Slides from my talk on the things I've learned by comparing the collaborative process as it is carried out in many modern organizations to the creative process of artists and makers.
Building Character: Creating Consistent Experiences With Design PrinciplesAdam Connor
Inconsistency is one of the most common points of breakdown and frustration in the interactions and experiences we have. Whether we’re interacting with other people, applications, our bank, our doctor, our government, anyone, we form expectations and understandings of what someone or something will do based on our previous experiences and their past behaviors. When something happens that doesn’t fit with those expectations–that seems out of character–we’re caught off guard. What do we do next? What should we expect now?
Principles act as rules that guide how we think and act. Formed by our motivations, values and beliefs, we use them as “lenses” through which we examine information in order to make decisions on what to do. And because of their persistent influence on our behavior, they influence other’s views and expectations of us. Using these same kinds of constructs throughout the design process we can design interactions and consistent behaviors that set and live up to expectations for our audiences.
Why is this so hard? Understanding the challenges that inhibit design in your...Adam Connor
Design has been heralded as the savior of product and service offerings, and lately companies are scrambling to pick up designers everywhere they can find them. Innovation centers are springing up like mushrooms and it seems everybody is talking about the importance of knowing and understanding their audience. However, these new ways of working and thinking don’t seem to take hold, so people keep doing things the way they´ve always done them and users continue to suffer.
What causes these organizations with such good intentions and great talent to struggle?
An organization may be aware that it needs to change, but knowing what and how to change is hard. And for change to happen, organizations have to be ready for change. Using culture as a lens, we examine how people work together, how they believe things should work, and which values they share.
Lights! Camera! Interaction! What Designers Can Learn From FilmmakersAdam Connor
I began college as a film student. I’ve always loved storytelling, particularly visual storytelling in the forms of film and animation. Well-made films show us that they can drive engagement, communicate in subtle ways, change attitudes, and inspire us to try to change our lives.
Films succeed in evoking responses and engaging audiences only with a combination of well-written narrative and effective storytelling technique. It’s the filmmaker’s job to put this together. To do so they’ve developed processes, tools and techniques that allow them to focus attention, emphasize information, foreshadow and produce the many elements that together comprise a well-told story.
We’re responsible for creating products that aren’t just easy to use, but that people appreciate using. It stands to reason that the methods used in films to communicate with and engage audiences can serve as inspiration for designers.
With this presentation, we'’ll revisit the topic of using stories in design and expand on the technical aspects used in film to communicate. We’ll look at some tools used in film such as: cinematic patterns, beat sheets, and storyboards. We’ll consider why they’re used and how we might look to them for inspiration.
Agile design thinking and you... ux australia2011Jason Furnell
Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up!
Daniel Oertli (CIO, REA Group) and Jason Furnell (Experience Design consultant, ThoughtWorks) will discuss the changing role of UX in fast moving, Agile development environments, presenting case studies demonstrating the impact that a design-led approach has had at Australia’s No.1 real estate site (www.realestate.com.au).
This talk will present concepts that will challenge your thinking and introduce you to new methods that will increase your impact as a designer working on software and business strategy projects.
The Agile development methodology dramatically changes the role of designers: the build is the design. Agile concepts like ‘working software over comprehensive documentation’ and the disciplines of ‘just enough’ and ‘just in time’, mean that traditional, heavy weight specification documentation is no longer effective – or even possible.
Practitioners need to find ways to ‘power up’ their design impact. Jason and Daniel will discuss how to use collaborative design as a ‘force multiplier’, share the experience of designing in real-time, and show you how to let go, be fearless and take your team with you on a journey that builds trust, buy-in and design momentum.
They will challenge you to shift your focus; to make the transition to design thinking, and focus on design facilitation in order to increase the scale and complexity of the things you design.
Design Thinking: A Quick Course in Creative Problem SolvingSpring Studio
Mary Wharmby, a UX Design Director at our agency, taught at UC Berkeley’s one-day educational event RGB 2015. In this presentation, she walked students through the foundations of design thinking, from understanding your users to iterating solutions. The deck, complete with speaker notes, provides a quick snapshot of the most important principles behind using design to solve problems.
Sketching As a Communication and Collaboration Tool.Aaron Irizarry
Product teams often consist of team members with various disciplines and approaches to product design, this can often present communication hurdles with team members (designers, devs, product managers, marketing,research, etc) as well as kinks in team collaboration. In this talk, Aaron will provide tools, tips, and insights into using sketching to help improve communication and collaboration within product teams.
