy for users and guiding decisions. The document provides details on creating personas and using scenarios to represent how personas would interact with a product.
1. The document describes a minimalist interactive application called "Useless Advices" that provides random useless advice to the user with each button press.
2. It was inspired by philosophical concepts like qualia, limits and constraints, minimalism, wabi-sabi, and the video game "Kuukiyomi Consider It".
3. The interactive was created using Unity and contains a single button that, when pressed, randomly generates and displays a new useless advice on the screen from a list.
dmedia Project 2 Interaction Design - Field WorkStanford dmedia
The document instructs students to conduct field research over the weekend to understand how mobile phones are changing personal health habits by talking to at least 5 people about their mobile phone and health habits, and then use the research to develop a point of view on the topic that will be the starting point for their next project. The document provides several design thinking methods and mindsets to guide the student's research and development of their point of view.
The document outlines the assignments and deliverables for Project 1 of a visual design course, which asks students to create an information visualization that illuminates a pattern in the history of social media. Over two weeks, students will research the topic, prototype a visualization, and create a final digital design to present based on feedback. The project aims to uncover long-term trends in social media and gain experience designing visual representations of information.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The proposed site would display the images in a slideshow format with viewers asked to evaluate how effectively each image conveys its intended emotion based on criteria like color, ability to elicit memories, and whether it "works" as a whole slide. The goal is to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The creator planned to take their own photos, organize them by emotion, and get feedback on how effectively the images and color schemes evoked feelings. The goal was to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
This document provides an introduction to satellite remote sensing. It discusses key topics such as the definition of remote sensing, the stages of remote sensing including energy sources, sensors, and data interpretation. It also covers different types of remote sensing based on platform, orbital characteristics, energy sources, components, and spectral characteristics. Different sensors, image resolution, electromagnetic radiation properties, and interactions with the atmosphere and earth surface are described. The history and development of remote sensing techniques are briefly mentioned. In summary, the document provides a comprehensive overview of the fundamental concepts and components of remote sensing from multiple perspectives.
Foundations understanding users and interactionsPreeti Mishra
This document discusses qualitative user research methods. It explains that qualitative research helps understand user behavior, which is too complex to understand solely through quantitative data. Qualitative research methods include interviews, observation, and persona creation. Personas are fictional user archetypes created from interview data to represent different types of users. They are useful for product design by providing empathy for users and guiding decisions. The document provides details on creating personas and using scenarios to represent how personas would interact with a product.
1. The document describes a minimalist interactive application called "Useless Advices" that provides random useless advice to the user with each button press.
2. It was inspired by philosophical concepts like qualia, limits and constraints, minimalism, wabi-sabi, and the video game "Kuukiyomi Consider It".
3. The interactive was created using Unity and contains a single button that, when pressed, randomly generates and displays a new useless advice on the screen from a list.
dmedia Project 2 Interaction Design - Field WorkStanford dmedia
The document instructs students to conduct field research over the weekend to understand how mobile phones are changing personal health habits by talking to at least 5 people about their mobile phone and health habits, and then use the research to develop a point of view on the topic that will be the starting point for their next project. The document provides several design thinking methods and mindsets to guide the student's research and development of their point of view.
The document outlines the assignments and deliverables for Project 1 of a visual design course, which asks students to create an information visualization that illuminates a pattern in the history of social media. Over two weeks, students will research the topic, prototype a visualization, and create a final digital design to present based on feedback. The project aims to uncover long-term trends in social media and gain experience designing visual representations of information.
This document provides guidance for students conducting user research for a class project. It outlines the schedule and structure for presenting their research findings. Students are to: [1] Describe their target users and research location; [2] Present insights from in-depth interviews with 9-12 users; [3] Identify user needs and opportunities; and [4] Develop 3 personas representing their user types. The presentation should utilize visuals and direct user quotes to bring the research to life. Additional collected materials will supplement the presentation. Proper research can provide insights into others' realities to help design for real user needs.
UX in the Real World: There's no such thing as "No Persona"Tom Allison
You've either got Good Personas, or .... you've got Zombies!
