This document provides information about an interaction design course, including the course team, structure, assessment, and design brief. The course focuses on mobile device interaction design and will use a studio format. Students will complete four design reviews involving concept presentations, prototypes, and a final report and evaluation. The goal of the design project is to create a mobile application that empowers rural communities.
This document provides information about a spring 2012 course on personal interaction design. It introduces the course team members and structure. The course will focus on mobile devices as the platform and interaction design through a studio format. Students will complete one design brief, have four design reviews, and assessments will be based on submissions for each review. Topics covered in the class will include design thinking, interaction design, and user experience.
The Soft Skills That Get You Paid | UX DesignLaith Wallace
The document discusses soft skills that are important for user experience (UX) designers to have in order to be successful. It states that technical skills are increasingly being outsourced, so soft skills help UX designers differentiate themselves. The key soft skills discussed are empathy, effective communication, confidence, problem-solving, collaboration, facilitation, time management, and self-awareness. Developing these soft skills, such as active listening and being flexible, can help indicate strong qualifications to employers during interviews. The document promotes learning soft skills to advance one's UX design career.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
Explore this presentation to comprehend the essential design theories, popular concepts, methodologies, and ideologies of UX Design. To explore more about UX, you can visit our UX/UI Design courses page - https://www.admecindia.co.in/ui-and-ux-courses
The document discusses the importance of soft skills for UX designers. It argues that soft skills, such as communication, flexibility, creativity and reliability, are more important than hard skills for success in complex design projects. A number of soft skills are described in detail, including pragmatism, confidence, curiosity and having a genuine interest in people. The document advises focusing on developing soft skills, as they are transferable and will remain useful even as technical skills become commoditized. It suggests highlighting soft skills in CVs and interviews.
UX focuses on designing products with the user experience in mind. It aims to create products that are satisfying, easy to use and encourage users to return. UX involves understanding users through research, designing interfaces and interactions, then testing and refining the design. The goal is to increase usability, engagement and business metrics like sales and reduce support costs. Research shows that investing in UX can yield returns of 2-100 times the initial investment through improving these factors. The UX process involves strategies like defining personas, wireframing interfaces, testing designs and analyzing results to iteratively improve the user experience.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
This document provides an introduction to user experience (UX) strategy and design. It discusses the history and evolution of UX from early command line interfaces to modern touchscreen interfaces. It outlines fundamental UX principles like designing for users' needs and making their lives easier. The document also describes common UX techniques like personas, journey mapping, prototyping, content writing, and persuasion design. It emphasizes the importance of understanding users through research and testing designs with them. Finally, it provides recommendations for resources to learn more about UX and tips for practitioners.
This document provides information about a spring 2012 course on personal interaction design. It introduces the course team members and structure. The course will focus on mobile devices as the platform and interaction design through a studio format. Students will complete one design brief, have four design reviews, and assessments will be based on submissions for each review. Topics covered in the class will include design thinking, interaction design, and user experience.
The Soft Skills That Get You Paid | UX DesignLaith Wallace
The document discusses soft skills that are important for user experience (UX) designers to have in order to be successful. It states that technical skills are increasingly being outsourced, so soft skills help UX designers differentiate themselves. The key soft skills discussed are empathy, effective communication, confidence, problem-solving, collaboration, facilitation, time management, and self-awareness. Developing these soft skills, such as active listening and being flexible, can help indicate strong qualifications to employers during interviews. The document promotes learning soft skills to advance one's UX design career.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
Explore this presentation to comprehend the essential design theories, popular concepts, methodologies, and ideologies of UX Design. To explore more about UX, you can visit our UX/UI Design courses page - https://www.admecindia.co.in/ui-and-ux-courses
The document discusses the importance of soft skills for UX designers. It argues that soft skills, such as communication, flexibility, creativity and reliability, are more important than hard skills for success in complex design projects. A number of soft skills are described in detail, including pragmatism, confidence, curiosity and having a genuine interest in people. The document advises focusing on developing soft skills, as they are transferable and will remain useful even as technical skills become commoditized. It suggests highlighting soft skills in CVs and interviews.
UX focuses on designing products with the user experience in mind. It aims to create products that are satisfying, easy to use and encourage users to return. UX involves understanding users through research, designing interfaces and interactions, then testing and refining the design. The goal is to increase usability, engagement and business metrics like sales and reduce support costs. Research shows that investing in UX can yield returns of 2-100 times the initial investment through improving these factors. The UX process involves strategies like defining personas, wireframing interfaces, testing designs and analyzing results to iteratively improve the user experience.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
This document provides an introduction to user experience (UX) strategy and design. It discusses the history and evolution of UX from early command line interfaces to modern touchscreen interfaces. It outlines fundamental UX principles like designing for users' needs and making their lives easier. The document also describes common UX techniques like personas, journey mapping, prototyping, content writing, and persuasion design. It emphasizes the importance of understanding users through research and testing designs with them. Finally, it provides recommendations for resources to learn more about UX and tips for practitioners.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
The document discusses usability and user-centered design. It begins with definitions of usability and its key components. It emphasizes understanding users by learning about their goals, workflows and needs in order to design products and services that are easy and satisfying to use. The document recommends taking a user-centered approach through research and design processes that focus on users throughout development.
