A multi-phase project ascertaining the core issues and potential solutions UX professionals encounter in AGILE environments. All scrum roles were represented and engaged in the process. The core issues found are presented here in this presentation. A paper summarizing the potential solutions to the core issues we identified will soon follow.
The document outlines the phases of game development overseen by the producer. It discusses establishing the project scope through documents, determining staffing needs, and that salaries make up the largest part of the budget. It also describes dividing the project into categories and tasks, prioritizing tasks, estimating task lengths and risks, and using tools like Microsoft Project to maintain schedules and track milestones like alpha, beta, and gold master.
Agile began in 1990 due to long development times between business needs and applications. In 2001, 17 leaders created the Agile Manifesto valuing individuals, working software, customer collaboration, and responding to change. Popular frameworks include SAFe for large enterprises, LeSS for multiple teams, Scrum of Scrums, Scrum@Scale, and DAD's toolkit approach. Kanban also provides visualization and flow techniques. Adoption focuses on productivity gains while transformation changes culture and structures over years.
What is the purpose of Sprint planning meeting in Agile?Mario Lucero
What is the purpose of the Sprint planning meeting?
When you’re working within an agile management framework, you accomplish discrete tasks within the framework of a sprint. On the first day of each sprint the scrum team holds the sprint planning meeting.
Netflix has developed a new global subtitles workflow to process timed text from over 20 languages. The new workflow uses TTML2 as the canonical format and includes configurable inspections and conversions. Netflix is actively involved in standards through the W3C and supports IMSC1 and TTML2. They are working on open source tools for IMF and timed text to help standardization efforts.
Agile evolution lifecycle - From implementing Agile to being AgileMichal Epstein
This document outlines an agile evolution lifecycle consisting of adoption, adjustment, and advancement. It discusses scaling challenges with initial agile adoption within teams and a lack of visibility outside teams. The adjustment phase emphasizes focusing on small, well-defined user stories and taking responsibility for deliveries. Advancement challenges working agile in organizations needing roadmaps for customers and discusses prioritizing features by business value and cost to fit within scope. The final culture stage involves organizational unity across functions, adapting approaches, and focusing on short cycles of gradual value to keep customers happy.
Full course available at: http://masterofproject.com/courses/agile-project-management-scrum-framework-certification-prep
Course Description
The Agile & Scrum Certification Training course imparts knowledge on the Agile and Scrum values, helps you build the requisite skills and gain expertise in the domain. The course provides immense clarity on vital concepts of scrum and agile to help you clear the certification exam in your first attempt. The course aims to make you an expert in the Scrum ways, enhancing your capability to deliver shippable products by the end of each Sprint. With the practical application of the agile methodologies you would be able to maximize business value, while mitigating potential risks.
Features
50+ Lectures
10+ Hours
Lifetime Access
100% Online & Self Paced
30 day money back guarantee!
Course Completion Certificate
What am I going to get from this course?
Learn the Agile Methodologies and Agile Project Management
Learn Scrum Framework
Learn practical implications of Scrum over a sample project
Get ready for Scrum Certification exams (PMI-ACP, CSM, PSM, CSPO, PSPO, CSD, PSD)
Learn Scrum Team
Learn Scrum Events
Learn Scrum Artifacs
Learn Extreme Programming (XP) Agile Methodology briefly.
Learn Lean Agile Methodology briefly.
Learn Kanban Agile Methodology briefly.
Learn the differences of Agile & Scrum Certifications provided by different organizations
Qualify for the 21 Contact Hours Agile Training requirement of PMI for the PMI-ACP certification.
Earn 15 SEUs under Category E: Independent Learning of Scrum Alliance
Earn 14 PDUs if you are a PMP already.
What is the target audience?
The Agile & Scrum certification is best suited for:
Team Leaders
Project Managers
Members of Scrum teams such as developers, Scrum Masters, and Product Owners
Managers of Scrum teams
Teams transitioning to Scrum
Professionals intending to pursue the Scrum Master certification
The document discusses the Agile Scrum methodology. It describes the key principles of Scrum which value individuals and interaction, working software, customer collaboration, and responding to change over processes, documentation, contracts, and plans. It then explains the main roles in Scrum including the Product Owner, Scrum Master, and self-organizing cross-functional Team. It outlines the core Scrum events like the Sprint, Daily Stand-up, Sprint Review, and Retrospective.
The document outlines the phases of game development overseen by the producer. It discusses establishing the project scope through documents, determining staffing needs, and that salaries make up the largest part of the budget. It also describes dividing the project into categories and tasks, prioritizing tasks, estimating task lengths and risks, and using tools like Microsoft Project to maintain schedules and track milestones like alpha, beta, and gold master.
Agile began in 1990 due to long development times between business needs and applications. In 2001, 17 leaders created the Agile Manifesto valuing individuals, working software, customer collaboration, and responding to change. Popular frameworks include SAFe for large enterprises, LeSS for multiple teams, Scrum of Scrums, Scrum@Scale, and DAD's toolkit approach. Kanban also provides visualization and flow techniques. Adoption focuses on productivity gains while transformation changes culture and structures over years.
