This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Tinker Tailor Soldier Spy: Twists & Turns of Working in Global Design TeamsItamar Medeiros
If you find yourself spending a lot of time in conference calls, or that some of stakeholders you have to work with are not even in the same timezone as you, then you’re probably working in a Global team. With all the excitement that comes with working with people from different parts of the world also comes the challenges of helping the team to the deliver the best User Experience product you can. In this talk we will explore the dynamics of distributed design teams, we will better define some of the problems these teams face, and discuss some strategies to cope with these challenges.
Voltando às Origens: Conversa com alunos da UPFE / UNICAPItamar Medeiros
Conversa com alunos de Design sobre varios topics:
- Design na UFPE
- Estórias da China
- Vida do Brasileiro no Exterior
- Design em Times Distribuídos
- Pesquisa em Creatividade em Ambientes Distribuídos
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
This is the 4rd (fourth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss how to use different data visualization techniques to facilitate decision making
If you’ve ever worked with teams trying to solve complex problems, at some point in your career seen them jump too quickly into solutions, seen decisions being made only on assumptions (that ended up being wrong), or not being clear what problem they were trying to solve in the first place
In this session at UX India 2021, we dive on Problem Framing and Reframing, with useful tips to:
- Ensure you’re solving the right problems.
- Raise the awareness around decision biases that prevent us from digging deeper.
- Look outside the frame before considering the details.
- Use lateral thinking to disrupt stagnant thought sequences.
- Challenge you to reframe problems
Designing Interactions / Experiences: Reflection in ActionItamar Medeiros
This is the explanation of the Reflection-in-Action component of the completion criteria of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Tinker Tailor Soldier Spy: Twists & Turns of Working in Global Design TeamsItamar Medeiros
If you find yourself spending a lot of time in conference calls, or that some of stakeholders you have to work with are not even in the same timezone as you, then you’re probably working in a Global team. With all the excitement that comes with working with people from different parts of the world also comes the challenges of helping the team to the deliver the best User Experience product you can. In this talk we will explore the dynamics of distributed design teams, we will better define some of the problems these teams face, and discuss some strategies to cope with these challenges.
Voltando às Origens: Conversa com alunos da UPFE / UNICAPItamar Medeiros
Conversa com alunos de Design sobre varios topics:
- Design na UFPE
- Estórias da China
- Vida do Brasileiro no Exterior
- Design em Times Distribuídos
- Pesquisa em Creatividade em Ambientes Distribuídos
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
This is the 4rd (fourth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss how to use different data visualization techniques to facilitate decision making
If you’ve ever worked with teams trying to solve complex problems, at some point in your career seen them jump too quickly into solutions, seen decisions being made only on assumptions (that ended up being wrong), or not being clear what problem they were trying to solve in the first place
In this session at UX India 2021, we dive on Problem Framing and Reframing, with useful tips to:
- Ensure you’re solving the right problems.
- Raise the awareness around decision biases that prevent us from digging deeper.
- Look outside the frame before considering the details.
- Use lateral thinking to disrupt stagnant thought sequences.
- Challenge you to reframe problems
Designing Interactions / Experiences: Reflection in ActionItamar Medeiros
This is the explanation of the Reflection-in-Action component of the completion criteria of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Troubleshooting Yer Busted-Ass Design ProcessDan Willis
This talk presents five specific, actionable tactics to shore up design processes ravaged by the vagaries of your organization. You will gain the tools necessary for managing problematic stakeholders; analyzing your organization’s design tolerance; and defining problems in ways that design can successfully address.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
This presentation talks about the definition of what design is. It also touches on the basics of design thinking. It showcases different types of design and concludes with how you can become and designer and what you would need to study design.
New Media for the Third Sector/ Case: Naisten Linja/ Class 2Mariana Salgado
This is the second presentation for the one week workshop on the topic New Media for the Third Sector. The case study was the women association: Naisten Linja (women's line). February, 2015.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Welcome to Design For Non Majors. In this course, you'll learn what design is and the major concepts involved in the domain. This is the first presentation of the course. It helps define what we'll be talking about for the semester.
