Design Studio is a collaborative and iterative workshop format used to detect hidden requirements through active discussion. It combines solitary and group work with critiques every 5 minutes following strict critique rules. The workshop lasts around 5-6 hours and includes warming up, preparing user research and inspiration, setting the scope and goals, and multiple rounds of individual design, critiques, and group work to improve concepts based on feedback.
My presentation from User Research Friday looks at the relationship between design and research in the world of design research. See video at http://vimeo.com/2235220 and find audio at http://www.portigal.com/blog/user-research-friday-research-and-design-ships-in-the-night/
The document discusses key aspects of the design process, including identifying needs, conducting research, generating ideas, choosing and developing solutions, testing, and evaluating. It provides quotes emphasizing the importance of understanding human experiences and considering how designs will be used. The document also lists typical steps in the design process and notes that iterations are often needed to refine solutions.
In this presentation I discuss the approach, and tools we can use to do research on our users when we don't have resources, budget, or buy in from stakeholders.
This document presents a rubric for evaluating creativity and innovation in project-based learning for grades 3-5. The rubric assesses performance in four phases of a project - launching the project, building knowledge, developing and revising ideas, and presenting products - as well as the originality, value, and style of final products. Performance is rated on a scale of below standard, approaching standard, at standard, or above standard based on descriptors provided for each category and phase of work.
The Design Studio Method is an iterative process for generating and refining ideas. It involves gathering requirements, sketching lots of ideas quickly without judgment, pitching ideas to build consensus, and critiquing ideas to improve them. The goals are to create many concrete solutions, get feedback on ideas, and identify next steps. Sketching with markers allows capturing ideas without erasing. Pitching sells the idea while critiquing provides constructive feedback to strengthen solutions.
Design Studio is a collaborative and iterative workshop format used to detect hidden requirements through active discussion. It combines solitary and group work with critiques every 5 minutes following strict critique rules. The workshop lasts around 5-6 hours and includes warming up, preparing user research and inspiration, setting the scope and goals, and multiple rounds of individual design, critiques, and group work to improve concepts based on feedback.
My presentation from User Research Friday looks at the relationship between design and research in the world of design research. See video at http://vimeo.com/2235220 and find audio at http://www.portigal.com/blog/user-research-friday-research-and-design-ships-in-the-night/
The document discusses key aspects of the design process, including identifying needs, conducting research, generating ideas, choosing and developing solutions, testing, and evaluating. It provides quotes emphasizing the importance of understanding human experiences and considering how designs will be used. The document also lists typical steps in the design process and notes that iterations are often needed to refine solutions.
In this presentation I discuss the approach, and tools we can use to do research on our users when we don't have resources, budget, or buy in from stakeholders.
This document presents a rubric for evaluating creativity and innovation in project-based learning for grades 3-5. The rubric assesses performance in four phases of a project - launching the project, building knowledge, developing and revising ideas, and presenting products - as well as the originality, value, and style of final products. Performance is rated on a scale of below standard, approaching standard, at standard, or above standard based on descriptors provided for each category and phase of work.
The Design Studio Method is an iterative process for generating and refining ideas. It involves gathering requirements, sketching lots of ideas quickly without judgment, pitching ideas to build consensus, and critiquing ideas to improve them. The goals are to create many concrete solutions, get feedback on ideas, and identify next steps. Sketching with markers allows capturing ideas without erasing. Pitching sells the idea while critiquing provides constructive feedback to strengthen solutions.
The document describes a design thinking workshop to help participants understand and apply the design thinking process. It outlines the workshop agenda which includes an icebreaker activity, video, and explanations of key design thinking concepts like empathy mapping and customer journey mapping. Participants are then led through design thinking steps to reimagine a frustrating daily experience, coming up with ideas and prototypes to test solutions. The workshop aims to show design thinking as a human-centered approach integrating user needs, technology possibilities, and business factors to solve problems in an iterative, non-linear way.
As a designer and strategist at Vincit, Jussi steers design and product teams in crafting socio-technical systems, products, and strategies that move things forward. His vision is to create products he can take responsibility for, products that have a soul.
Jussi believes that products should be designed and built with purpose and integrity. Having witnessed first-hand the impact that products and socio-technical systems can have on people's behaviour and our environment.
This document provides information about a Skill Build program that teaches students how to develop ideas for fundraising events to generate money for charity. It explains that students will learn about project canvases and how they can help develop ideas. The document outlines the topics that will be covered in each session of the program, including team formation, goal setting, users and benefits, and events management. It also lists the assignment which involves designing a charity fundraising activity, writing a brief description, and completing a project canvas template.
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
Mary Wharmby provides tips for creating an effective UX portfolio. She recommends treating the portfolio like a UX design project and following the UX design process of discovery, strategy, design, testing and iteration. This includes discovering the audience and competitors, developing an identity and strategy, demonstrating problem-solving and thinking skills through case studies or process descriptions, testing designs with others, and continually updating the portfolio. The portfolio should tell a story, show evidence of work, and highlight the designer's skills, experiences and personality.
Design Thinking: The one thing that will transform the way you thinkDigital Surgeons
What's the one thing that will transform the way you think? Design Thinking. The startups, trailblazers, and business mavericks of our world have embraced this process as a means of zeroing in on true human-centered design.
Design Thinking is a methodology for innovators that taps into the two biggest skills needed in today’s modern workplace: critical thinking & problem solving.
