The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
We will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
There will be activities where you will experience the true nature of “trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster.
Design Culture Basics - Creating Your Team Charter - Interaction South Americ...Russ U
Getting a design team "on the same page" is the oft-stated goal of managers who care about how team unity affects the quality of the work. However, miscommunication is a given, and eventually every manager uncovers a series of disconnects between what was said and what was understood.
Consider, then, the benefits of creating a Team Charter: a kind of persona for your team that will help every member identify and agree upon a shared identity, purpose, and vision for the future.
Through a series of team activities, learn how to uncover the perceptions your team already has of themselves as a unit, as well as their thoughts about how they are perceived by others in the organization and craft a team charter of your own. With this key information, you can shape the team’s purpose and craft a plan to generate the proper perception of your team by others in a living document that keeps everyone on the same page.
3 Cs of Design: Charters, Critique, & CultureRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
Guerrilla Design & Research Methods - Amuse ConferenceRuss U
This hands-on session will cover a number of low cost, yet powerful research methods to help you make better data-driven design decisions. You’ll work through a mini-project using these several techniques that will help you understand your user, begin to understand high-level requirements, start low-fidelity prototyping, and testing with users.
TOPICS COVERED:
A number of inexpensive, quick, but highly effective research and design methods when time and/or budget are limited
Valuable 'how-tos' to execute the research
What to do with the guerrilla research and design you do—how to proceed
QUESTIONS ANSWERED:
How do I get my boss or client to buy into doing research for my project?
What is guerrilla research and how is it different than traditional research?
What are some guerrilla research methods and what kind of results can I expect?
How do I pick the right method(s)?
What are the downsides/shortcomings of guerrilla research methods compared to other research methods?
3 Cs of Design - Charters, Critique, and Culture - Amuse ConferenceRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
1 simple way to better presentations: don't outline, PUMA!Dan Roam
The biggest problem in creating our presentation is making a great storyline. Here's how to do it: create a PUMA.
There's more in my book.
http://www.amazon.com/Show-Tell-Everybody-Extraordinary-Presentations/dp/1591846854/ref=zg_bs_660628_14
Hiring & Onboarding in Turbulent Times FTW - Interaction23.pdfRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. Employees deserve a well-thought-out experience that includes them from the very beginning–from the creation of the position description—to that time after they’ve become integrated into our teams and organizations.
We can trace some of these imperfect scenarios all the way back to the creation of our performance profiles or position descriptions, and how they were created. When we understand the entire journey from candidate to employee, we see the value of treating onboarding as an ending of a particular process instead of a solitary event in time.
SXSW 2022 - Hiring & Getting Hired in Turbulent Times WorkshopRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. As candidates, the process can appear opaque, random, and daunting as you try to prepare for any number of questions, including those that spring up completely out of the blue.
It currently seems nearly impossible to hire AND impossible to even know how to get hired. We’ll explore activities to help you gain insights to improve your hiring processes and successes while also showing candidates what happens on the other side — so you can be better prepared to hire that new candidate, or be the one who lands the perfect gig.
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
We will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
There will be activities where you will experience the true nature of “trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster.
Design Culture Basics - Creating Your Team Charter - Interaction South Americ...Russ U
Getting a design team "on the same page" is the oft-stated goal of managers who care about how team unity affects the quality of the work. However, miscommunication is a given, and eventually every manager uncovers a series of disconnects between what was said and what was understood.
Consider, then, the benefits of creating a Team Charter: a kind of persona for your team that will help every member identify and agree upon a shared identity, purpose, and vision for the future.
Through a series of team activities, learn how to uncover the perceptions your team already has of themselves as a unit, as well as their thoughts about how they are perceived by others in the organization and craft a team charter of your own. With this key information, you can shape the team’s purpose and craft a plan to generate the proper perception of your team by others in a living document that keeps everyone on the same page.
3 Cs of Design: Charters, Critique, & CultureRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
Guerrilla Design & Research Methods - Amuse ConferenceRuss U
This hands-on session will cover a number of low cost, yet powerful research methods to help you make better data-driven design decisions. You’ll work through a mini-project using these several techniques that will help you understand your user, begin to understand high-level requirements, start low-fidelity prototyping, and testing with users.
