Design Centred User: A reality check on UCDReto Laemmler
We all talk and dream about User Centred Design. The reality shows that very often the user gets ignored which puts back the designer in the center. This presentation talks about the IDEAL vs. REAL world of UCD.
Improving Functional Usability is a short introduction I provide to Product Managers and my team members or anyone who is interested in knowing what is usability.
This document provides an overview of user research methods for UX design. It discusses why user research is necessary, describing iterative design based on user testing. A variety of research methods are presented, including interviews, card sorting, usability testing, and A/B testing. Guidance is given for which methods to use at different stages and for different goals. Both in-lab and remote testing approaches are covered. Best practices are also outlined, such as only needing 5 users to test with and recording everything from interviews and tests. The document concludes with an activity where participants pair up to interview each other and report back.
Usability vs. User Experience: What's the difference?Domain7
What's the difference between usability and user experience? Is there one? Check out Domain7's quick, handy guide—for designers, developers, and clients alike! Learn more: http://www.domain7.com/blog
1. The document discusses various qualitative research methods including symbolic interactionism, grounded theory, and the constant comparative method in ethnographic research.
2. It provides examples of how these methods can be applied, including conceptual frameworks, diagrams, and field notes from classroom observations.
3. Key aspects of qualitative research covered are theoretical sampling, coding procedures, developing concepts and categories from data, and generating theory grounded in the data.
Design Centred User: A reality check on UCDReto Laemmler
We all talk and dream about User Centred Design. The reality shows that very often the user gets ignored which puts back the designer in the center. This presentation talks about the IDEAL vs. REAL world of UCD.
Improving Functional Usability is a short introduction I provide to Product Managers and my team members or anyone who is interested in knowing what is usability.
This document provides an overview of user research methods for UX design. It discusses why user research is necessary, describing iterative design based on user testing. A variety of research methods are presented, including interviews, card sorting, usability testing, and A/B testing. Guidance is given for which methods to use at different stages and for different goals. Both in-lab and remote testing approaches are covered. Best practices are also outlined, such as only needing 5 users to test with and recording everything from interviews and tests. The document concludes with an activity where participants pair up to interview each other and report back.
Usability vs. User Experience: What's the difference?Domain7
What's the difference between usability and user experience? Is there one? Check out Domain7's quick, handy guide—for designers, developers, and clients alike! Learn more: http://www.domain7.com/blog
1. The document discusses various qualitative research methods including symbolic interactionism, grounded theory, and the constant comparative method in ethnographic research.
2. It provides examples of how these methods can be applied, including conceptual frameworks, diagrams, and field notes from classroom observations.
3. Key aspects of qualitative research covered are theoretical sampling, coding procedures, developing concepts and categories from data, and generating theory grounded in the data.
This document discusses a 4 step process for email marketing. Step 1 is about creating an email marketing strategy. Step 2 focuses on designing effective email templates and content. Step 3 is about implementing the email campaign and tracking key metrics. Step 4 is about integrating email marketing with a CRM system to improve customer relationships.
User Experience professionals are commonly called upon to fix a problematic design or help drive product enhancements. There is a wealth of research methods to help assess the success of an existing interface. But what about the early phases of a new product or concept? Do these same methods still apply? How can you best tailor your approach to gather useful input when your product and/or company are still in the formative stages?
For this presentation, Dorothy M. Danforth will discuss various low overhead, high-impact research methods available to Web Designers and UX professionals when creating new products, scenarios for when and how to use these methods, as well as general insights on how to get the most out of early stage R&D processes. Some illustrative examples and ideas from past product-concept research efforts will be provided.
Talking points to include:
• considerations when developing a UX focused research plan for a new product or concept
• how brand and corporate culture can impact and possibly drive interface decisions
• how the research process can identify organizational knowledge gaps (and vice versa)
• integrating UX research within the creative (visual design) and engineering processes
Our final class will cover what is expected of a product manager, including the skills, responsibilities and key activities product managers must perform.
The document provides information on developing an effective brand strategy, including defining what a brand is, understanding the importance of vision and mission statements, developing brand positioning, and creating a brand strategy roadmap. It discusses key concepts like primary vs secondary research, qualitative vs quantitative research, SWOT analysis, brand values, and formatting an effective positioning statement. The overall aim is to help readers understand the necessary steps and frameworks for establishing a strong brand identity and strategy.
How Can User Research Help PMs by Yelp Group Product ManagerProduct School
Main Takeaways:
- Product Managers are the voice of the user
- User research can help Product Managers build the right features
- User research can also help Product Managers ensure great designs
Usability Tips And Tricks For Beginners Experience Dynamics Web SeminarExperience Dynamics
Usability is commonly thought of as the art and science of making things easy to use.
What is behind the science of usability? How do we know when something is easy, easy to learn and satisfying?
Why is usability so important for any product, website, software or web application (including Rich Internet Applications)?
This document discusses a 4 step process for email marketing. Step 1 is about creating an email marketing strategy. Step 2 focuses on designing effective email templates and content. Step 3 is about implementing the email campaign and tracking key metrics. Step 4 is about integrating email marketing with a CRM system to improve customer relationships.