Building Design Knowledge: Creating and Disseminating Design Precedentcolin gray
An invited lecture at Iowa State University on October 9, 2014. This talk focused on the role of design precedent and knowledge-building within the instructional design community, with specific guidance on preparing design cases for publication in the International Journal of Designs for Learning.
Design Thinking For Educational Technology Stefanie Panke
Design thinking is a problem solving method geared to overcome wicked problems, that have no right or wrong solution and resist traditional scientific and engineering approaches. During the design thinking process, the facilitator encourages participants to see constraints as inspiration. The results are typically not directed toward a technological “quick fix” but toward new integration of signs, things, actions, and environments. Developing university websites and stewarding educational technology projects is one such challenge that can benefit greatly from applying design thinking principles and processes.
Troubleshooting Yer Busted-Ass Design ProcessDan Willis
This talk presents five specific, actionable tactics to shore up design processes ravaged by the vagaries of your organization. You will gain the tools necessary for managing problematic stakeholders; analyzing your organization’s design tolerance; and defining problems in ways that design can successfully address.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
This presentation talks about the definition of what design is. It also touches on the basics of design thinking. It showcases different types of design and concludes with how you can become and designer and what you would need to study design.
New Media for the Third Sector/ Case: Naisten Linja/ Class 2Mariana Salgado
This is the second presentation for the one week workshop on the topic New Media for the Third Sector. The case study was the women association: Naisten Linja (women's line). February, 2015.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Welcome to Design For Non Majors. In this course, you'll learn what design is and the major concepts involved in the domain. This is the first presentation of the course. It helps define what we'll be talking about for the semester.
Building Design Knowledge: Creating and Disseminating Design Precedentcolin gray
An invited lecture at Iowa State University on October 9, 2014. This talk focused on the role of design precedent and knowledge-building within the instructional design community, with specific guidance on preparing design cases for publication in the International Journal of Designs for Learning.
Design Thinking For Educational Technology Stefanie Panke
Design thinking is a problem solving method geared to overcome wicked problems, that have no right or wrong solution and resist traditional scientific and engineering approaches. During the design thinking process, the facilitator encourages participants to see constraints as inspiration. The results are typically not directed toward a technological “quick fix” but toward new integration of signs, things, actions, and environments. Developing university websites and stewarding educational technology projects is one such challenge that can benefit greatly from applying design thinking principles and processes.
With analytics, it is easy to understand what happens on your website. But we cannot understand WHY it happens like that. Read the Infographic: Go beyond analytics. See how we can understand the WHY behind analytics
Le prospettive della generazione distribuitaAndrea Vitali
Durante il progetti è stata effettuata un'analisi del panorama tecnologico nell'ambito della Generazione Distribuita (GD).
Partendo da un'indagine della situazione italiana attuale, si è innanzitutto effettuato un focus sulle principali fonti energetiche protagoniste della diffusione della GD e sui relativi vantaggi e svantaggi.
Si è quindi affrontato l'importante tema dei sistemi di accumulo, effettuando una rassegna delle tecnologie più all'avanguardia ad oggi disponibili e dei possibili sviluppi futuri.
La gestione della GD è essenziale per garantire la stabilità della rete elettrica, per questo motivo si è anche toccato l'argomento delle Smart Grids e della loro diffusione a livello europeo.
Sono state infine analizzate le prospettive future di crescita in tale settore a livello normativo e tecnologico.
This UX Review of RedCanoeCU.com shows the good, the OK, and the ugly of the website's user experience from the perspective of two personas, Ashley and John. The purpose of the UX Review is to show what could be improved to get more signups for memberships, loans, and other services for Red Canoe Credit Union.
UX Review of PFCU.org by BloomCU showing the good, the OK, and the ugly of the website's user experience from the perspective of two personas, Ashley and John. The purpose of the UX Review is to show what could be improved to get more signups for memberships, loans, and other services for Pasadena Federal Credit Union.
