Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Dr. John Medina is an evolutionary biologist. He knows how the brain works. This is what led him to encourage others to destroy their current PowerPoint presentations and start over.
Inspired by his recent book, Brain Rules, BrainSlides.com helps people design effective slide presentations or redesign their existing ones. Created especially for teachers and students, BrainSlides encourage research-based teaching and design practices to improve classroom experiences.
Free information is available on the blog. You can inquire about design or consulting services via the contact form.
Visit brainslides.com for more info.
Video created in Apple Keynote using images available from brainrules.net/news
Infographic: DC vs Marvel – The Battle of Brandsdomain .ME
Generations of comic book fans have argued over which superhero would come out on top in the ultimate superhero battle between DC and Marvel universe. That is one argument that we cannot resolve, but what we offer instead is a look at the battle of the brands, and seeing who is currently winning the everlasting war.
Looking back at the very beginning, DC has dominated the comic book world from the 1930s to 1960s. Slowly but surely Marvel has taken over the lead, currently holding around 47% of the total comic book market, while DC commands around 27%.
Both companies have branched out their brands into movies. With DC again paving the path with its 1966 Batman the Movie. Marvel followed 20 years later with 1986’s Howard the Duck. The new millennium saw a significant increase in interest for superhero movies and Marvel was yet again able to surpass DC, having the 3rd biggest box office hit of all-times with The Avengers franchise, while DC had the 7th biggest with The Dark Knight Rises.
The video gaming world was the next natural step for both franchisees. With yet again DC pioneering the genre with Supermen in 1979 and Marvel following shortly after with Spider-Man in 1982. DC has held the lead in this industry so far with Batman: Arkham Knight selling over 5 million copies in 2015, while Marvel’s last release The Amazing Spider-Man 2 scored only 52/100 on Metacritic.
With the arrival of the digital era, both brands moved their battlefield from newsstands to the digital marketing arena. So far Marvel has been a clear winner, generating 3.9 million in organic keyword search, in comparison to DC’s 1 million. In the social media ring, Marvel still keeps knocking DC out with a Twitter following of over 3 million, while DC was able to generate around 1.5 million followers so far. On Facebook there is no contest, Marvel’s 21 million likes pulverizes DC’s 3 million.
We will definitely keep an eye on this ongoing battle of the brands and its possible future developments. But for now, have a look at our Battle of the Brands infographic and choose for yourself which brand, Marvel or DC, is the safest bet.
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
I get a real kick out of seeing people achieve. This presentation is all about vanquishing the best of procrastination. This deck contains ideas that may help you actualize your goals.
Dr. John Medina is an evolutionary biologist. He knows how the brain works. This is what led him to encourage others to destroy their current PowerPoint presentations and start over.
Inspired by his recent book, Brain Rules, BrainSlides.com helps people design effective slide presentations or redesign their existing ones. Created especially for teachers and students, BrainSlides encourage research-based teaching and design practices to improve classroom experiences.
Free information is available on the blog. You can inquire about design or consulting services via the contact form.
Visit brainslides.com for more info.
Video created in Apple Keynote using images available from brainrules.net/news
Infographic: DC vs Marvel – The Battle of Brandsdomain .ME
Generations of comic book fans have argued over which superhero would come out on top in the ultimate superhero battle between DC and Marvel universe. That is one argument that we cannot resolve, but what we offer instead is a look at the battle of the brands, and seeing who is currently winning the everlasting war.
Looking back at the very beginning, DC has dominated the comic book world from the 1930s to 1960s. Slowly but surely Marvel has taken over the lead, currently holding around 47% of the total comic book market, while DC commands around 27%.
Both companies have branched out their brands into movies. With DC again paving the path with its 1966 Batman the Movie. Marvel followed 20 years later with 1986’s Howard the Duck. The new millennium saw a significant increase in interest for superhero movies and Marvel was yet again able to surpass DC, having the 3rd biggest box office hit of all-times with The Avengers franchise, while DC had the 7th biggest with The Dark Knight Rises.
The video gaming world was the next natural step for both franchisees. With yet again DC pioneering the genre with Supermen in 1979 and Marvel following shortly after with Spider-Man in 1982. DC has held the lead in this industry so far with Batman: Arkham Knight selling over 5 million copies in 2015, while Marvel’s last release The Amazing Spider-Man 2 scored only 52/100 on Metacritic.
With the arrival of the digital era, both brands moved their battlefield from newsstands to the digital marketing arena. So far Marvel has been a clear winner, generating 3.9 million in organic keyword search, in comparison to DC’s 1 million. In the social media ring, Marvel still keeps knocking DC out with a Twitter following of over 3 million, while DC was able to generate around 1.5 million followers so far. On Facebook there is no contest, Marvel’s 21 million likes pulverizes DC’s 3 million.
We will definitely keep an eye on this ongoing battle of the brands and its possible future developments. But for now, have a look at our Battle of the Brands infographic and choose for yourself which brand, Marvel or DC, is the safest bet.
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
I get a real kick out of seeing people achieve. This presentation is all about vanquishing the best of procrastination. This deck contains ideas that may help you actualize your goals.
This whitepaper offers an introduction to the world of Gamification. Containing theories and examples, it provides a framework with which the reader can start implementing Gamification in his own organization.
