Games? Aren’t games strictly for outside office hours? Not when it comes to user-centred design. Games are not only great fun, they’re also a fantastic way to approach a problem from a different angle and to get important requirements and information from users, stakeholders and team members, without it even seeming like hard work.
In this presentation I cover some simple design games that you’ll be able to apply straight away to your user-centred design projects. You’ll learn games for generating potential design ideas, for exploring ideas and for refining and evaluating designs with users.
How to ditch meetings and start playing games (UX in the City - Manchester 2017)Neil Turner
Games? Aren’t they strictly for outside office hours? Not when it comes to design games they’re not. Design games are not only great fun, they’re also a fantastic alternative to dull and boring business meetings. Design games are a great way to engage people; to approach problems from a different angle; to build a shared understanding; to generate and explore ideas and to generally get lots of great work done without it even seeming like work in the first place.
These are the slides from my design games workshop at UX in the City - Manchester, May 2017.
It began as a 2 hr workshop,as a means to introduce students to game design practically & in quick time. The more i did these workshops, the more i realized that it not only allowed people to understand , but also apply design in a simple & easy manner.Every workshop ended with groups of participants coming up with small games, which an hour back was literally impossible. all that was needed, a few bits of paper, pen or pencil, dice & game bits and a whole lot of interaction, brainstorming, design thinking, creating game rules & testing playable game prototypes.
The realisation of having designed something as unthinkable as a game, with literally nothing & having enjoyed playing it with freinds all of this & more within 2 hours, is an unbeleivable expereince to have.
How to ditch meetings and start playing games (UX in the City - Manchester 2017)Neil Turner
Games? Aren’t they strictly for outside office hours? Not when it comes to design games they’re not. Design games are not only great fun, they’re also a fantastic alternative to dull and boring business meetings. Design games are a great way to engage people; to approach problems from a different angle; to build a shared understanding; to generate and explore ideas and to generally get lots of great work done without it even seeming like work in the first place.
These are the slides from my design games workshop at UX in the City - Manchester, May 2017.
It began as a 2 hr workshop,as a means to introduce students to game design practically & in quick time. The more i did these workshops, the more i realized that it not only allowed people to understand , but also apply design in a simple & easy manner.Every workshop ended with groups of participants coming up with small games, which an hour back was literally impossible. all that was needed, a few bits of paper, pen or pencil, dice & game bits and a whole lot of interaction, brainstorming, design thinking, creating game rules & testing playable game prototypes.
The realisation of having designed something as unthinkable as a game, with literally nothing & having enjoyed playing it with freinds all of this & more within 2 hours, is an unbeleivable expereince to have.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
The amazing world of Game Design - Emanuele Bolognesi - Codemotion Milan 2016Codemotion
Game Design is the art of creating a game. It’s a very fascinating subject, under many aspects, as it requires knowledge of psychology, visual design, mathematics, software engineering, animation, user experience and much more. In this workshop we will introduce the definition of game and the main components of game design, presenting the challenges and the aspects of this science, analysing the design choices of some of the most popular titles of the past. We will also discover why many of the concepts of game design are also useful to web or mobile product designers in general.
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your gameChristopher Totten
This talk introduces the idea of "Game Feel" and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals.
Kodu (previously Boku) is a tool used to create game using visual programming by Microsoft's FUSE Labs. It helps in teaching kids programming concepts.
Moving from task based to experience based designNeil Turner
In an increasingly multi-channel world it's important to look at the entire end to end experience that a customer receives, not just to focus on individual customer tasks, interactions and touch points. This presentation covers how to move from a task based design mind-set to an experience based design mind-set, along with some key tools and techniques for designing true multi-channel experiences and for mapping out the complete end to end customer journey.
A presentation covering moderated and unmoderated remote user testing. The presentation goes through the pros and cons for each technique; some of the remote user testing tools available and some hints and tips for carrying it out.