TOPICS COVERED:
A number of inexpensive, quick, but highly effective research and design methods when time and/or budget are limited
Valuable 'how-tos' to execute the research
What to do with the guerrilla research and design you do—how to proceed
QUESTIONS ANSWERED:
How do I get my boss or client to buy into doing research for my project?
What is guerrilla research and how is it different than traditional research?
What are some guerrilla research methods and what kind of results can I expect?
How do I pick the right method(s)?
What are the downsides/shortcomings of guerrilla research methods compared to other research methods?
3 Cs of Design - Charters, Critique, and Culture - Amuse ConferenceRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
1 simple way to better presentations: don't outline, PUMA!Dan Roam
The biggest problem in creating our presentation is making a great storyline. Here's how to do it: create a PUMA.
There's more in my book.
http://www.amazon.com/Show-Tell-Everybody-Extraordinary-Presentations/dp/1591846854/ref=zg_bs_660628_14
Hiring & Onboarding in Turbulent Times FTW - Interaction23.pdfRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. Employees deserve a well-thought-out experience that includes them from the very beginning–from the creation of the position description—to that time after they’ve become integrated into our teams and organizations.
We can trace some of these imperfect scenarios all the way back to the creation of our performance profiles or position descriptions, and how they were created. When we understand the entire journey from candidate to employee, we see the value of treating onboarding as an ending of a particular process instead of a solitary event in time.
SXSW 2022 - Hiring & Getting Hired in Turbulent Times WorkshopRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. As candidates, the process can appear opaque, random, and daunting as you try to prepare for any number of questions, including those that spring up completely out of the blue.
It currently seems nearly impossible to hire AND impossible to even know how to get hired. We’ll explore activities to help you gain insights to improve your hiring processes and successes while also showing candidates what happens on the other side — so you can be better prepared to hire that new candidate, or be the one who lands the perfect gig.
The 3 Cs of Design - Charters, Critique, and Culture - Interaction South Amer...Russ U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
We’ve all worked at places where there’s never enough time to make sure that things are operationally done the “right way”—bills need to get paid, client or product/project work needs to get done and takes priority, and hey, everyone deserves to have a life, too. There is light at the end of this tunnel! Several companies, including Atari, Ford, Microsoft and Google, have pulled off some great things by taking advantage of skunkworks teams and projects. I’ve been fortunate enough to see some successes with those teams and projects, as well, and will share them so you can see how to apply the approach(es) to your own practice.
Way back in the 1940s, Kelly Johnson and his team of mighty skunks used their Skunkworks process to design—and build—a prototype jet fighter in 143 days. Kelly established 14 Rules and Practices for Skunkworks projects in order to help articulate the most effective way for his team to be successful in the projects that they worked on. Not only can we learn from Kelly’s rules and adapt them to our current methods of working, we can also create our own skunkworks teams and projects to ensure that the Cobbler’s kids—the operational areas of our design practices—get some shoes put on their feet. And the results might just smell pretty good, if you’re patient enough.
The 3 Cs of Design: Charters, Critique, and CultureRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
The Career Workshop will help attendees prepare for a job search. Attendees will share experiences and challenges that they have encountered, and will be provided with insights and guidance to help them navigate the often-challenging job-seeker landscape.
The workshop is divided into information-sharing sessions and activity-based sessions that help attendees get a combination of classroom-style learning mixed with hands-on interaction. In addition to discussions of cover letters, resumes, and portfolios, we will brainstorm approaches to common interview questions, including the behavioral-based questions that are being used by many companies today. We will also learn how to research and negotiate salaries for full-time and contract employees.
For even more great information on Presenting at Conferences:
Conference Proposals That Don't Suck (A List Apart): http://alistapart.com/article/conference-proposals-that-dont-suck
Great Talks Start with Great Proposals (IA Summit Webinar): https://vimeo.com/75783835
Speaker Camp helps you get ready to present at conferences. Spend your Saturday with us and get prepared to get on stage and show your smarts!
