The design thinking approach works great for creating effective pitches, speeches and others kinds of talks!
Form my Stanford Continuing Education Class, Creative Founder.
The document discusses techniques for visual thinking and idea generation using tools like post-its, walls, and frameworks. It outlines three main techniques: 1) fragmenting and freelisting ideas, 2) chunking ideas into affinity groups, and 3) mapping ideas to frameworks to discover patterns and opportunities. These techniques can be used to generate product ideas by freelisting, sketching concepts, and getting feedback through dotmocracy voting. Visual thinking through drawing and diagramming can unlock insights.
The document discusses the differences between pitches and proposals when responding to requests for proposals (RFPs) from clients. Pitches are generally shorter, involve fewer attorneys and practices, and have quick turnarounds of 2-4 days. Proposals are more extensive responses created over 2-4 weeks that involve collaboration between marketing and many attorneys and practices to address all aspects of the RFP. The document also outlines best practices for analyzing RFPs, holding kickoff meetings, constructing proposals, and reviewing proposals before submission.
Have you heard this in your organization?
users hate change.
Usually it’s right before a major release, prepping for the coming storm, or right after a release when the customer service is screaming about all the screaming they are hearing. Or perhaps you are struggling to move customers off an old solution to a new one you've come up with, but adoption just won't happen. Users can’t hate change. If users hated change, Google would have failed, and we’d be happy with Altavista. Facebook would have failed, because Friendster was enough. Paypal would have failed, because, you know, credit cards.
There is a right way and a wrong way to introduce change to your userbase, and sadly the bully-tactics of facebook and Apple have become the norm. But if you are a small company, you can’t afford to impose change sloppily on your userbase. You need to get it right. In this workshop we will cover
The psychology of change, and why users resist it
Change strategies: band-aid removal systems.
Messaging change to emphasize value
Onboarding users to a changed experience
The power of progress to internalize value.
Design for change
This workshop will be highly interactive, with exercises and discussions so we can focus on your goals and needs as you introduce new products and revamp the old.
Intended Audience
Designers & Product Managers seeking to launch redesigns, new features, or new products into existing markets.
“When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” C. S Lewis
When we become professionals in a modern world of specialization, we set aside many of the things that made us happy as children: play, drawing, storytelling. But is this the right decision? Paintings by Bruegel show adults playing games in the street. Behavioral evolutionists have discovered storytelling is a survival trait. Most great thinkers draw, from Einstein and theoretical mathematicians to composers and choreographers like Merce Cunningham. When we set aside these fundamental human activities, are we really being grownups? Or are we crippling our ability to excel in exchange for the semblance of adulthood?
The document discusses game-based learning and tutorials. It advocates designing tutorials that blend into the overall gameplay experience rather than frontloading all instructions. Tutorials should use fewer words and hints, challenge the player with opponents and obstacles, and show visible progress through levels, achievements and leaderboards to keep players engaged. The experience should aim to elicit specific emotions like joy, inspiration and confidence through rich sensations, language, pacing and opportunities for reflection.
This document discusses strategies for managing change from a user's perspective. It addresses why users resist change and provides tips for guiding them through changes in a way that considers cognitive and emotional factors. Some key points covered include understanding different user mindsets towards change, using storytelling to frame changes as a heroic journey, motivating users by appealing to growth mindsets, gradually introducing changes through tweaks to existing habits and environments, and rallying social influence to support adoption. The overall message is that for changes to be successfully adopted, users' psychological and emotional needs must be considered and addressed.
Finding product/market fit is the key to success for new ventures. But it’s often elusive, and understanding the needs and desires of your potential customers is harder than many of us expect. Christina Wodtke, of Wodtke Consulting, shares design techniques to help you glean meaningful insights about your target market.
The Creative Entrepreneur: Stanford Class4 From story to offeringChristina Wodtke
Our product and services help customers in a target segment by addressing their needs and jobs to be done, reducing pain points and increasing gains, in a way that differs from competitors or do-it-yourself solutions. The document discusses wireflows, one minute pitches, dotmocracy voting, key screens like upsell pages, participatory roadmaps to define minimum viable products, and testing with the target market using a business model canvas.
