This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
Mobile applications Development - Lecture 7 (part 1)
Common Design Patterns for Mobile
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
With increased complaints and legal action for organisations of inaccessible websites (Coles, Peapod) and apps (Westpac), now is the time for all web and app Project Managers, Developers, UX/Designers, Content Producers, Business Analysts and Testers to be ‘baking in’ accessibility into processes and work practices.
This presentation will show that accessibility is everyone’s responsibility and it is not difficult to get started or find resources that will help you and your team produce a website, app or digital presence that works for everyone!
Common design patterns for mobile applications. Those patterns can be used for navigation, search, user invitations, affordance, asking information to the user, etc.
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
A Web for Everyone: Accessibility as a design challengeWhitney Quesenbery
Let's get past the idea that checklists and compliance all there is to accessibility. Designing for accessibility is a user experience design problem, starting with understanding how people with disabilities use your products. If we aim to design for all senses we can focus on easy interaction, helpful wayfinding, clean presentation, plain language and media instead of "rules." Doing so, we can create a web for everyone and a delightful user experience where accessibility and usability work together.
Updated January 21
Replay of the O'Reilly webcast: http://www.oreillynet.com/pub/e/2992
Transcript of the O'Reilly webcast: http://www.wqusability.com/handouts/AWFE-Challenge-OReilly-Transcript.pdf
Is User Centered Design a buzzword, a technique, or a methodology? Why does "UCD" get so much attention? How has it changed how teams approach web application usability efforts? Is UCD right for you?
1. User Centered Design: Evolving from Dot-Com to Web 2.0
2. Why UCD? (Development, Business, Design benefits)
3. Development process: UCD vs. Agile vs. Waterfall
4. Case Studies: User Centered Design success stories
5. Is UCD right for you?: Planning a UCD process for your product
6. Q & A
Mobile applications Development - Lecture 7 (part 1)
Common Design Patterns for Mobile
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
With increased complaints and legal action for organisations of inaccessible websites (Coles, Peapod) and apps (Westpac), now is the time for all web and app Project Managers, Developers, UX/Designers, Content Producers, Business Analysts and Testers to be ‘baking in’ accessibility into processes and work practices.
This presentation will show that accessibility is everyone’s responsibility and it is not difficult to get started or find resources that will help you and your team produce a website, app or digital presence that works for everyone!
Common design patterns for mobile applications. Those patterns can be used for navigation, search, user invitations, affordance, asking information to the user, etc.
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
A Web for Everyone: Accessibility as a design challengeWhitney Quesenbery
Let's get past the idea that checklists and compliance all there is to accessibility. Designing for accessibility is a user experience design problem, starting with understanding how people with disabilities use your products. If we aim to design for all senses we can focus on easy interaction, helpful wayfinding, clean presentation, plain language and media instead of "rules." Doing so, we can create a web for everyone and a delightful user experience where accessibility and usability work together.
Updated January 21
Replay of the O'Reilly webcast: http://www.oreillynet.com/pub/e/2992
Transcript of the O'Reilly webcast: http://www.wqusability.com/handouts/AWFE-Challenge-OReilly-Transcript.pdf
Is User Centered Design a buzzword, a technique, or a methodology? Why does "UCD" get so much attention? How has it changed how teams approach web application usability efforts? Is UCD right for you?
1. User Centered Design: Evolving from Dot-Com to Web 2.0
2. Why UCD? (Development, Business, Design benefits)
3. Development process: UCD vs. Agile vs. Waterfall
4. Case Studies: User Centered Design success stories
5. Is UCD right for you?: Planning a UCD process for your product
6. Q & A
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
The document discusses user-centered design (UCD), including its definition, principles, process, and advantages/disadvantages. UCD is defined as a process that involves users throughout a product's lifecycle from planning through post-release assessment. The key principles of UCD outlined are to understand users, design for the total user experience, evaluate designs with users, and continually observe users. The UCD process is iterative and includes requirements gathering, design, evaluation, and assessing competitiveness. Advantages of UCD include products that are easier to use and requiring less redesign, while disadvantages include increased costs and time required.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
Accessible UX: Beyond the checklist to great experiencesWhitney Quesenbery
Checklists, standards, and even patterns can only make sure that basic rules are followed. Even products that meet standards can be difficult or even impossible to use.