The document provides an introduction to user experience (UX) design. It defines UX as digital product design that aims to solve real-world problems through identifying user needs. The document outlines common UX processes like research, information architecture, wireframing, prototyping, and testing. It emphasizes that UX design requires understanding users and iterating based on their feedback to refine a product. Finally, it notes that UX is an evolving field that combines various specialties to achieve a common goal of meeting user needs.
Whether you are an indie practitioner, agency design lead or internal designer at a large company, you have no doubt experienced difficulites selling UX activities or Experience Design as a whole to clients, partners or bosses. Beyond touting the wonderful and magical ROI UX brings to the table, there are concrete strategies you can use to get your point accross and they aren't what you think. Learn how to identify and overcome common barriers to achieving a unified approach to user centered design.
User interface and user experience ui ux design basicsRavi Bhadauria
In this video there is a complete description for what are the basics needed for UI as well as UX. To learn these from an institute, then join ADMEC Multimedia Institute.
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
User Experience Design: A Primer for MarketersJason Brush
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
This document provides an overview of concepts related to natural user experience (NUX). It discusses topics like UX vs UI, common patterns and principles for interface design, visual language considerations, and popular design systems like flat design and material design. The document also lists various tools used for tasks like wireframing, prototyping, and visual design. Key sections include definitions of UX and UI, guidelines for consistency, and discussions of design patterns and affordances.
Selling UX in Your Organization - Stir Trek 2012Carol Smith
Bring The Users: Selling UX in Your Organization was presented at Stir Trek 2012 in Columbus, Ohio by Carol Smith. You are convinced that UX work will not only save time and effort, but will also increase profits. Now you need to persuade your team to integrate UX activities into your work. This presentation will give you the facts to back up your convictions. Carol provides you with clear and compelling responses to tough questions about UX and usability methods. You’ll leave with facts about the Return on Investment (ROI) of UX, how to respond to UX skeptics, and how to turn your entire team into UX advocates.
An introduction to UX methods and artifacts for integration into an agency waterfall model. This deck focuses on some basics fundamentals and acts as a primer to encourage entrenched departments to engage with UX.
UX Design refers to the term User Experience Design, while UI Design stands for User Interface Design. Both elements are crucial to a product and work closely together. But despite their professional relationship, the roles themselves are quite different, referring to very different parts of the process and the design discipline. Where UX Design is a more analytical and technical field, UI Design is closer to what we refer to as graphic design, though the responsibilities are somewhat more complex.
The UX Unicorn Is Dead: Soft Skills Trump Coding SkillsPaul Sherman
This document discusses soft skills for user experience practitioners and argues that they are more important than technical "hard skills". It begins by describing unrealistic "unicorn" job postings that require a wide range of hard skills but neglect soft skills. Through anecdotes from practitioners, it identifies key soft skills like communication, collaboration, and empathy. It presents evidence that soft skills can be successfully taught, as seen through safety improvements in aviation. The document concludes by calling for prioritizing soft skills training in UX.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
The document discusses the importance of user-centered design when redesigning the Campus Solutions database at Embry-Riddle Aeronautical University. It emphasizes engaging users through aesthetics initially, but notes that usability becomes more important over time. User research is essential to understand student and faculty needs and mental models. A redesign of Campus Solutions could enhance the user experience by improving information architecture, visual design, and other interface aspects based on usability testing. The goal is to make the database more intuitive and optimized for completing tasks.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Building the User Experience Community at SDLPhilipp Engel
This presentation describes how we built an in-house user experience community at SDL. We started small, with the literal UX team of one, but grew and expanded the team and the discipline over the last 6 years.
In this presentation, we summarize what worked for us and share experiences and best practices. Not only to inspire other user experience teams, but any discipline in a large scale software development organization that intends to grow from a handful of disconnected experts into a strong internal community.
Workshop: Embedding UX Into Your ProcessesPaul Sherman
The document discusses embedding user experience (UX) processes within product development cycles. It notes that while UX is essential, most organizations don't know how to effectively integrate UX practices. The goals of the workshop are to discuss identifying UX champions, leveraging small wins to drive strategic UX approaches, and embedding the right UX activities in the product life cycle. It also discusses that "doing UX" occurs within a multi-layered environment that includes organizational culture, power structures, and other challenges.
This is part of the UX/UI workshop I conducted at SJCIT , Chikbalpur on 1st April 2019 .
UI/UX workshop is organized with an objective to provide students with understanding the value of user experience in product design and to have hands-on exposure to the Product Development process.