What is the purpose of Sprint planning meeting in Agile?Mario Lucero
What is the purpose of the Sprint planning meeting?
When you’re working within an agile management framework, you accomplish discrete tasks within the framework of a sprint. On the first day of each sprint the scrum team holds the sprint planning meeting.
Netflix has developed a new global subtitles workflow to process timed text from over 20 languages. The new workflow uses TTML2 as the canonical format and includes configurable inspections and conversions. Netflix is actively involved in standards through the W3C and supports IMSC1 and TTML2. They are working on open source tools for IMF and timed text to help standardization efforts.
Agile evolution lifecycle - From implementing Agile to being AgileMichal Epstein
This document outlines an agile evolution lifecycle consisting of adoption, adjustment, and advancement. It discusses scaling challenges with initial agile adoption within teams and a lack of visibility outside teams. The adjustment phase emphasizes focusing on small, well-defined user stories and taking responsibility for deliveries. Advancement challenges working agile in organizations needing roadmaps for customers and discusses prioritizing features by business value and cost to fit within scope. The final culture stage involves organizational unity across functions, adapting approaches, and focusing on short cycles of gradual value to keep customers happy.
Full course available at: http://masterofproject.com/courses/agile-project-management-scrum-framework-certification-prep
Course Description
The Agile & Scrum Certification Training course imparts knowledge on the Agile and Scrum values, helps you build the requisite skills and gain expertise in the domain. The course provides immense clarity on vital concepts of scrum and agile to help you clear the certification exam in your first attempt. The course aims to make you an expert in the Scrum ways, enhancing your capability to deliver shippable products by the end of each Sprint. With the practical application of the agile methodologies you would be able to maximize business value, while mitigating potential risks.
Features
50+ Lectures
10+ Hours
Lifetime Access
100% Online & Self Paced
30 day money back guarantee!
Course Completion Certificate
What am I going to get from this course?
Learn the Agile Methodologies and Agile Project Management
Learn Scrum Framework
Learn practical implications of Scrum over a sample project
Get ready for Scrum Certification exams (PMI-ACP, CSM, PSM, CSPO, PSPO, CSD, PSD)
Learn Scrum Team
Learn Scrum Events
Learn Scrum Artifacs
Learn Extreme Programming (XP) Agile Methodology briefly.
Learn Lean Agile Methodology briefly.
Learn Kanban Agile Methodology briefly.
Learn the differences of Agile & Scrum Certifications provided by different organizations
Qualify for the 21 Contact Hours Agile Training requirement of PMI for the PMI-ACP certification.
Earn 15 SEUs under Category E: Independent Learning of Scrum Alliance
Earn 14 PDUs if you are a PMP already.
What is the target audience?
The Agile & Scrum certification is best suited for:
Team Leaders
Project Managers
Members of Scrum teams such as developers, Scrum Masters, and Product Owners
Managers of Scrum teams
Teams transitioning to Scrum
Professionals intending to pursue the Scrum Master certification
The document discusses the Agile Scrum methodology. It describes the key principles of Scrum which value individuals and interaction, working software, customer collaboration, and responding to change over processes, documentation, contracts, and plans. It then explains the main roles in Scrum including the Product Owner, Scrum Master, and self-organizing cross-functional Team. It outlines the core Scrum events like the Sprint, Daily Stand-up, Sprint Review, and Retrospective.
This document discusses key concepts in agile planning including story points, velocity, and release planning using velocity. It defines story points as relative sizes used to estimate user stories, and explains how they remain constant over time unlike ideal days estimates. Velocity is defined as the average story points a team can complete per sprint. The document outlines how to establish story points and use them along with velocity for release planning and tracking progress with a burn down chart.
Design Systems : à votre marque, prêts, partez !Idean France
“Design System”, il semble que ce mot soit sur toutes les lèvres en ce moment… Mais qu’est-ce que cela signifie vraiment ? Quels sont les différents types de Design Systems ? Par où commencer et quelles sont les bonnes questions à se poser ?
Par Audrey Hacq, Lead Designer chez Backelite
Et parce que cohérence et productivité ne doivent pas rimer avec uniformisation, découvrez comment bien démarrer vos projets avec un concept créatif. Une présentation de Florian Cordier, Creative Lead chez Backelite : http://bit.ly/2lTCciA
MOUV' TON ORGA PRODUIT
Par Romain Garnier, Marion Leonard et Charles du Portal, Product Managers.
Manager son produit, c’est d’abord avoir la bonne idée puis être en capacité de l’opérer durant tout le cycle de vie du produit, notamment lors du franchissement des grands jalons.
Dans une logique d’investissement et de limiter les risques pour l’entreprise, il est un devoir de rendre efficiente cette opération. Pour réussir au mieux ce challenge, l’équipe, produit en tant que telle, doit également être managée : elle doit être insufflée d’un sens, elle doit être mise en responsabilité, elle doit grandir et itérer sur ses pratiques, ses convictions.
Ainsi, l’organisation en charge de l’exécution du produit doit donc s’adapter à cet écosystème en mouvement permanent.
Avec des retours d’expérience dans différents secteurs (santé, agriculture, culture, service), que ce soit en BtoB ou en BtoC, nous reviendrons sur notre vision de ce qui fait le succès des organisations produits efficientes accompagnée de témoignages.
