This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
Interactive Journey Maps: Take your design & strategy to the next levelJennifer Briselli
Presented at Big Design Conference, Dallas, 9/20/2019
You can find two (redacted) examples online:
Interactive journey map: http://madpowprojects.com/MadPow/sample-interactive-journey-map/
Interactive experience ecosystem: http://madpowprojects.com/MadPow/sample-experience-ecosystem/
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
Interactive Journey Maps: Take your design & strategy to the next levelJennifer Briselli
Presented at Big Design Conference, Dallas, 9/20/2019
You can find two (redacted) examples online:
Interactive journey map: http://madpowprojects.com/MadPow/sample-interactive-journey-map/
Interactive experience ecosystem: http://madpowprojects.com/MadPow/sample-experience-ecosystem/
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
Best Practices and Guidelines for Collaboration in Workplace CommunicationsThe Integral Worm
This presentation outlines industry best practices for collaboration in workplace communications. The discussion includes the following: why we collaborate, benefits of collaboration, potential problems in collaboration, how to effectively collaborate, types of collaboration, and how to ensure successful collaboration.
Slides used by Vincenzo Di Maria, Commonground, during the module "Design Thinking and Design driven approaches for Manufacture 4.0 and Social Innovation" of the course "Design Driven Strategies for manufacture 4.0 and social innovation". The course is promote by the University of Florence DIDA, LAMA Development and Cooperation Agency and CSM Centro Sperimentale del Mobile.
SharePoint projects are wickedly complex. Among the reasons: You are dealing with loosely defined big-picture issues like collaboration, information sharing, portal navigation and information organization; and you are trying to define these solutions within the context of the social complexity that exists in all organizations. The result is that you end up with solutions that may satisfy some of your stakeholders, but which leave others disengaged, disenfranchised and disappointed. Getting to success is dependent on reaching a shared understanding, followed by a shared commitment from all of the participants and stakeholders.
We have discovered that visual tools can very quickly allow groups of people to get to shared understanding and commitment. We will share our techniques with you and teach you how to use free or very inexpensive tools that allow you elicit your clients' goals. We then show you to prioritize, map and construct the solution.
We will cover the use of Gamestorming and Innovation Games, which use the concepts of games to get to serious results in a much less painless way than the usual planning and requirements workshops. We will demonstrate the use of mind mapping for navigational design, taxonomy design, prioritization and capturing the thought process of a team via an interactive process.
If you’ve ever worked with teams trying to solve complex problems, at some point in your career seen them jump too quickly into solutions, seen decisions being made only on assumptions (that ended up being wrong), or not being clear what problem they were trying to solve in the first place
In this session at UX India 2021, we dive on Problem Framing and Reframing, with useful tips to:
- Ensure you’re solving the right problems.
- Raise the awareness around decision biases that prevent us from digging deeper.
- Look outside the frame before considering the details.
- Use lateral thinking to disrupt stagnant thought sequences.
- Challenge you to reframe problems
Doors are our common language for passing into a place for commerce, socialization or pleasure. Passing from one experience to the next. Doors are our refuge at the end of a long day, they are the start to every work day, every meeting, every meal.
Search is the closest thing we have to a front door, yet it is so often forgotten in the design of user experiences.
Our digital world is becoming more and more like a real place, where we spend our time rather than a tool that we use and put down.
This short talk for Search Love Boston 2013 covers some ways in which user experience and search professionals can better work together to make the internet a better place.
SharePoint projects are wickedly complex. Among the reasons: You are dealing with loosely defined big-picture issues like collaboration, information sharing, portal navigation and information organization; and you are trying to define these solutions within the context of the social complexity that exists in all organizations. The result is that you end up with solutions that may satisfy some of your stakeholders, but which leave others disengaged, disenfranchised and disappointed. Getting to success is dependent on reaching a shared understanding, followed by a shared commitment from all of the participants and stakeholders.
We have discovered that visual tools can very quickly allow groups of people to get to shared understanding and commitment. We will share our techniques with you and teach you how to use free or very inexpensive tools that allow you elicit your clients' goals. We then show you to prioritize, map and construct the solution.
We will cover the use of Gamestorming and Innovation Games, which use the concepts of games to get to serious results in a much less painless way than the usual planning and requirements workshops. We will demonstrate the use of mind mapping for navigational design, taxonomy design, prioritization and capturing the thought process of a team via an interactive process.
