This presentation is for the class on Concept Design in Metropolia University of Applied Sciences. 13.10.2011. Students are doing a YAMK degree in Media Production.
The document is a course description for a concept design course taught by Dr. Mariana Salgado. It provides an overview of the course structure and topics that will be covered during the 5 class meetings. These include defining concept design, developing concepts through scenarios and personas, testing concepts, and final presentations. It also describes some of the methods that will be used during the classes like brainstorming, visualizations, and applying Edward de Bono's 6 Thinking Hats technique to analyze concepts.
Design thinking for Education, AUW Session 1Stefanie Panke
The document provides information about design thinking, including its origins at Stanford University in 2005. It discusses design thinking as a problem-solving method for wicked problems that involves analyzing, synthesizing, diverging and generating insights from different domains. The document outlines a design thinking cycle that participants can work through, including defining the problem, finding ideas and getting feedback, iterating based on feedback, and implementing a prototype. It prompts participants to work through this cycle by designing a surprise for a partner to receive, gathering information about the partner, sketching and developing ideas, and creating a prototype for the partner to interact with.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that consulting with and keeping users as the central focus leads to designs that best solve the problems users face.
Participatory Design Workshop at the UX Strategies Summit 2015Katie McCurdy
Susan Dybbs and Katie McCurdy co-led a workshop to help attendees at the UX Strategies Summit learn about Participatory Design. We led the group through exercises intended to help them understand what it is like to be a participant in a participatory design session, and then we helped them understand what went into that exercise and how to plan their own session. I've captured resources about participatory design, for anyone who is interested, here: http://katiemccurdy.com/participatory-design/
The document discusses the concept of concepts and how they are generated and expressed. It defines a concept as a general idea or mental construct formed by combining characteristics of an object. Concepts can originate from life/nature, customer needs/functions, existing problems, design constraints, or personal research interests. Concepts have both verbal and visual elements, with the verbal focusing on the message and visual on how to convey it. When developing a concept, it is important to define the problem, do research, and collect ideas. Concept boards should convey the overall feel without showing specifics. Examples of concept boards from real projects are also provided.
how to make architecture graduation project Eman Ateek
This document discusses the concept stage of design, which involves translating a non-physical idea into a physical product. It describes the nature of concepts as occurring at any scale or stage of design and having a hierarchical and complex nature. Designers' philosophies and values help control and shape the concept. Methods for getting inspiration and concepts are presented, such as brainstorming, setting keywords, and searching images. The document then discusses translating the concept through layout, zoning, forms, and plans to reach a final master plan. It provides time management tips and emphasizes setting clear goals and challenges without detaching from reality.
This presentation is for the class on Concept Design in Metropolia University of Applied Sciences. 13.10.2011. Students are doing a YAMK degree in Media Production.
The document is a course description for a concept design course taught by Dr. Mariana Salgado. It provides an overview of the course structure and topics that will be covered during the 5 class meetings. These include defining concept design, developing concepts through scenarios and personas, testing concepts, and final presentations. It also describes some of the methods that will be used during the classes like brainstorming, visualizations, and applying Edward de Bono's 6 Thinking Hats technique to analyze concepts.
Design thinking for Education, AUW Session 1Stefanie Panke
The document provides information about design thinking, including its origins at Stanford University in 2005. It discusses design thinking as a problem-solving method for wicked problems that involves analyzing, synthesizing, diverging and generating insights from different domains. The document outlines a design thinking cycle that participants can work through, including defining the problem, finding ideas and getting feedback, iterating based on feedback, and implementing a prototype. It prompts participants to work through this cycle by designing a surprise for a partner to receive, gathering information about the partner, sketching and developing ideas, and creating a prototype for the partner to interact with.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that consulting with and keeping users as the central focus leads to designs that best solve the problems users face.
Participatory Design Workshop at the UX Strategies Summit 2015Katie McCurdy
Susan Dybbs and Katie McCurdy co-led a workshop to help attendees at the UX Strategies Summit learn about Participatory Design. We led the group through exercises intended to help them understand what it is like to be a participant in a participatory design session, and then we helped them understand what went into that exercise and how to plan their own session. I've captured resources about participatory design, for anyone who is interested, here: http://katiemccurdy.com/participatory-design/
The document discusses the concept of concepts and how they are generated and expressed. It defines a concept as a general idea or mental construct formed by combining characteristics of an object. Concepts can originate from life/nature, customer needs/functions, existing problems, design constraints, or personal research interests. Concepts have both verbal and visual elements, with the verbal focusing on the message and visual on how to convey it. When developing a concept, it is important to define the problem, do research, and collect ideas. Concept boards should convey the overall feel without showing specifics. Examples of concept boards from real projects are also provided.