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
We’ve all worked at places where there’s never enough time to make sure that things are operationally done the “right way”—bills need to get paid, billable work needs to get done and takes priority, and hey, everyone deserves to have a life, too. Companies like Atari, Ford, Microsoft and Google, have accomplished great things by utilizing skunk works approaches. I’ve been fortunate enough to see some successes with skunk works, as well, and will share them so you can see how to apply the approach(es) to your own practice.
Way back in the 1940s, Kelly Johnson and his team of mighty skunks used their Skunk Works process to design—and build—a prototype jet fighter in 143 days. Kelly established 14 Rules and Practices for Skunk Works projects in order to help articulate the most effective way for his team to be successful in the projects that they worked on. We can also use skunk works to ensure that the Cobbler’s kids—operational areas of design—get shoes put on their feet.
When you can make just about anything, how do you know which option is the best one for modeling your ideas when it’s time to get started? Fifty years before ‘prototyping’ became a familiar concept, Jim Henson was mastering its foundational elements—using his muppets, of course. Henson also faced the same challenge that contemporary User Experience professionals know well: the paradox of prototyping choice; in tools and in process. Henson had notebooks full of ideas in various stages of development, and when he was ready to see which of his ideas were worth refining, he turned to sketching, storyboarding, patterns, iteration, and live testing to deterring his next steps.
Jim Henson was a UXer at his core. He cared about an authentic experience for his audience, and ensured that his team produced great work without spending any more time than was necessary to validate ideas. This early UXer can teach us a lot about how to apply those principles to the work we do today, with or without the help of Muppets.
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principles that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
Speaker Camp Atlanta Workshop - June 28, 2014Russ U
You’ve Got A Lot To Say.
People Deserve to Hear It.
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
Show up with 5 minutes of a presentation and learn from seasoned professionals who have seen their fair share of stages. We’ll provide you with a safe, welcoming environment and help you by providing valuable and actionable feedback that will help you level-up your presentation game.
We can help with that. Come learn with us!
UX Lisbon - Things I've Learned (and Am Still Learning) from Leading (UX Desi...Russ U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I’m the idiot! You see, most of my career has been an exercise in “trial by fire.” This process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, persona, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn’t always been readily available—nor as painless to my pride and potentially my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I’ve also wanted people to be satisfied with me and the work I’m doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
If you’re interested in learning from some of the hard lessons I’ve learned, or in just laughing at my folly, there will be plenty of material to provide you with either opportunity.
Meta Meta Meta
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
Mushroom Mushroom
Russ Unger will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
Snake
There will be activities where you will experience the true nature of “trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster.
(The Top 2-3) Things I've Learned (& Am Still Learning) From Leading (UX Desi...Russ U
I've worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I'm the idiot! Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the site map, wireframe, personas, and so on. In leadership, the option to start over or iterate hasn't always been readily available--nor as painless to my pride and my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I've also wanted people to be satisfied with me and the work I'm doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
Things I've Learned (& Am Still Learning) from Leading (UX Designers)Russ U
I've worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I'm the idiot! Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the site map, wireframe, personas, and so on. In leadership, the option to start over or iterate hasn't always been readily available--nor as painless to my pride and my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I've also wanted people to be satisfied with me and the work I'm doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
From Muppets to Mastery – Core UX Principles from Mr. Jim HensonRuss U
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principles that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
Live with 6-8-5: Rapid Sketching for Better Design - Big Design ConferenceRuss U
The 6-8-5 Method can be used in a number of ways to help with ideation and brainstorming, but also for fine tuning your designs and ideas. This session will focus on generating ideas in the form of rapid sketches around a set of requirements, then validating and fine-tuning them through structured pitching and critiquing. You don't need to be an artist or a designer, and you won’t need a laptop—just bring your favorite pencil and get ready to sketch!
WebVisions Chicago - From Muppets to Mastery: Core UX Principles from Mr. Jim...Russ U
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principals that UX Designers are falling love with today (or are at least using as part of our everyday lives).
Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy. And yes, there will be muppets.
