This document discusses navigation and how it relates to understanding information across different channels. It explores how people connect fragments of information into meaningful patterns, like in narratives, maps, and quests. Navigation helps weave places into a cohesive narrative by allowing users to pause in places and move through spaces. The language used to describe this sense-making process is information architecture.
Describing the elephant: Moving beyond professional silos when defining UXEric Reiss
Professional factions have made it impossible for the business community to make educated decisions – or even understand what UX is. Content strategists scream “Content is King”. The information architects yell “Structure the kingdom”. The SEO folks say “There is no data without metadata”.
And the business community is frustrated. Who should they hire?
The answer is simple: the agency that tells them: “No worries. We’ll get it done for you and you will love it.”
I’d like to see these professional barriers broken down. We ALL bring something valuable to the table – if we’re ever allowed to sit at that table. And I’d like to share a model for UX that respects our differences, but provides an easy-to-understand framework on which businesses can build their UX strategies.
Organizational Parkour: the Negotiation Game for DesignersJoan Vermette
At IAS09, Matt Milan gave a provocative talk on what he called "Innovation Parkour." Parkour is a way of moving from place to place as efficiently as possible by jumping, vaulting, or climbing around obstacles. His talk was a plea for us to practice our craft so great design can become a reflex in the face of challenge, much as parkour artists view the environment not as a hindrance to their sport but an aid.
I believe the equivalent of the built environment in parkour is less the landscape of the design challenges we face than the structures, process, and culture of the organizations in which we do our work. Yes, design exercises make better designers - however, an IA/UXer who can solve wicked problems but who can't get her organization to implement her solutions needs also to be practicing complimentary disciplines: cultural diagnostics, relationship savvy, and communication and negotiation skills.
Enter Organizational Parkour, a game where IA/UXers can practice these complimentary skills. The game pits teams against each other to complete deliverables, by role-playing and negotiating based on the tenets of Principled Negotiation. Game players are guided on how to use negotiation skills to manage sticky client issues and see great work to completion.
Thirteen years ago Gayle Curtis likened a “Big Information Architect” to “an orchestra conductor or film director, conceiving a vision and moving the team forward.” In the meantime, different-sized IAs gave way to UX designers, but in some shops there is another central role: product manager.
What you may be surprised to learn is that a substantial part of a product manager’s job is…information architecture. Describing a landscape, ecosystem, or roadmap and communicating a set of goals and priorities requires the exact meaning-mapping skills that IA is all about.
This panel features three people trained in IA and UX who are now filling a product role, to discover whether this parallel between “big” IA and product holds in other contexts, to discuss potential career paths, and to take questions from an audience that might be intrigued by the relationship.
Describing the elephant: Moving beyond professional silos when defining UXEric Reiss
Professional factions have made it impossible for the business community to make educated decisions – or even understand what UX is. Content strategists scream “Content is King”. The information architects yell “Structure the kingdom”. The SEO folks say “There is no data without metadata”.
And the business community is frustrated. Who should they hire?
The answer is simple: the agency that tells them: “No worries. We’ll get it done for you and you will love it.”
I’d like to see these professional barriers broken down. We ALL bring something valuable to the table – if we’re ever allowed to sit at that table. And I’d like to share a model for UX that respects our differences, but provides an easy-to-understand framework on which businesses can build their UX strategies.
Organizational Parkour: the Negotiation Game for DesignersJoan Vermette
At IAS09, Matt Milan gave a provocative talk on what he called "Innovation Parkour." Parkour is a way of moving from place to place as efficiently as possible by jumping, vaulting, or climbing around obstacles. His talk was a plea for us to practice our craft so great design can become a reflex in the face of challenge, much as parkour artists view the environment not as a hindrance to their sport but an aid.
I believe the equivalent of the built environment in parkour is less the landscape of the design challenges we face than the structures, process, and culture of the organizations in which we do our work. Yes, design exercises make better designers - however, an IA/UXer who can solve wicked problems but who can't get her organization to implement her solutions needs also to be practicing complimentary disciplines: cultural diagnostics, relationship savvy, and communication and negotiation skills.
