We all spend too much time talking, especially in public, about success. The best way to learn how to change and improve is by reviewing how things could have gone better. I've been thinking this for a little while at conferences; we need to share our failures as well as our successes if we want to improve as an industry and practice area.
I'll go first: While the design completed for this particular project (which will not be named) itself is fine, the deliverables and client interaction could have been better. I am putting together a brief presentation covering intent, desire, design approach, delivery, satisfaction and a discussion of how it could be improved.
Presented at Design for Mobile 2009, 21 April 2009:
http://design4mobile.com/sessions/107.html
How People Really Hold & Touch (their phones)Steven Hoober
Despite decades of research and years of carrying a touchscreen mobile handset around, there’s a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch.
Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. You’ll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices.
Presented at an O'Reilly Webcast, 8 November 2011
Good mobile designs share many features in common, regardless of the fidelity of the device type, the OS or the user. Almost two decades of interactive design experience, as well as the creation of almost 76 mobile patterns for Designing Mobile Interfaces have led to some very specific and actionable insights into their use. Covers the intent of mobile patterns, and how to use them correctly in your design. Designed to be especially helpful for those migrating from other platforms, such as desktop web design.
The webcast was recorded, so since SlideShare dosn't have notes pages, if you want to know what I was saying, just listen directly:
http://oreillynet.com/pub/e/2087
Even for the simplest, most-focused product, your users will engage in multiple ways, and in multiple channels. Learn about a user centric approach to developing a target experience to guide better, more efficient design, planning and implementation of your product.
Steven Hoober has been practicing UX and IxD for 15 years, and has been designing mobile products since 1999. His mobile work has included design of browsers, e-readers, search, NFC, mobile banking, data communications, location, and OS overlays. Steven spent eight years at U.S. mobile operator Sprint, and has also worked with AT&T, Qualcomm, Samsung, Skyfire, Bitstream, VivoTech, The Weather Channel, Lowe's, and Hallmark Cards. He has a just-released book of patterns, Designing Mobile Interfaces from O'Reilly.
User Centered Execution for Mobile UX DesignersSteven Hoober
The biggest barrier to good experiences (as well as the largest problem for most UX designers) is in getting well-intended, well-designed systems executed as the business owners and design teams intend. I present the problem, and a series of philosophical changes and specific tactics to alleviate this, and to work with implementation teams to get design executed correctly.
Slideshow I will present 29 Feb 2012 at 10 am PT as an O'Reilly webcast:
http://oreillynet.com/pub/e/2103
You can’t just build a successful mobile app or website without first understanding how the user thinks and what they need from you. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it.
In this 3-hour Masterclass, we will discuss how to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users.
We will practice using existing, well-proven UX design tools and methods to understand users, and to design your mobile products to engage real people.
We’ll wrap up by reviewing the actual products you are working on, to leverage what we’ve just learned to improve them even more.
Presented as a workshop at GPeC 2019 in Bucharest. Hands on parts you have to do on your own, therefore.
It’s okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily.
Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design.
In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website.
Presented at GPeC 2019 in Bucharest
It's okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better.
Presented at Mobile Trends Conference 2018, Krakow Poland
How People Really Hold & Touch (their phones)Steven Hoober
Despite decades of research and years of carrying a touchscreen mobile handset around, there’s a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch.
Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. You’ll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices.
Presented at an O'Reilly Webcast, 8 November 2011
Good mobile designs share many features in common, regardless of the fidelity of the device type, the OS or the user. Almost two decades of interactive design experience, as well as the creation of almost 76 mobile patterns for Designing Mobile Interfaces have led to some very specific and actionable insights into their use. Covers the intent of mobile patterns, and how to use them correctly in your design. Designed to be especially helpful for those migrating from other platforms, such as desktop web design.
The webcast was recorded, so since SlideShare dosn't have notes pages, if you want to know what I was saying, just listen directly:
http://oreillynet.com/pub/e/2087
Even for the simplest, most-focused product, your users will engage in multiple ways, and in multiple channels. Learn about a user centric approach to developing a target experience to guide better, more efficient design, planning and implementation of your product.