Great Talks Start with Great Proposals: An IA Summit Virtual WebinarRuss U
The IA Summit and User Interface Engineering (UIE) are teaming up to present a free webinar about creating great presentation proposals.
Learn how to organize proposals in the way the most successful conference creators like to see. Our experts will discuss how to generate presentation ideas, choose a topic, and write a compelling abstract. They’ll also have tips specific to submitting a session proposal for the 2014 IA Summit.
First-hand insight from experienced speakers
UIE’s Adam Churchill will be our webinar host. He’ll be joined by two people with deep experience in both public speaking and organizing events:
Samantha Starmer
Samantha Starmer is Vice President of Customer Experience for Razorfish’s national Commerce and Content practice. Prior to Razorfish, Samantha was Director of Customer Experience at REI, a leading national outdoor retail co-op.
Samantha has led both workshops and presentations at the IA Summit, including full-day workshops on design for cross-channel experiences in 2011 and 2012. She is the coauthor of the forthcoming “Speaker Camp.”
Russ Unger
Russ is the Experience Design Director for GE Capital Americas. He’s also the coauthor of “A Project Guide to UX Design”, “Designing the Conversation”, and the upcoming “Speaker Camp”.
Russ’s name has been on a great many IA Summit programs, including the popular career workshop he has led for the last several years.
Presented by User Interface Engineering
User Interface Engineering is a leading research, training, and consulting firm specializing in web site and product usability. With in-depth research findings based on user observation, UIE empowers development teams to create usable web sites that increase customer satisfaction and loyalty. UIE was founded 25 years ago by Jared M. Spool and has developed into the largest organization of its kind in the world.
Meta Meta Meta
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
Mushroom Mushroom
Brad Nunnally, and Russ Unger, co-authors of the book ”Designing the Conversation” will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
Snake
There will be activities where you will experience the true nature of ”trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster. This will be a jam-packed day!
From Muppets to Mastery - Core UX Principles from Mr. Jim Henson - UX Mad 2013Russ U
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principals that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy. And yes, there will be muppets.
You’ve Got A Lot To Say. People Deserve to Hear It.
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
That’s not all–show up with 5 minutes of a presentation and learn from seasoned professionals who have seen their fair share of stages. We’ll provide you with a safe, welcoming environment and help you by providing valuable and actionable feedback that will help you level-up your presentation game.
Start here, and evolve your own patterns and techniques that work best for you.
The 3 Cs of Design - Charters, Critique, and Culture - Interaction South Amer...Russ U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
We’ve all worked at places where there’s never enough time to make sure that things are operationally done the “right way”—bills need to get paid, client or product/project work needs to get done and takes priority, and hey, everyone deserves to have a life, too. There is light at the end of this tunnel! Several companies, including Atari, Ford, Microsoft and Google, have pulled off some great things by taking advantage of skunkworks teams and projects. I’ve been fortunate enough to see some successes with those teams and projects, as well, and will share them so you can see how to apply the approach(es) to your own practice.
Way back in the 1940s, Kelly Johnson and his team of mighty skunks used their Skunkworks process to design—and build—a prototype jet fighter in 143 days. Kelly established 14 Rules and Practices for Skunkworks projects in order to help articulate the most effective way for his team to be successful in the projects that they worked on. Not only can we learn from Kelly’s rules and adapt them to our current methods of working, we can also create our own skunkworks teams and projects to ensure that the Cobbler’s kids—the operational areas of our design practices—get some shoes put on their feet. And the results might just smell pretty good, if you’re patient enough.
The 3 Cs of Design: Charters, Critique, and CultureRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
The Career Workshop will help attendees prepare for a job search. Attendees will share experiences and challenges that they have encountered, and will be provided with insights and guidance to help them navigate the often-challenging job-seeker landscape.
The workshop is divided into information-sharing sessions and activity-based sessions that help attendees get a combination of classroom-style learning mixed with hands-on interaction. In addition to discussions of cover letters, resumes, and portfolios, we will brainstorm approaches to common interview questions, including the behavioral-based questions that are being used by many companies today. We will also learn how to research and negotiate salaries for full-time and contract employees.
