The Point: Branching scenarios are a very thin slice of interactive narrative, but there are ways to think about them to get the most out of it.
Presented to Te Waka Urungi and Te Puna Ako, Unitec Institute of Technology, 6 March, 2017
We presented this 1.30h talk at the Bulgaria Web Summit 2014 to show and review some of the progress we've done in months of application of this process.
____
Visual Design Thinking (#VDT) is a prototyping, cooperative methodology and a set of tools.
It is a work-in-progress project, a process you should try in order to create more empathy and more co-creation with your clients, but also with your team. Customer cooperation over contract negotiation as the Agile Manifesto says.
VDT is an experience - centered method with a focus on visual languages and techniques, our interdisciplinary approach to visual web design.
This is the second episode of #VDT presented in Sofia in 2014.
Visual Design Thinking (#VDT) is a prototyping, cooperative methodology and a set of tools.
It is a work-in-progress project, a process you should try in order to create more empathy and more co-creation with your clients, but also with your team. Customer cooperation over contract negotiation as the Agile Manifesto says.
VDT is an experience - centered method with a focus on visual languages and techniques, our interdisciplinary approach to visual web design.
Bulgaria Web Summit 2014 - #VDT - Visual Design Thinking - a review for the p...visualdesignthinking
The document discusses visual design thinking and the user experience design process. It covers topics like understanding users through ethnography, developing user stories, co-designing with clients, designing responsive interfaces with a mobile-first approach, and using various tools like Moodboards, prototypes, and feedback. The presentation includes case studies of applying this process to projects like a bike sharing service, wedding planning website, and medical park website. It emphasizes the importance of a human-centered design approach that simplifies interfaces and doesn't make the user think.
The Scottish Ruby Conference featured talks on writing simple and understandable code, reading code to improve skills, dealing with feelings of uncertainty when coding, and how Rails adopted patterns and techniques developed elsewhere like MVC, Active Record, REST, convention over configuration, and ERB.
This document provides an introduction to simplicity appreciation from Craig L. Jones, a software developer and coach with 30 years of experience. It discusses the tendency to overcomplicate things and make more work for ourselves and others. Solutions proposed include adopting agile methodologies and directly addressing complexity. The document then analyzes John Maeda's "Ten Laws of Simplicity" and provides exercises analyzing examples through the lens of these laws.
UX Smackdown! Usability Testing Techniques in the Ringrsherrill
You raise a fair point. Iterative testing has its place, especially for simple flows. However, high-fidelity prototypes allow testing more complex experiences and interactions that iterative testing may miss. Both methods have value; the right approach depends on project goals and stage. Overall, the goal is understanding user needs through empirical research.
#UXSmackdown
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.
We presented this 1.30h talk at the Bulgaria Web Summit 2014 to show and review some of the progress we've done in months of application of this process.
____
Visual Design Thinking (#VDT) is a prototyping, cooperative methodology and a set of tools.
It is a work-in-progress project, a process you should try in order to create more empathy and more co-creation with your clients, but also with your team. Customer cooperation over contract negotiation as the Agile Manifesto says.
VDT is an experience - centered method with a focus on visual languages and techniques, our interdisciplinary approach to visual web design.
This is the second episode of #VDT presented in Sofia in 2014.
Visual Design Thinking (#VDT) is a prototyping, cooperative methodology and a set of tools.
It is a work-in-progress project, a process you should try in order to create more empathy and more co-creation with your clients, but also with your team. Customer cooperation over contract negotiation as the Agile Manifesto says.
VDT is an experience - centered method with a focus on visual languages and techniques, our interdisciplinary approach to visual web design.
Bulgaria Web Summit 2014 - #VDT - Visual Design Thinking - a review for the p...visualdesignthinking
The document discusses visual design thinking and the user experience design process. It covers topics like understanding users through ethnography, developing user stories, co-designing with clients, designing responsive interfaces with a mobile-first approach, and using various tools like Moodboards, prototypes, and feedback. The presentation includes case studies of applying this process to projects like a bike sharing service, wedding planning website, and medical park website. It emphasizes the importance of a human-centered design approach that simplifies interfaces and doesn't make the user think.
The Scottish Ruby Conference featured talks on writing simple and understandable code, reading code to improve skills, dealing with feelings of uncertainty when coding, and how Rails adopted patterns and techniques developed elsewhere like MVC, Active Record, REST, convention over configuration, and ERB.