Of course, if you ask 100 practitioners to define it, you’ll wind up with 101 definitions.
Pete Sena of Digital Surgeons believes that Design Thinking is a process for solving complex problems through observation and iteration. At its core, he describes it as a vehicle for solving human wants and needs.
Minds are like parachutes; they only function when open. Thomas Dewar was a Scottish whiskey distiller.
Communicating ideas or insights is often the hardest part of the design process. And PowerPoint and Excel spreadsheets are limited in their ability to do this. But the communication tools used in Design Thinking—maps, models, sketches, and stories—help to capture and express the information required to form and socialize meaning in a very straightforward, human way.
The Five things that all definitions of Design Thinking have in common:
1. Isolating and reframing the problem focused on the user.
2. Empathy. A design practitioner from IDEO, the popular design and innovation firm strapped a video camera to his head and it was only then that he recognized why the ceiling is such an important factor when working with hospital patients. As a patient you lay in bed and stare at it all day. It’s these little details and true empathy that can only be realized by putting oneself in the user’s shoes.
3. Approach things with an open mind and be willing to collaborate. Creativity with purpose is a team sport.
4. Curiosity. We have to harness our inner 5-year-old here and really be inquisitive explorers. Instead of seeing what would be or what should be, consider what COULD be.
5 - Commitment. Brainstorming is easy. It’s easy to want to start a business or solve a problem. Seeing it into market and making it successful is not for the faint of heart. We’ve all read about big “wins” (multi-billion dollar acquisitions like Instagram and WhatsApp). What we don’t read about are people like Tony Fadell and Matt Rogers, who work for years before becoming industry sensations.
Pete describes what he refers to as the “Wheel of Innovation” as a process that continuously focuses on framing, making, validating, and improving on your concept. Be it as small as a core feature in your product down to the business model and business idea itself.
Design is about form and function, not art.
What are the business benefits for Design Innovation?
IDEO started an idea revolution when they coined this phrase DESIGN THINKING. Organizations ranging from early-stage startups up to Fortune 50 organizations have capitalized on this iterative appr
Using Design thinking to create great customer experiencesWendy Castleman
Slides used in a webinar given on January 19 2016 for Medallia. Learn what design thinking is, how to do it, and hear many examples from different fields.
This document discusses experience design and the practice of user experience design. It provides an overview of the approach, discipline, and craft of experience design. The summary focuses on key aspects of each:
The approach emphasizes designing for people rather than users, and seeing experiences as holistic rather than just products. The discipline involves discovery, articulation, communication, and confirmation using a variety of tools from sketching to prototyping to testing. The craft involves first establishing strategy, scope, and structure, then building out skeleton and skin through critique as a creative act to achieve the sensation of fit.
The document discusses principles and best practices for designing awesome products. It emphasizes the importance of small details, craftsmanship, getting early customer feedback, and taking an iterative approach through prototyping and testing ideas with customers. It also highlights the value of teamwork and advocates designing at least one prototype, getting feedback from five customers, and creating at least one team advocate.
This document provides an overview of Week 4 topics in a digital design course, including trends in graphic design, career paths, and tools for design inspiration. It discusses exploring typography, illustrations, photography, minimalism, bold colors, patterns, textures, and infographics as recent design trends. The document also covers traditional and new methods for capturing design inspiration, such as mood boards, social bookmarking tools like Pinterest, and designer profiles. It provides tips for building a strong portfolio, such as including appropriate examples, context for work, revising constantly, and organizing content.
Introduction to Design Thinking, a way to produce better products! Concepts of design thinking can be helpful no matter your background, IT, business, design, art, etc.
DevSummit 2016 PreSummit Workshop: Getting to Know Your Users (Part 2 of 2)Frank Garofalo
(Part 2 of 2; Afternoon slides) DevSummit 2016 PreSummit Workshop: Getting to Know Your Users, An Introduction into User Experience; Co-Presented with Heath Meyette; Presentation content contributions from Shari Little, Mitch Cox, Richard Caballero, Qun Hui, Brian Rosenberg and other team members.
Finding a Fit: How to Evaluate a Company's Culture and the OpportunityPoornima Vijayashanker
Ever looked at a job description and thought, "Wow I am totally NOT qualified..." Or left an interview thinking, "Hmm I don't even know what it's like to work there." Or wonder, "What happens after I accept this offer?"
If you've ever been too afraid to apply for a position, thinking that it might be a stretch, but desperately wanted to be more than just gainfully employed, and instead feel fulfilled, challenged, and appreciated, then the first forum on 2014 is for YOU!
In this upcoming forum titled Finding a Fit, you'll learn:
• Why it's important that you apply to positions even though you might feel under-qualified
• How to determine if a company has a culture that meets your needs
• How to confidently and compassionately set standards for you boss and colleagues before you accept an offer
It's often unclear what tracks are available to people in technical careers such as designers, engineers, and product managers within any size organization. The path chosen by many is the management track, but what if you want to stay technical? Are there alternatives?
In this talk, you'll learn:
• What to think about when you're evaluating the choice between pursuing a management vs a technical track
• The opportunities that are available to you if you choose to go down a technical track, what the day-to-day will be like, and how to prepare for this path
Research & Design: Collaboration that Delivers Person-Centered Solutions - We...Mad*Pow
Research and design go together like peanut butter and jelly… or peanut butter and chocolate… or peanut butter and marshmallow fluff… come to think of it, peanut butter and research go with almost anything! Including those we are designing for in the design process is always a core ingredient to inspire and inform the creation of great experiences for the people we serve.