how to make architecture graduation project Eman Ateek
This document discusses the concept stage of design, which involves translating a non-physical idea into a physical product. It describes the nature of concepts as occurring at any scale or stage of design and having a hierarchical and complex nature. Designers' philosophies and values help control and shape the concept. Methods for getting inspiration and concepts are presented, such as brainstorming, setting keywords, and searching images. The document then discusses translating the concept through layout, zoning, forms, and plans to reach a final master plan. It provides time management tips and emphasizes setting clear goals and challenges without detaching from reality.
Design theory - Lecture 04: Design Expertise / Design Thinking / Key conceptsBas Leurs
This document discusses key concepts related to design expertise and design thinking. It begins by outlining different modes of thinking including abductive, deductive, and inductive reasoning. It then discusses the differences between experts and novices in design problem solving, noting that experts employ breadth-first, generative reasoning while novices use depth-first, deductive reasoning. The document also examines different levels of design expertise from novice to expert. Overall, the document provides an overview of design thinking and problem solving approaches used by designers at different stages of expertise.
The document proposes a new Launch Pad Model for simplifying and structuring the Design Thinking process based on feedback that the HPI Model can be ambiguous and difficult for students. The Launch Pad Model consists of four components - Customer Problem, Scenario, Solution - that guide users through the Design Thinking cycle in either a clockwise or counterclockwise direction depending on whether the problem involves reinvention or new invention. Examples of Gojek and search engines are provided to illustrate how to apply the Launch Pad Model.
This document discusses the concept design phase of the design process. It describes generating alternative concept designs by matching functional requirements to physical principles, materials, and geometries. Concepts are developed using techniques like morphological matrices and combining alternatives. Concepts are then analyzed using preliminary calculations and testing to screen for feasibility. Evaluation methods like Pugh's method and weighted rating are used to systematically evaluate the remaining feasible concepts and select the best concept designs.
Design thinking is an iterative process that involves empathizing with users, defining problems from their perspective, ideating solutions, prototyping ideas, and testing prototypes with users. It focuses on understanding user needs through observation and interviews to identify root problems. Potential solutions are then explored through brainstorming techniques and low-fidelity prototyping before gathering user feedback through testing techniques like card sorting and the "Wizard of Oz" method to further refine solutions. The goal is to generate a wide range of ideas and learn through iterative prototyping and user testing.
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
The document provides guidance for designers working on interdisciplinary challenges. It discusses that designers address problems by challenging problem definitions and working simultaneously to develop solutions and understand problems. The design process is iterative, exploring divergent and convergent thinking. Main focus is on understanding user needs. Interdisciplinary teamwork is difficult due to different backgrounds, but can be improved through patience, listening, and proactive contributions. The document advises designers to embrace being outside their comfort zone and enjoy the process.
This document provides an overview of the U-CrAc program, which brings together students' creativity and industry challenges. It outlines the schedule for the first day, including an introduction to U-CrAc, a session on user-centered design and interdisciplinary work, and time for students to get to know their assigned teams and case partners. The program aims to apply students' skills and perspectives to real-world problems presented by industry partners.
VIDEO OF THE TALK: https://youtu.be/oeSsyb-tzfo
Understanding your users' behaviours, needs and motivations is key to design a kickass web product.
Learn about quick, easy and efficient user research methods to build user-centered products and services.
This workshop will be led by Charlotte Breton Schreiner, Senior UX Architect.
Whether you are an entrepreneur building a prototype, a developer crafting a product during a hackathon or a designer who wants to test ideas with end users, this workshop is for you.
We will cover accessible user research methods that anyone can apply without any prior UX knowledge. During the workshop, you will have the opportunity to try some of these methods with the other participants and realize how powerful taking a user-centered approach can be.
Le Wagon Workshop, Tuesday 24th October 2017
This document outlines the agenda and activities for a team building exercise. The exercise involves engineering design students drawing pictures of their team members, identifying their strengths, creating hypothetical business plans by combining members' strengths, and discussing what allows some teams to create "WOW" products while others only receive "Thank you" feedback. The goal is for teams to learn how to exploit members' strengths and work together effectively to achieve psychological safety, an important factor in high performing teams. Students are encouraged to share ideas and discuss lessons learned.
