5 principles I've generally found to be true in designing products for the web and mobile. A slight update/digest version of Creating Positive User Experiences - a talk John Zeratsky and I developed in 2010.
Integrating Accessibility: Planning Content for EveryoneEileen Webb
The document discusses accessibility considerations for web content. It notes that cognitive, hearing, vision, and motor impairments can affect web use. Guiding principles for accessibility include integrating it from the beginning, focusing on progress over perfection, and normalizing accessibility. Specific recommendations are made around including transcripts for video and audio, creating accessible PDFs from digital sources using styles semantically, and providing document summaries. The overall message is that accessibility should be a priority and integrated into all web content planning.
Introduction to Accessibility for Girls Who Code Summer Camp 2015 at IntuitTed Drake
This presentation was created for the Girls Who Code Summer Camp at Intuit in June, 2015.
It introduces the topic of accessibility, what does it mean to have a disability, and how coders can make their applications available to all users, regardless of their physical or cognitive ability.
Web 2.0 refers to websites that harness collective intelligence by being open to collaboration and sharing of content among users. Key aspects include user-generated content through features like reviews, lists, comments and recommendations. Popular examples of Web 2.0 sites include Amazon, YouTube and social media sites that allow users to interact and share information.
The document discusses trends in web design from desktop to mobile. There has been a 93% increase in mobile use and a transition from HTML4 to HTML5. Well-designed mobile sites need to have excellent accessibility, easy navigation and great visibility on various screens. References are provided for further reading on responsive design techniques and ensuring web content is optimized for different platforms and devices.
A talk members of the Forum One Communications UX team gave at UXCampDC 2013. The focus was on some pain points we hit while trying to wrap our brains around Responsive Design and the tool we've made to help sketch solutions more easily and quickly.
Turning a community into evangelism helpers - Devrelconf 2016Christian Heilmann
This document discusses how to turn a community into evangelism helpers. It recommends sharing content with the community, recording presentations to create reusable content, and avoiding PowerPoint slides that are just text. It also suggests delegating tasks to the community, introducing community members, setting guidelines for community contributions, and communicating successes within the company for support.
Online Northwest 2009 Accessibility and Online Learningthewakilibrarian
Slides from presentation on accessibility and online learning from Online Northwest 2009.
For use under Creative Commons' Attribution-Noncommercial-Share Alike 3.0 Unported License (http://creativecommons.org/licenses/by-nc-sa/3.0/)
A talk about the broken communication between the accessibility world and the developer world and a few ideas how to break down the wall between the two.
Integrating Accessibility: Planning Content for EveryoneEileen Webb
The document discusses accessibility considerations for web content. It notes that cognitive, hearing, vision, and motor impairments can affect web use. Guiding principles for accessibility include integrating it from the beginning, focusing on progress over perfection, and normalizing accessibility. Specific recommendations are made around including transcripts for video and audio, creating accessible PDFs from digital sources using styles semantically, and providing document summaries. The overall message is that accessibility should be a priority and integrated into all web content planning.
Introduction to Accessibility for Girls Who Code Summer Camp 2015 at IntuitTed Drake
This presentation was created for the Girls Who Code Summer Camp at Intuit in June, 2015.
It introduces the topic of accessibility, what does it mean to have a disability, and how coders can make their applications available to all users, regardless of their physical or cognitive ability.
Web 2.0 refers to websites that harness collective intelligence by being open to collaboration and sharing of content among users. Key aspects include user-generated content through features like reviews, lists, comments and recommendations. Popular examples of Web 2.0 sites include Amazon, YouTube and social media sites that allow users to interact and share information.
The document discusses trends in web design from desktop to mobile. There has been a 93% increase in mobile use and a transition from HTML4 to HTML5. Well-designed mobile sites need to have excellent accessibility, easy navigation and great visibility on various screens. References are provided for further reading on responsive design techniques and ensuring web content is optimized for different platforms and devices.
A talk members of the Forum One Communications UX team gave at UXCampDC 2013. The focus was on some pain points we hit while trying to wrap our brains around Responsive Design and the tool we've made to help sketch solutions more easily and quickly.