A compilation of proven distinctions on what makes a World-Class Presenter. Written by Eric Feng, Presentation Coach ( http://ericfeng.com ) and Designed by SlideComet ( http://slidecomet.com ). Enjoy!
How to use all the major video platforms on social media, including Youtube, Facebook video, Snapchat and Twitter video. Are you paying attention to the market shifts, to the differences in platforms? This deck will help you see all the differences between them.
The single most important strategy in content marketing today is video. Whether it's video on Facebook, Twitter, Snapchat or Youtube, the content you need to be thinking about creating and marketing on social for your business is video. Period.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
What's the ROI of a Piano? What's the ROI of a YouTube channel? What's the ROI of anything!? After you read this deck you'll be able to answer all these questions easily.
ChatGPT FOR STARTUPS is the ultimate guide for startup founders and founding teams who are looking for an advantage to scale their businesses faster and more resourcefully. In today’s competitive startup environment and constrained venture capital market, the pressure is on for startups to perform or risk failing. ChatGPT is a new disruptive technology that gives you access to a full range of corporate-sized departments, including finance, product development, operations, sales and marketing and customer service, without any additional expense or increasing your burn rate. This is an opportunity that is too good to miss – ignore it at your own peril or use it to scale your business faster and more efficiently than ever!
Amir Hegazi is the Managing Partner at CapitalDemocracy, a professional advisory firm that helps startups raise venture capital. Amir was the Director of Marketplace at Souq.com, MENA’s largest e-commerce platform (acquired by Amazon). He is an early pioneer of digital media in the Arab world, having launched the region’s largest online TV network at JumpTV. He is also an advisor to ministers and policy-makers. Amir is the author of Amazon bestseller Venture Adventure: Startup Fundraising Advice from Top Global Investors.
Things That Don't Matter in Your Presentation!Ayman Sadiq
We often spend hours together on stuffs that don’t really matter in your next presentation. You need to unclutter, focus, provide insight and yes, tell a story to convey the big idea. When you stop wasting time on the things that don’t really add any value to you presentation, we finally start adding proper value to the message and objective of your presentation. So here goes a list of things on which you should not even spend a minute. Cheers!
Having trouble falling asleep? Insomnia is one of the most common side effects of cancer treatment. This presentation provides tips for how you can get some rest without using medication.
Why Presentation Matter. PowerPoint is installed on at least 1 billion computers but 95% of presentations still miss the mark. One great presentation can change the world, win hearts and minds, and convince people of your ideas.
In this SlideShare presentation, we've put together some helpful tips to improve your presentation designs and how to make your presentations more engaging.
Every presentation should understand its audience and convey your message clearly. Tell people why it matters to them, not only the what and how.
Because we truly believe presentations matter and every slide counts.
We hope you enjoy this SlideShare and if you need help with your presentation designs you know where you can find us.
This SlideShare was designed by The Presentation Designer, a presentation design agency based in the UK.
Ever since the first Samsung Galaxy Note launched back in 2011, mobile professionals have been using the S Pen to write, annotate, and highlight their way through the workday. The advanced stylus allows you to get more done on your phone — making the device great not just for content consumption but also for creating and doing.
Designed to feel like a real pen (complete with a subtle pencil-on-paper sound as you write), the S Pen is fantastic for note taking, drawing, and navigating your phone. You can even use the S Pen as a remote for controlling your camera with gestures, for playing music, and media and for flipping through presentation slides.
This whitepaper offers an introduction to the world of Gamification. Containing theories and examples, it provides a framework with which the reader can start implementing Gamification in his own organization.
A compilation of proven distinctions on what makes a World-Class Presenter. Written by Eric Feng, Presentation Coach ( http://ericfeng.com ) and Designed by SlideComet ( http://slidecomet.com ). Enjoy!
How to use all the major video platforms on social media, including Youtube, Facebook video, Snapchat and Twitter video. Are you paying attention to the market shifts, to the differences in platforms? This deck will help you see all the differences between them.
The single most important strategy in content marketing today is video. Whether it's video on Facebook, Twitter, Snapchat or Youtube, the content you need to be thinking about creating and marketing on social for your business is video. Period.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
What's the ROI of a Piano? What's the ROI of a YouTube channel? What's the ROI of anything!? After you read this deck you'll be able to answer all these questions easily.
ChatGPT FOR STARTUPS is the ultimate guide for startup founders and founding teams who are looking for an advantage to scale their businesses faster and more resourcefully. In today’s competitive startup environment and constrained venture capital market, the pressure is on for startups to perform or risk failing. ChatGPT is a new disruptive technology that gives you access to a full range of corporate-sized departments, including finance, product development, operations, sales and marketing and customer service, without any additional expense or increasing your burn rate. This is an opportunity that is too good to miss – ignore it at your own peril or use it to scale your business faster and more efficiently than ever!
Amir Hegazi is the Managing Partner at CapitalDemocracy, a professional advisory firm that helps startups raise venture capital. Amir was the Director of Marketplace at Souq.com, MENA’s largest e-commerce platform (acquired by Amazon). He is an early pioneer of digital media in the Arab world, having launched the region’s largest online TV network at JumpTV. He is also an advisor to ministers and policy-makers. Amir is the author of Amazon bestseller Venture Adventure: Startup Fundraising Advice from Top Global Investors.