Enter Organizational Parkour, a game where IA/UXers can practice these complimentary skills. The game pits teams against each other to complete deliverables, by role-playing and negotiating based on the tenets of Principled Negotiation. Game players are guided on how to use negotiation skills to manage sticky client issues and see great work to completion.
Thirteen years ago Gayle Curtis likened a “Big Information Architect” to “an orchestra conductor or film director, conceiving a vision and moving the team forward.” In the meantime, different-sized IAs gave way to UX designers, but in some shops there is another central role: product manager.
What you may be surprised to learn is that a substantial part of a product manager’s job is…information architecture. Describing a landscape, ecosystem, or roadmap and communicating a set of goals and priorities requires the exact meaning-mapping skills that IA is all about.
This panel features three people trained in IA and UX who are now filling a product role, to discover whether this parallel between “big” IA and product holds in other contexts, to discuss potential career paths, and to take questions from an audience that might be intrigued by the relationship.
Silver Linings, When Building a Team FailsDavid Farkas
My five-minute lightning talk presented at Pro/Design Conference January 30, 2015. Hosted by Nasdaq, this talk shares a story and lessons learned building a design team within a larger organization.
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinAviva Rosenstein
Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
My plenary speech at the inaugural UX Live London conference on October 26, 2017.
Eric Reiss
CEO and Author
4.30pm-5.15pm
Innovation vs. Best Practice – Conflict or Opportunity?
“Best practice” implies doing things in the best possible manner, based on past experience. But we like to think of ourselves as innovators in a dynamic industry – we want to go where no one has gone before. Thus, “best practice” and “innovation” are like oil and water – they don’t easily mix.
How can we, as UX professionals, balance the need for consistency that “best practice” provides, with our on-going mission to improve the quality of our products? How can we create genuine improvements – and when have we been seduced by the evil twins, Fad and Fashion?
“Innovation vs. Best Practice” explores the elements that make up these two ends of the UX spectrum. We’ll take a closer look at the popular definitions of both innovation and best practice – and discover why these are frequently inadequate, misleading, or both. Why is a “standard” not always a “best practice”? And if “invention” can be spontaneous, why is “innovation” always planned?
We’ll also examine some of the worst reasons to innovate, which are also some of the most common, plus the Japanese concept of “chindogu” – “useless innovation.” Perhaps most important of all, we’ll see how User Driven Design helps us avoid harmful innovation in comparison to the more common User Centered Design methodology.
**This version of our presentation is for World Information Architecture Day, Feb 9 2013 in Ann Arbor** Chris and Farris expose the differences between how user experience designers and analytics practitioners think. While UXD weave best practices and user research into their designs, digital analysts spend their time confirming or refuting hypotheses in a data-driven way. One approach is decidedly qualitative, the other decidedly quantitative. In this presentation you will learn through their conversations how it is possible to leverage both enlightened design and deep data to continuously optimize user experiences. If you work on either side of this debate, this is how to better state your case… and get along with the other side.
Improvised IA: Going Beyond the WhiteboardDavid Farkas
The need to adapt and be flexible within project schedules and meetings has never been greater, but this is a soft skill not easily taught or quickly learned. It starts with team collaboration and trust while ultimately leading to idea generation and problem solving. Yield to the highest offer. Always say YES. Alway raise the bar. These are three of the core components to improvisation in comedy. They are also three pillars to a good collaborative environment.
This hands on session will explore the fundamentals to improv as a means to strengthen teams across organizations. Participants will walk away with:
An understanding to the fundamentals to improv
An understanding of applications to the field of UX as both a team building tool and idea generation
Real world practice and sample exercises
We’re looking to get up and shake the cobwebs off our bodies. Through Bodystorming and other improv games participants will engage with the space around them and will learn the basics of improvisational comedy and how it can directly translate back to work in the office and with clients alike.