Critique is a vital skill for any good designer. Here we talk about it's application in everyday life as well as the formal work we do with clients as UX Designers.
This talk has been given at a number of conferences by myself and the amazing Aaron Irizaryy (http://www.thisisaaronslife.com/)
We'll be keeping the most up-to-date version of the slides uploaded here. If you'd like a copy from a previous iteration, please get in touch with either Aaron or myself, and we'll happily get one to you.
Updated 5/55 to the version used at WebVisions Portland in 2012.
Design Thinking | User Experience | Product developmet by Hitesh SubnaniHiteshSubnani
Design thinking is a non-linear, iterative process that seeks to understand users, challenge assumptions, redefine problems and create innovative solutions to prototype and test.
~By Hitesh Subnani
This document describes two certificate workshops on sketch thinking and prototyping. The sketch thinking workshop teaches idea sharing, sketching ideas, and starting a culture of synergy. The prototyping workshop covers best practices, managing the process, and a functional product matrix. The author is Jose Berengueres who has a PhD in bio-inspired robots and teaches design thinking and business innovation around the world.
The document discusses design fixation and how examples can help or hinder creativity. It notes an experiment where participants were either given a flawed example or instructed not to use certain features. Those given examples were more likely to incorporate flaws or restricted features into their designs. The document raises questions about when and how examples should be used, how fixation can be overcome, and whether there is such a thing as an absolutely novel design or if all designs are in some way example-driven.
User experience (UX) strategy, a careful blend of research, analysis, and UX design, is where a successful digital product begins. It bridges the gap between vision and execution. By determining tangible objectives, benchmarks, and a roadmap up front, you create the opportunity to solve real problems for real people.
by Courtney Bradford for Circles Conference 2017
Tips for better surveys: better questions in your questionnaire, better overall survey process. From UPA2012 in Las Vegas.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This document describes two prototypes for helping a student manage their time between studies and part-time work. The first prototype involves using calendars, to-do lists, and scheduling apps to organize and prioritize tasks. Testing showed this approach made the student's life simpler and helped them meet deadlines. The second prototype uses a time management grid to categorize tasks as important/urgent vs. not. Testing also showed this approach helped the student better understand how they spend their time. Feedback from the student will be used to improve automatic task integration and customization of the approaches.
Design Thinking : Prototyping & TestingSankarshan D
The design team will now produce a number of inexpensive, scaled down versions of the product or specific features found within the product, so they can investigate the problem solutions generated in the previous stage. Prototypes may be shared and tested within the team itself, in other departments, or on a small group of people outside the design team.
https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
Getting Started with User Research - Stir Trek 2011Carol Smith
Presented at Stir Trek: Thor Edition, in Columbus, Ohio on May 6, 2011.
Once you know who uses your product, all sorts of new questions start to emerge. How are they using the product? Why are they using it? What else might they want? In this session you will learn about three quick and easy methods to understand the users desires, needs and abilities. The basics of observations, interviews and card sorting will be covered. You will also learn ways to effectively share and communicate what you learn with your team.
Jane Fulton and Duane Bray provided input on methods for learning about people and prototyping techniques. The author discusses the process of designing something new versus a new version. Prototyping allows for understanding, exploring, and communicating an experience before a final design. Interaction design prototypes are original models that serve as the basis for later stages and represent a pre-final design. Observation is highlighted as the best way to learn about user needs and habits in context rather than through questioning.
Design Thinking Action Lab
Lecturer: Leticia Britos Cavagnaro: Ph.D., Deputy Director of the National Center for Engineering Pathways to Innovation (Epicenter), Stanford University
Transforming Museums: Toolkit for ChangeElliot Felix
Presentation from 2012 California Association of Museums workshop on "Transforming Museums" featuring a toolkit for organizations to use to change their spaces, operations, services, and culture.
What is UX and Why should I care in Line of Business Applications?Will Tschumy
The document discusses user experience (UX) and its importance for software applications. UX seeks to understand user needs in order to improve productivity, reduce mistakes and training, and foster loyalty. Common UX techniques include user research through interviews and observations to develop personas and scenarios, as well as prototyping and collaborative design sessions. Prototyping solutions iteratively and testing them with users is important for refining the user experience. The document emphasizes understanding users and involving them in the design process.