Things That Don't Matter in Your Presentation!Ayman Sadiq
We often spend hours together on stuffs that don’t really matter in your next presentation. You need to unclutter, focus, provide insight and yes, tell a story to convey the big idea. When you stop wasting time on the things that don’t really add any value to you presentation, we finally start adding proper value to the message and objective of your presentation. So here goes a list of things on which you should not even spend a minute. Cheers!
Having trouble falling asleep? Insomnia is one of the most common side effects of cancer treatment. This presentation provides tips for how you can get some rest without using medication.
Why Presentation Matter. PowerPoint is installed on at least 1 billion computers but 95% of presentations still miss the mark. One great presentation can change the world, win hearts and minds, and convince people of your ideas.
In this SlideShare presentation, we've put together some helpful tips to improve your presentation designs and how to make your presentations more engaging.
Every presentation should understand its audience and convey your message clearly. Tell people why it matters to them, not only the what and how.
Because we truly believe presentations matter and every slide counts.
We hope you enjoy this SlideShare and if you need help with your presentation designs you know where you can find us.
This SlideShare was designed by The Presentation Designer, a presentation design agency based in the UK.
Ever since the first Samsung Galaxy Note launched back in 2011, mobile professionals have been using the S Pen to write, annotate, and highlight their way through the workday. The advanced stylus allows you to get more done on your phone — making the device great not just for content consumption but also for creating and doing.
Designed to feel like a real pen (complete with a subtle pencil-on-paper sound as you write), the S Pen is fantastic for note taking, drawing, and navigating your phone. You can even use the S Pen as a remote for controlling your camera with gestures, for playing music, and media and for flipping through presentation slides.
Ready, Set, Present (Creativity PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Creativity adds to everyone’s personal and professional bottom line and is where innovation and excellence begins. Creativity PowerPoint Presentation Content slides include topics such as: understanding creativity as a human skill using mini systems and processes, the benefits of creativity, left and right brain thinking, blocks to creativity, organizational success through creativity, over techniques, methods, examples and exercises. There are 9 slides covering the definition of creativity, 10 slides on how creative mind works followed by 14 slides describing the process of creativity, creative people and their qualities. Within the first 43 slides you will discover connection between creativity and organizational success and ways to increase your personal creativity. In addition you will receive 19 slides of unique information about fostering organizational creativity, 23 slides covering management and group creativity as well as 11 slides about creativity and the future plus much more.
Designers can’t help themselves. We are, by nature, perfectionists. We create, then throw away. We create again, tweak continuously, and fine-tune a design indefinitely. Why can we not stop ourselves? Time passes us by, missing deadlines. In turn, developers anxiously wait for us to finish, so that they can work off of something that has been solidified. During this session, you will learn strategies that will push your design to that "good enough" stage, so you will know “when to say when” and move from designing interfaces to developing them.
(Posted from speech of same name given at the Big Design Conference, June 1, 2012)
Presentation created for international VPs of an IT consulting firm, for their introductive training program.
"Illegible fonts, cheesy visuals, obscure charts : everyday, we all suffer from "Death by Powerpoint" syndrome.
But there's only a few tips and tools to know to overcome those setbacks, and to dazzle the audience with your next presentation.
Join us on the quest for the Holy Slide and you will discover the secrets of presentation design."
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
What 33 Successful Entrepreneurs Learned From FailureReferralCandy
Entrepreneurs encounter failure often. Successful entrepreneurs overcome failure and emerge wiser. We've taken 33 lessons about failure from Brian Honigman's article "33 Entrepreneurs Share Their Biggest Lessons Learned from Failure", illustrated them with statistics and a little story about entrepreneurship... in space!
SEO has changed a lot over the last two decades. We all know about Google Panda & Penguin, but did you know there was a time when search engine results were returned by humans? Crazy right? We take a trip down memory lane to chart some of the biggest events in SEO that have helped shape the industry today.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
SxSW is a two week festival (not a conference) where the best of tech, film, and music collide. It's the "Spring Break for Geeks," the thing you're supposed to get lost in, the way-less-serious and way-more-fun version of TED. It's the only place where you'd find all of these people in a two-week span:
- Vice President Joe Biden,
- DJ/Producer Chainsmokers,
- Billionaire investor Mark Cuban,
- Elon Musk's brother Kimble Musk
- Producer Rick Ross
- CTO of Pixar Steve May,
- Actor Seth Rogan
Can't wait for next year.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
My slides from NXNEi 2011, a game designer's perspective on gamification. It's a crash course primer, an invitation to be critical, and a starting point for designers interested in what game design might have to offer.
The conversation has proceeded and become more involved since I did this in June 2011, but more perspectives on this practice can't hurt.
Customer Experience in the Rise of the Digital Age — Atlanta XD Meeting 9/13/...Jeremy Johnson
During the recent XD Atlanta meeting: "Customer Experience in the Rise of the Digital Age" — I kicked off a leadership panel with this presentation focused on shifts in customer behavior as more products and services turn to digital.
Businesses Want Results, Not Empathy Maps — #cxtalks Dallas 10 minute talkJeremy Johnson
While design is becoming ever more important in the business world, we’re at a crossroads where if we can't connect customer understanding to actionable themes or business results we’re going to lose our seat at the table. Customer Experience professionals need to become masters at blending customer, business, and technology to give teams a clear path ahead.
