Wolfgang Bremer is delivering his talk "Everybody is a Designer. Deal with it." during the UXSEA Summit 2019 on November 20, 2019 in Singapore.
Wolfgang likes building products and simplifying people’s lives.
He is an award-winning design veteran with 20+ years of experience and a rare combination of design & product knowledge. He speaks about design, leadership, team development and more. You can invite Wolfgang to speak; more info at: bremer.co/speaking
As a design leader in multiple Fortune 500 companies and billion dollar startups Wolfgang has managed global design teams and worked in hands-on manner on countless B2C & B2B projects for mobile & desktop, including mapping services, music apps, social networks, marketing & enterprise software and more on client & agency side.
Equipped with an entrepreneurial mindset, creative problem solving skills, and an excellent eye for detail, he drives product design & development and creates outstanding consumer & business products. He feels comfortable working in both international corporate and startup environments.
He is also co-founder of Founder2be.com, the largest truly global online service for finding co-founders.
Follow Wolfgang at twitter.com/WolfgangBremer
While you can design a good user experience by playing it safe, creating a great design often requires the courage to take intelligent risks. In this Keynote for Design Camp Boston 2010, Everett McKay explores courageous design and how courage affects making decisions through consensus and the use of data, asking questions in UI, simplicity, software personality, and, most importantly, team culture. As Everett says, “You can measure the greatness of a user experience by the courage required to design it.”
The Emperor's New Lean UX: Why I'm not using lean UX, and perhaps why you sho...Everett McKay
Lean UX is all the rage for 2015, as many teams are starting to adapt it. The goal is to make evidence-based design decisions to learn from our customers, and minimize waste in doing so. But one thing we need more evidence on: if using lean UX actually works! In practice, lean UX is often a rationalization for poorly designed MVPs that fail to deliver the promised benefits.
For the first half of this talk, Everett will present the fundamental concepts and techniques of lean UX, and make a case why they may not deliver their promised results. The second half will be a group discussion about your own experience with lean techniques, and whether or not you agree with Everett's concerns.
Growing Developer Community One Pull Request At a TimeAlex Bulankou
Strong foundation and core principles, environment that promotes checks and balances, and human interactions with empathy, acknowledgement and inclusion.
9/24/2015 Webinar: Designing Mobile Learning Apps for EducationTryMyUI
Guest Speaker: Robert J. Thompson of Youngstown State University
This webinar introduces and explores the design and construction process of making mobile apps for education. Robert J. Thompson created his own iOS mobile phone and tablet apps for his interactive design classes at Youngstown State University to have a more direct method of communicating with his students. The process of app development, from original concept to final publication on the App Store, underwent significant research, iterations, failures, compromises, lessons, and ultimately successes. Hear RJ's take on best practices for creating your own mobile learning app and how he integrates it in classroom learning.
More information: http://trymyui.com/webinar/designing-ed-apps
While you can design a good user experience by playing it safe, creating a great design often requires the courage to take intelligent risks. In this Keynote for Design Camp Boston 2010, Everett McKay explores courageous design and how courage affects making decisions through consensus and the use of data, asking questions in UI, simplicity, software personality, and, most importantly, team culture. As Everett says, “You can measure the greatness of a user experience by the courage required to design it.”
The Emperor's New Lean UX: Why I'm not using lean UX, and perhaps why you sho...Everett McKay
Lean UX is all the rage for 2015, as many teams are starting to adapt it. The goal is to make evidence-based design decisions to learn from our customers, and minimize waste in doing so. But one thing we need more evidence on: if using lean UX actually works! In practice, lean UX is often a rationalization for poorly designed MVPs that fail to deliver the promised benefits.
For the first half of this talk, Everett will present the fundamental concepts and techniques of lean UX, and make a case why they may not deliver their promised results. The second half will be a group discussion about your own experience with lean techniques, and whether or not you agree with Everett's concerns.
Growing Developer Community One Pull Request At a TimeAlex Bulankou
Strong foundation and core principles, environment that promotes checks and balances, and human interactions with empathy, acknowledgement and inclusion.