The pursuit of tapiness - A case study in making tablet friendly websitesNeil Turner
How hard can it be to make a website tablet friendly? Hang about, exactly what do you mean by tablet friendly? Are we including mini tablets? What sort of usability quirks and foibles will tablet users put up with? How can something that sounds so simple prove to be so tricky to pin down, let along achieve?
Come with me on a journey through space and time as I discuss how TUI, Europe’s largest holiday tour operator set about making Thomson.co.uk and Firstchoice.co.uk more tablet friendly. I’ll discuss why designing a great experience for tablet users is so important, what it means to optimise a website for tablet and how we went about doing it. I’ll discuss how we identified the most important improvements to make and how we’re ensuring that future designs are always tablet friendly.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
The amazing world of Game Design - Emanuele Bolognesi - Codemotion Milan 2016Codemotion
Game Design is the art of creating a game. It’s a very fascinating subject, under many aspects, as it requires knowledge of psychology, visual design, mathematics, software engineering, animation, user experience and much more. In this workshop we will introduce the definition of game and the main components of game design, presenting the challenges and the aspects of this science, analysing the design choices of some of the most popular titles of the past. We will also discover why many of the concepts of game design are also useful to web or mobile product designers in general.
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your gameChristopher Totten
This talk introduces the idea of "Game Feel" and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals.
Kodu (previously Boku) is a tool used to create game using visual programming by Microsoft's FUSE Labs. It helps in teaching kids programming concepts.
Moving from task based to experience based designNeil Turner
In an increasingly multi-channel world it's important to look at the entire end to end experience that a customer receives, not just to focus on individual customer tasks, interactions and touch points. This presentation covers how to move from a task based design mind-set to an experience based design mind-set, along with some key tools and techniques for designing true multi-channel experiences and for mapping out the complete end to end customer journey.
A presentation covering moderated and unmoderated remote user testing. The presentation goes through the pros and cons for each technique; some of the remote user testing tools available and some hints and tips for carrying it out.
The pursuit of tapiness - A case study in making tablet friendly websitesNeil Turner
How hard can it be to make a website tablet friendly? Hang about, exactly what do you mean by tablet friendly? Are we including mini tablets? What sort of usability quirks and foibles will tablet users put up with? How can something that sounds so simple prove to be so tricky to pin down, let along achieve?
Come with me on a journey through space and time as I discuss how TUI, Europe’s largest holiday tour operator set about making Thomson.co.uk and Firstchoice.co.uk more tablet friendly. I’ll discuss why designing a great experience for tablet users is so important, what it means to optimise a website for tablet and how we went about doing it. I’ll discuss how we identified the most important improvements to make and how we’re ensuring that future designs are always tablet friendly.
Using jobs-to-be-done to design better user experiences (UX Cambridge 2017)Neil Turner
"People don’t want to buy a quarter-inch drill. They want a quarter-inch hole." (Theodore Levitt, Harvard marketing professor). Jobs-to-be-done is one of those concepts that intuitively makes so much sense, and yet still isn’t that widely known or used. The idea that you should focus on the job that someone is trying to do, rather than just the means of achieving , is not a revolutionary one, but is nonetheless incredibly powerful and insightful. As Clay Christensen, one of the fellow architects of jobs-to-be-done, has said, "In hindsight the job to be done is usually as obvious as the air we breathe. Once they are known, what to improve (and not to improve) is just as obvious".
This interactive and hands-on workshop, from UX Cambridge 2017 covers how to use jobs-to-be-done to not only come up with innovative ideas, but to research and design better user experiences, regardless of whether someone is starting from a blank sheet, or improving an existing product or service.
It includes how to identify jobs-to-be-done, how to use job stories to help frame jobs-to-be-done and how to enhance personas, user journey maps and even user stories using jobs-to-be-done.