User Experience Design (UX) is a hot term in software these days, but as a relatively new and evolving field there has been confusion as to what this discipline entails and how it relates to other design practices. In this talk, Dorothy will provide an overview of current user experience design and research best practices, touch on how these methods have evolved in recent years, and discuss what many practitioners believe to be core philosophies behind "User Experience Design" as an approach to software design. In addition, Dorothy will walk through a software product lifecycle using case study examples to illustrate how common UX methods can be leveraged to improve a product. The presentation will be followed by an open discussion about where User Experience Design methods parallel or counter other human factors and ergonomics practices.
Takeaways - Participants will walk away with a clear understanding of User Experience Design as a practice, an overview of current methods, and insight into how these practices might relate to broader human factors and ergonomics approaches.
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Architecting Social Experiences - UXCampDC 2011Steven Fisher
This presentation was given at UXCampDC 2011 and discussed the impact of social elements on applications. It poses questions and best practices on incorporating social user experiences.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
What Is Learning Experience Design (And Does Adopting It Require You to Leave...Saul Carliner
Over the past few years, the term “learning experience design” has crept into the
instructional design lexicon. But what is it really? This session provides an overview.
Specifically, taking a design- sprint approach, this session engages participants in performing some the essential practices of learning experience design, including the development of use cases and personas, learning journeys, and prototyping; explains the benefits of these practices; explores the benefits of learning experience design to the overall effectiveness of instructional programs; and suggests how these practices integrate into the I4PL Competencies and existing instructional design processes
Information Architecture & Way-finding (User Interaction Design at Raffles D...Itamar Medeiros
Students will understand the principles of creating a sensible, comprehensible, memorable, and convenient organization of the content and the tasks to be performed on their interactive product.
Information Architecture & Content Organization (User Interaction Design at...Itamar Medeiros
This is part II of principles of
creating a sensible, comprehensible,
memorable and convenient organization of the content and the tasks to be performed on their interactive product.
Students will learn to think of interfaces as information systems and to use gestalt theory to organize such systems in ways to maximize the user experience.
We need to create a shared understanding of what problems we are trying to solve, what strategic choices we are trying to make, and what questions we are trying to answer before we can choose what tools, frameworks, and methods are more practical to facilitate the discussions required to answer these questions.
Is your team on the same page when it comes to design strategy? Is there a greater alignment with what your design team wants to achieve with the business it represents? In this presentation “Helping teams paddle in the same direction through Design Strategy”, I talked about some key questions you should ask your team to help you challenge the notion of being aligned on a proper design direction.
A clear and meaningful vision of the future to which a business is aspiring will help guides actions and decisions. In this chat on Clubhouse, Jonathan Sun and I talked about The Importance of Vision for Product Design, and discussed how to facilitate discussions around creating experience Vision.
Myself and Luis Medeiros moderated a discussion on Clubhouse around the topic of Problem Framing and Reframing, with useful tips on how to write better problem statements, how to ensure you’re solving the right problems, and raise the awareness of decision biases.
"Look, Listen, and Maybe Speak" at UX Poland 2015Itamar Medeiros
Have you ever asked someone their opinion about two options and their answer was “yes”? Or have you ever told someone to NOT do something and that was exactly what they did? Or have you ever heard from someone “you just don't get it, do you? If you don't know why I'm mad at you, I'm not going to be the one to tell you?” Then you should probably be listening more than speaking!
In this talk we will see examples of how empathy and awareness about cultural differences can help us communicate better at work and with friends and family. You will also see how important is to pay attention to the signs of non-verbal communication to improve your observation skills and help you learn from others (e.g.: customer interviews, usability testing, contextual inquiries, etc…).
And finally, you will learn to get better at learning from your own experience through the Reflection-in-Action framework.
In this presentation, you will learn how to use The Six Thinking Hats to help facilitate Feedback sessions, Brainstorming Meetings, and/or other creative activities
Creative Drive In Workshop: "Crossing Borders with Information DesignItamar Medeiros
This is the presentation I've recently done at the Creative Drive In event in Heerlem, The Netherlands. In this presentation we discuss:
- What is information Design?