Design theory - Lecture 04: Design Expertise / Design Thinking / Key conceptsBas Leurs
This document discusses key concepts related to design expertise and design thinking. It begins by outlining different modes of thinking including abductive, deductive, and inductive reasoning. It then discusses the differences between experts and novices in design problem solving, noting that experts employ breadth-first, generative reasoning while novices use depth-first, deductive reasoning. The document also examines different levels of design expertise from novice to expert. Overall, the document provides an overview of design thinking and problem solving approaches used by designers at different stages of expertise.
The document proposes a new Launch Pad Model for simplifying and structuring the Design Thinking process based on feedback that the HPI Model can be ambiguous and difficult for students. The Launch Pad Model consists of four components - Customer Problem, Scenario, Solution - that guide users through the Design Thinking cycle in either a clockwise or counterclockwise direction depending on whether the problem involves reinvention or new invention. Examples of Gojek and search engines are provided to illustrate how to apply the Launch Pad Model.
This document discusses the concept design phase of the design process. It describes generating alternative concept designs by matching functional requirements to physical principles, materials, and geometries. Concepts are developed using techniques like morphological matrices and combining alternatives. Concepts are then analyzed using preliminary calculations and testing to screen for feasibility. Evaluation methods like Pugh's method and weighted rating are used to systematically evaluate the remaining feasible concepts and select the best concept designs.
Design thinking is an iterative process that involves empathizing with users, defining problems from their perspective, ideating solutions, prototyping ideas, and testing prototypes with users. It focuses on understanding user needs through observation and interviews to identify root problems. Potential solutions are then explored through brainstorming techniques and low-fidelity prototyping before gathering user feedback through testing techniques like card sorting and the "Wizard of Oz" method to further refine solutions. The goal is to generate a wide range of ideas and learn through iterative prototyping and user testing.
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
The document provides guidance for designers working on interdisciplinary challenges. It discusses that designers address problems by challenging problem definitions and working simultaneously to develop solutions and understand problems. The design process is iterative, exploring divergent and convergent thinking. Main focus is on understanding user needs. Interdisciplinary teamwork is difficult due to different backgrounds, but can be improved through patience, listening, and proactive contributions. The document advises designers to embrace being outside their comfort zone and enjoy the process.
This document provides an overview of the U-CrAc program, which brings together students' creativity and industry challenges. It outlines the schedule for the first day, including an introduction to U-CrAc, a session on user-centered design and interdisciplinary work, and time for students to get to know their assigned teams and case partners. The program aims to apply students' skills and perspectives to real-world problems presented by industry partners.
VIDEO OF THE TALK: https://youtu.be/oeSsyb-tzfo
Understanding your users' behaviours, needs and motivations is key to design a kickass web product.
Learn about quick, easy and efficient user research methods to build user-centered products and services.
This workshop will be led by Charlotte Breton Schreiner, Senior UX Architect.
Whether you are an entrepreneur building a prototype, a developer crafting a product during a hackathon or a designer who wants to test ideas with end users, this workshop is for you.
We will cover accessible user research methods that anyone can apply without any prior UX knowledge. During the workshop, you will have the opportunity to try some of these methods with the other participants and realize how powerful taking a user-centered approach can be.
Le Wagon Workshop, Tuesday 24th October 2017
This document outlines the agenda and activities for a team building exercise. The exercise involves engineering design students drawing pictures of their team members, identifying their strengths, creating hypothetical business plans by combining members' strengths, and discussing what allows some teams to create "WOW" products while others only receive "Thank you" feedback. The goal is for teams to learn how to exploit members' strengths and work together effectively to achieve psychological safety, an important factor in high performing teams. Students are encouraged to share ideas and discuss lessons learned.
Critique is a vital skill for any good designer. Here we talk about it's application in everyday life as well as the formal work we do with clients as UX Designers.
This talk has been given at a number of conferences by myself and the amazing Aaron Irizaryy (http://www.thisisaaronslife.com/)
We'll be keeping the most up-to-date version of the slides uploaded here. If you'd like a copy from a previous iteration, please get in touch with either Aaron or myself, and we'll happily get one to you.
Updated 5/55 to the version used at WebVisions Portland in 2012.
Design Thinking | User Experience | Product developmet by Hitesh SubnaniHiteshSubnani
Design thinking is a non-linear, iterative process that seeks to understand users, challenge assumptions, redefine problems and create innovative solutions to prototype and test.
~By Hitesh Subnani
This document describes two certificate workshops on sketch thinking and prototyping. The sketch thinking workshop teaches idea sharing, sketching ideas, and starting a culture of synergy. The prototyping workshop covers best practices, managing the process, and a functional product matrix. The author is Jose Berengueres who has a PhD in bio-inspired robots and teaches design thinking and business innovation around the world.