Key Takeaways
1. CX Pros need to get really good at understanding design, business AND technology
2. CX Pros need to get good at connecting customer insights to tangible features and products
3. CX Pros need to help design teams connect to business teams in an effective way
UX Design, Friend of Foe #worldusabilitydayJeremy Johnson
We’ve all heard stories of how UX has been used for good, but what happens when it backfires, or worse, is purposely used for evil? UX Designers have the power to entice and motivate you in a number of directions — and while maybe not always purposefully evil, the effects can be the same. This talk will go over examples of good and evil UX — so you know what to avoid in the future!
Product + UX: How to combine strengths to make something truly great! *Updated*Jeremy Johnson
*Updated version for Vista UX Conference Keynote* With modern organizations finally starting to embrace User Experience as part of their product teams, and product leaders moving to more strategic roles within these teams, how can we combine the strengths of both roles to make something truly great?
Including the User: How insights drive business #pswud2017Jeremy Johnson
Design is inclusive by nature. The ability to understand people, their needs, and emotions throughout a journey is what User Experience Designers excel at! That said, many organizations still need that nudge to really get out build true empathy for the people they’re building tools, systems, and apps for. This talk will help you ramp up with modern best practices in insights gathering, while helping you build the case to invest in user understanding through showcasing the value to both your business and your brand.
Product + UX: How to combine strengths to make something truly great!Jeremy Johnson
With modern organizations finally starting to embrace User Experience as part of their product teams, and product leaders moving to more strategic roles within these teams, how can we combine the strengths of both roles to make something truly great?
Top 3 Ways to use your UX Team for Product OwnersJeremy Johnson
You have a UX team, now what? Jeremy goes over the top 3 ways you, as a product owner should be using your UX team, along with insights into the User Experience process.
This talk was given at the North Dallas Agile Meetup on 4/12/17
Updated for the Vista UX/UI Summit in Dallas, TX
You can view a video of this presentation here: https://www.youtube.com/watch?v=NfASJamxjy4
User Experience has a direct impact on your bottom line, and it’s about time we start telling execs in their own language. I’m sure many of you spend a good amount of time evangelizing what it is that you do, and the value it adds. Over the past 15 years I’ve introduced User Experience to everyone from CEOs to developers — using storytelling, metrics, and case studies you can prove without a doubt the value that you bring.
In this talk I’ll explain what metrics to track, how to position your work, and stories where User Experience directly effected the bottom line.
User Experience has a direct impact on your bottom line, and it’s about time we start telling execs in their own language. I’m sure many of you spend a good amount of time evangelizing what it is that you do, and the value it adds. Over the past 15 years I’ve introduced User Experience to everyone from CEOs to developers — using storytelling, metrics, and case studies you can prove without a doubt the value that you bring.
In this talk I’ll explain what metrics to track, how to position your work, and stories where User Experience directly effected the bottom line.
Originally given at the Big Design Conference #bigd16
Top 3 ways to use your UX team - producttank DFW MeetupJeremy Johnson
As a product owner or manager how should you be using your User Experience team? In this quick talk I go over the top three ways to use your UX team to support you in building better products.
Top Trends In Product Design: Outcomes, Understanding Customers, and Building...Jeremy Johnson
While some organizations are still grappling with moving to Agile or hiring their first UX Designer, others are moving fast to embrace methods that have been proven to generate success. Are you still creating product roadmaps? Are you investing in understanding your customers? Are your technology platforms built for experimentation? Come hear how organizations are achieving success, and how you can help your organization move in the right direction.
This presentation was originally given at the Big Design Conference in Dallas, TX on 9/19/2015
There are key things that will give you a much better chance at success. While these are well documented in numerous books, articles, and videos - there are still many stakeholders that don't subscribe to some basic truths, like: product decisions should be based on evidence, or having dedicated UX Designers on product teams.
Jeremy will go over his top ten questions to ask any team to see if they're heading toward launching a great product experience.
This presentation was originally given @ Refresh Dallas on 2/12/15
It's About Time - Lightning talk for UX DesignersJeremy Johnson
Before designing for the Apple Watch (or any smart watch), you should know the history around the medium you're designing for. This was a quick 5 minute talk on some of the basics of what makes a watch tick.
Putting the "User" back in User Experience (Dallas Techfest Edition)Jeremy Johnson
If you ask an organization "Are you customer centric?" - of course they say "yes", but as you peel back the layers too many organizations have teams of people building software - and the user is nowhere in sight. This talk will go over a number of ways to include users in your product design process, from start to finish. It's time we truly live up to the term "User Experience".
Ready to go Mobile? Today's Mobile Landscape: Responsive, Adaptive, Hybrid, a...Jeremy Johnson
There are a number of options when going mobile, and it's not slowing down. Why choose one over the other? What are the strengths and pitfalls? What's right for your customers and users? We'll go over each option, with examples of how you can come to the right strategy around your mobile offerings.
Putting the "User" back in User ExperienceJeremy Johnson
If you ask a organization "Are you customer centric?" - of course they say "yes", but as you peel back the layers too many organizations have teams of people building products - and the user is nowhere in sight. This talk will go over a number of ways to include users in your product design process, from start to finish. It's time we truly live up to the term "User Experience".
"Mantras of startups: "fail fast", "move fast and break things", "keep shipping" - these are all great slogans, but unknown to many - these are really all about learning. It's about getting things in front of your customers early, and often. Watching - and learning. Finding what ideas were not quite as brilliant as you once thought - and finding this out as fast and cheap as possible.