Steven Hoober has been practicing UX and IxD for 15 years, and has been designing mobile products since 1999. His mobile work has included design of browsers, e-readers, search, NFC, mobile banking, data communications, location, and OS overlays. Steven spent eight years at U.S. mobile operator Sprint, and has also worked with AT&T, Qualcomm, Samsung, Skyfire, Bitstream, VivoTech, The Weather Channel, Lowe's, and Hallmark Cards. He has a just-released book of patterns, Designing Mobile Interfaces from O'Reilly.
User Centered Execution for Mobile UX DesignersSteven Hoober
The biggest barrier to good experiences (as well as the largest problem for most UX designers) is in getting well-intended, well-designed systems executed as the business owners and design teams intend. I present the problem, and a series of philosophical changes and specific tactics to alleviate this, and to work with implementation teams to get design executed correctly.
Slideshow I will present 29 Feb 2012 at 10 am PT as an O'Reilly webcast:
http://oreillynet.com/pub/e/2103
You can’t just build a successful mobile app or website without first understanding how the user thinks and what they need from you. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it.
In this 3-hour Masterclass, we will discuss how to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users.
We will practice using existing, well-proven UX design tools and methods to understand users, and to design your mobile products to engage real people.
We’ll wrap up by reviewing the actual products you are working on, to leverage what we’ve just learned to improve them even more.
Presented as a workshop at GPeC 2019 in Bucharest. Hands on parts you have to do on your own, therefore.
It’s okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily.
Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design.
In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website.
Presented at GPeC 2019 in Bucharest
It's okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better.
Presented at Mobile Trends Conference 2018, Krakow Poland
UX for Mobile with Steven Hoober at Pointworks AcademySteven Hoober
If you work on a team without sufficient time or resources and need to do design thinking outside your official role yourself, this workshop can help. There are roles in the workshop for product owners, information architects, interaction designers, content managers, UI/visual designers and developers.
In this course, you’ll discover:
The way digital products really work; layering, the stack and back
Proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies
A brief history of design; how Swiss Modernism is what we mean by flat today
Designing by zones; touch accuracy and touch preference regions are not what you think
How to conquer Blank Page Syndrome by designing interfaces using mobile OS navigation patterns
The overlap between technology and use, including how people use different devices in different contexts at different times of the day
Design considerations unique to mobile, including features and sensors that aren’t available on desktop applications
Problems of poor connectivity, and how to plan for them; it’s not just “airplane mode”
How to create task flows that account for the user and the system all as one
Everything we design and build exists as a part of an ecosystem, the physical and digital environment
in which the user perceives and uses it. Though we should always have been designing like this, your
connected city, home and wearable devices give us an excuse to think specifically about the use and
technology to make it work best.
This session will discuss and demonstrate how to use proven UX design tools to get to the new needs
of users, and how to think about exploiting new technologies.
Participants will work as teams to create new product ideas, and develop them into workable services
by using technology and considering the user, their needs, and their environment.
Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016.
Today’s world is full of open, and airy, beautiful, tediously identical, and unusable designs. Trends shouldn’t be taken too far, and we can easily make modern interfaces that work. But being authentically digital doesn’t just mean removing gradients and woodgrains.
In this workshop we’ll discuss principles, define how to make interfaces that work for real people in the real world, and redesign design your website, mobile app or other interface how people expect their various devices to work for them.
Presented at UXPA-China UserFriendly 2016 in Suzhou, 19 November 2016.
Phones Aren’t Flat: Designing for People, Data & EcosystemsSteven Hoober
A session at Society for Technical Communication (STC) Summit 2015
Tuesday 23rd June, 2015 9:45am to 10:30am
We like to think phones are flat slabs of glass our users touch, but it's not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We'll discuss how to use technology to build products and services—not just apps and websites—for your business and users.
We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on.
Presented at MoDevUX on 23 March 2015
Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users.
In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises.
Fingers, Thumbs & People: Designing for the way your users really hold and t...Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Presented at ConveyUX in Seattle, 7 Feb 2014
There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems?
In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform.