This document discusses the role of a sound designer in game development. It outlines traits to look for in a sound designer, including technical knowledge, creative vision, and good communication skills. It also describes the game development process from the perspective of a sound designer, including pre-production, production, implementation, and polish. The production process involves tasks like recording, synthesis, and editing sounds. Implementation involves integrating sounds into the game engine and setting up systems for sound effects, ambience, and reverb zones.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
Game Production Stages - eTohum Game Developers Summit - November 2013 barisyaman
How to keep the game development process efficient while growing your team?
The slides from Game Production Stages (Oyun Prodüksiyon Süreçleri) by Baris Yaman.
Conference: eTohum Game Developers Summit (Oyun Geliştiricileri Zirvesi)
Date: 23 November 2013
Location: Istanbul, Turkey
The document provides information on Agile vs Waterfall methodologies for software development. It describes Agile as an iterative approach that values individuals, interactions, working software and responding to change over processes, tools, documentation and following a plan. Waterfall is described as a linear sequential process where each phase must be completed before the next can begin. The document outlines the phases and characteristics of both approaches and discusses their pros and cons for different project types.
Unite 2016 Tokyoで登壇した『Unityを使った個人ゲーム開発における「収益化」の現状と未来』の続編です。登壇者のゲーム作品『Back in 1995』の振り返りと現在の取り組みから、Unityの力によってどのように活動を拡大していったのか紹介します。また、この5年で大きく変化した、日本のインディーを取り巻く環境についてご紹介します。
・『狂気講演』から5年、あのゲームは結局売れたのか?
・日本のインディーを取り巻く環境の変化
・開発を効率化する:Unity Services事例
・インディー創作活動を持続するために必要なこと
Scrum is an agile software development methodology where self-organizing teams work in short development cycles called sprints to build software incrementally. It focuses on collaboration, flexibility, and delivering working software frequently. Key components of Scrum include roles like the product owner and scrum master, a product backlog to track requirements, sprints for incremental development, and daily stand-up meetings. Scrum aims to be flexible and adaptive to changing requirements while maximizing productivity through its empirical process control methods.
This document provides an overview of adopting the Scrum framework for agile software development. It begins with an introduction to Scrum and its origins. The document then outlines the key steps to adopting Scrum, including finding a Product Owner, building a Product Backlog of prioritized user stories, defining what "Done" means, building a Sprint Backlog from the Product Backlog, and executing a Sprint. Visual tools like burndown charts and task boards are also discussed to provide transparency during a Sprint. The overall goal is to help teams and organizations understand and implement the Scrum framework to facilitate agile, iterative development.
Build – Measure – Learn is one of the most important mechanisms of agile software development. However, this mechanism is often crippled in nowadays projects, where traditional approaches of requirements gathering are bloating up product backlogs that cannot be prioritized anymore in a meaningful way. The results are customers not interested in iteration results, release to production that happens only at the end of the project, and feedback from customers when it is already too late and the budget is burned up.
Story mapping is a method that aligns user stories along desirable outcomes, so that customers can give sooner meaningful feedback, and release to production can happen earlier. The method helps slicing and prioritizing user stories, and addresses the product design aspect that is missing when just working with a product backlog. The method is highly visual and facilitates shared product ownership among product owner, team and customer.
This presentation provide an introduction to the concept of story mapping, with examples and experience gathered in own projects.
The document provides a visual overview of places, icons, and culture in Malaysia through photos and illustrations. It features stereotypical icons from the fishery and Malay traditional games sectors. Photos show the weather, infrastructure like Stadium Merdeka and transportation methods. Scenes of culture are depicted through images of musical instruments, markets, and national symbols like the hibiscus flower and hornbill bird. Methods of toll payment on Malaysian roads are also summarized.
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.
Kristen Purcell spoke at the Art Museum Marketing Association (AMMA) meeting at the Baltimore Museum of Art on Friday, May 17th, for an audience of marketing directors from the largest art museums in the U.S. Sharing insights from Pew Internet's recent national survey of arts organizations, Kristen discussed how these organizations are using digital tools to carry out their missions and the key questions art museums can focus on in developing their own digital strategies.
This document discusses key concepts in agile planning including story points, velocity, and release planning using velocity. It defines story points as relative sizes used to estimate user stories, and explains how they remain constant over time unlike ideal days estimates. Velocity is defined as the average story points a team can complete per sprint. The document outlines how to establish story points and use them along with velocity for release planning and tracking progress with a burn down chart.
Design Systems : à votre marque, prêts, partez !Idean France
“Design System”, il semble que ce mot soit sur toutes les lèvres en ce moment… Mais qu’est-ce que cela signifie vraiment ? Quels sont les différents types de Design Systems ? Par où commencer et quelles sont les bonnes questions à se poser ?
Par Audrey Hacq, Lead Designer chez Backelite
Et parce que cohérence et productivité ne doivent pas rimer avec uniformisation, découvrez comment bien démarrer vos projets avec un concept créatif. Une présentation de Florian Cordier, Creative Lead chez Backelite : http://bit.ly/2lTCciA
MOUV' TON ORGA PRODUIT
Par Romain Garnier, Marion Leonard et Charles du Portal, Product Managers.