But the questions we want to focus on are:
- How easy, useful, efficient, and delightful is this?
- Is this something people want to use?
- Is it a great experience?
Presentation at IAAP 2015, October 22, 2015
This document provides an introduction to good and bad web design. It discusses key elements of good design such as simplicity, consistency, uniqueness, usefulness, easy navigation, responsiveness and lack of errors. Good design is exemplified by websites like Nike.com that are easy to use and achieve their objectives well. Bad design is seen on websites like Havenworks.com that do not clearly convey their purpose. The document concludes with an assignment to evaluate examples of good and bad web design based on the principles discussed.
The document discusses web accessibility, including:
1. Web accessibility refers to making websites usable for all people with disabilities or impairments through principles like perceivability, operability, understandability and robustness.
2. Guidelines for web accessibility come from organizations like the W3C Web Accessibility Initiative and laws like the Americans with Disabilities Act to ensure usability for people who are blind, deaf, have motor impairments and more.
3. Fifteen million people in the US are visually impaired and over 20 million are deaf or hard of hearing, demonstrating the importance of accessibility for a significant portion of website users.
This document discusses different types of design rules for interaction design including principles, standards, and guidelines. Principles for usability include learnability, flexibility, and robustness. Standards have high authority but limited application, while guidelines have lower authority but more general application. Common standards and guidelines like Nielsen's heuristics and Shneiderman's Golden Rules are presented. Design patterns capture reusable design knowledge, originating from architecture.
Jakob Nielsen developed the method of 'Heuristic Evaluation' to help identify problems with an interface. This presentation explains the 10 rules of thumb or heuristics with examples.
The Design System is an essential part of today's UX world which provides agility and performance in the longer term. Atomic Design is a part of Design System for designers and developers to build the parts of a complete design.
This document provides an overview of user-centered design (UCD). It discusses how UCD focuses on the end user, putting them at the center of the design process. The key aspects of UCD covered are its goal of optimizing the user experience, philosophy of adapting the system to the user, principles of early focus on users and empirical testing, and iterative design process. The UCD process involves analysis, design, evaluation, and iteration. UCD also incorporates disciplines like usability, user experience, accessibility, and information architecture to holistically consider the user.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This presentation will help you understand:
- The legal requirements behind Web Accessibility
- How do people with disabilities use the web and what assistive technologies they use
- How good usability makes up for better accessibility and improves site’ SEO
- Financial benefits of having an accessible website
Design process evaluating interactive_designsPreeti Mishra
The document discusses various methods for evaluating interactive systems, including expert analysis methods like heuristic evaluation and cognitive walkthrough, as well as user-based evaluation techniques like observational methods, query techniques, and physiological monitoring. It provides details on the process for each method and considerations for when each may be most appropriate. Evaluation aims to determine a system's usability, identify design issues, compare alternatives, and observe user effects. The criteria discussed include expert analysis, user-based, and model-based approaches.
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The application of User Centered Design in various fields, specially in Architecture and Design. Based on Don Norman's book- Design of Everyday Things.
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
User Interface Testing. What is UI Testing and Why it is so important?Maveryx
User interface (UI) testing verifies that an application's visual interface satisfies requirements by mimicking how users interact with the application. The document discusses UI testing, including defining the UI and its elements. It outlines the UI design process and what UI testing entails. It also covers the pros and cons of UI testing, provides an example of designing and automating a UI test for a login page, and discusses testing invalid scenarios.
This PPT throws light on some of the essential elements of Accessibility testing which have become crucial to ensure quality in this day and age. To know more on accessibility testing, accessibility mandates, WCAG 2.0, paired testing approach, accessibility guidelines and standards go through this presentation as well as the ones coming soon.