You will learn:
- How to consider scale, and really understand portability and touch.
- Design with adaptive and responsive needs in mind.
- Specifying design, so UX speaks the language of implementation.
- Service and systems design techniques.
- Quick techniques to assure that your designs will work in context.
Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014
Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.
Entrepreneurial User Experience: Improving your products on a shoestringSteven Hoober
Presented 6 & 8 January, 2013 at Kauffman Labs, Kansas City, Missouri
Many big, successful companies hire User Experience experts to help analyze and design the system from the user's point of view, and assure their users can use their digital products. But assuming you can't hire one of those yet, Steven Hoober will teach you a little about how to embed the principles of UX into everything you do, every day, and how to improve tasks you are already doing to better guarantee the right outcomes.
There will be a focus on mobile and multi-channel experiences, but the principles willapply to any digital platform. Whether you are trying to just improve the website for your product, or create an all-new, all-digital experience, come — and bring your whole team — to put these principles into practice.
Jan 6th, 6pm-8pm
What is UX, why it's not just colors and fonts, and why designing for experience matters.
Understanding your audience, their goals, and yours.
Ecosystem design. A website is not a digital strategy: finding what your experience strategy is.
Jan 8th, 6pm-8pm
Formalizing baseline analysis with heuristic evaluations.
Tactics for discount usability testing in a multi-device world.
What you should bring:
Paper Ticket for the class
Something to work on. I will provide you with a fake project for the exercises, but if you are willing to let others see your idea, or some subset or faked version of it, then go ahead.
Your whole team. We will mix and match and you can meet new people, but bring everyone in your company or department if they have the time. If you want, your actual team can be a workshop team so you get used to the tactics being taught.
Presented 12 December 2013 at MoDevEast13
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today.
Mobile Design: Adding Mobile to Your Learning EcosystemSteven Hoober
Presented at DevLearn 2013, 24 October 2013, Las Vegas
Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And it’s a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.
The Trouble with All Those Boxes: Designing for Ecosystems Instead of ScreensSteven Hoober
The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so.
During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. You’ll learn principles and tactics for building multi-user, multi-platform experiences and you’ll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms.
In this session, you will learn:
How to recognize and avoid pitfalls in your project development, UX design, and development practices
To design your digital products as universal, extensible services and ecosystems
The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur
How to branch design to address platform-specific features, capabilities, and expectations
Turning Boxes into Ecosystems: Successful multi-channel, multi-platform, mult...Steven Hoober
Presented as a workshop at MoDevUX 2013 in McLean, Virginia, 9 May 2013
The desktop web has all but ruined the practice of interaction design and information architecture by assumptions about technology and user attention, and rigid adherence to page-based design.
If you are paying attention to what your users expect, you'll note that mobile is really exposing these problems. And it's just getting more complex as we have to make our digital products work on TVs and set top boxes, kiosks, and now think of interfaceless devices.
Steven will discuss pitfalls and fallacies of designing for mobile, and for multi-platform, multi-user experiences. Then we will all try out some principles and tactics to solve these on examples, and discuss ways they can be applied to your organization.
Designing for ecosystems and people instead of screens and pages Steven Hoober
How successful strategies involve focusing on and embracing complexity, fragmentation and unpredictability of the way users employ mobile digital and especially mobile systems.
BE SURE TO READ THE NOTES attached to each slide. The slides themselves are mostly pretty pictures, so won't make a lot of sense.
Presented 23 January 2013 at an IXDA Silicon Valley and BayCHI event hosted by Yahoo! in Sunnyvale, CA.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
UX for Mobile with Steven Hoober at Pointworks AcademySteven Hoober
If you work on a team without sufficient time or resources and need to do design thinking outside your official role yourself, this workshop can help. There are roles in the workshop for product owners, information architects, interaction designers, content managers, UI/visual designers and developers.
