Denise Stephens is Founder of Enabled by Design, a social business and community passionate about Design for All.
Design for All gets personal: from mass market to mass customisation
Information System Interface Design Engineering: Suggested Basic Skills for P...Ting-Han Chen
Suggested basic skills for Tunghai University undergraduate students based on my explorations on design engineering, information space, and interaction design business practice.
This presentation is a quick overview of the results from a workshop about how people move/interact in the city of Torino. It was discussed in a panel with Bruce Sterling and Geoff Manaugh at the "i realize conference".
Open, not for free: business models for makersidea-re
Open, not for free: business models for makers. The ppt is the abstract of the workshop held during the European Maker Faire 2014. The presentation will explore business models supporting the wide development of open communities: crowdfunding, presales, open innovation, distributed manufacturing, crowdsourcing
Denise Stephens is Founder of Enabled by Design, a social business and community passionate about Design for All.
Design for All gets personal: from mass market to mass customisation
Information System Interface Design Engineering: Suggested Basic Skills for P...Ting-Han Chen
Suggested basic skills for Tunghai University undergraduate students based on my explorations on design engineering, information space, and interaction design business practice.
This presentation is a quick overview of the results from a workshop about how people move/interact in the city of Torino. It was discussed in a panel with Bruce Sterling and Geoff Manaugh at the "i realize conference".
Open, not for free: business models for makersidea-re
Open, not for free: business models for makers. The ppt is the abstract of the workshop held during the European Maker Faire 2014. The presentation will explore business models supporting the wide development of open communities: crowdfunding, presales, open innovation, distributed manufacturing, crowdsourcing
The maker subculture is a contemporary subculture, representing a technology-based extension of DIY culture. Typical interests enjoyed by the maker subculture include engineering-oriented pursuits such as electronics, robotics, 3-D printing, and the use of CNC tools, as well as more traditional activities such as metalworking, woodworking, and traditional arts and crafts.
Although the movement started with just a few techno geeks, artists and hobbyists, it has attracted thousands over the decades.
Inclusive Design: Thinking Beyond Accessibility | NERDSummit 2017Michael Miles
There are many differences that impact the way people experience the digital world. From age and gender, vision and dexterity, to location and education. Each difference affects digital inclusion and experiences. As builders of the digital world it is our job to build products that are usable by, and inclusive of, as many people as possible. To do so, it is important that we plan for the many differences that make up our users.
This session details the importance of having an inclusive mindset in the ux and content aspects of our digital projects. It explains how Inclusive Design allow for producing positive experiences for a wider audience. Attendees will learn four simple guidelines that they can follow to apply Inclusive Design principles to their ux and content phases. Attendees will leave with the tools they need to reach a bigger user base while also building towards an accessible and inclusive digital world.
This session is intended for anyone who wants to build digital products that reach as many people as possible.
Inclusive Design Practices: Strategies and Skills for Museum PractitionerCorey Timpson
This hands‐on workshop invites participants to learn about inclusive design principles and develop basic accessibility assessment skills. In the first half, participants will employ accessibility standards developed at the Canada Science and Technology Museum and the Canadian Museum for Human Rights to evaluate various exhibits. Findings and ideas for remediation will be shared in small group discussions. In the second half of the workshop, participants will use interactive design process to develop an inclusive exhibit or activity. This will include idea generation, mock‐ups, testing, and re‐ 5 designs. The workshop will close with a roundtable discussion focusing on best practices for museums hoping to improve their site’s accessibility and capacity to work inclusively. Throughout the morning, participants will be encouraged to ask questions, work collaboratively, and solicit feedback on their ideas.
Over the last couple of years I've talked a lot on Design Thinking, Design in general and Service Design.
This presentation is my incomplete story on the topic, with storyline.
Hope you like it, love your comments...
Can design save the world (and should it try?)Martyn Perks
Can design change the world? Designers have always wanted to change it -- with better ideas of how we can live differently. However today, the trend is more of wanting to restrict our behaviour than of exploring we ways of exploiting resources, creativity and notions of the future. Should design adopt a conservative outlook -- or strive for more radical and progressive ideas?