Sometimes it can be tricky to achieve the perfect blend of research and design. This is especially true when each is happening in completely separate, siloed teams, or even trickier, when they are being performed by the same person. In our organization, we have a lot of experience finding that key balance between the benefits of separate teams and the advantages of close collaboration. We work to find the sweet spot in the middle of the research-design venn diagram.
How can we maximize the power of both design and research roles whether they’re sitting just across the office, in separate buildings, or inside the same brain? This webinar will cover the helpful tips and common pitfalls to avoid that we’ve learned from experience to be keys achieving a “Goldilocks - just right” blend of research and design.
We’ll provide examples to help you facilitate better research if you’re a designer, facilitate better design if you’re a researcher, and facilitate better collaboration for both roles, as well as how project leaders can support striking this balance. We will also discuss how to help the entire team develop a deep empathy and understanding for the target audience.
Some of the techniques we’ll highlight for researchers include understanding your designers’ process, learning and sharing their vocabulary, and understanding how to create applicable output that will improve designers’ work. We’ll touch on the various ways a designer can find opportunities for research beyond the typical usability study.
Ultimately these insights can help ensure both perspectives are represented in your approach and the experiences you create.
Building a Product, from a User Researcher Point of ViewDiane Loviglio
This is a workshop I gave at 500 Startups on incorporating user research early on in your product definition.
500 Startups is a new kind of seed fund and startup accelerator. We believe successful internet startups are born from usable design, customer-focused metrics, and online distribution.
The document discusses the differences between design and innovation. It states that while people often confuse the two, design is more tactical and focused on specific products or services, while innovation is more strategic and has a broader scope and longer timeline. The document outlines design thinking principles without specifying a rigid process, noting that design is best done with light processes or frameworks. It also discusses the interplay between product management, engineering, and design, noting they are distinct but interrelated functions in developing and delivering value to customers. The conclusion is that understanding the relationship between design and innovation is more important than any fixed design methodology.
Showcasing your work is important, but your craft is NOT the only thing you should rely on. Let's discuss soft skills, structure, storytelling, and all the things you need to focus on to get hired!
This is a summary of my ADPList Group Mentoring Session.
This document outlines the goals and requirements for students' final projects in their digital design program. It includes discussing career goals and job research, as well as guidance on creating a multi-part final project to showcase their personal brand and plan for entering their desired career field. The final project consists of sections on their studio name and contact info, personal story, ideal job, top 3 entry-level job opportunities, and sources of ongoing inspiration. Students will then present their final projects and have lab time to work on them.
Speed Design Studio is a variant of Will Evan’s Design Studio Process and was designed collaboratively by Jabe Bloom and Will Evan’s at TLCLabs
Speed Design Studio was modified from the original based on insights from Cognitive Edge methods and is focused on extremely rapid iterations in an attempt to emerge team level understandings of design problems and solution language.
Due to efforts applied to tighten cycle times, Speed Design Studio can be taught in a 1-2 hr workshop.
The document provides an overview of starting a business using lean startup methodology. It discusses that when starting a business, entrepreneurs should build the smallest product or service that can test assumptions and provide learning, rather than spending a long time planning or developing a large initial product. This minimum viable product approach helps reduce risk and waste by starting small and using business metrics and experiments to rapidly iterate the business model based on what is learned. The document recommends entrepreneurs focus on metrics related to the value and growth engines of the business to guide product pivots and determine if the business model is working well enough to sustain the venture.
The document describes a design thinking workshop to help participants understand and apply the design thinking process. It outlines the workshop agenda which includes an icebreaker activity, video, and explanations of key design thinking concepts like empathy mapping and customer journey mapping. Participants are then led through design thinking steps to reimagine a frustrating daily experience, coming up with ideas and prototypes to test solutions. The workshop aims to show design thinking as a human-centered approach integrating user needs, technology possibilities, and business factors to solve problems in an iterative, non-linear way.
As a designer and strategist at Vincit, Jussi steers design and product teams in crafting socio-technical systems, products, and strategies that move things forward. His vision is to create products he can take responsibility for, products that have a soul.
Jussi believes that products should be designed and built with purpose and integrity. Having witnessed first-hand the impact that products and socio-technical systems can have on people's behaviour and our environment.
This document provides information about a Skill Build program that teaches students how to develop ideas for fundraising events to generate money for charity. It explains that students will learn about project canvases and how they can help develop ideas. The document outlines the topics that will be covered in each session of the program, including team formation, goal setting, users and benefits, and events management. It also lists the assignment which involves designing a charity fundraising activity, writing a brief description, and completing a project canvas template.
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
Mary Wharmby provides tips for creating an effective UX portfolio. She recommends treating the portfolio like a UX design project and following the UX design process of discovery, strategy, design, testing and iteration. This includes discovering the audience and competitors, developing an identity and strategy, demonstrating problem-solving and thinking skills through case studies or process descriptions, testing designs with others, and continually updating the portfolio. The portfolio should tell a story, show evidence of work, and highlight the designer's skills, experiences and personality.
Design Thinking: The one thing that will transform the way you thinkDigital Surgeons
What's the one thing that will transform the way you think? Design Thinking. The startups, trailblazers, and business mavericks of our world have embraced this process as a means of zeroing in on true human-centered design.