More details: http://desops.io/2019/03/31/ui-ux-workshop-for-startups-at-sjcit-chickballapur-1st-april-2019/
Information Architecture in Real Life - Part IAre Halland
The document provides an overview of information architecture (IA) and the user experience (UX) design process. It discusses why IA is important given the information explosion and increasing user demands. The core aspects that make up a good user experience are outlined. The IA process is then described including developing the strategy, scope, structure, skeleton and surface. Examples of card sorting and wireframes are also provided.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
The document discusses usability and user-centered design. It begins with definitions of usability and its key components. It emphasizes understanding users by learning about their goals, workflows and needs in order to design products and services that are easy and satisfying to use. The document recommends taking a user-centered approach through research and design processes that focus on users throughout development.
The document provides an introduction to user experience (UX) design. It defines UX as digital product design that aims to solve real-world problems through identifying user needs. The document outlines common UX processes like research, information architecture, wireframing, prototyping, and testing. It emphasizes that UX design requires understanding users and iterating based on their feedback to refine a product. Finally, it notes that UX is an evolving field that combines various specialties to achieve a common goal of meeting user needs.
Whether you are an indie practitioner, agency design lead or internal designer at a large company, you have no doubt experienced difficulites selling UX activities or Experience Design as a whole to clients, partners or bosses. Beyond touting the wonderful and magical ROI UX brings to the table, there are concrete strategies you can use to get your point accross and they aren't what you think. Learn how to identify and overcome common barriers to achieving a unified approach to user centered design.
User interface and user experience ui ux design basicsRavi Bhadauria
In this video there is a complete description for what are the basics needed for UI as well as UX. To learn these from an institute, then join ADMEC Multimedia Institute.
Good designing is also an act of communication between the user and designer and the user. Gets here all the important tips and techniques of user experience design by our expert.
User Experience Design: A Primer for MarketersJason Brush
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
This document provides an overview of concepts related to natural user experience (NUX). It discusses topics like UX vs UI, common patterns and principles for interface design, visual language considerations, and popular design systems like flat design and material design. The document also lists various tools used for tasks like wireframing, prototyping, and visual design. Key sections include definitions of UX and UI, guidelines for consistency, and discussions of design patterns and affordances.
Selling UX in Your Organization - Stir Trek 2012Carol Smith
Bring The Users: Selling UX in Your Organization was presented at Stir Trek 2012 in Columbus, Ohio by Carol Smith. You are convinced that UX work will not only save time and effort, but will also increase profits. Now you need to persuade your team to integrate UX activities into your work. This presentation will give you the facts to back up your convictions. Carol provides you with clear and compelling responses to tough questions about UX and usability methods. You’ll leave with facts about the Return on Investment (ROI) of UX, how to respond to UX skeptics, and how to turn your entire team into UX advocates.
An introduction to UX methods and artifacts for integration into an agency waterfall model. This deck focuses on some basics fundamentals and acts as a primer to encourage entrenched departments to engage with UX.
UX Design refers to the term User Experience Design, while UI Design stands for User Interface Design. Both elements are crucial to a product and work closely together. But despite their professional relationship, the roles themselves are quite different, referring to very different parts of the process and the design discipline. Where UX Design is a more analytical and technical field, UI Design is closer to what we refer to as graphic design, though the responsibilities are somewhat more complex.
The UX Unicorn Is Dead: Soft Skills Trump Coding SkillsPaul Sherman
This document discusses soft skills for user experience practitioners and argues that they are more important than technical "hard skills". It begins by describing unrealistic "unicorn" job postings that require a wide range of hard skills but neglect soft skills. Through anecdotes from practitioners, it identifies key soft skills like communication, collaboration, and empathy. It presents evidence that soft skills can be successfully taught, as seen through safety improvements in aviation. The document concludes by calling for prioritizing soft skills training in UX.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
The document discusses the importance of user-centered design when redesigning the Campus Solutions database at Embry-Riddle Aeronautical University. It emphasizes engaging users through aesthetics initially, but notes that usability becomes more important over time. User research is essential to understand student and faculty needs and mental models. A redesign of Campus Solutions could enhance the user experience by improving information architecture, visual design, and other interface aspects based on usability testing. The goal is to make the database more intuitive and optimized for completing tasks.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Building the User Experience Community at SDLPhilipp Engel
This presentation describes how we built an in-house user experience community at SDL. We started small, with the literal UX team of one, but grew and expanded the team and the discipline over the last 6 years.
In this presentation, we summarize what worked for us and share experiences and best practices. Not only to inspire other user experience teams, but any discipline in a large scale software development organization that intends to grow from a handful of disconnected experts into a strong internal community.