Visual tools and innovation games workshop - spscbus - aug 2014Ruven Gotz
A 'meta' presentation about metadata - tools you can use to explain metadata, taxonomy and content types to your stakeholders. Presented at SharePoint Saturday Columbus (SPSCBUS), Aug 23, 2014 [DOWNLOAD THE FULL DECK TO GET SPEAKER'S NOTES]
Collaboration Insights Webinar: The 9 Types of CollaboratorsCentral Desktop
When your organization adopts a collaboration platform, you quickly learn that some of your co-workers are uh ... well ... special. They just don't work the same way you do, and now these differences are both apparent and transparent.
Who ARE these people?
Meet the 9 Types of Collaborators, from the Stealth Ninja who lurks in the background to the Socialite who posts a new status update 15 times per day.
Isaac Garcia, collaboration expert and CEO of Central Desktop, moderates a lively, interactive discussion. Joining him are:
* Jenn DePauw, Senior Director of Operations at The1stMovement digital communications agency
* Alan Bush, Client Services Representative at Central Desktop
They provide:
* Brief overview of all 9 types of collaborators
* Interactive quiz to help you identify your own collaboration type
* Words of wisdom from leaders of collaboration deployments.
The keynote is the teaching material for the UOID + AHMI course in 2013. It is an multidisciplinary course for the cooperation between NTUST design and NTU IT students. The course is held on NTUST. The purpose of the course is creating assisting or supportive APPS that are needed and appropriate for underprivileged people in Taiwan. The lectures are drhhtang and Mike Chen. The content of the slide is describing the process of human-centered design process and the design brief for 2013.
Collaborative Sketching for Secure & Usable AppsRobert Stribley
Presentation on Collaborative Sketching for Secure & Usable Apps as presented by Robert Stribley at Internet Freedom Festival, Friday, March 10th, 2017
Mad*Pow webinar: Discovering Unmet Needs & New Solutions Through Participator...Mad*Pow
As organizations embrace design-led innovation, they sometimes struggle to reap the full value of human-centered design. Teams can find their interactions with customers limited only to the early research and late evaluation phases of the design process.
The work in between–when ideas are being generated–is often left to the internal team alone, and we risk missing the opportunity to discover some of the most valuable and customer-centered solutions.
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
Best Practices and Guidelines for Collaboration in Workplace CommunicationsThe Integral Worm
This presentation outlines industry best practices for collaboration in workplace communications. The discussion includes the following: why we collaborate, benefits of collaboration, potential problems in collaboration, how to effectively collaborate, types of collaboration, and how to ensure successful collaboration.
Slides used by Vincenzo Di Maria, Commonground, during the module "Design Thinking and Design driven approaches for Manufacture 4.0 and Social Innovation" of the course "Design Driven Strategies for manufacture 4.0 and social innovation". The course is promote by the University of Florence DIDA, LAMA Development and Cooperation Agency and CSM Centro Sperimentale del Mobile.
SharePoint projects are wickedly complex. Among the reasons: You are dealing with loosely defined big-picture issues like collaboration, information sharing, portal navigation and information organization; and you are trying to define these solutions within the context of the social complexity that exists in all organizations. The result is that you end up with solutions that may satisfy some of your stakeholders, but which leave others disengaged, disenfranchised and disappointed. Getting to success is dependent on reaching a shared understanding, followed by a shared commitment from all of the participants and stakeholders.
We have discovered that visual tools can very quickly allow groups of people to get to shared understanding and commitment. We will share our techniques with you and teach you how to use free or very inexpensive tools that allow you elicit your clients' goals. We then show you to prioritize, map and construct the solution.
We will cover the use of Gamestorming and Innovation Games, which use the concepts of games to get to serious results in a much less painless way than the usual planning and requirements workshops. We will demonstrate the use of mind mapping for navigational design, taxonomy design, prioritization and capturing the thought process of a team via an interactive process.
If you’ve ever worked with teams trying to solve complex problems, at some point in your career seen them jump too quickly into solutions, seen decisions being made only on assumptions (that ended up being wrong), or not being clear what problem they were trying to solve in the first place
In this session at UX India 2021, we dive on Problem Framing and Reframing, with useful tips to:
- Ensure you’re solving the right problems.
- Raise the awareness around decision biases that prevent us from digging deeper.
- Look outside the frame before considering the details.
- Use lateral thinking to disrupt stagnant thought sequences.
- Challenge you to reframe problems
Doors are our common language for passing into a place for commerce, socialization or pleasure. Passing from one experience to the next. Doors are our refuge at the end of a long day, they are the start to every work day, every meeting, every meal.
