Cloudworks is a social networking site for finding, sharing, and discussing learning and teaching ideas and designs. Users can post "clouds" containing their ideas and designs, which can be tagged and commented on. The goal is to build an online community that encourages collaboration and the sharing of educational practices and designs.
With print publishers increasingly being pushed online the design department is being forced to adapt and manage across multiple mediums. This talk tries to identify common mistakes and differences between the mediums and tries to get designers to think seriously about how best to carry brands onto the internet.
Presentation slides for AQR-QRCA Worldwide Conference on Qualitative REsearch, Prague, 2010.
Based on expert interviews.
A detailed paper is also available for download here (scan the other presentations)
The document discusses harnessing crowds for fun and profit through crowd creation, co-created projects, and crowd funding. Examples provided include the I'm Here project which engaged audiences through video booths and screenings, and the Hunger Games which built its audience through fan-created works and official sites. Co-created projects like Robot Heart Stories and Post Secret are also discussed. Crowd funding case studies like Patient 0, which raised over $243,000, demonstrate successful crowd marketing techniques through social media.
The document provides an outline for a training on managing creativity in the workplace. It includes an agenda for the day with times allocated to activities like introductions, explaining concepts like the four stages of creative process and foursight profiles, exercises for generating ideas and evaluating them, and providing feedback on the training. The goal is to help participants understand how to incorporate creativity into their work and build a creative climate within their organization.
The document outlines the assignments and deliverables for Project 1 of a visual design course, which asks students to create an information visualization that illuminates a pattern in the history of social media. Over two weeks, students will research the topic, prototype a visualization, and create a final digital design to present based on feedback. The project aims to uncover long-term trends in social media and gain experience designing visual representations of information.
The document discusses trends in communication and connectivity. It explores how collaboration has shifted from individuals developing ideas independently to groups working together to develop ideas communally. It also examines how businesses and organizations are focusing more on social innovation and addressing societal needs rather than just profits. Additionally, it looks at how creativity is increasingly being viewed as something that can be taught and cultivated rather than just an innate skill.
Cloudworks is a social networking site for finding, sharing, and discussing learning and teaching ideas and designs. Users can post "clouds" containing their ideas and designs, which can be tagged and commented on. The goal is to build an online community that encourages collaboration and the sharing of educational practices and designs.
With print publishers increasingly being pushed online the design department is being forced to adapt and manage across multiple mediums. This talk tries to identify common mistakes and differences between the mediums and tries to get designers to think seriously about how best to carry brands onto the internet.
Presentation slides for AQR-QRCA Worldwide Conference on Qualitative REsearch, Prague, 2010.
Based on expert interviews.
A detailed paper is also available for download here (scan the other presentations)
The document discusses harnessing crowds for fun and profit through crowd creation, co-created projects, and crowd funding. Examples provided include the I'm Here project which engaged audiences through video booths and screenings, and the Hunger Games which built its audience through fan-created works and official sites. Co-created projects like Robot Heart Stories and Post Secret are also discussed. Crowd funding case studies like Patient 0, which raised over $243,000, demonstrate successful crowd marketing techniques through social media.
The document provides an outline for a training on managing creativity in the workplace. It includes an agenda for the day with times allocated to activities like introductions, explaining concepts like the four stages of creative process and foursight profiles, exercises for generating ideas and evaluating them, and providing feedback on the training. The goal is to help participants understand how to incorporate creativity into their work and build a creative climate within their organization.
The document outlines the assignments and deliverables for Project 1 of a visual design course, which asks students to create an information visualization that illuminates a pattern in the history of social media. Over two weeks, students will research the topic, prototype a visualization, and create a final digital design to present based on feedback. The project aims to uncover long-term trends in social media and gain experience designing visual representations of information.
The document discusses trends in communication and connectivity. It explores how collaboration has shifted from individuals developing ideas independently to groups working together to develop ideas communally. It also examines how businesses and organizations are focusing more on social innovation and addressing societal needs rather than just profits. Additionally, it looks at how creativity is increasingly being viewed as something that can be taught and cultivated rather than just an innate skill.
The document summarizes research conducted by Teague into how it can utilize open source hardware communities within its product development process. The research explored the open source landscape, how companies and communities can work together, principles for designing for communities, and potential solution strategies for Teague. Key findings included identifying community needs and developing an initial concept for Teague to create a web presence and physical workshops ("Hacker Hauses") to engage with open source hardware communities.
The document discusses finding the conceptual and functional centers of a design project. For the conceptual center, it is important to describe the idea, features, user, and user behavior to find the core behavioral expectation. For the functional center, it involves naming nouns and verbs, separating core from adaptive features, and being willing to change perspectives. The process also requires ruthlessly analyzing and simplifying ideas and designs.