Design Thinking is a methodology for innovators that taps into the two biggest skills needed in today’s modern workplace: critical thinking & problem solving.
Of course, if you ask 100 practitioners to define it, you’ll wind up with 101 definitions.
Pete Sena of Digital Surgeons believes that Design Thinking is a process for solving complex problems through observation and iteration. At its core, he describes it as a vehicle for solving human wants and needs.
Minds are like parachutes; they only function when open. Thomas Dewar was a Scottish whiskey distiller.
Communicating ideas or insights is often the hardest part of the design process. And PowerPoint and Excel spreadsheets are limited in their ability to do this. But the communication tools used in Design Thinking—maps, models, sketches, and stories—help to capture and express the information required to form and socialize meaning in a very straightforward, human way.
The Five things that all definitions of Design Thinking have in common:
1. Isolating and reframing the problem focused on the user.
2. Empathy. A design practitioner from IDEO, the popular design and innovation firm strapped a video camera to his head and it was only then that he recognized why the ceiling is such an important factor when working with hospital patients. As a patient you lay in bed and stare at it all day. It’s these little details and true empathy that can only be realized by putting oneself in the user’s shoes.
3. Approach things with an open mind and be willing to collaborate. Creativity with purpose is a team sport.
4. Curiosity. We have to harness our inner 5-year-old here and really be inquisitive explorers. Instead of seeing what would be or what should be, consider what COULD be.
5 - Commitment. Brainstorming is easy. It’s easy to want to start a business or solve a problem. Seeing it into market and making it successful is not for the faint of heart. We’ve all read about big “wins” (multi-billion dollar acquisitions like Instagram and WhatsApp). What we don’t read about are people like Tony Fadell and Matt Rogers, who work for years before becoming industry sensations.
Pete describes what he refers to as the “Wheel of Innovation” as a process that continuously focuses on framing, making, validating, and improving on your concept. Be it as small as a core feature in your product down to the business model and business idea itself.
Design is about form and function, not art.
What are the business benefits for Design Innovation?
IDEO started an idea revolution when they coined this phrase DESIGN THINKING. Organizations ranging from early-stage startups up to Fortune 50 organizations have capitalized on this iterative appr
Using Design thinking to create great customer experiencesWendy Castleman
Slides used in a webinar given on January 19 2016 for Medallia. Learn what design thinking is, how to do it, and hear many examples from different fields.
This document discusses experience design and the practice of user experience design. It provides an overview of the approach, discipline, and craft of experience design. The summary focuses on key aspects of each:
The approach emphasizes designing for people rather than users, and seeing experiences as holistic rather than just products. The discipline involves discovery, articulation, communication, and confirmation using a variety of tools from sketching to prototyping to testing. The craft involves first establishing strategy, scope, and structure, then building out skeleton and skin through critique as a creative act to achieve the sensation of fit.
The document discusses principles and best practices for designing awesome products. It emphasizes the importance of small details, craftsmanship, getting early customer feedback, and taking an iterative approach through prototyping and testing ideas with customers. It also highlights the value of teamwork and advocates designing at least one prototype, getting feedback from five customers, and creating at least one team advocate.
This document provides an overview of Week 4 topics in a digital design course, including trends in graphic design, career paths, and tools for design inspiration. It discusses exploring typography, illustrations, photography, minimalism, bold colors, patterns, textures, and infographics as recent design trends. The document also covers traditional and new methods for capturing design inspiration, such as mood boards, social bookmarking tools like Pinterest, and designer profiles. It provides tips for building a strong portfolio, such as including appropriate examples, context for work, revising constantly, and organizing content.
Introduction to Design Thinking, a way to produce better products! Concepts of design thinking can be helpful no matter your background, IT, business, design, art, etc.
DevSummit 2016 PreSummit Workshop: Getting to Know Your Users (Part 2 of 2)Frank Garofalo
(Part 2 of 2; Afternoon slides) DevSummit 2016 PreSummit Workshop: Getting to Know Your Users, An Introduction into User Experience; Co-Presented with Heath Meyette; Presentation content contributions from Shari Little, Mitch Cox, Richard Caballero, Qun Hui, Brian Rosenberg and other team members.
Finding a Fit: How to Evaluate a Company's Culture and the OpportunityPoornima Vijayashanker
Ever looked at a job description and thought, "Wow I am totally NOT qualified..." Or left an interview thinking, "Hmm I don't even know what it's like to work there." Or wonder, "What happens after I accept this offer?"
If you've ever been too afraid to apply for a position, thinking that it might be a stretch, but desperately wanted to be more than just gainfully employed, and instead feel fulfilled, challenged, and appreciated, then the first forum on 2014 is for YOU!
In this upcoming forum titled Finding a Fit, you'll learn:
• Why it's important that you apply to positions even though you might feel under-qualified
• How to determine if a company has a culture that meets your needs
• How to confidently and compassionately set standards for you boss and colleagues before you accept an offer
It's often unclear what tracks are available to people in technical careers such as designers, engineers, and product managers within any size organization. The path chosen by many is the management track, but what if you want to stay technical? Are there alternatives?
