The document discusses inclusive design and provides an overview of a toolkit created by Microsoft to support inclusive design. Some key points:
- Inclusive design aims to design products for the greatest number of people by considering factors like ability, age, gender, language etc. It recognizes that exclusion can be temporary or situational.
- The toolkit contains activity cards organized around five phases of design (get oriented, frame, ideate, iterate, optimize) to incorporate inclusive design practices.
- The cards provide instructions for activities, intended outcomes, and tips. They aim to help teams recognize exclusion, learn from diversity, and solve problems to benefit many users.
- The toolkit is meant to supplement existing design processes and
The document discusses user experience (UX) design. UX design aims to enhance user satisfaction by improving usability, accessibility, and enjoyment of a product. It includes elements like visual design, information architecture, navigation design, structuring content, and ensuring findability. The key aspects of UX design are understanding users, creating user stories and scenarios, wireframing interactions, and testing prototypes with users to iterate on design. The overall goal is to make a product pleasurable, easy to access and use, reliable, and meet user needs.
This document provides an overview of user research methods for UX design. It discusses why user research is necessary, describing iterative design based on user testing. A variety of research methods are presented, including interviews, card sorting, usability testing, and A/B testing. Guidance is given for which methods to use at different stages and for different goals. Both in-lab and remote testing approaches are covered. Best practices are also outlined, such as only needing 5 users to test with and recording everything from interviews and tests. The document concludes with an activity where participants pair up to interview each other and report back.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
This document discusses usability and user experience. It defines usability as how intuitive and easy a product is to use, and how it can increase efficiency and remove obstacles. The document then lists several aspects of usability - intuitive design, learnability, efficiency of use, memorability, and error frequency. It provides a usability checklist with seven guidelines: recognition over recall, matching the system to real life, following standards and best practices, preventing errors, recognizing errors, visibility of system status, and informing users of their location. Examples are given for each guideline.
Customer Experience in a Digital & Complex WorldRelax In The Air
Sabine Dufaux our very own digital strategist and co-founder did a talk at the 11th Connect Alliance Partners meeting in September.
She talked about the complexity for a brand today to connect with their customers in a digital world.
UX Design + UI Design: Injecting a brand persona!Jayan Narayanan
It is my try to shed light on two often heard but little understood or confused acronyms and its impact on overall brand experience. The presentation originally designed to address a group of entrepreneurs who have little knowledge in design and it's technical jargons.
https://www.linkedin.com/in/jayan-narayanan/
The document provides guidance on developing user personas based on user research. It discusses the importance of user research to understand users and gain empathy. Effective personas are described as realistic representations of key user groups based on qualitative and quantitative research. Sample personas are presented to demonstrate how they capture a user's background, goals, needs and pain points. The document also outlines how personas can be used throughout the user-centered design process, from research and discovery to testing and validation.
The document discusses user experience (UX) design. UX design aims to enhance user satisfaction by improving usability, accessibility, and enjoyment of a product. It includes elements like visual design, information architecture, navigation design, structuring content, and ensuring findability. The key aspects of UX design are understanding users, creating user stories and scenarios, wireframing interactions, and testing prototypes with users to iterate on design. The overall goal is to make a product pleasurable, easy to access and use, reliable, and meet user needs.
This document provides an overview of user research methods for UX design. It discusses why user research is necessary, describing iterative design based on user testing. A variety of research methods are presented, including interviews, card sorting, usability testing, and A/B testing. Guidance is given for which methods to use at different stages and for different goals. Both in-lab and remote testing approaches are covered. Best practices are also outlined, such as only needing 5 users to test with and recording everything from interviews and tests. The document concludes with an activity where participants pair up to interview each other and report back.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
This document discusses usability and user experience. It defines usability as how intuitive and easy a product is to use, and how it can increase efficiency and remove obstacles. The document then lists several aspects of usability - intuitive design, learnability, efficiency of use, memorability, and error frequency. It provides a usability checklist with seven guidelines: recognition over recall, matching the system to real life, following standards and best practices, preventing errors, recognizing errors, visibility of system status, and informing users of their location. Examples are given for each guideline.
