Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principals that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
In agile software development, "user stories" acknowledge the importance of the user but how can we know that the needs the stories represents are genuine and valuable? I'll be looking at how user stories can be improved by using a mental models to align them with real behaviour.
On the flipside, I'll also consider how generative user research can benefit from a lean approach and show that many of the techniques are similar to those used in a typical agile project.
This talk is for anyone who is looking for practical ways to bridge the gaps between traditional research and agile practices by focussing on activities that hold common value for both.
When you can make just about anything, how do you know which option is the best one for modeling your ideas when it’s time to get started? Fifty years before ‘prototyping’ became a familiar concept, Jim Henson was mastering its foundational elements—using his muppets, of course. Henson also faced the same challenge that contemporary User Experience professionals know well: the paradox of prototyping choice; in tools and in process. Henson had notebooks full of ideas in various stages of development, and when he was ready to see which of his ideas were worth refining, he turned to sketching, storyboarding, patterns, iteration, and live testing to deterring his next steps.
Jim Henson was a UXer at his core. He cared about an authentic experience for his audience, and ensured that his team produced great work without spending any more time than was necessary to validate ideas. This early UXer can teach us a lot about how to apply those principles to the work we do today, with or without the help of Muppets.
Duralabel Graphic is the best label, Sticker Manufacturers in India & Bangladesh. As labelling is an imp. factor in today's market for a product & company.
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principals that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
In agile software development, "user stories" acknowledge the importance of the user but how can we know that the needs the stories represents are genuine and valuable? I'll be looking at how user stories can be improved by using a mental models to align them with real behaviour.
On the flipside, I'll also consider how generative user research can benefit from a lean approach and show that many of the techniques are similar to those used in a typical agile project.
This talk is for anyone who is looking for practical ways to bridge the gaps between traditional research and agile practices by focussing on activities that hold common value for both.
When you can make just about anything, how do you know which option is the best one for modeling your ideas when it’s time to get started? Fifty years before ‘prototyping’ became a familiar concept, Jim Henson was mastering its foundational elements—using his muppets, of course. Henson also faced the same challenge that contemporary User Experience professionals know well: the paradox of prototyping choice; in tools and in process. Henson had notebooks full of ideas in various stages of development, and when he was ready to see which of his ideas were worth refining, he turned to sketching, storyboarding, patterns, iteration, and live testing to deterring his next steps.
Jim Henson was a UXer at his core. He cared about an authentic experience for his audience, and ensured that his team produced great work without spending any more time than was necessary to validate ideas. This early UXer can teach us a lot about how to apply those principles to the work we do today, with or without the help of Muppets.
Duralabel Graphic is the best label, Sticker Manufacturers in India & Bangladesh. As labelling is an imp. factor in today's market for a product & company.
Cubrix event voor de leden van de Vlaamse werkgeversvereniging VKW. Presentaiue afgewisseld met Impro-theater en onder begeleiding van Arno Vansichen en Luc Verheij
Born to be accessible - Barrierefreie PDFs gemäß PDF/UA effizient erstellenMarkus Erle
Einführungsvortrag beim Fortgeschrittenen-Workshop zum Thema "Barrierefreie PDFs effizient erstellen" bei der Pre-Conference zur Capito-Fachtagung am 30.09.2014 im Kursaal, Stuttgart-Bad Cannstatt
La problemática de los suelos, proviene de prácticas degradantes a través de los años; eliminando de él a los microorganismos benéficos que ayudan a mantener el equilibrio del suelo. Recuperar el suelo, significa devolver la vida a través de productos fruto de la biotecnología, para tener finalmente mayores cosechas, de mayor calidad. Nuestro objetivo es cooperar con la sostenibilidad económica de la actividad agrícola.
Hiring & Onboarding in Turbulent Times FTW - Interaction23.pdfRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. Employees deserve a well-thought-out experience that includes them from the very beginning–from the creation of the position description—to that time after they’ve become integrated into our teams and organizations.
We can trace some of these imperfect scenarios all the way back to the creation of our performance profiles or position descriptions, and how they were created. When we understand the entire journey from candidate to employee, we see the value of treating onboarding as an ending of a particular process instead of a solitary event in time.
SXSW 2022 - Hiring & Getting Hired in Turbulent Times WorkshopRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. As candidates, the process can appear opaque, random, and daunting as you try to prepare for any number of questions, including those that spring up completely out of the blue.
It currently seems nearly impossible to hire AND impossible to even know how to get hired. We’ll explore activities to help you gain insights to improve your hiring processes and successes while also showing candidates what happens on the other side — so you can be better prepared to hire that new candidate, or be the one who lands the perfect gig.