Redesigning the Table: The Case For Organizational DesignAdam Connor
As design talent becomes more sought after and designers achieve higher levels of leadership in organizations, it's becoming more and more apparent that having design talent does not ensure design success. An organization's culture - its shared beliefs and behaviors - have a tremendous effect on how that company utilizes and capitalizes on design talent. If we want our organizations to make the most of not only designers, but the creative talent and innovative ideas of all and any of it's people, then we must make a focused effort to change our organizations culture and the various aspects and facets of an organization in which culture manifests. This is Organizational Design, a practice focused on optimizing the structures of an organization to achieve a desired outcome.
Building Character: Creating Consistent Experiences With Design PrinciplesAdam Connor
Inconsistency is one of the most common points of breakdown and frustration in the interactions and experiences we have. Whether we’re interacting with other people, applications, our bank, our doctor, our government, anyone, we form expectations and understandings of what someone or something will do based on our previous experiences and their past behaviors. When something happens that doesn’t fit with those expectations–that seems out of character–we’re caught off guard. What do we do next? What should we expect now?
Principles act as rules that guide how we think and act. Formed by our motivations, values and beliefs, we use them as “lenses” through which we examine information in order to make decisions on what to do. And because of their persistent influence on our behavior, they influence other’s views and expectations of us. Using these same kinds of constructs throughout the design process we can design interactions and consistent behaviors that set and live up to expectations for our audiences.
Why is this so hard? Understanding the challenges that inhibit design in your...Adam Connor
Design has been heralded as the savior of product and service offerings, and lately companies are scrambling to pick up designers everywhere they can find them. Innovation centers are springing up like mushrooms and it seems everybody is talking about the importance of knowing and understanding their audience. However, these new ways of working and thinking don’t seem to take hold, so people keep doing things the way they´ve always done them and users continue to suffer.
What causes these organizations with such good intentions and great talent to struggle?
An organization may be aware that it needs to change, but knowing what and how to change is hard. And for change to happen, organizations have to be ready for change. Using culture as a lens, we examine how people work together, how they believe things should work, and which values they share.
Lights! Camera! Interaction! What Designers Can Learn From FilmmakersAdam Connor
I began college as a film student. I’ve always loved storytelling, particularly visual storytelling in the forms of film and animation. Well-made films show us that they can drive engagement, communicate in subtle ways, change attitudes, and inspire us to try to change our lives.
Films succeed in evoking responses and engaging audiences only with a combination of well-written narrative and effective storytelling technique. It’s the filmmaker’s job to put this together. To do so they’ve developed processes, tools and techniques that allow them to focus attention, emphasize information, foreshadow and produce the many elements that together comprise a well-told story.
We’re responsible for creating products that aren’t just easy to use, but that people appreciate using. It stands to reason that the methods used in films to communicate with and engage audiences can serve as inspiration for designers.
With this presentation, we'’ll revisit the topic of using stories in design and expand on the technical aspects used in film to communicate. We’ll look at some tools used in film such as: cinematic patterns, beat sheets, and storyboards. We’ll consider why they’re used and how we might look to them for inspiration.
Agile design thinking and you... ux australia2011Jason Furnell
Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up!
Daniel Oertli (CIO, REA Group) and Jason Furnell (Experience Design consultant, ThoughtWorks) will discuss the changing role of UX in fast moving, Agile development environments, presenting case studies demonstrating the impact that a design-led approach has had at Australia’s No.1 real estate site (www.realestate.com.au).
This talk will present concepts that will challenge your thinking and introduce you to new methods that will increase your impact as a designer working on software and business strategy projects.
The Agile development methodology dramatically changes the role of designers: the build is the design. Agile concepts like ‘working software over comprehensive documentation’ and the disciplines of ‘just enough’ and ‘just in time’, mean that traditional, heavy weight specification documentation is no longer effective – or even possible.
Practitioners need to find ways to ‘power up’ their design impact. Jason and Daniel will discuss how to use collaborative design as a ‘force multiplier’, share the experience of designing in real-time, and show you how to let go, be fearless and take your team with you on a journey that builds trust, buy-in and design momentum.