UCD from across the pond - A case study in remote UXNeil Turner
How do you design the UX for a complex website when you're based in the UK and the users, business stakeholders and the rest of the design team are in America? In this insightful case study you’ll find out what lessons I learnt from tackling this challenge in a recent role.
You’ll learn how to foster a collaborative remote team; how to use technology to carry out remote UX research, design and usability testing; and which UX tools and techniques are best suited to remote UX.
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
What is ux design? A behind the scenes tourNeil Turner
What is UX design? In this presentation I look at what UX design is, and what a UX designer does by examining the 7 ages of a web page - from the idea to the live page.
10 ‘Quite interesting’ things every designer should know about peopleNeil Turner
How long can you expect to hold someone's attention? How much information can you expect people to remember? Here I look at 10 'quite interesting' things about people every UX designer should know.
Moving from user centred thinking to system thinkingNeil Turner
User-centred thinking has done the design community proud. However, whilst its laser beam focus on the user is an undoubted strength, it does sometimes mean that the wider user eco-system is not always considered. I'm going to introduce system thinking (also known as service design). System thinking is a way to not only consider the user but the wider system in which a user interacts with a service or product. Think of it as user-centred design 2.0!
This is a presentation that I gave at a SynchHerts meetup (http://www.meetup.com/SyncHerts/) on 7th Aug 2014.
And what next? A case study in how to get the most out of your user researchNeil Turner
In this insightful case study Neil Turner, UX lead at TUI (Europe’s largest tour operator) will take a look at some of the ways that the TUI UX team distil, utilise and communicate user research findings to ensure that everyone is singing from the same hymn sheet, and that throughout the design process they’re always designing with their target audience in mind.
How to design more ethically engaging experiences (UCD 2016)Neil Turner
Hi. My name is Neil, and I’m an addict. I’ll admit it, I’m addicted to technology, and you know what, I suspect that you are too. We’re all addicts now aren’t we? We’ve all become addicted to a very modern drug called technology.
It’s not our fault that we’re addicted to technology, we're only human after all. You see technology is just too damn addictive. And why is it so addictive? Because it’s been designed to be so by designers like you and me. It’s been designed to engage, to demand our attention, to draw us in and to slowly but surely get us hooked.
In this talk which was originally delivered at UCD 2016, I’m going to argue the case for why we as designers should be helping to break this cycle of addiction. Why we should be focusing on making a positive impact on peoples’ lives, rather than chasing ever greater usage of our products and designs. I’m going to show you how to create products that are more ethically engaging; that let people get on with their lives without becoming a slave to the machine!
Long distance UX relationships - How to deliver great UX when working with of...Neil Turner
How do you deliver great UX when the development team is not only in a different office, but on a different continent altogether? This lightning talk presentation outlines some invaluable advice for UX designers working with off shore development teams.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
TAKE THIS WORKSHOP ONLINE & GET 20% OFF WITH CODE 'SLIDESHARE'
https://school.uxfika.co/p/best-practice-for-ux-deliverables/?product_id=325265&coupon_code=SLIDESHARE
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Slides from my 'Best practice for UX deliverables' workshop that I ran for Eventhandler in London on the 05th of March 2014.
http://www.eventhandler.co.uk/events/uxnightclass-uxdeliverables3
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Please note that for copyright reasons & client privacy the examples in this presentation are slightly different than from the workshop. The examples included are for reference only in terms of what I talked through in the 'Good examples' section.
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ABSTRACT
Whilst the work we do is not meant to be hanged on a wall for people to admire, nor is meant to be put in a drawer and forgotten about. Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Who is it for?
This workshop is suitable for anyone starting out in UX, or who's worked with it for a while but is looking to improve the way they present their work.