In this course, you’ll discover:
The way digital products really work; layering, the stack and back
Proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies
A brief history of design; how Swiss Modernism is what we mean by flat today
Designing by zones; touch accuracy and touch preference regions are not what you think
How to conquer Blank Page Syndrome by designing interfaces using mobile OS navigation patterns
The overlap between technology and use, including how people use different devices in different contexts at different times of the day
Design considerations unique to mobile, including features and sensors that aren’t available on desktop applications
Problems of poor connectivity, and how to plan for them; it’s not just “airplane mode”
How to create task flows that account for the user and the system all as one
Everything we design and build exists as a part of an ecosystem, the physical and digital environment
in which the user perceives and uses it. Though we should always have been designing like this, your
connected city, home and wearable devices give us an excuse to think specifically about the use and
technology to make it work best.
This session will discuss and demonstrate how to use proven UX design tools to get to the new needs
of users, and how to think about exploiting new technologies.
Participants will work as teams to create new product ideas, and develop them into workable services
by using technology and considering the user, their needs, and their environment.
Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016.
Today’s world is full of open, and airy, beautiful, tediously identical, and unusable designs. Trends shouldn’t be taken too far, and we can easily make modern interfaces that work. But being authentically digital doesn’t just mean removing gradients and woodgrains.
In this workshop we’ll discuss principles, define how to make interfaces that work for real people in the real world, and redesign design your website, mobile app or other interface how people expect their various devices to work for them.
Presented at UXPA-China UserFriendly 2016 in Suzhou, 19 November 2016.
Phones Aren’t Flat: Designing for People, Data & EcosystemsSteven Hoober
A session at Society for Technical Communication (STC) Summit 2015
Tuesday 23rd June, 2015 9:45am to 10:30am
We like to think phones are flat slabs of glass our users touch, but it's not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We'll discuss how to use technology to build products and services—not just apps and websites—for your business and users.
We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on.
Presented at MoDevUX on 23 March 2015
Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users.
In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises.
Fingers, Thumbs & People: Designing for the way your users really hold and t...Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Presented at ConveyUX in Seattle, 7 Feb 2014
There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems?
In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform.
You will learn:
- How to consider scale, and really understand portability and touch.
- Design with adaptive and responsive needs in mind.
- Specifying design, so UX speaks the language of implementation.
- Service and systems design techniques.
- Quick techniques to assure that your designs will work in context.
Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014
Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.
Entrepreneurial User Experience: Improving your products on a shoestringSteven Hoober
Presented 6 & 8 January, 2013 at Kauffman Labs, Kansas City, Missouri
Many big, successful companies hire User Experience experts to help analyze and design the system from the user's point of view, and assure their users can use their digital products. But assuming you can't hire one of those yet, Steven Hoober will teach you a little about how to embed the principles of UX into everything you do, every day, and how to improve tasks you are already doing to better guarantee the right outcomes.
There will be a focus on mobile and multi-channel experiences, but the principles willapply to any digital platform. Whether you are trying to just improve the website for your product, or create an all-new, all-digital experience, come — and bring your whole team — to put these principles into practice.
Jan 6th, 6pm-8pm
What is UX, why it's not just colors and fonts, and why designing for experience matters.
Understanding your audience, their goals, and yours.
Ecosystem design. A website is not a digital strategy: finding what your experience strategy is.
Jan 8th, 6pm-8pm
Formalizing baseline analysis with heuristic evaluations.
Tactics for discount usability testing in a multi-device world.
What you should bring:
Paper Ticket for the class
Something to work on. I will provide you with a fake project for the exercises, but if you are willing to let others see your idea, or some subset or faked version of it, then go ahead.
Your whole team. We will mix and match and you can meet new people, but bring everyone in your company or department if they have the time. If you want, your actual team can be a workshop team so you get used to the tactics being taught.
Presented 12 December 2013 at MoDevEast13
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today.
Mobile Design: Adding Mobile to Your Learning EcosystemSteven Hoober
Presented at DevLearn 2013, 24 October 2013, Las Vegas
Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And it’s a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.
The Trouble with All Those Boxes: Designing for Ecosystems Instead of ScreensSteven Hoober
The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so.
During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. You’ll learn principles and tactics for building multi-user, multi-platform experiences and you’ll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms.