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
The document discusses user-centered design (UCD), including its definition, principles, process, and advantages/disadvantages. UCD is defined as a process that involves users throughout a product's lifecycle from planning through post-release assessment. The key principles of UCD outlined are to understand users, design for the total user experience, evaluate designs with users, and continually observe users. The UCD process is iterative and includes requirements gathering, design, evaluation, and assessing competitiveness. Advantages of UCD include products that are easier to use and requiring less redesign, while disadvantages include increased costs and time required.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
Accessible UX: Beyond the checklist to great experiencesWhitney Quesenbery
Checklists, standards, and even patterns can only make sure that basic rules are followed. Even products that meet standards can be difficult or even impossible to use.
But the questions we want to focus on are:
- How easy, useful, efficient, and delightful is this?
- Is this something people want to use?
- Is it a great experience?
Presentation at IAAP 2015, October 22, 2015
This document provides an introduction to good and bad web design. It discusses key elements of good design such as simplicity, consistency, uniqueness, usefulness, easy navigation, responsiveness and lack of errors. Good design is exemplified by websites like Nike.com that are easy to use and achieve their objectives well. Bad design is seen on websites like Havenworks.com that do not clearly convey their purpose. The document concludes with an assignment to evaluate examples of good and bad web design based on the principles discussed.
The document discusses web accessibility, including:
1. Web accessibility refers to making websites usable for all people with disabilities or impairments through principles like perceivability, operability, understandability and robustness.
2. Guidelines for web accessibility come from organizations like the W3C Web Accessibility Initiative and laws like the Americans with Disabilities Act to ensure usability for people who are blind, deaf, have motor impairments and more.
3. Fifteen million people in the US are visually impaired and over 20 million are deaf or hard of hearing, demonstrating the importance of accessibility for a significant portion of website users.
This document discusses different types of design rules for interaction design including principles, standards, and guidelines. Principles for usability include learnability, flexibility, and robustness. Standards have high authority but limited application, while guidelines have lower authority but more general application. Common standards and guidelines like Nielsen's heuristics and Shneiderman's Golden Rules are presented. Design patterns capture reusable design knowledge, originating from architecture.
Jakob Nielsen developed the method of 'Heuristic Evaluation' to help identify problems with an interface. This presentation explains the 10 rules of thumb or heuristics with examples.
The Design System is an essential part of today's UX world which provides agility and performance in the longer term. Atomic Design is a part of Design System for designers and developers to build the parts of a complete design.
This document provides an overview of user-centered design (UCD). It discusses how UCD focuses on the end user, putting them at the center of the design process. The key aspects of UCD covered are its goal of optimizing the user experience, philosophy of adapting the system to the user, principles of early focus on users and empirical testing, and iterative design process. The UCD process involves analysis, design, evaluation, and iteration. UCD also incorporates disciplines like usability, user experience, accessibility, and information architecture to holistically consider the user.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This presentation will help you understand:
- The legal requirements behind Web Accessibility
- How do people with disabilities use the web and what assistive technologies they use
- How good usability makes up for better accessibility and improves site’ SEO
- Financial benefits of having an accessible website
Design process evaluating interactive_designsPreeti Mishra
The document discusses various methods for evaluating interactive systems, including expert analysis methods like heuristic evaluation and cognitive walkthrough, as well as user-based evaluation techniques like observational methods, query techniques, and physiological monitoring. It provides details on the process for each method and considerations for when each may be most appropriate. Evaluation aims to determine a system's usability, identify design issues, compare alternatives, and observe user effects. The criteria discussed include expert analysis, user-based, and model-based approaches.
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The application of User Centered Design in various fields, specially in Architecture and Design. Based on Don Norman's book- Design of Everyday Things.
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
User Interface Testing. What is UI Testing and Why it is so important?Maveryx
User interface (UI) testing verifies that an application's visual interface satisfies requirements by mimicking how users interact with the application. The document discusses UI testing, including defining the UI and its elements. It outlines the UI design process and what UI testing entails. It also covers the pros and cons of UI testing, provides an example of designing and automating a UI test for a login page, and discusses testing invalid scenarios.
This PPT throws light on some of the essential elements of Accessibility testing which have become crucial to ensure quality in this day and age. To know more on accessibility testing, accessibility mandates, WCAG 2.0, paired testing approach, accessibility guidelines and standards go through this presentation as well as the ones coming soon.