How are modern product teams making this happen? Where does User Experience and customer research fit in this model? Taking from Agile, Lean, and User Centered Design - this talk will go over the build-measure-learn process, and how you can start to shape your organization to move fast, without leaving your customers behind."
Failing Fast & Learning Along the Way - Big Design 2013Jeremy Johnson
Mantras of startups: "fail fast", "move fast and break things", "keep shipping" - these are all great slogans, but unknown to many - these are really all about learning. It's about getting things in front of your customers early, and often. Watching - and learning. Finding what ideas were not quite as brilliant as you once thought - and finding this out as fast and cheap as possible.
How are modern product teams making this happen? Where does User Experience and customer research fit in this model? Taking from Agile, Lean, and User Centered Design - this talk will go over the build-measure-learn process, and how you can start to shape your organization to move fast, without leaving your customers behind.
This talk was given at Big Design 2013 #bigd13
Early on as a Designer I had the privilege to work with some big brands, like: Verizon, Mission Foods, Nokia, and Sabre. Most of my projects were rooted in web applications. Which I loved, and was more than happy to work on as a UX Designer. But some designers took other paths, working on e-commerce sites, or perhaps lead generation. What has been hard to find recently is someone who's done both. I know I didn't know e-commerce to the degree I needed to when starting at GameStop - but learned quickly - luckily I've had some good teachers over the last couple of years.
Now talking about channels, bounce rate, A/B testing, conversion, SEM/SEO in the norm. And as I loved designing applications, I find equal interest in what makes people shop and (hopefully) eventually buy.
I recently gave this short presentation to a group of designers - a 101 on getting your interface to sell
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
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11. How can I use
gaming to make my
product more
engaging?
DESIGNER
(or anyone improving a product)
12. “There’s
a
lot
to
learn
from
games.
There
are
30
years
of
design
lessons
and
thousands
of
products
on
the
market.
Games
have
more
concrete
lessons
to
teach
applica=on
designers
about
learning,
feedback,
user
mo=va=on
and
social
systems
than
almost
other
field
of
study.”
- Danc
http://www.ribbonhero.com
http://www.lostgarden.com/2011/04/what-heck-happened-to-clippy-ribbon.html
http://www.officelabs.com/projects/ribbonhero2/Pages/default.aspx
http://www.lostgarden.com/2010/05/wordcamp-2010-why-we-turned-microsoft.html
30. gamification
“the use of game play
mechanics for non-game “... [a] focus on:
applications, particularly 1) more positive emotions,
consumer-oriented web and
FIGHT 2) stronger social relationships,
mobile sites, in order to 3) a bigger sense of purpose and
encourage people to adopt the 4) meaningful mastery
applications.”
- Wikipedia - Jane McGonigal
31. gamification
extrinsic motivators intrinsic motivators
“extrinsic motivators may lead “People are best motivated
to merely short-range activity FIGHT when they are working toward
while actually reducing long- personally meaningful goals
range interest in a topic” whose attainment requires
activity at a continuously
optimal (intermediate) level of
difficulty.”
http://education.calumet.purdue.edu/vockell/edPsybook/Edpsy5/edpsy5_intrinsic.htm
36. 1.Cosmetic: adding game-like visual elements or copy
(usually visual design or copy driven)
2.Accessory: wedging in easy-to-add-on game
elements, such as badges or adjacent products (usually
marketing driven)
3.Integrated: more subtle, deeply integrated elements
like % complete (usually interaction design driven)
4.Basis: making the entire offering a game (usually
product driven)
- AUDREY CRANE
http://www.uxmag.com/design/a-gamification-framework-for-interaction-designers
39. “Foursquare, Gowalla, and other services popularized the use of game
mechanics to drive user engagement. Unfortunately, many companies have
strictly copied the obvious game elements, such as badges and leveling-up,
without understanding the deeper psychology at work. These services have seen
the power of persuasive design, but lack a true understanding of how to properly
apply psychology in UX design.”
- LOREN BAXTER
http://www.uxmag.com/design/why-persuasive-design-should-be-your-next-skill-set
42. Tie the tool/method back to the human need.
“I like leader boards!” “I enjoy status”
“I like points!” “I respond to feedback loops”
“I like badges!” “I like to feel I’m achieving something”
55. “Grand Theft Auto IV is both a
waste of time and the most
colossal creative achievement
of the last 25 years”
- Tom Bissell
56. The commercial gaming industry is
our innovation lab. By making games
purely for entertainment, we learn more
about how to make people happy and
how to develop these superpowers.
But if you don’t do something real with
these powers, it’s a waste.
- Jane McGonigal
http://www.worldchanging.com/archives/010949.html
59. Video Games 2011
$67 billion
http://news.cnet.com/8301-13506_3-20077120-17/video-game-spending-set-to-hit-$74-billion-this-year/?part=rss&tag=feed&subj=Webware&utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+webware+%28Webware.com%29
Movies 2011
$31.8 billion http://articles.latimes.com/2011/feb/24/business/la-fi-0224-ct-mpaa-stats-20110224
Various reasons have been cited for the slowdown, including the fact that consumers
have far more entertainment options, such as video games, the Internet and the ability
to watch movies on large screen televisions in the comfort of their own living rooms.