Workshop: Embedding UX Into Your ProcessesPaul Sherman
The document discusses embedding user experience (UX) processes within product development cycles. It notes that while UX is essential, most organizations don't know how to effectively integrate UX practices. The goals of the workshop are to discuss identifying UX champions, leveraging small wins to drive strategic UX approaches, and embedding the right UX activities in the product life cycle. It also discusses that "doing UX" occurs within a multi-layered environment that includes organizational culture, power structures, and other challenges.
This is part of the UX/UI workshop I conducted at SJCIT , Chikbalpur on 1st April 2019 .
UI/UX workshop is organized with an objective to provide students with understanding the value of user experience in product design and to have hands-on exposure to the Product Development process.
More details: http://desops.io/2019/03/31/ui-ux-workshop-for-startups-at-sjcit-chickballapur-1st-april-2019/
Information Architecture in Real Life - Part IAre Halland
The document provides an overview of information architecture (IA) and the user experience (UX) design process. It discusses why IA is important given the information explosion and increasing user demands. The core aspects that make up a good user experience are outlined. The IA process is then described including developing the strategy, scope, structure, skeleton and surface. Examples of card sorting and wireframes are also provided.
Teachers presented a tech petting zoo showcasing various educational technology tools and resources for classrooms, including apps, websites for creating posters, podcasting equipment, QR codes, gamification ideas, and augmented reality apps. A local vendor also attended to demonstrate the latest tech gadgets, and thanks were given to CompuType for participating.
Wat zijn de reacties van de Papoea's van West Papoea op de komst van het evangelie door missie en zending? Hoe is evangelie en de strijd voor vrijheid en mensenrechten verbonden? Een Papoea perspectief
As a futurist I am obligated to attempt to identify inflection points — things that fundamentally disrupt the status quo, change the competitive dynamic, call into question existing practices and require a general cognitive reboot. I predict that four disruptive technologies, mnemonically labeled the “S.M.A.C. Stack” [Social, Mobile, Analytics/Big Data, and the Cloud] will shape the next competitive cycle. These technologies need to be understood, mastered and deployed to maximum effect.
Este documento resume las universidades que ofrecen programas de ingeniería en sistemas a nivel regional, nacional e internacional en Colombia. Detalla los propósitos de los programas en la Uptc, Uniboyaca y Unisangil de formar profesionales capaces de interactuar con su entorno y aplicar conocimientos científicos e investigativos. También describe las metas y habilidades que desarrollan los programas de ingeniería en sistemas en universidades como Los Andes, Nacional, Del Valle y Tecnológico de Monterrey.
Sunil Phapale is seeking a career opportunity where he can utilize his communication, customer service, and documentation skills. He has a background in teaching and experience in import/export documentation and audit work. His educational qualifications include a bachelor's degree in arts, master's degree appearance, and diplomas in teacher education and computer science. He is looking to contribute his skills and education to help organizations grow and succeed.
TIENS Pak TIENS SOYBEAN PEPTIDE PROTEIN is an upgraded protein formula that provides 6 basic nutrients including protein, fat, carbohydrates, minerals, vitamins, and fiber. Protein plays an important role in human health and the body is comprised of over 100,000 types of proteins. High-quality protein is important as the body cannot store protein long-term and many people do not consume enough in their diets. TIENS Protein is a high-quality protein made from milk that contains all essential amino acids and has a nutritional value close to breast milk.
The document lists different types of films including action, adventure, animated, biography, cartoons, comedy, documentary, drama, horror, romance, musical, romantic comedy, science fiction, thriller, war, and western. It then provides a roleplay situation where a person wants to invite friends to see a movie they are interested in and asks their friends about other movies they like to determine which film to see together.
A Russian man owns a space suit company that started with humble beginnings but found success and fame through innovative design. He showed off his suit designs to NASA. The article discusses how design firms are pioneering space suit fashion.
I candidati sindaci Chiara Appendino e Giorgio Airaudo, disertano l'appuntamento organizzato dall'Ordine degli Architetti. Piero Fassino resta senza rivali per il faccia a faccia.
A study on existing and required facilities or amenities forAlexander Decker
This document summarizes a study on the existing and required facilities in rural Bangladesh. The study collected data through surveys of local and non-local respondents in 5 districts to understand their satisfaction levels and priority needs. It found variations in requirements between local and non-local people. The study recommends providing priority facilities to reduce migration to cities by making rural areas more comfortable to live. It analyzed reasons for migration like lack of employment, income and amenities, and looked at number/quality of existing facilities and satisfaction levels.
The document discusses reasons for using a classroom blog, including showing students daily class content online, providing notes, worksheets and pictures on the internet for students to access outside of class, and helping students who miss class. It outlines tools used for the blog, including Blogger for hosting, Scribd and Slideshare for uploading documents and presentations, and Google Documents for creating forms. It provides details on setting up and using features of these tools to create posts with embedded content. The goal is to utilize student technology skills and teach education technology.