The document summarizes the agenda and goals of a Scratch programming workshop. The workshop aims to introduce participants to Scratch through hands-on experience creating animations and games. Key activities include designing original animations, completing a collaborative "Reach the Beach" challenge, and working in teams to design sprites for a collaborative game. The document emphasizes developing computational thinking skills through creative exploration and sharing of Scratch projects.
This document discusses using 3D virtual worlds to support student learning. It provides examples of how virtual worlds have been used for education, including a space sciences outreach project where students collaboratively built planets to learn scientific concepts. Evaluation methods discussed for virtual worlds include measuring student engagement, interactions with 3D objects, and peer-reviewed student-created work. The document concludes with implications for implementing virtual worlds, such as the need for technical expertise, faculty training, and institutional support to address challenges.
The document summarizes the key takeaways from an Art of Hosting training in Karlskrona, Sweden. [1] The training focused on participative working methods and getting people committed through conversation rather than hero leadership. [2] Participants learned that a host facilitates discussion as equals rather than leaders. [3] Art of Hosting builds a global community where conversations can spread worldwide. [4] Attendees had chances to co-host sessions and learn facilitation tools to lead meaningful discussions.
The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
California Association of Museums Conference
March 7, 2014
Speakers:
Susan Spero, JFK University
Dana Mitroff Silvers, Design Thinking for Museums
Karen Kienzle, Palo Alto Art Center
Brianna Cutts, Sibbett Group
Community Planning Events; how to organise a successful oneNick Wates
The document discusses how to organize a successful community planning event. It describes a sample 5-day event, including: running through material from case studies on day 1, looking at pre-event and post-event tasks on day 2, explaining how to plan your own event on day 3, and introducing online resources on day 4. The event involves briefings, reconnaissance, workshops on topics and design, and team analysis to develop proposals for presentation on the final day. Thorough preparation, community participation, and multidisciplinary teamwork are keys to a successful event.
This document outlines learnings from experiments with social creativity in a global advertising network. It discusses building business models centered around social dynamics and human connections. An experimental framework is proposed to define cultural problems by arising beliefs, ingrained behaviors, and institutionalized conventions. The document advocates leveraging both dedicated small teams and larger fluid groups through a collaborative network. It also discusses allowing hundreds of ideas early in the process, connecting ideas rather than protecting them, and keeping an open mind during idea curation. The key learnings are to continually experiment and revisit foundational questions.
The document appears to be a summary of tweets and discussions from the #RedeyeNetwork event on November 26, 2013 in Manchester, UK. It includes tweets on topics like what it means to be a 21st century photographer, rethinking photoeducation, developing new partnerships and collaborations, the role of the curator, archiving images online, and challenges around scale and visibility in social media. Speakers at the event like Jonathan Shaw shared their presentations and perspectives on emerging issues and opportunities in photography.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Co-Creation for UX: Stakeholders are not the problem (they're your secret wea...Domain7
This document discusses the benefits of co-creation, or involving stakeholders collaboratively in the creative process. It argues that co-creation should be the default approach, but that old habits, difficulty of facilitation, and perceptions that it is new have prevented widespread adoption. Co-creation can result in faster projects, more diverse ideas, stronger empathy and shared vision between stakeholders and users. The document provides guidance on how to get started with co-creation and how it differs from traditional UX activities, emphasizing that it focuses on ideation after research with key stakeholder involvement.
Mike Jaslowski is an industrial design student at Metropolitan State University of Denver. He has experience in carpentry and construction which led him to pursue industrial design. His portfolio includes several product designs such as yoga shorts, a bike rack for SUVs, and a laptop travel case. His design philosophy focuses on clean lines, simple construction, and high quality finishes. He has interned at outdoor companies and hopes to work in the outdoor industry after graduation.
This document provides an overview of a computer aided design engineering course. The course aims to align analytical and computational techniques to streamline the engineering design and manufacturing process. Key learning outcomes include using software like Mathcad and Creo for modeling, simulation and documentation. Design methodologies, CAD, rapid prototyping and team projects are covered. The course is graded based on assignments using the various software packages and a final team project.
If you have ever wondered about how the classrooms of the future will look like attend this session by NASSP's National Award Winning Digital Principal Mike King. Mike and Jesse West will take you into the world of the next generation of teaching and learning which Mike calls the New Alexandria. Learn the essential techniques of generating digital content using methods of facilitate, aggregate, curate, and create through project based learning in primordial spaces within the elaborative learning process. In this session you will learn about the new collaboration roles of the curator, and designer, as information is synthesized from, standards, assessment, content, method, and process into newly developed content generated for mobile learning. The end product of these practices will be a digital book for the new "Alexandrian Libraries of the Future." This session is a BYOD with some knowledge of iAuthor, aggregation and curation tools like, twitter, Delicious, Diggo, scoopit, Paper.li and Twitted Times which are all necessary components for your learning, get connected became a curator.