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
Anatomy of a web app
HTML5
CSS3
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2016.
http://www.ivanomalavolta.com
[2015/2016] User experience design of mobil appsIvano Malavolta
The Elements of User Experience
Navigation Model
Wireframes
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2016.
http://www.ivanomalavolta.com
Introduction to the course
Hybrid mobile development frameworks
Mobile thinking
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2016.
http://www.ivanomalavolta.com
The Cordova framework
Recurrent app architecture
Cordova CLI
Debugging Cordova applications
My development environment
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2016.
http://www.ivanomalavolta.com
The document discusses various apps that can be used to provide augmentative and alternative communication (AAC) support on iPads. It recommends using a feature-matching process and SETT framework to determine the appropriate AAC system for each student based on their strengths, needs, environments, tasks. A number of specific AAC apps are described, including those using pictures, text, or a combination, with prices and key features provided for each.
Lublin Startup Festival - Mobile Architecture Design PatternsKarol Szmaj
This document discusses mobile app development architecture and design patterns. It covers the out-of-the-box approach using code behind, the model-view-viewmodel (MVVM) pattern, inversion of control (IOC), and command query responsibility segregation (CQRS). It also discusses tools like Fody, Polly, and Cimbalino Toolkit. Tips are provided on using universal apps, Windows 10 XAML, and developing cross-platform with Xamarin. The presentation ends with an invitation for questions.
The document discusses mobile design patterns for understanding constraints, capabilities, organization, and touch design. Some key points include:
- Constraints on mobile include small screen sizes, limited network bandwidth, usage on the go with one hand, and short bursts of usage. Patterns focus on simplicity and reducing file sizes.
- Capabilities include location detection, device orientation sensors, and touch interfaces. Patterns make use of these capabilities for things like location-based apps.
- Organization patterns consider how and why people use mobile, prioritizing content over navigation and exploration over tasks. Back buttons and fixed bottom bars help navigation.
- Design for touch patterns include proper touch target sizes of 44x44px,
The document proposes a web service architecture called HandHeld Flexible Representation Architecture (HHFR) to optimize performance for mobile computing. HHFR distinguishes message semantics from syntax, uses a data description language and streaming style to reduce message size. It utilizes a context-store to hold static data and negotiated information to avoid redundant transmissions over bandwidth-limited wireless connections. Experiments show the HHFR approach saves up to 83% of message size and 41% of transmission time compared to a conventional SOAP-based solution.
PhoneGap: Accessing Device Capabilities
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
Accelerometer
Capturing audio/video & camera
Media playback
Contacts
Connection
Device information
Events
Dialogs
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
The document discusses Backbone.js and provides details about its core components and functions. It outlines event handling methods like on, off, and listenTo. It describes models and collections, explaining attributes like get, set, and sync. It also covers views and how they connect models and the DOM through render functions and event bindings. Finally, it mentions routing and how Backbone supports defining routes and navigation actions.
Mobile Apps Development: Technological strategies and MonetizationIvano Malavolta
Mobile Apps Development: Technological strategies and Monetization
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
Introduction
Web Storage
WebSQL
IndexedDB
File System Access
Final Considerations
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
The Mobile Ecosystem
Mobile as the 7th mass medium
Designing for Context
Developing a Mobile Strategy
Types of Mobile Applications
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
Introduction
Require JS
Handlebars
Conclusions
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
Introduction
Geolocation
Google Maps Services
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
PhoneGap: Local Storage
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
This document outlines various mobile app design patterns for navigation, forms, search/filtering, tools, onboarding, feedback/affordance, and anti-patterns. It describes navigation patterns like springboards, lists, tabs, galleries; form patterns like sign in, registration, comments; search patterns like auto-complete and dynamic search; tool patterns like toolbars and contextual actions; onboarding patterns like tips and tours; and anti-patterns to avoid like novel notions and oceans of buttons. The document provides guidance on when and how to implement these common mobile design patterns.