The document discusses techniques for visual thinking and idea generation using tools like post-its, walls, and frameworks. It outlines three main techniques: 1) fragmenting and freelisting ideas, 2) chunking ideas into affinity groups, and 3) mapping ideas to frameworks to discover patterns and opportunities. These techniques can be used to generate product ideas by freelisting, sketching concepts, and getting feedback through dotmocracy voting. Visual thinking through drawing and diagramming can unlock insights.
The document discusses the differences between pitches and proposals when responding to requests for proposals (RFPs) from clients. Pitches are generally shorter, involve fewer attorneys and practices, and have quick turnarounds of 2-4 days. Proposals are more extensive responses created over 2-4 weeks that involve collaboration between marketing and many attorneys and practices to address all aspects of the RFP. The document also outlines best practices for analyzing RFPs, holding kickoff meetings, constructing proposals, and reviewing proposals before submission.
Have you heard this in your organization?
users hate change.
Usually it’s right before a major release, prepping for the coming storm, or right after a release when the customer service is screaming about all the screaming they are hearing. Or perhaps you are struggling to move customers off an old solution to a new one you've come up with, but adoption just won't happen. Users can’t hate change. If users hated change, Google would have failed, and we’d be happy with Altavista. Facebook would have failed, because Friendster was enough. Paypal would have failed, because, you know, credit cards.
There is a right way and a wrong way to introduce change to your userbase, and sadly the bully-tactics of facebook and Apple have become the norm. But if you are a small company, you can’t afford to impose change sloppily on your userbase. You need to get it right. In this workshop we will cover
The psychology of change, and why users resist it
Change strategies: band-aid removal systems.
Messaging change to emphasize value
Onboarding users to a changed experience
The power of progress to internalize value.
Design for change
This workshop will be highly interactive, with exercises and discussions so we can focus on your goals and needs as you introduce new products and revamp the old.
Intended Audience
Designers & Product Managers seeking to launch redesigns, new features, or new products into existing markets.
“When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” C. S Lewis
When we become professionals in a modern world of specialization, we set aside many of the things that made us happy as children: play, drawing, storytelling. But is this the right decision? Paintings by Bruegel show adults playing games in the street. Behavioral evolutionists have discovered storytelling is a survival trait. Most great thinkers draw, from Einstein and theoretical mathematicians to composers and choreographers like Merce Cunningham. When we set aside these fundamental human activities, are we really being grownups? Or are we crippling our ability to excel in exchange for the semblance of adulthood?
The document discusses game-based learning and tutorials. It advocates designing tutorials that blend into the overall gameplay experience rather than frontloading all instructions. Tutorials should use fewer words and hints, challenge the player with opponents and obstacles, and show visible progress through levels, achievements and leaderboards to keep players engaged. The experience should aim to elicit specific emotions like joy, inspiration and confidence through rich sensations, language, pacing and opportunities for reflection.
This document discusses strategies for managing change from a user's perspective. It addresses why users resist change and provides tips for guiding them through changes in a way that considers cognitive and emotional factors. Some key points covered include understanding different user mindsets towards change, using storytelling to frame changes as a heroic journey, motivating users by appealing to growth mindsets, gradually introducing changes through tweaks to existing habits and environments, and rallying social influence to support adoption. The overall message is that for changes to be successfully adopted, users' psychological and emotional needs must be considered and addressed.
Finding product/market fit is the key to success for new ventures. But it’s often elusive, and understanding the needs and desires of your potential customers is harder than many of us expect. Christina Wodtke, of Wodtke Consulting, shares design techniques to help you glean meaningful insights about your target market.
The Creative Entrepreneur: Stanford Class4 From story to offeringChristina Wodtke
Our product and services help customers in a target segment by addressing their needs and jobs to be done, reducing pain points and increasing gains, in a way that differs from competitors or do-it-yourself solutions. The document discusses wireflows, one minute pitches, dotmocracy voting, key screens like upsell pages, participatory roadmaps to define minimum viable products, and testing with the target market using a business model canvas.