Here are the steps for user testing:
1. Select a volunteer to be the "user"
2. Explain to the user that you want honest feedback, there are no wrong answers
3. Have the user interact with your prototype/wireframe and think out loud
4. As the designer, observe where the user gets stuck or confused
5. Ask follow up questions like "what were you expecting"
6. Make notes to improve based on the user's experience
7. Thank the user for their participation and feedback!
The goal is to catch usability issues early when changes are still inexpensive. User testing helps create products people want to use.
The goal of the Design Camp is to identify and develop design concepts that can meet the needs and desires of local communities during humanitarian response operations. The camp will expose participants to field work, design work, and teamwork through activities like human-centered design, field expeditions, and idea generation workshops. Using tools from the HCD toolkit, participants will learn design techniques to understand people's perspectives and develop solutions through the phases of Hear, Create, and Deliver.
The document discusses humanizing digital creativity and brands. It advocates for creating digital content that tells real stories that create visceral reactions, is relatable to audiences, and encourages social sharing. The content should leverage consumer collaboration and make people want to engage with and share brand stories.
Creating a Healthy Digital Culture: How empathy can change our organizationsDomain7
We often think of empathy as an abstract, emotional concept, maybe even see it as a weakness in an organizational context. This presentations suggests that empathy might be our greatest secret weapon to changing our organizations to become higher-performing, more innovative, better places to work, serving happier customers.
From #NowWhat15, http://nowwhatconference.com/
The document discusses wireframing in design processes. It covers topics like idea generation, prototyping, deciding on content, sketching layouts, and user testing. The presentation encourages keeping designs flexible early on by using wireframes and prototypes before finalizing any design elements. User testing of prototypes is presented as an important part of the design process.
Unicorns are considered to be the rare person who can do both design and development. But, why are they considered rare? Because consider design and development to be separate disciplines.
In this talk, I explore the spectrum of design and development, how designers can be empowered by learning about development, and how developers can be empowered by learning about design.
I gave this talk at the Big Design Conference in Addison, TX on September 6, 2014.
Presented by: Christian Bromann, Sauce Labs
Presented at All Things Open 2020
Abstract: Every open source project has its own unique story to tell, whether it’s a small personal hobby program or a big corporate-funded project. A project always starts with a single person making a single commit and putting it on GitHub. From there the storyline writes itself and, if done successfully, it will highlight the most important component of open source: the people, friendships, and collaborations.
Putting code on an open platform like GitHub is easy. There is almost no friction when you iterate on your first versions of your new open source project. However once it grows and more people start using it, it often feels overwhelming when they start filing issues and requesting your support. This often leads to maintainers abandoning their projects as they get burned out and users becoming frustrated when they have to transition to a different framework. People often forget that building a community around an open source project is just as difficult and important as the solution that the project provides.
In this talk, Christian Bromann will share his experience of building a community around an open source project. He will provide various tips and tricks that help guide you through the difficulties of acquiring new contributors and will teach you important lessons he learned along the way. At the end of the session you will walk away with actionable ideas that you can apply to your own open source projects.
The document summarizes research conducted by Teague into how it can utilize open source hardware communities within its product development process. The research explored the open source landscape, how companies and communities can work together, principles for designing for communities, and potential solution strategies for Teague. Key findings included identifying community needs and developing an initial concept for Teague to create a web presence and physical workshops ("Hacker Hauses") to engage with open source hardware communities.
The document discusses finding the conceptual and functional centers of a design project. For the conceptual center, it is important to describe the idea, features, user, and user behavior to find the core behavioral expectation. For the functional center, it involves naming nouns and verbs, separating core from adaptive features, and being willing to change perspectives. The process also requires ruthlessly analyzing and simplifying ideas and designs.
The document summarizes the agenda and goals of a Scratch programming workshop. The workshop aims to introduce participants to Scratch through hands-on experience creating animations and games. Key activities include designing original animations, completing a collaborative "Reach the Beach" challenge, and working in teams to design sprites for a collaborative game. The document emphasizes developing computational thinking skills through creative exploration and sharing of Scratch projects.
This document discusses using 3D virtual worlds to support student learning. It provides examples of how virtual worlds have been used for education, including a space sciences outreach project where students collaboratively built planets to learn scientific concepts. Evaluation methods discussed for virtual worlds include measuring student engagement, interactions with 3D objects, and peer-reviewed student-created work. The document concludes with implications for implementing virtual worlds, such as the need for technical expertise, faculty training, and institutional support to address challenges.
The document summarizes the key takeaways from an Art of Hosting training in Karlskrona, Sweden. [1] The training focused on participative working methods and getting people committed through conversation rather than hero leadership. [2] Participants learned that a host facilitates discussion as equals rather than leaders. [3] Art of Hosting builds a global community where conversations can spread worldwide. [4] Attendees had chances to co-host sessions and learn facilitation tools to lead meaningful discussions.