Role of UX Design in Building Products: How I Stopped Designing and Started t...Praneet Koppula
The document discusses how UX specialists can improve their relationships with developers by facilitating research and design workshops that involve developers. It recommends UX specialists focus on building empathy with internal teams, involve teams in user research and testing, and advocate for users while letting go of design ownership so teams feel responsible. Case studies show how facilitating team involvement in research and design reduced the time to launch products. The document argues UX skills are valuable for any team.
Design Thinking Dallas by Chris BernardChris Bernard
The document discusses design thinking and its importance for meaningful innovation. It defines design thinking as focusing on what is desirable to users, going beyond usability to create desirable experiences. It emphasizes that design thinking is needed for all roles and organizations to stay competitive. It outlines how organizations can develop design thinking capabilities through people, awareness/understanding, and execution of user experience principles and processes.
1_Introduction to Interaction Design.pdfOmarShahid15
This document provides information about an IE 435/535 course on Human Centered Design for Interactive Systems taught by Dr. Winnie Chen in Fall 2022. It outlines the course instructor and their research background, course requirements and grading, schedule, and resources. Students will complete a semester-long design project, working in teams to identify user needs, develop prototypes, test designs, and iterate based on evaluations. The goal is to apply human-centered design principles to develop interactive products that support how people communicate and interact.
There are key things that will give you a much better chance at success. While these are well documented in numerous books, articles, and videos - there are still many stakeholders that don't subscribe to some basic truths, like: product decisions should be based on evidence, or having dedicated UX Designers on product teams.
Jeremy will go over his top ten questions to ask any team to see if they're heading toward launching a great product experience.
This presentation was originally given @ Refresh Dallas on 2/12/15
UI/UX Designer in the year 2020 | Developers Day Nov.19Lena Lekkou
What it's like to be a designer in the current year, what difficulties we all face and what soft skills everyone should invest in the following years so that they become future-proof in their discipline.
UX STRAT USA, Mike Hubler and Tim Klauda, "Changing the Culture of Consumer a...UX STRAT
Presentation at UX STRAT 2015 by Tim Klauda, Vice President of Global Digital Creative, Walt Disney Parks & Resorts; and Mike Hubler, User Experience Program Manager, Northrop Grumman Corporation
What makes UX so interestingly vast and a debatable topic for those who have narrow perspective on this or are just beginning to explore the realms? Examples and simple graphs showing the important aspects to consider while designing and misconceptions about UX. Methodologies in a nutshell to help understand the design process.
Feel free to share your comments to improve.
Join us for the ui/ux training institutes in Hyderabad at Edux factor and enrich your carrier.
Dream for wonderful carrier we make to achieve your dreams come true Hurry up & enroll now.
<a href="https://eduxfactor.com/ui-ux-online-training">ui/ux training institutes in Hyderabad</a>
Join us for the ui/ux training institutes in Hyderabad at Edux factor and enrich your carrier.
Dream for wonderful carrier we make to achieve your dreams come true Hurry up & enroll now.
<a href="URL">ui/ux training institutes in Hyderabad</a>
In this hands-on UI/UX Design Masters Program, you will cover comprehensive approaches to all UI/UX design development stages. You will learn the concepts of UX research, design thinking, UI prototyping and styling, information architecture, usability and testing.
In this hands-on UI/UX Design Masters Program, you will cover comprehensive approaches to all UI/UX design development stages. You will learn the concepts of UX research, design thinking, UI prototyping and styling, information architecture, usability and testing.
The document provides an overview of user experience (UX) design from Ali Rushdan Tariq, a UX designer. It discusses the history and evolution of UX design. It then outlines Tariq's 11 characteristics of good UX designers, which include trying to solve problems, caring more about experiences than visuals, understanding context, empathizing with stakeholders, trying things iteratively, adapting processes, constantly learning, being fearless, making themselves valuable, keeping up with trends without distraction, and putting human needs first. The document concludes with additional recommended resources for learning more about UX design.
The document discusses various topics related to UI/UX design including design principles, tools, methodologies, and best practices. It provides an overview of strategies like the 5S approach to design, user-centered design processes, wireframing and prototyping tools. It also discusses specific design topics such as responsive design, material design, use of icons, fonts, and color palettes. Comparisons are made between approaches like native vs. hybrid apps and adaptations vs. responsiveness. Career goals, responsibilities and qualifications for UI/UX roles are also outlined.
User Experience: An Industry (Always) in TransitionGino Zahnd
This document provides a brief history of user experience (UX) and discusses how it has evolved over time. It defines UX as how one feels about using a product, system, or service and notes that it involves factors like demographics, context, motivations, values, feelings and culture. The document also discusses what UX teams are typically comprised of today and lists 8 principles of UX design, including that design doesn't end with documents, to get code implemented as soon as possible, and to say "no" often. It emphasizes that the goal is to design and build awesome products.