9/24/2015 Webinar: Designing Mobile Learning Apps for EducationTryMyUI
Guest Speaker: Robert J. Thompson of Youngstown State University
This webinar introduces and explores the design and construction process of making mobile apps for education. Robert J. Thompson created his own iOS mobile phone and tablet apps for his interactive design classes at Youngstown State University to have a more direct method of communicating with his students. The process of app development, from original concept to final publication on the App Store, underwent significant research, iterations, failures, compromises, lessons, and ultimately successes. Hear RJ's take on best practices for creating your own mobile learning app and how he integrates it in classroom learning.
More information: http://trymyui.com/webinar/designing-ed-apps
Prototyping is essential to designing memorable mobile user experiences, but can often be overlooked at the beginning of building a product. Learn the types of prototypes, tools, and best practices for mobile product design (including overview of mobile flow and UI best practices, patterns, and frameworks).
Usability Tips And Tricks For Beginners Experience Dynamics Web SeminarExperience Dynamics
Usability is commonly thought of as the art and science of making things easy to use.
What is behind the science of usability? How do we know when something is easy, easy to learn and satisfying?
Why is usability so important for any product, website, software or web application (including Rich Internet Applications)?
Rapid video prototyping for connected productsMartin Charlier
Slides from a workshop on using video as a rapid prototyping tool for connected products run by Tom Metcalfe and Martin Charlier at Interaction16 conference in Helsinki.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
New approaches for designing in the responsive age. These slides are from a presentation I did at the NYC Responsive Web Design Meetup on 14 June.
It includes a responsive case study from my work at R/GA and a look at new techniques responsive designers are using around the world to improve their workflow.
Huge thanks to @brad_frost, @laurenbugeja and Michael Barrish.
You're a pig, but they call you chicken: How to co-opt the Agile methodology ...Jonathan Abbett
Our frustrations as designers about Agile have tended to reinforce our position as outsiders. In reality, we're unusually well-suited to lead Agile software teams, because we're trained to address Agile's biggest blind spot: How do you create a VIABLE PRODUCT on a SCHEDULE and on a BUDGET?
Presented at UX Boston Conference #2 on November 17, 2014
http://www.meetup.com/uxboston/events/192315552/
How do we bake user experience into the Agile process? We'll focus on three areas:
1. OWN THE PRODUCT BACKLOG
2. REDEFINE THE DEFINITION OF DONE
3. GET SKIN IN THE GAME
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
My slides from GOTO Berlin. The talk was about my experiences of designing the right product, some of my influences and how I've used a Lean UX approach. The talk was about reducing the feedback loop and aiming to make sure that the product you are designing is what your customers want or need.
ED (Emotional Design) Score is a method to help communicating feedback and discussing improvement better with clear actionable items. It's not just about UX & Design, but also about business, technology, and brand.
Coaching and Celebrating Accessibility ChampionsTed Drake
Accessibility is
extremely
impor
t
ant
when it comes to developing applications. It is the
right of every customer to get the same experience when they interact with a product and
disability is something t
hat should never come in the way.
Engineers are the folks
responsible for making this hap
pen and hence it is extremely important for them to
be
motivated and passionate around this technology. Let us learn how Intuit does this.
These slides are from a talk given by Su-Laine Yeo Brodsky at Agile Vancouver in September 2015.
User experience design methods can dramatically improve a product, but it is not immediately obvious how to make them fit into Agile projects. Successfully integrating UX designers into Agile software development can require adaptations across the team in both process and culture.
In this session, we’ll explore four critical challenges in incorporating UX design into Agile: 1) scheduling user-centered design work, 2) making time for iteration and user feedback in the design process, 3) managing and communicating change, and 4) ensuring consistency and cohesion across product features.
Make it easy-to-use is Rule #3 of the Six Rules for Creating Products People Love. This brief provides an excellent introduction to the design concepts you need to make easy-to-use products.
Prototyping is essential to designing memorable mobile user experiences, but can often be overlooked at the beginning of building a product. Learn the types of prototypes, tools, and best practices for mobile product design (including overview of mobile flow and UI best practices, patterns, and frameworks).