The document discusses design fixation and how examples can help or hinder creativity. It notes an experiment where participants were either given a flawed example or instructed not to use certain features. Those given examples were more likely to incorporate flaws or restricted features into their designs. The document raises questions about when and how examples should be used, how fixation can be overcome, and whether there is such a thing as an absolutely novel design or if all designs are in some way example-driven.
User experience (UX) strategy, a careful blend of research, analysis, and UX design, is where a successful digital product begins. It bridges the gap between vision and execution. By determining tangible objectives, benchmarks, and a roadmap up front, you create the opportunity to solve real problems for real people.
by Courtney Bradford for Circles Conference 2017
Tips for better surveys: better questions in your questionnaire, better overall survey process. From UPA2012 in Las Vegas.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This document describes two prototypes for helping a student manage their time between studies and part-time work. The first prototype involves using calendars, to-do lists, and scheduling apps to organize and prioritize tasks. Testing showed this approach made the student's life simpler and helped them meet deadlines. The second prototype uses a time management grid to categorize tasks as important/urgent vs. not. Testing also showed this approach helped the student better understand how they spend their time. Feedback from the student will be used to improve automatic task integration and customization of the approaches.
Design Thinking : Prototyping & TestingSankarshan D
The design team will now produce a number of inexpensive, scaled down versions of the product or specific features found within the product, so they can investigate the problem solutions generated in the previous stage. Prototypes may be shared and tested within the team itself, in other departments, or on a small group of people outside the design team.
https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
Getting Started with User Research - Stir Trek 2011Carol Smith
Presented at Stir Trek: Thor Edition, in Columbus, Ohio on May 6, 2011.
Once you know who uses your product, all sorts of new questions start to emerge. How are they using the product? Why are they using it? What else might they want? In this session you will learn about three quick and easy methods to understand the users desires, needs and abilities. The basics of observations, interviews and card sorting will be covered. You will also learn ways to effectively share and communicate what you learn with your team.
Jane Fulton and Duane Bray provided input on methods for learning about people and prototyping techniques. The author discusses the process of designing something new versus a new version. Prototyping allows for understanding, exploring, and communicating an experience before a final design. Interaction design prototypes are original models that serve as the basis for later stages and represent a pre-final design. Observation is highlighted as the best way to learn about user needs and habits in context rather than through questioning.
Design Thinking Action Lab
Lecturer: Leticia Britos Cavagnaro: Ph.D., Deputy Director of the National Center for Engineering Pathways to Innovation (Epicenter), Stanford University
Transforming Museums: Toolkit for ChangeElliot Felix
Presentation from 2012 California Association of Museums workshop on "Transforming Museums" featuring a toolkit for organizations to use to change their spaces, operations, services, and culture.
What is UX and Why should I care in Line of Business Applications?Will Tschumy
The document discusses user experience (UX) and its importance for software applications. UX seeks to understand user needs in order to improve productivity, reduce mistakes and training, and foster loyalty. Common UX techniques include user research through interviews and observations to develop personas and scenarios, as well as prototyping and collaborative design sessions. Prototyping solutions iteratively and testing them with users is important for refining the user experience. The document emphasizes understanding users and involving them in the design process.
Rick Barron: User Experience Testing MethodsRick Barron
Various user experience testing methods are summarized, including A/B testing which allows testing different page versions to see what users respond to best, backcasting which works backwards from an ideal scenario to determine required actions, and card sorting which involves sorting labeled cards into groups to guide navigation design. Collaborative inspection involves stakeholders and users walking through tasks together, while personas represent archetypal users and their goals.
3 D Sculpting Prototypes for Credit Suisse AVP Goal & Rising Star ProgramKelly Fairbairn
This document provides information about prototyping and using 3-D sculpting to prototype organizational systems. It discusses:
1) Prototyping involves creating early versions of ideas to get feedback and refine concepts before implementing them fully. Prototypes allow ideas to be explored through doing.
2) 3-D sculpting can be used to prototype by creating a physical model of an organization using various materials. Participants discuss what elements are important to represent how the system works.
3) Reflecting on the sculpted model from different perspectives helps identify strengths, inefficiencies, and changes needed to improve the system's effectiveness and purpose. The model is iteratively adjusted to prototype alternatives.