Turning a community into evangelism helpers - Devrelconf 2016Christian Heilmann
This document discusses how to turn a community into evangelism helpers. It recommends sharing content with the community, recording presentations to create reusable content, and avoiding PowerPoint slides that are just text. It also suggests delegating tasks to the community, introducing community members, setting guidelines for community contributions, and communicating successes within the company for support.
Online Northwest 2009 Accessibility and Online Learningthewakilibrarian
Slides from presentation on accessibility and online learning from Online Northwest 2009.
For use under Creative Commons' Attribution-Noncommercial-Share Alike 3.0 Unported License (http://creativecommons.org/licenses/by-nc-sa/3.0/)
A talk about the broken communication between the accessibility world and the developer world and a few ideas how to break down the wall between the two.
Christian Heilmann found last year's Accessibility 2.0 conference inspiring and developed some new accessible tools and projects as a result. However, he notes that the accessibility movement still lacks force and impact because it is not united in pushing a clear message. He argues for embracing new technologies, integrating accessibility into products by design, focusing on flagship examples that demonstrate accessibility can be attractive, and educating others with passion and openness rather than just technical knowledge.
This document summarizes information about popular K-6 social networking sites and provides guidance for creating video projects in learning. It examines the privacy policies of Neopets, Webkinz, and Moshimonsters in terms of third-party data sharing and use of cookies. It then outlines categories of educational video, including live action, digital storybooks, and animations. Steps for planning a video project are provided, such as developing a pitch, draft storyboard, script, and final storyboard. Camera work techniques like shots, angles, panning, and zooming are also described. An activity asks students to storyboard a 30-second scene and capture it using different shots and angles.
This document discusses how individuals can build their personal brand on the internet. It recommends being ubiquitous by maintaining multiple online presences, being social by actively engaging communities, being interesting through sharing content, being remarkable by doing noteworthy things, and being yourself by letting your true personality shine through. The goal is to leverage online platforms to establish a strong brand and influence like modern "micro-celebrities".
This document discusses how individuals can build their personal brand on the internet. It recommends being ubiquitous by maintaining multiple online presences, being social by actively engaging communities, being interesting through sharing content, being remarkable by doing noteworthy things, and being yourself by letting your true personality shine through. The key is to act now before opportunities start disappearing.
Rocket packs on escalators - stop messing with progressive enhancementChristian Heilmann
One of the never-ending debates of web development surrounds the concept of progressive enhancement vs. graceful degradation. With our increased complexity of technology the excuse “but we build apps” keeps thrown around to make our products dependent on many technology layers. The other side of the argument keeps accusing others of breaking the web. Fact is, progressive enhancement is your friend, and it is not that hard to apply it sensibly. In this talk Chris Heilmann of Microsoft will try to ease our confusion and un-block some loggerhead debates. We build things for people and developer convenience should never trump user experience.
Mobile is all the rage these days — and it should be. Many website owners believe creating a separate mobile website is the solution, with browser sniffing to redirect all "mobile" traffic to a separate m.example.com domain. But it turns out that most of the time this is a terrible solution. Come hear Jen Simmons talk about how there's only one web — not a mobile web separate from the desktop web. And learn how you can use HTML5 and responsive web design to create one unified website or web app for your project and Just Have It Work™ on a wide range of devices.
The document lists the top ten usability mistakes in web design:
1. Bad layouts that are confusing versus good clear layouts
2. Poor navigation versus intuitive easy to use navigation
3. Websites that perform unrequested actions versus those that don't
4. Intuitiveness - websites that are not intuitive and easy to use versus those that are
5. Poor typography versus easy to read typography
6. Splash/intro pages that slow users down versus quick loading pages
7. Overloading users with too much information versus concise focused content
8. Distracting elements versus clean focused design
The conclusion emphasizes that the design should make content easily accessible and not get in the
The document discusses optimizing user experience across devices through responsive design. It explains that responsive design allows a single website to be accessed from any device by adjusting the layout. The key aspects of responsive design are flexibility and adjustability. It emphasizes starting with content and designing for the context of use through small-screen first approaches and testing on actual devices. Frameworks like Foundation can help with responsive design, and style tiles help communicate visual designs. The goal is to provide equal access to content on any device.