This document provides an introduction to simplicity appreciation from Craig L. Jones, a software developer and coach with 30 years of experience. It discusses the tendency to overcomplicate things and make more work for ourselves and others. Solutions proposed include adopting agile methodologies and directly addressing complexity. The document then analyzes John Maeda's "Ten Laws of Simplicity" and provides exercises analyzing examples through the lens of these laws.
UX Smackdown! Usability Testing Techniques in the Ringrsherrill
You raise a fair point. Iterative testing has its place, especially for simple flows. However, high-fidelity prototypes allow testing more complex experiences and interactions that iterative testing may miss. Both methods have value; the right approach depends on project goals and stage. Overall, the goal is understanding user needs through empirical research.
#UXSmackdown
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.
UPDATED! Using Web 2 0 Tools To "Enliven" ProjectsAnna Koval
This document provides an overview of a presentation titled "Using Web 2.0 Tools To Enliven Class Projects!" given by Anna Koval and Marie Slim. The presentation introduces teachers to various free Web 2.0 tools that can be used to engage students and make assignments more interactive. It discusses how these tools support educational standards and encourage critical thinking, collaboration and creativity. Examples of how typical classroom projects can be completed using Web 2.0 tools are provided. The presenters aim to demonstrate how teacher-librarians can incorporate new technologies into their instruction to make learning fresh and appealing for students.
The document summarizes the qconLondon 2012 conference, which featured talks from prominent developers on software development topics. Key points included that there are no universally best practices, only tradeoffs to consider; speakers encouraged attendees to understand the tradeoffs of different options and make informed decisions by documenting the tradeoffs. A recurring message was that no single approach or technology is a "silver bullet" and developers should be wary of those claiming otherwise.
AgilePT'10 - Evolving Software: Five powerful metaphors to explain changeFilipe Correia
One of the four values of Agile Software Development is “responding to change”, an area which is particularly fruitful in metaphors. This presentation looks at five metaphors for software evolution, and how they relate to each other: “Learning to Drive”, “Software Decay”, “Technical Debt”, “Code Smell” and “Big Ball of Mud”. We will discuss the role that metaphors play in software development, their benefits and eventual liabilities.
The document discusses different ways of conceptualizing and designing for value. It explores directly measurable, indirectly measurable, and more vague notions of value. It advocates designing for all types of value, not just direct or easy to measure ones. The document also discusses using impact mapping and feedback to track value throughout development. It emphasizes letting engineers show value and presenting through stories to get stakeholders engaged.
Ux scot voice usability testing with woz - ar and sf - june 2019User Vision
1) The document discusses designing voice applications and testing them using the Wizard of Oz technique. It covers intents, sample dialogs, prototyping dialogue flows, and running WOZ tests to iterate on the application.
2) An example is provided of designing a hotel concierge assistant named Amy, including sample conversations for checking out times and extending checkout for a fee. Groups role-played conversations and improved the dialogue flows.
3) Tips are given for WOZ testing voice applications, such as understanding user intents, constructing sample dialogs, creating a moderator script, connecting audio responses, and collecting feedback to iteratively improve the application.
Jon Mann and I conducted kinetic brainstorming workshop at APDF. We were asked to combine our view with five other design leaders representing four design firms; Gavin Kelly, Rob Girling, Steve Portigal and Scott MacInnes.
This is a presentation of the tutorial that Steven Fullerton and I ran which took participants through the end-to-end process for setting up and running user testing sessions for voice interfaces such as Alexa using the Wizard of Oz testing method.
This document discusses how attention and cognition work and provides guidance for user experience design based on these principles. It notes that attention is a limited resource that is easily distracted. Good UX design should minimize things competing for the user's attention, account for potential discontinuities when using mobile devices, and reduce unnecessary cognitive load, especially for novice users. The document advocates designing interfaces that are as simple as possible while still meeting user needs.
Bob London presented to students in the University of Maryland's Dingman Center for Entrepreneurship on various ways to understand the world from their customers' perspective.
Data Day Seattle, Chatbots from First PrinciplesJonathan Mugan
The document discusses different types of chatbots, including purposeless mimicry agents, intention-based agents, and conversational agents. It provides examples of modern mimicry agents that use machine learning on example dialogs. Intention-based agents identify user intents in order to take actions, using techniques like keyword matching or text classification. Natural language understanding involves parsing sentences with context-free grammars and compositional semantics to extract meaning representations.