The Creative Entrepreneur: Stanford Class3 New Product IdeationChristina Wodtke
This document summarizes profiles for 3 potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites based on an empathy mapping exercise. It describes each person's demographics, background, technical proficiency, past experiences with the websites, and opportunities for the websites. The goal is to understand different user types to help guide product design and features.
NOTE: this is NOT the slide deck I presented, rather it's a "extended dance remix version" where many things I cut out for time are put back in.
In 2013, Don Norman updated The Design Of Everyday Things. In 2015, references to "affodances" and "feedback" were everywhere at GDC. As games reacher broader audiences, it's critical that game designers make games accessible to players who are more familiar with Amazon than Fallout 4. A positive user experience can create the next Monument Valley or Clash of Clans.
Norman pointed out that a positive user experience begins with usability, but it doesn't end there. Great user experiences anticipate the user's needs and then go beyond that to delight. User experience designers have evolved a variety of approaches and tools to assure that the a product is "a joy to own, a joy to use."
In this talk, Christina will explore the core principles of user experience design, and how it can create games that are elegant and complete experiences that both serve and delight their players.
Takeaway
She will begin with relevant UXD approaches: Hick's Law, Concept Models, as well as affordances and feedback. She will present an introduction to useful techniques in UXD, from charrettes to journeymaps to usability. Finally, why user experience design is more than just good business, it's a moral prerogative.
Intended Audience
This talk is for game Designer, artists and anyone who has to make decisions about player-facing interfaces. A familiarity with popular games and software is needed, but no advanced knowledge is required. It will be an accessible talk.
This document discusses various aspects of design including distributed cognition, world modeling, design teams, markets, and students learning with prototypes, post-its, and walls. It emphasizes setting clear expectations and providing feedback. It also touches on "wicked problems", courage, and designing worlds. The overall message is about the process of design thinking.
Radical Focus: Accomplish big goals with objectives and key resultsChristina Wodtke
Christina Wodtke demonstrates how to use objectives and key results to tackle and realize big goals in a methodical way, leaving nothing to chance. You’ll learn the beauty of a good fail and how regular check-ins can keep you on track to success.
The Creative Entrepreneur: Stanford Class2 NeedfindingChristina Wodtke
This document contains profiles of three potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites. It describes their personal backgrounds, technical proficiencies, histories with the websites, and opportunities for each website to engage them. The document aims to understand different types of users to help ideate new products or services.
The document discusses various methods for validating assumptions in product development, including landing pages, audience building, concierge testing, Wizard of Oz testing, fake doors, and selling. It provides examples of what each method is good for, how to implement it, and which types of assumptions (problem, solution, or implementation) it helps validate. The document encourages readers to identify the best validation method for their product and create a landing page or other test before the next class.
I've been teaching entrepreneurship to designers for just over a year now, but I've been amazed at swift and powerful the results are. Designers feel able to participate in hard product discussions, uncover and promote insights to improve the business model and even make better decisions about their personal life, from salary negotiation to budget making. That's bc entrepreneurship is a microcosm of business, simple yet complete. Along with technology and user research, business must be a common core in design education. Entrepreneurship is the best way to do it.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
This document discusses how teaching game design can be used to teach interaction design. It provides examples of exercises used in classes that have students create simple paper prototype games to explore mechanics like movement, conflict, and feedback. The document argues that game design and interaction design require many of the same skills, including considering affordances, direct manipulation, conceptual models, information architecture, iteration and playtesting. Teaching game design helps students explore difficult topics and stretch their thinking in new directions. Core concepts from game design like mechanics, dynamics and aesthetics can also be applied to interaction design.
This document discusses mental models and conceptual models. It provides exercises for students to draw maps of grocery stores based on their mental models. Students then compare different grocery store websites and evaluate if they support common tasks. The document emphasizes using conceptual models to communicate ideas both within teams and to customers. Examples of conceptual models from other domains are provided, and students are asked to draw a conceptual model of a food delivery website. The goal is for students to learn how to create mental and conceptual models to help design products and services.
This document summarizes an expert's advice on pitching startups to investors. The expert emphasizes starting the pitch with the "why", focusing on the purpose and passion behind the idea. Investors care most about the team, so the pitch should introduce the founding team and their relevant experience. The pitch also needs to clearly explain what problem is being solved, why it can succeed now, and how the idea will be marketed and grow into a large business. Simply explaining features and plans is not enough without properly addressing these core questions upfront to engage and convince the investor.