Mobile applications Development - Lecture 7 (part 2)
Common Design Patterns for Mobile
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
A series of UX trainings created for several cross-functional teams creating both mobile and desktop products: visual designers, product managers, business analysts, developers, and interaction designers. The training was the foundation for a very large redesign/reconstruction project for a CRM and a dahsboard application. The principles and layouts draw on the pioneering work of Theresa Neil and Bill Scott.
UXD - A quick overview on what you need to work with your UX team Guilherme Rodrigues
The UXD team came up with a presentation, covering some of the point we have in our day to day work. Information architects, designers and front-end participated to build up this doc in order to practice and be more familiar with UCD process, agile project management, UX research and so on.
Have a look on the presentation and help us to build it up.
The document provides an agenda for a presentation on information architecture for HMI navigation schemes. It introduces Inductive Automation and discusses common challenges with HMI navigation. It defines information architecture and discusses meaningful content organization and intuitive layout organization. It covers defining users, card sorting exercises, content hierarchies, layout best practices, navigation patterns, and more resources. The presentation aims to help optimize HMI interfaces through information architecture principles.
Two user-interface (UI) design experts from Inductive Automation share effective ways to make your interface design more organized and easier to navigate. They discuss the principles of information architecture and how to apply these practices to build well-structured, intuitive projects.
This document provides guidance on user interface design principles for websites and applications. It discusses key considerations for interface design such as navigation, page structure, chunking of information, use of color, and graphics optimization. The document emphasizes designing intuitive, easy to use interfaces through consistent navigation, informative page elements, balanced organization of content, and user testing.
This document discusses design patterns and interaction design patterns. It provides information on what patterns are, their basic elements, examples of patterns, and benefits of using patterns such as creating a common language and making systems easier for users to learn. It also discusses building your own pattern library and considerations around using free online pattern libraries versus creating your own custom library.
Usability Workshop at Lillebaelt AcademyDániel Góré
The document summarizes key points about usability workshops and testing. It defines usability and discusses its importance. Usability is defined as how easy user interfaces are to use based on factors like learnability, efficiency and satisfaction. The document outlines usability testing methods like card sorting, prototyping and A/B testing. It emphasizes the need to test assumptions and iteratively improve products based on user research.
Web Accessibility Top 10 - LCC (1/2 day workshop, August 2013)Carrie Anton
A half day workshop walks people through common accessibility issues on the web, including good reasons why to accessible. Great for web designers, developers, teachers and IT trainers.
The document provides an overview of user experience (UX) design for startups. It discusses:
1) What UX design is and how UX designers work to identify problems and find solutions to create a seamless user experience.
2) When to bring in UX designers, which should be early in the process to allow for collaboration with engineers.
3) The importance of user research through methods like focus groups, interviews and usability testing to understand users and inform the design.
4) How to develop personas, functions lists, information architecture and user scenarios/flows to map the optimal website structure and organization.
These are the materials of a full-day workshop for a Fortune 500 company. It explores the best practices for mobile design, sprint-teams, and considerations to make when designing for omni-channel.
Ruth Markulis hosted a panel on effective course design at WCET 2012 in San Antonio, Texas. The panel discussed challenges in course design, a case study of developing a cybersecurity program, and developing a mobile strategy. Developing the cybersecurity program involved integrating efforts from many disciplines into interactive modules, case studies, and a capstone simulation. Effective project management strategies for the complex program included detailed project plans, weekly status reports and meetings, and subject matter expert training. The panel then discussed the growing impact of mobile devices on educational institutions and strategies for developing an effective mobile presence and content, including considerations for design, testing, and standards.
The document discusses how companies can use data and experimentation to improve consumer products and business metrics. It recommends that companies (1) collect extensive customer data, (2) instrument all customer touchpoints to measure key metrics, and (3) analyze the data to identify correlations and opportunities for improvement. Regular experimentation is important to continuously innovate and optimize the customer experience.
This document provides guidance on designing effective visualizations in Power BI reports. It discusses choosing visualizations based on the business question being answered and audience. UI/UX best practices like minimizing clutter, using consistent formatting and intuitive navigation are covered. Different visual types like maps, timelines and slicers are explained. Custom visuals that add new functionality are also summarized. The document stresses the importance of clear, simple designs that provide insights at a glance to support business decisions.