Customer Experience in a Digital & Complex WorldRelax In The Air
Sabine Dufaux our very own digital strategist and co-founder did a talk at the 11th Connect Alliance Partners meeting in September.
She talked about the complexity for a brand today to connect with their customers in a digital world.
UX Design + UI Design: Injecting a brand persona!Jayan Narayanan
It is my try to shed light on two often heard but little understood or confused acronyms and its impact on overall brand experience. The presentation originally designed to address a group of entrepreneurs who have little knowledge in design and it's technical jargons.
https://www.linkedin.com/in/jayan-narayanan/
The document provides guidance on developing user personas based on user research. It discusses the importance of user research to understand users and gain empathy. Effective personas are described as realistic representations of key user groups based on qualitative and quantitative research. Sample personas are presented to demonstrate how they capture a user's background, goals, needs and pain points. The document also outlines how personas can be used throughout the user-centered design process, from research and discovery to testing and validation.
This document discusses UI/UX design services from Deorwine Infotech. UI/UX design combines structure, content, and user experience to help businesses achieve their goals. Deorwine helps startups and companies define new visions and customer experiences through UI/UX engineering. They offer services like website design, responsive design, mobile app design, and more. Deorwine is dedicated to solving UI/UX problems and creating outstanding user experiences to elevate businesses.
Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
1. The document discusses UX design, including defining UX, the work of UX designers, and how to review UX.
2. It provides insights into how users interact with digital products and highlights truths about users, such as how they rely on habits and treat products as their property.
3. Examples are given of reviewing the UX of Snapchat for different age groups, finding that younger users prioritized fun over functions while older users focused more on understanding the product.
The document outlines the 8 key activities of human centered design: 1) Identify users and their characteristics, 2) Identify usability requirements, 3) Record and analyze users' tasks, 4) Understand users' mental models, 5) Identify appropriate styles and guidelines, 6) Design the interface, 7) Prototype the interaction and interface, and 8) Evaluate and iterate. The process is iterative and allows continual improvement based on user feedback.
1. The workshop covered UI and UX design principles through a presentation and Figma workshop.
2. UI topics included layout, typography, and color with a focus on visual hierarchy, limited designs, and accessibility.
3. UX design was discussed through Norman's door metaphor and the goals of useful, usable, and desirable experiences.
4. Participants worked through a UX design process for a fictional app called Loafly.
This document contains slides from a presentation on user experience (UX) design. It discusses UX principles and processes, design mantras, and hands-on experience with UX. Various slides pose questions about usability, how to improve a product's usability, and how to evaluate products. Other slides discuss user-centric design, thinking from the user's perspective, and designing for errors rather than just success.
The document describes methods for conducting a design sprint, which is a framework for teams to solve design problems in 2-5 days. It discusses the typical stages of a design sprint: understand the problem, define strategies, diverge ideas, decide on ideas, prototype the selected ideas, and validate them with users. It provides examples of specific methods that can be used at each stage, such as conducting user interviews and lightning talks in the understand stage, creating user journeys and defining design principles in the define stage, and testing prototypes with users in the validate stage. The document is intended to help teams plan and facilitate effective design sprints.
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
This document provides an introduction to user experience (UX) strategy and design. It discusses the history and evolution of UX from early command line interfaces to modern touchscreen interfaces. It outlines fundamental UX principles like designing for users' needs and making their lives easier. The document also describes common UX techniques like personas, journey mapping, prototyping, content writing, and persuasion design. It emphasizes the importance of understanding users through research and testing designs with them. Finally, it provides recommendations for resources to learn more about UX and tips for practitioners.
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
The document discusses the process of task and feature analysis in user experience design. It explains that task analysis defines what users need to do and how they should do it. The steps are to break tasks down into detailed subtasks from the user's perspective and identify potential points of frustration. Creating a user flow diagram can reveal the hidden complexity of tasks. Feature analysis involves mapping out all user requirements and prioritizing them as essential, simple, complex, or nice to have. The document provides exercises for analyzing the tasks and user flows of booking a hotel room on different websites.