3 Cs of Design - Charters, Critique, and Culture - Amuse ConferenceRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
Cubrix event voor de leden van de Vlaamse werkgeversvereniging VKW. Presentaiue afgewisseld met Impro-theater en onder begeleiding van Arno Vansichen en Luc Verheij
Born to be accessible - Barrierefreie PDFs gemäß PDF/UA effizient erstellenMarkus Erle
Einführungsvortrag beim Fortgeschrittenen-Workshop zum Thema "Barrierefreie PDFs effizient erstellen" bei der Pre-Conference zur Capito-Fachtagung am 30.09.2014 im Kursaal, Stuttgart-Bad Cannstatt
La problemática de los suelos, proviene de prácticas degradantes a través de los años; eliminando de él a los microorganismos benéficos que ayudan a mantener el equilibrio del suelo. Recuperar el suelo, significa devolver la vida a través de productos fruto de la biotecnología, para tener finalmente mayores cosechas, de mayor calidad. Nuestro objetivo es cooperar con la sostenibilidad económica de la actividad agrícola.
Hiring & Onboarding in Turbulent Times FTW - Interaction23.pdfRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. Employees deserve a well-thought-out experience that includes them from the very beginning–from the creation of the position description—to that time after they’ve become integrated into our teams and organizations.
We can trace some of these imperfect scenarios all the way back to the creation of our performance profiles or position descriptions, and how they were created. When we understand the entire journey from candidate to employee, we see the value of treating onboarding as an ending of a particular process instead of a solitary event in time.
SXSW 2022 - Hiring & Getting Hired in Turbulent Times WorkshopRuss U
Hiring and onboarding new employees to your team is all too often treated as an afterthought, or best case, as an at-the-moment-thought. As candidates, the process can appear opaque, random, and daunting as you try to prepare for any number of questions, including those that spring up completely out of the blue.
It currently seems nearly impossible to hire AND impossible to even know how to get hired. We’ll explore activities to help you gain insights to improve your hiring processes and successes while also showing candidates what happens on the other side — so you can be better prepared to hire that new candidate, or be the one who lands the perfect gig.
3 Cs of Design - Charters, Critique, and Culture - Amuse ConferenceRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
Guerrilla Design & Research Methods - Amuse ConferenceRuss U
This hands-on session will cover a number of low cost, yet powerful research methods to help you make better data-driven design decisions. You’ll work through a mini-project using these several techniques that will help you understand your user, begin to understand high-level requirements, start low-fidelity prototyping, and testing with users.
TOPICS COVERED:
A number of inexpensive, quick, but highly effective research and design methods when time and/or budget are limited
Valuable 'how-tos' to execute the research
What to do with the guerrilla research and design you do—how to proceed
QUESTIONS ANSWERED:
How do I get my boss or client to buy into doing research for my project?
What is guerrilla research and how is it different than traditional research?
What are some guerrilla research methods and what kind of results can I expect?
How do I pick the right method(s)?
What are the downsides/shortcomings of guerrilla research methods compared to other research methods?
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
We will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
There will be activities where you will experience the true nature of “trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster.
3 Cs of Design: Charters, Critique, & CultureRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
Design Culture Basics - Creating Your Team Charter - Interaction South Americ...Russ U
Getting a design team "on the same page" is the oft-stated goal of managers who care about how team unity affects the quality of the work. However, miscommunication is a given, and eventually every manager uncovers a series of disconnects between what was said and what was understood.
Consider, then, the benefits of creating a Team Charter: a kind of persona for your team that will help every member identify and agree upon a shared identity, purpose, and vision for the future.
Through a series of team activities, learn how to uncover the perceptions your team already has of themselves as a unit, as well as their thoughts about how they are perceived by others in the organization and craft a team charter of your own. With this key information, you can shape the team’s purpose and craft a plan to generate the proper perception of your team by others in a living document that keeps everyone on the same page.
The 3 Cs of Design - Charters, Critique, and Culture - Interaction South Amer...Russ U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
We’ve all worked at places where there’s never enough time to make sure that things are operationally done the “right way”—bills need to get paid, client or product/project work needs to get done and takes priority, and hey, everyone deserves to have a life, too. There is light at the end of this tunnel! Several companies, including Atari, Ford, Microsoft and Google, have pulled off some great things by taking advantage of skunkworks teams and projects. I’ve been fortunate enough to see some successes with those teams and projects, as well, and will share them so you can see how to apply the approach(es) to your own practice.