No more excuses left - let's build great things - Christian Heilmann - Codemo...Codemotion
Codemotion Rome 2015 - As developers, we know things break. We also know how to fix them. What we don't do is do this efficiently. Instead we seem to have a perverse fascination telling one another and the world how broken things are. If you look, however, how cool technology is these days, what tools we have at our disposal and the latest changes in the last excuse we had: "What about IE?" it is time to stop complaining and get to work. Our job is to build things that people want to use. Not to complain about our tools. This is what people looking for excuses do. We're better than that.
The document discusses mobile first responsive design, which involves designing interfaces for mobile devices first and then adapting the design for larger screens. It notes that while mobile first responsive design combines two effective approaches, few websites actually use this technique. The document references several studies that found most sites are not optimized for mobile or do not reduce content for smaller screens. It then states that the seminar will cover five key techniques for implementing a mobile first responsive design approach.
This document discusses best practices for creating effective promotional videos. It provides tips for video storytelling, including keeping videos short at around two minutes, using a tripod for steady shots, and allowing 15-20 seconds per scene. Examples of impactful volunteer organization videos are shared. The document also offers advice on resources for video production, promoting and sharing videos on social media, and getting started on your first video project.
The document discusses user testing and its benefits for improving products, increasing sales, and boosting productivity. It outlines different types of usability tests including lab tests, guerrilla tests, undercover user tests, and parallel versions. Resources for learning more about usability testing and tools for analyzing website usage are also provided.
The document discusses lessons learned from building mobile apps, including frameworks for building native apps with HTML, CSS, and JS. It also covers strategies for non-profits to partner with celebrities and brands, noting the importance of a strong following, true involvement from celebrities, and developing a recognizable non-profit brand. The final section discusses how mobile technology can help engage patients by connecting them to share experiences and help each other manage health conditions better through social support networks.
Long distance UX relationships - How to deliver great UX when working with of...Neil Turner
How do you deliver great UX when the development team is not only in a different office, but on a different continent altogether? This lightning talk presentation outlines some invaluable advice for UX designers working with off shore development teams.
This document provides tips for creating online materials that are accessible to people with disabilities in accordance with the Americans with Disabilities Act (ADA). It discusses designing content that is perceivable, operable, understandable and robust for people with visual, hearing, cognitive and mobility impairments. Specific tips include using sufficient color contrast, descriptive alt text for images, semantic HTML5 elements, skip navigation links, closed captions for videos and testing content in screen readers. The goal is to design content that can be accessed by all users from the start rather than adding accommodations later.
Sound familiar? The Rails ecosystem has grown in leaps and bounds, like the Java ecosystem did in its’ early days. So many languages, frameworks, plugins, engines, libraries and tools. So little time to deliver your new project.
It’s tempting to hire a rock star who knows absolutely everything to get your new project off the ground. You can also hire "consultants" to help fill in the holes in your team when taking your existing product to the next level. Or maybe just hire a whole bunch of people for cheap, and they’ll get the job done... But did you ever consider the untapped wealth of the team you already have?
In this session we’ll explore ways in which the average development team can explore, learn, teach, and grow, until the sum of members of the team is as great as any Consultant or Rockstar.
The document discusses roles and careers in the TV and film industry. It describes the industry as having two main sectors - creative and non-creative roles. Creative roles include camera operators, costume designers, and script writers. Non-creative roles include casting assistants, production accountants, and health and safety officers. The document provides examples of tasks, skills, qualifications, and experience required for some common roles. It also discusses different career paths such as starting as a runner and working up, or getting relevant university degrees and internship experience.
The document discusses various roles in the TV and film industry. It categorizes roles as either "creative" or "non-creative" and provides examples of jobs in each category. Creative roles include costume designers, camera operators, and script writers. Non-creative roles include casting assistants, production accountants, and health and safety officers. Each role description outlines the typical tasks, skills, qualifications, and experience required for that position. The document also discusses different career paths and contract types that are common in the media industry.