Thoughts on Customer Feedback - Aviva Rosenstein, WarmGun 2014Aviva Rosenstein
Aviva's talk from Warm Gun 2014 - why Ready, Fire, Aim can backfire, illustrated with a story about collecting customer feedback on a new experience. Includes thoughts on tying customer feedback channels to user needs and business goals, and pitfalls to avoid when building customer feedback channels.
Silver Linings, When Building a Team FailsDavid Farkas
My five-minute lightning talk presented at Pro/Design Conference January 30, 2015. Hosted by Nasdaq, this talk shares a story and lessons learned building a design team within a larger organization.
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinAviva Rosenstein
Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
My plenary speech at the inaugural UX Live London conference on October 26, 2017.
Eric Reiss
CEO and Author
4.30pm-5.15pm
Innovation vs. Best Practice – Conflict or Opportunity?
“Best practice” implies doing things in the best possible manner, based on past experience. But we like to think of ourselves as innovators in a dynamic industry – we want to go where no one has gone before. Thus, “best practice” and “innovation” are like oil and water – they don’t easily mix.
How can we, as UX professionals, balance the need for consistency that “best practice” provides, with our on-going mission to improve the quality of our products? How can we create genuine improvements – and when have we been seduced by the evil twins, Fad and Fashion?
“Innovation vs. Best Practice” explores the elements that make up these two ends of the UX spectrum. We’ll take a closer look at the popular definitions of both innovation and best practice – and discover why these are frequently inadequate, misleading, or both. Why is a “standard” not always a “best practice”? And if “invention” can be spontaneous, why is “innovation” always planned?
We’ll also examine some of the worst reasons to innovate, which are also some of the most common, plus the Japanese concept of “chindogu” – “useless innovation.” Perhaps most important of all, we’ll see how User Driven Design helps us avoid harmful innovation in comparison to the more common User Centered Design methodology.
**This version of our presentation is for World Information Architecture Day, Feb 9 2013 in Ann Arbor** Chris and Farris expose the differences between how user experience designers and analytics practitioners think. While UXD weave best practices and user research into their designs, digital analysts spend their time confirming or refuting hypotheses in a data-driven way. One approach is decidedly qualitative, the other decidedly quantitative. In this presentation you will learn through their conversations how it is possible to leverage both enlightened design and deep data to continuously optimize user experiences. If you work on either side of this debate, this is how to better state your case… and get along with the other side.
Improvised IA: Going Beyond the WhiteboardDavid Farkas
The need to adapt and be flexible within project schedules and meetings has never been greater, but this is a soft skill not easily taught or quickly learned. It starts with team collaboration and trust while ultimately leading to idea generation and problem solving. Yield to the highest offer. Always say YES. Alway raise the bar. These are three of the core components to improvisation in comedy. They are also three pillars to a good collaborative environment.
This hands on session will explore the fundamentals to improv as a means to strengthen teams across organizations. Participants will walk away with:
An understanding to the fundamentals to improv
An understanding of applications to the field of UX as both a team building tool and idea generation
Real world practice and sample exercises
We’re looking to get up and shake the cobwebs off our bodies. Through Bodystorming and other improv games participants will engage with the space around them and will learn the basics of improvisational comedy and how it can directly translate back to work in the office and with clients alike.
Thoughts on Customer Feedback - Aviva Rosenstein, WarmGun 2014Aviva Rosenstein
Aviva's talk from Warm Gun 2014 - why Ready, Fire, Aim can backfire, illustrated with a story about collecting customer feedback on a new experience. Includes thoughts on tying customer feedback channels to user needs and business goals, and pitfalls to avoid when building customer feedback channels.
Matt sheret IxDA Hamburg event 2012-02-13_campire storiesIxDA Hamburg
// About the presentation
From twitter-bots to 11th-hour API hacks, an increasing number of ad-hoc interfaces and services are using narrative to encourage user engagement. How are these techniques manifesting, what are their roots, and how can we find new ways of incorporating storytelling into the products we're building?
// About Matthew
Matthew Sheret is Last.fm's Data Griot, a role that blends analysis, trend reporting and journalism to tell stories about Last.fm users' behaviour both in-house and out. Learn more about Matthew here: www.matthewsheret.com or @mattsheret on Twitter.