This document summarizes a UX workshop presentation. It includes sections on what UX is, the difference between UI and UX, a case study on the development of the Timble app, and tools that can be used in UX design like personas, user journeys, and analytics. The presentation emphasizes the importance of testing early prototypes with users, gathering feedback in an iterative design process, and measuring product usage to continuously improve the user experience.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
User Experience Masterclass 101 with Mark SwaineMark N Swaine
This document provides an overview and summary of notes from User Experience Week in 2013. It discusses key topics around user experience design including definitions of UX, keeping up with industry speed and changes, wearables, knowing users, stakeholder considerations, rapid prototyping techniques, user research methods, psychology principles, examples of good and bad UX, onboarding best practices, and recommended books and people to follow. The document emphasizes designing for users and their needs through simplification, reducing cognitive load, minimizing mistakes, and focusing on outcomes over deliverables.
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...Filippo Andolfatto
The whole overview on the development processes listed explained before gave me a clear idea of different problems involved in this kind of modern and innovative product development and this thesis aims to summarizing them.
Similar to EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction (20)
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2. the course team
➝ Prof.Jeffrey Huang (responsible)
➝ teacher: Hendrik Knoche
➝ teaching assistant: Michal Fok
➝ guest lecturers – tba
3. course basics
➝ 6 credits
➝ 2 h lecture
➝ 4 h studio/lab
➝ 4 h home based preparation
➝ no written exam
4. the course structure
➝ 1 design brief
➝ 4 design reviews
➝ 14 interactive lectures/seminars
➝ 14 studio sessions
➝ reading assignments
➝ interactive exercises
all in English
5. assessment
the final grade is based on:
the grades of four mandatory reviews "
(submitted documentation and its presentation):
1. results and design ideas from requirements capture (i)"
through scenarios, storyboards and personas
2. design idea presentation through first (lo-fi) prototype (i)
5. interactive prototype / demonstrator (i)
6. final presentation, incl. video and UX evaluation report (i)"
and
7. optional video submission to Microsoft Imagine Cup (g)
8. individual participation in the class/studio "
(attendance is mandatory)
✱(i) = individual
✱(g) = group
6. assignment dates
➝ 22nd Mar
– 1st review (rc results + ideas)
➝ 12th April
– 2nd review (design solutions)
➝ 4th May
– Microsoft Imagine Cup "
round 1 competition deadline
➝ 10th May
– 3rd review (prototype)
➝ 31st May
– final review
documentation for each review is due on the
Monday before the review at 12:00
✱ late submissions are subject to penalty
7. how is your design evaluated?
by a panel of experts
Q:
how do you assess concepts or designs?
A:
Scott Jenson (former director of Symbian):
❝First I ll be asking what s the value of
this? , that is Will people really want
it? [… the] second is simplicity.❞ Jones & Marsden (2006)
❝…being humble as these [designs] are
evaluated and seen to fall short, and to need
refining.❞
Jones & Marsden (2006)
8. what is this course?
Personal Interaction Studio focuses on
➝ mobile devices as the platform (personal)
➝ interaction design
➝ studio as the teaching format
➝ the
idea is to generate, communicate, evaluate, iterate
and improve design ideas through synthesis by re-
defining problem and the solution
9. resources
➝ all communication and further readings, links etc.
will go through moodle
➝ please enroll with the key: persint
➝ http://moodle.epfl.ch/course/view.php?id=6881
10. syllabus
1. introduction
2. data collection
3. analysis
4. design techniques
5. mobile i/o
6. screen design
7. prototyping
8. -14. guest lectures and seminar
12. things you will learn (about)
➝ brainstorming, ice breaking
➝ interviewing
➝ qualitative analysis
➝ personas
➝ scenarios
➝ storyboarding
➝ elevator pitch
➝ lo-fi prototyping
➝ hi-fi prototyping
➝ designing, critiquing, re-designing
➝ communicating your ideas through various means – show
and tell, posters, presentation "
(if time permits – video)
13. topics addressed in this class
➝ design thinking
➝ interaction design
➝ user experience
14. design brief
Rain-fed farming provides the bulk of the world s food
supply and has tremendous potential to increase its
productivity to meet the 2015 hunger reduction target of the
Millenium Development Goal (MDG): "
eradicate extreme poverty and hunger
Innovations are needed in land, water and crop management
but the efforts required to achieve this need to focus on
increasing human and institutional capacity, build knowledge
and improve management and infrastructure. Large numbers
of people especially in rural areas are excluded from access
to relevant information either because information is not
available or inaccessible due to illiteracy. The mobile phone is
the only widely available programmable platform.
Your task is to design an application that empowers rural
people to improve their livelihoods.
18. why design?
➝ post WWII declining American manufacturing
quality disillusioned purchasers who, after being
attracted by external style, found products
unsatisfactory in use
➝ American industry got decimated from 1960s on
from imports from Japan and Germany where
greater attention to production quality and a more
holistic approach to design were the norm.