Acceso al campus virtual catedra tecnología educativalsegu44
La Unión Europea ha propuesto un nuevo paquete de sanciones contra Rusia que incluye un embargo al petróleo ruso. El embargo se aplicaría gradualmente durante seis meses para el petróleo crudo y ocho meses para los productos refinados. Este paquete de sanciones requiere la aprobación unánime de los 27 estados miembros de la UE.
Christian Heilmann found last year's Accessibility 2.0 conference inspiring and developed some new accessible tools and projects as a result. However, he notes that the accessibility movement still lacks force and impact because it is not united in pushing a clear message. He argues for embracing new technologies, integrating accessibility into products by design, focusing on flagship examples that demonstrate accessibility can be attractive, and educating others with passion and openness rather than just technical knowledge.
This document summarizes information about popular K-6 social networking sites and provides guidance for creating video projects in learning. It examines the privacy policies of Neopets, Webkinz, and Moshimonsters in terms of third-party data sharing and use of cookies. It then outlines categories of educational video, including live action, digital storybooks, and animations. Steps for planning a video project are provided, such as developing a pitch, draft storyboard, script, and final storyboard. Camera work techniques like shots, angles, panning, and zooming are also described. An activity asks students to storyboard a 30-second scene and capture it using different shots and angles.
This document discusses how individuals can build their personal brand on the internet. It recommends being ubiquitous by maintaining multiple online presences, being social by actively engaging communities, being interesting through sharing content, being remarkable by doing noteworthy things, and being yourself by letting your true personality shine through. The goal is to leverage online platforms to establish a strong brand and influence like modern "micro-celebrities".
This document discusses how individuals can build their personal brand on the internet. It recommends being ubiquitous by maintaining multiple online presences, being social by actively engaging communities, being interesting through sharing content, being remarkable by doing noteworthy things, and being yourself by letting your true personality shine through. The key is to act now before opportunities start disappearing.
Rocket packs on escalators - stop messing with progressive enhancementChristian Heilmann
One of the never-ending debates of web development surrounds the concept of progressive enhancement vs. graceful degradation. With our increased complexity of technology the excuse “but we build apps” keeps thrown around to make our products dependent on many technology layers. The other side of the argument keeps accusing others of breaking the web. Fact is, progressive enhancement is your friend, and it is not that hard to apply it sensibly. In this talk Chris Heilmann of Microsoft will try to ease our confusion and un-block some loggerhead debates. We build things for people and developer convenience should never trump user experience.
Mobile is all the rage these days — and it should be. Many website owners believe creating a separate mobile website is the solution, with browser sniffing to redirect all "mobile" traffic to a separate m.example.com domain. But it turns out that most of the time this is a terrible solution. Come hear Jen Simmons talk about how there's only one web — not a mobile web separate from the desktop web. And learn how you can use HTML5 and responsive web design to create one unified website or web app for your project and Just Have It Work™ on a wide range of devices.
The document lists the top ten usability mistakes in web design:
1. Bad layouts that are confusing versus good clear layouts
2. Poor navigation versus intuitive easy to use navigation
3. Websites that perform unrequested actions versus those that don't
4. Intuitiveness - websites that are not intuitive and easy to use versus those that are
5. Poor typography versus easy to read typography
6. Splash/intro pages that slow users down versus quick loading pages
7. Overloading users with too much information versus concise focused content
8. Distracting elements versus clean focused design
The conclusion emphasizes that the design should make content easily accessible and not get in the
The document discusses optimizing user experience across devices through responsive design. It explains that responsive design allows a single website to be accessed from any device by adjusting the layout. The key aspects of responsive design are flexibility and adjustability. It emphasizes starting with content and designing for the context of use through small-screen first approaches and testing on actual devices. Frameworks like Foundation can help with responsive design, and style tiles help communicate visual designs. The goal is to provide equal access to content on any device.
No more excuses left - let's build great things - Christian Heilmann - Codemo...Codemotion
Codemotion Rome 2015 - As developers, we know things break. We also know how to fix them. What we don't do is do this efficiently. Instead we seem to have a perverse fascination telling one another and the world how broken things are. If you look, however, how cool technology is these days, what tools we have at our disposal and the latest changes in the last excuse we had: "What about IE?" it is time to stop complaining and get to work. Our job is to build things that people want to use. Not to complain about our tools. This is what people looking for excuses do. We're better than that.
The document discusses mobile first responsive design, which involves designing interfaces for mobile devices first and then adapting the design for larger screens. It notes that while mobile first responsive design combines two effective approaches, few websites actually use this technique. The document references several studies that found most sites are not optimized for mobile or do not reduce content for smaller screens. It then states that the seminar will cover five key techniques for implementing a mobile first responsive design approach.
This document discusses best practices for creating effective promotional videos. It provides tips for video storytelling, including keeping videos short at around two minutes, using a tripod for steady shots, and allowing 15-20 seconds per scene. Examples of impactful volunteer organization videos are shared. The document also offers advice on resources for video production, promoting and sharing videos on social media, and getting started on your first video project.
The document discusses user testing and its benefits for improving products, increasing sales, and boosting productivity. It outlines different types of usability tests including lab tests, guerrilla tests, undercover user tests, and parallel versions. Resources for learning more about usability testing and tools for analyzing website usage are also provided.
The document discusses lessons learned from building mobile apps, including frameworks for building native apps with HTML, CSS, and JS. It also covers strategies for non-profits to partner with celebrities and brands, noting the importance of a strong following, true involvement from celebrities, and developing a recognizable non-profit brand. The final section discusses how mobile technology can help engage patients by connecting them to share experiences and help each other manage health conditions better through social support networks.
Long distance UX relationships - How to deliver great UX when working with of...Neil Turner
How do you deliver great UX when the development team is not only in a different office, but on a different continent altogether? This lightning talk presentation outlines some invaluable advice for UX designers working with off shore development teams.
This document provides tips for creating online materials that are accessible to people with disabilities in accordance with the Americans with Disabilities Act (ADA). It discusses designing content that is perceivable, operable, understandable and robust for people with visual, hearing, cognitive and mobility impairments. Specific tips include using sufficient color contrast, descriptive alt text for images, semantic HTML5 elements, skip navigation links, closed captions for videos and testing content in screen readers. The goal is to design content that can be accessed by all users from the start rather than adding accommodations later.
Sound familiar? The Rails ecosystem has grown in leaps and bounds, like the Java ecosystem did in its’ early days. So many languages, frameworks, plugins, engines, libraries and tools. So little time to deliver your new project.
It’s tempting to hire a rock star who knows absolutely everything to get your new project off the ground. You can also hire "consultants" to help fill in the holes in your team when taking your existing product to the next level. Or maybe just hire a whole bunch of people for cheap, and they’ll get the job done... But did you ever consider the untapped wealth of the team you already have?
In this session we’ll explore ways in which the average development team can explore, learn, teach, and grow, until the sum of members of the team is as great as any Consultant or Rockstar.
The document discusses roles and careers in the TV and film industry. It describes the industry as having two main sectors - creative and non-creative roles. Creative roles include camera operators, costume designers, and script writers. Non-creative roles include casting assistants, production accountants, and health and safety officers. The document provides examples of tasks, skills, qualifications, and experience required for some common roles. It also discusses different career paths such as starting as a runner and working up, or getting relevant university degrees and internship experience.
The document discusses various roles in the TV and film industry. It categorizes roles as either "creative" or "non-creative" and provides examples of jobs in each category. Creative roles include costume designers, camera operators, and script writers. Non-creative roles include casting assistants, production accountants, and health and safety officers. Each role description outlines the typical tasks, skills, qualifications, and experience required for that position. The document also discusses different career paths and contract types that are common in the media industry.
Acceso al campus virtual catedra tecnología educativalsegu44
La Unión Europea ha propuesto un nuevo paquete de sanciones contra Rusia que incluye un embargo al petróleo ruso. El embargo se aplicaría gradualmente durante seis meses para el petróleo crudo y ocho meses para los productos refinados. Este paquete de sanciones requiere la aprobación unánime de los 27 estados miembros de la UE.
The document discusses roles and careers in the TV and film industry. It describes the industry as having two main sectors - creative and non-creative roles. It then categorizes common job roles into areas like management, creative, technical, and administrative. Examples are given of roles like casting assistants, production accountants, costume assistants, and camera operators. The document also covers topics like career paths, qualifications needed, and types of employment contracts that are prevalent in the industry.
The radio industry consists of commercial radio, funded by advertising; public service broadcasting like the BBC, funded by television licenses; and non-profit radio. Commercial radio stations employ 43% of the radio workforce and make money through advertising. The BBC employs nearly 11,000 people and has over half of all radio listening hours in the UK. New technologies allow radio to be accessed online, on mobile apps, and through podcasts. The industry is regulated by organizations like OFCOM and employs people in a variety of roles from producers and presenters to reporters. In the future, the radio industry will need a multi-skilled workforce that can create compelling content across different platforms.
This class plan is for a social sciences class at a senior high school in Barranquilla, Colombia. The teaching unit focuses on Colombia in the 20th century. Students will identify key historical processes and political events of Colombia during this time period, including the National Front period. As an activity, students will analyze a reading on historical concepts and then work in groups to create comics illustrating important historical events like El Bogotazo and the violence of the 1950s. Students will be evaluated based on their explanation of 3 events from Colombia's 20th century history.
User Experience: Process and GuidelinesNirish Shakya
Usability has been one of the ‘non-functional’ requirements in software architecture for a long time now. However, just because you and your team can use your software with your eyes closed does not mean your users can or will. Usability is a very small subset of User Experience (UX) design and an increasing number of companies in Australia and overseas is paying more attention to this growing field.
Contrary to popular belief, UX design is not a ‘black art’ that only the creative or artistic types can do. It’s not a single discipline or role that’s assigned to one person or team either. In fact, it’s an attitude that everyone involved in the project needs to acquire. Hence, it’s something that everyone needs to learn to make products that people actually want to use. This is especially true in the case of software architects who have so much say and stake on the final product.
The User-Centred Design Process
User-centred design (UCD) is the concept of designing and developing a system around the user to fit the user and business needs instead of the other way round. Just like everything in software development, user-centred design also has some standard processes that can be followed to ensure that the software we build meets the needs of the users and the business. We will look at what the UCD process is and how it can be integrated into our existing software development methodologies and timelines. We will present several techniques in the different stages of the process that you can use straightaway whatever phase you are in your project.
UX design principles we can’t live without
We will look at some of the top UX design principles that we can’t live without in our trade. These principles can (and should) be applied by anyone who is involved in software development. We will show you why these principles work and how they can help you get immediate improvements in the UX that your product offers.
The document discusses strategies for building a great user experience and "WOW" product. It emphasizes keeping products and experiences simple, focusing on solving core user problems, being agile and iterative in development, and closely measuring key metrics to understand user behavior. Specific examples are provided of companies like Myntra that initially forced users to their mobile app but then had to backtrack and add a mobile website due to user resistance to being restricted to one channel. Overall, the presentation argues that prioritizing an excellent user experience driven by user research and feedback is key to long term product and business success.
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)?
This document provides information about adding usability testing to your skill set. It discusses why usability testing is important, what rapid usability testing entails, different testing methods, and the preparation and process for conducting an unmoderated usability study. Key steps include defining goals, preparing materials like tasks and recruitment, setting up the test environment, observing and analyzing participant videos, and reporting findings to stakeholders. Conducting even a small number of tests can uncover major usability issues.
The document discusses the author's journey to move faster in UX design. It emphasizes lean and agile principles like rapid prototyping, frequent customer validation through testing prototypes, and shipping ideas quickly through short iteration cycles. Combining UX, product, and development teams allows for fast collaborative idea generation, prototyping, testing, and refinement to determine what is valuable to customers.