Sequence of investigations to see, find and understand flexibility in the Contradictory landscape in Nikel, and how to
adapt flexibility in this landscape.
By looking closer into every landscape I make an attempt to grasp all of them as systems of information exchange, understand the landscapes character, find enough information to see and identify spaces in the landscapes to keep them alive.
John A Chapman our cosmic journey 20101014John Chapman
The wealth from mines, from the dawn of recorded human history, is the epic march of mankind along the path of progress. It was the mines that made ancient civilizations such as Egypt, Greece and Rome great and in more recent times have created immense wealth to the benefit of the people of Europe, North America, Australia and now China, India, Brazil and Russia.
Georgius Agricola in his “De Re Metallica” published in 1556 stated, “Inasmuch as the chief callings are those of money lender, the soldier, the merchant, the farmer, and miner, I say, inasmuch as usury is odious, while the spoil cruelly captured from the people innocent of wrong is wicked in the sight of God and man, and inasmuch as the calling of the miner excels in honor and dignity that of the merchant trading for lucre, while it is not less noble though far more profitable than agriculture, who can fail to realize that mining is a calling of peculiar dignity.”
In Carl Sagan’s “Cosmos - Travels in Space and Time (Episode 8), 1989” he stated, “Those worlds in space are as countless as all the grains of sands on all the beaches of the earth - and each of those worlds is as real as ours. In every one of them there is a succession of incidences, events, occurrences which influence its future - countless worlds, numberless moments, an immensity of space and time. Here on our small planet at this moment we face a critical branch point in history. What we do with our world right now will propagate down through the centuries and powerfully affect the destiny of our descendants. It is well within our power to destroy our civilization and perhaps our species as well. If we capitulate to superstition or greed, or stupidity, we can plunge our world into a darkness deeper than the time between the collapse of classical civilization and the Italian Renaissance. But we are also capable of using our compassion and our intelligence, our technology and our wealth, to make an abundant and meaningful life for every inhabitant of this planet - to enhance enormously our understanding of the universe and carry us to the stars.”
Today, we are part of the “space generation”, crawling off the surface of the earth into the “oceans of space” – mining will continue to provide the capability for humankind to advance to the moon, mars and on to the stars.
// Reorientation in Contradictory landscapeGudrun Jona
Sequence of investigations to see, find and understand flexibility in the Contradictory landscape in Nikel, and how to
reorientate in this landscape.
By looking closer into every landscape I make an attempt to grasp all of them as systems of information exchange, understand the landscapes character, find enough information to see and identify spaces in the landscapes to keep them alive and understand them and theyr overlapping.
A framework for the systemic design of experiences derived from game design theory and practice, and plenty of examples coming from board and video games.
A version of this talk made it to EuroIA 2019 in Riga.
The slides for the Rapid Cross-channel Prototyping Workshop I facilitated at the ASIS&T Information Architecture Summit in Vancouver, BC, March 23 2017
Part 5 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 4 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 3 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 2 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 1 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver. New decks coming every week.
Blended spaces, cross-channel ecosystems, and the myth that is serviceAndrea Resmini
Slide deck from paper presented at ServDes 2016, Copenhagen.
Full paper available in conference proceedings: http://www.ep.liu.se/ecp/article.asp?issue=125&article=050
This lecture was delivered as part of Welcome Week at JIBS. It is a PRANK unaware first-year students were subjected to with the complicity of the student organizations. The students were only told this was all a joke at the end, when they were "liberated" by their elders/seniors. Enjoy.
The slides from my intro to the workshop I facilitated together with Luca Rosati at the VIII Italian IA Summit in Bologna, Nov 2014. The slides deal with the general principles and the little story that was used as a catalyst for the exercise. I added a few notes for clarity.
Building a Sense of Place across Channels - Part IIAndrea Resmini
Part II of the deck of slides from my workshop at UX Australia 2013 on place-making in cross-channel user experiences, previously a slightly different workshop at UX Lisbon 2012.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
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.