In this talk, you'll learn:
• What to think about when you're evaluating the choice between pursuing a management vs a technical track
• The opportunities that are available to you if you choose to go down a technical track, what the day-to-day will be like, and how to prepare for this path
Research & Design: Collaboration that Delivers Person-Centered Solutions - We...Mad*Pow
Research and design go together like peanut butter and jelly… or peanut butter and chocolate… or peanut butter and marshmallow fluff… come to think of it, peanut butter and research go with almost anything! Including those we are designing for in the design process is always a core ingredient to inspire and inform the creation of great experiences for the people we serve.
Sometimes it can be tricky to achieve the perfect blend of research and design. This is especially true when each is happening in completely separate, siloed teams, or even trickier, when they are being performed by the same person. In our organization, we have a lot of experience finding that key balance between the benefits of separate teams and the advantages of close collaboration. We work to find the sweet spot in the middle of the research-design venn diagram.
How can we maximize the power of both design and research roles whether they’re sitting just across the office, in separate buildings, or inside the same brain? This webinar will cover the helpful tips and common pitfalls to avoid that we’ve learned from experience to be keys achieving a “Goldilocks - just right” blend of research and design.
We’ll provide examples to help you facilitate better research if you’re a designer, facilitate better design if you’re a researcher, and facilitate better collaboration for both roles, as well as how project leaders can support striking this balance. We will also discuss how to help the entire team develop a deep empathy and understanding for the target audience.
Some of the techniques we’ll highlight for researchers include understanding your designers’ process, learning and sharing their vocabulary, and understanding how to create applicable output that will improve designers’ work. We’ll touch on the various ways a designer can find opportunities for research beyond the typical usability study.
Ultimately these insights can help ensure both perspectives are represented in your approach and the experiences you create.
Building a Product, from a User Researcher Point of ViewDiane Loviglio
This is a workshop I gave at 500 Startups on incorporating user research early on in your product definition.
500 Startups is a new kind of seed fund and startup accelerator. We believe successful internet startups are born from usable design, customer-focused metrics, and online distribution.
The document discusses the differences between design and innovation. It states that while people often confuse the two, design is more tactical and focused on specific products or services, while innovation is more strategic and has a broader scope and longer timeline. The document outlines design thinking principles without specifying a rigid process, noting that design is best done with light processes or frameworks. It also discusses the interplay between product management, engineering, and design, noting they are distinct but interrelated functions in developing and delivering value to customers. The conclusion is that understanding the relationship between design and innovation is more important than any fixed design methodology.
Showcasing your work is important, but your craft is NOT the only thing you should rely on. Let's discuss soft skills, structure, storytelling, and all the things you need to focus on to get hired!
This is a summary of my ADPList Group Mentoring Session.
This document outlines the goals and requirements for students' final projects in their digital design program. It includes discussing career goals and job research, as well as guidance on creating a multi-part final project to showcase their personal brand and plan for entering their desired career field. The final project consists of sections on their studio name and contact info, personal story, ideal job, top 3 entry-level job opportunities, and sources of ongoing inspiration. Students will then present their final projects and have lab time to work on them.
Speed Design Studio is a variant of Will Evan’s Design Studio Process and was designed collaboratively by Jabe Bloom and Will Evan’s at TLCLabs
Speed Design Studio was modified from the original based on insights from Cognitive Edge methods and is focused on extremely rapid iterations in an attempt to emerge team level understandings of design problems and solution language.
Due to efforts applied to tighten cycle times, Speed Design Studio can be taught in a 1-2 hr workshop.
The document provides an overview of starting a business using lean startup methodology. It discusses that when starting a business, entrepreneurs should build the smallest product or service that can test assumptions and provide learning, rather than spending a long time planning or developing a large initial product. This minimum viable product approach helps reduce risk and waste by starting small and using business metrics and experiments to rapidly iterate the business model based on what is learned. The document recommends entrepreneurs focus on metrics related to the value and growth engines of the business to guide product pivots and determine if the business model is working well enough to sustain the venture.
Understand your customer in developing countriesElaine Chen
Customer development is critical for the success for any new product development initiative. But what if your new initiative solves a problem in a developing country? Can you really solve the problems on the ground without spending significant time living in the country where the product will be used? In this talk, we use the Playpump case study to understand why the only real way to build a sustainable venture that solves problems in developing countries is to do primary market research on the ground. We explore a few research techniques you can engage in, including interviews, observation and immersion. This talk includes interactive simulations where participants will learn valuable research techniques via an interactive exercise.
This document provides guidance on pitching a startup project to investors in 4 minutes. It recommends including an attractive logo on the first slide, clearly stating the problem being solved, describing the solution and technical details through pictures and video, demonstrating the team's abilities, validating the market opportunity, and outlining the business model, competition, and future goals to leave a good impression. The document emphasizes practicing the pitch with feedback to fit within the 4 minute time limit and be memorable.
StartupWeekend Tuzla pitching like a bossMichal Maxian
This document provides guidance on pitching a startup project to investors in 4 minutes. It recommends including an attractive logo on the first slide, clearly stating the problem being solved, describing the solution and technical details through pictures and video, demonstrating the team's abilities, validating the market opportunity, outlining the business model and revenue streams, addressing competition, and finishing with future goals to leave a strong impression. The document emphasizes practicing multiple times, getting feedback, using the full 4 minutes, and preparing for technical issues to deliver an effective pitch within the allotted time.
Transition From Developer to Tech Entreprenuer (GDays 2014)Alfred Rowe
My Keynote address at the Google Days (GDays) 2014 Event where I spoke about how to transition from a Developer to a Techpreneur with focus primarily on Africa (Ghana).