Manager son produit, c’est d’abord avoir la bonne idée puis être en capacité de l’opérer durant tout le cycle de vie du produit, notamment lors du franchissement des grands jalons.
Dans une logique d’investissement et de limiter les risques pour l’entreprise, il est un devoir de rendre efficiente cette opération. Pour réussir au mieux ce challenge, l’équipe, produit en tant que telle, doit également être managée : elle doit être insufflée d’un sens, elle doit être mise en responsabilité, elle doit grandir et itérer sur ses pratiques, ses convictions.
Ainsi, l’organisation en charge de l’exécution du produit doit donc s’adapter à cet écosystème en mouvement permanent.
Avec des retours d’expérience dans différents secteurs (santé, agriculture, culture, service), que ce soit en BtoB ou en BtoC, nous reviendrons sur notre vision de ce qui fait le succès des organisations produits efficientes accompagnée de témoignages.
This document discusses the role of a sound designer in game development. It outlines traits to look for in a sound designer, including technical knowledge, creative vision, and good communication skills. It also describes the game development process from the perspective of a sound designer, including pre-production, production, implementation, and polish. The production process involves tasks like recording, synthesis, and editing sounds. Implementation involves integrating sounds into the game engine and setting up systems for sound effects, ambience, and reverb zones.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
Game Production Stages - eTohum Game Developers Summit - November 2013 barisyaman
How to keep the game development process efficient while growing your team?
The slides from Game Production Stages (Oyun Prodüksiyon Süreçleri) by Baris Yaman.
Conference: eTohum Game Developers Summit (Oyun Geliştiricileri Zirvesi)
Date: 23 November 2013
Location: Istanbul, Turkey
The document provides information on Agile vs Waterfall methodologies for software development. It describes Agile as an iterative approach that values individuals, interactions, working software and responding to change over processes, tools, documentation and following a plan. Waterfall is described as a linear sequential process where each phase must be completed before the next can begin. The document outlines the phases and characteristics of both approaches and discusses their pros and cons for different project types.
Unite 2016 Tokyoで登壇した『Unityを使った個人ゲーム開発における「収益化」の現状と未来』の続編です。登壇者のゲーム作品『Back in 1995』の振り返りと現在の取り組みから、Unityの力によってどのように活動を拡大していったのか紹介します。また、この5年で大きく変化した、日本のインディーを取り巻く環境についてご紹介します。
・『狂気講演』から5年、あのゲームは結局売れたのか?
・日本のインディーを取り巻く環境の変化
・開発を効率化する:Unity Services事例
・インディー創作活動を持続するために必要なこと
Scrum is an agile software development methodology where self-organizing teams work in short development cycles called sprints to build software incrementally. It focuses on collaboration, flexibility, and delivering working software frequently. Key components of Scrum include roles like the product owner and scrum master, a product backlog to track requirements, sprints for incremental development, and daily stand-up meetings. Scrum aims to be flexible and adaptive to changing requirements while maximizing productivity through its empirical process control methods.
This document provides an overview of adopting the Scrum framework for agile software development. It begins with an introduction to Scrum and its origins. The document then outlines the key steps to adopting Scrum, including finding a Product Owner, building a Product Backlog of prioritized user stories, defining what "Done" means, building a Sprint Backlog from the Product Backlog, and executing a Sprint. Visual tools like burndown charts and task boards are also discussed to provide transparency during a Sprint. The overall goal is to help teams and organizations understand and implement the Scrum framework to facilitate agile, iterative development.
Build – Measure – Learn is one of the most important mechanisms of agile software development. However, this mechanism is often crippled in nowadays projects, where traditional approaches of requirements gathering are bloating up product backlogs that cannot be prioritized anymore in a meaningful way. The results are customers not interested in iteration results, release to production that happens only at the end of the project, and feedback from customers when it is already too late and the budget is burned up.
Story mapping is a method that aligns user stories along desirable outcomes, so that customers can give sooner meaningful feedback, and release to production can happen earlier. The method helps slicing and prioritizing user stories, and addresses the product design aspect that is missing when just working with a product backlog. The method is highly visual and facilitates shared product ownership among product owner, team and customer.
This presentation provide an introduction to the concept of story mapping, with examples and experience gathered in own projects.
The document provides a visual overview of places, icons, and culture in Malaysia through photos and illustrations. It features stereotypical icons from the fishery and Malay traditional games sectors. Photos show the weather, infrastructure like Stadium Merdeka and transportation methods. Scenes of culture are depicted through images of musical instruments, markets, and national symbols like the hibiscus flower and hornbill bird. Methods of toll payment on Malaysian roads are also summarized.
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.
Kristen Purcell spoke at the Art Museum Marketing Association (AMMA) meeting at the Baltimore Museum of Art on Friday, May 17th, for an audience of marketing directors from the largest art museums in the U.S. Sharing insights from Pew Internet's recent national survey of arts organizations, Kristen discussed how these organizations are using digital tools to carry out their missions and the key questions art museums can focus on in developing their own digital strategies.