For even more great information on Presenting at Conferences:
Conference Proposals That Don't Suck (A List Apart): http://alistapart.com/article/conference-proposals-that-dont-suck
Great Talks Start with Great Proposals (IA Summit Webinar): https://vimeo.com/75783835
Speaker Camp helps you get ready to present at conferences. Spend your Saturday with us and get prepared to get on stage and show your smarts!
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
We’ve all worked at places where there’s never enough time to make sure that things are operationally done the “right way”—bills need to get paid, billable work needs to get done and takes priority, and hey, everyone deserves to have a life, too. Companies like Atari, Ford, Microsoft and Google, have accomplished great things by utilizing skunk works approaches. I’ve been fortunate enough to see some successes with skunk works, as well, and will share them so you can see how to apply the approach(es) to your own practice.
Way back in the 1940s, Kelly Johnson and his team of mighty skunks used their Skunk Works process to design—and build—a prototype jet fighter in 143 days. Kelly established 14 Rules and Practices for Skunk Works projects in order to help articulate the most effective way for his team to be successful in the projects that they worked on. We can also use skunk works to ensure that the Cobbler’s kids—operational areas of design—get shoes put on their feet.
When you can make just about anything, how do you know which option is the best one for modeling your ideas when it’s time to get started? Fifty years before ‘prototyping’ became a familiar concept, Jim Henson was mastering its foundational elements—using his muppets, of course. Henson also faced the same challenge that contemporary User Experience professionals know well: the paradox of prototyping choice; in tools and in process. Henson had notebooks full of ideas in various stages of development, and when he was ready to see which of his ideas were worth refining, he turned to sketching, storyboarding, patterns, iteration, and live testing to deterring his next steps.
Jim Henson was a UXer at his core. He cared about an authentic experience for his audience, and ensured that his team produced great work without spending any more time than was necessary to validate ideas. This early UXer can teach us a lot about how to apply those principles to the work we do today, with or without the help of Muppets.
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principles that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
Speaker Camp Atlanta Workshop - June 28, 2014Russ U
You’ve Got A Lot To Say.
People Deserve to Hear It.
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
Show up with 5 minutes of a presentation and learn from seasoned professionals who have seen their fair share of stages. We’ll provide you with a safe, welcoming environment and help you by providing valuable and actionable feedback that will help you level-up your presentation game.
We can help with that. Come learn with us!
UX Lisbon - Things I've Learned (and Am Still Learning) from Leading (UX Desi...Russ U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I’m the idiot! You see, most of my career has been an exercise in “trial by fire.” This process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, persona, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn’t always been readily available—nor as painless to my pride and potentially my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I’ve also wanted people to be satisfied with me and the work I’m doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
If you’re interested in learning from some of the hard lessons I’ve learned, or in just laughing at my folly, there will be plenty of material to provide you with either opportunity.
Meta Meta Meta
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
Mushroom Mushroom
Russ Unger will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
Snake
There will be activities where you will experience the true nature of “trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster.
(The Top 2-3) Things I've Learned (& Am Still Learning) From Leading (UX Desi...Russ U
I've worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I'm the idiot! Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the site map, wireframe, personas, and so on. In leadership, the option to start over or iterate hasn't always been readily available--nor as painless to my pride and my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I've also wanted people to be satisfied with me and the work I'm doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
Things I've Learned (& Am Still Learning) from Leading (UX Designers)Russ U
I've worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I'm the idiot! Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the site map, wireframe, personas, and so on. In leadership, the option to start over or iterate hasn't always been readily available--nor as painless to my pride and my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I've also wanted people to be satisfied with me and the work I'm doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
From Muppets to Mastery – Core UX Principles from Mr. Jim HensonRuss U
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principles that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
Live with 6-8-5: Rapid Sketching for Better Design - Big Design ConferenceRuss U
The 6-8-5 Method can be used in a number of ways to help with ideation and brainstorming, but also for fine tuning your designs and ideas. This session will focus on generating ideas in the form of rapid sketches around a set of requirements, then validating and fine-tuning them through structured pitching and critiquing. You don't need to be an artist or a designer, and you won’t need a laptop—just bring your favorite pencil and get ready to sketch!