How to deliver effective presentations, by using the time-tested power of story-telling. Based largely upon guidance provided in Alexi Kapterev's book "Presentation Secrets."
First delivered at the Software Engineering Institute's (SEI's) CMMI Workshop in St. Petersburg, Florida, October 2012. [CmmiTraining.com]
This document discusses environmental storytelling and player navigation in game environments. It defines environmental storytelling as using the environment to inform players through subtle context about places and events. This can be done through macro, micro, and player storytelling. The document also discusses how level design can subtly guide players' attention and help them navigate an environment through techniques like contrast, landmarks, and visual guides. The goal is to help players orient themselves and find desired paths without disrupting their experience.
The document summarizes Michihito Mizutani's guest lecture at Aalto University on interaction design and emotion. The lecture included an introduction to interaction design, understanding emotion in design through case studies, and a group activity for students to design seductive user experiences with everyday objects. Students then presented their ideas to the class. The document provided context on defining interaction design and behaviors that shape everyday life through prototypes. It also explored understanding emotion in design using examples from literature and case studies on products for emotional communication and designing seductive user experiences.
The document discusses how designers often fail to apply design thinking principles to their own work processes, leaving them "barefoot". The author describes her own experience of this, where she struggled with certain parts of her process like specifications. She realized she needed to redesign her process to eliminate pain points and have more time for creative work. She developed Specctr, a tool to help with specifications, to solve this problem for herself and others. The key lessons are to critically examine your own work, establish priorities through hierarchy, use contrasting ideas to spark innovation, break conventions, create whitespace, and learn to love the process of working on your process.
Session slides from Future Insights Live, Vegas 2015:
https://futureinsightslive.com/las-vegas-2015/
You might know the proverb: 'the shoemaker's children go barefoot'. One often neglects those closest to oneself. We, as designers, have some amazing tools and skills, so why is it that we rarely use these skills beyond client work? Why don't we use them to help us in our own work processes, to become better designers; better executors; better collaborators? In this talk, Chen talks about how we can apply our design thinking to solve the problems of our most important clients: ourselves!
Tukang Atap Baja Ringan Melayani Pemasangan Rangka Baja Ringan, Pasang Baja Ringan, Jasa Pemasangan Rangka Baja Ringan MURAH, jasa pasang baja ringan, Aplikator Baja Ringan daerah bogor dan sekitarnya menggunakan Genteng metal berpasir, atap sepandek, atap gogreen.
Kami Salah satu Aplikator Baja Ringan untuk wilayah JABODETABEK melayani pemasangan Rangka Baja Ringan paket dengan atapnya. Harga Mulai Rp.260.000,-/m.
Jika anda ingin mengganti rangka atap rumah anda yang terbuat dari kayu, silahkan hubungi kami, atau jika anda ingin membuat rumah baru menggunakan baja ringan silahkan hubungi kami, atau jika anda ingin membuat kanopi rumah menggunakan baja ringan silahkan hubungi kami.
PT. Rafli Natama
Adress Office : JL.Dr Sumarno No.19 Penggilingan Jakarta
087887330287 atau 081313462267 Call/SMS.
Atau Kunjungi:
www.raflinatama.co.id
The document discusses the differences between UI and UX design, with UI design focusing on the interfaces and interactions that users have with products and services, while UX design aims to design experiences that are human-centered and solve users' problems. It provides an overview of UX design principles like understanding users, innovating rather than imitating, and designing experiences that go beyond expectations to create new possibilities for the future. The document also includes examples of innovative UX design concepts and technologies.
The document discusses how UX professionals spend most of their time (98%) communicating ideas rather than designing (2%), and how their main role is facilitating communication between different groups. It provides examples of how UXers translate information between disciplines using different languages and deliverables. The document advocates for using tools like Cacoo, Usabilla, Join.me and Planning Poker to help communicate during activities like leading feature priority discussions, in order to get input from all team members and reach consensus.
UPDATED! Using Web 2 0 Tools To "Enliven" ProjectsAnna Koval
This document provides an overview of a presentation titled "Using Web 2.0 Tools To Enliven Class Projects!" given by Anna Koval and Marie Slim. The presentation introduces teachers to various free Web 2.0 tools that can be used to engage students and make assignments more interactive. It discusses how these tools support educational standards and encourage critical thinking, collaboration and creativity. Examples of how typical classroom projects can be completed using Web 2.0 tools are provided. The presenters aim to demonstrate how teacher-librarians can incorporate new technologies into their instruction to make learning fresh and appealing for students.