Way back in the 1940s, Kelly Johnson and his team of mighty skunks used their Skunkworks process to design—and build—a prototype jet fighter in 143 days. Kelly established 14 Rules and Practices for Skunkworks projects in order to help articulate the most effective way for his team to be successful in the projects that they worked on. Not only can we learn from Kelly’s rules and adapt them to our current methods of working, we can also create our own skunkworks teams and projects to ensure that the Cobbler’s kids—the operational areas of our design practices—get some shoes put on their feet. And the results might just smell pretty good, if you’re patient enough.
The 3 Cs of Design: Charters, Critique, and CultureRuss U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a design manager myself, it finally dawned on me: Now I’m the idiot! I had a lot of ideas about what a good manager is, how one acts, and the exact positioning of where the spotlight should land on the hero, which was absolutely supposed to be me. Thanks, ego.
Heroically speaking, I failed on many, many levels. I didn’t understand how to understand a team, and help turn their perceptions and expectations into something shared and agreed upon. I didn’t understand how to foster critique; I only knew that I was in charge of design and that I had the final say. Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, personas, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn't always been readily available--nor as painless to my pride and potentially my pocketbook.
The passing of time, the second and third chances that I’ve been given, and the sound advice that I didn’t want to listen to in the past have opened me up to a much different perspective. Oh, I’ve still got plenty to learn, and I’m excited to share some of what I’ve learned about charters, critique, and culture of design organizations.
The Career Workshop will help attendees prepare for a job search. Attendees will share experiences and challenges that they have encountered, and will be provided with insights and guidance to help them navigate the often-challenging job-seeker landscape.
The workshop is divided into information-sharing sessions and activity-based sessions that help attendees get a combination of classroom-style learning mixed with hands-on interaction. In addition to discussions of cover letters, resumes, and portfolios, we will brainstorm approaches to common interview questions, including the behavioral-based questions that are being used by many companies today. We will also learn how to research and negotiate salaries for full-time and contract employees.
For even more great information on Presenting at Conferences:
Conference Proposals That Don't Suck (A List Apart): http://alistapart.com/article/conference-proposals-that-dont-suck
Great Talks Start with Great Proposals (IA Summit Webinar): https://vimeo.com/75783835
Speaker Camp helps you get ready to present at conferences. Spend your Saturday with us and get prepared to get on stage and show your smarts!
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
We’ve all worked at places where there’s never enough time to make sure that things are operationally done the “right way”—bills need to get paid, billable work needs to get done and takes priority, and hey, everyone deserves to have a life, too. Companies like Atari, Ford, Microsoft and Google, have accomplished great things by utilizing skunk works approaches. I’ve been fortunate enough to see some successes with skunk works, as well, and will share them so you can see how to apply the approach(es) to your own practice.
Way back in the 1940s, Kelly Johnson and his team of mighty skunks used their Skunk Works process to design—and build—a prototype jet fighter in 143 days. Kelly established 14 Rules and Practices for Skunk Works projects in order to help articulate the most effective way for his team to be successful in the projects that they worked on. We can also use skunk works to ensure that the Cobbler’s kids—operational areas of design—get shoes put on their feet.
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principles that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
Speaker Camp Atlanta Workshop - June 28, 2014Russ U
You’ve Got A Lot To Say.
People Deserve to Hear It.
You don’t need to picture people in their underwear to get up on stage and share what you know. You do, however, need to have a compelling idea along with a well-written abstract and a well-structured, well-prepared presentation in order to give the talk you–and your audience–deserve.
Show up with 5 minutes of a presentation and learn from seasoned professionals who have seen their fair share of stages. We’ll provide you with a safe, welcoming environment and help you by providing valuable and actionable feedback that will help you level-up your presentation game.
We can help with that. Come learn with us!
UX Lisbon - Things I've Learned (and Am Still Learning) from Leading (UX Desi...Russ U
I’ve worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I’m the idiot! You see, most of my career has been an exercise in “trial by fire.” This process worked well when I was a designer and was trying to master the art of the task flow, site map, wireframe, prototype, persona, and so on. In leadership positions, the option to go back to the drawing board or to iterate hasn’t always been readily available—nor as painless to my pride and potentially my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I’ve also wanted people to be satisfied with me and the work I’m doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
If you’re interested in learning from some of the hard lessons I’ve learned, or in just laughing at my folly, there will be plenty of material to provide you with either opportunity.