CityVerve Human Centred Design InductionDrew Hemment
CityVerve Human Centred Design, Induction Workshop, 27 July 2016
Selection of slides from the Human Centred Design induction workshop for project teams with whom FutureEverything will be working in CityVerve.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
Studying designers and change makers, I found several attitudes that it condensed into two mindsets: leap and craft. Those two mindsets allow organizations and individuals to be more aware of the present situation and agiler in developing meaningful solutions. Based on several cases studies I will discuss this concept and how it is positively impacting groups and organizations today.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
Design Thinking as new strategic tool. Presentation made to spark the discussion about innovation & inspiration and new business opportunities. And how to introduce Design Thinking as a strategic tool in your company.
User experience design: a term that we instantly associate with apps and websites. Especially when considering the typical job description of a UX designer, you’d be forgiven for thinking that it’s a purely modern concept.
Cognitive psychologist and designer Don Norman coined the term “user experience” in the 1990s—but UX predates its name by quite some decades.
Resources: The career foundry website.
The maker subculture is a contemporary subculture, representing a technology-based extension of DIY culture. Typical interests enjoyed by the maker subculture include engineering-oriented pursuits such as electronics, robotics, 3-D printing, and the use of CNC tools, as well as more traditional activities such as metalworking, woodworking, and traditional arts and crafts.
Although the movement started with just a few techno geeks, artists and hobbyists, it has attracted thousands over the decades.
Inclusive Design: Thinking Beyond Accessibility | NERDSummit 2017Michael Miles
There are many differences that impact the way people experience the digital world. From age and gender, vision and dexterity, to location and education. Each difference affects digital inclusion and experiences. As builders of the digital world it is our job to build products that are usable by, and inclusive of, as many people as possible. To do so, it is important that we plan for the many differences that make up our users.
This session details the importance of having an inclusive mindset in the ux and content aspects of our digital projects. It explains how Inclusive Design allow for producing positive experiences for a wider audience. Attendees will learn four simple guidelines that they can follow to apply Inclusive Design principles to their ux and content phases. Attendees will leave with the tools they need to reach a bigger user base while also building towards an accessible and inclusive digital world.
This session is intended for anyone who wants to build digital products that reach as many people as possible.
Inclusive Design Practices: Strategies and Skills for Museum PractitionerCorey Timpson
This hands‐on workshop invites participants to learn about inclusive design principles and develop basic accessibility assessment skills. In the first half, participants will employ accessibility standards developed at the Canada Science and Technology Museum and the Canadian Museum for Human Rights to evaluate various exhibits. Findings and ideas for remediation will be shared in small group discussions. In the second half of the workshop, participants will use interactive design process to develop an inclusive exhibit or activity. This will include idea generation, mock‐ups, testing, and re‐ 5 designs. The workshop will close with a roundtable discussion focusing on best practices for museums hoping to improve their site’s accessibility and capacity to work inclusively. Throughout the morning, participants will be encouraged to ask questions, work collaboratively, and solicit feedback on their ideas.
Over the last couple of years I've talked a lot on Design Thinking, Design in general and Service Design.
This presentation is my incomplete story on the topic, with storyline.
Hope you like it, love your comments...
Can design save the world (and should it try?)Martyn Perks
Can design change the world? Designers have always wanted to change it -- with better ideas of how we can live differently. However today, the trend is more of wanting to restrict our behaviour than of exploring we ways of exploiting resources, creativity and notions of the future. Should design adopt a conservative outlook -- or strive for more radical and progressive ideas?
CityVerve Human Centred Design InductionDrew Hemment
CityVerve Human Centred Design, Induction Workshop, 27 July 2016
Selection of slides from the Human Centred Design induction workshop for project teams with whom FutureEverything will be working in CityVerve.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
Studying designers and change makers, I found several attitudes that it condensed into two mindsets: leap and craft. Those two mindsets allow organizations and individuals to be more aware of the present situation and agiler in developing meaningful solutions. Based on several cases studies I will discuss this concept and how it is positively impacting groups and organizations today.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
Design Thinking as new strategic tool. Presentation made to spark the discussion about innovation & inspiration and new business opportunities. And how to introduce Design Thinking as a strategic tool in your company.
User experience design: a term that we instantly associate with apps and websites. Especially when considering the typical job description of a UX designer, you’d be forgiven for thinking that it’s a purely modern concept.
Cognitive psychologist and designer Don Norman coined the term “user experience” in the 1990s—but UX predates its name by quite some decades.
Resources: The career foundry website.