This document provides guidance and advice for starting a startup. It emphasizes the importance of validating your idea with customers before building anything. Customer development and understanding customer needs are key. The five major factors that contribute to startup success are identified as the idea, team, business model, funding, and timing. Bootstrapping and selling the idea before building the product are recommended approaches. Resources for learning lean startup methodologies and customer development processes are provided.
This document discusses the importance of marketing for open source projects. It begins by introducing different tracers that existed with varying levels of popularity, using this as an example of how marketing can impact awareness and usage of a project. The document then defines marketing as promoting and distributing an idea to gain attention and resources. It acknowledges common reasons why marketing may not occur for open source projects and argues that good marketing does not happen by accident. Finally, it provides an overview of various marketing tools for open source like documentation, blog posts, videos, conferences and emphasizing community-building. The key message is that marketing is necessary to capture attention for a project in an environment with many options and that everything a project does can be a form of marketing
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
The document provides information about the Samsung Solve for Tomorrow Competition 2023. It invites students ages 16-25 to design tech solutions that address themes like education, sustainability, diversity and social isolation. Students are guided through the design thinking process of finding a problem, researching users, developing ideas, prototyping a solution, and getting feedback. Winners will receive cash prizes and mentorship to help advance their ideas. The deadline to submit an entry is December 18, 2022.
The document provides information about the Samsung Solve for Tomorrow Competition 2023. It invites students ages 16-25 to design tech solutions that address themes like education, sustainability, diversity and social isolation. Students are guided through the design thinking process of finding a problem, researching users, developing ideas, prototyping a solution, and getting feedback. Winners will receive cash prizes and mentorship to help advance their ideas. The deadline to submit an entry is December 18, 2022.
Riyadh geeks - Bulding products the lean wayMutaz Ghuni
The document discusses applying lean principles to building products. It outlines the 9 steps to build products the lean way: 1) Have an idea, 2) Identify customers, 3) Define the problem, 4) Identify riskiest assumptions, 5) Set success criteria, 6) Validate through experiments, 7) Make decisions to persevere, iterate or pivot, 8) Learn from each iteration, and 9) Only then discuss solutions. Many successful companies and organizations use lean, including startups, GE, Intuit, and the US government. The presentation encourages validating solutions through minimum viable products and customer feedback.
This document provides guidance on pitching a startup or product to investors. It recommends structuring the pitch in 4 minutes with 2-4 minutes for Q&A. Key elements to include are: stating the problem being solved; describing the solution and technical details through visuals like videos or prototypes; demonstrating the team's ability; validating the market opportunity; outlining the revenue model, marketing strategy, and competition; and presenting goals, plans, and strengths to leave a good impression. Practice is emphasized to fit the content within the time limit and receive feedback to improve.
This document provides an overview and agenda for a two-day training on project management. Day one will cover getting started with a project, including defining goals and success criteria, mobilizing the team and organization, and planning the work. Day two will focus on managing the project, including managing deadlines, resources, and change, as well as how to properly hand over and close down a project. The learning points emphasize how to establish relationships with sponsors, deliver projects on time and budget, support teams, and ensure sustainable change.
The document outlines a process called IdeaLab to generate new ideas in about an hour. It involves 4 steps: 1) choosing limits like a goal and theme, 2) creating a lot of initial ideas, 3) multiplying those ideas by building on each other's work, and 4) developing and pitching the best concept. Participants generate over 25 uses for an object, then develop 3D printing concepts by building ideas on shared canvases. They form teams to refine a concept into a 1-minute pitch. The process aims to set clear goals, combine contributions, and create urgency to develop practical solutions.
The summary provides an overview of the key themes and highlights from the UX London 2013 conference:
- The conference covered product design, behaviour design, and design strategy over 3 days with inspiring talks and intensive workshops.
- Key themes included the importance of observing user behavior and learning from both successes and failures through testing and iteration. Technology and user needs are changing rapidly so designers must be creative and adaptive.
- Highlights included presentations on learning from "desire paths" in urban planning and user behavior, defining the right product through lean UX practices, and the challenges and successes of consolidating over 2000 UK government websites onto a single domain.
An end to end design thinking exercise. An inclusive activity for the whole team to participate. From designers, to researchers, to engineers and product managers.
The document summarizes the design thinking process, which is a 5-step user-centered approach to problem solving. The 5 steps are: 1) Empathize to understand user experiences and situations, 2) Define the problem clearly based on user needs, 3) Ideate potential solutions through brainstorming and other techniques, 4) Prototype solutions quickly and cheaply to get feedback, and 5) Test prototypes with users and observe their feedback to improve solutions. Design thinking focuses on creating solutions that are people-centered, highly creative, iterative, and address user needs through a hands-on process of building and testing prototypes.
Design Thinking to Co-Design Solutions: Presented at ACMP 2018Enterprise Knowledge
This presentation from EK's Rebecca Wyatt and Claire Brawdy details how the Design Thinking process can be applied to facilitate sessions and engage end users in the design process. Originally presented at the ACMP Change Management 2018 Conference in Las Vegas.