How zombie peronsas are created, how they can eat your project team's brains and how to protect your project team from them.
Jason Moore - Interaction design in enterprise teamsroblund
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting without determining with color, progressive disclosure, helping users inline, designing for the zero state, solving existing problems, invisible design, and ensuring interfaces are actually used. The overall message is that UIs should be intuitive, minimize cognitive load, and maximize usability.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting existing problems, and designing for use rather than hypothetical situations. The overarching goal of UI design should be enabling users to achieve their goals with minimal distraction or confusion.
The document provides context and initial ideas for Matthew Evans' final major project (FMP). His proposed idea is to create a fully 3D short horror story using Maya and After Effects. He discusses influences like Kane Pixels' "The Backrooms" video and wanting to expand his 3D skills. Evans outlines researching 3D assets and studying the horror genre to influence his project's style and tone. He analyzes mood boards to influence color palettes and shots. Overall, the document outlines Evans' inspiration and planning to create an immersive 3D horror story within the time frame using skills from his coursework.
Drawing Out Your Users: Using Sketch Techniques for User ResearchBennett King
Workshop Presentation from UX Speakeasy's Sketchcamp San Diego on October 6th, 2012.
This presentation centers on using sketching techniques as another form of data collection for user research. The presentation covers the reasons for using sketching, some background behind origins in Psychology, and three activities which can be used during research.
Bhaskar Agarwal discusses methods for developing an observation mindset when designing products and services. He emphasizes using structured processes like brainstorming and mind mapping to channel potential tangents. Photographs can be used as a visual research tool to document people's experiences through photo journaling, interviewing, and surveying. Drawing is presented as a way to synthesize ideas through storytelling, expressing emotions, and realizing abstractions. The document also examines interactions between people, machines, and markets at different stages from concept to mass adoption.
The first deliverable of my Final Project at CIID, this document consists of the process followed in arriving at a research question for my final thesis.
DISTANCE Project: Using your maker's tacit knowledge to design in Virtual Rea...Ann Marie Shillito, FRSA
Ann marie Shillito is a jeweller and was one of the applied artists participating in Applied Arts Scotland's Distance Project, exploring the potential of Virtual Reality for their practice. Ann Marie focused on the practicalities of designing jewellery and getting the models 3D printed. This presentation is about using a maker' tacit knowledge to design in Virtual Reality on that journey.
The document summarizes a student's final year project presentation on visual illusions and how people's perceptions can be manipulated by what they see. The project aims to show users that their interpretations of images can change depending on viewing distance or perspective. It involves projecting video onto a mannequin that will appear to change from a woman to a man, demonstrating how makeup can transform appearances. Users will trigger the video by walking towards the mannequin, and an audio message will play afterward to further explain the concept that what you see is not always what you get.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
The document presents "The Ten and a Half Commandments of Visual Thinking," a chapter removed from Dan Roam's book The Back of the Napkin. It provides ten and a half tips for using visual thinking and visual tools to solve problems, including drawing a circle to get started, anthropomorphizing concepts, and using visual triggers to free up cognitive capacity. The tips encourage sketching aloud and erasing loudly to replace words with images.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
Sketching user experiences: Getting the design right and the right designMerve Aydın
Stories and sketches are effective ways to explore interaction design concepts quickly and inexpensively. Sketches do not require advanced drawing skills and can take many forms, including storyboards, comic strips, photographs with annotations, and simple videos. They allow designers to rapidly iterate and test multiple alternatives early in the design process. While not as polished as finished designs, sketches are valuable for capturing dynamics, movement, and the overall user experience in a visual format that can be quickly understood and shared.
Aligning Organizational Stakeholders with User Story MappingUXDXConf
This document discusses using story mapping to communicate product ideas more effectively. It recommends:
1) Using story mapping at every stage of product development, from research to release, to build shared understanding between teams.
2) Conducting story mapping workshops to collaboratively map out user needs and desired outcomes through stories, rather than just writing requirements.