They will challenge you to shift your focus; to make the transition to design thinking, and focus on design facilitation in order to increase the scale and complexity of the things you design.
Design Thinking: A Quick Course in Creative Problem SolvingSpring Studio
Mary Wharmby, a UX Design Director at our agency, taught at UC Berkeley’s one-day educational event RGB 2015. In this presentation, she walked students through the foundations of design thinking, from understanding your users to iterating solutions. The deck, complete with speaker notes, provides a quick snapshot of the most important principles behind using design to solve problems.
Sketching As a Communication and Collaboration Tool.Aaron Irizarry
Product teams often consist of team members with various disciplines and approaches to product design, this can often present communication hurdles with team members (designers, devs, product managers, marketing,research, etc) as well as kinks in team collaboration. In this talk, Aaron will provide tools, tips, and insights into using sketching to help improve communication and collaboration within product teams.
Redesigning the Table: The Case For Organizational DesignAdam Connor
As design talent becomes more sought after and designers achieve higher levels of leadership in organizations, it's becoming more and more apparent that having design talent does not ensure design success. An organization's culture - its shared beliefs and behaviors - have a tremendous effect on how that company utilizes and capitalizes on design talent. If we want our organizations to make the most of not only designers, but the creative talent and innovative ideas of all and any of it's people, then we must make a focused effort to change our organizations culture and the various aspects and facets of an organization in which culture manifests. This is Organizational Design, a practice focused on optimizing the structures of an organization to achieve a desired outcome.
Interface Design Concepts and Planning: 532 lecture 2Don Stanley
We talk about the importance to analyzing and studying interface design for a research prospective. Great/Effective Design starts with research. Think like a detective and anthropologist of your audiences and you plan your site. Once you are done with the planning, use Design CRAP to create interfaces that communicate and guide your viewers.
10 Things CEOs Need to Know About Design Jason Putorti
Presentation first delivered at the 2010 Bessemer Cloud Conference introducing design concepts for non-designers, simple tactics to improve existing products, and strategies for success in product/experience design moving forward.
Thank you Dustin Curtis, Kim Goodwin, Jared Spool, Marc Gobé, Indi Young, Steve Krug, Robert Hoekman, Jr., Seth Godin, and Jesse James Garrett for content and inspiration.
Design thinking is a problem solving process geared for ambiguous situations. There are four principles of design thinking: empathize, visualize, co-create and iterate. This presentation gives tips and techniques for empathizing includes how to interview and how to analyze research data.
DPM Summit 2015 - Next-Level Collaboration: Facilitating Web Content Working ...Rebekah Baggs
Imagine a future where siloed departments and legacy workflows don’t stand in our way. Today’s content is complex, interconnected, and needs to be ready for devices we haven’t even dreamed of yet. Tomorrow isn’t going to get any simpler. Successful outcomes demand a new kind of collaboration.
For the past two years, Rebekah has studied how successful teams collaborate and has helped transform the way her team works and produces together. In this session, you’ll hear what she’s learned about making effective cross-discipline collaboration possible, and leave with actionable approaches you can use to unite your team and workflow, too.
IN THIS SESSION, WE’LL LEARN:
What it takes to make effective collaboration possible
How project managers can play a key role in creating the cross-discipline teams of tomorrow
Practical techniques you can use to bridge silos, increase productivity, and facilitate web content working sessions with your team
LECTURE 2: Don Stanley's Design Class LSC 332 @UW MadisonDon Stanley
This is for Don Stanley's Course at the UW Madison. This class is about answering "What is Design?" and "Why Study Design?"
We also explore the strategic process for starting any communication project. What questions should you ask to get your project started?
I include the questions I believe you need to ask to get started.
In this presentation we explore the link between business need and customer need and how to innovate (and remove business problems or discover business opportunities) through persona creation and Design Thinking
How ANYONE can make insanely better slidesSean Johnson
My wife was showing me slides from a meeting she recently attended. I’m sure the material was great, but I didn’t read to find out. The slides literally made my eyes bleed.
Between my time as a partner at an early stage venture fund and a digital consulting company, I effectively live in Keynote. Creating proposals, reading pitch decks, making presentations.
I am convinced great slide-making is a tremendous skill to develop. It will make your internal presentations more persuasive. It will help you win more business or close that round of funding. It will accelerate your career.
You’ve no doubt seen gorgeous presentations at conferences and other events, but don’t know how to make them.
