This is a lecture I gave to my User Experience class at General Assembly on Interaction Design. It covers a brief history, and the various approaches that are being used.
I borrowed from other sources to a degree, which I have cited extensively.
In which we look at the mysteries of moving from boxes and arrows to a real actual interface. It starts with sketching, goes through basic models of interaction on a screen, and finishes with wireframes.
Designing Structure Part II: Information ArchtectureChristina Wodtke
Part two on Designing Structure for my General Assembly class on User Experience is about Information Architecture. We cover why classification is important, types of classification and trends in IA.
This is a talk given to my class on User Experience by Jen Ruffner, a Product Manager on the art of optimization.
It is critical for modern designers, product managers and start-up folks ot understand how to think about designing and executing tests.
How to understand how design and business fit together (and don't). Understanding how a market changes everything about how you design.
From my General Assembly User Experience Class Series
This is a lecture I gave to my User Experience class at General Assembly on Interaction Design. It covers a brief history, and the various approaches that are being used.
I borrowed from other sources to a degree, which I have cited extensively.
In which we look at the mysteries of moving from boxes and arrows to a real actual interface. It starts with sketching, goes through basic models of interaction on a screen, and finishes with wireframes.
Designing Structure Part II: Information ArchtectureChristina Wodtke
Part two on Designing Structure for my General Assembly class on User Experience is about Information Architecture. We cover why classification is important, types of classification and trends in IA.
This is a talk given to my class on User Experience by Jen Ruffner, a Product Manager on the art of optimization.
It is critical for modern designers, product managers and start-up folks ot understand how to think about designing and executing tests.
How to understand how design and business fit together (and don't). Understanding how a market changes everything about how you design.
From my General Assembly User Experience Class Series
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
Half-day workshop presented by Michelle Caldwell and Ruven Gotz on getting to shared understand and better requirements for your SharePoint projects through the use of Visual Tools (such as mind mapping, wireframing, and card sorting) and Gamestorming (also called Innovation Games)
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
A series of talks I gave sponsored by the Yahoo! Developer Network, in London and Berlin, reviewing the history of UX design patterns and delving into the social design patterns project, isolating 5 principles, 96 patterns, and 5 anti-patterns
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
Half-day workshop presented by Michelle Caldwell and Ruven Gotz on getting to shared understand and better requirements for your SharePoint projects through the use of Visual Tools (such as mind mapping, wireframing, and card sorting) and Gamestorming (also called Innovation Games)
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
A series of talks I gave sponsored by the Yahoo! Developer Network, in London and Berlin, reviewing the history of UX design patterns and delving into the social design patterns project, isolating 5 principles, 96 patterns, and 5 anti-patterns
Expert Strategy ™ Series Virtual Seminar Presentation
1 hour 30 minutes, Presentation + Q&A. Wednesday, May 16th, 10 am PDT.
* Create “Magic Moments” in your own mobile and tablet app.
* Learn the new Cross Channel UX Design framework.
* Take advantage of all sensors and capabilities of the mobile platform
http://www.designcaffeine.com/virtual-seminars/designing-magic-mobile-moments/
Those who don't learn from history are doomed to NOT repeat it.
We know the old adage, but the other reality is that there's nothing new under the sun. The same goes for the practice of User Experience (UX) and it goes back further than you might think.
History can be fun – especially when we see how it relates to our ever-expanding and shifting industry of today. This presentation is geared to new practitioners who want to understand the foundations of our field and veterans who would like to see a different perspective on our profession. Let's look at the practice of UX through a historical lens at some of man's most creative pursuits and demonstrate the parallels between the past and today's design trends.
This presentation dedicated to whom who are UX designers / students or entrepreneurs. I tried to give minor detail about UX (User Experience) myths and mistakes with humor. Credit links provided in last slide.