"Human beings no longer have a monopoly
on memory, perception and the elaboration
of knowledge. In fact, we now find classically
human cognitive capabilities in many objects
that fill our homes and offices, or are even
worn around our necks or on our arms.
We are not talking about science fiction here,
but rather a very concrete vision of today’s
product design scenario."
2015 is on the edge between cloud computing and the Internet of Things era. Being connected is the natural state of mind for any smart object.
In fact, adding a personality to a digital product or connecting an already digital object to the Internet of Things provides a range of opportunities for business - very tempting for companies looking to bring their goods and services even closer to the needs of their customer base.
Placing an object in a pocket, in a car, on a desktop or in customers’ homes means building a personal, bi-directional, “always-on” communication channel.
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Design Group Italia has been around since 1968 helping companies design and innovate their physical products.
Conférence le Futur de la Création : 22 juin 2011
L’impact des technologies numériques sur les nouvelles formes de fabrication personnelles et partagées. Cela concerne les outils d’auto-expression et leur rôle émancipateur, les productions à l’échelle individuelle et collective, leur identité plus localisée et personnalisée. Il s’agit de questionner l’apparition de nouvelles chaînes de valeur, avec des modes de distribution plus responsables et l’évolution des nouveaux modèles de propriété.
Intervenants :
Neil Gershenfeld, inventeur du Fab Lab.
Shawn O’Keefe, co-fondateur de SXSW, USA.
Marleen Stikker, directeur de WAAG et co-fondateur de PICNIC.
Jean-Louis Frechin, fondateur et directeur de NoDesign.net.
Bror Salmelin, Policy Advisor à la Commission Européenne.
Odette Valentine, département de design, Brunel University, UK
A New Generation of Digital Games
The players are deployed in a real space directly interacting with each other. The technology augments the challenges and rules of a ball game by sound and musical feedback.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
4. William Morris : The production-producer relationship
Bauhaus: Humanism & aesthetic of the industrial revolution
Esthétique industrielle : Design law > Probity law
Victor Papanek : Sustainable Design
Hochschule für Gestaltung Ulm : Good Design law
Italian Post modern activist : Concrete philosoph against
consumption
ADN _Ensci : Put design in digital world
Charles&Ray Eames : Experimentation as a design tool
5. Humanism is part of the history of design
DESIGN WITH ETHICS
EU Design is human-centered by design
6. Raymond Loewy : “Ugliness doesn't sell”
Earley Earl : Design for pulsion
Brooks Stevens : Planed obsolescence
Teague : Design as a big business
« Brooks Stevens felt that satisfying the consumer's desire for
something new and different was a good thing, even if that
desire moved people to buy a little sooner than might be
necessary »
MERCHANDISE DESIGN RATHER THAN PRODUCTS
7. Psychology of action : Donald Norman
Element of user experience: Jesse James Garrett
From Customer to human-centered design: Cooper
DIGITAL >UX
FROM TECHNICS FOR MANAGING HUMAN FACTORS
IN TECH TO PERSUASIVE TECHNOLOGIES
Captology, Persuasive Technology Lab
9. Digital services adress people mind like any other
product before.
UX expert want to be kind with customers, users,
people and now humans…
At the end they want to take care of real people
despite them…
IA is weak but it is more efficient than human
AI+UX
10. Digital services adress people mind like any other
product before.
UX expert want to be kind with customers, users,
people and now humans…
At the end they want to take care of real people
despite them…
IA is weak but it is more efficient than human
AI+UX
VERY BAD MIX
12. LIMIT ?Capturing attention Giving attention
Advertisement Service
Captation Easy to use
Take Give
Pulsion Desire
Seduction Needs
Merchandise Product
13. LIMIT ?Poison Cure
Enslave Serve
Use Practice
Enchain Empower
Acceptability Adoption
Productivity Knowledge
Manipulation Clarity
14. KNOWLEDGE, CRITIQUE,
CONSCIENCE…
236/5000
Design, the way Europe has built it, is neither a
technique nor a method, but a concrete
philosophy which does not substitute for the free
will of the user, but must or should offer him
maximum autonomy and empowerment.
THE STAKES
15. 6/5000
Design is mankind’s eternal quest to release
Beauty and Good out of Necessity and
Complexity…
Le Design est la quête éternelle
de l’homme à dégager le bon
et le beau de la nécessité ....
THE STAKES