But you don’t need to know how to make those kinds of presentations for your day job. What you need are some simple tips for polishing up your decks. Making copy more readable. Making tables and charts more useful. Telling the story you’re trying to tell.
This deck is my attempt to help you with that. I hope you find it useful.
After writing a post on Medium about my Design Thinking experiments in the the UX class I taught last semester, I had the privilege to be invited by the Dean of School of Media Studies & Information Technology from Humber College to give a talk of the story with the program coordinators and associate dean. These are the slides of my talk.
Design Thinking for Startups - Are You Design Driven?Amir Khella
This presentation provides some best practices and tools to help small business entrepreneurs and startup founders in creating a culture of innovation.
Whether you're working on a web 2.0, iPhone or a physical gadget, these simple practices are universally applicable.
***Note****
I will be running a webinar in October 2009 to expand on the points mentioned in this presentation, study design thinking use cases and stories and answer questions. Please leave a comment and follow the discussion, or follow @amirkhella on twitter to get notified about the webinar.
Presentation from 2013 NextGen conference in Washington DC. Peer Insight's Natalie Foley and Jessica Dugan presented how to use Customer Journey Mapping to understand your customer.
We’ll explore critique as both an activity and an aspect of any communication or collaboration. Attendees will walk away with:
A clearer understanding of critique is and why asking for “feedback” is problematic.
Methods for gathering useful feedback from clients and teammates.
Ideas on how to introduce team members to the idea of critique and get everyone using it.
An understanding of where critique fits within the design processes and how to incorporate it into projects.
Centre for Entrepreneurship (C4E) of the University of Cyprus and Berklee Institute for Creative Entrepreneurship (ICE) present the:
Why are some designs better than others, and what can you do about it? (The workshop)
If you've ever described a poster as heavy, a website as dense, an app as clumsy or an object as whimsical, you probably already know the answer. Recent psychology research is showing that experiential metaphors are key emotional drivers that impact our perception of the world. Applying these findings to design confirms what designers have learned throughout their careers—good design is subconscious first and rational second. Michael will share stories from this research and the IDEO portfolio then share tools to help you be more consciously subconscious.
A short workshop that I put together for Hyundai Start-Up Competition where the participants and myself worked together to design a product using Lean UX. A crash course that was fun, quick and engaging. (images used are copyrighted to their respective owners, drop me a line to credit if it's yours.)
A workshop for the Cam Creative Meetup group on 27 August 2014 which I ran with Anusha Iyer. The aim of the workshop was to give participants an understanding of how they could influence the UX design process. Only a few participants in the workshop were UX Designers, the rest of the group was made up of graphic/visual designers, web designers, developers, marketers and writers.
We gave participants a design problem and persona and they had just over an hour to come up with a design solution using the design studio (or design charrette) method.
From December 2000 ~ Technology, Culture, Creativity & the Changing IndividualShankar Barua
I made this in 2000, to present in a convention on Technology & Culture, hosted by the Centre for Development of Advanced Computing (C-DAC), in Pune, India.
Interface Design Concepts and Planning: 532 lecture 2Don Stanley
We talk about the importance to analyzing and studying interface design for a research prospective. Great/Effective Design starts with research. Think like a detective and anthropologist of your audiences and you plan your site. Once you are done with the planning, use Design CRAP to create interfaces that communicate and guide your viewers.
10 Things CEOs Need to Know About Design Jason Putorti
Presentation first delivered at the 2010 Bessemer Cloud Conference introducing design concepts for non-designers, simple tactics to improve existing products, and strategies for success in product/experience design moving forward.
Thank you Dustin Curtis, Kim Goodwin, Jared Spool, Marc Gobé, Indi Young, Steve Krug, Robert Hoekman, Jr., Seth Godin, and Jesse James Garrett for content and inspiration.
Design thinking is a problem solving process geared for ambiguous situations. There are four principles of design thinking: empathize, visualize, co-create and iterate. This presentation gives tips and techniques for empathizing includes how to interview and how to analyze research data.
DPM Summit 2015 - Next-Level Collaboration: Facilitating Web Content Working ...Rebekah Baggs
Imagine a future where siloed departments and legacy workflows don’t stand in our way. Today’s content is complex, interconnected, and needs to be ready for devices we haven’t even dreamed of yet. Tomorrow isn’t going to get any simpler. Successful outcomes demand a new kind of collaboration.