This document provides an overview and discussion of topics related to developing a business from an initial idea, including:
- Researching customer needs and validating ideas through frameworks and brainstorming techniques.
- Customer development processes like validating minimum viable products and creating shared visions with teams.
- Business model canvases, acquisition channels, revenue streams like marketplace, subscription and advertising models.
- Pricing strategies like determining the unit of exchange and capturing customer value while driving desired behaviors.
- Examples of pricing models for software and lessons on testing pricing through interviews and mockups.
This document provides an agenda for a two-day visioning workshop. The workshop goals are to reimagine the company's purpose and vision and energize stakeholders to develop innovative initiatives. Day one will include sharing foundational information about the company, discussing what business it is really in based on participant homework, and identifying key challenges. Day two will focus on imagining a new purpose through exercises, defining important touchpoints, developing vision ideas, and bringing the new vision to life through activities and principles. The workshop aims to have key stakeholders collaboratively develop an inspiring future vision and plans to achieve it.
A 2 day Workshop outline to discover the driving purpose of your company or brand. Facilitated by Invitro Innovation's Angela Koch in Singapore, Malaysia, Hong Kong, Indonesia, Thailand and Taiwan.
10 file downloads will be permitted
1 simple way to better presentations: don't outline, PUMA!Dan Roam
The biggest problem in creating our presentation is making a great storyline. Here's how to do it: create a PUMA.
There's more in my book.
http://www.amazon.com/Show-Tell-Everybody-Extraordinary-Presentations/dp/1591846854/ref=zg_bs_660628_14
- Campbell's has low brand loyalty and is not perceived as high quality by its target market of mothers aged 35-49
- The brand wants to change this perception by promoting how Campbell's soup can be easily incorporated into recipes to satisfy entire families and strengthen family values
- The campaign will use integrated marketing communications including advertising, events, promotions, online interactions and direct marketing primarily through TV, magazines, and in-store displays to connect Campbell's with family traditions and meals.
The Pitch Process: Turning client briefs into great ideas, then selling themBeyond
As clients have more customers, stakeholders and channels than ever, briefs are getting more confusing; lacking focus, strategy and asking for the "moon on a stick". As the agency, it's getting harder to know where to focus with our ideas and strategy, then sell it effectively. This presentation was originally delivered at Miami Ad School's New York campus as part of the "Industry Heroes" lecture series.
This document contains tweets from Christina Wodtke discussing game design fundamentals and concepts. It covers the 7 formal elements of games (players, objectives, outcomes, rules, procedures, resources, boundaries), mechanics and dynamics, and the MDA framework for understanding how games create experiences through their mechanics, dynamics and aesthetics. It also discusses elements that make games engaging like challenges, story, characters and conflict.
Comunication & Storytelling for Product Managers (and anyone else)Christina Wodtke
Half-Day Interactive Workshop
“Get ready to actively participate in your transformation from product manager to product leader”
A product manager rarely has any authority beyond what they can talk people into, thus we need to become really strong communicators. In this half-day interactive workshop, we’ll look at the three kinds of communication: managing up, team communications, and the very important roadshow for getting other groups onboard with your vision. We will use the power of story for formal communication and a combination of techniques from NVC (Harvard’s negotiation project) and the GSB’s “touchy feely” class to make sure your message gets through, and that we are listening effectively.
This special half-day training workshop, with product author and lecturer, Christina Wodtke, is specifically designed for product managers who are looking to really level up their communications skills and who want to use story-telling to effectively communicate with others.
This document provides advice on how to influence others without direct authority. It recommends first listening to understand others' needs, wants, and definitions of success and failure. Norm-setting exercises can establish expectations for how groups will work together. Understanding different cultural maps and communication styles is also important. Speaking the language of the environment and finding ways to frame individual and group goals as shared ("make an US") can help build influence. Self-awareness of strengths, weaknesses, body language and how one is perceived by others also plays a role in wielding soft power over hard power.