In this session, you will learn:
How to recognize and avoid pitfalls in your project development, UX design, and development practices
To design your digital products as universal, extensible services and ecosystems
The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur
How to branch design to address platform-specific features, capabilities, and expectations
Turning Boxes into Ecosystems: Successful multi-channel, multi-platform, mult...Steven Hoober
Presented as a workshop at MoDevUX 2013 in McLean, Virginia, 9 May 2013
The desktop web has all but ruined the practice of interaction design and information architecture by assumptions about technology and user attention, and rigid adherence to page-based design.
If you are paying attention to what your users expect, you'll note that mobile is really exposing these problems. And it's just getting more complex as we have to make our digital products work on TVs and set top boxes, kiosks, and now think of interfaceless devices.
Steven will discuss pitfalls and fallacies of designing for mobile, and for multi-platform, multi-user experiences. Then we will all try out some principles and tactics to solve these on examples, and discuss ways they can be applied to your organization.
Designing for ecosystems and people instead of screens and pages Steven Hoober
How successful strategies involve focusing on and embracing complexity, fragmentation and unpredictability of the way users employ mobile digital and especially mobile systems.
BE SURE TO READ THE NOTES attached to each slide. The slides themselves are mostly pretty pictures, so won't make a lot of sense.
Presented 23 January 2013 at an IXDA Silicon Valley and BayCHI event hosted by Yahoo! in Sunnyvale, CA.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
2. Plan – Opportunities
Existing site
• Wireless site does not reflect desktop
• One-size-fits-all, so looks old
• Slow, inefficient
• Marginal analytics
• Does not meet current revenue and content
strategies
• Difficult to update, incremental improvements
awaiting general update
April 2009
2
3. Plan Goals
New site –
• Develop a new IA that:
• Offers more content
• Makes deeper and broader content available
• Aligns to current sales & marketing strategies
• Allows for expandability and changes without
a complete redesign in the future
• Appeal to high end devices, but work with all
• Specifically function well with touch/pen devices
• Meet page size and load time targets
• Allow for better tracking
• Cut over to certain new systems
April 2009
3
4. Performance
Information architecture
• Hub and spoke metaphor
3 Travel
1 Weather 2 Severe Weather
1.2.1 1.2.2 1.2.3 1.2.4 1.2.5 1.2.6 2.3.1 2.3.2 2.3.3 2.3.4 2.3.5 3.3.1
Hourly 36 hour 10 day School day Weekend Current Northeast Midwest South West Regional Traffic
forecast forecast forecast forecast forecast conditions weather weather weather weather video incidents
video news news news news
1.2 2.3 2.4 3.2 3.3
Outlook Weather Severe Airport Traffic
1.3 1.1 2.1.1 2.1 2.2 2.2.1 3.1 3.4
(forecasts) news weather delay map
Map Now Weather Weather Hurricane Tropical Airport Travel wise
video
center (current alerts alerts central / video delays video
conditions) details summary Storm
watch
1.0 2.0 3.0
Weather Severe Travel
landing weather landing
page landing page
page
7 Settings &
Cookie 7.1 7.1.1
found
Options
Preferences Manage
home
modules
7.1.2.1 D 7.1.2 7.0
User request
Localization Change Settings &
7.3
for custom Set cookie
Interceptor Home location Options
User enters Registration
Landing
features first Return to path
interceptor
weather.com Cookie time
not found 7.2 7.4 7.5
Feedback Send to Message
friend page
4.0 5.0 6.0
Sports & Health & Photos &
recreation home fun
landing landing landing
page page page
4.1 4.8
Seasonal Weekend
sport 1 weather
5.1 5.2 5.3 5.4 5.5 6.1 6.2 6.3 6.4 6.5
School day Green tips Allergies & Petcast Pet Photos Trivia Almanac Wallpaper Celebration