The Future of UX: Designing Data ExperiencesEva Willis
A funny thing happens when you open up your design process to consider the increasing number of devices people use: the importance of each individual device diminishes. That’s a significant shift for the user experiences community to adjust to. The future of UX is the user who begins a task on one device, continues through many more interfaces across many platforms and many more devices and completes their task with little recognition of, or interest in the complexity involved. To stay relevant in the development of digital products, we need think at a higher level than screens or sites or devices. The future of UX is designing data experiences.
Type on the web has many roles: it is an interface, a brand, sets tone, and directs the user. Typography has many roles and can either add or take away from User Experience. In this beautiful and exciting talk we’re going to look at various ways type is used, implemented, and dissect the role that it plays in user experience on the web.
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/
Faced with an industry-wide talent drought, HUGE took drastic measures to snare new prospects for our UX department. The solution? One summer, 10 Trainees from around the globe, and some good ol’ UX Fundamentals. If we can't find people, we will create them. This presentation covers how we built an unprecedented school to teach trainees the basics of interaction design and the way HUGE approaches challenges of all kinds. It includes how we designed the program: what’s in the curriculum (and what’s not), other aspects of the training experience, and how we worked the best minds at HUGE into the mix.
Presented at Internet Week in London 2011.
While Information Architecture took its name from architecture, it took very little else. This is not surprising, as the early days of the web were about making sites that supported the interaction between people and data. The obvious model back then was a library; a library is a space for humans to receive knowledge. But with the rise of social networks, and the integration of community into almost all online experiences, more architecture practices are directly transferable to design. Online spaces are no longer just about findability, but about falling in love, getting your work done, goofing around, reconnecting with old friends, staving off loneliness... humans doing human things.
As an early Information Architect who had been working in the search field, I found very little but entertainment from phenomenology's Gaston Bachelard or innovator Frank Gehry. But once I began working on social spaces, it all changed. We all know Christopher Alexander from his pattern-language approach to codifying design solutions, but if you go beyond the mere structure you find that in those patterns lies the answers to tricky privacy issues and the cold-start problem. Architects of buildings can help us form a new approach to the architecture of human spaces online. Poetics will go down easy with plenty of real world examples from current websites, shanty villages, air apps and cityscapes.
A lightening speed introduction to the world of digital design. Targeted at people from graphic design, advertising or marketing backgrounds who are looking to make the transition into the digital design world.
June, 2010 Utah Product Management Association presentation, "Creating products that people love" by Steve Ballard, Director of User Experience for attask.com.
Agile and UX both put user's needs at their center, but their foundational beliefs have set them at odds over the years.
Presented at part of "24 Hours of UX" 2022.
An Introduction to User Experience for Dev's & TechiesScott Savage
Presented by Scott A. Savage (www.scottAsavage.com) for Web Content Mavens at General Assembly in Washington, DC on March 18, 2015.
This presentation provides an overview of how developers and non-user experience people can integrate good user experience ideas and methodologies into their professional processes and work.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
Comunication & Storytelling for Product Managers (and anyone else)Christina Wodtke
Half-Day Interactive Workshop
“Get ready to actively participate in your transformation from product manager to product leader”
A product manager rarely has any authority beyond what they can talk people into, thus we need to become really strong communicators. In this half-day interactive workshop, we’ll look at the three kinds of communication: managing up, team communications, and the very important roadshow for getting other groups onboard with your vision. We will use the power of story for formal communication and a combination of techniques from NVC (Harvard’s negotiation project) and the GSB’s “touchy feely” class to make sure your message gets through, and that we are listening effectively.
This special half-day training workshop, with product author and lecturer, Christina Wodtke, is specifically designed for product managers who are looking to really level up their communications skills and who want to use story-telling to effectively communicate with others.
The problem with unexpected consequences is that they are unexpected. The time of "move fast and break things" is over, as we have broken everything from hearts to democracy.
It's time for designers, along with their partners - engineers and business - to embrace a new long term approach to bringing change into the world, that focuses less on disruption and more on evolution. In this talk, Christina will explore various approaches to designing more robust and compassionate change.