60. I think video
games and movies
are merging, but I think that
the same creative talents are starting to flow more
evenly back and forth between the mediums. For
example, I have a lot of story ideas...a lot more than
I could ever do in a lifetime as a filmmaker.
I think it's perfectly valid for a filmmaker to incubate
some of their story ideas directly into the game
world. If, by the way, at some point you decide you
want to license it back to a movie studio to turn it
into a movie later, fine. That's just an alternate life
cycle for the creation of vision of the world, or a set
of characters, or a story.
http://www.edition.cnn.com/2011/TECH/gaming.gadgets/06/24/james.cameron.3d.future/index.html
62. The court struck down the law 7-2 using the First Amendment as the
reasoning. Justice Scalia wrote the majority opinion, with Justices Thomas
and Breyer in dissent.
"The act does not comport with the First
Amendment," opens the opinion's syllabus. "Video
games qualify for First Amendment protection.
Like protected books, plays, and movies, they
communicate ideas through familiar literary
devices and features distinctive to the medium.
And 'the basic principles of freedom of speech . . .
do not vary' with a new and different
communication medium."
http://www.gameinformer.com/b/news/archive/2011/06/27/supreme-court-decides-video-games-case.aspx
65. EA Paying Up To $1.3 Billion
for PopCap Games
$1.3 Billion
The press release notes that PopCap games have been downloaded
more than 1.5 billion times and Bejeweled, the flagship franchise,
has sold more than 50 million units.
http://www.macrumors.com/2011/07/12/ea-paying-up-to-1-3-billion-for-popcap-games/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+MacRumors-iPhone+%28MacRumors+iPhone+Blog%3A+iOS+News+and+Rumors%29
66. How to Justify a $15-20
Billion Valuation for
(in 4.5 years)
http://community.nasdaq.com/News/2011-07/how-to-justify-a-1520-billion-valuation-for-zynga.aspx?storyid=83606
70. “...and “Games” was once again the most popular app category. In the
second quarter, 64% of app downloaders — smartphone users surveyed
who had downloaded an app within the past 30 days — reported having
downloaded at least one game over the past 30 days”
http://www.bgr.com/2011/07/06/games-were-most-downloaded-and-most-purchased-mobile-apps-in-q2-nielsen-finds/
71. The next version of Electronic Arts’ mobile Scrabble game
will let players compete against each other across multiple
devices and platforms — at the same time.
http://venturebeat.com/2011/07/07/ea-scrabble-fifa-multiplayer/
73. At the very forefront of the esports world is an
American company called, fittingly, Major League “In South Korea, leagues for the
Gaming, or MLG. MLG runs massive events, often original Starcraft game are shown
called, somewhat anachronistically, LANs, all around on television, and the top players
the United States. These are no small affairs: The are treated celebrities, with
most recent MLG attracted 15,000 live spectators, salaries to match their status. Live
1,300 competitors, and around half a million people matches rival Metallica concerts in
from 164 countries who tuned into the live streams terms of sheer attendance.”
of the event.
http://thenextweb.com/industry/2011/06/26/the-rise-of-major-league-gaming-and-the-future-of-esports/
Last year, Branson announced his parent company, Virgin Group, made an
investment in the online game tournament site Worldgaming.com and was
rebranding it as Virgin Games. Branson promised the company would give
away more than $1 million in prizes in its first year. At the time, Virgin
Gaming had more than 80,000 users. Now it has more than 400,000
registered users.
http://venturebeat.com/2011/06/07/virgin-gaming-teams-up-with-gamestop-for-online-video-game-tournaments/
74. “So should you let your kid stay
up that extra hour to play that
damn game he, or she, loves so
much? We can’t answer that, but
games can no longer be called
refuges from ‘normal’ life; they are
as a part of its fabric for many as
are the NFL or the Arsenal and
Manchester United rivalry.”
http://thenextweb.com/industry/2011/06/26/the-rise-of-major-league-gaming-and-the-future-of-esports/
82. Windows 8
According to Insideris, Microsoft is working on plans to bring Xbox 360 gaming to its next PC operating
system: Windows 8. Apparently, users who want to play Xbox 360 games on their PC will have to pay for
a subscription (Xbox Live style) and there will be no Xbox 360 to PC cross-platform multiplayer because of
the advantage that a mouse has over a 360 gamepad.
http://dvice.com/archives/2011/07/windows-8-pcs-m.php
88. "It's almost like if you were a paper-
airplane maker and somebody came up to
you and said, 'You know, paper airplanes,
it seems like all the kids are into them at
school these days. So we really want to
make paper airplanes about Darfur.'"
- Raph Koster
Games For Change
http://kotaku.com/5818096/maybe-al-gore-should-play-a-video-game
91. Can a game on climate change really
produce the real life results we need to
see to turn things around?
http://www.huffingtonpost.com/charles-tsai/al-gore-games-social-good_b_881017.html
92. Changing the world
http://www.slideshare.net/chrismcclelland/engagement-through-gamification
93. Reality Is Broken: Why Games Make Us Better and
How They Can Change the World
Games inspire hard work, the setting of ambitious goals, learning from and
even enjoying failure, and coming together with others for a common goal.