➝ key differentiator for products
➝ key skill in IT – differentiator for employees
19. why design digital products
digital products shortcomings:
➝ requirecomputer-centred thinking
➝ poor behaviour, rudeness
reasons
➝ ignorance about users
➝ conflicting interests
➝ lack of process
20. what is design?
hard to grasp – industrial design, graphic design,
software design, interface design, product design
…
in interaction design (Fallman 2003) :
➝ scientific/eng. process (conservative)
➝ art form (romantic)
➝ ad-hoc activity (pragmatic, bricoleur)
none are adequate – design is unfolding "
both problem and solution evolve through
sketching (prototyping)
21. what is interaction design (IxD)?
➝ it s about the design of behavior"
http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html
➝ designing the mechanisms for interacting with a
product (Cooper 2007)
➝ …designing interactive products to support
people in their everyday and working life
(Preece et al, 2002)
22. interaction design within a company
➝ management
➝ marketing
➝ engineering
➝ design team
How to achieve buy-in for your ideas? How do you
communicate your ideas to them? What’s the
language – same as yours?
Scott Jenson: ❝Design is about semantics and
syntax. First you need to see what people do and
want – the semantics and then you have to find a
way to make that possible – the syntax.❞
23. jobs - interaction design
responsibilities include:
• lead interaction design (entire product lifecycle), tools and deliverables,
including:
- persona development
- use cases, user task flows
- user interface concepts and interaction models
- annotated wireframes
- information architecture
- documentation of design concept in detailed UI specs
• effectively communicate interaction models and design ideas to the
team, leveraging above tools / documents
• identify appropriate user research techniques and metrics for gauging
success
• guide product direction and set UI requirements based on user
research, functional requirements, and business goals
• recommend concepts for testing and interpret consumer feedback /
results
24. design philosophy
➝ centred on human needs
➝ individualor group
➝ support goals and activities
➝ design technology to fit human needs and
characteristics
➝ involve users whenever possible
➝ mix analytical, creative and pragmatic approaches
➝ pick from range of design tools
➝ use existing best practices but not uncritically
➝ monitor design process and reflect on it
25. what is UX?
❝User experience encompasses all aspects of the end-
user's interaction with the company, its services, and its
products. The first requirement for an exemplary user
experience is to meet the exact needs of the customer,
without fuss or bother. Next comes simplicity and elegance
that produce products that are a joy to own, a joy to use.
True user experience goes far beyond giving customers
what they say they want, or providing checklist features. In
order to achieve high-quality user experience in a
company's offerings there must be a seamless merging of
the services of multiple disciplines, including engineering,
marketing, graphical and industrial design, and interface
design.❞
Nielsen, Norman Group
26. user-centred
❝User experience and interface design in the
context of creating software represents an approach
that puts the user, rather than the system, at the
center of the process. This philosophy, called user-
centered design, incorporates user concerns and
advocacy from the beginning of the design process
and dictates the needs of the user should be
foremost in any design decisions.❞
Microsoft
27. product centred
❝The user experience for Mac OS X applications
encompasses the visual appearance, interactive
behavior, and assistive capabilities of software. With
the Aqua graphical user interface, Universal Access
features, and user-assistive technologies like the
Address Book framework, Apple Help, and
VoiceOver, you can deliver the cohesive and
professional user experience that Macintosh users
have come to expect. It's easy to leverage the user
experience technologies of Mac OS X to make great
Macintosh software.❞
Apple
28. bad UX
➝ ❝Technology that does not work the way they
expect makes people feel stupid.❞
➝ ❝if you intend to drive people away from your
site, it’s hard to imagine a more effective
approach than making them feel stupid.❞
➝ JJ Garrett: Elements of User Experience
29. impact on users’ lives
➝ User: ❝… so I have all these files and documents, all over
my desktop, different versions of documents in different
folders, and documents I don’t need any more. I never get
round to tidying up. I keep emails because I might need
because of the address, or the content. But I never get
round to putting them into the address book and deleting
the mails, so they just pile up. My electronic workspace is
a mess.❞
➝ Q: How does that make you feel?
➝ User: [thinks] ❝It makes me feel that I am a bad person.❞
From Richard Boardman’s (2005) PhD thesis on
Improving Tool Support for Personal Information Management
30. user experience (UEX, UX)
industrial/graphic
design
form
behaviour content
information architecture,
interaction designer animation etc.
Cooper 2006
31. lived experience
Any account of what is often
called the user experience
must take into consideration
the ❛felt❜ experience:
emotional, intellectual, and
sensual aspects of our
interactions with technology.