Given at Lean Startup 2017.
Using Lean to Create High-Velocity Teams (Until 2:00pm)
Great products come from great teams, yet very few companies try their hand at at team design. Too often we rip job descriptions off the web, throw people together without preamble, then simmer in passive-aggressive discontent until someone eventually fires the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits. Can Lean show us a better way to get things done?
Christina Wodtke teaches Lean Entrepreneurship at the university level and coaches executives how to create high-performing organizations. From this intersection she has helped a new kind of team emerge: the Lean Team.
What is the Lean Team?
-Hypothesizes about how we do our work, not just what work we’ll do.
-Holds no ao assumptions about the best way to get things done.
-Is constantly iterating.
-Commits to peer-to-peer accountability and coaching.
-Embraces diversity in experience and culture.
-Engages in formal reflection to increase learning velocity.
The best teams don’t just use Lean Startup methods to create breakthrough products. They use the learning cycle to reduce interpersonal conflict, communicate effectively, and get more done. In this breakout session, we’ll look at the best practices that high velocity, high-learning teams use, and how you can bring them back to your company.
#enterprise #startup #leanteams
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
In school we learn to write as a fundamental building block for communication, and drawing is shunted away to “art class.” But scientists like Darwin and Marie Curie, presidents from Jefferson to Obama, and mathematicians, choreographers, and composers all have used sketching to give form to their ideas. Words are abstract and ambiguous, and can lead to miscommunication. We say a picture is worth a thousand words, so why do we discard this critical tool?
Drawing is not just for so-called creatives. Drawing allows you to ideate, communicate, and collaborate with your team. Stop talking around your vision, and get it on the whiteboard where your team can see it! Whether you’re an entrepreneur, an engineer, or a product manager, drawing will make you better at your job. In this workshop, you will go from “can’t draw a straight line” to visually representing complex ideas. First, we’ll demystify the act of sketching. Through a series of activities and exercises, we’ll cover the fundamental building blocks of visual communication. You’ll learn easy ways to draw the most common images, from people to interfaces. Next, we’ll tackle making storyboards, product flows, and interfaces. We’ll finish by working with charts, mental models, and canvases. This is a hands-on workshop, so come with paper, pencils, and pens, and be ready to make your mark.
Given at UXDC
From Starchitects to Design Gurus, the lone designer-hero has been our model for creating impact. But it’s a complete lie. The complex software, smart devices and connected information environments we create require multidisciplinary teams. So we must spend a lot of time getting teamwork right, right?
Sadly, no.
Instead we rip job descriptions off the web, throw people together without preamble, simmer in passive-aggressive discontent until we eventually fire the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits.
It’s time to give teams the same attention and craft we give our products. Christina will share the lessons from top companies in the Silicon Valley for you to take back to your teams. It doesn’t matter if you are a manager or a peer leader, these approaches will make your team thrive. Awesome products come from awesome teams, so it’s time to stop doing business as usual and design a team for impact.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
2. YOU
• Five words on you
• Five words on why you are here
• Or a haiku
NOT YET! Think about it….
2
3. About Christina Wodtke
Why do we know what we know?
•Wrote Information Architecture: Blueprints for the Web
•Founded IAI
•Founded Boxes and Arrows
•Ran design teams, product teams in companies such as Yahoo,
Linkedin, Myspace, Zynga
•Currently advising a number of startups on UX
3
4. About Eric Bell
Why do we know what we know?
• Information Science at University of Washington
• IA for Microsoft, Zaaz, Concent
• Concent is located in Japan, where he worked at projects from
air conditioner interfaces to corporate governance website
•YOUR TA!