What you'll learn
In this hands on workshop we'll walk through real life examples of why the UX of UX deliverables matter. We'll cover how who the reader is effects the way we should present our work, both on paper and verbally, and how to ensure that the work you do adds value. Coming out of the workshop you'll have practical examples and hands on experience with:
// How to adapt and sell your UX deliverable to the reader (from clients, your team, in house and outsourced developers)
// Guiding principles for creating good UX deliverables (both low and high fidelity)
// Best practice for presentations, personas, user journeys, flows, sitemaps, wireframes and other documents
// Simple, low effort but big impact tools for improving the visual presentation of your UX deliverables
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
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Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
January 2012 GameSalad's Billy Garretsen, Manager Game Development taught us how to build a game and publish it to our fav iOS, Android platforms.
Ck out UW Bothell Center for Serious Play: http://uwbcsp.com/
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
How to design stuff that matters fast - Dev Week 2014Eewei Chen
Too much time is wasted creating that big design upfront, only to find that users don't like what you have built once it has been released. Today, we are in danger of not only over-designing, but also designing solutions to the wrong problems. In this workshop, Chen will demonstrate how to experiment with rapid design techniques to ensure design solutions for the right business problems are delivered to the right target audiences rapidly and continuously. He will show how to create design solutions fast, as a team, and how to work with a client to get products that really matter out into market early. Good design involves elegantly solving problems despite the constraints. More often than not, time is one of those constraints. In this workshop you will be forced to think and act quickly, exploring how to quickly work as a team to address a real-world problem; rapidly analysing customer, industry and business trends, behaviours and needs to validate ideas; and learning how to apply the latest design thinking, Lean Startup, Lean UX and agile methodologies, to bring your prototype to life and ensure it is as useful as it can possibly be.
Slides for my UX1 class at Seattle School of Visual Concepts.This week is all about looking at the problem space from 1000 feet up. Starting with the big picture makes it much easier to create a user experience that hangs together and make sense. Concepts covered: personas, design narratives, scenarios, user journey maps, user flows, storyboarding, sketchboarding
Design Thinking is for you - a conversation with Jeff Patton and Jonathan Ber...Ariadna Font Llitjos
User Experience and Design is not an isolated function or a step in the software development process anymore. It has evolved from a specialty to a way of working that puts users at the center and permeates most development activities throughout the release cycle.
There is a clear shift away from design just as a product (i.e., specific deliverables and artifacts such as high-fidelity mockups to throw over the wall to developers) that continues to gain momentum as the activity of design that focuses on understanding and solving a specific problem for a specific set of users.
Jeff Patton, one of the fathers of modern User Experience and bringing UX into Agile, shares his insights from the perspective of a developer who has moved into design. On the other hand, Jonathan Berger, an agile design practitioner and speaker, will tell us about his experience as a designer who has ventured in the world of coding and software development. Join the conversation at #DT4U.
Stupid Is As Stupid Does by Eewei Chen, UX Scotland 2014Eewei Chen
Smart devices support our physical, emotional and financial well being; connecting digital and real world experiences to improve who we are as human beings.
But are we in danger of losing our souls when we swap the need to think for ourselves for complex algorithmic analyses that tell us what to do or even go as far as do it for us without us knowing?
My talk highlights how UX designers have a philosophical, spiritual and ethical responsibility to find solutions to problems that improve the way we currently exist without losing who we are as human beings.
Playful Learning : how to turn any IP into a successful educational app or gameMartha Henson
Slides from the Playful Learning workshop on creating good educational games from existing IP at the Children's Media Conference 2014. By Martha Henson and Kirsten Campbell-Howes of #LEGup and edugameshub.com.
More details http://www.thechildrensmediaconference.com/sessions/wednesday-workshop-playful-learning. Write up http://www.thechildrensmediaconference.com/blog/2014/07/03/wednesday-workshop-playful-learning-report/.
Remote design sprints - Lessons from a brave new remote world.pptxNeil Turner
Design sprints are a fantastic way for teams to rapidly explore a challenge, to come up with some potential solutions and to test these with users.
However, the classic 5-day design sprint assumes that everyone is in the same room. What if this isn’t possible? In this informative presentation you’ll learn 10 key lessons from 2 remote design sprints.