This document provides an introduction to design thinking and UX research. It discusses that design thinking is human-centered and based on observing how people interact with products. The goals of design thinking are to create something desirable for users, viable for business, and technologically feasible. The design thinking process involves understanding users through empathy, defining insights, ideating potential solutions, prototyping ideas, and testing prototypes with users. UX research methods like surveys, interviews, competitive analysis and desk research help understand user needs, wants, and objectives. In-depth interviews involve empathetically learning about users without judgment and asking open-ended "why" questions to gain insights.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document discusses principles of user interface design including Constantine and Lockwood's principles of structure, simplicity, visibility, feedback, and tolerance. It also discusses Ben Schneiderman's eight golden rules of interface design such as consistency, enabling shortcuts, providing feedback, and reducing memory load. Additional topics covered include Gestalt laws of grouping, Fitts' law, layout approaches, usability heuristics, and 20 principles of user interface design.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
Design thinking is a process that focuses on empathy, collaboration, and experimentation to solve problems in a human-centered way. It begins with deep understanding of users' needs through observation and engagement to gain insights. Teams then work together to synthesize learnings and define the key issues to address. The process is iterative, testing ideas and getting feedback to develop better solutions. Design thinking provides optimism that positive change is possible through a creative approach.
Σήμερα, με το πάτημα ενός κουμπιού έχουμε πρόσβαση σε όλο τον κόσμο, εξοπλισμένοι με ποικίλα εργαλεία , έχουμε την ευκαιρία, να εξερευνήσουμε νέες δυνατότητες , νέες ιδέες , νέες τελετουργίες και λύσεις . Έχουμε όμως ακόμα όνειρα; Με αφετηρία τη διαδικασία της σχεδιαστικής σκέψης ( ‘designerly’ ways of thinking), θα μελετήσουμε βήμα προς βήμα τα στάδια μετάβασης από την ιδέα στην υλοποίηση της δικής σας δράσης.
This document discusses UI/UX design services from Deorwine Infotech. UI/UX design combines structure, content, and user experience to help businesses achieve their goals. Deorwine helps startups and companies define new visions and customer experiences through UI/UX engineering. They offer services like website design, responsive design, mobile app design, and more. Deorwine is dedicated to solving UI/UX problems and creating outstanding user experiences to elevate businesses.
Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
1. The document discusses UX design, including defining UX, the work of UX designers, and how to review UX.
2. It provides insights into how users interact with digital products and highlights truths about users, such as how they rely on habits and treat products as their property.
3. Examples are given of reviewing the UX of Snapchat for different age groups, finding that younger users prioritized fun over functions while older users focused more on understanding the product.
The document outlines the 8 key activities of human centered design: 1) Identify users and their characteristics, 2) Identify usability requirements, 3) Record and analyze users' tasks, 4) Understand users' mental models, 5) Identify appropriate styles and guidelines, 6) Design the interface, 7) Prototype the interaction and interface, and 8) Evaluate and iterate. The process is iterative and allows continual improvement based on user feedback.
1. The workshop covered UI and UX design principles through a presentation and Figma workshop.
2. UI topics included layout, typography, and color with a focus on visual hierarchy, limited designs, and accessibility.
3. UX design was discussed through Norman's door metaphor and the goals of useful, usable, and desirable experiences.
4. Participants worked through a UX design process for a fictional app called Loafly.
This document contains slides from a presentation on user experience (UX) design. It discusses UX principles and processes, design mantras, and hands-on experience with UX. Various slides pose questions about usability, how to improve a product's usability, and how to evaluate products. Other slides discuss user-centric design, thinking from the user's perspective, and designing for errors rather than just success.
The document describes methods for conducting a design sprint, which is a framework for teams to solve design problems in 2-5 days. It discusses the typical stages of a design sprint: understand the problem, define strategies, diverge ideas, decide on ideas, prototype the selected ideas, and validate them with users. It provides examples of specific methods that can be used at each stage, such as conducting user interviews and lightning talks in the understand stage, creating user journeys and defining design principles in the define stage, and testing prototypes with users in the validate stage. The document is intended to help teams plan and facilitate effective design sprints.