The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
California Association of Museums Conference
March 7, 2014
Speakers:
Susan Spero, JFK University
Dana Mitroff Silvers, Design Thinking for Museums
Karen Kienzle, Palo Alto Art Center
Brianna Cutts, Sibbett Group
Community Planning Events; how to organise a successful oneNick Wates
The document discusses how to organize a successful community planning event. It describes a sample 5-day event, including: running through material from case studies on day 1, looking at pre-event and post-event tasks on day 2, explaining how to plan your own event on day 3, and introducing online resources on day 4. The event involves briefings, reconnaissance, workshops on topics and design, and team analysis to develop proposals for presentation on the final day. Thorough preparation, community participation, and multidisciplinary teamwork are keys to a successful event.
This document outlines learnings from experiments with social creativity in a global advertising network. It discusses building business models centered around social dynamics and human connections. An experimental framework is proposed to define cultural problems by arising beliefs, ingrained behaviors, and institutionalized conventions. The document advocates leveraging both dedicated small teams and larger fluid groups through a collaborative network. It also discusses allowing hundreds of ideas early in the process, connecting ideas rather than protecting them, and keeping an open mind during idea curation. The key learnings are to continually experiment and revisit foundational questions.
The document appears to be a summary of tweets and discussions from the #RedeyeNetwork event on November 26, 2013 in Manchester, UK. It includes tweets on topics like what it means to be a 21st century photographer, rethinking photoeducation, developing new partnerships and collaborations, the role of the curator, archiving images online, and challenges around scale and visibility in social media. Speakers at the event like Jonathan Shaw shared their presentations and perspectives on emerging issues and opportunities in photography.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Co-Creation for UX: Stakeholders are not the problem (they're your secret wea...Domain7
This document discusses the benefits of co-creation, or involving stakeholders collaboratively in the creative process. It argues that co-creation should be the default approach, but that old habits, difficulty of facilitation, and perceptions that it is new have prevented widespread adoption. Co-creation can result in faster projects, more diverse ideas, stronger empathy and shared vision between stakeholders and users. The document provides guidance on how to get started with co-creation and how it differs from traditional UX activities, emphasizing that it focuses on ideation after research with key stakeholder involvement.
Mike Jaslowski is an industrial design student at Metropolitan State University of Denver. He has experience in carpentry and construction which led him to pursue industrial design. His portfolio includes several product designs such as yoga shorts, a bike rack for SUVs, and a laptop travel case. His design philosophy focuses on clean lines, simple construction, and high quality finishes. He has interned at outdoor companies and hopes to work in the outdoor industry after graduation.
This document provides an overview of a computer aided design engineering course. The course aims to align analytical and computational techniques to streamline the engineering design and manufacturing process. Key learning outcomes include using software like Mathcad and Creo for modeling, simulation and documentation. Design methodologies, CAD, rapid prototyping and team projects are covered. The course is graded based on assignments using the various software packages and a final team project.
If you have ever wondered about how the classrooms of the future will look like attend this session by NASSP's National Award Winning Digital Principal Mike King. Mike and Jesse West will take you into the world of the next generation of teaching and learning which Mike calls the New Alexandria. Learn the essential techniques of generating digital content using methods of facilitate, aggregate, curate, and create through project based learning in primordial spaces within the elaborative learning process. In this session you will learn about the new collaboration roles of the curator, and designer, as information is synthesized from, standards, assessment, content, method, and process into newly developed content generated for mobile learning. The end product of these practices will be a digital book for the new "Alexandrian Libraries of the Future." This session is a BYOD with some knowledge of iAuthor, aggregation and curation tools like, twitter, Delicious, Diggo, scoopit, Paper.li and Twitted Times which are all necessary components for your learning, get connected became a curator.
Here are the steps for user testing:
1. Select a volunteer to be the "user"
2. Explain to the user that you want honest feedback, there are no wrong answers
3. Have the user interact with your prototype/wireframe and think out loud
4. As the designer, observe where the user gets stuck or confused
5. Ask follow up questions like "what were you expecting"
6. Make notes to improve based on the user's experience
7. Thank the user for their participation and feedback!
The goal is to catch usability issues early when changes are still inexpensive. User testing helps create products people want to use.
The goal of the Design Camp is to identify and develop design concepts that can meet the needs and desires of local communities during humanitarian response operations. The camp will expose participants to field work, design work, and teamwork through activities like human-centered design, field expeditions, and idea generation workshops. Using tools from the HCD toolkit, participants will learn design techniques to understand people's perspectives and develop solutions through the phases of Hear, Create, and Deliver.
The document discusses humanizing digital creativity and brands. It advocates for creating digital content that tells real stories that create visceral reactions, is relatable to audiences, and encourages social sharing. The content should leverage consumer collaboration and make people want to engage with and share brand stories.