4
5. YOU
• Five words on you
• Five words on why you are here
• Or a haiku
5
6. syllabus
week 1 STRATEGY
•Introduction to UX, research, business requirements, Personas
week 3 SCOPE
•Requirements, Content and Feature Strategy
week 4 STRUCTURE
•Information Architecture, Interaction Design, Communicating Design
week 6 UNIQUE CONTEXTS
•Social, Games, Network Design, Offline and on, Mobile
week 10 SKELETON & SKIN
•Brand, Visual Design
6
7. Grading
Homework 25%
Get the most out of class by doing all your homework.
Participation 25%
Get to know your classmates and share your ideas with them.
Final Project 50%
Show off what you’ve learned.
7
8. final project
PRESENTATIONS DEC 19 & 20
Select from one of several start-ups
•Real World! Delivers lunch, matchmaking local restaurants with desk-bound office workers
•Social! Collecting materials from a variety of other services, from Flickr to Facebook ,to create
memory sites
•Entertainment! Fashion site that lets women post items they want to find, and other women find
them
•Gift! parents and grandparents subscribe their kids to monthly cooking delivery box
•Kids! online directory of out of school programs for children
Notes: if user research, brainstorming, etc you discover pivots, changes, or new opportunities you
are empowered to do them!
8
9. Software and Books
• you can get omnigraffle
• or Balsalmiq, or whatever…. Paper perhaps
• you’ll probably need Photoshop or something sexy when it
comes to the sexy part
• Recommended: Elements of User Experience, Don’t Make Me
Me Think, Designing Interactions, Designing the Social Web
and MY BOOK!
9
10. class 1 UX introduction
What is UX? – What makes up User Experience –
Requirements – Strategy – Principles
12. What experience do you
love?
What is it?
Why do you love it?
What’s your favorite part?
13. Don Norman
"User experience" encompasses all aspects of the end-user's
interaction with the company, its services, and its products. The first
requirement for an exemplary user experience is to meet the exact
needs of the customer, without fuss or bother. Next comes simplicity
and elegance that produce products that are a joy to own, a joy to
use. True user experience goes far beyond giving customers what
they say they want, or providing checklist features. In order to
achieve high-quality user experience in a company's offerings there
must be a seamless merging of the services of multiple disciplines,
including engineering, marketing, graphical and industrial design, and
interface design.
13
14. jesse james garrett
the design of anything
independent of medium
or across [device]
with human experience as an explicit outcome
and human engagement as an explicit goal
-Jesse James Garrett
14
33. Durability
“Durability will be assured when foundations are
carried down to the solid ground and materials
wisely and liberally selected” Vitruvius
34. Frank Lloyd Wright’s Imperial Hotel,
Japan, survived an earthquake
The reflecting pool provided a source of water
for fire-fighting;
Cantilevered floors and balconies provided extra
support for the floors;
A copper roof, cannot fall on people below the way
a tile roof can;
Seismic separation joints, located about every
20 m along the building;
Tapered walls, thicker on lower floors, increasing
their strength;
Suspended piping and wiring, instead of being
encased in concrete, smooth curves, making them
more resistant to fracture.
35. I’m searching for “my
architect, not “movies,
directors, actors”
Technical Earthquakes
Slow loading javascript fails on low bandwidth, and can cause users to accidently search for the label inside your
search box. Is your site designed to be robust when things break (for example, filter out the label from the query.
Or don’t place labels in fields; it reduces usage anyhow.)
36. Social Earthquakes
If people post jobs in
discussion areas, any user can
move them to job board
If people
use
connection
invites to
37. Prepare for
Technical Tremors Social Faultlines
Execution Innocents/Idiots
Maintenance Trolls
Scale Spammers
Bandwidth Criminals
38. Convenience
“When the arrangement of the apartments is faultless and presents no hindrance
to use, and when each class of building is assigned to its suitable and appropriate
exposure” Vitruvius
Sound familiar?
We’re talking
usability!
39. Usonian houses were beautiful, human scaled.. And didn’t have closet
space. Should we choose beauty over usability sometimes?