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
This document provides an introduction to user experience (UX) strategy and design. It discusses the history and evolution of UX from early command line interfaces to modern touchscreen interfaces. It outlines fundamental UX principles like designing for users' needs and making their lives easier. The document also describes common UX techniques like personas, journey mapping, prototyping, content writing, and persuasion design. It emphasizes the importance of understanding users through research and testing designs with them. Finally, it provides recommendations for resources to learn more about UX and tips for practitioners.
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
The document discusses the process of task and feature analysis in user experience design. It explains that task analysis defines what users need to do and how they should do it. The steps are to break tasks down into detailed subtasks from the user's perspective and identify potential points of frustration. Creating a user flow diagram can reveal the hidden complexity of tasks. Feature analysis involves mapping out all user requirements and prioritizing them as essential, simple, complex, or nice to have. The document provides exercises for analyzing the tasks and user flows of booking a hotel room on different websites.
This document provides an introduction to design thinking and UX research. It discusses that design thinking is human-centered and based on observing how people interact with products. The goals of design thinking are to create something desirable for users, viable for business, and technologically feasible. The design thinking process involves understanding users through empathy, defining insights, ideating potential solutions, prototyping ideas, and testing prototypes with users. UX research methods like surveys, interviews, competitive analysis and desk research help understand user needs, wants, and objectives. In-depth interviews involve empathetically learning about users without judgment and asking open-ended "why" questions to gain insights.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document discusses principles of user interface design including Constantine and Lockwood's principles of structure, simplicity, visibility, feedback, and tolerance. It also discusses Ben Schneiderman's eight golden rules of interface design such as consistency, enabling shortcuts, providing feedback, and reducing memory load. Additional topics covered include Gestalt laws of grouping, Fitts' law, layout approaches, usability heuristics, and 20 principles of user interface design.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
Design thinking is a process that focuses on empathy, collaboration, and experimentation to solve problems in a human-centered way. It begins with deep understanding of users' needs through observation and engagement to gain insights. Teams then work together to synthesize learnings and define the key issues to address. The process is iterative, testing ideas and getting feedback to develop better solutions. Design thinking provides optimism that positive change is possible through a creative approach.
Σήμερα, με το πάτημα ενός κουμπιού έχουμε πρόσβαση σε όλο τον κόσμο, εξοπλισμένοι με ποικίλα εργαλεία , έχουμε την ευκαιρία, να εξερευνήσουμε νέες δυνατότητες , νέες ιδέες , νέες τελετουργίες και λύσεις . Έχουμε όμως ακόμα όνειρα; Με αφετηρία τη διαδικασία της σχεδιαστικής σκέψης ( ‘designerly’ ways of thinking), θα μελετήσουμε βήμα προς βήμα τα στάδια μετάβασης από την ιδέα στην υλοποίηση της δικής σας δράσης.
This document provides an overview of the design thinking process used at the d.school at Stanford University. It outlines the main modes of the process - Empathize, Define, Ideate, and Prototype. For each mode, it describes what the mode is and why it is important. It also lists specific methods that can be used in each mode to do design work. The document is intended as a toolkit for practitioners to support their use of a human-centered design process.
The Design-Thinking-SLAC-PRESENTATION.pptxArthRenierMina
Design Thinking is a problem-solving methodology that involves 5 stages: empathizing to understand user needs, defining the core problem, ideating potential solutions, prototyping solutions, and testing. It is an iterative process where insights from later stages can inform earlier stages to continually refine understanding of the problem and potential solutions. The goal is to generate innovative solutions through collaboration between designers and users and a focus on how users think, feel and behave.
Highlights from Just Enough Research by Erika Hall - User Experience Abu Dhab...Jonathan Steingiesser
The User Experience (UX) Abu Dhabi Meetup is a monthly gathering for UX practioners, UX fanatics and anyone curious about User Experience Design. All are welcome! UX Abu Dhabi is sponsored by UX UAE which looks to grow User Experience awareness and practice in the UAE and MENA.