forecast Pollen slideshow weather
4.2 4.3 4.4 4.5 4.6 4.7
5.2.1
Seasonal Seasonal Seasonal Snow & Local Golf Boat &
Green tips
sport 2 sport 3 sport 4 ski beach
archive
4 Sports & Recreation 5 Health & Home 6 Photos & Fun
• Customized home page concept, not quite
implemented
April 2009
4
5. Performance
Progressive enhancement
• Design for all browser classes at once
• Write rules around the presentation and function
of the objects
n landing pages – best-case devices C1b Section landing pages – dynamic scripting C1c Section landing pages – non-scriptin
Shown 240px wide Shown 176px wide
tate
119°
119° 119° 1
1
e
r Overland Park, KS (66026)
Overland Park, KS (66206)
,
6:1 S Ad Unit 120x20
168x28
Lawrence, KS 66044 6:1 Med Ad Unit 10 px
Bold Page Title
10 px Access Keys: L
Bold Page Title 6 px
216x36 When appearing
L
0 px 6 px Listing text 12px Plain
2
with Title, render
10 px between accesskey
6:1 Large Ad Unit
Listing text 150% H
right and top 3
Dropdown title 14p plain and text label
0 px alligned to margins Listing text 12px Plain
Page Titles Are Bold 4
L
10 px
Bold Subtitles 2
0 px Listing text 150% H
M
5
10 px 10 px
Listings 14px Plain, 140% H
Section titles are bold
S
5 px
2 10 px
M
Current alerts
Listings 14px Plain, 140% H
6 px 2
M
40Px
10 px
Alert text 14px
2 px No backgrounds Severe thunderstorm ...
Listings 14px Plain, 140% H S
Plain, Left Justif. Rules and type are
Plain Severe thunderstorm ...
2 more...
10 px the only elements
ed Conditions Text 12px Plain | Centered used for organization
10 px Flash flood watch
S
ld 10 px of content in these
10 px
2 more...
Weather News layouts, not
3
Expander text 14px Plain 10 px
M
backgrounds or
30px
Latest forecast for severe... gradients.
10 px
Weather news 3
Section titles are bold 5 more...
3
ned
Latest severe forecast
6 px 10 px
11 am 46° Precipitation 90%
S
10 px 5 more...
10 px
Video Hurricane
4 5
Info text for these modules: 14px Plain 6 px 10 px
10 px Graphics Video 4
11 am 46° Precipitation 90% Two or more 6 px
10 px Industrial
graphics may be
buildings
loaded side-by-side if
Expander text 14px Plain
30px desiresd. collapse in
south Florida...
Section title 18px Bold 6 px
4
10 px
Most popular maps: 6 px
Video
Caption text 12p Caption text 12p 5
April 2009
5
S
• Radar Plain, 2 lines Plain, 2 lines Industrial
buildings
7. Performance
Understanding the issues
Just a few of the many:
7:19 PM
Weather Wherever Mobile
• Advertising
http://www.wx.com
• Localization
78°
• Registration
ow-lying areas... A severe-thun
Overland Park, KS (66206)
New location:
Search by name, ZIP or airport code:
Search
Forecast Radar
65° 46°locations:
Recent
Today
Toronto, ON, Canada
Wed 73° 49°
Atchison, KS
Thu 75° 54°
Columbia, MO
Seasonal Info
Lawrence, KS
Pollen Forecast
Grass Medium
Tree Low
Travel
Outdoors
April 2009
7
Weather
9. Issues
Development
• Design concept internalized, driving towards it
• Single document required by implementation
and test teams
• Mostly just handed off to development
• Development did not (apparently) understand
deliverables – do not work in object-oriented
mode
• Development still working in table-based layout
• Some data not expressed correctly
April 2009
9
10. Fix our process
Improve
• Require early access
• Try to be more trusted by the client – we won’t
bill for just picking up the phone
• Be more integrated with marketing and product
people
• Work on collaboration processes with
development
• Continue to explore deliverables – there is no
one perfect solution for everyone
April 2009
10
11. Fix the world
Change
• Train clients – should some be required to get
personalized training before we deliver?
• Improve the sector – spread knowledge across
the industry
April 2009
11
12. Fix ourselves
Change
• Be less involved – embrace the big-vendor
model, toss it over the wall and don’t care about
how it turns out
• Be more involved – stop being a design studio
and offer development and strategy directly or
through partnerships
April 2009
12