What is User Experience Design?
The Business Case for User Experience Design
What are the UX processes?
How can we measure its effectiveness?
Who needs to be involved?
The document discusses frameworks for interaction design including defining the interaction framework, prototyping, and design principles. It provides details on the following steps to define an interaction framework: defining form factor and input methods, defining views, defining functional and data elements, determining functional groups and hierarchy, sketching the interaction framework, and constructing key path scenarios. It also discusses low and high fidelity prototyping, design principles, patterns, and imperatives. Observational evaluation techniques are outlined including what to observe, how to observe in controlled environments and in the field, and checklists for planning field observations.
This document provides Android UI design tips and best practices. It discusses principles like focusing on the user, visibility, feedback, predictability and fault tolerance. It also covers common patterns like dashboards, action bars, quick actions, search bars and lists. The document recommends following Android guidelines and testing designs with real users. It notes that while the Android market has low-quality apps, good designs can deliver value and drive growth.
Conducting Experiments on the Software Architecture of Robotic Systems (QRARS...Ivano Malavolta
The document discusses conducting experiments on the software architecture of robotic systems. It describes three experiments:
1) Identifying and evaluating "green" architectural tactics for energy-efficient robotics software by mining the ROS ecosystem.
2) Empirically exploring the performance and energy trade-offs of computation offloading for ground robots communicating over WiFi.
3) Analyzing how different 2D SLAM algorithms impact resource utilization in ROS-based systems, including metrics like energy consumption, CPU usage, memory usage, and map quality.
The slides of a short presentation I gave about my experience about working in the context of EU grants. It contains tips and tricks for the before/during/after phases of a EU project.
The Green Lab - Research cocktail @Vrije Universiteit Amsterdam (October 2020)Ivano Malavolta
The Green Lab allows students to measure real software products for industry-driven experiments focusing on energy efficiency, performance, and other areas. It provides infrastructure for experimenting on software, including a master course, platform, and collaboration platform. The lab contains a green computing cluster managed by Proxmox virtualization software, which hosts various virtual machines for running experiments. Hardware in the cluster includes servers, workstations, and a smartphone test farm for controlling Android devices remotely. Students use tools like Android Runner and wattsup meters to automate experiments measuring aspects like energy consumption of mobile apps. The Green Lab also serves as a learning environment where students conduct experiments for class projects and contribute to open source tools like Android Runner.
This document discusses software sustainability from Ivano Malavolta, an assistant professor. It discusses how ICT is unsustainable due to the large amounts of energy consumed by platforms like YouTube. It also discusses research on improving the energy efficiency of software, including a case study on the KPMG software platform. Additionally, it discusses experiments on the energy impact of progressive web apps and service workers. Finally, it proposes using design decision maps to help frame sustainability concerns when planning software projects.
Navigation-aware and Personalized Prefetching of Network Requests in Android ...Ivano Malavolta
Slides of my presentation at the NIER track of the 41th International Conference on Software Engineering (ICSE 2019).
The paper is available here: http://www.ivanomalavolta.com/files/papers/ICSE_2019_NAPPA.pdf
How Maintainability Issues of Android Apps Evolve [ICSME 2018]Ivano Malavolta
Slides of my presentation at the Research track of the 34th International Conference on Software Maintenance and Evolution (ICSME 2018).
The full paper is available here: http://www.ivanomalavolta.com/files/papers/ICSME_2018.pdf
Collaborative Model-Driven Software Engineering: a Classification Framework a...Ivano Malavolta
Slides of my presentation at the Journal first track of the 40th International Conference on Software Engineering (ICSE 2018).