Usability Tips And Tricks For Beginners Experience Dynamics Web SeminarExperience Dynamics
Usability is commonly thought of as the art and science of making things easy to use.
What is behind the science of usability? How do we know when something is easy, easy to learn and satisfying?
Why is usability so important for any product, website, software or web application (including Rich Internet Applications)?
Rapid video prototyping for connected productsMartin Charlier
Slides from a workshop on using video as a rapid prototyping tool for connected products run by Tom Metcalfe and Martin Charlier at Interaction16 conference in Helsinki.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
New approaches for designing in the responsive age. These slides are from a presentation I did at the NYC Responsive Web Design Meetup on 14 June.
It includes a responsive case study from my work at R/GA and a look at new techniques responsive designers are using around the world to improve their workflow.
Huge thanks to @brad_frost, @laurenbugeja and Michael Barrish.
You're a pig, but they call you chicken: How to co-opt the Agile methodology ...Jonathan Abbett
Our frustrations as designers about Agile have tended to reinforce our position as outsiders. In reality, we're unusually well-suited to lead Agile software teams, because we're trained to address Agile's biggest blind spot: How do you create a VIABLE PRODUCT on a SCHEDULE and on a BUDGET?
Presented at UX Boston Conference #2 on November 17, 2014
http://www.meetup.com/uxboston/events/192315552/
How do we bake user experience into the Agile process? We'll focus on three areas:
1. OWN THE PRODUCT BACKLOG
2. REDEFINE THE DEFINITION OF DONE
3. GET SKIN IN THE GAME
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
My slides from GOTO Berlin. The talk was about my experiences of designing the right product, some of my influences and how I've used a Lean UX approach. The talk was about reducing the feedback loop and aiming to make sure that the product you are designing is what your customers want or need.
ED (Emotional Design) Score is a method to help communicating feedback and discussing improvement better with clear actionable items. It's not just about UX & Design, but also about business, technology, and brand.
Coaching and Celebrating Accessibility ChampionsTed Drake
Accessibility is
extremely
impor
t
ant
when it comes to developing applications. It is the
right of every customer to get the same experience when they interact with a product and
disability is something t
hat should never come in the way.
Engineers are the folks
responsible for making this hap
pen and hence it is extremely important for them to
be
motivated and passionate around this technology. Let us learn how Intuit does this.
These slides are from a talk given by Su-Laine Yeo Brodsky at Agile Vancouver in September 2015.
User experience design methods can dramatically improve a product, but it is not immediately obvious how to make them fit into Agile projects. Successfully integrating UX designers into Agile software development can require adaptations across the team in both process and culture.
In this session, we’ll explore four critical challenges in incorporating UX design into Agile: 1) scheduling user-centered design work, 2) making time for iteration and user feedback in the design process, 3) managing and communicating change, and 4) ensuring consistency and cohesion across product features.
Make it easy-to-use is Rule #3 of the Six Rules for Creating Products People Love. This brief provides an excellent introduction to the design concepts you need to make easy-to-use products.
Good Design Principles for App Developer (UAB) 2017Marçal P.
Keynote shown at Universitat Autònoma de Barcelona (UAB), on the Graduate Engineering Mobile Application Development, teaching the Good Design Principles for Mobile App Developers.
· Good Design Principles by Dieter Rams
· Good Design Principles & Apps
· UI – Human Interface Principles
· UX – User Experience Guidelines
· Reference Links
Usability engineering is a field that is concerned generally with human-computer interaction and specifically with devising human-computer interfaces that have high usability or user friendliness. It provides structured methods for achieving efficiency and elegance in interface design.
Top 10 Usability Mistakes Not to Make, Thanh Ngyuen, Senior Website Usability...Online Marketing Summit
Top 10 Usability Mistakes Not to Make
Apply the Known Truths of Usability to Drive Website Effectivenes: This is an overview session which will help define user-experience and demonstrate how the user’s perspective should be taken into account when developing all the components of your site – from navigation, to image placement and calls-to-action. She will discuss the Top 10 elements affecting users’ website experience and conversions, and provide useful information on best-practices, minimum standards, and learned conventions in website usability.