For the past two years, Rebekah has studied how successful teams collaborate and has helped transform the way her team works and produces together. In this session, you’ll hear what she’s learned about making effective cross-discipline collaboration possible, and leave with actionable approaches you can use to unite your team and workflow, too.
IN THIS SESSION, WE’LL LEARN:
What it takes to make effective collaboration possible
How project managers can play a key role in creating the cross-discipline teams of tomorrow
Practical techniques you can use to bridge silos, increase productivity, and facilitate web content working sessions with your team
LECTURE 2: Don Stanley's Design Class LSC 332 @UW MadisonDon Stanley
This is for Don Stanley's Course at the UW Madison. This class is about answering "What is Design?" and "Why Study Design?"
We also explore the strategic process for starting any communication project. What questions should you ask to get your project started?
I include the questions I believe you need to ask to get started.
In this presentation we explore the link between business need and customer need and how to innovate (and remove business problems or discover business opportunities) through persona creation and Design Thinking
How ANYONE can make insanely better slidesSean Johnson
My wife was showing me slides from a meeting she recently attended. I’m sure the material was great, but I didn’t read to find out. The slides literally made my eyes bleed.
Between my time as a partner at an early stage venture fund and a digital consulting company, I effectively live in Keynote. Creating proposals, reading pitch decks, making presentations.
I am convinced great slide-making is a tremendous skill to develop. It will make your internal presentations more persuasive. It will help you win more business or close that round of funding. It will accelerate your career.
You’ve no doubt seen gorgeous presentations at conferences and other events, but don’t know how to make them.
But you don’t need to know how to make those kinds of presentations for your day job. What you need are some simple tips for polishing up your decks. Making copy more readable. Making tables and charts more useful. Telling the story you’re trying to tell.
This deck is my attempt to help you with that. I hope you find it useful.
After writing a post on Medium about my Design Thinking experiments in the the UX class I taught last semester, I had the privilege to be invited by the Dean of School of Media Studies & Information Technology from Humber College to give a talk of the story with the program coordinators and associate dean. These are the slides of my talk.
Design Thinking for Startups - Are You Design Driven?Amir Khella
This presentation provides some best practices and tools to help small business entrepreneurs and startup founders in creating a culture of innovation.
Whether you're working on a web 2.0, iPhone or a physical gadget, these simple practices are universally applicable.
***Note****
I will be running a webinar in October 2009 to expand on the points mentioned in this presentation, study design thinking use cases and stories and answer questions. Please leave a comment and follow the discussion, or follow @amirkhella on twitter to get notified about the webinar.
Presentation from 2013 NextGen conference in Washington DC. Peer Insight's Natalie Foley and Jessica Dugan presented how to use Customer Journey Mapping to understand your customer.
We’ll explore critique as both an activity and an aspect of any communication or collaboration. Attendees will walk away with:
A clearer understanding of critique is and why asking for “feedback” is problematic.
Methods for gathering useful feedback from clients and teammates.
Ideas on how to introduce team members to the idea of critique and get everyone using it.
An understanding of where critique fits within the design processes and how to incorporate it into projects.
Centre for Entrepreneurship (C4E) of the University of Cyprus and Berklee Institute for Creative Entrepreneurship (ICE) present the:
Why are some designs better than others, and what can you do about it? (The workshop)
If you've ever described a poster as heavy, a website as dense, an app as clumsy or an object as whimsical, you probably already know the answer. Recent psychology research is showing that experiential metaphors are key emotional drivers that impact our perception of the world. Applying these findings to design confirms what designers have learned throughout their careers—good design is subconscious first and rational second. Michael will share stories from this research and the IDEO portfolio then share tools to help you be more consciously subconscious.
A short workshop that I put together for Hyundai Start-Up Competition where the participants and myself worked together to design a product using Lean UX. A crash course that was fun, quick and engaging. (images used are copyrighted to their respective owners, drop me a line to credit if it's yours.)
A workshop for the Cam Creative Meetup group on 27 August 2014 which I ran with Anusha Iyer. The aim of the workshop was to give participants an understanding of how they could influence the UX design process. Only a few participants in the workshop were UX Designers, the rest of the group was made up of graphic/visual designers, web designers, developers, marketers and writers.