WebVisions Chicago - From Muppets to Mastery: Core UX Principles from Mr. Jim...Russ U
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principals that UX Designers are falling love with today (or are at least using as part of our everyday lives).
Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy. And yes, there will be muppets.
Great Talks Start with Great Proposals: An IA Summit Virtual WebinarRuss U
The IA Summit and User Interface Engineering (UIE) are teaming up to present a free webinar about creating great presentation proposals.
Learn how to organize proposals in the way the most successful conference creators like to see. Our experts will discuss how to generate presentation ideas, choose a topic, and write a compelling abstract. They’ll also have tips specific to submitting a session proposal for the 2014 IA Summit.
First-hand insight from experienced speakers
UIE’s Adam Churchill will be our webinar host. He’ll be joined by two people with deep experience in both public speaking and organizing events:
Samantha Starmer
Samantha Starmer is Vice President of Customer Experience for Razorfish’s national Commerce and Content practice. Prior to Razorfish, Samantha was Director of Customer Experience at REI, a leading national outdoor retail co-op.
Samantha has led both workshops and presentations at the IA Summit, including full-day workshops on design for cross-channel experiences in 2011 and 2012. She is the coauthor of the forthcoming “Speaker Camp.”
Russ Unger
Russ is the Experience Design Director for GE Capital Americas. He’s also the coauthor of “A Project Guide to UX Design”, “Designing the Conversation”, and the upcoming “Speaker Camp”.
Russ’s name has been on a great many IA Summit programs, including the popular career workshop he has led for the last several years.
Presented by User Interface Engineering
User Interface Engineering is a leading research, training, and consulting firm specializing in web site and product usability. With in-depth research findings based on user observation, UIE empowers development teams to create usable web sites that increase customer satisfaction and loyalty. UIE was founded 25 years ago by Jared M. Spool and has developed into the largest organization of its kind in the world.
Meta Meta Meta
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
Mushroom Mushroom
Brad Nunnally, and Russ Unger, co-authors of the book ”Designing the Conversation” will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
Snake
There will be activities where you will experience the true nature of ”trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster. This will be a jam-packed day!
From Muppets to Mastery - Core UX Principles from Mr. Jim Henson - UX Mad 2013Russ U
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principals that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy. And yes, there will be muppets.
You’ve Got A Lot To Say. People Deserve to Hear It.
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
That’s not all–show up with 5 minutes of a presentation and learn from seasoned professionals who have seen their fair share of stages. We’ll provide you with a safe, welcoming environment and help you by providing valuable and actionable feedback that will help you level-up your presentation game.
Start here, and evolve your own patterns and techniques that work best for you.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
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?
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
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.
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.
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.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Expert Accessory Dwelling Unit (ADU) Drafting Services
Editor's Notes
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The Tonight Show with Steve Allen\n
The purchase was funded by a combination of $10,000 cash deposit, trade of the Presley home on Audubon Drive for $55,000 and mortgage of $37,500.\nSo, $97,500. He was 22 years old.\n
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Richard Saul Wurman coins term ‘Information Architecture’.\nTo this day, no one knows what it means, but we all know what “Muppets” are.\n
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Parenting Magazine - Person of the Year: Your Mom, who started fixing up the basement so you could move back into it. \nRoll 2d20 to save from Your Mom’s basement, nerds.\n
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1976 Chevy Impala. Dad put blocks under the seat so I could see over the dashboard. \nI had a white winter coat that year, high school friends called me “The White Ghost”\nBefore I got the car, I got a Sony Discman that I could line in to it. Respect.\n
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Flickr originated from Ludicorp's Game Neverending, a web-based MMOG. Flickr proved a more feasible project (could make money).\n\n\n
Whatnots were the many different re-usable puppets.\n
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When I think of Visual Thinking, these people come to mind.\nBut, so does any sketch note taker, anyone who sketches anything.\nYou.\n
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Yes, I know this doesn’t hold true for *everyone*\n