The document summarizes the qconLondon 2012 conference, which featured talks from prominent developers on software development topics. Key points included that there are no universally best practices, only tradeoffs to consider; speakers encouraged attendees to understand the tradeoffs of different options and make informed decisions by documenting the tradeoffs. A recurring message was that no single approach or technology is a "silver bullet" and developers should be wary of those claiming otherwise.
AgilePT'10 - Evolving Software: Five powerful metaphors to explain changeFilipe Correia
One of the four values of Agile Software Development is “responding to change”, an area which is particularly fruitful in metaphors. This presentation looks at five metaphors for software evolution, and how they relate to each other: “Learning to Drive”, “Software Decay”, “Technical Debt”, “Code Smell” and “Big Ball of Mud”. We will discuss the role that metaphors play in software development, their benefits and eventual liabilities.
The document discusses different ways of conceptualizing and designing for value. It explores directly measurable, indirectly measurable, and more vague notions of value. It advocates designing for all types of value, not just direct or easy to measure ones. The document also discusses using impact mapping and feedback to track value throughout development. It emphasizes letting engineers show value and presenting through stories to get stakeholders engaged.
Ux scot voice usability testing with woz - ar and sf - june 2019User Vision
1) The document discusses designing voice applications and testing them using the Wizard of Oz technique. It covers intents, sample dialogs, prototyping dialogue flows, and running WOZ tests to iterate on the application.
2) An example is provided of designing a hotel concierge assistant named Amy, including sample conversations for checking out times and extending checkout for a fee. Groups role-played conversations and improved the dialogue flows.
3) Tips are given for WOZ testing voice applications, such as understanding user intents, constructing sample dialogs, creating a moderator script, connecting audio responses, and collecting feedback to iteratively improve the application.
Jon Mann and I conducted kinetic brainstorming workshop at APDF. We were asked to combine our view with five other design leaders representing four design firms; Gavin Kelly, Rob Girling, Steve Portigal and Scott MacInnes.
This is a presentation of the tutorial that Steven Fullerton and I ran which took participants through the end-to-end process for setting up and running user testing sessions for voice interfaces such as Alexa using the Wizard of Oz testing method.
This document discusses how attention and cognition work and provides guidance for user experience design based on these principles. It notes that attention is a limited resource that is easily distracted. Good UX design should minimize things competing for the user's attention, account for potential discontinuities when using mobile devices, and reduce unnecessary cognitive load, especially for novice users. The document advocates designing interfaces that are as simple as possible while still meeting user needs.
Bob London presented to students in the University of Maryland's Dingman Center for Entrepreneurship on various ways to understand the world from their customers' perspective.
Data Day Seattle, Chatbots from First PrinciplesJonathan Mugan
The document discusses different types of chatbots, including purposeless mimicry agents, intention-based agents, and conversational agents. It provides examples of modern mimicry agents that use machine learning on example dialogs. Intention-based agents identify user intents in order to take actions, using techniques like keyword matching or text classification. Natural language understanding involves parsing sentences with context-free grammars and compositional semantics to extract meaning representations.
How to deliver effective presentations, by using the time-tested power of story-telling. Based largely upon guidance provided in Alexi Kapterev's book "Presentation Secrets."
First delivered at the Software Engineering Institute's (SEI's) CMMI Workshop in St. Petersburg, Florida, October 2012. [CmmiTraining.com]
This document discusses environmental storytelling and player navigation in game environments. It defines environmental storytelling as using the environment to inform players through subtle context about places and events. This can be done through macro, micro, and player storytelling. The document also discusses how level design can subtly guide players' attention and help them navigate an environment through techniques like contrast, landmarks, and visual guides. The goal is to help players orient themselves and find desired paths without disrupting their experience.
The document summarizes Michihito Mizutani's guest lecture at Aalto University on interaction design and emotion. The lecture included an introduction to interaction design, understanding emotion in design through case studies, and a group activity for students to design seductive user experiences with everyday objects. Students then presented their ideas to the class. The document provided context on defining interaction design and behaviors that shape everyday life through prototypes. It also explored understanding emotion in design using examples from literature and case studies on products for emotional communication and designing seductive user experiences.
The document discusses how designers often fail to apply design thinking principles to their own work processes, leaving them "barefoot". The author describes her own experience of this, where she struggled with certain parts of her process like specifications. She realized she needed to redesign her process to eliminate pain points and have more time for creative work. She developed Specctr, a tool to help with specifications, to solve this problem for herself and others. The key lessons are to critically examine your own work, establish priorities through hierarchy, use contrasting ideas to spark innovation, break conventions, create whitespace, and learn to love the process of working on your process.