Search is the closest thing we have to a front door, yet it is so often forgotten in the design of user experiences.
Our digital world is becoming more and more like a real place, where we spend our time rather than a tool that we use and put down.
This short talk for Search Love Boston 2013 covers some ways in which user experience and search professionals can better work together to make the internet a better place.
SharePoint projects are wickedly complex. Among the reasons: You are dealing with loosely defined big-picture issues like collaboration, information sharing, portal navigation and information organization; and you are trying to define these solutions within the context of the social complexity that exists in all organizations. The result is that you end up with solutions that may satisfy some of your stakeholders, but which leave others disengaged, disenfranchised and disappointed. Getting to success is dependent on reaching a shared understanding, followed by a shared commitment from all of the participants and stakeholders.
We have discovered that visual tools can very quickly allow groups of people to get to shared understanding and commitment. We will share our techniques with you and teach you how to use free or very inexpensive tools that allow you elicit your clients' goals. We then show you to prioritize, map and construct the solution.
We will cover the use of Gamestorming and Innovation Games, which use the concepts of games to get to serious results in a much less painless way than the usual planning and requirements workshops. We will demonstrate the use of mind mapping for navigational design, taxonomy design, prioritization and capturing the thought process of a team via an interactive process.
Visual tools and innovation games workshop - spscbus - aug 2014Ruven Gotz
A 'meta' presentation about metadata - tools you can use to explain metadata, taxonomy and content types to your stakeholders. Presented at SharePoint Saturday Columbus (SPSCBUS), Aug 23, 2014 [DOWNLOAD THE FULL DECK TO GET SPEAKER'S NOTES]
Collaboration Insights Webinar: The 9 Types of CollaboratorsCentral Desktop
When your organization adopts a collaboration platform, you quickly learn that some of your co-workers are uh ... well ... special. They just don't work the same way you do, and now these differences are both apparent and transparent.
Who ARE these people?
Meet the 9 Types of Collaborators, from the Stealth Ninja who lurks in the background to the Socialite who posts a new status update 15 times per day.
Isaac Garcia, collaboration expert and CEO of Central Desktop, moderates a lively, interactive discussion. Joining him are:
* Jenn DePauw, Senior Director of Operations at The1stMovement digital communications agency
* Alan Bush, Client Services Representative at Central Desktop
They provide:
* Brief overview of all 9 types of collaborators
* Interactive quiz to help you identify your own collaboration type
* Words of wisdom from leaders of collaboration deployments.
The keynote is the teaching material for the UOID + AHMI course in 2013. It is an multidisciplinary course for the cooperation between NTUST design and NTU IT students. The course is held on NTUST. The purpose of the course is creating assisting or supportive APPS that are needed and appropriate for underprivileged people in Taiwan. The lectures are drhhtang and Mike Chen. The content of the slide is describing the process of human-centered design process and the design brief for 2013.
Collaborative Sketching for Secure & Usable AppsRobert Stribley
Presentation on Collaborative Sketching for Secure & Usable Apps as presented by Robert Stribley at Internet Freedom Festival, Friday, March 10th, 2017
Mad*Pow webinar: Discovering Unmet Needs & New Solutions Through Participator...Mad*Pow
As organizations embrace design-led innovation, they sometimes struggle to reap the full value of human-centered design. Teams can find their interactions with customers limited only to the early research and late evaluation phases of the design process.
The work in between–when ideas are being generated–is often left to the internal team alone, and we risk missing the opportunity to discover some of the most valuable and customer-centered solutions.
What Counts as Learning: Open Digital Badges for New OpportunitiesSheryl Grant
What Counts as Learning: Open Digital Badges for New Opportunities is a free publication available here: http://dmlhub.net/publications/what-counts-learning
Open digital badges are simple tools that have the potential to change our current system of credentialing, creating ways to recognize more diverse learning pathways and opportunities for both learners and institutions for generations to come. How, then, do we go about building on this potential? How do we design relevant, innovative, and transformative badge systems that connect people’s multiple spheres of learning and link them to new opportunities?
This research is an early response to designing badge systems grounded in actual practice. It provides a building block for anyone interested in designing open digital badge systems, and also for educators, policymakers, technologists, humanists, scholars, and administrators who have a stake in how badge systems might impact learning, assessment, and opportunities for lifelong learners.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Design Thinking For Intergroup Empathy: Creative Techniques in Higher EducationStefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Design Thinking Presentation at AppState Free Learning Conference 2018Stefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Highlights from Just Enough Research by Erika Hall - User Experience Abu Dhab...Jonathan Steingiesser
The User Experience (UX) Abu Dhabi Meetup is a monthly gathering for UX practioners, UX fanatics and anyone curious about User Experience Design. All are welcome! UX Abu Dhabi is sponsored by UX UAE which looks to grow User Experience awareness and practice in the UAE and MENA.