User Experience professionals are commonly called upon to fix a problematic design or help drive product enhancements. There is a wealth of research methods to help assess the success of an existing interface. But what about the early phases of a new product or concept? Do these same methods still apply? How can you best tailor your approach to gather useful input when your product and/or company are still in the formative stages?
For this presentation, Dorothy M. Danforth will discuss various low overhead, high-impact research methods available to Web Designers and UX professionals when creating new products, scenarios for when and how to use these methods, as well as general insights on how to get the most out of early stage R&D processes. Some illustrative examples and ideas from past product-concept research efforts will be provided.
Talking points to include:
• considerations when developing a UX focused research plan for a new product or concept
• how brand and corporate culture can impact and possibly drive interface decisions
• how the research process can identify organizational knowledge gaps (and vice versa)
• integrating UX research within the creative (visual design) and engineering processes
Our final class will cover what is expected of a product manager, including the skills, responsibilities and key activities product managers must perform.
The document provides information on developing an effective brand strategy, including defining what a brand is, understanding the importance of vision and mission statements, developing brand positioning, and creating a brand strategy roadmap. It discusses key concepts like primary vs secondary research, qualitative vs quantitative research, SWOT analysis, brand values, and formatting an effective positioning statement. The overall aim is to help readers understand the necessary steps and frameworks for establishing a strong brand identity and strategy.
How Can User Research Help PMs by Yelp Group Product ManagerProduct School
Main Takeaways:
- Product Managers are the voice of the user
- User research can help Product Managers build the right features
- User research can also help Product Managers ensure great designs
Usability Tips And Tricks For Beginners Experience Dynamics Web SeminarExperience Dynamics
Usability is commonly thought of as the art and science of making things easy to use.
What is behind the science of usability? How do we know when something is easy, easy to learn and satisfying?
Why is usability so important for any product, website, software or web application (including Rich Internet Applications)?
This document discusses planning usability testing by defining goals and metrics. It recommends categorizing goals into questions about the product, users, success metrics, competitors, needed research, and timing. Goals should be simple statements that can be measured, like "Can visitors find needed information?". The type of data collected, like qualitative user feedback or quantitative metrics, should depend on the goal and who will use the results. Common metrics include success rates, error rates, and task completion times. Planning goals and metrics upfront helps focus the testing and ensure it provides useful results.
You aren't your target market. - UX Research BasicsAngela Obias
Originally presented in an IT Entrepreneurship Ideation class in the Ateneo de Manila University, February 2015.
Bare-bones advice on how to get minimum, but necessary, validation about the class's digital product ideas.
Everybody can improve the User Experience of a product. You will learn about the Lean UX methodology and how you can include it into your own work, no matter whether you're a developer or manager. A few practical tips that anybody can use help you to get started with UX.
This document discusses 7 methods for conducting user research: field studies, desirability studies, surveys and polls, usability studies, remote testing, A/B testing, and researching without users. It provides an overview of when each method should be used, how to implement it, and tips/tools for each. The document emphasizes that user research is important because designers are not users, and it should be conducted at different stages of the product development process to inform, optimize, and assess the user experience.
As user experience evolves, new practices and techniques come into vogue. At the forefront of UX today are "Lean" and Agile UX methods and approaches.
"Lean UX" has become a buzz term that has grown out of the Lean Startup movement, which is based on the Lean philosophy of Steve Blank and Eric Ries (see Eric Ries' book, Lean Startup).
There's just one problem with Lean UX- what is it exactly, and how can it be implemented well? How does one approach "Lean" as an agency, a startup, a Fortune 100? It turns out there are a lot of interpretations of Lean UX in practice, and that a one-size-fits-all methodology may not be the answer.
This diverse of Lean UX forerunners and practitioners will attempt to address these thorny questions. Panelists will spend a few minutes defining Lean UX on their own terms, including how Lean UX is similar and/or diffferent from Agile UX. Thereafter, panelists will spend 10-15 minutes digging into the nitty-gritty implementation details of how they are practicing Lean UX on a day-day level for company and client projects.
We were so lucky to have the opportunity to attend the UX Summit at Chicago with speakers from Disney, NASA, Google, Amazon, and more. Check the Agenda http://bit.ly/UXSummitAgenda
We want to share this great experience, some of the Insights we learn during the event, and our favorite Quotes! Enjoy!
1) The document discusses how UX and design thinking are becoming central to digital businesses and marketing. It notes that simply hiring design firms is not a sustainable approach and that integrating design is important.
2) It provides an overview of a UX-driven process for product development that emphasizes quick iterations, cross-functional collaboration, and testing to develop a shared understanding of the user experience.
3) Examples are given of how different companies have integrated UX and design thinking into their marketing and digital strategies.
December 2017 presentation covering: What is design thinking? What does it look like in practice? What are some case stories of design thinking being used in the real world? How can we use design thinking in our organization? Where can I learn more?