We gave participants a design problem and persona and they had just over an hour to come up with a design solution using the design studio (or design charrette) method.
From December 2000 ~ Technology, Culture, Creativity & the Changing IndividualShankar Barua
I made this in 2000, to present in a convention on Technology & Culture, hosted by the Centre for Development of Advanced Computing (C-DAC), in Pune, India.
Unlocking Innovation: Training Teams and Individuals to Have Every Day Breakthroughs
In order to stay ahead of the competition, people and teams must be creative and innovative. The key to success is engaging in ways of thinking that inspires breakthroughs. Science and technology is about using talent and skills to create possibilities. Did you know that there are proven tools to inspire teams to have every day breakthroughs? Uncover hidden talent on your team; learn strategies that are not only fun and creative, but also just might help you create the next breakthrough.
Learning Outcomes: Improve leadership skills to motivate, inspire, and foster innovation within an organization
At the end of this seminar participants will be able to:
a) Explore leadership skills that encourage creativity
b) Learn techniques and tools that support an inventive mind
c) Play games that inspire creativity and innovation
"Creativity, Culture & Innovation, finding new links" ID Campus, LiègeEurovilles EV
"Creativity, Culture & Innovation, finding new links" ID Campus
by T.Froehlicher, HEC Management School University of Liege
more: www.hec.ulg.ac.be/pointes-d-excellence
“Implementing a Culture of Creativity: Engaging Events and Making in the Acad...Megan Lotts
April 2015 “Implementing a Culture of Creativity: Engaging Events and Making in the Academic Library.” Presented at Tri-State College Library Cooperative’s Spring Program. Philadelphia, Pennsylvania.
A presentation that looks to the Renaissance as a model for fostering community growth by encouraging innovation, creativity and collaboration, which in turn creates empowered citizens who are likely to contribute to the community.
Building Creative, Collaborative CulturesAdam Connor
Organizations can struggle to make use of its employee's talent and creativity. The culture of an organization acts as a lens through which we can examine whether an organization is set up support or hinder innovation, creativity, and collaboration.
Cultivative a Culture of Creativity NAGC 2015Brian Housand
ANGELA HOUSAND, PH.D.
angelahousand.com
BRIAN HOUSAND, PH.D.
brianhousand.com
Cultivating a Culture of Creativity: Lessons Gifted Education Can Learn from Disney and Pixar
While it may have started with a mouse, the Walt Disney Company has evolved a culture of creativity that extends beyond theme parks and entertainment and into the heart of the child that still exists in all of us. This session explores the core principles that Disney and Pixar utilize to overcome the unseen forces that stand in the way of true inspiration and provides examples of how we can implement these principles into our gifted programs. Let’s “go behind the scenes” to experience the magic that gifted education the Disney way could offer. Dream. Believe. Dare. Do.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
Get hands-on advice for rapid Agile prototyping in a product team.
You'll learn:
- How to determine the right depth and breadth for MVP prototypes.
- How to prioritize use cases for prototyping.
- How to elicit the right stakeholder and user feedback.
- How to correctly annotate prototypes for dev and QA.
My keynote from the UX South Africa 2014 conference in Cape Town, South Africa
It's a look at the state of play including:
- It's still easy to find poor website UX in South Africa
- Informing digital strategy by making and launching things
- Problems that executives of traditionally non-digital companies face as software slowly eats the word - and some solutions: Proactive research, digital product management, agile...
- Some of the skills and talents that unicorn UX designers need to have
A few weeks ago I had the opportunity to deliver a talk at Shift in Split, Croatia.
Shift is a developer conference, so initially, I thought it would be entertaining to talk about what it’s like to work with an engineer, from a designers perspective. The working title of the talk was Things Engineers Hate About Working With (Me) a Designer.
I was going to share the mistakes I’ve made, and learned from, along the way. A manifesto of what not to do when working with an engineer. However, feedback included phrases like “it’s a bit tongue & cheek” and the best talks are ones that are “raw, honest and vulnerable.”
You don’t write code, but you’ve been successful in spite of it. The lines are blurring between design & engineering. Why not talk about how tools have helped bridge that gap?
There was something more interesting to talk about. I realized that I didn’t write code because I didn’t need to. For years I’d been spoiled, and to some extent enabled, by a handful of incredibly talented iOS engineers. The realization didn’t sit well with me.
I scrapped everything and went back to the drawing board.