This presentation was created for the October 2014 meetup and has highlights from the book Just Enough Research by Erika Hall .
Best Practices for Simplifying User ExperiencesRobert Stribley
Presentation on 5 select best practices to consider for simplifying user experiences. Adapted from a longer presentation for brief talk given 9/11/23 in New York, NY.
Designing for Privacy in an Increasingly Public World — Speed TalkRobert Stribley
Lightning talk version of my Designing for Privacy in an Increasingly Public World presentation for Design Museum Week, presented Wednesday, April 27, 2022
I gave this version of my Design for Privacy presentation to the NY Experience Group of Publicis Sapient on Monday, 4 October 2021. It includes examples of privacy and security issues, our role in designing for privacy as design professionals, as well as best practices for privacy to keep in mind.
No Transit: The Criminal Treatment of Transgender Asylum Seekers in the Unite...Robert Stribley
No Transit: The Criminal Treatment of Transgender Asylum Seekers in the United States
Prepared for the Professor Raymond Smith's Gender in International Affairs class at NYU, November 2020
Presented by Robert Stribley
For the Global Affairs Certificate Program
Birds, Bats & Wind Turbines, a presentation by Robert Stribley for Professor Kara Allen's class Energy & the Environment for NYU's Global Affairs Certificate program. As presented April 26, 2021.
Free Flow: The Economic Imperative for Restoring Immigration and Labor MovementRobert Stribley
Free Flow: The economic imperative for restoring immigration and labor movement. Presentation for the NYU class, International Political Economy by Robert Stribley, 2 December 2020
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.
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.
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.
3. Robert Stribley
Introductions
Sample clients:
• Citibank, JPMorgan, Morgan Stanley,
Oppenheimer Funds, Prudential, Wachovia
• Boston Scientific, Nasonex
• AMResorts, Choice Hotels, RCI, Sotheby’s
International Realty
• Computer Associates, EMC
• Ford, Lincoln
• Mercedes-Benz, MBFS, Mercedes-Benz Vans,
smart
• AT&T, Nextel
• Red Cross, Smithsonian National Air & Space
Museum, Day One
• Pearson, Travel Channel, Women’s Wear Daily
• Associate Creative Director,
Experience at SapientRazorfish
• Teach UX at the School of Visual
Arts
• Board of BJUnity, non-profit
supporting LGBTQ+ people in
fundamentalist community
• Interested in design, privacy,
security, surveillance, journalism
and human rights issues
4. About You
• What’s your name?
• What brought you to the IFF?
Introductions
5. Goals of this workshop
• Consider how collaboration plays an important role in
developing experiences, which are robust, usable and
safe
• Learn about simple inexpensive tools and practices,
which enable collaboration and deeper communication
• Get some first-hand experience using these tools to
complete a relevant project
Introductions
6. • Our project
• Characteristics of Collaborative Exercises
• Cards sorts
– Methodology
– Cases studies
– Practice
– Characteristics and findings
• Collaborative sketching
– Methodology
– Cases studies
– Practice
– Outcome sharing
– Sketching tools
Agenda
8. Our Project
TheThing
TheThing is an encrypted tool for people in the online freedom community
to set up meetings for any number of reasons. Meetings can be viewable by
either the entire, trusted community or specific invited members only.
TheThing is an app, which may have a website component. It should
include standard functionality for apps of this type, such as calendaring,
event creation, event details and profiles.
10. More than just enabling the design process, these collaborative
exercises share some common traits. They …
• Encourage conversation among groups
and individuals who may not always
interact
• Enable diplomatic communication of
differences
• Encourage cross-pollination among ideas
• Bring concepts out of your head and onto
paper, clarifying your thoughts for others
Characteristics of Collaborative Exercises
12. “There are often better ways to organize data
than the traditional ones that first occur to us.
Each organization of the same set of data
expresses different attributes and messages.
It is also important to experiment, reflect, and
choose which organization best
communicates our messages.”