Creating a Healthy Digital Culture: How empathy can change our organizationsDomain7
We often think of empathy as an abstract, emotional concept, maybe even see it as a weakness in an organizational context. This presentations suggests that empathy might be our greatest secret weapon to changing our organizations to become higher-performing, more innovative, better places to work, serving happier customers.
From #NowWhat15, http://nowwhatconference.com/
The document discusses wireframing in design processes. It covers topics like idea generation, prototyping, deciding on content, sketching layouts, and user testing. The presentation encourages keeping designs flexible early on by using wireframes and prototypes before finalizing any design elements. User testing of prototypes is presented as an important part of the design process.
Unicorns are considered to be the rare person who can do both design and development. But, why are they considered rare? Because consider design and development to be separate disciplines.
In this talk, I explore the spectrum of design and development, how designers can be empowered by learning about development, and how developers can be empowered by learning about design.
I gave this talk at the Big Design Conference in Addison, TX on September 6, 2014.
Presented by: Christian Bromann, Sauce Labs
Presented at All Things Open 2020
Abstract: Every open source project has its own unique story to tell, whether it’s a small personal hobby program or a big corporate-funded project. A project always starts with a single person making a single commit and putting it on GitHub. From there the storyline writes itself and, if done successfully, it will highlight the most important component of open source: the people, friendships, and collaborations.
Putting code on an open platform like GitHub is easy. There is almost no friction when you iterate on your first versions of your new open source project. However once it grows and more people start using it, it often feels overwhelming when they start filing issues and requesting your support. This often leads to maintainers abandoning their projects as they get burned out and users becoming frustrated when they have to transition to a different framework. People often forget that building a community around an open source project is just as difficult and important as the solution that the project provides.
In this talk, Christian Bromann will share his experience of building a community around an open source project. He will provide various tips and tricks that help guide you through the difficulties of acquiring new contributors and will teach you important lessons he learned along the way. At the end of the session you will walk away with actionable ideas that you can apply to your own open source projects.
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
Designing with the Body: Learning to Physically PrototypeDavid Sherwin
This is a 75-minute workshop about physically prototyping products, services, and experiences. Workshop attendees selected a design challenge, which was structured in a way to teach them about the value of prototyping their design ideas earlier in the overall design process—especially for highly complex problems. I facilitated this workshop twice at AIGA Seattle's "Into the Woods" conference at Sleeping Lady Lodge in Leavenworth, WA on October 15-16, 2010.
Critique, don't Complain - Talk by Andrew HarderAndrew Harder
As HCI researchers, we are taught and encouraged to find fault with solutions in exhaustive, scientific detail. This approach is essential
in our origin field of industrial human factors, but in a creative
environment producing a long list of problems is rarely useful or inspiring. In this talk, Andrew addresses some of the problems he's seen in presenting the results of UX research, and draws on the art school method of critique to illustrate some alternative ways for researchers to engage with designers to help explore what could be
next.
The document provides responses from various designers at Canonical about their work. A visual designer discusses working on the redesign of Juju, which they found exciting due to the complex challenges of visualizing how software connects and interacts. They emphasize collaboration as key to their creative process. Another designer discusses enjoying working with engineers due to having a technical background themselves.
Hi!
I am Bert Vuylsteke, Industrial Design Engineer, and this is some of my most recent work.
Feel free to discover it and if you have any question, you can contact me on my LinkedIn: www.linkedin.com/in/vuylstekebert
Cheers !
Introduction to Ambassadors eTwinning challenges workshopRiina Vuorikari
This document summarizes a workshop on using personas and design thinking to develop strategies for engaging eTwinning participants. The workshop introduces eTwinning personas, has participants brainstorm strategies for engaging different personas, and develops an action plan or "tool kit" of best strategies. Improv activities are used to encourage collaboration. The document provides context on personas, design thinking, and improv techniques to facilitate participation and idea generation.
Zero Adoption: Lessons Learned From Failing at Open SourceMemi Beltrame
I'd love to tell you a story about how the software I created helped my community. Sadly, I can't: nothing I built ever found an audience. This talk is about how I failed to reach a community, about why it doesn't matter - or rather: what I learned from being stuck in an open source team of one.
For years I was convinced that the success of an open source project was determined by the usefulness of the software. My imaginary blueprint of open sourcing was:
Build something useful
Open source it
Everybody wins
It turns out that it is much harder than that.
This talk is about how I built several tools that would help the UX community to deliver awesome products with a great experience, while never finding an audience for the tools. We'll look at all the mistakes one can make and what to do instead to build a thriving community.
And even if you don't find an audience: Zero adoption does not mean zero value. We'll look at how there is great benefit in building and publishing things, if not for others then for yourselves.