This presentation was created for the October 2014 meetup and has highlights from the book Just Enough Research by Erika Hall .
Innovation trends in humanitarian actionShiftbalance
The document discusses leveraging design thinking and human-centered design approaches to innovation in humanitarian action. It outlines three phases of the design process - Empathize, Create, and Deliver. The Empathize phase involves understanding user needs through observation, engagement, and immersion. The goals are to understand who to talk to, how to gain empathy, and how to capture stories. The Create phase takes the insights from research to identify opportunities and brainstorm solutions. The Deliver phase focuses on identifying capabilities, sustainability, piloting solutions, and measuring impact. The overall document provides guidance on applying a human-centered design process to innovation in humanitarian contexts.
The document provides an overview of the d.school's design thinking bootcamp bootleg guide. It outlines the human-centered design process modes of empathize, define, ideate, prototype, and test. It then describes dozens of specific methods that can be used within each mode, such as assuming a beginner's mindset, using what/how/why questions, and conducting user camera studies and interview preparation. The bootleg is intended as an active toolkit for practitioners to try these tools and share their experiences using the methods.
This document summarizes a design thinking workshop for AIP partners. It discusses the design thinking process which involves framing the problem, understanding user needs through tools like interviews and shadowing, exploring solutions through brainstorming and reframing, and prototyping ideas. Specific tools mentioned include role playing, analogy mapping, and physical models. The benefits of design thinking are highlighted such as taking a human-centered approach and thinking outside the box. Examples are provided of how tools like shadowing, how might we questions, and role playing have been used internally. Learning points emphasize understanding user needs, challenging assumptions during exploration, and prototyping ideas to test feasibility.
This document provides an overview of a design thinking toolkit called the "d.school bootcamp bootleg." It outlines human-centered design processes and specific methods that support seven core mindsets of design thinking. The bootleg captures teachings from the d.school's foundation course and includes updated and new methods based on teaching experiences. The methods come from a wide range of design experts at the d.school and beyond. The document is shared freely under a Creative Commons license for others to use and improve upon, and feedback is welcomed.
The document discusses using mental models to improve product success. It defines mental models as representations of how people think about themselves and their environment. The author advocates conducting problem space research to develop cognitive empathy and understand people's motivations. This involves listening sessions without directing the conversation. Mental models can then be used to identify opportunities by mapping people's intents, summaries, and thinking within and between mental spaces. The mental models provide a framework for areas like risk mitigation and designing for different thinking styles.
d.school Bootcamp Bootleg, as generously created and offered (under Creative Commons license) by the Stanford d.school: http://dschool.typepad.com/news/2009/12/the-bootcamp-bootleg-is-here.html
Design thinking is a human-centered approach to problem solving that uses empathy, ideation, and prototyping. It involves observing users, understanding their needs, coming up with ideas to address those needs, testing prototypes, and getting feedback to improve solutions. A key part is the empathize mode, where users are observed in their own context to understand their behaviors and experiences. Insights from empathy inform the define mode, where needs are identified. The ideate mode focuses on generating many ideas, while the prototype mode makes ideas tangible to test with users. Customer journey maps can be used to document a user's experience over time and identify opportunities to improve it.
IODA - The Promise & Perils of Narrative ResearchChris Fletcher
The document discusses measuring the impact of an organizational development program at a consulting firm. It outlines the discovery process used, including document review, interviews, an international program review, and workshops. Data was collected using a narrative capture method based on Kirkpatrick and Brinkerhoff frameworks to evaluate how well the training programs helped staff develop the necessary skills and achieved the organization's goals.
The document outlines the five stages of the Design Thinking process: Empathize, Define, Ideate, Prototype, and Test. It describes each stage in detail. Empathize involves understanding user needs through research. Define formulates the problem based on findings. Ideate generates potential solutions. Prototype tests solutions through rough models. Test evaluates the full product on users. The process aims to solve problems in a human-centered way through divergence and convergence.
