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.
In agile software development, "user stories" acknowledge the importance of the user but how can we know that the needs the stories represents are genuine and valuable? I'll be looking at how user stories can be improved by using a mental models to align them with real behaviour.
On the flipside, I'll also consider how generative user research can benefit from a lean approach and show that many of the techniques are similar to those used in a typical agile project.
This talk is for anyone who is looking for practical ways to bridge the gaps between traditional research and agile practices by focussing on activities that hold common value for both.
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.
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
Webvisions NY 2012 - The Future is Now: Ambient Location and the Future of th...Amber Case
Wouldn't it be nice if your colleague's phone could SMS its location to you? If you know position and velocity, you know when they'll arrive. The result: the interface disappears. No redundant actions or queries. The same software could turn your lights on as you approach the house. Or automatically "check in" to certain locations for you. Or leave a note for yourself the next time you're at the store.
In the presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
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.
In agile software development, "user stories" acknowledge the importance of the user but how can we know that the needs the stories represents are genuine and valuable? I'll be looking at how user stories can be improved by using a mental models to align them with real behaviour.
On the flipside, I'll also consider how generative user research can benefit from a lean approach and show that many of the techniques are similar to those used in a typical agile project.
This talk is for anyone who is looking for practical ways to bridge the gaps between traditional research and agile practices by focussing on activities that hold common value for both.
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.
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
Webvisions NY 2012 - The Future is Now: Ambient Location and the Future of th...Amber Case
Wouldn't it be nice if your colleague's phone could SMS its location to you? If you know position and velocity, you know when they'll arrive. The result: the interface disappears. No redundant actions or queries. The same software could turn your lights on as you approach the house. Or automatically "check in" to certain locations for you. Or leave a note for yourself the next time you're at the store.
In the presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
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.
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.
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.
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.
Taken from the Future of Web Design, New York 2015 Conference. https://futureofwebdesign.com/nyc-2015/
The process behind making a blockbuster film is similar to creating a meaningful website or app. Through the lens of cinema, we’ll walk through practical ways that UX design teams can work together to deliver an award-winning final product. Whether you’re making a low-budget indie for a non-profit or the next summer smash for a Fortune 500, we can learn a thing or two from film.
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.
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.
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?
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.
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.
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.
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.
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.
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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.
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.
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.
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.
Taken from the Future of Web Design, New York 2015 Conference. https://futureofwebdesign.com/nyc-2015/
The process behind making a blockbuster film is similar to creating a meaningful website or app. Through the lens of cinema, we’ll walk through practical ways that UX design teams can work together to deliver an award-winning final product. Whether you’re making a low-budget indie for a non-profit or the next summer smash for a Fortune 500, we can learn a thing or two from film.
Similar to From Muppets to Mastery - Learning About UX from Jim Henson (7)
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.
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.
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?
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.
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.
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.
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.
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.
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!
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.
The Chakra System in our body - A Portal to Interdimensional Consciousness.pptxBharat Technology
each chakra is studied in greater detail, several steps have been included to
strengthen your personal intention to open each chakra more fully. These are designed
to draw forth the highest benefit for your spiritual growth.
Lesson 9 - Resisting Temptation Along the Way.pptxCelso Napoleon
Lesson 9 - Resisting Temptation Along the Way
SBs – Sunday Bible School
Adult Bible Lessons 2nd quarter 2024 CPAD
MAGAZINE: THE CAREER THAT IS PROPOSED TO US: The Path of Salvation, Holiness and Perseverance to Reach Heaven
Commentator: Pastor Osiel Gomes
Presentation: Missionary Celso Napoleon
Renewed in Grace
The Book of Joshua is the sixth book in the Hebrew Bible and the Old Testament, and is the first book of the Deuteronomistic history, the story of Israel from the conquest of Canaan to the Babylonian exile.
Exploring the Mindfulness Understanding Its Benefits.pptxMartaLoveguard
Slide 1: Title: Exploring the Mindfulness: Understanding Its Benefits
Slide 2: Introduction to Mindfulness
Mindfulness, defined as the conscious, non-judgmental observation of the present moment, has deep roots in Buddhist meditation practice but has gained significant popularity in the Western world in recent years. In today's society, filled with distractions and constant stimuli, mindfulness offers a valuable tool for regaining inner peace and reconnecting with our true selves. By cultivating mindfulness, we can develop a heightened awareness of our thoughts, feelings, and surroundings, leading to a greater sense of clarity and presence in our daily lives.
Slide 3: Benefits of Mindfulness for Mental Well-being
Practicing mindfulness can help reduce stress and anxiety levels, improving overall quality of life.
Mindfulness increases awareness of our emotions and teaches us to manage them better, leading to improved mood.
Regular mindfulness practice can improve our ability to concentrate and focus our attention on the present moment.