INTERACTIVE TOOLS FOR MEETINGS, CONFERENCES, CONVENTIONS, INCENTIVES, EXHIBIT...Jorge Torio, CASE
The document discusses various interactive technology options for meetings, conventions and exhibits including Poken, Digivote, Digitoon, interactive screens and floors, kiosks, mobile apps, and TPIC games. These technologies allow for networking, information sharing, audience engagement, feedback collection, and branding opportunities in a greener digital format. Videos are available to demonstrate how each interactive technology can be used.
Visual research methology presentation kitTiong Ing Haw
Sibu is the third largest division in Sarawak, Malaysia. It is located along the Rajang River and has a population composed mainly of Chinese people from Fuzhou as well as other ethnic groups like Melanau, Malay, and Iban. Some of the notable landmarks and attractions in Sibu include Wisma Sanyan which is the tallest building in Sarawak, the Central Market which has over 1000 stalls, and Tua Pek Kong Temple which is a prime tourist attraction. The document provides brief descriptions of these locations as well as other parks, temples, museums, and memorials in Sibu and recommends some as good spots for photos, family outings, or morning exercise. It also lists
Wicked issues taming problems and systemsTim Curtis
Wicked Issues
Taming problems through Rich Picturing and Soft Systems Methodology
This document discusses wicked problems and how rich pictures and soft systems methodology (SSM) can be used to address them. It defines wicked problems as having no definite formulation, no stopping rules for solutions, solutions that are not true or false but better or worse, and consequences that are difficult to predict. SSM is presented as a systems thinking approach with seven steps, and rich pictures are described as a way to express problem situations in SSM's second step through diagrams that show relationships and issues. An example rich picture is provided, with questions about what risks and opportunities it reveals. References are given for further reading on wicked problems, SSM
Visual methodologies rely on artistic mediums like photography, film, drawings and paintings to represent and produce knowledge. These visual mediums capture reality in a rich way, and also reveal information about the artist or creator through elements like composition, focus, angle and moment of capture. Visual images are subjective interpretations of the world rather than objective windows onto it. There are different methods for interpreting visuals, including compositional analysis of elements and form, semiotic analysis of signs, symbols and their meanings, and discourse analysis of how images construct social views and are embedded within institutions of power.
Lezing Cohousing Architect Laura Fitch (USA) - efficiënte ontwerpsessiesSofie Deberdt
Op 28 juni 2013 kwam Laura Fitch in Gent een lezing geven over het ontwerpen van Cohousings. Een organisatie van Samenhuizen vzw. Dit tweede deel gaat over de aanpak van ontwerpsessies met de groep.
Universal design for museum programs (GBMER workshop)astreichs
This document discusses universal design and inclusion in museums. It covers three main concepts for developing inclusive museum programs: 1) repeating and reinforcing main ideas through multiple modalities to accommodate different learning styles and abilities, 2) providing multiple entry points and ways of engagement to reach people with varying backgrounds and prior knowledge, and 3) ensuring physical and sensory access through design considerations like clear presentation, descriptive text and images, and flexible seating. The goal is to make museum learning opportunities as universally accessible as possible.
Introduction to Participatory Pattern WorkshopsYishay Mor
The document discusses participatory pattern workshops to address the gap between design expertise and practice. It proposes a methodology using collaborative reflection workshops, case story sharing, pattern mining, and future scenario planning. The workshops bring together interdisciplinary practitioners to jointly reflect on their work, identify common design patterns, and validate patterns by applying them to new problems. The goal is to develop effective knowledge sharing protocols to disseminate design expertise more broadly.
This document discusses user experience (UX) methods and how to choose the right method for a project. It emphasizes understanding the questions that need answers and exploring different ways to get those answers. The document provides examples of mixing methods, such as combining interviews with participatory design. It also discusses adjusting methods based on constraints like resources, time, and access to users. The overall message is that UX planning should focus on the research questions rather than following an ideal process, and can be more creative by considering these types of constraints.
Tools for distributed, collaborative product innovation: The EU-Project ID-SpacePetros Georgiakakis
The document discusses the IdSpace project, which is funded by the European Commission to develop tooling and training for collaborative product innovation. The project involves 9 partners from 6 countries working on 7 work packages over 2 years. It then discusses concepts of innovation and creativity, techniques for collaborative creativity like brainstorming, and the need for collaborative creativity support environments like the IdSpace environment being developed. It provides an overview of the IdSpace environment and its capabilities to support collaborative idea development and sharing of resources.
This document discusses facilitating the emergence of an online community of practice around user engagement in education technology. It introduces concepts like asset-based community development and appreciative inquiry to guide the process. Participants share experiences from successful past projects and discuss what made them feel successful. The goal is to support the formation of an effective, sustainable community through open discussion and by applying principles of appreciative inquiry and user-centered design.
The document outlines a Viewpoints workshop about using curriculum design tools to promote effective course development. The workshop includes an introduction to Viewpoints, which provides reflective tools using a learner timeline. Participants work through tasks to select principles, map them to a timeline, and identify implementation ideas to achieve objectives like retention or graduate qualities. The goals are to establish shared meanings, facilitate discussions, and collaboratively develop workshop outputs. Benefits include forming the basis for assessment strategies and providing resources for future planning.