The document outlines the 5 stages of the design thinking process: 1) Empathize, where designers gain an empathic understanding of users through observation and immersion; 2) Define, where problems are defined in human-centric terms; 3) Ideate, where many ideas are generated to solve the defined problems; 4) Prototype, where inexpensive versions of ideas are tested; and 5) Test, where the best solutions are rigorously tested on users and findings are used to redefine problems and user understanding in an iterative process. The stages provide a solution-based approach to solving complex problems by understanding human needs.
This presentation aims to teach others how to use the user centered design methodology known as personas.
Personas are archetypes (models) that represent groups of real users who have similar behaviors, attitudes, and goals. A persona describes an archetypical user of software as it relates to the area of focus or domain you are designing for as a lens to highlight the relevant attitudes and the specific context associated with the area of work you are doing.
Creative Methods for Designing Confident Life DecisionsMarce Milla
This was my final project for my Design Management masters program at SCAD Savannah. I was interested in discovering if Design Thinking tools and methods could be applied to a more everyday life realm and have a positive impact in the decision making process of graduate students.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
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.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
5. Disability as personal attribute
“In the context of health experience, a
disability is any restriction or lack of ability
(resulting from an impairment) to perform
an activity in the manner or within the range
considered normal for a human being.”
–World Health Organization
1980
Disability as context dependent
“Disability is not just a health problem. It
is a complex phenomenon, reflecting the
interaction between features of a person’s
body and features of the society in which he
or she lives.”
–World Health Organization
Today
6. 7 The case for inclusive design | 8
Who we design for
If we use our own abilities and biases as a
starting point, we end up with products
designed for people of a specific gender,
age, language ability, tech literacy, and
physical ability. Those with specific access to
money, time, and a social network.
Who gets excluded
When it comes to people, there’s no such
thing as “normal.” The interactions we
design with technology depend heavily
on what we can see, hear, say, and touch.
Assuming all those senses and abilities
are fully enabled all the time creates the
potential to ignore much of the range
of humanity.
Hi
7.
8. 23 Recognize exclusion | 24
Sometimes exclusion is temporary
Even a short-term injury or context affects
the way people interact with the world
around them, if only for a short time. Think
about looking into a bright light, wearing a
cast, or ordering dinner in a foreign country.
Sometimes exclusion is situational
As people move through different
environments, their abilities can also change
dramatically. In a loud crowd, they can’t
hear well. In a car, they’re visually impaired.
New parents spend much of their day doing
tasks one-handed. An overwhelming day
can cause sensory overload. What’s possible,
safe, and appropriate is constantly changing.
Exclusion can be temporary
and situational
Think about looking into a bright light, wearing a
cast, or ordering dinner in a foreign country.
As people move through different environments,
their abilities can also change dramatically. In a loud
crowd, they can’t hear well. In a car, they’re visually
impaired. New parents spend much of their day
doing tasks one-handed. An overwhelming day can
cause sensory overload.
What’s possible, safe, and appropriate is constantly
changing.
9. The Persona Spectrum
We use the Persona Spectrum to understand
related mismatches and motivations across
a spectrum of permanent, temporary, and
situational scenarios. It’s a quick tool to help
foster empathy and to show how a solution
scales to a broader audience.
Permanent Temporary Situational
Touch
One arm Arm injury New parent
See
Blind Cataract Distracted driver
Hear
Deaf Ear infection Bartender
Speak
Non-verbal Laryngitis Heavy accent
The Persona Spectrum
We use the Persona Spectrum to understand related
mismatches and motivations across a spectrum of
permanent, temporary, and situational scenarios. It’s
a quick tool to help foster empathy and to show how
a solution scales to a broader audience.
12. The beauty of constraints
Designing for people with permanent
disabilities can seem like a significant
constraint, but the resulting designs can
actually benefit a much larger number of
people. For example, closed captioning was
created for the hard of hearing community.
But, there are many benefits of captioning
such as reading in a crowded airport, or,
teaching children how to read.
Similarly, high-contrast screen settings
were initially made to benefit people with
vision impairments. But today, many people
benefit from high-contrast settings when
they use a device in bright sunlight. The
same is true for remote controls, automatic
door openers, audiobooks, email, and much
more. Designing with constraints in mind is
simply designing well.