McGonigal points out many real-world applications, including encouraging
students to seek out secret assignments, setting up household chores as a
challenge, even a 2009 game created by The Guardian to help uncover the
excessive expenses of members of Parliament. With so many people playing
games, this comprehensive, engaging study is an essential read.
http://www.amazon.com/Reality-Broken-Games-Better-Change/dp/1594202850/
http://venturebeat.com/2011/02/16/are-video-games-a-waste-of-time-3
95. The challenge for all these teams is integrating the United
Nations Millennial Development goals into their games
while keeping them fun. The easiest path is to educate
about world problems. But that’s not the only path
represented here.
http://www.wired.com/geekdad/2011/07/mobile-games-with-a-purpose-at-the-2011-imagine-cup/
96. “... Hilomi rescues oil-covered animals
and delivers them to a creature that can
clean and restore them.”
97. “...their game Brainergy, requires the user
to select and use various equipment to
convert renewal energy sources to perform
work.”
98. “If you’ve ever known a child with asthma, you know the chore
it can be for that child to record assessment data using a
spirometer to measure lung capacity.
Players control Asmo’s fire by exhaling into the spirometer.
This gathers the data on the child’s lung capacity and maps
that to how well their dragon performs.”
99. A big shoutout goes to FarmVille players,
who raised over $190,000 through the latest
Sweet Seeds for Haiti campaign! More
than 80,000 FarmVille farmers bought
virtual sweet yams, in which 50% of the
proceeds will go towards building a
K-12 school in Mirebalais, Haiti.
http://www.zynga.org/about/blog.php
100. Tinkatolli May Be the First Video Game that Gives
Your Kids Points for Leaving the Game to Go Outside
The title is a social media site/game hybrid for children, but one that actively encourages
children to go outside and make things as an extension of the gameplay.
http://kotaku.com/5818749/tinkatolli-may-be-the-first-video-game-that-gives-your-kids-points-for-leaving-the-game-to-go-outside
103. Equipped with an iPhone + the Commons app, players are
challenged to identify problems in urban space and suggest ways to
improve them. Players can vote for each other's ideas and the most
popular one wins the game.
http://www.guerrilla-innovation.com/archives/2011/07/000801.php
106. Play Fold.it, the “Tetris-On-Steroids” game
that solves protein folding
http://88proof.com/synthetic_biology/blog/archives/250
107. “A modified
traffic sign can
have a
profound effect
on drivers’
behavior.
Here’s what
happens.”
http://www.wired.com/magazine/2011/06/ff_feedbackloop/
111. Are you ready for the challenge? Expand your palate
by exploring a range of delicious, nutrient-dense
foods. Learn more about healthy eating and start a
conversation with your social networks about your
mission to better health.
• Complete steps of varying difficulty and earn badges
through fun and educational Missions.
• Get simple, practical advice on cooking, nutrition,
green living, food storage and more. Save your
favorites for easy reference.
• Keep track of your accomplishments and brag about
them via email, Facebook, and Twitter.
http://www.wholefoodsmarket.com/iphone/missions/
112. The game allows players
to complete specific
“missions” that encourage
exercise and healthy
activities. Successful
completion of the missions
earns players points and
“kudos” from fellow
players and Facebook
friends.
http://gamification.com/post/7196054646/healthseeker-a-mobile-app-to-manage-diabetes-with
116. “Recyclebank’s Green Your Home
Challenge was successful in employing
Gamification techniques online to have
an impact on offline behavior,
specifically the level of eco-friendly
activity of participants...”
http://gamification.co/2011/07/05/recycleban-partnership-in-gaming-for-good/
118. “Welectricity is
based on principles
of behavioural
economics – it
incorporates
behavioural nudges
to motivate people to
reduce their
consumption.”
http://www.caribbean360.com/index.php/pr360/40768.html#axzz1RjkvmPeC
119. Basically, Edenbee will help you reduce your carbon
footprint by keeping track of your energy consumption
and setting goals to help you reduce it.
(from 2008)
http://www.stainlessplanet.com/?p=86
120. Learning the unfun
http://www.flickr.com/photos/latitudes/542716309/sizes/o/in/photostream/
121. “Playing a game is a voluntary
attempt to overcome
unnecessary obstacles”
- Bernard Suits
122. “Playing a game is a good
attempt to overcome
boring obstacles”
123. PrivacyVille goes through items such as how Zynga handles email, the company’s
mobile policies and the security measures it takes to protect user payments. Reading
each section increases a user’s progress through PrivacyVille until he or she completes
the tutorial. Once completed, the user is asked five (very easy) questions to confirm that
he or she went through the tutorial.
http://mashable.com/2011/07/07/privacyville-zynga
124. Atlanta Teacher Uses Angry Birds for Physics Lessons
"What are the laws of physics in the Angry Birds world?" John Burk, a ninth-grade physics
teacher at the private Westminster Schools in Atlanta, put that question to his students and
gave them the chance to "be among the first to find the answer."
http://www.good.is/post/atlanta-teacher-uses-angry-birds-for-physics-lessons
128. Susan Lyne, CEO of Gilt Groupe, identifies #gamification and game dynamics as
one of the three key trends in the online retail industry.
http://gamification.com/post/6844746146/susan-lyne-ceo-of-gilt-groupe-identifies
129. If people are good only
because they fear
punishment, and hope for
reward, then we are a
sorry lot indeed.
-Albert Einstein
130.