The document provides an overview of design thinking and media models used in team-based design processes. It discusses key concepts like resolution, abstraction, media cascades, and cognitive strategies. It describes how different media like sketches, prototypes, and CAD models encourage different types of thinking and completion. The document also outlines experiments to test hypotheses about how design-school training and multidisciplinary teams impact innovation. Specifically, it operationalizes variables like "unusualness" and "usefulness" and designs survey questions to collect data on team processes and solutions.
The document summarizes a PhD student's research on developing a Debate Dashboard to reduce the barriers to adoption of online argument mapping tools. The Dashboard would provide three types of visual feedback on conversations to users: details on participants, how users interact, and the generated content. This feedback aims to decrease the cognitive effort required for users and make the benefits of argument mapping tools more apparent. An initial prototype of the Dashboard will be designed by integrating selected visualization tools and tested through expert interviews and a user survey.
how to discover requirement by identify problem
how to solve the problem by discovering requirement
how identify customer need
How to Capture Requirements Once They Are Discovered?
What Are Requirements?
There are Different types of requirements
There are Common types of requirements
Data Gathering
Probes
what is Probes
types of Probes
what is Contextual Inquiry
Brainstorming for innovation
Personas and scenarios
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that innovation comes from addressing the right problems for the target users.
Text, Tags and Thumbnails:Latest Trends in Bioscience Literature Searchmarti_hearst
This document summarizes Marti Hearst's presentation on latest trends in bioscience literature search interfaces. It discusses fundamentals of user interface design like reducing cognitive load and speaking the user's language. It also covers prototyping interfaces, evaluating them with users, and incorporating figures and captions in searches. Faceted navigation and social tagging are presented as ways to improve collection exploration and metadata.
MINDSTORMING: UPA 2011 full presentationDante Murphy
This document provides an overview of a workshop on collaborative design for social change. The workshop aims to teach participants about different types of design collaboration through participatory activities. Participants will learn about collaboration, participation, and workshop methodologies. They will practice taking structured notes and prototyping solutions to validate hypotheses. The goal is for participants to understand how to assess when design collaboration could benefit a social initiative and which methodology is most appropriate. The workshop emphasizes a collaborative process of research, ideation, and design to effectively drive social change.
The process of interaction design involves four basic activities: 1) identifying user needs and requirements, 2) developing alternative designs, 3) building prototypes, and 4) evaluating designs. User-centered design is based on early focus on users and tasks, empirical measurement through user testing, and iterative design to address problems found. Various lifecycle models show how these activities relate over the course of a project, with user involvement and evaluation at the core.
Viewpoints Assessment and Feedback workshops at the Ulster eLearning Conference 2010 - helping practitioners creatively reflect on their assessment and feedback practice, considering the student perspective.
Critique is a type of structured feedback that examines what works and doesn't work in a design from the perspective of the audience and goals. It should provide specific, actionable feedback. Incorporating critique into the design process provides benefits like new ideas, improved communication skills, and collaboration. Critiques can be done internally at different stages of a project or with clients. They work best with 3-6 diverse participants and last 30-60 minutes. Ground rules and clear goals help critiques run effectively. With practice, critique is a skill that can improve design work.
Users are Losers! They’ll Like Whatever we Make! and Other Fallacies.Carol Smith
Presented at CodeMash 2013.
If this sounds familiar it is time to make big changes or look for a new job. Failing your users will only end badly. In this session we look at the assumptions that are all-too-often made about users, usability and the User Experience (UX). In response to each of these misguided statements Carol will provide a quick method you can conduct with little or no resources to debunk these myths.
Design Thinking for Managers - Presentationranganayaki10
Design thinking is a human-centered approach to problem solving that involves understanding user needs through methods like empathy and observation. It defines problems from the user's perspective then generates creative solutions. Key aspects include empathizing with users through interviews and observation to define problems, ideating multiple solutions, and prototyping and testing ideas with users in an iterative process. This document outlines the design thinking process and common methods used at each stage to develop solutions that meet user needs.
The intersection of Design Thinking and Agile - Talk at Academy Xi by Eryk Ko...Eryk Korfel
This document discusses how Design Thinking and Agile can be integrated. It provides tips for combining the two approaches, including investing in user research, basing user stories in user needs rather than implementations, using a Sprint 0 to build empathy, integrating designers into sprint teams, transferring knowledge between teams, and testing ideas with customers throughout the process. The goal is to apply human-centered design to problem solving while also adopting the Agile approach of iterative development.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
This document discusses a teaching experiment conducted by Dr. Steve Cayzer at the University of Bath where students on an MSc program in Innovation & Technology Management were tasked with formulating a knowledge management (KM) strategy for themselves. The students went through a workshop where they discussed KM concepts and developed strategies around people, processes, and technologies. Some groups focused more on technologies while others emphasized processes. The experiment provided lessons for the students about KM and helped increase their awareness and appreciation of KM, though not all groups were fully able to implement their strategies as intended. The teaching experiment provided insights into how students engage with KM topics and could potentially enhance student learning and curriculum development.