Hard of hearing
Reading airport captions
Teaching a child to read
Closed Captioning
14. "Inclusive design is for those who
want to make great products for
the greatest number of people.”
15. 53 The toolkit | 54
The toolkit
This set of guidelines is part of Inclusive:
A Microsoft Design Toolkit. The toolkit is
made to work within an existing design
process. It’s based on three principles:
• Recognize exclusion
• Learn from diversity
• Solve for one, extend to many
We can use this toolkit to evaluate our
existing processes, and develop new
practices. It will continue to evolve as we
learn through experience.
The Toolkit
It’s based on three principles:
• Recognize exclusion
• Learn from diversity
• Solve for one, extend to many
We can use this toolkit to evaluate our existing
processes, and develop new practices.
Anatomy of the activity card:
Stage of design
process:
designated with a name, a pattern,
and a color
Purpose: a quick description of the activity,
aimed at the desired outcome
Instructions: the how-to that can be read
out loud verbatim to facilitate
a group
Materials: suggestions for the bare-minimum
to complete the activity
Tips: possible considerations when
planning or using the activities
Introduction
The activity cards are designed to support many different
goals and outcomes. They’re organized according to
five phases of a design process – follow them as a linear,
comprehensive guide or use them more freely to supplement
your existing practices. Working in tandem with the Support
cards, these serve as a great introduction to inclusive design.
Get Oriented
Equip yourself with the information you need to
get started. This stage introduces empathetic
problem solving and research, and the basics of
inclusive design.
Frame
Learn from different perspectives and apply them to
the bigger picture. This stage informs your design
thinking through the lens of human limitations
and possibilities.
Ideate
This is a generative phase that results in first-round
concepts. You’ll explore the mismatches that exist
in various experiences, and formulate human-led,
purposeful interactions from your discoveries.
Iterate
Here’s where you’ll build and test prototypes of
your solution. You’ll stress test your concepts from
a micro-view and holistically, as you continuously
brainstorm and refine.
Optimize
Take a step back to evolve your assumptions.
Review your solution from every angle, and
measure its success in terms of inclusive design
and real-world feasibility.
Anatomy of the activity card:
Stage of design
process:
designated with a name, a pattern,
and a color
Purpose: a quick description of the activity,
aimed at the desired outcome
Instructions: the how-to that can be read
out loud verbatim to facilitate
a group
Materials: suggestions for the bare-minimum
to complete the activity
Tips: possible considerations when
planning or using the activities
Introduction
The activity cards are designed to support many different
goals and outcomes. They’re organized according to
five phases of a design process – follow them as a linear,
comprehensive guide or use them more freely to supplement
your existing practices. Working in tandem with the Support
cards, these serve as a great introduction to inclusive design.
Get Oriented
Equip yourself with the information you need to
get started. This stage introduces empathetic
problem solving and research, and the basics of
inclusive design.
Frame
Learn from different perspectives and apply them to
the bigger picture. This stage informs your design
thinking through the lens of human limitations
and possibilities.
Ideate
This is a generative phase that results in first-round
concepts. You’ll explore the mismatches that exist
in various experiences, and formulate human-led,
purposeful interactions from your discoveries.
Iterate
Here’s where you’ll build and test prototypes of
your solution. You’ll stress test your concepts from
a micro-view and holistically, as you continuously
brainstorm and refine.
Optimize
Take a step back to evolve your assumptions.
Review your solution from every angle, and
measure its success in terms of inclusive design
and real-world feasibility.
Anatomy of the activity card:
Stage of design
process:
designated with a name, a pattern,
and a color
Purpose: a quick description of the activity,
aimed at the desired outcome
Instructions: the how-to that can be read
out loud verbatim to facilitate
a group
Materials: suggestions for the bare-minimum
to complete the activity
Tips: possible considerations when
planning or using the activities
Introduction
The activity cards are designed to support many different
goals and outcomes. They’re organized according to
five phases of a design process – follow them as a linear,
comprehensive guide or use them more freely to supplement
your existing practices. Working in tandem with the Support
cards, these serve as a great introduction to inclusive design.