Innovative methods in architectural educationKenny Joy
This document summarizes an innovative approach to architectural education presented by Ar. Kenny P. Joy. It begins with Joy's background and credentials. It then discusses some limitations of conventional teaching methods, emphasizing lecture-based learning and a lack of practical application. The new approach focuses on hands-on workshops, collaborative learning between academics and practitioners, and studio-based learning that integrates various subject areas into design projects. It aims to teach students the design process rather than just the product. Key aspects include theme-based studios, multi-stage design studies, and evaluating the design process over just the final output. The goal is to stimulate curiosity and allow students to learn through their own choices and mistakes.
Design Thinking Overview (summary by Interaction Design Foundation)Dennis Antolin
Design Thinking Overview
Fundamental principles behind Design Thinking:
• Design Thinking starts with empathy, a deep human focus, in order to gain insights which may reveal new and unexplored ways of seeing, and courses of action to follow in bringing about preferred situations for business and society.
• It involves reframing the perceived problem or challenge at hand, and gaining perspectives, which allow a more holistic look at the path towards these preferred situations.
It encourages collaborative, multi-disciplinary teamwork to leverage the skills, personalities and thinking styles of many in order to solve multifaceted problems.
• It initially employs divergent styles of thinking to explore as many possibilities, deferring judgment and creating an open ideations space to allow for the maximum number of ideas and points of view to surface.
• It later employs convergent styles of thinking to isolate potential solution streams, combining and refining insights and more mature ideas, which pave a path forward.
• It engages in the early exploration of selected ideas, rapidly modeling potential solutions to encourage learning while doing, and allow for gaining additional insight into the viability of solutions before too much time or money has been spent
• Tests the prototypes which survive the processes further to remove any potential issues.
• Iterates through the various stages, revisiting empathetic frames of mind and then redefining the challenge as new knowledge and insight are gained along the way.
• It starts off chaotic and cloudy steamrolling towards points of clarity until a desirable, feasible and viable solution emerges.
Design Thinking Frameworks
• Heart, Head, and Hand
• Deep Dive
• d.school’s 5 Stage Process
• IDEO’s Design Thinking Process
• HCD - Human Centred Design
• Design Council of the UK: 4 D’s
• Frog Design
• What x 4
• The LUMA System
Effective Facilitation in Synchronous Environments pt 1Michael Coghlan
This document provides guidance on effective facilitation in synchronous online environments. It discusses establishing ground rules for participant interaction, using webcams, managing multiple presentation venues. The impacts of text chat on participants and presenters are examined, including advantages like feedback and engagement, and disadvantages like distraction. Designing for interactivity through activities is covered. Finally, tensions between synchronous and asynchronous approaches are discussed, and ways to resolve them through optional sessions, archiving, and flipped classroom models.
MINDSTORMING: UPA 2011 full presentationDante Murphy
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Similar to The Graffiti Wall: An Emerging Method for Gathering Qualitative Feedback in a Public Setting (20)
The Graffiti Wall: An Emerging Method for Gathering Qualitative Feedback in a Public Setting
1. The Graffiti Wall
An Emerging Method for Gathering Qualitative Feedback in a Public Setting
Peter Roessler, User Researcher,
Salesforce.com
Anshu Agarwal, Usability Analyst,
Salesforce.com
UPA 2009 International Conference
2. Where We Currently Stand
The Graffiti Wall is an emerging method for qualitative asynchronous
data collection that functions in a public setting to gather feedback
from a large, diverse audience.
This approach overcomes some of the drawbacks of existing methods
and provides researchers with an alternative approach in specific
contexts.
3. What we will share today
• The back story on the workshop motivating exploration of an
alternative data collection method
• The formation of the method framework, including audience and
context considerations
• Share our pilot experience with the Graffiti Wall method, including
findings, takeaways, and planned future work
5. Data Synthesis Brainstorming Prototyping
Gathering
6. AGILE/User Experience Workshop
• Large number of attendees; all
UE practitioners on AGILE
teams
• Brainstormed large data set of
UE-specific issues in AGILE
• Tight workshop schedule
precluded clustering the issue
sticky notes
• Band-aid solution: Artificial
topics were created for
solution brainstorming
7. Process broke down
without proper
analysis of issues
Data Synthesis Brainstorming Prototyping
Gathering
8. How might we recover the potential value
from the workshop data and prevent lost
effort?