- Information Design “Bloopers”
- Structure, Context and Presentation of Data and Information
- Crossing Borders: Information Design and other Communication Disciplines
"Creativity & Design in Collaborative/Distributed Environments" talk at Socia...Itamar Medeiros
In this presentation, I share some of my research during my MA Design Practice at Northumbria University when I was investigating on Creating Innovative Design Software Solutions within Collaborative/Distributed Design Environments [...]
Information Architecture and Content OrganizationItamar Medeiros
Students will understand principles of
creating sensible, comprehensible,
memorable, and convenient organization
of the content and the tasks to be
performed on their interactive product
Students will understand principles of
creating sensible, comprehensible,
memorable, and convenient organization
of the content and the tasks to be
performed on their interactive product.
Students will learn about the importance of
developing a clear understanding of the
characteristics of an interaction design
product:
-Understand their users;
-The tasks users perform;
-The user requirement document.
Interaction Design and Development TechnologiesItamar Medeiros
A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
2. { Designing Interactions: The Design of Experiences }
Youareat: Introduction » Welcome
Designing Interactions:
Welcome!
My name is Itamar Medeiros
http://www.designative.info/
http://www.linkedin.com/in/designative/
medeiros.itamar@gmail.com
@designative
3. { Designing Interactions: The Design of Experiences }
Youareat: Introduction » Learning Objectives and Outline
Designing Interactions:
The Design of Experiences
Learning Outcomes
§ You will learn about the different design
artifacts typically produced during the
ideation stage
Class Outline
§ Bridge the Research and Design
§ The Language of Interactive Experiences
§ Conceptual Design Documents, Wireframes,
and Paper Prototypes
§ High Fidelity Mockups, Design Specifications
4. Introduction:
Collect / Create / Relate / Donate
Collect
Learn from previous
experiences
!
Relate
Consult with peers
and mentors
"
#
$
Create
Explore, compose,
and evaluate
possible solutions
Donate
Disseminating
results
Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for
Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March 2000),
114-138.
{ Designing Interactions: The Design of Experiences }
Youareat: Introduction » Collect / Create / Relate / Donate
5. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline
Design Thinking (1/3 of the course)
§ Week 01: Design “vs” Design Thinking
§ Week 02: Discovery “Mode”
§ Week 03: Interpretation “Mode”
§ Week 04: Reflection in Action
Course Outline
6. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline
Information Design (1/3 of the course)
§ Week 05: Visualizing Data / Processes
§ Week 06: Diagrams (Affinity / Swimlane /
System Boundaries) and Models (Mental /
Work / Artifact)
§ Week 07: Story Telling (Storyboarding /
Customer Journey Maps / Personas &
Scenarios)
§ Week 08: Reflection in Action
Course Outline
7. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline
User Experience Design (1/3 of the course)
§ Week 09: Turning Insights into Action
§ Week 10: Concept Design, Wireframing,
Prototyping
§ Week 11: User Validation
§ Week 12: Reflection in Action
Course Outline
8. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Course Outline
Bridge the Research and Design
After all the time we’ve spent gathering user
insights, framing and prioritizing design
opportunities, now is time to address the
design challenge with design solutions
9. The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again.
IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved
September 1st , 2011 from http://www.designthinkingforeducators.com/
10. IDEO (2011), Design Thinking Process in Design Thinking Toolkit for Educators, retrieved
September 1st , 2011 from http://www.designthinkingforeducators.com/
14. { Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience » Definitions
"User experience" encompasses all aspects of
the end-user's interaction with the company,
its services, and its products.
User Experience:
Definitions
Norman, D., Nielsen, J., (2014), The Definition of User Experience, retrieved January 9, 2014
from http://www.nngroup.com/articles/definition-user-experience/
15. We’re seeing the rise of the “experiential
industry”, in which people in the “future”,
would be willing to allocate high percentages
of their salaries to live amazing experiences.