Redesigning the Drupal Issue Queue (Codename Prairie: a Social Architecture P...leisa reichelt
The document discusses redesigning the Drupal issue queue to make it more effective, findable, and inclusive. It proposes benchmarking the current system, defining the problem space, exploring solutions through an open and collaborative process, and rapidly implementing a new system approach that supports modes of participation and planning. The goal is to encourage productive collaboration online like at Drupal conferences through a social architecture project called "Prairie" that measures success based on community satisfaction.
The document provides an overview of Ryo's background and career in design and prototyping. It then discusses what design and prototyping are, how they are used to develop ideas into products, and how prototypes with varying levels of fidelity can be created using tools like Figma to test ideas with users and iterate on designs. The document emphasizes that early prototypes do not need to be perfect and getting feedback is more important than the tools used.
Design Workshop at UI/UX Summit, Esri User Conference 2014Sneha Khullar
This document outlines the steps and activities for a workshop on designing a fictional GIS application. The workshop involves participants working through a design thinking process, including needs assessment, brainstorming ideas, creating storyboards, and developing wireframes for a proposed app design. Participants will work in groups and roles such as user, designer, and developer. The goal is for participants to experience the process of collaborative design rather than creating a polished product.
Myself and a fellow group of Product Managers did the IDEO HCD course in order to learn about IDEO's famous innovation techniques. We learnt a lot, and here I digest how it can be used in a product mgmt setting.
A couple of years ago we decided that our vision at Optimal Usability was to help transform New Zealand organisations into providers of world- class customer experiences. We quickly came to the conclusion that world- class experience is almost always across channels, and while we had done lots of projects with different channels, very few were about researching and designing the end-to- end experience.
This was about the same time that service design was gaining some currency as an umbrella term for cross-channel customer experience.
We figured that we really needed to bone up on what service design was, and how it applied to what we did. The resulting journey took us 3 years and we discovered a lot about how to “learn service design”. Some innovative approaches included spending 3 months doing service design on ourselves, interviewing CEOs of service design companies and conducting internal knowledge sharing sessions.
In this presentation I'll share our journey, our lessons and our mistakes; and give you some ideas that you can try.
Say Cheese!? - Does Dutch Design equal Emotional Design?Marco van Hout
Dutch design focuses on emotional design by prioritizing human interaction and experience over technology. It aims to create meaningful engagement and connections between people and products to make designs more sustainable. Dutch culture emphasizes openness, experimentation, and consensus building, which facilitates emotional design's goal of integrating user emotions into the design process. As a result, Dutch design can be characterized as emotional design that goes "beyond design" by considering human, social, and environmental impacts.
What I learned at Cooper U about Design ResearchSolutionStream
This document summarizes a presentation by Alan Cooper on user experience design. It discusses Cooper's background and experience in software development. Key points from Cooper discussed include the importance of user-centered design and avoiding assumptions about what users want. The presentation then covers topics like conducting research on users and stakeholders, creating personas to represent different user types, developing scenarios to showcase how personas would interact with a product, and using frameworks like user flows and wireframes to guide interface design based on research. The overall message is that understanding users through research methods like personas and scenarios is essential for developing products with good user experiences.
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.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
1. How was it for you?
@NicoDruif
Hello.
I want to start with a clip of a movie made by
attendees of the Interaction12 conference.
Some of you may already have seen this, but
some of you may not, so here we go.
3. Ixd’ers like
talking about ixd, and
they like talking about
themselves
and yes, in a way, I will also,
in this presentation.
4. Tell me what #ixd12
presentations you
liked and I will tell you
who you are
In this presentation I will
tell you about my experience at the Interaction12
conference. And why it was a great experience.
I will speak about 4 themes I picked up.
Maybe the themes I chose won’t tell you that much about the
conference, but actually more about me.
5. Interaction12 was, in short,
great for 2 reasons.
First reason:
For the interactions, meeting,
networking...
8. At the same time you start
thinking about yourself,
how do you describe yourself,
how do you differentiate yourself,
what are your unique selling
points?
9. 8 years experience
all rounder:
- sketching,
- prototyping,
- testing,
- building...
Dutch network
- user centered design,
- semantic web,
- social, communities,
- adaptive web...
Yes, yes, this is me:
If you’d asked me on the Interaction12 conference, I
would have said:
Hello, I’m Nico Druif.
I’m a freelance interaction designer working on a more
freelance interaction designer usable and desirable web, one screen at a time.
working on a more usable and
desirable web, one screen at a time And it’s really fun, things go fine.
10. BEFORE AFTER
8 years experience
speaker
all rounder:
- sketching,
- prototyping,
- testing, organiser Redux
- building...
Dutch network
international network
- user centered design, But I can really say
- semantic web, Interaction12 changed me! There really is a
- social, communities, before / after.