You’ll find what worked, what didn’t work, when it makes sense to run a remote design sprint and come away with enough knowledge to run your own one.
Continuous discovery – holy grail, or poisoned chalice?Neil Turner
Continuous discovery sounds brilliant in theory. How can speaking to users on a weekly basis possibly not be a good thing for Agile teams to do? However, in practice continuous discovery can cause teams more harm than good if they don’t approach it in the right way.
In this presentation you’ll learn what continuous discovery is, what some of the common pitfalls are, and how teams can avoid them.
Continuous discovery sounds brilliant in theory. How can speaking to users on a weekly basis possibly not be a good thing for Agile teams to do?
However, in practice continuous discovery can cause teams more harm than good if they don’t approach it in the right way.
In this talk from UX Scotland 2023 you’ll learn what continuous discovery is, what some of the common pitfalls are, and how teams can avoid them.
Remote design sprints - Lessons from a brave new remote world (Agile Manchest...Neil Turner
Design sprints are a fantastic way for teams to rapidly explore a challenge, to come up with some potential solutions and to test these with users.
However, the classic 5-day design sprint assumes that everyone is in the same room. What if this isn’t possible? In this informative presentation from Agile Manchester 2023 you'll learn about 10 key lessons from 2 remote design sprints.
You’ll find what worked, what didn’t work, when it makes sense to run a remote design sprint and come away with enough knowledge to run your own one.
How to grow your growth mindset superpowerNeil Turner
Having a growth mindset is not only important for your own learning and development, it can even be good for your overall wellbeing. This presentation covers what a growth mindset is, why having one is so important and some tips for gaining and growing your own growth mindset superpower.
How to choose the right UCD collaboration style.pptxNeil Turner
User-centred design is a team sport involving lots of different players, from designers and researchers to engineers and product managers.
Collaboration is critical, but all too often the wrong style of collaboration is utilised.
In this presentation from UCD Gathering 2022 you will find out how to determine and use the most effective collaboration style for a particular task, regardless of whether you're working without someone remotely, or face-to-face.
Running remote workhops that don't suck slidesNeil Turner
Remote workshops can suck. Really suck. But it doesn't have to be like this. Find out how to run remote workshops that not only don't suck, but are productive, engaging and perhaps even a little bit fun.
Dealing with design debt (UCD Gathering)Neil Turner
Technical debt is a well-known problem when taking an agile software development approach, but what about design debt? Taking an iterative approach can all too often lead to design debt in the form of UI inconsistencies, half-finished designs, fragmented user experiences and unresolved usability issues. This case study from UCD Gathering 2020 covers:
- What is design debt and why does it build up?
- How to minimise design debt building up
- How to identify and prioritise current design debt
- Strategies for dealing with design debt
UX life hacks - How to work smarter and get more done (UX in the City 2019)Neil Turner
Get more done in less time. Sounds too good to be true, doesn’t it? But what if I told you that by using the power of UX life hacks - invaluable hints, tips and tricks for working smarter - you can?
In this session from UX in the City 2019, you’ll learn some UX life hacks that I’ve built up over 15 years of working in UX.
Confessions of a former UCD devotee – How I managed to kick the UCD habit and...Neil Turner
Repeat after me. "Thou shalt always consider the user above all others. Thou shalt centre thy design around user needs and seek user feedback at every pass".
User-centred design (UCD) is still very much the established dogma within the UX community. The idea that everything we do should be centred around the user. That user insights, feedback and participation should be sought wherever possible. But what if user-centred design is a false prophet? What if it's not really the answer to all our UX hopes and dreams?
In this talk originally delivered at UX Cambridge 2015 I will take you through my own story of UCD love and then disillusionment. Of how I went from a UCD evangelist and devotee to embracing a new dogma - lean UX. I will share with you what caused my change of heart and hopefully open your eyes to the limitations - and sometimes even dangers - of UCD. Come hear my tale and find out why I've not only come to embrace lean UX over UCD, but implore others to do the same.