The Creative Entrepreneur: Stanford Class3 New Product IdeationChristina Wodtke
This document summarizes profiles for 3 potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites based on an empathy mapping exercise. It describes each person's demographics, background, technical proficiency, past experiences with the websites, and opportunities for the websites. The goal is to understand different user types to help guide product design and features.
NOTE: this is NOT the slide deck I presented, rather it's a "extended dance remix version" where many things I cut out for time are put back in.
In 2013, Don Norman updated The Design Of Everyday Things. In 2015, references to "affodances" and "feedback" were everywhere at GDC. As games reacher broader audiences, it's critical that game designers make games accessible to players who are more familiar with Amazon than Fallout 4. A positive user experience can create the next Monument Valley or Clash of Clans.
Norman pointed out that a positive user experience begins with usability, but it doesn't end there. Great user experiences anticipate the user's needs and then go beyond that to delight. User experience designers have evolved a variety of approaches and tools to assure that the a product is "a joy to own, a joy to use."
In this talk, Christina will explore the core principles of user experience design, and how it can create games that are elegant and complete experiences that both serve and delight their players.
Takeaway
She will begin with relevant UXD approaches: Hick's Law, Concept Models, as well as affordances and feedback. She will present an introduction to useful techniques in UXD, from charrettes to journeymaps to usability. Finally, why user experience design is more than just good business, it's a moral prerogative.
Intended Audience
This talk is for game Designer, artists and anyone who has to make decisions about player-facing interfaces. A familiarity with popular games and software is needed, but no advanced knowledge is required. It will be an accessible talk.
This document discusses various aspects of design including distributed cognition, world modeling, design teams, markets, and students learning with prototypes, post-its, and walls. It emphasizes setting clear expectations and providing feedback. It also touches on "wicked problems", courage, and designing worlds. The overall message is about the process of design thinking.
Radical Focus: Accomplish big goals with objectives and key resultsChristina Wodtke
Christina Wodtke demonstrates how to use objectives and key results to tackle and realize big goals in a methodical way, leaving nothing to chance. You’ll learn the beauty of a good fail and how regular check-ins can keep you on track to success.
The Creative Entrepreneur: Stanford Class2 NeedfindingChristina Wodtke
This document contains profiles of three potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites. It describes their personal backgrounds, technical proficiencies, histories with the websites, and opportunities for each website to engage them. The document aims to understand different types of users to help ideate new products or services.
The document discusses various methods for validating assumptions in product development, including landing pages, audience building, concierge testing, Wizard of Oz testing, fake doors, and selling. It provides examples of what each method is good for, how to implement it, and which types of assumptions (problem, solution, or implementation) it helps validate. The document encourages readers to identify the best validation method for their product and create a landing page or other test before the next class.
I've been teaching entrepreneurship to designers for just over a year now, but I've been amazed at swift and powerful the results are. Designers feel able to participate in hard product discussions, uncover and promote insights to improve the business model and even make better decisions about their personal life, from salary negotiation to budget making. That's bc entrepreneurship is a microcosm of business, simple yet complete. Along with technology and user research, business must be a common core in design education. Entrepreneurship is the best way to do it.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
This document discusses how teaching game design can be used to teach interaction design. It provides examples of exercises used in classes that have students create simple paper prototype games to explore mechanics like movement, conflict, and feedback. The document argues that game design and interaction design require many of the same skills, including considering affordances, direct manipulation, conceptual models, information architecture, iteration and playtesting. Teaching game design helps students explore difficult topics and stretch their thinking in new directions. Core concepts from game design like mechanics, dynamics and aesthetics can also be applied to interaction design.
This document discusses mental models and conceptual models. It provides exercises for students to draw maps of grocery stores based on their mental models. Students then compare different grocery store websites and evaluate if they support common tasks. The document emphasizes using conceptual models to communicate ideas both within teams and to customers. Examples of conceptual models from other domains are provided, and students are asked to draw a conceptual model of a food delivery website. The goal is for students to learn how to create mental and conceptual models to help design products and services.