3) Focusing on outcomes for users through storytelling, rather than what features to build, to ensure the product is truly valuable.
Using Design Thinking to Develop Visitor-Centered ExperiencesWest Muse
Presenters:
Dana Mitroff Silvers, Principal and Founder, Designing Insights
Liz McDermott, Managing Editor, Web & Communications, Getty Research Institute
Design thinking is a human-centered process for problem solving and innovation. In this workshop, participants were introduced to design thinking through a hands-on, highly interactive experience. Attendees learned how to apply selected tools and methods of the design thinking framework to museums, including empathy interviewing, problem definition, rapid prototyping, and user testing.
This document provides guidance for students conducting user research for a class project. It outlines the schedule and structure for presenting their research findings. Students are to: [1] Describe their target users and research location; [2] Present insights from in-depth interviews with 9-12 users; [3] Identify user needs and opportunities; and [4] Develop 3 personas representing their user types. The presentation should utilize visuals and direct user quotes to bring the research to life. Additional collected materials will supplement the presentation. Proper research can provide insights into others' realities to help design for real user needs.
UX in the Real World: There's no such thing as "No Persona"Tom Allison
You've either got Good Personas, or .... you've got Zombies!
How zombie peronsas are created, how they can eat your project team's brains and how to protect your project team from them.
Jason Moore - Interaction design in enterprise teamsroblund
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting without determining with color, progressive disclosure, helping users inline, designing for the zero state, solving existing problems, invisible design, and ensuring interfaces are actually used. The overall message is that UIs should be intuitive, minimize cognitive load, and maximize usability.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting existing problems, and designing for use rather than hypothetical situations. The overarching goal of UI design should be enabling users to achieve their goals with minimal distraction or confusion.
The document provides context and initial ideas for Matthew Evans' final major project (FMP). His proposed idea is to create a fully 3D short horror story using Maya and After Effects. He discusses influences like Kane Pixels' "The Backrooms" video and wanting to expand his 3D skills. Evans outlines researching 3D assets and studying the horror genre to influence his project's style and tone. He analyzes mood boards to influence color palettes and shots. Overall, the document outlines Evans' inspiration and planning to create an immersive 3D horror story within the time frame using skills from his coursework.
Drawing Out Your Users: Using Sketch Techniques for User ResearchBennett King
Workshop Presentation from UX Speakeasy's Sketchcamp San Diego on October 6th, 2012.
This presentation centers on using sketching techniques as another form of data collection for user research. The presentation covers the reasons for using sketching, some background behind origins in Psychology, and three activities which can be used during research.
Bhaskar Agarwal discusses methods for developing an observation mindset when designing products and services. He emphasizes using structured processes like brainstorming and mind mapping to channel potential tangents. Photographs can be used as a visual research tool to document people's experiences through photo journaling, interviewing, and surveying. Drawing is presented as a way to synthesize ideas through storytelling, expressing emotions, and realizing abstractions. The document also examines interactions between people, machines, and markets at different stages from concept to mass adoption.
The first deliverable of my Final Project at CIID, this document consists of the process followed in arriving at a research question for my final thesis.
DISTANCE Project: Using your maker's tacit knowledge to design in Virtual Rea...Ann Marie Shillito, FRSA
Ann marie Shillito is a jeweller and was one of the applied artists participating in Applied Arts Scotland's Distance Project, exploring the potential of Virtual Reality for their practice. Ann Marie focused on the practicalities of designing jewellery and getting the models 3D printed. This presentation is about using a maker' tacit knowledge to design in Virtual Reality on that journey.