Slide 4: Benefits of Mindfulness for Physical Health
Research has shown that practicing mindfulness can contribute to lowering blood pressure, which is beneficial for heart health.
Regular meditation and mindfulness practice can strengthen the immune system, aiding the body in fighting infections.
Mindfulness may help reduce the risk of chronic diseases such as type 2 diabetes and obesity by reducing stress and improving overall lifestyle habits.
Slide 5: Impact of Mindfulness on Relationships
Mindfulness can help us better understand others and improve communication, leading to healthier relationships.
By focusing on the present moment and being fully attentive, mindfulness helps build stronger and more authentic connections with others.
Mindfulness teaches us how to be present for others in difficult times, leading to increased compassion and understanding.
Slide 6: Mindfulness Techniques and Practices
Focusing on the breath and mindful breathing can be a simple way to enter a state of mindfulness.
Body scan meditation involves focusing on different parts of the body, paying attention to any sensations and feelings.
Practicing mindful walking and eating involves consciously focusing on each step or bite, with full attention to sensory experiences.
Slide 7: Incorporating Mindfulness into Daily Life
You can practice mindfulness in everyday activities such as washing dishes or taking a walk in the park.
Adding mindfulness practice to daily routines can help increase awareness and presence.
Mindfulness helps us become more aware of our needs and better manage our time, leading to balance and harmony in life.
Slide 8: Summary: Embracing Mindfulness for Full Living
Mindfulness can bring numerous benefits for physical and mental health.
Regular mindfulness practice can help achieve a fuller and more satisfying life.
Mindfulness has the power to change our perspective and way of perceiving the world, leading to deeper se
The Good News, newsletter for June 2024 is hereNoHo FUMC
Our monthly newsletter is available to read online. We hope you will join us each Sunday in person for our worship service. Make sure to subscribe and follow us on YouTube and social media.
In Jude 17-23 Jude shifts from piling up examples of false teachers from the Old Testament to a series of practical exhortations that flow from apostolic instruction. He preserves for us what may well have been part of the apostolic catechism for the first generation of Christ-followers. In these instructions Jude exhorts the believer to deal with 3 different groups of people: scoffers who are "devoid of the Spirit", believers who have come under the influence of scoffers and believers who are so entrenched in false teaching that they need rescue and pose some real spiritual risk for the rescuer. In all of this Jude emphasizes Jesus' call to rescue straying sheep, leaving the 99 safely behind and pursuing the 1.
HANUMAN STORIES: TIMELESS TEACHINGS FOR TODAY’S WORLDLearnyoga
Hanuman Stories: Timeless Teachings for Today’s World" delves into the inspiring tales of Hanuman, highlighting lessons of devotion, strength, and selfless service that resonate in modern life. These stories illustrate how Hanuman's unwavering faith and courage can guide us through challenges and foster resilience. Through these timeless narratives, readers can find profound wisdom to apply in their daily lives.
The PBHP DYC ~ Reflections on The Dhamma (English).pptxOH TEIK BIN
A PowerPoint Presentation based on the Dhamma Reflections for the PBHP DYC for the years 1993 – 2012. To motivate and inspire DYC members to keep on practicing the Dhamma and to do the meritorious deed of Dhammaduta work.
The texts are in English.
For the Video with audio narration, comments and texts in English, please check out the Link:
https://www.youtube.com/watch?v=zF2g_43NEa0
2 Peter 3: Because some scriptures are hard to understand and some will force them to say things God never intended, Peter warns us to take care.
https://youtu.be/nV4kGHFsEHw
21. Jim Henson & Design
#UXMuppets | @russu
A Good Experience is
Invisible
Give the audience enough
to work with and they’ll do
the rest for you.
(Suspension of Disbelief)
22. Jim Henson & Design
#UXMuppets | @russu
A Good Experience is
Invisible
Give the audience enough
to work with and they’ll do
the rest for you.
(Suspension of Disbelief)
23. Jim Henson & Design
#UXMuppets | @russu
A Good Experience is
Invisible
Give the audience enough
to work with and they’ll do
the rest for you.
(Suspension of Disbelief)
24. Jim Henson & Design
#UXMuppets | @russu
Patterns
Original Muppets were
designed so that ~6
Muppets could be easily
made from a single
design.
25. Jim Henson & Design
#UXMuppets | @russu
Patterns
Original Muppets were
designed so that ~6
Muppets could be easily
made from a single
design.
26. Jim Henson & Design
#UXMuppets | @russu
Patterns
Original Muppets were
designed so that ~6
Muppets could be easily
made from a single
design.
27. Jim Henson & Design
#UXMuppets | @russu
Patterns
Original Muppets were
designed so that ~6
Muppets could be easily
made from a single
design.
28. Jim Henson & Design
#UXMuppets | @russu
Patterns
Original Muppets were
designed so that ~6
Muppets could be easily
made from a single
design.