This document summarizes an expert's advice on pitching startups to investors. The expert emphasizes starting the pitch with the "why", focusing on the purpose and passion behind the idea. Investors care most about the team, so the pitch should introduce the founding team and their relevant experience. The pitch also needs to clearly explain what problem is being solved, why it can succeed now, and how the idea will be marketed and grow into a large business. Simply explaining features and plans is not enough without properly addressing these core questions upfront to engage and convince the investor.
This document provides an overview and discussion of topics related to developing a business from an initial idea, including:
- Researching customer needs and validating ideas through frameworks and brainstorming techniques.
- Customer development processes like validating minimum viable products and creating shared visions with teams.
- Business model canvases, acquisition channels, revenue streams like marketplace, subscription and advertising models.
- Pricing strategies like determining the unit of exchange and capturing customer value while driving desired behaviors.
- Examples of pricing models for software and lessons on testing pricing through interviews and mockups.
This document provides an agenda for a two-day visioning workshop. The workshop goals are to reimagine the company's purpose and vision and energize stakeholders to develop innovative initiatives. Day one will include sharing foundational information about the company, discussing what business it is really in based on participant homework, and identifying key challenges. Day two will focus on imagining a new purpose through exercises, defining important touchpoints, developing vision ideas, and bringing the new vision to life through activities and principles. The workshop aims to have key stakeholders collaboratively develop an inspiring future vision and plans to achieve it.
A 2 day Workshop outline to discover the driving purpose of your company or brand. Facilitated by Invitro Innovation's Angela Koch in Singapore, Malaysia, Hong Kong, Indonesia, Thailand and Taiwan.
10 file downloads will be permitted
1 simple way to better presentations: don't outline, PUMA!Dan Roam
The biggest problem in creating our presentation is making a great storyline. Here's how to do it: create a PUMA.
There's more in my book.
http://www.amazon.com/Show-Tell-Everybody-Extraordinary-Presentations/dp/1591846854/ref=zg_bs_660628_14
- Campbell's has low brand loyalty and is not perceived as high quality by its target market of mothers aged 35-49
- The brand wants to change this perception by promoting how Campbell's soup can be easily incorporated into recipes to satisfy entire families and strengthen family values
- The campaign will use integrated marketing communications including advertising, events, promotions, online interactions and direct marketing primarily through TV, magazines, and in-store displays to connect Campbell's with family traditions and meals.
The Pitch Process: Turning client briefs into great ideas, then selling themBeyond
As clients have more customers, stakeholders and channels than ever, briefs are getting more confusing; lacking focus, strategy and asking for the "moon on a stick". As the agency, it's getting harder to know where to focus with our ideas and strategy, then sell it effectively. This presentation was originally delivered at Miami Ad School's New York campus as part of the "Industry Heroes" lecture series.
This document contains tweets from Christina Wodtke discussing game design fundamentals and concepts. It covers the 7 formal elements of games (players, objectives, outcomes, rules, procedures, resources, boundaries), mechanics and dynamics, and the MDA framework for understanding how games create experiences through their mechanics, dynamics and aesthetics. It also discusses elements that make games engaging like challenges, story, characters and conflict.
Comunication & Storytelling for Product Managers (and anyone else)Christina Wodtke
Half-Day Interactive Workshop
“Get ready to actively participate in your transformation from product manager to product leader”
A product manager rarely has any authority beyond what they can talk people into, thus we need to become really strong communicators. In this half-day interactive workshop, we’ll look at the three kinds of communication: managing up, team communications, and the very important roadshow for getting other groups onboard with your vision. We will use the power of story for formal communication and a combination of techniques from NVC (Harvard’s negotiation project) and the GSB’s “touchy feely” class to make sure your message gets through, and that we are listening effectively.
This special half-day training workshop, with product author and lecturer, Christina Wodtke, is specifically designed for product managers who are looking to really level up their communications skills and who want to use story-telling to effectively communicate with others.
This document provides advice on how to influence others without direct authority. It recommends first listening to understand others' needs, wants, and definitions of success and failure. Norm-setting exercises can establish expectations for how groups will work together. Understanding different cultural maps and communication styles is also important. Speaking the language of the environment and finding ways to frame individual and group goals as shared ("make an US") can help build influence. Self-awareness of strengths, weaknesses, body language and how one is perceived by others also plays a role in wielding soft power over hard power.