❝We don't just use technology, we live with it.❞
John McCarthy, Peter Wright 2004: Technology as experience. MIT Press
32. framework for design
and interaction takes place in a
has general & specific characteristics CONTEXT
physical
incl. other
USER SYSTEM technologies
interacts with
to attain social
cultural
GOAL
temporal
33. Garret’s planes of UX
➝ strategy – what user wants to achieve
➝ scope – what functions and features are required
➝ structure – navigation – how are screens linked
and grouped
➝ skeleton – placement of buttons, tabs, blocks of
text, pictures
➝ surface – series of pages in high fidelity
34. Garret’s planes of UX
concrete
surface
❝When designers make choices
that do not align with planes above
and below, you end up with a
skeleton jumble of components that don’t fit.❞
structure
scope
Garrett’s planes
Of UXP
strategy abstract
35. levels of interaction
User’s/corporate goals GOAL
Output in the Real World LEVEL
Userʼs knowledge! Computerʼs representation! TASK!
of task domain! of task domain! LEVEL!
! ! !
! ! !
! ! DIALOGUE!
Userʼs knowledge! Computer command! LEVEL!
of language! language! !
! ! !
! ! !
! ! !
Userʼs hands,! Computer keyboard,! INPUT / OUTPUT!
eyes! display! LEVEL!
Human Structures! Computer Structures!
36. personas
➝ represent user groups
➝ system may be used by
one or several personas
➝ different characteristics
➝ different goals
➝ e.g. buyers of a new car
➝ Jean-David (playboy): "
go fast, impress women
➝ Aurelie (soccer mum): "
fit in many kids, be safe
➝ Bob (the Builder): "
haul big loads, be reliable
37. scenarios
➝ persona-based scenarios "
concise narrative description of how persona
interacts with system to achieve goals
➝ context-based scenarios "
how product can serve needs of persona, created
before any design is done
➝ to key path scenarios – refined with design
➝ to validation scenarios – based on ❛what … if❜"
focus on illustrate requirements (the what), "
top-down decomposition to functionality (the how)
39. scenarios vs. use cases
❝… scenarios are an interactive means of defining
the behaviour of a product from the standpoint of
specific users (personas). This includes not only the
functionality of the system, but the priority of
functions and the way those functions are
expressed in terms of what the user sees and how
she interacts with the system.
use cases, on the other hand, are based on
exhaustive descriptions of the functional
requirements of the system, often of a transactional
nature, focussing on low-level user actions and
accompanying system response.❞
Cooper 2006
40. eliciting UX requirements
➝ in-depth qualitative data
➝ interviews
➝ in-depth analysis such as Grounded Theory and
Discourse Analysis
➝ ethnographic methods
➝ mostly observational
➝ can be combined with surveys, interviews, qualitative
studies
41. general reading
recommended books (available at EPF-BIB)
Cooper, Reimann & Cronin (2007) "
About Face 3, Wiley
Jones & Marsden (2004) "
Mobile Interaction Design, Wiley
Scott McCloud (1993)"
Understanding Comics, Harper Perennial (on order)
Schneiderman & Plaisant (2010) "
Designing the User Interface. Addison-Wesley.
Preece, Rogers & Sharp (2002)"
Interaction Design, Wiley
42. summary
➝ focus on design approaches, methods and tools
➝ learning by doing
➝ interaction design is a relatively young and rapidly
developing field
➝ interaction designers have to address new
technologies and adapt their methods and tools
➝ collect artefacts: "
paper, pictures, audio, video
44. brainstorming
➝ group size <10 – ideally between 5-7 + facilitator
➝ find and set up comfortable space
➝ appoint recorder - up-coming ideas on shared
display, flip chart, whiteboard
➝ ice-breaking exercise – to familiarize members of
groups
➝ define problem clearly
➝ goal: generate as many ideas as possible
adapted from www.mindtools.com/brainstm.html
45. brainstorming – how to
➝ address what, how, when, where and why
➝ give people time on their own at beginning then
ask to share them
➝ encourage
➝ todevelop ideas of others further or use as new seeds
➝ enthusiastic, fun, uncritical attitude,
➝ include everyone to contribute (practical and
impractical ideas) and develop
➝ ensure no criticism or evaluation – riskless
atmosphere
46. ice breaker
➝ effective to start a training, team-building event
➝ goal:
➝ get to know each other
➝ get into the event
➝ become comfortable contributing to event
➝ establish level playing field
➝ create common sense of purpose
➝ ingredients: ice, a breaker (method), a facilitator
47. ice breaker - when to use
if participants
➝ come from different backgrounds
➝ need to bond quickly to work on common project
or goal
➝ are unfamiliar with topic at hand
➝ don t know the facilitator but should and vice
versa
48. the ice
participants have
➝ not met before
➝ different age, status or levels in an organization
➝ different backgrounds – different perceptions of
each other
choose method accordingly &
➝ don t try to uncover the whole iceberg
49. ice breaker – methods (introductory)
➝ everyoneshares name, nationality, focus of study
and one human element, e.g.:
➝ one little known fact about me
➝ true/false - three to four short statements – the group
guesses which one is false, or
➝ pair interview – interview and then introduce partner to
the group