Design is all about value. It helps transfer value from one person to another. Design insures you have an experience: that at the end, you’re different than when you started. Design makes this difference, and like Babbage’s Difference Engine of yore, specific knobs and levers control how much value you can create with design.
In this presentation, we’ll learn how five levers — models, fidelity, audience, annotation, and velocity — work together. We’ll see how agile, lean, and waterfall teams apply these levers differently at different times to create different value from design.
Friday at work, you won’t be able to stop yourself from asking five, simple questions. You’ll be maximizing design value for every project you encounter.
User Experience Architecture in a Cross-Channel WorldAustin Govella
One of the dirty secrets about cross-channel user experience is that we've always worked cross-channel. What's changed is how much—and how well—we can impact the experience across these channels.
In this presentation, we’ll examine three guiding principles for working cross-channel. With those principles in mind, we’ll look at four tools you can use to help guide and improve cross-channel user experiences at your organization.
Design is all about value. It helps transfer value from one person to another. Design insures you have an experience: that at the end, you’re different than when you started. Design makes this difference, and like Babbage’s Difference Engine of yore, specific knobs and levers control how much value you can create with design.
In this presentation, we’ll learn how five levers — models, fidelity, audience, annotation, and velocity — work together. We’ll see how agile, lean, and waterfall teams apply these levers differently at different times to create different value from design.
Friday at work, you won’t be able to stop yourself from asking five, simple questions. You’ll be maximizing design value for every project you encounter.
User Experience Architecture in a Cross-Channel WorldAustin Govella
One of the dirty secrets about cross-channel user experience is that we've always worked cross-channel. What's changed is how much—and how well—we can impact the experience across these channels.
In this presentation, we’ll examine three guiding principles for working cross-channel. With those principles in mind, we’ll look at four tools you can use to help guide and improve cross-channel user experiences at your organization.
There are various reasons behind building an app. Prior to getting started with mobile app development, you need to have an understanding about the choices of technology that are available.
Invited Guest Lecture
Lim, T. (2015). FSU IS APP: A program-level mobile application. In LIS3201 Research and Data Analysis in Information Technology, Florida State University, Tallahassee, FL.
Empowering Students with Free/Libre SoftwareJohn Iglar
Technology can help us fulfil our schools' missions, and free (libre) and open source software is one way to do that. By giving our students the tools to build, modify and share in the digital world, we truly empower them to shape their world.
When Austin teaches how to run great workshops, designers worry most about facilitation. What if participants won’t join the discussions? What if attendees won’t participate? What if you can’t manage the room?
But facilitation skills are rarely the problem. Regardless of the type of workshop you want to run, good workshops depend almost entirely on how you structure the activities.
In this presentation, we’ll look at two strategies that maximize participation and guarantee clear outcomes and decisions. Attendees walk away with two checklists: one for guiding facilitation and another for structuring workshop activities.
Architect Taxonomy Systems to Support Organizational ChangeAustin Govella
A global Fortune 500 company needed an experience marketing platform that would support any number of business units marketing any number of products to any number of customers across multiple channels with an unknown mix of static and dynamic content and complex personalization yet to be determined—because the company knew it was in transition, the platform would need to evolve without any new development. How do you design a sustainable information architecture when organization, labels, navigation, and metadata are guaranteed to change? Hear lessons from designing this and other flexible organizational systems, and learn approaches to use when architecting sustainable, complex, enterprise platforms.
BOOM Units: Four steps to turn you team into a lean, product development machineAustin Govella
In the agricultural age, it took 182 years to build Notre Dame cathedral. In the industrial age, it took Bell Labs 22 years to design the push-button telephone. In the design age, you can build big, huge systems as fast as you can connect different frameworks. You no longer have 22 years — much less 182 years. To succeed in the design age, product development has to evolve.
Successful product teams have evolved into something akin to an emergency service:
Triage to identify what needs fixing
Treat acute, urgent problems as quickly and safely as possible
Prescribe actions to prevent future problems
Successful teams launch new products with big impacts quickly like a bomb going off: Boom. Successful teams are B.O.O.M. Units. In this presentation, we’ll examine the four attributes of these high-performing teams:
Balanced teams: activate the talents of every team member
Outcome-focused: teams focus relentlessly on the experience
On-time delivery: each team member delivers their part just-in-time
Maximized impact: team members choose the smallest change that creates the largest impact
To illustrate these behaviors, we’ll look at four stories that show BOOM Units in action, and for each behavior, we’ll look at a tool you can start using when you go back to work on Monday morning.