The document discusses different types of visual models for making sense of complex information and communicating concepts. It provides examples and descriptions of mind maps, concept maps, system maps, mental models, and concept models. For each model type, the document explains the purpose and provides one or more illustrative examples. It emphasizes that visual models are useful tools for gathering thoughts, organizing understanding, mapping systems, understanding mental models, and messaging complex ideas.
The problem with unexpected consequences is that they are unexpected. The time of "move fast and break things" is over, as we have broken everything from hearts to democracy.
It's time for designers, along with their partners - engineers and business - to embrace a new long term approach to bringing change into the world, that focuses less on disruption and more on evolution. In this talk, Christina will explore various approaches to designing more robust and compassionate change.
The document discusses how to reboot a team by setting goals, roles, and norms; checking in weekly; and evaluating and making corrections quarterly. It emphasizes establishing a common purpose, performance goals, and mutual accountability. Teams are encouraged to provide fast, frequent feedback and hold retrospectives to continuously improve. Individual and team feedback should be empathetic and help the group learn and grow over time.
This document provides an overview of using visual models and drawings to communicate complex ideas and concepts. It discusses different types of visual models like mind maps, concept maps, system maps, mental models, and concept models. It provides examples of each type of model and encourages the reader to practice different drawing exercises, like drawing processes, comparisons, and conceptual models. The overall message is that visual models are effective ways to organize thinking, understand relationships, and communicate complex topics in a simple manner.
The document discusses the history and importance of information architecture (IA). It notes that IA was initially an informal practice before becoming a recognized field. However, IA is now more crucial than ever to organize the massive amounts of digital information and data. The document warns that algorithms and search tools are not enough on their own. Effective IA requires considering how organization and classification can impact different groups, employing user-centered design, and acknowledging that IA decisions are political in nature. The overall message is that IA practitioners must work to make information structures meaningful, inclusive and support deeper understanding.
Given at Lean Startup 2017.
Using Lean to Create High-Velocity Teams (Until 2:00pm)
Great products come from great teams, yet very few companies try their hand at at team design. Too often we rip job descriptions off the web, throw people together without preamble, then simmer in passive-aggressive discontent until someone eventually fires the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits. Can Lean show us a better way to get things done?
Christina Wodtke teaches Lean Entrepreneurship at the university level and coaches executives how to create high-performing organizations. From this intersection she has helped a new kind of team emerge: the Lean Team.
What is the Lean Team?
-Hypothesizes about how we do our work, not just what work we’ll do.
-Holds no ao assumptions about the best way to get things done.
-Is constantly iterating.
-Commits to peer-to-peer accountability and coaching.
-Embraces diversity in experience and culture.
-Engages in formal reflection to increase learning velocity.
The best teams don’t just use Lean Startup methods to create breakthrough products. They use the learning cycle to reduce interpersonal conflict, communicate effectively, and get more done. In this breakout session, we’ll look at the best practices that high velocity, high-learning teams use, and how you can bring them back to your company.
#enterprise #startup #leanteams
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
In school we learn to write as a fundamental building block for communication, and drawing is shunted away to “art class.” But scientists like Darwin and Marie Curie, presidents from Jefferson to Obama, and mathematicians, choreographers, and composers all have used sketching to give form to their ideas. Words are abstract and ambiguous, and can lead to miscommunication. We say a picture is worth a thousand words, so why do we discard this critical tool?
Drawing is not just for so-called creatives. Drawing allows you to ideate, communicate, and collaborate with your team. Stop talking around your vision, and get it on the whiteboard where your team can see it! Whether you’re an entrepreneur, an engineer, or a product manager, drawing will make you better at your job. In this workshop, you will go from “can’t draw a straight line” to visually representing complex ideas. First, we’ll demystify the act of sketching. Through a series of activities and exercises, we’ll cover the fundamental building blocks of visual communication. You’ll learn easy ways to draw the most common images, from people to interfaces. Next, we’ll tackle making storyboards, product flows, and interfaces. We’ll finish by working with charts, mental models, and canvases. This is a hands-on workshop, so come with paper, pencils, and pens, and be ready to make your mark.