ACPET eLearning Mentor Program - Online Session 1Yum Studio
This document provides an overview of an online session for an e-learning program. It includes templates and guidance for drafting a course design and delivery plan, with sections on project scope, content planning, features, interactions, and peer review. Participants are asked to describe their proposed unit of competency, multimedia use, teaching methods, and learner interactions for feedback. Future workshop dates on using audio and podcasting are also listed.
Pasado y presente de la cultura del diseño.pdfMariana Salgado
Esta presentación la hice en el 2023 para competir por un puesto de profesora para la Universidad de Aalto, en Finlandia. El título me fue dado. Esta es la traducción, la charla original fue en inglés
Esta presentación fue una charla magistral para ILA23, el evento de diseño de interacción más importante de latinoamerica. Esta vez se hizo en La Plata, Argentina y estuvo organizada por IXDA.
La presentación identifica diferentes tipos de investigación en diseño, presentando el podcast como ejemplo. También reivindica la oralidad y la escucha al otre como manera de entendernos mejor y crear comunidad en el mundo hispano y luso parlante.
Desentrañando la investigación en diseño.pdfMariana Salgado
Esta presentación es sobre la investigación en diseño, explicando las diferencias entre investigación a través del diseño, sobre el diseño y para informar el diseño. El caso que presento es el podcast y explico qué tipo de investigación hago a través del trabajo de hacer podcast. Esta presentación fue hecha para la Universidad de Santo Tomás, en Bogotá Colombia, en Octubre 2023. El evento era un Encuentro de investigación en diseño.
Tejiendo creatividad: aventuras del diseño entre hilos y territorios .pdfMariana Salgado
Esta charla tuvo lugar en la Universidad del Norte, Barranquilla, Colombia. 21.9.2023.
Es sobre el trabajo de colaboración entre diseñadores colaborando con comunidades indígenas y cómo contribuye esto a mi trabajo como diseñadora en el sector público en Finlandia.
Un viaje a través de las múltiples rutas de investigación en diseño es el título de esta charla. Fue la charla magistral del 5to Encuentro de la Red Académica de diseño. 28.9. 2023 en Medellín, Colombia. En esta charla se identifican la investigación a través del diseño, sobre el diseño y para informar el diseño. Mostré proyectos diferentes en los que participé con diferentes roles en diferentes momentos.
From participation to policy: how design helps citizens shape immigration? It was the title of this presentation on the 15.9.2023, in the conference Legal Design. In this presentation, you will get a behind-the-scenes look at the real-life design work carried out for the preliminary studies of Finland's forthcoming immigration law, the Aliens Act. The project took place at the Department of Immigration within the Ministry of the Interior from 2021 to 2023, and it has been recently published and can be accessed here: https://julkaisut.valtioneuvosto.fi/handle/10024/164810. .
Throughout the process, we integrated service design approaches at both operational and strategic levels, and during this presentation I will open up about my experience as designer. My aim was to have an open and honest conversation about the challenges of using participatory practices in lawmaking, using this case study as a prime example.
I explore how design could play a pivotal role in creating a more inclusive and citizen-centered approach to shaping immigration policy.
Durante el año 2017 hicimos un trabajo de prospectiva para pensar el futuro de una asociación multicultural basada en Finlandia: Ninho. Este trabajo lo hicimos con Andrea Botero.
Este fue una de las charlas principales en el Congreso Forma, en junio 2023, La Havana, Cuba. Esta charla cuenta y analiza dos casos de diseño de políticas públicas hechos en el Ministerio del Interior, en Finlandia. Luego, propone cual puede ser el rol del diseño en la creación de leyes.
Diseño, educación y políticas públicas.pdfMariana Salgado
Esta charla fue una de las charlas principales en el Foro de Diseño, los diseños y sus contextos en junio 2023. Esta charla antecedió a un panel sobre Diseño y políticas públicas que moderó Mariana Salgado y que prontamente será publicada como podcast en Diseño y diáspora.