Meta Meta Meta
You have attended workshops, you have seen them masterfully commanded by other people, and you really want to get a handle on doing this workshop thing yourself. This workshop is the workshop that will help you create and facilitate a workshop of your very own, in whatever workshop fashion you decide upon.
Mushroom Mushroom
Russ Unger will help you identify the path unlocking the workshop achievement in whatever platform you choose. You will learn how to plan your agenda, structure your workshop, and identify the tools that are needed to help you along the way. Preparation is only a small portion of The Workshop Workshop; you will also gain from the wisdom of the CrankyTalk Workshops to help you feel more comfortable with your material–and yourself–in front of a group of people who are relying upon you to be their guide.
Snake
There will be activities where you will experience the true nature of “trial by fire” or “getting your feet wet” (whichever metaphor you prefer). That is correct: You will be leading your very own workshop within The Workshop Workshop, and presenting your findings and results back to the rest of the workshop attendees.
Bring your most comfortable pair of shoes, your favorite writing utensil, and all the gumption you can muster.
(The Top 2-3) Things I've Learned (& Am Still Learning) From Leading (UX Desi...Russ U
I've worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I'm the idiot! Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the site map, wireframe, personas, and so on. In leadership, the option to start over or iterate hasn't always been readily available--nor as painless to my pride and my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I've also wanted people to be satisfied with me and the work I'm doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
Things I've Learned (& Am Still Learning) from Leading (UX Designers)Russ U
I've worked for a lot of idiot managers in my career. And then, one day, after I had become a manager, it dawned on me: Now I'm the idiot! Most of my career has been an exercise in “trial by fire” and this process worked well when I was a designer and was trying to master the art of the site map, wireframe, personas, and so on. In leadership, the option to start over or iterate hasn't always been readily available--nor as painless to my pride and my pocketbook.
Many of these lessons haven’t been easy for me to learn. It’s been tough to simultaneously remove obstacles without becoming one, or learning how to say “no” (and the flavors of yes and no!) when I've also wanted people to be satisfied with me and the work I'm doing. However, these lessons have all helped me become better at managing to some degree, while instilling a strong sense of empathy for those people who either report to me, or bless their souls, manage me in one way or another.
From Muppets to Mastery – Core UX Principles from Mr. Jim HensonRuss U
Jim Henson started working as a puppeteer in 1954, a fair 40-50 years before many of us even considered User Experience as a career. He did, however, take it upon himself to apply many of the core principles that UX Designers are falling love with today (or are at least using as part of our everyday lives). Hang out for a quick dive into the life of Jim Henson, with a view into his work from the perspective of how it pertains to what it is we’re doing today, that promises to even leave Waldorf and Statler happy.
And yes, there will be muppets.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
10. #goodtime ¦ @russu
What Would They Be?
If Adaptive Path didn t exist?
Image Source: adaptivepath.com
11. #goodtime ¦ @russu
What Would They Be?
If Adaptive Path didn t exist? If Happy Cog didn t exist?
Image Source: adaptivepath.com Image Source: zeldman.com
12. #goodtime ¦ @russu
What Would They Be?
If Adaptive Path didn t exist? If Happy Cog didn t exist? If UIE didn t exist?
Image Source: adaptivepath.com Image Source: zeldman.com Image Source: Flickr.com ¦ LocalCelebrity
27. #goodtime ¦ @russu
My Hero (Part 3)
The most important thing is:
You never define yourself, or a
practice, by what you do.
28. #goodtime ¦ @russu
My Hero (Part 3)
The most important thing is:
You never define yourself, or a
practice, by what you do.
(I kind of think she s right)
40. #goodtime ¦ @russu
How Many of Us Want To...
Work on a Mobile Project?
Be a Part of the Research for a Project?
Have Mad Skills in HTML5?
CSS3?
Responsive Design?
90. #goodtime ¦ @russu
Your Steak: We Will Not Cut It For You.
Don t Be Afraid to Ask Questions.
91. #goodtime ¦ @russu
Your Steak: We Will Not Cut It For You.
Don t Be Afraid to Ask Questions.
Don t Be Afraid to Go Off & Learn on Your Own.
92. #goodtime ¦ @russu
Your Steak: We Will Not Cut It For You.
Don t Be Afraid to Ask Questions.
Don t Be Afraid to Go Off & Learn on Your Own.
Don t Be Afraid to Try Something New.
93. #goodtime ¦ @russu
Your Steak: We Will Not Cut It For You.
Don t Be Afraid to Ask Questions.
Don t Be Afraid to Go Off & Learn on Your Own.
Don t Be Afraid to Try Something New.
Don t Be Afraid.