Similar to Design critique workshop - Practical UX meetup #11 (20)
HumaneOS: Advancing human potential with computersMilovan Jovičić
Mika Jovicic, a computer veteran and violin player from Belgrade, Serbia, proposes an operating system called HumaneOS that is designed to advance human potential with computers in an ethical way. Some key principles of HumaneOS include prioritizing universal ethical values over other concerns, respecting human attention, utilizing serendipity, and supporting all human attributes by using computers to transparently push humans towards their chosen values in a cooperative rather than competitive way. Examples and discussion of implementing these principles are provided.
Dizajn digitalnog proizvoda je često najznačajniji faktor za njegov uspeh. Učenje dizajna korisničkog iskustva u digitalnim proizvodima je izazovno zbog naglog razvoja tehnologije, novih digitalnih medija i promene ustaljenih paradigmi.
Ovo je priča o samom pojmu UX-a, kako je nastao, kako se razvijao, kako izgleda dizajn proces u realnim okolnostima, koje sve učesnike dizajner treba da uzme u obzir kada dizajnira, koje su odgovornosti dizajnera, kako treba učiti dizajn i kakve sve posledice dizajn može da prouzrokuje.
Prezentacija je održana oktobra 2023. na odseku za Grafičko inženjerstvo i dizajn Fakulteta Tehničkih Nauka u Novom Sadu. Prezentaciju je držao Milovan Jovičić, konsultant za dizajn proizvoda
What is User Experience? What is User Testing?Milovan Jovičić
- Definition of User Experience
- Definition of value of user testing
- Overview of best practices and procedures in user testing
This is a presentation held on Google Launchpad in Fall
The theme of talk is trust and responsibility. Design operates at the intersection of the humanities and technology. Humanity entrusts the work of designers in order to function in modern society. With increasing reliance on their work, is an increasing, and ethical, responsibility for designers to put their user’s needs first.
- Is there a such thing as UX education
- How design is "McDonaldized"
- Case studies for long-lasting design
- How long designers' responsibility last
- Can design outlive the designer
What is design ethics and how it contributes to outstanding product design?
This is informative talk meant to inspire and start deep conversation on the topic. Milovan analyze ethics in product design from multiple angles and give his view on the importance of having unified ethical codex before even start designing. He presents striking case studies and stories where bad design manipulated users' attention, exploited user's resources, mislead users and even hurt them.
Join Practical UX movement and meetup:
practical-ux.com/slack
www.meetup.com/Practical-UX
Introduction to UX Research - Practical Ux meetup #5Milovan Jovičić
Every design project should start with research, and should involve research even after project deployment.
Topics we adress in this meetup:
• What types of research exist?
• How we should conduct research and when? (hint: everytime!)
• What is enough amount of observation that affects design?
• How to migrate from "get-your-hands-dirty-right-now-and-fix-later!" approach to more evident-based, better-informed culture of continuous learning
• What is "Just right" amount of research?
http://www.practical-ux.com
Dizajn chatbotova: Nešto više od "poruka u balonu"Milovan Jovičić
Kako dizajnirati kvalitetan chatbot? Da li je dovoljno da samo napravimo kvalitetno animirane interakcije ili treba da se detaljnije posvetimo načinu na koji chatbot odgovara na zahteve?
HTML, CSS i Javascript Web Tehnologije - 1. predavanje - Startit.rsMilovan Jovičić
This document provides an introduction and overview of web technologies and HTML. It discusses why web technologies are popular, including their widespread device support, ease of learning, usefulness for learning programming, and abundant available resources. The document outlines the goals and plan of the course, which include building complete websites and pages while learning programming principles through independent work and assignments with mentor feedback. It also introduces some of the core concepts of HTML, including its origins and evolution, how web browsers display web content, and how HTML forms the base layer of web pages.
HTML, CSS i Javascript Web tehnologije - 4. predavanje - Startit.rsMilovan Jovičić
Kurs HTML, CSS i Javascript web tehnologija
4. predavanje - Napredni CSS - pozicioniranje elemenata
Kurs je održan u okviru projekta besplatne obuke građana i u organizaciji Startit centra - više informacija na www.startit.rs
HTML, CSS i Javascript Web tehnologije - 3. predavanje - Startit.rsMilovan Jovičić
Kurs HTML, CSS i Javascript web tehnologija
3. predavanje - HTML5 elementi i uvod u CSS
Kurs je održan u okviru projekta besplatne obuke građana i u organizaciji Startit centra - više informacija na www.startit.rs
HTML, CSS i Javascript Web tehnologije - 2. predavanje - Startit.rsMilovan Jovičić
Kurs HTML, CSS i Javascript web tehnologija
2. predavanje - HTML5 elementi i uvod u CSS
Kurs je održan u okviru projekta besplatne obuke građana i u organizaciji Startit centra - više informacija na www.startit.rs
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
2. Why Design Critique?
• to encourage a positive culture to
improve products
• to boost open exploration and discussion
of designer’s intent and the choices made
to reach the designer’s objectives
• to detach emotionally from design by
receiving feedback from other designers
• to help designers refocus their work in
areas that fall short while learning about
their design process
3. Design Critique - Feedback that is NOT useful !
• I like it.
• I hate it.
• It's cool.
• I love it.
• I don't like it.
• I hate you.
• I love you.
• You are awesome.
• You suck.
• I wish you should shut up.
• Your work is bad so you are bad.
• I would have done it like this…
• You should try it like that…
• What if you did this…
• This is right.
• This is wrong.