For developers, UXers, and project managers who want to deliver more innovation, you can transform your team for the inside out into high-performing BOOM Units.
In this presentation, learn how to hack UX Zombies to pieces using two tools: models and fidelity. You’ll be introduced to how to control the fidelity of our models, to hack UX for the right design.
There’s a dirty secret in the turf war between agile, lean, and waterfall: they each use the same product development process. What’s different isn’t their process, but how they apply design activities in different ways to eke out different design value.
So how can you alter the design process? Even better, how can you customize the process to provide more value for the way your organization works? How should you change the design process from sprint to sprint to get the most value out of your design activities?
How do you hack user experience?
The problem isn't waterfall. It's not deliverables. And, big upfront design is a big, straw bogey man trotted out to scare young UXers.
Agile and lean promise fundamental changes to your process, so you can improve your outcomes. Like other approaches, agile and lean bring their own sets of problems and barriers. Oddly, for bringing such fundamental change, they often bring the same problems and barriers your teams faced before they were agile and lean.
This is because agile and lean don't really change your process. They change your focus. I'll say that again because I think it's important: agile and lean don't change your process; they change your focus.
And the problems inherent with your process don't have to do with focus. You won't fix your problems by becoming agile or lean. You fix your problems by understanding when to be agile, when to be lean, and when to focus on the experience.
In this presentation, we'll tear agile and lean and UX apart to see what makes them work, and what makes them fail. We'll explore the universal activities teams use to get products out the door. And we'll understand the constraints that drive the effectiveness of those activities.
Once we're done, you'll go back to work knowing how to adjust what your team does. But more important, you'll know when to make what adjustment when. You'll be able to create better teams, better products, and better experiences.
A Guide to Farming Miracles (for UX teams in tough environments)Austin Govella
Designers don't really design anything. Organizations design everything. So, what if your organization sucks? Seriously. What do you do then? And then -- while you're at it -- do it "agile". Do it "lean".
Organizations face seven barriers when trying to design create better products and services: value, focus, time, memory, quality, understanding, and improvement.
We'll look at seven approaches you'll be able to use on Monday to help your company overcome these seven barriers. Instead of changing what you do, you'll learn to change how you do it. It's changing the how that enables better design. You'll be able to build better, more balanced teams, better interfaces, and better experiences.
Presented at the Big Design conference in Dallas, TX on Friday, July 15th, 2011 at 1:00pm.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
There are various reasons behind building an app. Prior to getting started with mobile app development, you need to have an understanding about the choices of technology that are available.
Invited Guest Lecture
Lim, T. (2015). FSU IS APP: A program-level mobile application. In LIS3201 Research and Data Analysis in Information Technology, Florida State University, Tallahassee, FL.
Empowering Students with Free/Libre SoftwareJohn Iglar
Technology can help us fulfil our schools' missions, and free (libre) and open source software is one way to do that. By giving our students the tools to build, modify and share in the digital world, we truly empower them to shape their world.
When Austin teaches how to run great workshops, designers worry most about facilitation. What if participants won’t join the discussions? What if attendees won’t participate? What if you can’t manage the room?
But facilitation skills are rarely the problem. Regardless of the type of workshop you want to run, good workshops depend almost entirely on how you structure the activities.
In this presentation, we’ll look at two strategies that maximize participation and guarantee clear outcomes and decisions. Attendees walk away with two checklists: one for guiding facilitation and another for structuring workshop activities.
Architect Taxonomy Systems to Support Organizational ChangeAustin Govella
A global Fortune 500 company needed an experience marketing platform that would support any number of business units marketing any number of products to any number of customers across multiple channels with an unknown mix of static and dynamic content and complex personalization yet to be determined—because the company knew it was in transition, the platform would need to evolve without any new development. How do you design a sustainable information architecture when organization, labels, navigation, and metadata are guaranteed to change? Hear lessons from designing this and other flexible organizational systems, and learn approaches to use when architecting sustainable, complex, enterprise platforms.
BOOM Units: Four steps to turn you team into a lean, product development machineAustin Govella
In the agricultural age, it took 182 years to build Notre Dame cathedral. In the industrial age, it took Bell Labs 22 years to design the push-button telephone. In the design age, you can build big, huge systems as fast as you can connect different frameworks. You no longer have 22 years — much less 182 years. To succeed in the design age, product development has to evolve.