User Experience:
Definitions
Pine, J.B, Gilmore, J.H, (1999),
The Experience Economy: Work Is Theater & Every Business a Stage, Harvard Business
School Press, Boston, 1999.
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience » Definitions
16.
17. TheHuffingtonPost.com, (2014), The World’s Most Expensive Restaurant
is Where?, retrieved June 12th 2014 from
http://www.huffingtonpost.com/2014/04/24/most-expensive-
restaurant_n_5207199.html
18. TheHuffingtonPost.com, (2014), The World’s Most Expensive Restaurant
is Where?, retrieved June 12th 2014 from
http://www.huffingtonpost.com/2014/04/24/most-expensive-
restaurant_n_5207199.html
19. It is user experience that forms the customer’s
impression of the company’s offerings, it is
user experience that differentiates the
company from its competitors, and it is user
experience that determines whether your
customer will ever come back
User Experience:
Definitions
Garrett, J.J, (2010), The Elements of User Experience: User-Centered Design for
the Web, New Riders; 2 edition (December 26, 2010)
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience » Definitions
20. The sensation of interaction with a product,
service, or event, through all of our senses,
over time, and on both physical and cognitive
levels.
Experience:
Definitions
Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,
http://www.nathan.com/thoughts/unified/19.html
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Definitions
21. Since our objective is to create interactive
experiences, let’s try to understand the
difference between passive experiences -- like
watching television or reading a book -- and
interactive experiences.
Language of Experiences
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Definitions
22. Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,
http://www.nathan.com/thoughts/unified/19.html
23. Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,
http://www.nathan.com/thoughts/unified/19.html
24. Passive
Interactive
Feedback
Control
Sophisticated Navigation, High Audience Control
Creativity
Creation Tools, Creation Help
Productivity
Productivity Tools, Living Information
Communications
Adaptivity
Artificial Intelligence, Agents, etc…
Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,
http://www.nathan.com/thoughts/unified/19.html
25. Shedroff, N., 1994, “Unified Field of Theory of Design”, retrieved on July 30th, 2011,
http://www.nathan.com/thoughts/unified/19.html
26. Experience:
Control & Feedback
Aspects of interactivity defined by how much
control users have over the outcome or the
rate, sequence, or type of action, and how
much feedback exists in the interface.
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Control & Feedback
28. Blizzard Entertainment, (2007), World of Warcraft: The Burning
Crusade. [DISC] PC / MAC. Irvine, Calif: Blizzard Entertainment..
29. Experience:
Productivity & Creativity
Type of interaction that allows the user to
make, do, or share something themselves:
users must participate by creating or
manipulating instead of merely watching and
consuming.
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Productivity & Creativity
34. Experience:
Communicative
Type of interaction that allow users to meet,
talk, share their personal stories and opinions
with other users of the system/product.
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Communicative
35. Brian Solis and JESS3., (2010), Conversation Prism,
retrieved August 1st, 2011, http://www.theconversationprism.com/
40. Experience:
Adaptive
Type of interaction based on technologies that
changes the experience based on the behavior
of the user. These can include agents,
modifying behaviors, and artificial intelligence.
{ Designing Interactions: The Design of Experiences }
Youareat: Collect » Experience » Communicative
41. Activision, Inc., (2010), Call of Duty: Black Ops. [DISC] Xbox 360. Santa
Monica, Calif: Activision, Inc.
44. { Designing Interactions: The Design of Experiences }
Youareat: Collect » User Experience Design » Definitions
Experience design is the practice of designing
products, processes, services, events, and
environments with a focus placed on the
quality of the user experience and culturally
relevant solutions
User Experience Design:
Definitions
Aarts, Emile H. L.; Stefano Marzano (2003).