Given at UXDC
From Starchitects to Design Gurus, the lone designer-hero has been our model for creating impact. But it’s a complete lie. The complex software, smart devices and connected information environments we create require multidisciplinary teams. So we must spend a lot of time getting teamwork right, right?
Sadly, no.
Instead we rip job descriptions off the web, throw people together without preamble, simmer in passive-aggressive discontent until we eventually fire the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits.
It’s time to give teams the same attention and craft we give our products. Christina will share the lessons from top companies in the Silicon Valley for you to take back to your teams. It doesn’t matter if you are a manager or a peer leader, these approaches will make your team thrive. Awesome products come from awesome teams, so it’s time to stop doing business as usual and design a team for impact.
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Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
Taurus Zodiac Sign: Unveiling the Traits, Dates, and Horoscope Insights of th...my Pandit
Dive into the steadfast world of the Taurus Zodiac Sign. Discover the grounded, stable, and logical nature of Taurus individuals, and explore their key personality traits, important dates, and horoscope insights. Learn how the determination and patience of the Taurus sign make them the rock-steady achievers and anchors of the zodiac.
How are Lilac French Bulldogs Beauty Charming the World and Capturing Hearts....Lacey Max
“After being the most listed dog breed in the United States for 31
years in a row, the Labrador Retriever has dropped to second place
in the American Kennel Club's annual survey of the country's most
popular canines. The French Bulldog is the new top dog in the
United States as of 2022. The stylish puppy has ascended the
rankings in rapid time despite having health concerns and limited
color choices.”
Discover timeless style with the 2022 Vintage Roman Numerals Men's Ring. Crafted from premium stainless steel, this 6mm wide ring embodies elegance and durability. Perfect as a gift, it seamlessly blends classic Roman numeral detailing with modern sophistication, making it an ideal accessory for any occasion.
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Top 10 Free Accounting and Bookkeeping Apps for Small BusinessesYourLegal Accounting
Maintaining a proper record of your money is important for any business whether it is small or large. It helps you stay one step ahead in the financial race and be aware of your earnings and any tax obligations.
However, managing finances without an entire accounting staff can be challenging for small businesses.
Accounting apps can help with that! They resemble your private money manager.
They organize all of your transactions automatically as soon as you link them to your corporate bank account. Additionally, they are compatible with your phone, allowing you to monitor your finances from anywhere. Cool, right?
Thus, we’ll be looking at several fantastic accounting apps in this blog that will help you develop your business and save time.
The Genesis of BriansClub.cm Famous Dark WEb PlatformSabaaSudozai
BriansClub.cm, a famous platform on the dark web, has become one of the most infamous carding marketplaces, specializing in the sale of stolen credit card data.
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The Most Inspiring Entrepreneurs to Follow in 2024.pdfthesiliconleaders
In a world where the potential of youth innovation remains vastly untouched, there emerges a guiding light in the form of Norm Goldstein, the Founder and CEO of EduNetwork Partners. His dedication to this cause has earned him recognition as a Congressional Leadership Award recipient.
Anny Serafina Love - Letter of Recommendation by Kellen Harkins, MS.AnnySerafinaLove
This letter, written by Kellen Harkins, Course Director at Full Sail University, commends Anny Love's exemplary performance in the Video Sharing Platforms class. It highlights her dedication, willingness to challenge herself, and exceptional skills in production, editing, and marketing across various video platforms like YouTube, TikTok, and Instagram.
Part 2 Deep Dive: Navigating the 2024 Slowdownjeffkluth1
Introduction
The global retail industry has weathered numerous storms, with the financial crisis of 2008 serving as a poignant reminder of the sector's resilience and adaptability. However, as we navigate the complex landscape of 2024, retailers face a unique set of challenges that demand innovative strategies and a fundamental shift in mindset. This white paper contrasts the impact of the 2008 recession on the retail sector with the current headwinds retailers are grappling with, while offering a comprehensive roadmap for success in this new paradigm.
The APCO Geopolitical Radar - Q3 2024 The Global Operating Environment for Bu...APCO
The Radar reflects input from APCO’s teams located around the world. It distils a host of interconnected events and trends into insights to inform operational and strategic decisions. Issues covered in this edition include: