The document discusses different aspects of usability and user experience design. It covers topics like what makes something easy to use, how to observe and understand users, and the three main types of design: graphic, information, and interaction design. Graphic design is focused on visual elements like color and layout. Information design deals with organizing and presenting complex data or content. Interaction design ensures users can effectively accomplish tasks and goals through a product or system.
Make 2.0 real and relevant: the potential of social reporting as a catalyst...Elmi Bester
The document discusses social reporting as a way to nurture adoption of social software in research organizations. Social reporting allows for collective, live reporting from events using tools like blogs, photos, videos and wikis. It encourages participation and brings more voices into discussions. The document advocates adopting social reporting practices to foster skills like digital literacy, transliteracy and social learning. Challenges include organizational readiness and culture, but benefits include lower adoption barriers and richer learning experiences if social reporting is integrated into events.
The document discusses principles of studying the Bible. It notes that the Bible was written over 1500 years by over 40 authors from various backgrounds, yet maintains a unified message. It was written in Hebrew, Aramaic and Greek on 3 continents. The Bible is divided into the Old and New Testaments. It is the authoritative word of God as it is inspired, infallible, and inerrant. Proper interpretation involves understanding what the author intended rather than individual reader interpretation.
Grush social evolution and road pricing 2014 finalBern Grush
The social evolution of automobility opposes the network and economic optimization logic we use to promote road pricing. We need a new approach to switching to mileage-based user fees. Our next best hope is the autonomous vehicle.
This document provides an overview and summary of the "Retreat 2010" session on "Learning and Living the God-centered Life." The session focuses on understanding God's progressive plan of redemption from Genesis to Revelation through the concept of the "Kingdom of God." Key points include: God's purpose is his glory; his plan unfolds through redemption of mankind; and the kingdom is seen in four phases from being offered to Israel to its fulfillment in Christ. The document analyzes different covenants and how the Mosaic covenant fits into the first, provisional fulfillment of God's promises to Abraham.
Make 2.0 real and relevant: the potential of social reporting as a catalyst...Elmi Bester
The document discusses social reporting as a way to nurture adoption of social software in research organizations. Social reporting allows for collective, live reporting from events using tools like blogs, photos, videos and wikis. It encourages participation and brings more voices into discussions. The document advocates adopting social reporting practices to foster skills like digital literacy, transliteracy and social learning. Challenges include organizational readiness and culture, but benefits include lower adoption barriers and richer learning experiences if social reporting is integrated into events.
The document discusses principles of studying the Bible. It notes that the Bible was written over 1500 years by over 40 authors from various backgrounds, yet maintains a unified message. It was written in Hebrew, Aramaic and Greek on 3 continents. The Bible is divided into the Old and New Testaments. It is the authoritative word of God as it is inspired, infallible, and inerrant. Proper interpretation involves understanding what the author intended rather than individual reader interpretation.
Grush social evolution and road pricing 2014 finalBern Grush
The social evolution of automobility opposes the network and economic optimization logic we use to promote road pricing. We need a new approach to switching to mileage-based user fees. Our next best hope is the autonomous vehicle.
This document provides an overview and summary of the "Retreat 2010" session on "Learning and Living the God-centered Life." The session focuses on understanding God's progressive plan of redemption from Genesis to Revelation through the concept of the "Kingdom of God." Key points include: God's purpose is his glory; his plan unfolds through redemption of mankind; and the kingdom is seen in four phases from being offered to Israel to its fulfillment in Christ. The document analyzes different covenants and how the Mosaic covenant fits into the first, provisional fulfillment of God's promises to Abraham.
June, 2010 Utah Product Management Association presentation, "Creating products that people love" by Steve Ballard, Director of User Experience for attask.com.
This presentation talks about the definition of what design is. It also touches on the basics of design thinking. It showcases different types of design and concludes with how you can become and designer and what you would need to study design.
In order for UX to achieve it’s potential, we need to reframe it as a profess...Peter Merholz
Presentation at Adaptive Path's UX Week 2012, wherein I attempt to articulate a professional definition for "UX Design" that is substantially different from the workflows-and-wireframes with which it is typically associated.
This is a presentation we gave at the Microsoft Gen Appathon on November 9th, 2012. It is an introduction to the user centered design process and Windows 8 design.
The document discusses strategies for improving application design, including decrapifying applications by fixing design issues. It covers information architecture, interaction design, user experience design, and emphasizes designing with empathy for users. The document also discusses Flex application development improvements like Flex 4 skinning, using CSS for styling, constraint-based layouts, and creating custom skinnable components. Key aspects of design like contrast, repetition, alignment and proximity are also explained.
Interaction design focuses on defining the behavior of products to improve user experience. It examines how users interact with a system rather than just its visual appearance. Some key aspects of interaction design include conducting user research, prototyping interactive systems, and testing usability. The goal is to design intuitive interactions that allow users to efficiently achieve their goals.
A high level broad stroke intro to User eXperience, starting with a survey, a dash of my own thoughts, some thoughts from Mike Rapp, and some samples and resources. Also some slides from a presentation I did for Great American Teach in in 2014 to 3rd and 5th graders.
This document discusses principles of screen design and user interface design. It covers topics such as typography, color, menus, forms, and touch-based user interfaces. It also discusses theories of human-computer interaction such as different levels of interaction from goals to inputs/outputs. Visual attention and perception are discussed in relation to design factors like contrast, color, grouping, alignment and proximity. Examples of designs from Apple and other companies are provided.
This document discusses improving user experience and conversion rates for an app. It contains:
1. Details on Greg's background in UX design, user research, and product strategy.
2. Discussion of how understanding user cognition, affect, and behavior can improve usability and value proposition.
3. Notes from user research on an app including what users said they did versus what they actually did, and suggestions to simplify activation steps to increase conversion.
The document discusses theories and principles of screen design, including:
1) It describes four levels of human-computer interaction (goal, task, dialogue, input/output levels) and how they relate to a user's experience and understanding.
2) It summarizes Jesse James Garrett's theory of user experience design as ensuring every aspect of a user's experience is intentionally designed.
3) It outlines John Cato's framework for design thinking which involves understanding user needs, grouping content areas, wireframing interactions, and visual design.
4) It discusses how visual perception influences design through bottom-up and top-down processes, and the importance of contrast, color, and similarity/dissimilarity in guiding visual
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.
An introductory workshop on UX design, taught to design thinking students at the Hasso-Plattner-Institut School of Design Thinking in Potsdam, Germany.
Companion website: http://paperandcode.weebly.com
Software used in the workshop: Sketch, Invision
How to optimise user experience on websitesThe_IPA
Presentation by Mark Bell, Experience Planning Director, Dare at the Creative Pioneers Challenge Can-Start Optimiser Workshops on 5th November 2012 at the IPA.
Here are some tips for effective brainstorming:
- Defer judgment. Don't criticize ideas as they're being generated.
- Encourage wild ideas. Unusual, even seemingly ridiculous ideas can spark better ideas.
- Build on ideas. Improve and combine ideas from others instead of proposing your own at every turn.
- One conversation. Don't have side conversations that exclude others.
- Stay focused. Keep ideas related to the topic to keep the brainstorm productive.
- Go for quantity. Generate as many ideas as possible to increase the chances of good ideas emerging.
- Record all ideas. Capture all ideas to avoid losing potentially good ones.
The goal of brainstorming is to generate a
Wireframes are an important step in the creative process & Design Thinking. It's one of the first times that your team actually sees the product come together. The presentation explores the basics of wireframes and how they fit into the process of Human-centered Design.
This deck was part of workshop held by General Assembly on the Intro to Wireframing on 2-10-2015
First of a series of workshops, aimed to give business managers and engineers an exposure to design concepts. This presentation covers User Experience Concepts, Graphic Design Fundamentals, UI Trends, Cool tools people can use, and an overview of iOS/Android technical specs for UI.
Graphic design is the creation of visual compositions to solve problems and communicate ideas through typography, imagery, color, and form.
The elements and principles of graphic design include line, color, shape, space, texture, typography, scale, dominance and emphasis, and balance. Together, they work to create visually appealing work that conveys a message.
Color, Form, Line, Shape, Size, Space, and Texture are the elements of graphic design.
Balance, Contrast, Emphasis, Movement, Proportion, Rhythm, Negative Space are the principles of graphic design.
Whether you are an aspiring designer or seeking design services for your business, understanding the 8 types of graphic design will help you find the right skills for the job.
The 8 fundamental types of graphic design are:
—
Visual identity graphic design
Marketing & advertising graphic design
User interface graphic design
Publication graphic design
Packaging graphic design
Motion graphic design
Environmental graphic design
Art and illustration for graphic design
1. Visual identity graphic design
A brand is a relationship between a business or organization and its audience. A brand identity is how the organization communicates its personality, tone and essence, as well as memories, emotions and experiences. Visual identity graphic design is exactly that: the visual elements of brand identity that act as the face of a brand to communicate those intangible qualities through images, shapes and color.
types of design example: visual identity design
By smidesign
types of graphic design example: classic visual identity brand design
By Agi Amri
types of design example: modern visual identity design
By lepro
types of graphic design example: modern visual identity design
By ludibes
Designers that specialize in visual identity graphic design collaborate with brand stakeholders to create assets like logos, typography, color palettes and image libraries that represent a brand’s personality. In addition to the standard business cards and corporate stationary, designers often develop a set of visual brand guidelines (style guides) that describe best practices and provide examples of visual branding applied across various media. These guidelines help to ensure brand consistency throughout future applications.
types of graphic design example: a modern logo and brand design
By nnorth
Visual identity design is one of the most common types of design. Visual identity graphic designers must possess a general knowledge of all types of graphic design in order to create design elements that are suitable across all visual media. They also need excellent communication, conceptual and creative skills, and a passion for researching industries, organizations, trends and competitors.
2. Marketing & advertising graphic design
When most people think of graphic design, they think of designs created for marketing and advertising.
June, 2010 Utah Product Management Association presentation, "Creating products that people love" by Steve Ballard, Director of User Experience for attask.com.
This presentation talks about the definition of what design is. It also touches on the basics of design thinking. It showcases different types of design and concludes with how you can become and designer and what you would need to study design.
In order for UX to achieve it’s potential, we need to reframe it as a profess...Peter Merholz
Presentation at Adaptive Path's UX Week 2012, wherein I attempt to articulate a professional definition for "UX Design" that is substantially different from the workflows-and-wireframes with which it is typically associated.
This is a presentation we gave at the Microsoft Gen Appathon on November 9th, 2012. It is an introduction to the user centered design process and Windows 8 design.
The document discusses strategies for improving application design, including decrapifying applications by fixing design issues. It covers information architecture, interaction design, user experience design, and emphasizes designing with empathy for users. The document also discusses Flex application development improvements like Flex 4 skinning, using CSS for styling, constraint-based layouts, and creating custom skinnable components. Key aspects of design like contrast, repetition, alignment and proximity are also explained.
Interaction design focuses on defining the behavior of products to improve user experience. It examines how users interact with a system rather than just its visual appearance. Some key aspects of interaction design include conducting user research, prototyping interactive systems, and testing usability. The goal is to design intuitive interactions that allow users to efficiently achieve their goals.
A high level broad stroke intro to User eXperience, starting with a survey, a dash of my own thoughts, some thoughts from Mike Rapp, and some samples and resources. Also some slides from a presentation I did for Great American Teach in in 2014 to 3rd and 5th graders.
This document discusses principles of screen design and user interface design. It covers topics such as typography, color, menus, forms, and touch-based user interfaces. It also discusses theories of human-computer interaction such as different levels of interaction from goals to inputs/outputs. Visual attention and perception are discussed in relation to design factors like contrast, color, grouping, alignment and proximity. Examples of designs from Apple and other companies are provided.
This document discusses improving user experience and conversion rates for an app. It contains:
1. Details on Greg's background in UX design, user research, and product strategy.
2. Discussion of how understanding user cognition, affect, and behavior can improve usability and value proposition.
3. Notes from user research on an app including what users said they did versus what they actually did, and suggestions to simplify activation steps to increase conversion.
The document discusses theories and principles of screen design, including:
1) It describes four levels of human-computer interaction (goal, task, dialogue, input/output levels) and how they relate to a user's experience and understanding.
2) It summarizes Jesse James Garrett's theory of user experience design as ensuring every aspect of a user's experience is intentionally designed.
3) It outlines John Cato's framework for design thinking which involves understanding user needs, grouping content areas, wireframing interactions, and visual design.
4) It discusses how visual perception influences design through bottom-up and top-down processes, and the importance of contrast, color, and similarity/dissimilarity in guiding visual
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.
An introductory workshop on UX design, taught to design thinking students at the Hasso-Plattner-Institut School of Design Thinking in Potsdam, Germany.
Companion website: http://paperandcode.weebly.com
Software used in the workshop: Sketch, Invision
How to optimise user experience on websitesThe_IPA
Presentation by Mark Bell, Experience Planning Director, Dare at the Creative Pioneers Challenge Can-Start Optimiser Workshops on 5th November 2012 at the IPA.
Here are some tips for effective brainstorming:
- Defer judgment. Don't criticize ideas as they're being generated.
- Encourage wild ideas. Unusual, even seemingly ridiculous ideas can spark better ideas.
- Build on ideas. Improve and combine ideas from others instead of proposing your own at every turn.
- One conversation. Don't have side conversations that exclude others.
- Stay focused. Keep ideas related to the topic to keep the brainstorm productive.
- Go for quantity. Generate as many ideas as possible to increase the chances of good ideas emerging.
- Record all ideas. Capture all ideas to avoid losing potentially good ones.
The goal of brainstorming is to generate a
Wireframes are an important step in the creative process & Design Thinking. It's one of the first times that your team actually sees the product come together. The presentation explores the basics of wireframes and how they fit into the process of Human-centered Design.
This deck was part of workshop held by General Assembly on the Intro to Wireframing on 2-10-2015
First of a series of workshops, aimed to give business managers and engineers an exposure to design concepts. This presentation covers User Experience Concepts, Graphic Design Fundamentals, UI Trends, Cool tools people can use, and an overview of iOS/Android technical specs for UI.
Graphic design is the creation of visual compositions to solve problems and communicate ideas through typography, imagery, color, and form.
The elements and principles of graphic design include line, color, shape, space, texture, typography, scale, dominance and emphasis, and balance. Together, they work to create visually appealing work that conveys a message.
Color, Form, Line, Shape, Size, Space, and Texture are the elements of graphic design.
Balance, Contrast, Emphasis, Movement, Proportion, Rhythm, Negative Space are the principles of graphic design.
Whether you are an aspiring designer or seeking design services for your business, understanding the 8 types of graphic design will help you find the right skills for the job.
The 8 fundamental types of graphic design are:
—
Visual identity graphic design
Marketing & advertising graphic design
User interface graphic design
Publication graphic design
Packaging graphic design
Motion graphic design
Environmental graphic design
Art and illustration for graphic design
1. Visual identity graphic design
A brand is a relationship between a business or organization and its audience. A brand identity is how the organization communicates its personality, tone and essence, as well as memories, emotions and experiences. Visual identity graphic design is exactly that: the visual elements of brand identity that act as the face of a brand to communicate those intangible qualities through images, shapes and color.
types of design example: visual identity design
By smidesign
types of graphic design example: classic visual identity brand design
By Agi Amri
types of design example: modern visual identity design
By lepro
types of graphic design example: modern visual identity design
By ludibes
Designers that specialize in visual identity graphic design collaborate with brand stakeholders to create assets like logos, typography, color palettes and image libraries that represent a brand’s personality. In addition to the standard business cards and corporate stationary, designers often develop a set of visual brand guidelines (style guides) that describe best practices and provide examples of visual branding applied across various media. These guidelines help to ensure brand consistency throughout future applications.
types of graphic design example: a modern logo and brand design
By nnorth
Visual identity design is one of the most common types of design. Visual identity graphic designers must possess a general knowledge of all types of graphic design in order to create design elements that are suitable across all visual media. They also need excellent communication, conceptual and creative skills, and a passion for researching industries, organizations, trends and competitors.
2. Marketing & advertising graphic design
When most people think of graphic design, they think of designs created for marketing and advertising.
This document discusses the negative impacts of digital workplace systems on employee stress, productivity, and work. It notes that enterprise software is often poorly designed, unintuitive, and implemented in an uncoordinated way. This creates an unprecedented cognitive load for employees and causes stress, frustration, and feelings of being controlled. Poor digital work environments can reduce productivity by up to 17% and negatively impact businesses. The document calls for a user-centered approach to digital work design that empowers employees and reduces bureaucracy in accordance with health and safety laws.
The document discusses how digital technologies and IT systems are becoming increasingly complex over time due to growing interdependencies and new capabilities. This rising complexity can slow innovation and productivity gains. The document uses examples from Sweden where large bank IT projects were abandoned due to failures costing billions, and a hospital with over 100 different IT systems. The complexity has reached a "peak" for some organizations and industries, limiting new value from more IT. Simpler, modular approaches may be needed going forward.
This document discusses whether we have reached "peak IT" and if digital technologies will continue delivering value. It notes that while Moore's Law predicted exponential growth in computing power, other technologies show s-shaped adoption curves with diminishing returns over time. Large digital projects in Sweden have failed to deliver value, with total losses over 10 billion SEK. The complexity of digital systems is increasing exponentially, making new projects more prone to failure. It argues we may be approaching the peak of what digital technologies can deliver before facing issues of complexity, bureaucracy and other systemic effects.
Stress and Bureaucracy 2.0: The perils of the digital workplaceJonas Söderström
1. Digital workplace systems and bureaucracy are a major cause of stress for employees. Surveys show IT systems are the top frustration in offices and a significant source of stress for workers like first responders.
2. Employees must use dozens of separate systems for different tasks that have poor and inconsistent designs. Navigating multiple systems wastes large amounts of employees' time and cognitive effort.
3. Bureaucracy and administrative burdens have grown with digital systems rather than being reduced by technology. IT is used to monitor and control workers rather than empower them. This undermines productivity, innovation and job satisfaction.
Stress and Bureaucracy 2.0: The perils of the digital workplaceJonas Söderström
1. Digital workplace systems and bureaucracy are a major cause of stress for employees. Surveys show IT systems are the top frustration in offices and a significant source of stress for professions like first responders.
2. Employees must use dozens of separate systems for different tasks that have poor and inconsistent designs. Navigating multiple systems wastes large amounts of employees' time and cognitive resources.
3. Bureaucracy and administrative burdens have grown with digital systems rather than being reduced by them. IT is used to monitor and control employees' work rather than empower them. This undermines productivity, innovation and job satisfaction.
Från InUse Experiences mini-seminarium och AfterWork den 8 oktober i Stockholm.
Några enkla exempel på informationsdesign: hantverket och konsten att göra information tydligare och enklare att tolka.
The digital workplace: how to avoid Parkinson’s Law and Bureaucracy 2.0Jonas Söderström
Parkinson's Law states that work expands to fill the time available. Bureaucracy also expands in a similar way, following Parkinson's Law. Many IT systems in organizations contribute to increased bureaucracy and lower productivity rather than empowering employees. They add cognitive load and take time away from meaningful work. To address this, organizations should consider the user experience of IT systems, focus on real business impacts rather than just functions, empower users, and demand high usability standards from enterprise software.
12. Easy to use - how?
Easy to
learn
Easy to
remember
13. Easy to use - how?
Easy to
learn
Efficient
Easy to
remember
14. Easy to use - how?
Easy to
learn
Efficient
Easy to
Error remember
reduction
15. Easy to use - how?
Easy to
learn
User’s
subjective Efficient
satisfaction
Easy to
Error remember
reduction
16. Usable
• Do I find the stuff I need?
• Do I understand what the buttons do?
• Is navigation consistent?
• Does the system provide clear feedback
on what I do?
• Are error messages helpful?
20. Useful-ness
• Do I really need it?
• Are there other (better, more well-known)
ways to do the same thing?
• Is it worth the effort?
• Is it worth the money?
24. Demands
”People will often say ’I’d like it better if it could do x’.
It always pays to be suspicious of these requests for new
features. If you probe deeper, it often turns out that they
already have a perfectly fine source for x – and wouldn’t be
likely to switch: they’re just telling you what they like.”
Steve Krug: Don’t make me think
29. Spalding’s new basketball
• Ball includes internal
micro-pump, hidden
inside the ball
• Pops up when needed
• Focus groups did not
catch this user
requirement
• What happened to
market share?
57. Moscow Izjevsk Peterburg Vladivostok Novgorod
• What to do with the button? How does it react?
58. Moscow Izjevsk Peterburg Vladivostok Novgorod
• What to do with the button? How does it react?
• What happens on mouseover?
59. Moscow Izjevsk Peterburg Vladivostok Novgorod
• What to do with the button? How does it react?
• What happens on mouseover?
• What happens on click? What service starts?
60. Moscow Izjevsk Peterburg Vladivostok Novgorod
• What to do with the button? How does it react?
• What happens on mouseover?
• What happens on click? What service starts?
• Can you cancel that action?
74. User experience
interaction do, buy,
design download,
register
graphic information
design design
view, enjoy find, understand
75. interaction
design
graphic information
design design
76. interaction
design
graphic information
design design
marketing,
movie trailer
77. interaction
design
graphic information
design design
organization,
government
marketing, document
movie trailer managment,
78. e-commerce,
transactional
systems
interaction
design
graphic information
design design
organization,
government
marketing, document
movie trailer managment,
104. Seems Where is
Starts OK? the stuff
browsing
I need?
Unpleasant, slow – leaves
105. Seems Where is
Starts OK? the stuff
browsing
I need?
Can’t find –
leaves
Unpleasant, slow – leaves
106. Let me do what
I want / to do
Seems Where is
Starts OK? the stuff
browsing
I need?
Can’t find –
leaves
Unpleasant, slow – leaves
107. Can’t do –
leaves
Let me do what
I want / to do
Seems Where is
Starts OK? the stuff
browsing
I need?
Can’t find –
leaves
Unpleasant, slow – leaves
108. Can’t do my
business
Looks Can’t find
Starts ugly what
browsing
I need
109. Can’t do my
business
Looks Can’t find
Starts ugly what
browsing
I need
110. Can’t do my
business
Looks Can’t find
Starts ugly what
browsing
I need
111. Can’t do my
business
Looks Can’t find
Starts ugly what
browsing
I need
113. Subject to change?
• Graphic design can often be changed very quickly
(templates, style sheets)
114. Subject to change?
• Graphic design can often be changed very quickly
(templates, style sheets)
• Information design – can be changed, but will
take time
and must often be done by hand
115. Subject to change?
• Graphic design can often be changed very quickly
(templates, style sheets)
• Information design – can be changed, but will
take time
and must often be done by hand
• Interaction design – huge cost,
if changes are possible at all.
116. Risk vs effort
• Bad graphic design is usually the greatest
threshold for acceptance
• Users judge digital systems very fast
• Bad information design is the biggest problem in
use
• Bad interaction design has the greatest potential
to hurt your brand or the relation with your
customers – for a very long time
119. Unnecessary labels
Name: Eric Smith
E-mail: eric@smith.com
Company: Acme, Inc.
Name: Eric Smith
Credit: 5 000 €
E-mail: eric@smith.com
Company: Acme, Inc.
Credit: 5 000 €
120. Unnecessary labels
Name: Eric Smith
E-mail: eric@smith.com
Company: Acme, Inc.
Name: Eric Smith
Credit: 5 000 €
E-mail: eric@smith.com
Company: Acme, Inc.
Eric Smith
Credit: 5 000 €
eric@smith.com
Acme, Inc.
5 000 €
+4670-1234567 (home)
Den här bilden på användaren är ganska rörig. Men den finns här just för att visa på hur många andra saker vi har i vår miljö som pockar på vår uppmärksamhet, som vi måste ta tag i, som väntar på att göras. Det här föreställer en arbetsmiljö, men ni vet själva hur det är i hemmiljön också - disk, barn, familj, husdjur, städning, räkningar, … vi har mycket att göra och vi vill ha det gjort snabbt.\n