131. Google To Buy Mobile Loyalty Card Startup Punchd
Punchd, which is basically the digital equivalent of the “Buy 10 get 1 Free Card” offered by coffee shops and supermarkets,
http://feedproxy.google.com/~r/Techcrunch/~3/lRSfdIfK5s8/
132. Foursquare checks
in with over half a
million businesses
Once they do so, they can offer specials, update venue information and gain useful insights
on check-in data, such as popular days and times. Best of all, it’s free.
http://venturebeat.com/2011/07/06/foursquare-checks-in-with-over-half-a-million-businesses
133.
134.
135.
136.
137.
138. 36. Reinforcer
Definition: The reward given if the expected action
is carried out in the three part paradigm of reward
schedules.
Example: receiving a level up after killing 10 orcs.
17. Epic Meaning
Definition: players will be highly motivated if
they believe they are working to achieve
something great, something awe-inspiring,
something bigger than themselves.
Example: From Jane McGonical’s Ted Talk
where she discusses Warcraft’s ongoing story
line and “epic meaning” that involves each
individual has motivated players to participate
outside the game and create the second largest
wiki in the world to help them achieve their
individual quests and collectively their epic
meanings.
http://techcrunch.com/2010/08/25/scvngr-game-mechanics/
143. At My Marriott Hotel on Facebook, gamers begin by managing a virtual hotel
restaurant kitchen, including buying equipment and ingredients on a budget, hiring
and training employees, and serving guests. Much like in the wildly popular
Farmville game, players earn points for happy customers but lose points for poor
service; they’re also rewarded when their operation turns a profit.
http://www.springwise.com/tourism_travel/marriottgame/
144.
145.
146. Traxo, a Dallas-based company that enables you to organize and share your trip-itinerary details, has done just that
with the recent introduction of its Traxo Travel Score and accompanying Traxo Travel Perks program.
http://www.usatoday.com/travel/digitaltraveler/2011-07-11-traxo-travel-score_N.htm?POE=TRVISVA
http://www.traxo.com/travelscore
147. On Google News, the average reader of political news has read 20 articles about
politics in the last six months. Where do you stand?
Starting today, in the U.S. edition of Google News, you can see how voracious a news
reader you are by earning Google News badges as you read articles about your favorite
topics. The more you read, the higher level badge you’ll receive, starting with Bronze,
then moving up the ladder to Silver, Gold, Platinum and finally, Ultimate.
http://googlenewsblog.blogspot.com/2011/07/shareable-google-news-badges-for-your.html
148. At this year’s Gamification Summit in January, Wanda
Meloni, analyst at M2 Research, estimated that the
production of gamification projects will generate $1.6
billion in revenues by 2015. That means it will grow from
just 3 percent of social media marketing budgets in 2010
to more than 23 percent by 2015. The average growth rate
for the next two years is 150 percent, in terms of revenues.
Gartner also predicts that gamification will be a huge wave
as big brands embrace it.
http://venturebeat.com/2011/07/01/gigya-launches-gamification-suite-for-making-web-sites-more-fun-exclusive/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Venturebeat+%28VentureBeat%29
167. Extra Total Reality Is Fun Inc.: Why
Lives: Why Engagement: Broken: Why Gaming Will
Video Using Games Games Make Us Dominate the
and Virtual Better and How Twenty-First
Games Worlds to They Can Century
Matter Change the Way Change the
People Work and
World
Businesses
Compete
The Masters of
Changing the Gamestorming: Grasshopper: Doom: How
Game: How A Playbook for Games, Life Two Guys
Video Games Are Innovators,
Transforming and Utopia Created an
Rulebreakers, and Empire and
the Future of
Changemakers
Business Transformed
Pop Culture
AL
LOC RITE
FAVO
1001 Video Seductive
Game Ethnographies
Games You Interaction
Usability: of the
Must Play Design: Videogame
Before You Creating Playful, Advancing the
Fun, and Player
Die
Effective User Experience
Experiences
AL
LOC RITE
FAVO
168. Other Presentations to check out:
http://www.slideshare.net/FunChange/fun-for-a-change
http://www.slideshare.net/dings/persuasive-web-design-how-to-separate-users-from-their-bad-behaviours
http://www.slideshare.net/dings/dont-play-games-with-me-promises-and-pitfalls-of-gameful-design?from=ss_embed
http://www.slideshare.net/chrismcclelland/engagement-through-gamification
http://www.slideshare.net/stephenpa/seductive-interactions-idea-09-version
http://www.slideshare.net/dansaffer/gaming-the-web-using-the-structure-of-games-to-design-better-web-apps
169. Beyond the Badge: Engaging With Game Design Thinking
Dustin DiTommaso
“Gamificiation” is the process of applying game design maxims to non-game systems in order to drive user engagement,
influence behavior and improve the user experience of digital products and services. The buzz surrounding gamification is
currently reaching critical mass in our industry with the bulk of attention directed to points & badges but there’s more to
unlock. Much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools
to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior
and satisfying business goals.
This timely lecture is appropriate for anyone looking to level up their understanding of gamification and game design thinking.
Attendees will learn about game design fundamentals, engagement models, metrics and measurements, feedback loops,
player personas, flow states, motivation drivers, high level mechanics/dynamics and techniques for incorporating game
design thinking into your design processes.
170.
171. How can I use
gaming to make my
product more
engaging?
DESIGNER
(or anyone improving a product)