The New Everyday: Views on Ambient Intelligence. 010 Publishers. p. 46
45. Visua.ly (2013), Disciplines of User Experience Design,
retrieved May 16th, 2013 from
http://visual.ly/disciplines-user-experience-design
46. Psomas, S., (2007), The Five Competencies of User Experience Design in UX
Matters, retrieved May 16th, 2013 from
http://www.uxmatters.com/mt/archives/2007/11/the-five-competencies-of-
user-experience-design.php
47. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » Walking towards Clarity
Since User Experience Design is such a
interdisciplinary and collaborative discipline,
the artifacts produced by experience designers
are vital for the discussions that happen along
the way through the product development
process.
User Experience Design:
Walking towards Clarity
48. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » Walking towards Clarity
When design teams and other functional
groups have to collaborate with Product
Management to turn Marketing Requirements
into Product Requirement Documents, it’s only
natural that Product definition occurs at the
beginning of the project.
User Experience Design:
Walking towards Clarity
Medeiros, I. (2007), Political & Economical Issues in Distinction Award in the MA Design Practice,
retrieved on January 9th, 2014 from
http://designative.info/works/honors-awards/distinction-award-ma-design-practice/#Political
49. Medeiros, I. (2007), Political & Economical Issues in Distinction Award in the MA Design Practice,
retrieved on January 9th, 2014 from
http://www.designative.info/portfolio/honors-awards/distinction-award-ma-design-practice/
50. Paulson, B. (1976), Designing to Reduce Construction Costs in Journal of the Construction
Division, ASCE. Proceedings of the American Society of Civil engineers, Vol. 102, Dec: 587-594
51. Beck, K., (2004). Boehm’s Curve in Extreme Programming Explained: Embrace Change. Boston:
Addison-Wesley; 2nd edition (November 26, 2004)
52. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » The Artifacts
Here are some examples of design artifacts
resulted throughout different phases of the
product development process
User Experience Design:
The Artifacts
53. { Designing Interactions: The Design of Experiences }
Youareat: Collect » Use Experience Design » The Artifacts
One should – of course – consider how
appropriate each artifact is based on a few
variables:
§ What information needs to be conveyed?
§ Who is the audience?
§ What phase of the product development?
User Experience Design:
The Artifacts
54. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Conceptual Design Documents
Conceptual design is a type of art which gives
precedence to hypothetical function, it is the
creation and exploration of new ideas.
The Artifacts:
Conceptual Design Documents
Wikipedia, (2014), Conceptual Design, retrieved January 23, 2014 from
http://en.wikipedia.org/wiki/Conceptual_design
55. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
56. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
57. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
58. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
59. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
60. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
61. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
62. Medeiros, I., (2014), In-App Purchase Conceptual Design, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/app-purchase-concept-design/
63. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Conceptual Design Documents
Conceptual design can be also of a more
abstract nature (and less detailed), specially if
you’re trying to cast a vision, or to validate an
idea in its early stages.
The Artifacts:
Conceptual Design Documents
64. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
65. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
66. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
67. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
68. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
69. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
70. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
71. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
72. Chiu, D., Hilhorst, D., (2006), RentAThing, retrieved January 23, 2014 from
http://www.rentathing.org/
73. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Wireframes
Wireframes are diagrams based on the idea
that you can describe the interactions of
screen-based products by removing any
aspects of the design incidental to the
behavior
The Artifacts:
Wireframes
Brown, D., (2010),
Communicating Design: Developing Web Site Documentation for Design and Planning, New
Riders; 2 edition (September 25, 2010)
74. Brown, D., (2010), Wireframe Samples - IPhone App for Zoo Visitors in Communicating Design, retrieved January 23, 2014
from http://communicatingdesign.com/2010/08/10/wireframes-samples-iphone-app-for-zoo-visitors/
75. A Produle Systems Pvt. Ltd. (2008-2014), Print Dialog in Samples created with Mockflow, retrieved January 23, 2014 from
http://app.mockflow.com/view/E7BDE62D74C39BD59DCD75112B5F9126
76. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Prototypes
Prototyping is a great way to communicate
the intent of a design both clearly and
effectively. Prototypes help you to flesh out
design ideas, test assumptions, and gather
real-time feedback from users.