– Nathan Shedroff, Experience Strategist
Card Sorting
13. Methodology
• Grouping and labeling with index cards, post it notes
• Two types:
Open – Participants sort cards with no pre-established categories. Useful for new
architectures
Closed – Participants sort cards into predetermined, provided groups. Useful for fitting
content into existing architectures
• Online card sorts
– WebSort, OptimalSort, Socratic
Goals
• Organize content more efficiently
• Find names for categories based on users’ perspectives
Self Study
"Card sorting: a definitive guide" by Donna Spencer and Todd Warfel, Boxes and Arrows, 2004/04/07
Card Sorting
15. Card Sort
As individuals:
• Take 5 minutes to think of all the types of events
someone in this space could attend
• Write each event you come up with on a Post-It
note
Card Sorting
5mins
16. Card Sort
Now, as a group:
• Take a few minutes to organize your events into
categories (group & label them)
• Then we’ll share some categories
Card Sorting
15mins
17. Characteristics & Findings
• Looking for redundancies
• Lumping and splitting
• Outliers and miscellaneous items
• Placing items in multiple categories
• Categories versus filters
–E.g. Free, Family, Outdoors
• Unique but intuitive labels
–E.g. Geeks, Relax
Card Sorting
18. Next Steps
With the results of a card sort we then can:
• Build consensus
• Refine terminology
• Create a site map
• Help define navigation
Card Sorting
19. Card Sort Tools
Post-It Plus
This app from 3M allows
you to scan your Post-It
Notes, organize and share
them.
21. Sketching
“Thinking about the design
process without sketching is like
thinking about a conversation as
just its conclusion. Sketching is a
way to empty the brain of ideas—
good and bad ones—and the
only way to keep the flow of
ideas as ideas. It’s an internal
dialogue, a way to have multiple
conversations, and to have
multiple creative elements float
around all at once. The minute
you try to use a more formal way
of expressing an idea, like with a
rendering or 3D program, you
constrain it to a dimension and
reality.”
—Yves Béhar
22. “There are techniques and
processes whereby we can put
experience front and center in
design. My belief is that the
basis for doing so lies in
extending the traditional
practice of sketching. ”
- Bill Buxton
Sketching
23. Attributes of a Sketch
• Quick
• Timely
• Inexpensive
• Disposable
• Plentiful
• Clear vocabulary
• Distinct gesture
• Minimal detail
• Appropriate degree of refinement
• Suggest & explore rather than confirm
• Ambiguity
Sketching
24. Goals for Collaborative Sketching
• To communicate your ideas effectively by
visualizing them
• To benefit from the participation of your
colleagues
• To quickly generate ideas and refine through
iterations
Sketching
26. • Discuss the purpose of the specific experience you’re
sketching
• What does it need to accomplish?
• What features are necessary?
• How would you prioritize them?
• Who’s the audience?
• You’re not discussing layout or design
• Just the problem you’re trying to solve
• You’re not sketching yet
Discuss
Sketching
27.
28. Sketch
• Sketch silently
• Limit your time – 5,10 minutes
• Sketch as much as possible, as many different
ideas as possible
• Don’t worry about mistakes or style
• Emphasis is on the quantity of ideas, not the
quality of the sketches
Sketching
30. Share
• Review your work with your team
• Keep it short – couple of minutes each
• Offer your feedback to others
• What you like
• Questions about what didn’t work for you
• You’re not grilling your colleagues and this
isn’t a competition
Design: Sketching
31. Iterate
• Now sketch again if you need to
• Or collaborate on a high-level wireframe (e.g.
via whiteboard)
• Then begin your wireframe with a more
informed view, with more and better ideas
• Iterate on your design
Design: Sketching
32. Class Exercise: Collaborative Sketching
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here Remember, no sketching yet
Design: Sketching
15mins
33. Class Exercise: Collaborative Sketching
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here
2. Time for silent sketching
Design: Sketching
10mins
34. Class Exercise: Collaborative Sketching
In teams, sketch your ideas.
Event Detail Page
1. Take 15 minutes first to discuss what features belong
here
2. Time for silent sketching
3. Time for sharing your sketches
Design: Sketching
10mins
35. Class Exercise: Collaborative Sketching
Did you come up with any
differentiating ideas for an
event page?
Design: Sketching
36. Sketching Tools:
The following apps are all for the
iPad:
• Adobe Ideas (Free)
• Bamboo Paper (Free)
• Muji Notebook ($3.99)
• Penultimate (Free)
• SketchBook (Free)
• Paper (Free)
• Adonit Forge (Free)
Design: Sketching
Nathan Shedroff is Program Director of the MBA in Design Strategy program at the California College of the Arts. His books include Experience Design 1, Making Meaning, and contributing to Richard Saul Wurman's Information Anxiety 2. Advisor for Rosenfeld Media