Web UI Design Patterns and best-practices guide from http://www.uxpin.com -- the best online wireframing, UX & product management suite available anywhere.
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.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
54. #1: Visibility of system status
The system should always keep users informed about what is going on,
through appropriate feedback within reasonable time.
#5: Error prevention
Even better than good error messages is a careful design which
prevents a problem from occurring in the first place. Either eliminate
error-prone conditions or check for them and present users with a
confirmation option before they commit to the action.
Source: https://www.nngroup.com/articles/ten-usability-heuristics/
55. #2: Match between system and the real world
The system should speak the users' language, with
words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-world
conventions, making information appear in a natural
and logical order.
#3: User control and freedom
Users often choose system functions by mistake and
will need a clearly marked "emergency exit" to leave
the unwanted state without having to go through an
extended dialogue. Support undo and redo.
#4: Consistency and standards
Users should not have to wonder whether different
words, situations, or actions mean the same thing.
Follow platform conventions.
#6: Recognition rather than recall
Minimize the user's memory load by making objects,
actions, and options visible. The user should not have
to remember information from one part of the dialogue
to another. Instructions for use of the system should be
visible or easily retrievable whenever appropriate.
#7: Flexibility and efficiency of use
Accelerators — unseen by the novice user — may often
speed up the interaction for the expert user such that
the system can cater to both inexperienced and
experienced users. Allow users to tailor frequent
actions.
#8: Aesthetic and minimalist design
Dialogues should not contain information which is
irrelevant or rarely needed. Every extra unit of
information in a dialogue competes with the relevant
units of information and diminishes their relative
visibility.
#9: Help users recognize, diagnose, and recover
from errors
Error messages should be expressed in plain language
(no codes), precisely indicate the problem, and
constructively suggest a solution.
#10: Help and documentation
Even though it is better if the system can be used
without documentation, it may be necessary to provide
help and documentation. Any such information should
be easy to search, focused on the user's task, list
concrete steps to be carried out, and not be too large.
Source: https://www.nngroup.com/articles/ten-usability-heuristics/
57. #6: Good design is honest
It does not make a product appear more innovative, powerful or valuable
than it really is. It does not attempt to manipulate the consumer with
promises that cannot be kept.
#10: Good design is as little design as possible
Less, but better – because it concentrates on the essential aspects, and
the products are not burdened with non-essentials. Back to purity, back to
simplicity.
Source: https://wikipedia.org/wiki/Dieter_Rams
58. #1: Good design is innovative
The possibilities for progression are not, by any means,
exhausted. Technological development is always
offering new opportunities for original designs. But
imaginative design always develops in tandem with
improving technology, and can never be an end in itself.
#2: Good design makes a product useful
A product is bought to be used. It has to satisfy not only
functional, but also psychological and aesthetic criteria.
Good design emphasizes the usefulness of a product
whilst disregarding anything that could detract from it.
#3: Good design is aesthetic
The aesthetic quality of a product is integral to its
usefulness because products are used every day and
have an effect on people and their well-being. Only well-
executed objects can be beautiful.
#4: Good design makes a product understandable
It clarifies the product’s structure. Better still, it can
make the product clearly express its function by making
use of the user's intuition. At best, it is self-explanatory.
#5: Good design is unobtrusive
Products fulfilling a purpose are like tools. They are
neither decorative objects nor works of art. Their
design should therefore be both neutral and
restrained, to leave room for the user's self-
expression.
#7: Good design is long-lasting
It avoids being fashionable and therefore never
appears antiquated. Unlike fashionable design, it lasts
many years – even in today's throwaway society.
#8: Good design is thorough down to the last detail
Nothing must be arbitrary or left to chance. Care and
accuracy in the design process show respect towards
the consumer.
#9: Good design is environmentally friendly
Design makes an important contribution to the
preservation of the environment. It conserves
resources and minimizes physical and visual pollution
throughout the lifecycle of the product.
Source: https://wikipedia.org/wiki/Dieter_Rams