The Artifacts:
Prototypes
Warfel, T. Z., (2009), Prototyping: A Practitioner's Guide, Rosenfeld Media; 1st edition
77. Medeiros, I., (2014), Adding Basemaps from Consumer Map Services, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/adding-basemaps-consumer-map-services/
78. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Prototypes
A prototype […] captures the intend of a
design and simulates multiple states of that
design. Wireframes and storyboards are static
representations of a design that or their own
merit do not simulate multiple states of a
design, It’s the simulation and multiple states
part that creates the distinction.
The Artifacts:
Prototypes
Warfel, T. Z., (2009), Prototyping: A Practitioner's Guide, Rosenfeld Media; 1st edition
79. Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved
January 9, 2014 from
http://designative.info/portfolio/user-experience/project-
collaboration-tracking-app/
80. Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved
January 9, 2014 from
http://designative.info/portfolio/user-experience/project-
collaboration-tracking-app/
81. Medeiros, I., (2014), Project Collaboration & Tracking App, retrieved
January 9, 2014 from
http://designative.info/portfolio/user-experience/project-
collaboration-tracking-app/
82. ProtoIO Inc, (2014), Wack-A-Monster, retrieved June 12th, 2014 from
https://showcase.proto.io/share/?id=ea5c5bec-9589-465f-86bd-937b6d982d26&v=1
83. Warfel, T. Z., (2009), Sketching & Prototyping: Rapid Design Techniques, retrieved January 24, 2014 from
https://vimeo.com/5381949
84. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Paper Prototypes
High Fidelity Mockups are more useful for
refining the details of the design and are
thus more effective in the later stages[…] They
allow you to explore page layout and
arrangement as well as more thorough
investigations of color and palette choices.
The Artifacts:
High Fidelity Mockups
Brink, T., Gergle, D., Wood, S., (2001), Usability for the Web: Designing Web Sites that Work,
Morgan
Kaufmann;
1
edi1on
(October
29,
2001)
85. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Paper Prototypes
Moving into high fidelity visual-design assets,
you receive much more tactical feedback. Test
participants will be able to respond to
branding, aesthetics and visual hierarchy, as
well as aspects of figure/ground relationship,
grouping of elements, and the clarity of your
calls-to-action.
The Artifacts:
High Fidelity Mockups
Goethelf, J., Seiden, J., (2013),
Lean UX: Applying Lean Principles to Improve User Experience, O'Reilly Media (March 8,
2013)
86. Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
87. Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
88. Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
89. Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
90. Medeiros, I., (2014), Cruising & Navigation App for iOS,
retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/
cruising-navigation-app-ios/
91. { Designing Interactions: The Design of Experiences }
Youareat: Collect » The Artifacts » Paper Prototypes
A design specification provides explicit
information about the requirements for a
product and how the product is to be put
together. It also tells specific examples of how
the design of the project should be executed,
helping others work properly.
The Artifacts:
Design Specifications
Wikipedia (2013), Design Specification, retrieved January 24, 2014 from
http://en.wikipedia.org/wiki/Design_specification
92. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
93. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
94. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
95. Medeiros, I., (2014), Workflow for AutoCAD Map3D, retrieved January 9, 2014 from
http://www.designative.info/portfolio/user-experience/workflow-autocad-map3d/
96. Based on the level of clarity you have on the
personas and scenarios derived from the user
research, what kind of artifacts should be
produced?
User Experience Design:
The Artifacts
{ Designing Interactions: The Design of Experiences }
Youareat: Relate » User Experience Design » The Artifacts
97. Choose 1 (one) design artifact you think is
more appropriate for the current phase of the
product development process your are in
{ Designing Interactions: The Design of Experiences }
Youareat: Create » The Artifacts » Exercise
The Artifacts:
Exercise
98. Go to our KISD Space for this course and share
the artifacts you created.
Itamar Medeiros
http://designative.info/
http://twitter.com/designative
itamar.medeiros@designative.info
{ Designing Interactions: The Design of Experiences }
Youareat: Donate » Disseminating Results
Donate:
Disseminating Results