The accompanying extended abstract is available here: http://www.ivanomalavolta.com/files/papers/ICSE_2018_JournalFirst.pdf
The original TSE paper is available here: http://www.ivanomalavolta.com/files/papers/TSE_2017.pdf
This presentation is about a lecture I gave within the "Software Design" course of the Computer Science bachelor program, of the Vrije Universiteit Amsterdam.
http://www.ivanomalavolta.com
Modeling behaviour via UML state machines [Software Design] [Computer Science...Ivano Malavolta
This document provides an introduction to modeling behavior using UML state machines. It discusses key concepts like states, transitions, events, and state types. States represent when an object is active and can execute activities. Transitions change the object's state in response to events and can include actions. Event types include signals, operation calls, time-based and change events. The document also covers state machine notation including initial/final states, decisions nodes, parallel/orthogonal states, history states, and entry/exit points. An example state machine is provided and questions are asked to help understand state machine execution order and values.
This presentation is about a lecture I gave within the "Software Design" course of the Computer Science bachelor program, of the Vrije Universiteit Amsterdam.
http://www.ivanomalavolta.com
This presentation is about a lecture I gave within the "Software Design" course of the Computer Science bachelor program, of the Vrije Universiteit Amsterdam.
http://www.ivanomalavolta.com
Requirements engineering with UML [Software Design] [Computer Science] [Vrije...Ivano Malavolta
This presentation is about a lecture I gave within the "Software Design" course of the Computer Science bachelor program, of the Vrije Universiteit Amsterdam.
http://www.ivanomalavolta.com
Modeling and abstraction, software development process [Software Design] [Com...Ivano Malavolta
This presentation is about a lecture I gave within the "Software Design" course of the Computer Science bachelor program, of the Vrije Universiteit Amsterdam.
http://www.ivanomalavolta.com
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
[2017/2018] AADL - Architecture Analysis and Design LanguageIvano Malavolta
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
[2017/2018] Introduction to Software ArchitectureIvano Malavolta
This document provides an introduction to software architecture concepts. It defines software architecture as the selection of structural elements and their interactions within a system. Common architectural styles are described, including Model-View-Controller (MVC), publish-subscribe, layered, shared data, peer-to-peer, and pipes and filters. Tactics are introduced as design decisions that refine styles to control quality attributes. The document emphasizes that architectural styles solve recurring problems and promote desired qualities like performance, security, and maintainability.
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.it/.
http://www.ivanomalavolta.com
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Introducing Milvus Lite: Easy-to-Install, Easy-to-Use vector database for you...Zilliz
Join us to introduce Milvus Lite, a vector database that can run on notebooks and laptops, share the same API with Milvus, and integrate with every popular GenAI framework. This webinar is perfect for developers seeking easy-to-use, well-integrated vector databases for their GenAI apps.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Building RAG with self-deployed Milvus vector database and Snowpark Container...Zilliz
This talk will give hands-on advice on building RAG applications with an open-source Milvus database deployed as a docker container. We will also introduce the integration of Milvus with Snowpark Container Services.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
3. Navigation
• How users move through the views
– Springboard
– Lists (Vertical, Infinite)
– Cards
– Tabs
– Gallery (Grid)
– Dashboard
– Metaphor
– Page Carousel
– Image Carousel
– Expanding Lists
– Infinite Area
4. Springboard
• Use a grid layout for items of equal importance, or an
irregular layout to emphasize some items more than others
• Consider personalization and customization options
5. Lists
• Works well for long lists with subtext
• All internal screens should have a way for returning back
• It can be “infinite”, it can have thumbnails
6. Cards
Definition
container that logically encapsulates
bits of information
Good for presenting similar objects
whose size or supported actions can
vary considerably
we can take advantage of animation
and movement
http://goo.gl/kB8GlW
10. Metaphor
• Pages are modeled to reflect the application’s metaphor
• Use the Metaphor pattern judiciously
11. Page carousel
• Works best for navigating a small number of pages
• Visual indicator to reflect the number of screens, and
current screen
• Flick to navigate the carousel
12. Image Carousel
• Works best for displaying fresh visual content, like articles,
products, and photos
• Provide visual affordance, either with arrows, partial images,
or page indicators that more content can be accessed
13. Expanding Lists
• Works best for progressively disclosing more details or
options for an object
14. Infinite Area
• The entire data set can be considered to be a large, two-
dimensional graphic
• The viewport shows only a small
subset of the whole data set
17. Forms
• They are for data entry and configuration
– Sign In
– Registration
– Check-in
– Comments
– Users Profile
– Share
– Empty Datasets
– Multi-step
– Settings
18. Sign In
• Don’t innovate on the sign in screen
• Provide a way to retrieve a forgotten password
• Provide a way to login via social networks
20. Check-in
• Keep it ultra-short
• Design for speed, and efficiency
• Eliminate unnecessary fields
• Don’t show the map!