Session slides from Future Insights Live, Vegas 2015:
https://futureinsightslive.com/las-vegas-2015/
You might know the proverb: 'the shoemaker's children go barefoot'. One often neglects those closest to oneself. We, as designers, have some amazing tools and skills, so why is it that we rarely use these skills beyond client work? Why don't we use them to help us in our own work processes, to become better designers; better executors; better collaborators? In this talk, Chen talks about how we can apply our design thinking to solve the problems of our most important clients: ourselves!
Tukang Atap Baja Ringan Melayani Pemasangan Rangka Baja Ringan, Pasang Baja Ringan, Jasa Pemasangan Rangka Baja Ringan MURAH, jasa pasang baja ringan, Aplikator Baja Ringan daerah bogor dan sekitarnya menggunakan Genteng metal berpasir, atap sepandek, atap gogreen.
Kami Salah satu Aplikator Baja Ringan untuk wilayah JABODETABEK melayani pemasangan Rangka Baja Ringan paket dengan atapnya. Harga Mulai Rp.260.000,-/m.
Jika anda ingin mengganti rangka atap rumah anda yang terbuat dari kayu, silahkan hubungi kami, atau jika anda ingin membuat rumah baru menggunakan baja ringan silahkan hubungi kami, atau jika anda ingin membuat kanopi rumah menggunakan baja ringan silahkan hubungi kami.
PT. Rafli Natama
Adress Office : JL.Dr Sumarno No.19 Penggilingan Jakarta
087887330287 atau 081313462267 Call/SMS.
Atau Kunjungi:
www.raflinatama.co.id
The document discusses the differences between UI and UX design, with UI design focusing on the interfaces and interactions that users have with products and services, while UX design aims to design experiences that are human-centered and solve users' problems. It provides an overview of UX design principles like understanding users, innovating rather than imitating, and designing experiences that go beyond expectations to create new possibilities for the future. The document also includes examples of innovative UX design concepts and technologies.
The document discusses how UX professionals spend most of their time (98%) communicating ideas rather than designing (2%), and how their main role is facilitating communication between different groups. It provides examples of how UXers translate information between disciplines using different languages and deliverables. The document advocates for using tools like Cacoo, Usabilla, Join.me and Planning Poker to help communicate during activities like leading feature priority discussions, in order to get input from all team members and reach consensus.
Similar to Interactive narrative design primer (20)
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
1. (Interactive) narrative
design
The Point: Branching scenarios are a very thin slice of interactive
narrative, but there are ways to think about them to get the most
out of it.
Cathy Moore’s “Learning Zeko”
http://blog.cathy-moore.com/scenario-based-training-headquarters/scenario-examples/scenario-example-learning-zeko/
This scenario is about learning a fictional foreign language. However, when you make a translation, you either get it “right” or “wrong” and the scenario asks you to try again after giving you feedback in the context of the narrative. Still effective for the goal of *learning the words.*
Example
Cell City MysteryBy Natalie Duerr and Maariyah Mustafa
http://www.philome.la/Readorium/cell-city-mystery/play?__hstc=185541174.7bc148fb48ecc74038b5bface7f42387.1474321602226.1474321602226.1474321602228.2&__hssc=185541174.1.1474321602228&__hsfp=2203034812
Evolution: Multiple answers, with different contextual routes
Analogy: Maze with multiple paths that work
Example: Branching.
IMG: http://twinegarden.tumblr.com/
The maze- equivalent of a large text adventure that still has only one “correct” path. However, like any pick-a-path book, you can go so long down alternate paths, that really, there is no reason to have a “correct” exit. Instead, the point is the journey you took.
Analogy: Maze, Museum
Analogy: Maze, Museum
Image captured from “Maniac Mansion” by LucasFilm Games. You all should play it. Seriously. Play here (not Chrome browser): https://www.loveroms.com/play-online/nintendo/maniac-mansion-u/4092
Branchtrack demo by Clark Aldrich IMG: https://www.branchtrack.com/projects/bchxj1p8
Journey by ThatGameCompany
IMG: http://thatgamecompany.com/wp-content/themes/thatgamecompany/_include/img/journey/journey-game-screenshot-1-b.jpg
The Mechanics, technology, aesthetic, and narrative