Walk, Don't Run: Incremental Change in Enterprise UXuxpin
You'll learn:
- A realistic approach to product improvement in large enterprises
- How to create and execute a pilot program for overcoming “product stagnation”
- How to scale the program to a growth team dedicated to improving existing products
This document provides an overview of design thinking and its key stages. It begins with an introduction to design thinking and its focus on a human-centered approach. It then outlines the main stages in the design thinking process - empathize, define, ideate, prototype, and test. For each stage, it provides explanations and examples to illustrate techniques like empathy mapping, developing point of view statements, brainstorming rules, and grouping and voting on ideas. The document aims to explain the core concepts and practices of design thinking.
The document provides an overview of mobile user experience design. It discusses why mobile is important due to rising smartphone usage. It defines key aspects of mobile like its personal, convenient nature. It also considers how tablets relate to mobile. The document outlines best practices for mobile design including native apps, responsive design. It discusses design principles like usability on small screens and during interruptions. It provides examples of common mobile UI elements and gestures. It also covers navigation frameworks and design patterns.
Accelerating Agile Transformations - Ravi VermaSynerzip
This webinar discusses three organizational change techniques which can help accelerate Agile transformation.
learn about a simple framework for Accelerating Agile Transformation, with practical techniques you can apply.
Read more at https://www.synerzip.com/webinar/accelerating-agile-transformations/
Ready to go Mobile? Today's Mobile Landscape: Responsive, Adaptive, Hybrid, a...Jeremy Johnson
There are a number of options when going mobile, and it's not slowing down. Why choose one over the other? What are the strengths and pitfalls? What's right for your customers and users? We'll go over each option, with examples of how you can come to the right strategy around your mobile offerings.
Slides from the workshop @danny_bluestone and @duckymatt from Cyber-Duck Ltd gave at UX London 2013. The workshop focused on how by putting the user at the centre of design decisions you can deliver a better experience. With a mixture of theory and hands-on activities the workshop covered user research, activity mapping, card sorting and participative sketching techniques.
This document discusses strategies for achieving simplicity and power in product design. It begins by exploring the tension between simplicity and power, noting that both are important but sometimes at odds. It then provides examples of balancing the two through careful feature selection and presentation. The document also includes a deep dive on how to address challenges through requirements, design, and technical approaches. Specifically, it provides tips on avoiding feature creep in requirements, guidelines for solution architecture, UX design, and balancing workload between users. The goal is to thoughtfully reduce complexity while maintaining powerful functionality.
Reply Labcamp: Test before you Invest, A Guide to Rapid Prototyping (Design D...Jay Suthar
Organised and presented an introductory labcamp in the process of fast prototyping for mobile app development - outlining user needs, exploring layouts for necessary content, applying common user interface patterns, considering functionalities, features and validating designs. Devised hands-on group activity; using pen, paper and Marvel App to rapidly sketch and manipulate concepts for a mobile eCommerce fashion product detail page to test.
The document discusses the importance of usability in design and provides definitions and principles for creating usable interfaces and products. It defines usability as making sure things are easy to use and useful for intended users. Key concepts discussed include constraints, affordances, metaphors, recognition versus recall, and tips for usability like following conventions, not relying on instructions, and simplifying designs. Important works on usability and user experience are also referenced.
Fail Fast, Learn Fast, Move Fast: My UX journey to move fasterJeremy Johnson
We've all heard about the Lean Startup, and now Lean UX. This is a intro into how I've been using these methods to speed up the UX process, and work better within product teams.
Introduction to Test Driven DevelopmentDaniel Wildt
This document discusses various agile methodologies including Lean, Scrum, eXtreme Programming (XP), and test-driven development (TDD). It provides overviews of Lean principles and practices, XP practices like writing user stories and tests first, and tools for testing like Selenium IDE and JUnit. Links are included for further reading on topics like Lean software development, what is XP, writing user stories, TDD, and behavior driven development. The document aims to provide information on agile strategies, tactics, and processes for software development.
כיצד מסתדרת עבודה על אפיון ממשק במתודולוגיה מוכוונת משתמש עם הקצב המהיר של עבודה במתודולוגיית Agile? האם ניתן לעשות UX טוב ב- Agile ? איך מתמודדים עם השילוב של Agile ו-UX בארגונים גדולים?