29. Jim Henson & Design
#UXMuppets | @russu
Patterns
Original Muppets were
designed so that ~6
Muppets could be easily
made from a single
design.
30. Jim Henson & Design
#UXMuppets | @russu
“
Making Things Up
Jim didn’t know much [Muppets] was really just
about creating a TV show, a term we made up.
but that was okay. He got
to figure it out as he went
along.
31. Jim Henson & Design
#UXMuppets | @russu
“
Making Things Up
Jim didn’t know much [Muppets] was really just
about creating a TV show, a term we made up.
but that was okay. He got
to figure it out as he went
along. What Terms Have We Made Up?
•Affordances
•Heuristics
•Contextual Inquiry
•Deliverables
•Bodystorming
•Skeumorphic
•Mental Models
•Participatory Design
•Folksonomy
•Information Architecture
•User Experience Design
*No disrespect to our friends of have created these, of course!
32. Jim Henson & Design
#UXMuppets | @russu
Visual Thinking
“I’ve always been most
intrigued by what can be
done with the visual
image. I feel that is what
is strongest about the
work I do...the visual
image.”
33. Jim Henson & Design
#UXMuppets | @russu
Visual Thinking
“I’ve always been most
intrigued by what can be
done with the visual
image. I feel that is what
is strongest about the
work I do...the visual
image.”
34. Jim Henson & Design
#UXMuppets | @russu
Visual Thinking
“I’ve always been most
intrigued by what can be
done with the visual
image. I feel that is what
is strongest about the
work I do...the visual
image.”
35. Jim Henson & Design
#UXMuppets | @russu
Visual Thinking
“I’ve always been most
intrigued by what can be
done with the visual
image. I feel that is what
is strongest about the
work I do...the visual
image.”
36. Jim Henson & Design
#UXMuppets | @russu
Sketching
Henson started sketching
characters and comic
strips as a kid.
He never stopped.
37. Jim Henson & Design
#UXMuppets | @russu
Sketching
Henson started sketching
characters and comic
strips as a kid.
He never stopped.
38. Jim Henson & Design
#UXMuppets | @russu
Sketching
Henson started sketching
characters and comic
strips as a kid.
He never stopped.
Neither should you.
39. Jim Henson & Design
#UXMuppets | @russu
Sketching
Henson started sketching
characters and comic
strips as a kid.
He never stopped.
Neither should you.
40. Jim Henson & Design
#UXMuppets | @russu
Sketching
Henson started sketching
characters and comic
strips as a kid.
He never stopped.
Neither should you.
Sketching is the thinking
you do before the doing
that you do.
41. Jim Henson & Design
#UXMuppets | @russu
Hacking
Jim needed to see what
the viewer would see, so
he started using a
“monitor” to view scenes
from where he was
located.
This technique is still in
use today.
42. Jim Henson & Design
#UXMuppets | @russu
Hacking
Jim needed to see what
the viewer would see, so
he started using a
“monitor” to view scenes
from where he was
located.
This technique is still in
use today.
43. Jim Henson & Design
#UXMuppets | @russu
Bernard Tyers Belén Barros Pena
Hacking
Jim needed to see what
the viewer would see, so
he started using a
“monitor” to view scenes
http://www.diymobileusabilitytesting.net/
from where he was
located.
This technique is still in
use today.
~$3,000.00
44. Jim Henson & Design
#UXMuppets | @russu
Hacking
Jim needed to see what
the viewer would see, so
he started using a
“monitor” to view scenes
from where he was
located.
This technique is still in
use today.
45. Jim Henson & Design
#UXMuppets | @russu
Storyboarding
A storyboard is a graphic
organizer that visually
tells a story. Creating a
storyboard helps you plan
your story shot by shot.
46. Jim Henson & Design
#UXMuppets | @russu
Storyboarding
A storyboard is a graphic
organizer that visually
tells a story. Creating a
storyboard helps you plan
your story shot by shot.
47. Jim Henson & Design
#UXMuppets | @russu
Storyboarding
A storyboard is a graphic
organizer that visually
tells a story. Creating a
storyboard helps you plan
your story shot by shot.
Some people even
storyboard their
presentations.
48. Jim Henson & Design
#UXMuppets | @russu
A Team of One
What started as a one-
man enterprise grew into
an internationally
acclaimed phenomenon.
49. Jim Henson & Design
#UXMuppets | @russu
A Team of One
What started as a one-
man enterprise grew into
an internationally
acclaimed phenomenon.
We do that, too.
50. Jim Henson & Design
#UXMuppets | @russu
A Team of One
What started as a one-
man enterprise grew into
an internationally
acclaimed phenomenon.
We do that, too.
52. #UXMuppets | @russu
Mr. Henson & Design
(So What?)
Jim Henson started sketching and making puppets at a young age.
He read books, but not rule books.
He sketched ideas.
He hacked things together.
He made it up as he went along.
As a relatively new industry, so do we.