Get Oriented
Equip yourself with the information you need to
get started. This stage introduces empathetic
problem solving and research, and the basics of
inclusive design.
Frame
Learn from different perspectives and apply them to
the bigger picture. This stage informs your design
thinking through the lens of human limitations
and possibilities.
Ideate
This is a generative phase that results in first-round
concepts. You’ll explore the mismatches that exist
in various experiences, and formulate human-led,
purposeful interactions from your discoveries.
Iterate
Here’s where you’ll build and test prototypes of
your solution. You’ll stress test your concepts from
a micro-view and holistically, as you continuously
brainstorm and refine.
Optimize
Take a step back to evolve your assumptions.
Review your solution from every angle, and
measure its success in terms of inclusive design
and real-world feasibility.
Anatomy of the activity card:
Stage of design
process:
designated with a name, a pattern,
and a color
Purpose: a quick description of the activity,
aimed at the desired outcome
Instructions: the how-to that can be read
out loud verbatim to facilitate
a group
Materials: suggestions for the bare-minimum
to complete the activity
Tips: possible considerations when
planning or using the activities
Introduction
The activity cards are designed to support many different
goals and outcomes. They’re organized according to
five phases of a design process – follow them as a linear,
comprehensive guide or use them more freely to supplement
your existing practices. Working in tandem with the Support
cards, these serve as a great introduction to inclusive design.
Get Oriented
Equip yourself with the information you need to
get started. This stage introduces empathetic
problem solving and research, and the basics of
inclusive design.
Frame
Learn from different perspectives and apply them to
the bigger picture. This stage informs your design
thinking through the lens of human limitations
and possibilities.
Ideate
This is a generative phase that results in first-round
concepts. You’ll explore the mismatches that exist
in various experiences, and formulate human-led,
purposeful interactions from your discoveries.
Iterate
Here’s where you’ll build and test prototypes of
your solution. You’ll stress test your concepts from
a micro-view and holistically, as you continuously
brainstorm and refine.
Optimize
Take a step back to evolve your assumptions.
Review your solution from every angle, and
measure its success in terms of inclusive design
and real-world feasibility.
Anatomy of the activity card:
Stage of design
process:
designated with a name, a pattern,
and a color
Purpose: a quick description of the activity,
aimed at the desired outcome
Instructions: the how-to that can be read
out loud verbatim to facilitate
a group
Materials: suggestions for the bare-minimum
to complete the activity
Introduction
The activity cards are designed to support many different
goals and outcomes. They’re organized according to
five phases of a design process – follow them as a linear,
comprehensive guide or use them more freely to supplement
your existing practices. Working in tandem with the Support
cards, these serve as a great introduction to inclusive design.
Get Oriented
Equip yourself with the information you need to
get started. This stage introduces empathetic
problem solving and research, and the basics of
inclusive design.
Frame
Learn from different perspectives and apply them to
the bigger picture. This stage informs your design
thinking through the lens of human limitations
and possibilities.
Ideate
This is a generative phase that results in first-round
concepts. You’ll explore the mismatches that exist
in various experiences, and formulate human-led,
purposeful interactions from your discoveries.
Iterate
Here’s where you’ll build and test prototypes of
your solution. You’ll stress test your concepts from
a micro-view and holistically, as you continuously
brainstorm and refine.
Optimize
Take a step back to evolve your assumptions.
Review your solution from every angle, and
measure its success in terms of inclusive design
16. Let’s try it out!
Break into groups of
2-3 people
Share the apps you have on
your home screen, pick one
Run through the: “Context
and Capability” exercise
10 minutes
18. Thank you!
53 The toolkit | 54
The toolkit
This set of guidelines is part of Inclusive:
A Microsoft Design Toolkit. The toolkit is
made to work within an existing design
process. It’s based on three principles:
• Recognize exclusion
• Learn from diversity
• Solve for one, extend to many
We can use this toolkit to evaluate our
existing processes, and develop new
practices. It will continue to evolve as we
learn through experience.
Download the full Inclusive Microsoft Design Toolkit
at www.microsoft.com/design/inclusive