Part 4 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 1 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver. New decks coming every week.
Blended spaces, cross-channel ecosystems, and the myth that is serviceAndrea Resmini
Slide deck from paper presented at ServDes 2016, Copenhagen.
Full paper available in conference proceedings: http://www.ep.liu.se/ecp/article.asp?issue=125&article=050
Levels of context: The impact of zoom on the contexts we research, design for...Meld Studios
Presented at UX Australia in August, 2011.
To design the most appropriate products or services, designers need to understand the contexts in which the product or service will sit. With product and service design, there are levels of context to consider, creating an important framework for our research, design and implementation processes.
The 1977 Powers of Ten documentary by Charles and Ray Eames inspires and illustrates levels of context well, showing a frame of focus and then zooming out by a power of ten to show that the initial frame is sitting within an even larger context, with new variables to consider at each level. Applying this zoom construct to design, each level focuses us in on different factors, and this focus impacts the type of research, design and implementation approach we need to take. For example, imagine you are asked to design a mobile application. The levels of context for consideration could be:
Screen elements (ie. space constraint; screen real estate; legibility; colour)
Entire application within a phone (ie. purpose of app within world of other mobile apps; phone form factor; operating system; updates; support teams)
Phone within a hand (ie. computing versus talking; haptics; keyed entry versus touch)
Person with phone on a bus using the application (ie. screen glare; one-handed entry and use; privacy; situations of use)
Janna will demonstrate practical ways for designers to consider these levels of context from the beginning of a project and how to integrate this thinking into every facet of the project. By zooming in to different levels of context we can appropriately understand the people, organisations, settings and situations surrounding the products or services we’re designing. Understanding these levels will impact project focus, research scope, clarify design dependencies, and illustrate what is and isn’t in our control as designers.
Part 5 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 1 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver. New decks coming every week.
Blended spaces, cross-channel ecosystems, and the myth that is serviceAndrea Resmini
Slide deck from paper presented at ServDes 2016, Copenhagen.
Full paper available in conference proceedings: http://www.ep.liu.se/ecp/article.asp?issue=125&article=050
Levels of context: The impact of zoom on the contexts we research, design for...Meld Studios
Presented at UX Australia in August, 2011.
To design the most appropriate products or services, designers need to understand the contexts in which the product or service will sit. With product and service design, there are levels of context to consider, creating an important framework for our research, design and implementation processes.
The 1977 Powers of Ten documentary by Charles and Ray Eames inspires and illustrates levels of context well, showing a frame of focus and then zooming out by a power of ten to show that the initial frame is sitting within an even larger context, with new variables to consider at each level. Applying this zoom construct to design, each level focuses us in on different factors, and this focus impacts the type of research, design and implementation approach we need to take. For example, imagine you are asked to design a mobile application. The levels of context for consideration could be:
Screen elements (ie. space constraint; screen real estate; legibility; colour)
Entire application within a phone (ie. purpose of app within world of other mobile apps; phone form factor; operating system; updates; support teams)
Phone within a hand (ie. computing versus talking; haptics; keyed entry versus touch)
Person with phone on a bus using the application (ie. screen glare; one-handed entry and use; privacy; situations of use)
Janna will demonstrate practical ways for designers to consider these levels of context from the beginning of a project and how to integrate this thinking into every facet of the project. By zooming in to different levels of context we can appropriately understand the people, organisations, settings and situations surrounding the products or services we’re designing. Understanding these levels will impact project focus, research scope, clarify design dependencies, and illustrate what is and isn’t in our control as designers.
Part 5 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
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A framework for the systemic design of experiences derived from game design theory and practice, and plenty of examples coming from board and video games.
A version of this talk made it to EuroIA 2019 in Riga.
The slides for the Rapid Cross-channel Prototyping Workshop I facilitated at the ASIS&T Information Architecture Summit in Vancouver, BC, March 23 2017
Part 3 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 2 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
This lecture was delivered as part of Welcome Week at JIBS. It is a PRANK unaware first-year students were subjected to with the complicity of the student organizations. The students were only told this was all a joke at the end, when they were "liberated" by their elders/seniors. Enjoy.
The slides from my intro to the workshop I facilitated together with Luca Rosati at the VIII Italian IA Summit in Bologna, Nov 2014. The slides deal with the general principles and the little story that was used as a catalyst for the exercise. I added a few notes for clarity.
Correlation Analysis Paper
Self Analysis Example
Essay On Survey Analysis
Textual Analysis Essay example
Art Analysis Essay
Examples Of Semiotic Analysis
Examples Of Discourse Analysis
Organizational Analysis Essay examples
Examples Of Thematic Analysis
Dream Analysis Essay
Marketing Analysis Essay
Genre Analysis Example
Introductory Paragraph Analysis
Presentation Analysis Essay examples
Essay on Self-Analysis
Stock Analysis Essay example
Essay Personal Swot
Battle Analysis
Examples Of Genre Analysis
Essay about Human Resource Management
My Teaching Philosophy Essay
Sample Comprehensive Assessment
Perseverance Essay
Cognitive Behavioral Therapy Essay example
Community Needs Assessment Essay
Essay on Self-Analysis
Reflection Paper On Grammar
Personal Experience During an Interview Essay
Critique Essay Examples
Essay on Critical Thinking
Day Care Essay
Systematic Review Essay examples
Example Of Essay Peer Review
Essay about A Stroke
Skin Disease: Psoriasis Essay example
Smart Goals Essay
Examples Of APA Style
Essay about My Core Values
A framework for the systemic design of experiences derived from game design theory and practice, and plenty of examples coming from board and video games.