The document summarizes a student's final year project presentation on visual illusions and how people's perceptions can be manipulated by what they see. The project aims to show users that their interpretations of images can change depending on viewing distance or perspective. It involves projecting video onto a mannequin that will appear to change from a woman to a man, demonstrating how makeup can transform appearances. Users will trigger the video by walking towards the mannequin, and an audio message will play afterward to further explain the concept that what you see is not always what you get.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
The document presents "The Ten and a Half Commandments of Visual Thinking," a chapter removed from Dan Roam's book The Back of the Napkin. It provides ten and a half tips for using visual thinking and visual tools to solve problems, including drawing a circle to get started, anthropomorphizing concepts, and using visual triggers to free up cognitive capacity. The tips encourage sketching aloud and erasing loudly to replace words with images.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
Sketching user experiences: Getting the design right and the right designMerve Aydın
Stories and sketches are effective ways to explore interaction design concepts quickly and inexpensively. Sketches do not require advanced drawing skills and can take many forms, including storyboards, comic strips, photographs with annotations, and simple videos. They allow designers to rapidly iterate and test multiple alternatives early in the design process. While not as polished as finished designs, sketches are valuable for capturing dynamics, movement, and the overall user experience in a visual format that can be quickly understood and shared.
Aligning Organizational Stakeholders with User Story MappingUXDXConf
This document discusses using story mapping to communicate product ideas more effectively. It recommends:
1) Using story mapping at every stage of product development, from research to release, to build shared understanding between teams.
2) Conducting story mapping workshops to collaboratively map out user needs and desired outcomes through stories, rather than just writing requirements.
3) Focusing on outcomes for users through storytelling, rather than what features to build, to ensure the product is truly valuable.
Using Design Thinking to Develop Visitor-Centered ExperiencesWest Muse
Presenters:
Dana Mitroff Silvers, Principal and Founder, Designing Insights
Liz McDermott, Managing Editor, Web & Communications, Getty Research Institute
Design thinking is a human-centered process for problem solving and innovation. In this workshop, participants were introduced to design thinking through a hands-on, highly interactive experience. Attendees learned how to apply selected tools and methods of the design thinking framework to museums, including empathy interviewing, problem definition, rapid prototyping, and user testing.
Similar to Circle of Visual Interpretation part 2 (20)
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Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
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Circle of Visual Interpretation part 2
1.
2. This method augments the ideation phase by revealing new
inspirational data from existing user research to visually
understand the user. Understanding and meaning is constructed
through the process of constructing the visual interpretations.
3. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…come from clients, research trips etc.
4. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…Google maps, Google Images, Flickr etc.
5. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…come from stock image libraries, royalty
free images, creative commons etc.
6. The use of these cards should be early in ideation phase creating problemsolving dialogue as visual interpretations of part of a whole experience are
revealed through quick image generation…
Images to
use for the
method could…
…use images taken with smartphones or
digital cameras
.
7. BUT all images must directly interpret what
the user has described to visually
communicate at times abstract themes.
Here is a walkthrough of step 2a, b, and c
and where the benefits lie…
8.
9.
10.
11.
12.
13.
14. So, it would be useful to see a full set of themes now…
25. Workshop Exercise 2
BEST TO begin with the context.
That way the visual interpretation will have a solid
ground around which its quality can be
communicated.
In this exercise the research project it is referencing was
focused on a person’s individual experience with an
unfamiliar interactive device in an unfamiliar setting.
The context used therefore was a hard point of view of
the device from their perspective. So the context also
contains representations of hands.
The screen contains no interface but instead it is used
as a blank canvas to project in or around it the abstract
quality felt at that moment by each person.
26. Workshop Exercise 2
QUALITY (noun)
An essential or distinctive characteristic;
Character or nature distinguishing a thing;
A trait;
(Logic) Character of a proposition.
Quality is abstract so think laterally to select an image
that works for your team. After all its your process and
dialogue your creating, so it doesn’t matter if the
image only evokes the signification that you intend it to.
As long as you all agree on its symbolism it will always
communicate that character to you.
To get you thinking laterally…
If, as the testimonies reveal people were nervous of
touching the screen WHAT IF we visually interpreted
their anxiety on the screen using an image of barbs or
spikes?
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.
Slide 9: Inspirational Data
A Visual Phenomenological Methodology, using a four stage visual hermeneutic circle to reveal the ‘essence’ offers a practical design tool to interaction designers during their idea-generation and modelling phases to turn “sensory data” into “inspirational data”.