בהרצאה קצרה זו אפריך כמה מהמיתוסים הנפוצים בנוגע לעבודה על UX בארגונים גדולים ככלל ועבודה ב-Agile בפרט, ואנסה להציע מספר טיפים כיצד להתמודד עם האתגר הלא פשוט של אפיון ממשקים למערכות מורכבות בסביבת Agile.
The document outlines an Ocean Observations user experience session on designing for a startup weekend, including introductions of the presenters, an overview of Ocean Observations and its process for UX design. The session covers principles of user experience design like structure, simplicity and feedback and provides a graphic design crash course covering topics like wireframes, inspiration, iteration and delivering on time.
The mobile ecosystem & technological strategiesIvano Malavolta
The document discusses strategies for developing mobile applications. It begins by explaining that mobile is the 7th mass media and has over 5 billion users globally, making it the largest mass medium. It then discusses different development strategies such as native, web, and hybrid apps. Native apps offer rich user interfaces but have high costs and maintenance, while web apps have low development costs but limited capabilities. The document argues that a mobile web strategy is most viable long-term given issues of platform fragmentation, user expectations, and distribution control. It emphasizes understanding user context and goals over constraints when developing mobile strategies and applications.
Value based approach to heritae conservation -.docxJIT KUMAR GUPTA
Text defines the role, importance and relevance of value based approach in identification, preservation and conservation of heritage to make it more productive and community centric.
5. “Speed is the most important feature. If your application is slow,
people won’t use it. I see this more with mainstream users than I do
with power users. I think that power users sometimes have a bit of
sympathetic eye to the challenges of building really fast web apps,
and maybe they’re willing to live with it, but when I look at my wife
and kids, they’re my mainstream view of the world. If something is
slow, they’re just gone.”
— Fred Wilson (Union Square Ventures)
http://bit.ly/fw-speed
16. Heavy symbolism, man
AGILITY ASSUMES THE UNEXPECTED
Principle 3: Be agile. (Whatever your
process, stay on your toes.)
17. “We all drive the truck”
Assume all external communications will be reblogged,
retweeted, otherwise laid bare.
Customers demand everything, yet expect the worst.
(Confound that expectation.)
18. DESIGN HAS SPRINT STORIES
DESIGN COMMITS CODE
DESIGN PAIR-IMPLEMENTS
DESIGN SHOULDERS SUCCESS AND
BEARS THE WEIGHT OF FAILURE
19. THE WHEEL OF JUSTICE
Product Management • Engineering • User Experience
- all that stands between you and 10 mins of breaktime\n- this material is derived from a talk given with john zeratsky a couple years ago at Google I/O; built from years of experience designing web apps from the ground up at both startups and large cos\n- when you create a product you create a UX; might as well make it a good one\n
- met my eventual startup cofounders at Andersen; usability, UCD\n- lessons learned from those experiences lead to these principles\n
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- engineering is opinionated about user experience\n- ux is technical enough to earn cred with eng\n- PM “walks to the whiteboard” with UX and helps the whole org understand that process is design-driven because they buy into it too\n
JZ\n\nCredit to Erika Hall (Designer at Mule Design in SF)\n\ntalk on "Copy as interface"; copy, or text, makes up the majority of the interfaces that we create, but we don't really think about that text very much\n\nshe talks about being "considerate and respectful"\n \nThis is common sense; Basic principle is to design things so that they are courteous and friendly. Put yourself in the mind of your user and walk through your application. which things would piss you off? annoy you?\n1XUX (TA's concept)\n \nContinued on next slide... \n\n
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politeness isn’t just language. It’s convention. Would you start a conversation by walking up to someone and saying what’s your birthdate, home address, and would you like to receive occasional email updates from me?\n\nstripe - payments processing system targeted at frustrated developers\nyou can explore every aspect of the core system without creating an account.\n
tripit.com\nstunning insight\nno barriers to entry or proprietary tech here; just legwork\n
- Data Liberation\n- FeedBurner redirection\n
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People don’t know what you expect - but they know how to get “close”\nDon’t strive to make servers happy – make users happy\n