- adaptive web... It really expanded my world:
- a lot of new international ixd friends
- just the fact I’m standing and speaking here right now, is evidence for this expanded
world: if I didn't go to Interaction12, I wouldn't be standing here today
- I wouldn't have organized today’s program, if I didn't go to Interaction12. I
freelance interaction designer got involved actively with ixd community.
working on a more usable and
desirable web, one screen at a timeIt’s great if things go well, but go to such a conference
and things go even better!
11. It’s world expanding
That was the first reason
why I think it was a great conference:
it expanded my world.
Now for reason 2.
Of course, there were many inspiring presentations.
I made a couple of short clips of speakers as examples of
4 themes I picked up at Interaction12.
These clips will all take about 1 and a half minute
each.
The first theme will be introduced by
Amber Case.
12. Next in this same theme is Dirk
Knemeyer.
Amber Case: cyborg anthropologist about the
future of the interface http://vimeo.com/37559108
14. Think beyond
your day-to-day work
Dirk Knemeyer wraps up my first of four
themes: think beyond our day-today work.
I would like to go beyond designing screens.
Making interfaces adaptive to indivuals, to unique humans, their personality and
their emotions.
We should think of making superhuman interfaces, really different
from what already exists.
15. We are life changers
improve the quality of our world
Dirk Knemeyer also introduced my second theme: we are
changing people’s lives.
We should be aware we influence the quality of our users lives and their happiness.
I incorporate human understanding in my design process.
I love to work, sketch, test, design with people, it gives you lots of relevant information in a quick way.
We should look for what the user wants and can do in stead of what he can not do.
Also, the next speaker is an example of this theme: Adrian
Westaway.
16. My next theme, introduced by Jonas
Lowgren.
Adrian Westaway: bananas, technology and magic
http://vimeo.com/39230016
18. High fidelity sketching
designers should be able to build stuff
This is the third theme I picked up.
I absolutely love sketching, I think designers should be sketching
during the whole process, and my clients really appreciate it!
But this means we should be able to build hifi sketches too. Prototyping, coding, to create
great designs.
Next is the fourth and final theme I want to point out, illustrated by
Anthony Dunne.
19. Anthony Dunne: What If... Crafting Design
Speculations http://vimeo.com/37557758
20. Critical design
design projects as platforms for discussion
That was the fourth and final theme I want to point out.
Which is about reflection, research and speculations on how the world could be.
I like design projects creating starting points and platforms for discussion.
Also, the presentation of Irene van Peer this afternoon, sort of fits into this theme,
creating a platform for discussion with their project.
21. It’s inspiring
• Think beyond your day-to-day work
• We are life changers, improving the
quality of our world
• High fidelity sketching, designers
should be able to build stuff
• Critical design, design projects as
platforms for discussion
There were many inspiring presentations. And I showed
you 4 themes I picked up at the conference. Of course you can see the whole
presentations for yourself on the Interaction12 vimeo channel.
This is reason 2 for why Interaction12 was a great experience.
As I said before, the themes I chose might not tell you that much about the
conference, but actually more about me.
22. BEFORE AFTER
8 years experience
speaker
all rounder:
- sketching,
- prototyping, organiser Redux
- testing,
- developing
international network
Dutch network
- thinking beyond
- user centered design, - people’s lives changer
- semantic web, - able to build stuff
- social, communities, - design projects for discussion
- adaptive web...
So, this is me again, but I
added the 4 themes of inspiration.
I use this inspiration in my day-to-day work, which now is even more
freelance interaction designer
working on a more usable and
fun. ?
desirable web, one screen at a time So now, I want to end my presentation with the question
I’m thinking about now...
23. What do you do?
• freelance happiness designer
• freelance interaction designer working on
happy interactions
• freelance interaction designer working on a
more usable and desirable world
“how will I now describe what I do as an interaction
designer?”
I will show you 3 options. I want to ask you to raise hands for the
option you like.