21. Comments
• Invite user to leave comment
• Always clarify what is being commented
• Show other people’s comments over time
22. Timeline
• Within the current hour, show as minutes ago
• Within the current day, show the time as number of hours ago
• Within the last two days, shown the day of the week, and the
time range, morning, afternoon, evening, night
• Within the past week, show the day of the week
• Within 12 months, show as mm/DD
• Older than 12 months, show only the year
23. Users Profile
• Put the badges in evidence
• Show their contribution to the social network
• Provide action controls
24. Share
• Always keep track of past logins
• Always provide an “off social” way to share (e.g., by email)
• Remark what is being shared
25. Empty datasets
• Avoid white-screens, explain why the dataset is empty
• Call for action, only one!
• Avoid error messages
26. Multi Step
• Show the user where they are and where they can go
• Eliminate unnecessary fields
• Minimize the number of pages and steps
27. Settings
• Put them inside the app
• Clear and grouped
• Easy to be understood
36. Toolbar
• Contain screen level actions, they are generally displayed at the
bottom of the screen
• Choose icons that are easy to recognize, or use labels plus icons
37. Contextual Tools
• If buttons are necessary, they should be displayed in
proximity to the actionable object
• Choose a familiar icon or use a text label
38. Inline Actions
• They should be in proximity to the actionable object
• Choose a familiar icon or use a text label
• Max 1 to 2 Inline Actions per object
39. Call to Action Buttons
• Don’t hide the main call to action in a menu or disguise it as
an unrecognizable icon in a toolbar
• Good contrast and clear label
40. Multi-state Button
• Multi-State Buttons work well for a series of tightly correlated
actions that will to be performed in succession
41. Maps
• Provide visible markers (avoiding “terrain-mode”)
• Use as much screen as possible
• Can be small if the location is not the main item
43. Invitations
• Helpful tips displayed the first time a user launches an app
– Dialog
– Tip
– Tour
– Video
– Transparency
– 1st Time Through
– Persistent
44. Dialog
• Keep dialog content short
• make sure there is an alternate way to access instructions
from within the application
45. Tip
• Place tips in proximity to the feature they refer to
• keep the content short
• remove the tip once interaction begins
46. Tour
• A tour should highlight key features of the application,
preferably from a (user) goal perspective
• Keep it short and visually engaging
47. Video
• Demos should showcase key features or show how to use
the application
• Common video features (stop, pause, volume controls, etc,...)
should be provided
48. Transparency
• Transparencies are not meant to compensate for poor
screen designs!
• Remove the Transparency once interaction begins
My
favourite
invitation!
49. 1st time through
• Clearly differentiate the invitation from other content with
images or other visual cues
50. Persistent
• Keep it short
• Clearly differentiate the invitation from other content with
images or other visual cues
52. Feedback & Affordance
• Feedback
– Errors
– Confirmation
– System Status
• Affordance
– Tap
– Flick
– Drag
53. Feedback: Errors
• Use plain language that offers a solution for resolving the issue
• make the error visible
• use in-screen messaging instead of modal dialogs
61. Novel Notions
• If you are looking for a way to innovate with your application,
focus on your core features and offerings, but rely on best
practices for the interface design
• If you design a custom control, rigorously test it and refine it to
make sure it is usable
64. Metaphor Mismatch
• Consists in picking the wrong metaphor for the interface:
– Control mismatch
– Icon mismatch
– Mental model mismatch
– Gesture mismatch
67. Idiot Boxes
Avoid disrupting the workflow
only show a confirmation dialog when an irreparable
action is being taken (like a permanent delete)
68. Oceans of Buttons
• Use standard patterns for displaying page level actions
• Provide contextual tools for item level actions instead of repeating
the same button
• Keep page level actions visually separate from navigational
elements