A short 5 min lightning talk looking at desire paths, and why they are of interest to UX designers. A desire path (also known as a desire line or social trail) is a path developed by erosion caused by footfall. The path usually represents the shortest or most easily navigated route between an origin and destination. The key to the desire path is not just that it’s a path which one person or a group has made but that it’s done against the will of some authority which would have us go another, rather less convenient way.
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.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
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.
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.
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.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
11. #UCD14
HOW TO PLAY
• Take it in turns to draw
• Pick a card from the pack
• Quickly draw what’s on the card
• No words, symbols or ‘sounds like’
• Other players must guess the answer
20. GOALS
• Define system actors, touchpoints,
artefacts & relationships
• Agree system scope
WHEN TO PLAY
• Discovery & Concept
PLAYERS
• Up to about 12 players
#UCD14
21. HOW TO PLAY
• 15-20 mins to sketch system in pairs
or small groups
• Sketch actors, touchpoints, artefacts
& relationships
• Each pair/group presents their
sketched system
• Define and draw agreed system &
scope
#UCD14
22. BENNEFITS
• Highlights different users, artefacts,
touchpoints and relationships within
the system
• Helps establish scope of system
• Facilitates definition of system
#UCD14
24. GOALS
• Prioritise a set of items
WHEN TO PLAY
• Throughout a project
PLAYERS
• Up to about 8 players
#UCD14
25. HOW TO PLAY
• Each player has a set of 5 priority
poker cards (1 – 5)
• For each item to be prioritised
‒ Players place their priority card
face down on table
‒ All cards revealed together
‒ Players explain priority
‒ Collectively agree priority
#UCD14
26. BENNEFITS
• Exposes different priorities
• Gives everyone input into
prioritisation process
• Keeps prioritisation simple
#UCD14
28. GOALS
• Come up with great ideas
WHEN TO PLAY
• Concept
PLAYERS
• Up to about 12 players
#UCD14
29. #UCD14
HOW TO PLAY
• Introduce topic / problem
• 5 – 10 mins for players to individually
write down ideas
• Players pass ideas to a different player
• 5 – 10 more mins for players to
expand ideas or add related ideas
• Repeat (if necessary)
• Stick up ideas and discuss as a group
30. BENNEFITS
• Generates lots of ideas
• Gives everyone input into ideation
process
• Encourages evolution of ideas
#UCD14
36. GOALS
• Evaluate & compare items
(e.g. ideas, designs, personas)
WHEN TO PLAY
• Throughout a project
PLAYERS
• Up to about 6 players
#UCD14
37. HOW TO PLAY
• Define & agree top trump attributes
e.g. Design goals, UX principles
• For each item
‒ Name & sketch on top trump card
‒ Rate each attribute out of 100
‒ Add any notes or comments
• Compare and contrast using Top
Trump cards
#UCD14
38. BENNEFITS
• Focuses evaluation of options
• Helps teams to compare alternative
options
• Generates useful design artefact
#UCD14
40. FANTASY FEATURE LIST
https://www.youtube.com/watch?v=r1E3w8mV_K4
GOALS
• Prioritise features
WHEN TO PLAY
• Throughout a project
PLAYERS
• Up to 3 players
#UCD14
41. HOW TO PLAY
• Create feature cards
Describe feature
Indicate cost (based on estimate)
• Give players a limited budget to
FANTASY FEATURE LIST
https://www.youtube.com/watch?v=r1E3w8mV_K4
spend
• What is their fantasy feature list?
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42. BENNEFITS
• Forces evaluation of features
• Considers and communicates
complexity (i.e. cost) of features
FANTASY FEATURE LIST
https://www.youtube.com/watch?v=r1E3w8mV_K4
• Exposes feature trade offs
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