A version of this talk made it to EuroIA 2019 in Riga.
The slides for the Rapid Cross-channel Prototyping Workshop I facilitated at the ASIS&T Information Architecture Summit in Vancouver, BC, March 23 2017
Part 3 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 2 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
This lecture was delivered as part of Welcome Week at JIBS. It is a PRANK unaware first-year students were subjected to with the complicity of the student organizations. The students were only told this was all a joke at the end, when they were "liberated" by their elders/seniors. Enjoy.
The slides from my intro to the workshop I facilitated together with Luca Rosati at the VIII Italian IA Summit in Bologna, Nov 2014. The slides deal with the general principles and the little story that was used as a catalyst for the exercise. I added a few notes for clarity.
Building a Sense of Place across Channels - Part IIAndrea Resmini
Part II of the deck of slides from my workshop at UX Australia 2013 on place-making in cross-channel user experiences, previously a slightly different workshop at UX Lisbon 2012.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
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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.
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1. PART 4 - HEY! THAT’S NOT AN ANSWER
CROSS-CHANNEL ECOSYSTEMS 101
Andrea @Resmini
January 12 2017
2. WAIT A SECOND, THAT’S NOT AN ANSWER
It is. While a certain project will be initiated because of
a social, organizational, or individual need or pain, that need or
pain is not what generates the ecosystem
That need or pain is a problem space within an ecosystem
that is usually, at project start, largely unknown
3. HERE YOU GO AGAIN. NEEDS AND PAINS?
Yes. Needs or pains are usually the reason an investigation starts
Examples of organizational pain are “not intercepting the actor’s
path because they go to competitors”, “increase our paid-for vs
free customer ratio”, or “enter the online grocery market”
A social pain could be reduce traffic, or promote equality
4. NOT FOLLOWING. MAYBE AN EXAMPLE? PLEASE?
Sure. Suppose there is a fictional University X whose
management wants to “improve their courses”
This need or desire to improve is the organizational pain
that serves as the catalyst for the design process
6. SO WE HAVE PA...
Before we get to that. I find always extremely useful to have the
design team produce a rough sketch of the ecosystem as they
see it based on whatever information they possess
This is an iterative process whose primary goal is to provide a
canvas for further reflection and a way to make bias explicit
7. ALRIGHT. PAIN ...
… this can be the ugliest, most terrible sketch ever, or something
more refined or structured, depending on resources
The important thing is that it gets to be constantly used and
revised, and made like a map / rich picture / system map
Pictures. Links. Not a list, nor a set of requirements
8. ...
You were saying that pains are not solutions, right?
They aren’t. They are a problem space that requires investigation
But then, what about the actors and their experiences?
9. THEY WANT BETTER COURSES, NO?
Do they?
We know what University X wants to do, and we could argue that
University X is an actor (or many different groups of actors), and
we’d be correct, but are they ostensibly the primary actors?
Are they the ones for whom we make better courses?
10. I GUESS NOT. I WOULD SAY STUDENTS
Correct again, at least in our example. In reality, even that would
have to be checked. It might be that a better course means a
course that can be approved by some certification authority
Here, let’s say students. So, wouldn’t you agree that we first of all
should know what a “better course” is to students?
11. SURE, BUT WHAT ABOUT TEACHERS, OR STAFF?
Pragmatism is the name of the game, as in all of design
If budget, time, or other constraints allow it, investigate them
If pockets are empty and results due yesterday, stick to the
primary group of actors. Remember there’s always more actors
12. WAIT. WHAT DO YOU MEAN THERE’S ALWAYS MORE?
Given any system, its boundaries are arbitrarily
established based on the questions being asked
You cannot argue in abstract that the group “students’
partners” is to be included or excluded, for example
13. OK. BACK ONE STEP. INVESTIGATE PRIMARY ACTORS
Using whatever tools or methods are appropriate, actors are
investigated to find out what “a course” is to them
We want to know their goal and the path they travel
Usually, not only there are differences between actor groups,
but individual actors in the same group do not see eye to eye
14. YES, STUDENTS ARE INDIVIDUALS. BUT GOALS?
Students will tell you that a course for them is something they
want to pass because they need the credits, or that they want to
learn all of the knowledge, or that they hate school
These “goals” are important in connection with the path they
travel through the still unknown ecosystem we are exploring
15. THE PATH THEY TRAVEL?
At this stage, these different “goals” will probably configure
structurally different cross-channel ecosystems
Even though the base elements might or might not be exactly
the same, their role, their relationships, and their weight in “the
experience” will be different from actor to actor
16. ANY WAY YOU CAN MAKE THIS A TAD CLEARER?
For a student who just wants to pass, additional non-compulsory
reading material or resources will have little importance
For an off-campus student, the teacher’s office might be useless
but a Facebook group or the course online platform essential
Goals and paths through the ecosystem are linked
17. PART 5 COMING JAN 19
“FUN TIMES WITH PATHS AND MAPS”
Andrea @Resmini