Esta charla fue hecha en el Museo Urbano Interactivo del Tec de Monterrey, en Puebla, en junio 2023. La charla responde a la pregunta: de qué hablamos cuando hablamos de diseño feminista? Y lo hace analizando casos y entrevistas del podcast Diseño y diáspora. Esta charla precedía un panel sobre Resistencia feminista, que pueden escuchar como parte del podcast Diseño y diáspora. https://disenoydiaspora.org/434-resistencia-feminista-mexico-en-vivo-con-julieta-caballero-huelgas-ximena-garcia-ortega-regina-garcia-ortega-y-estefania-farias-guevara/
En esta charla presento el podcast Diseño y diáspora, su contenido y las prácticas alrededor de producir un podcast en diseño social. También propongo que tenemos que crear archivos para cuidar y proteger las historias de diseño de hoy. Los archivos orales de historia de diseño están en manos de podcasteres, o de empresas grandes que no prestan atención a su contenido y que pueden cambiar sus condiciones en cualquier momento.
Diseño, educación y políticas públicas.pdfMariana Salgado
Esta charla tuvo lugar en Puebla, México. Seguida de un panel sobre Diseño y políticas públicas. 23.6.23
8vo Foro de Diseño organizado por Comaprod. https://www.comaprod.com/eventos/octavoforo/
Uso del podcast en la educación en diseño.pdfMariana Salgado
Esta es una presentación y un taller sobre el uso del podcast en la educación en diseño. Este taller fue llevado a cabo en junio 2023 en Puebla con 5 universidades. El blog sobre el tema es: https://disenoydiaspora.org/blog/uso-del-podcast-en-la-educacion-en-diseno-un-taller-para-repensar-nuestras-colaboraciones/
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
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..
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
4. Definition of the concept (needs, goals, organization, resources, etc...) Data collection (benchmarking of competitors, product history, use situation) Ideas take shape Structuring the idea (usability, accessibility, tools, etc) Making the idea concrete (design) User test (getting feedback from future users) By Jonna Iljin
5. Definition of the concept Data collection Ideas take shape Structuring the idea Making the idea concrete User test Redefining the concept
6. If the concept design is good it is seen at the end of the process. This is why that always it is meaningful to test, evaluate, try out and make as many iterations as possible with final users. Scenarios, personas, design probes are some tools for evaluating concept design. They generate discussion on the topic that the concept explores.
7. The concept can be good but you can failed in how to argument for it, or on how to make it clear. Picture in Flickr by Jordanhill School D&T Dept
8. Put attention in how you present it how you argument for it how you sell it to clients, colleagues and users Picture in Flickr by Jordanhill School D&T Dept
9. Your visualizations, the tools you choose for showing it the vocabulary you choose for talking about it your plan of implementation the user studies A R E V E R Y I M P O R T A N T
10. A good concept design take into consideration: Economical justifications Sustainability Visibility of the organization Micro + Macro consequences Local + Global aspects understand where it is influencing and can evaluate it beforehand
11. Definition One sentence definition + Goals User group Accessibility Resources Picture in Flickr by itjil
12. Data collection Benchmarking others (What? Why? How?) Design Process Interaction with users Interaction with colleagues Discarded ideas Scenarios/Videos/Probes/Presentations/etc Picture in Flickr by gallagher.michaelsean
13.
14. Justification On each of the choices: on the whole concept on implementation plan on the communication channels Strength/ Opportunities Threads/ Weaknesses On everything you think it is relevant for the refining of the concept. Picture in Flickrby Pete Reed
15. Synthesis Outline the main points Clear the message to your users/colleagues Provide a vision of the whole but putting attention to details What else do you need to better visualize your concept? This is the moment to evaluate if you need other tools.
16. Visualizations Actor Maps Blueprinting Metaphors Customer Journey Map Offering Map Storyboard See for example: Envisioning in Service design tools http://www.servicedesigntools.org/taxonomy/term/2
17. Final report (no more than 5 pages A4) Use visualizations Definition Data collection (making emphasis in your report on user research) Content Justification Synthesis Use the reading that you reviewed during this course
18. Prepare a Pecha Kucha ( a presentation that lasts only 6min 40 seconds, only with images, not a lot of text in the slides) Explain your concept, (who will beneficiate, how, why this concept) Describe your testing (who you invited to discuss, why, what happen) Redefinition of the concept (or adding details and new features that are essential for making it work). For next class On the 17.11
19. New Representations Techniques for Designing in a Systematic Perspective by Nicola Morelli and Christian Tollestrup Visualtiles. Communication tools for (service) design by Chiara Diana, Elena Pacenti, Roberta Tassi Readings