Hello.\nI want to start with a clip of a movie made by attendees of the Interaction12 conference.\nSome of you may already have seen this, but some of you may not, so here we go.\n
\n
ixd’ers like talking about ixd, they like talking about themselves\n\nand yes, in a way, I will also, in this presentation.\n
In this presentation I will tell you about my experience at the Interaction12 conference. And why it was a great experience.\n\nI will speak about 4 themes I picked up.\nMaybe the themes I chose won’t tell you that much about the conference, but actually more about me.\n
Interaction12 was, in short, great for 2 reasons. \n\nFirst reason:\nFor the interactions, meeting, networking...\n
talking, discussing, debating...\n
And partying...\n\nWhich was great: on the one hand you feel part of an awesome ixd crowd.\n
At the same time you start thinking about yourself, \nhow do you describe yourself, \nhow do you differentiate yourself, \nwhat are your unique selling points? \n
Yes, yes, this is me:\n\nIf you’d asked me on the Interaction12 conference, I would have said:\nHello, I’m Nico Druif.\nI’m a freelance interaction designer working on a more usable and desirable web, one screen at a time.\n\nAnd it’s really fun, things go fine.\n
But I can really say Interaction12 changed me! There really is a before / after.\n\nIt really expanded my world:\n\n- a lot of new international ixd friends\n- just the fact I’m standing and speaking here right now, is evidence for this expanded world: if I didn't go to Interaction12, I wouldn't be standing here today\n- I wouldn't have organized today’s program, if I didn't go to Interaction12. I got involved actively with ixd community.\n\nIt’s great if things go well, but go to such a conference and things go even better!\n
That was the first reason why I think it was a great conference: it expanded my world.\n\nNow for reason 2.\nOf course, there were many inspiring presentations. \n\nI made a couple of short clips of speakers as examples of 4 themes I picked up at Interaction12.\nThese clips will all take about 1 and a half minute each.\nThe first theme will be introduced by Amber Case.\n
(De toekomst: invisible interfaces? In plaats van persistent interfaces die voortbouwen op al bekende concepten. Nee: we willen nieuwe superhuman interfaces, die verder gaan dan bekende concepten, bijvoorbeeld de haptic compass.)\n\nNext in this same theme is Dirk Knemeyer.\n
(Echte betekenisvolle (zowel positief als negatief) momenten in ons leven hebben te maken met andere mensen, zelden met technologie. Wat kunnen we doen om levens beter gelukkiger en betekenisvol te maken? \n\nMenswetenschappen moeten een vast onderdeel zijn van ons werk. Hij toont ons ook meerdere modellen, zoals MBTI die we hiervoor kunnen gebruiken. Interaction designers kunnen hierin een leidende rol spelen om dit meer in het ontwerpproces op te nemen!)\n
Dirk Knemeyer wraps up my first of four themes: think beyond our day-today work. \n\nI would like to go beyond designing screens. \nMaking interfaces adaptive to indivuals, to unique humans, their personality and their emotions.\nWe should think of making superhuman interfaces, really different from what already exists.\n\n(mbti myers briggs, personas, thinking of doing non-screen projects etc.)\n
Dirk Knemeyer also introduced my second theme: we are changing people’s lives. \n\nWe should be aware we influence the quality of our users lives and their happiness. \nI incorporate human understanding in my design process.\nI love to work, sketch, test, design with people, it gives you lots of relevant information in a quick way.\nWe should look for what the user wants and can do in stead of what he can not do.\n\nAlso, the next speaker is an example of this theme: Adrian Westaway.\n\n(mbti myers briggs, personas, thinking of doing non-screen projects etc.)\n
(Via veldonderzoek (op heel speelse en toegankelijke manier) met de doelgroep vonden ze waar een probleem lag, en waar ze iets konden doen, zodat mensen blij bleven bij het gebruik van een nieuwe telefoon.)\n\nMy next theme, introduced by Jonas Lowgren.\n
(Jonas Lowgren pleit voor het grote belang van sketching & exploring. Ontwerpers moeten ook high fidelity schetsen kunnen maken, we moeten dingen kunnen bouwen: prototying, maar gemaakt met een 'schets-mindset'. )\n
This is the third theme I picked up.\nI absolutely love sketching, I think designers should be sketching during the whole process, and my clients really appreciate it!\n\nBut this means we should be able to build hifi sketches too. Prototyping, coding, to create great designs.\n\nNext is the fourth and final theme I want to point out, illustrated by Anthony Dunne.\n
(Niet alleen uitgaan van hoe de wereld is, maar vragen stellen hoe het zou kunnen zijn. Ontwerpen voor werkelijkheden die (nog) niet bestaan. Vervolgens kan zo'n vreemde humoristische fantasiewereld iets vertellen of reflecteren op onze werkelijke wereld.)\n
That was the fourth and final theme I want to point out.\n\nWhich is about reflection, research and speculations on how the world could be.\nI like design projects creating starting points and platforms for discussion.\n\nAlso, the presentation of Irene van Peer this afternoon, sort of fits into this theme, creating a platform for discussion with their project.\n\n
There were many inspiring presentations. And I showed you 4 themes I picked up at the conference. Of course you can see the whole presentations for yourself on the Interaction12 vimeo channel.\n\nThis is reason 2 for why Interaction12 was a great experience.\n\nAs I said before, the themes I chose might not tell you that much about the conference, but actually more about me.\n
So, this is me again, but I added the 4 themes of inspiration.\nI use this inspiration in my day-to-day work, which now is even more fun.\n\nSo now, I want to end my presentation with the question I’m thinking about now:\n“how will I now describe what I do as an interaction designer?”\nI will show you 3 options. I want to ask you to raise hands for the option you like.\n