4. Best Practices
• Avoid problem solving during critique
• Create an equal playing field
• Focus on the things that matter
• Practice active listening skills
• Focus the conversation with clear scope
• Use round robins
5. Feedback examples
Bad: That layout is so confusing?!
Better: Please explain how does this layout
make it easier for the user to accomplish
their task quickly and efficiently?
Bad: I think that button is in the wrong spot
and the overall page looks busy.
Better: If the goal is to have the user login
quickly, I think we are placing emphasis on
the wrong elements and hiding the primary task
by making the button hard to find.
6. Inspired by essays
• “Improving Design With Critique” -
Adventures in UX Design
• “Want To Build A Culture Of Innovation?
Master The Design Critique” - Co.Design
• “Design Critiques: Encourage a Positive
Culture to Improve Products” - NNGroup
• “How to give design critique” - Mitch
Goldstein
7. Preparation: Project Questions
• Why are you doing this project?
(what are its business goals)
• Who’s your target audience?
List at least three personnas.
• What problem(s) are you trying to solve?
• What does success look like, and why?
• List at least 3 adjectives to describe work
(emotions that should be triggered by target
audience)
9. Startit: Why are you doing this project?
• Informisanje i edukovanja domaće zajednice o
temama koje se tiču tehnologije i preduzetništva
• Prijavljivanje za rad u coworking prostoru
• Prijavljivanje za poslove na na sajtu (sekcija:
Poslovi)
• Obezbedjivanje prostora za brendiranje za
kompanije-sponzore (sekcija: Poslovi)
• Promocija događaja koje Startit organizuje u
lokalnim Startit centrima
10. Startit: Who’s your target audience?
• Programeri: juniori, mediori, seniori
• Preduzetnici: tehnološki i
netehnološki preduzetnici i ljudi koji
su zainteresovani za pokretanje svog
startapa
• Ostali IT profesionalci i entuzijasti
11. Startit: What problem(s) are you trying to solve?
• Problem nedostatka relevatnih
informacija i edukativnih vodiča za
ljude koji se u Srbiji bave ili žele
da se bave IT-jem i preduzetništvom
12. Startit: What does success look like, and
why?
• Naša poruka i naši sadržaji treba dođu do što većeg
broja ljudi - osnovna metrika koju gledamo je broj
unique visitora koji nam dolaze na sajt svakog meseca.
Taj broj ne bi trebalo da nam pada ispod 70.000 usera
mesečno, a cilj nam je da iz meseca u mesec on raste
od 5-7%.
70.000 nam je u principu neki broj ispod kog ne bismo
hteli da padamo. Odlučili smo prošle godine da dođemo
do tog broja redovnih čitalaca jer nam je 70k dugo bio
rekordni broj poseta na sajtu, a želeli smo da postane
redovan (to nam je uspelo, sad gađamo malo više).
Mislim da je to bila cela filozofija iza te cifre :)
15. Coinzero: Why Are you doing this project?
Our mission is to simplify access to
cryptocurrencies. With CoinZero,
anyone can engage in crypto
investment. No instructions needed,
whether you are an expert or new to
crypto.
16. Coinzero: Target Audience
• Swing Trader: Hold on to positions for several days
or weeks at a time. Have full-time jobs or school,
but have enough free time to stay up-to-date with
what is going on in the global economies.
• Day Trader: Day traders usually pick side at the
beginning of the day, acting on their bias, and then
finishing the day with either a profit or a loss.
• The Scalper: holds onto a few seconds to a few
minutes at the most. Their main objective is to grab
very small amount of pips as many times as they can
throughout the busiest times of the day.
17. Coinzero: What problem(s) are you trying to solve?
• A lot of technical knowledge is
required to start investing in
cryptocurrencies.
• Complicated and lasting verification
processes.
• High fees.
• Poor choice of coins.
18. Coinzero: What does success look like, and why?
• 1,000,000 trades. Trade fee based
business model.
21. PetGuards: Why are you doing this project?
• Resolve the question of Pet sitting in this
part of Europe. From one side there is a
lot of pets but from another side there are
no reliable pet sitters to handle that
amount of pets
• To become the best pet service provider in
this part of Europe
• To give the opportunity to unemployed
people in Serbia to work what they love -
to work with pets
22. PetGuards: Target Audience
• Marko, he is a programmer, He is living with his girl
and the dog. He doesn't want to leave his dog to the
Hostel, because of bad threatens and he found us as a
perfect solution when He needs keeping or walking.
• Ivana is a stewardess, She is never at home. So her 2
dogs need someone to be in her house while she is not
at home. For her is important to have someone to
trust him. So we provide her our trusted keeper.
• Milos, He is from Belgrade, traveling a lot because
of a job, and he needs someone in his area to take
care of his pets. Sometimes to be with them 24h, and
sometimes to feed them, or to walk them.
23. PetGuards: What problem(s) are you trying to solve?
• At first place, We are trying to solve
the problem of pet keeping, walking
because now there are no trusted and
checked keepers which you can get in
contact fast; our solution is fast and
secure
24. PetGuards: What does success like, and why?
• happy pet, and happy owner, our reward
for that is a recommendation
• creating an opportunity to unemployed
people in Serbia to work
• community of pet lovers at one place
which can always provide better
service than Hostels and cages
25. PetGuards: List at least 3 adjectives to describe your work
• Our target audience should feel
secure, trust and familiar with our
pet keeper
• Target audience should always feel
free to travel because we will take
care of their pets