Tools were my first introduction to a hobby that turned into a passion that has become an obsession
They have been steadily influencing and shaping me as a designer from the first time I sat in front of a computer in elementary school. I would not realize how much they’d impact my life until much much later.
Tools have had a massive influence on me and my work, but had they on others?
I spoke at LA Uncubed to talk about Product Design at Fullscreen. I get into everything from Ideating, research, prototyping, testing & building, and key take aways
Learn how user interface designers and user experience designers play an important part in creating products and services that keeps customers or users coming back for more.
I've spent the last years modelling complex businesses and Software Architectures with EventStorming. The original recipe evolved a lot from the initial one. This is EventStorming state of the art.
Driving agility into your customer experiencemarc mcneill
Presentation given at the Customer Experience Management for Banking and Financial Services conference in London.
* Discover how lean and agile thinking delivers customer driven innovation at speed
* Learn how to build the voice of the customer into your delivery process
* Understand how to rapidly respond to changing customer expectations across multiple customer touch-points
Presents eight ideas for agility, moving out of IT and into the realm of experience design.
From insight to idea, to implementation.
Design Thinking helps us create value-driven innovation.
Lean UX secures success through testing and iterations.
These key ingredients make up a winning combination.
Lillian Ayla Ersoy, BEKK
Waterfalls are great to watch... Iterative Design Thinkingnois3
But when you work on digital products working with waterfall methodologies is way too risky. Worst: you start building something on wrong assumptions and it takes forever to deliver.Either you are a big enterprise or a small startup, building great mobile products “per sé” doesn’t make any sense. You’ll always need to build them for your people.I will be presenting you the set of methods we use in nois3:Iterative Design based on multidisciplinary teams working on Jams/Sprints is fantastic to Define, Prototype, and Repeat. Adding a flavor of Data Driven UX will be your game changer to Discover.
Software Development Life CyclesPresented byBrenda Reynold.docxrosemariebrayshaw
Software Development Life Cycles
Presented by
Brenda Reynolds
In association with
Matt Henwood and the University of Phoenix Systems Analysis & Development Department
September 13, 2019
We Love Video, Inc.
Welcome to the presentation guys, have a seat anywhere you’d like and help yourselves to some coffee and pastries. This is my bribe to you so you like me and pay close attention to the details I’m about to give you. Your fabulous company has decided to put a CRM in place for you guys, does anyone know what that is?
Kelsey: A What?
C.R.M. it’s one of many acronyms people in IT use.
Robin: Something about Customer Management?
Yes, can anyone elaborate?
Jesse: Customer Relationship Management, I used Salesforce at my last job. I have to tell you guys if this is what they’re doing for us, you’re going to notice a huge difference in how easy it is to find what you need on any customer.
Me: Well thank you for making my job a little easier.
<Audience Laughter>
I’ve done this a whole lot, so I already have a CRM in mind, and yes it will be Salesforce. I love that software for many many amazing reasons. What I want to educate you guys on today is the Software Development Life Cycle and of course there are multiples of those too. I’m going to fill you in on two SDLC’s, how they work, and why we will be using the one that we’ll be using. This is important because it involves you and how you’re going to help us integrate the new CRM into your every day processes.
1
Waterfall SDLC
See how this water looks like it’s on a mission to rush down those steps? Keep this in mind while I describe the Waterfall SDLC, more acronyms, I know. With the waterfall model we have some typical phases that comprise an entire systems project. Makes it easy, right? Just follow the waterfall down and you’ll get to the completed CRM. The reason I say ‘rushing’ is because the waterfall model is focused on getting the project done, get the requirements, get it done and get outta there.
On the next slide we’re gonna see what these steps look like, but does anyone want to take a stab at the first step?
Alyssa: Get the band back together and write down a plan. I can’t imagine computer nerds do this stuff without first knowing what the finished product is supposed to look like.
Me: YES! First and foremost we have to Plan. If we don’t have a plan, what are we building? Not even the best of the best “computer nerds” should start working on something like this for a company without a plan.
2
The typical phases that comprise an entire systems project
Agile
SDLC
Who can tell me what these guys are doing?
Robert: PARKOUR!!
Me: Wow, you must like the thrill of being able to do this stuff. What word would you use to describe someone who has the ability to do this?
Robert: Adventurous, thrill seeker, well trained
Alyssa: Dare devil
Me: This is awesome! What about flexibility?