9. Post-workshop Synthesis
• All issue sticky notes were clustered over several weeks
• Eleven (11) discrete issue buckets were created and a core
question summarizing the expressed concerns was formulated
for each
• Most of the original solution sticky notes from the workshop
brainstorm did not logically sort into the new issue buckets
10. Determine the best way to
repeat the solution
brainstorming, post-workshop,
with the eleven (11) core
questions truly concerning UE
staff on AGILE teams
OUR CHALLENGE
12. Key Criteria
1. Open up the exercise to all roles in the AGILE development cycle
2. Identify well-attended events or venues where we could find all
AGILE team roles represented in one place
3. Given the heterogeneous audience, take into account variations in
their personality types and their preferred mechanisms for
providing feedback
13. Known flaw:
Group data-gathering methods such
as focus groups or group
brainstorming potentially
suppress the expression of ideas
for a subset of the participants
16. VARK Learning Styles
According to Neil Fleming, people
have a sensory preference when
processing and exchanging
information
V = Visual Learner (prefers visual aids) The method should also allow
A = Auditory Learner (prefers lectures) participants to contribute to the
R = Read/Write Learner
K = Kinesthetic Learners (prefers experience)
data collection in multiple ways
to accommodate different
learning styles
17. Resulting Framework
• Ideal Venue: AGILE2008 Conference Toronto
• Make the working space as visible and public as possible to
maximize contributions
• Support emergent behavior by using a large amount of
physical space
• Make any contribution-sharing optional
• Have a moderator available to engage at a level driven by the
participant
• Eliminate any time constraints for the activity
• Seed the brainstorming space with visual contributions to
create awareness of the option
18. Final Plan
• Set up like a brainstorm from a content perspective
• Place in a space public to the target participants, much like an
expo or demo booth
• Have moderators present to answer questions from potential
participants
• Keep set up for the length of the event where it is installed
• Use a large amount of physical space to offer more
opportunities for private contributions as well as ad hoc
discussion among groups willing to engage
• Seed the installation with written and visual contributions to
serve as examples for participants
19. More on Physical Space
• Need at least 20 feet of wall
space
• Display the items driving your
activity on the top of each
foam board
• Use standard 4’x 8’ pieces of
foam board for the canvas
• Be prepared to move the
installation around
• Can use basic folding tables as
a working space
22. More on Process
• We visually tracked response volumes for each of our four primary roles,
based on assigned colors
• Photos and video were captured of the Graffiti Wall’s progression over the
course of the week
• For a variety of reasons, it was critical to have moderators present at all
times
35. Takeaways
+ Δ
Disagreement was evident in responses A lot of partial threads
Supporting both big groups/intimate Missing out on the conversation
Contributions from a diverse audience Constant installation management‘
Visual and auditory communication Instruction Poster not effective
support ‘
Opportunities to moderate Loss of supplies
conversations
‘Mobility of the Fom-Cor
40. Conclusion
The Graffiti Wall is an emerging method for qualitative asynchronous
data collection that functions in a public setting to gather feedback
from a large, diverse audience
This approach overcomes some of the drawbacks of existing methods
by supporting both solitary engagement and lively group discussion
while also being inclusive of varied communication styles
42. Audience Activity
1. How do you envision applying this technique or adapting this
technique to your current work?
1. Comments, criticisms, ideas for evolving the Graffiti Wall
technique that have not yet been discussed
2. Are there any tips or tricks to quick and dirty data analysis,
packaging, or distribution that were missed in the initial
workshop of this Case Study?
We have stood by this theory for some time now. Of course, it’s precisely this audience that may have me running out of the conference, tails between legs… We will be inviting your feedback, praises and criticisms in order for us all to collectively critique what is being shared and in order to realize its potential benefit to the community Moving forward from here, I will be building context for everyone that will help this position statement on the method make more sense…
We can think of a generic user-centered design process as interleaving divergent and convergent methods Data gathering allows you to learn from your target population; “drinking from the firehose” Synthesis/data analysis converges findings down into core observations, drivers, and issues Brainstorming methods encourage divergent thinking once again to imagine potential solutions Prototyping/piloting/testing all help us to converge again on a final solution
Held a workshop with UE practitioners using AGILE The intent was to brainstorm a broad set of UE-specific issues experienced in AGILE environments Unfortunately, the workshop utilized artificially suggested topics for bucketing the issues instead of allowing time for themes to emerge The same buckets were used for solution brainstorming
We can think of a generic user-centered design process as interleaving divergent and convergent methods Data gathering allows you to learn from your target population; “drinking from the firehose” Synthesis converges findings down into core observations, drivers, and issues Brainstorming methods encourage divergent thinking once again to imagine potential solutions Prototyping/piloting/testing all help us to converge again on a final solution
Looking at some of the aftermath Large volume of contributions Colors represented folks that (loved, hated, or were neutral about AGILE, or just didn’t know) That dimension not useful at the end of the day Many stickies not even placed into the categories, further proof that the approach taken in the workshop didn’t work
Pulled all contributions out of the groupings and conducted a proper synthesis in a dedicated space over the course of several weeks 11 issues buckets emerged, for which we articulated a question for each Not surprisingly, solution sticky notes did not fall logically into the new categories
Challenge: repeat the solution brainstorming with the new issue buckets would be very difficult to gather the same group (and volume) of practitioners in order to repeat the brainstorming exercise all the questions were printed in the proceedings if you would like to review them Point is these were the basis for the subsequent solution brainstorming exercise
We thought, ‘well, if we are going to do this, it may be that much more informative if we solicited the opinions of all the core roles of a typical AGILE development team First problem: Where could we hit them all at once? Problem two: this also suggested the need for an approach that would take into account a spectrum of personality types Designing for this in mind would not hinder, but rather theoretically increase feedback quality and quantity
The more we thought about this, the more it became obvious that is was a fundamental flaw in traditional methods such as focus groups Dominating personalities Safe environment for sharing is difficult to create Pressure to generate ideas under defined time constraints What ideas or issues go unexpressed based on the environment in which we ask for feedback?