Successful product teams have evolved into something akin to an emergency service:
Triage to identify what needs fixing
Treat acute, urgent problems as quickly and safely as possible
Prescribe actions to prevent future problems
Successful teams launch new products with big impacts quickly like a bomb going off: Boom. Successful teams are B.O.O.M. Units. In this presentation, we’ll examine the four attributes of these high-performing teams:
Balanced teams: activate the talents of every team member
Outcome-focused: teams focus relentlessly on the experience
On-time delivery: each team member delivers their part just-in-time
Maximized impact: team members choose the smallest change that creates the largest impact
To illustrate these behaviors, we’ll look at four stories that show BOOM Units in action, and for each behavior, we’ll look at a tool you can start using when you go back to work on Monday morning.
For developers, UXers, and project managers who want to deliver more innovation, you can transform your team for the inside out into high-performing BOOM Units.
In this presentation, learn how to hack UX Zombies to pieces using two tools: models and fidelity. You’ll be introduced to how to control the fidelity of our models, to hack UX for the right design.
There’s a dirty secret in the turf war between agile, lean, and waterfall: they each use the same product development process. What’s different isn’t their process, but how they apply design activities in different ways to eke out different design value.
So how can you alter the design process? Even better, how can you customize the process to provide more value for the way your organization works? How should you change the design process from sprint to sprint to get the most value out of your design activities?
How do you hack user experience?
The problem isn't waterfall. It's not deliverables. And, big upfront design is a big, straw bogey man trotted out to scare young UXers.
Agile and lean promise fundamental changes to your process, so you can improve your outcomes. Like other approaches, agile and lean bring their own sets of problems and barriers. Oddly, for bringing such fundamental change, they often bring the same problems and barriers your teams faced before they were agile and lean.
This is because agile and lean don't really change your process. They change your focus. I'll say that again because I think it's important: agile and lean don't change your process; they change your focus.
And the problems inherent with your process don't have to do with focus. You won't fix your problems by becoming agile or lean. You fix your problems by understanding when to be agile, when to be lean, and when to focus on the experience.
In this presentation, we'll tear agile and lean and UX apart to see what makes them work, and what makes them fail. We'll explore the universal activities teams use to get products out the door. And we'll understand the constraints that drive the effectiveness of those activities.
Once we're done, you'll go back to work knowing how to adjust what your team does. But more important, you'll know when to make what adjustment when. You'll be able to create better teams, better products, and better experiences.
A Guide to Farming Miracles (for UX teams in tough environments)Austin Govella
Designers don't really design anything. Organizations design everything. So, what if your organization sucks? Seriously. What do you do then? And then -- while you're at it -- do it "agile". Do it "lean".
Organizations face seven barriers when trying to design create better products and services: value, focus, time, memory, quality, understanding, and improvement.
We'll look at seven approaches you'll be able to use on Monday to help your company overcome these seven barriers. Instead of changing what you do, you'll learn to change how you do it. It's changing the how that enables better design. You'll be able to build better, more balanced teams, better interfaces, and better experiences.
Presented at the Big Design conference in Dallas, TX on Friday, July 15th, 2011 at 1:00pm.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
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?
Game Concept Presentation for Ukrainian Mythology Based Game With Designs
Lessons Learned: Global Websites and Applications
1. LESSONS LEARNED:
GLOBAL WEBSITES &
APPLICATIONS
by
Austin Govella
www.thinkingandmaking.com
@austingovella
Slides available on slideshare: http://www.slideshare.net/austingove"a/globalwebsitesapplications
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012
2. Two definitions:
1. Multi-lingual means something is available in
multiple languages.
2. Localized means content changes based on
where the user is located.
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012
9. Multi-lingual means content is available in multiple
languages.
1. What languages?
It costs money, time, and content managers to
translate.
2. What content?
Are you translating all content? Some content?
What content?
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012
10. Multi-lingual means all content is accessible in
multiple languages:
• Content on the page.
• The <title>
• The <meta description>
• Tooltips
• Form field helper text
• Success, Warning, and Error messages
• Error pages, “Site down” shingles
• Abbreviations What’s Wed in Chinese?
• Announcements
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012
11. Localized means content changes based on where
the user is located.
1. How do you determine location?
2. When do you determine location?
3. What locations matter?
4. What if you determine the wrong location?
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012
12. Localized means content changes based on where
the user is located.
1. What content changes?
2. How does it change?
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012
13. Location Language
Content X X
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012
14. Role Location Language Time Device
Content X X X X X
From “Lessons Learned: Global Websites & Applications” by Austin Govella, Nov 15, 2012