Audience: yes, that works, of course, yeah…
<Click>
Remember we’re talking about soft.
Similar to Collaborative Design: Lessons & Observations (20)
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This is an updated version of Discussing Design: The Art of Critique.
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An overview of the approach and some of the design methods and tools we use at Mad*Pow. Presented at the 2012 Healthcare Experience Design Conference by Michael Hawley, Megan Grocki and myself.
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Updated 5/55 to the version used at WebVisions Portland in 2012.
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18. Coordination
the act of aligning individual
work efforts to produce
outcomes that will eventually be
assembled into or utilized in the
formation of an end product.
Collaboration
the act of making decisions as a
group in order to build a shared
understanding while respecting
and utilizing individual areas of
expertise and skills.
19. Collaboration
the act of making decisions as a
group in order to build a shared
understanding while respecting
and utilizing individual areas of
expertise and skills.
Coordination
the act of aligning individual
work efforts to produce
outcomes that will eventually be
assembled into or utilized in the
formation of an end product.
34. Goals
Desired, measurable outcomes of the user interacting with the
product or service. Can be user oriented, business oriented or
both.
Scenarios
Short narratives that the describe the desired behaviors,
thoughts, reactions, emotions, etc. of the user. Describes what
happens, but not how.
Personas
User Archetypes that describe their average behaviors, goals,
expectations, knowledge, etc.
Principles
Desired qualities or characteristics of the solution. Describe what
happens, but not how.
41. It’s laid out too much like [popular service]. We should be
different.
The new Spotify design is perhaps even worse than the old
Spotify design. The visual hierarchy and underlying IA are terrible.
No. That won’t work. What if
we do it this way...
It needs more flululululuh!!
The wireframes are still not answering our
problem and are not providing enough an easier
solution for the page.
Change the order of the screens so that the
3rd and first one are switched.
It doesn't have enough spunk.
What kind of company shuts down a much-loved
service like Google Reader but keeps the
vegetative Google Plus?
We're disappointed in this solution. We're going to have our own
designers come up with one.
Looks ugly. Make it pretty.
What. The hell. Is this?
I would never use this. I don’t like
the layout.
We should make that a dropdown
instead of radio buttons.
None of this is what I asked for.
This is terrible. I have no idea
what the lines mean.
I like the paper form better.
I'm just not feeling it. I don't know what, but
it isn't right yet. Just needs to be more
innovative.
Make it look more
like SharePoint.Here is a rewrite. My intention
is to sharpen the language,
make it more precise.
42. The new Spotify design is perhaps even worse than the old
Spotify design. The visual hierarchy and underlying IA are terrible.
No. That won’t work. What if
we do it this way...
Change the order of the screens so that the
3rd and first one are switched.
What. The hell. Is this?
We should make that a dropdown
instead of radio buttons.
None of this is what I asked for.
Here is a rewrite. My intention
is to sharpen the language,
make it more precise.
51. 1
WHAT HAPPENS
Individuals sketch as
many ideas as they
can come up with in
5-8 minutes.
WHY
Generate as many
ideas as possible
without time for
over-analyzing.
52. 1 2
WHAT HAPPENS
Individuals sketch as
many ideas as they
can come up with in
5-8 minutes.
WHAT HAPPENS
Individuals sketch 1
idea in 5-8 minutes
based on ideas &
critique from the
previous round.
WHY
Generate as many
ideas as possible
without time for
over-analyzing.
WHY
Allow individuals to
form their own
conclusions on the
strongest ideas.
53. 1 2 3
WHAT HAPPENS
Individuals sketch as
many ideas as they
can come up with in
5-8 minutes.
WHAT HAPPENS
Individuals sketch 1
idea in 5-8 minutes
based on ideas &
critique from the
previous round.
WHAT HAPPENS
Teams collaboratively
sketch 1 idea for 20-25
minutes based on the
previous 2 rounds.
WHY
Generate as many
ideas as possible
without time for
over-analyzing.
WHY
Allow individuals to
form their own
conclusions on the
strongest ideas.
WHY
Understand how
groups compromise
& where consensus
has surfaced.
57. If you have a good grasp of the patterns
in the creative process as carried out by
the artists and makers we all so admire,
you can see the weak points in
collaboration as it is carried out in many
organizations...
...and fix them.