“Early in life I had to choose between honest arrogance and hypocritical
humility. I chose honest arrogance and have seen no occasion to change.”
Frank Lloyd Wright
40. Hum
an
The Facebook
Inbox is chock full
of annoying non-
human mails,
despite the fact
they know who is
human and who I
Hum
am connected to.
Not convenient.
an
42. I call it the "Then What?"
Okay, you solved all the
problems, you did all the
stuff, you made nice, you
loved your clients, you
loved the materials, you
loved the city, you're a good
guy, you're a good person...
and then what? What do
you bring to it?
43. Beauty (delight)
“when the appearance of the work is pleasing and in good taste, and when its
members are in due proportion according to correct principles of symmetry.”
Vitrvius
45. SEAGRAM BUILDING (Philip
Johnson did interiors, 1957)
Seagram
This logical and Building
elegant 38-story
skyscraper (525' H) New York City
has alternating
horizontal bands of 1957
bronze plating and Is this
bronze-tinted glass Beautiful?
and decorative bronze
I-beams which
emphasize its
52. You can’t control the person, but you can design the
environment to change behavior
B=f(P+E)
Behavior is a function of a Person and his
Environment
- Lewin’s Equation
56. Andrei
Andrei Michael Herasimchuk has been designing world class
software across web browsers, desktop clients, mobile
smartphones and tablet computers for more than two decades.
He was the lead designer behind the Adobe Creative Suite and
the product lead for Adobe Lightroom. He was Chief Design
Officer for Involution Studios, a digital product design company
based in the United States and led the 2010 redesign of Yahoo!
Mail. In 2011, Andrei joined Twitter and is currently the Director
of Design. His writing and thoughts on design can be found at
Design by Fire (http://www.designbyfire.com).
56
57. homework
Watch Steve Krug’s Do it yourself Usability Test
http://www.sensible.com/rsme.html
Read the package
Select a particularly satisfying user experience.
Describe why, noting at least three touch points.
*without using search
57
Editor's Notes
Neolithic monument in present day Turkey Occupied between 6300 BC to 5400 BC Supported a population of up to 6000 people It was the largest and most cosmopolitan city of its time
Commodity, firmness, delight
The hotel had several design features that made up for its foundation: The reflecting pool (visible in the picture above) also provided a source of water for fire-fighting, saving the building from the post-earthquake firestorm; [1] Cantilevered floors and balconies provided extra support for the floors; A copper roof, which cannot fall on people below the way a tile roof can; Seismic separation joints, located about every 20 m along the building; Tapered walls, thicker on lower floors, increasing their strength; Suspended piping and wiring, instead of being encased in concrete, as well as smooth curves, making them more resistant to fracture. [2]
The MIT project, they were interviewing me for MIT and they sent their facilities people to Bilbao. I met them in Bilbao. They came for three days. W: This is the computer building. G: They were there for three days and it rained every day. And they kept walking around. I noticed they were looking under things and looking for things, and they wanted to know where the buckets were hidden, people putting buckets out. I was clean. There wasn't a bloody leak in the place. It was just fantastic. But you've got to -- yeah, well, up until then, every building leaked. W: Frank had a sort of -- sort of had a fame -- his -- his fame was built on that in L.A. for a while. You know, Frank, you've all heard the Frank Lloyd Wright story when the guy -- the woman called and said, "Mr. Wright, my -- I'm sitting in the couch and the water's pouring in on my head," and he said, "Madame, move your chair." G: So, some years later I was doing a little house on the beach for Norton Simon, and his secretary was kind of a hell-on-wheels type lady -- called me and said, Mr. Simon's sitting at his desk, and the water's coming in on his head, and I told him the Frank Lloyd Wright story. W: Didn't get a laugh. G: No. Not now either.
It's the "Then What?" that most clients who hire architects -- most clients aren't hiring architects for that. They're hiring them to get it done, get it on budget, you know, and not -- you know, be polite -- and they're missing out on the -- the real value of an architect.