The more we thought about this, the more it became obvious that is was a fundamental flaw in traditional methods such as focus groups Dominating personalities Safe environment for sharing is difficult to create Pressure to generate ideas under defined time constraints What ideas or issues go unexpressed based on the environment in which we ask for feedback?
The more we thought about this, the more it became obvious that is was a fundamental flaw in traditional methods such as focus groups Dominating personalities Safe environment for sharing is difficult to create Pressure to generate ideas under defined time constraints What ideas or issues go unexpressed based on the environment in which we ask for feedback?
VARK is a framework first described by Neil Fleming of Lincoln University, New Zealand in 1987 provides users with a profile of their learning preferences; the ways that they want to take-in and give-out information gave us a framework, as well as published evidence, that these variations in cognitive processes in fact exist and, in our case specifically, are worth designing for
Reliably strong attendance of all AGILE community members (Developers/QA, User Experience, Product Managers, Scrum Masters) Significant unstructured time available to conference attendees
Aware of this practice, based on anecdotes of informal discussions, that this approach is something often followed by members of Industrial and other design teams When applied externally to specific group s, we are proposing that the method may potentially provide these benefits described
You will need at least 20 feet of wall space or other vertical surface that will allow a large number of participants to freely interact Use the top two feet of each foam board for displaying the items driving your activity (e.g. the UE Issue Questions used) Use standard 4’x 8’ pieces of foam board for the canvas since it is lightweight, can be placed along most vertical surfaces, and is easy to move around Be prepared to move the installation around at a moment’s notice to determine the physical location that maximizes awareness, interest, and participation Use basic folding tables as a working space and area to organize your supply bins
Several pieces of 4’x8’ foam board (pieces needed determined by number of research questions) Roll of plain white plotter paper for additional contribution area (optional) Pre-cut sheets of paper for table drawing and creating new topic categories Industrial or duct tape for securing plotter paper Large instruction poster to provide additional guidance for contributors Scissors Large supply tables and a few chairs Supply bins Colored and black Crayola® brand washable markers “ Super sticky” Post-it® brand sticky notes ; 4 colors and multiple sizes Large color-coding labels ; 3 colors (optional) 5-10 clipboards to help participants write responses Digital camera for high-resolution photos Seed content under each question displayed to encourage initial participation and build interest
Really based on how you’d like to segment your data Facilitators must be present at all times Contributors ask a variety of questions about the open format Ad hoc group discussions may benefit from guidance Quality control is necessary to manage any additional process complexity such as assigned sticky notes colors based on the participant’s role Facilitators help to create a safe, friendly, approachable space
Our prerequisite was placement in a high foot traffic location Few locations were less desirable than where the Graffiti Wall was set up on Day 1 The only access to this initial location was down a long hallway at the top of a set of escalators The bulk of the foot traffic was two floor away at the expo area and registration
After failed attempts at asking for permission to relocate, we decided to attempt different spots including the escalators and the Expo floor
This routine of moving to a new spot each morning inadvertently created increased interest in conference attendees
When set up at the Expo floor, vendors would come by and check the Graffiti Wall out during their slow periods
Feedback steadily built up over time each day; attendees had the flexibility to contribute at whatever time worked best for them [view top/bottom, columns from left to right]
The use of colored sticky notes to distinguish different roles within AGILE, we were able to confirm coverage from all roles across all proposed questions Notably significant numbers of blue sticky notes (assigned to Devs and QA) were present in the end Also, notably, a lot of additional interesting data to sift through
Participants built off of each other’s contributions and illustrated their comfort with the expression of conflicting opinion, often a major concern for us in focus groups or even in the lab. Any hint of your own opinions or the opinions of he majority often influence AGREEMENT. Statement by a Developer > response by UE > retort by Product Owner Solution disagreement among two Developers Would these conversations/conflicting opinions have come out so clearly in a focus group?
Significant amounts of both solitary engagement and lively group discussion were observed Evidence that our method is inclusive of contributors with various preferences
The contributions of visual artifacts by participants supports the theory that this is in fact potentially an unmet need At least serving the visual learner in addition to read/write learners Auditory not represented in the slides because is was recognized by the moderators given how they were engaged in conversation by some individuals who wanted to tell us what they thought
Several variations to the method are worth further investigation in order to test its robustness and expand its potential research data gathering applications:
Experiment with the use of visual prompts as an alternative to verbal content Some examples of visual prompts are: mockups, prototypes, screenshots CONCEPT VALIDATION Facilitators could direct the form that the requested feedback takes (e.g. list of use cases, creation of lo-fi sketches)
Solicit design ideas with user-centered artifacts as alternatives to verbal content, such as : storyboards, scenarios of use , and even personas
Explore a variety of other public settings with this method that supports a safe, anxiety-free environment such as at a school or playground
IDEAS: to pass out post-it notes and have folks write down their answers after they contribute Have a scribe write out audience answers and place them on the Wall Place Wall in a public conference space that will allow contributions *after* the session (Thursday 3:30-4:10pm) UAs Researchers Managers