The Importance of Solid Discovery by Zalando Product LeaderProduct School
Main takeaways:
-Talk to the customer you'll be selling to, not the one who's available to talk
-Start small - It's about what you leave out not what you put in
-Create your own niche - fast.
This document outlines the basic principles of user-centered design (UCD). It discusses how UCD prioritizes users by putting them at the center of design decisions through iterative testing and research. The goal is to optimize the user experience. Key aspects of UCD include discovering user needs through research, defining concepts based on personas, designing prototypes, and evaluating designs through usability testing to identify problems and continually improve the design.
This document summarizes a workshop on design thinking presented by Daniel Bartel and his network. It discusses key aspects of the human-centered design process like empathy, prototyping, testing, and iterating. The workshop covers reframing problems from the user's perspective, brainstorming solutions, creating prototypes to test ideas, getting feedback, and continually improving designs. The goal is to educate others on applying a startup mindset of failing early and learning quickly through the design thinking process.
Whole Brain Products For a Whole Brain WorldDigital SCRM
Theories of creativity - Mini Lecture
Theories of Creativity and the Creative Problem Solving Process Whole brain model Walla’s model of the creative process Divergent and convergent thinking Conditions of creative thinking Theories of creative problem solving
Whole Brain Model
One researcher’s theory maintains that the source of all ideas is human experience and understanding (Locke). Ideas spring from knowledge which is derived from observation of the external world and from awareness of our own internal understanding/interpretation of these observations (Proctor). Where does this occur in the most incredible information processor of them all, our brains!
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Similar to UiGathering 2012.07 Slide (Hoper Wang) (20)
This document discusses the growth and evolution of Evernote as a company. Some key points:
- Evernote has over 43 million worldwide users, with over 77 million new notes created in the last 30 days and 50-60 thousand new users per day.
- Despite its success, Evernote has continued improving its design, functionality, and community. It has evolved its products and services over time to meet changing needs and technologies.
- Evernote's growth is attributed to good timing entering the market, focus on functionality over marketing, and building an ecosystem of partners and users. It has established itself as a leader in the note taking space over the past 10+ years.
The document summarizes the process of conducting a contextual user research workshop. The summary is:
1) The workshop involves identifying users, collecting data through contextual inquiry, and assimilating the data using affinity diagramming.
2) Contextual inquiry involves building rapport with users, observing them in their environment, conversing to understand their needs, and gathering notes, photos and videos.
3) Affinity diagramming is used to assimilate the collected data. It involves grouping notes collaboratively and individually, adding labels, and reorganizing the notes into overarching themes.
The document discusses innovation and how to come up with new ideas. It states that innovation is not something that can be done without effort and must be new, useful, and feasible. It provides tips for innovating such as living in the future, being at the leading edge, asking questions, noticing what's missing, and being curious. It also emphasizes the importance of experimenting, collecting and analyzing user feedback, failing and adjusting fast, and being willing to pivot. The key to innovation comes from understanding needs, getting user feedback, and being prepared to pivot based on learning.
- The document discusses positive design impact and provides insights from exercises on what makes people happy, soft skills for UX practitioners, and empathy.
- It also touches on understanding organizations, immersing yourself, being elastic, and sharing stories to demystify the design process.
- The document concludes by discussing characteristics like awareness, leadership, and habits UX professionals should cultivate to have more global impact.
This document outlines user research methods that can be used from exploration to ideation. It discusses contextual inquiry to understand users in their environments, group interpretation to make sense of findings, affinity diagramming to organize insights into themes, wall walking to generate design ideas, identifying hot ideas, and visioning sessions to flesh out concepts. The goal is to use these qualitative research techniques to deeply understand users and generate innovative design solutions that meet user needs.
The document summarizes the key topics discussed at an industry-academia dialogue on user experience in Taiwan. It discusses how both academia and industry are moving towards a user-centered approach. For academia, it notes the shift towards T-shaped and tree-shaped professionals with both broad and deep skills. For industry, it discusses adopting the user experience design cycle and "smiling curve" model to better understand users and add value. Recent news is cited showing how companies are increasing their focus on software engineers and user insights.
This document announces an event called UiGathering 2011 July on visual design. It discusses how graphical user interfaces have evolved over 40 years to access data, control functions, organize information, interact with users, and connect people. It then notes how GUI designers have also evolved over 10 years to modify colors/icons, unify visual styles, create interactive experiences, and empower teams. The agenda includes a talk by Ivan Wei on motion user interfaces and a talk by Allen Chan on visualization and pixel-level design. The document also lists the UiGathering events planned for 2011.
The document discusses the visual design process for redesigning the user interface of Trend Micro Titanium security software. It describes exploring different styles, concepts, and iterations to make the interface simpler, lighter, and more visually appealing. The final design used animations, image sprites, and a video to help tell the story and engage users. The document emphasizes that every visual element impacts the user experience and inspires designers to believe in themselves.
This sharing is from our speaker Angel Wu who shared us her Mobile App design experience on our May event. UiGathering is an non-profit organization to promote user experience design and research in Taiwan.
More from UXTW(Taiwan User Experience Professional Association) (20)
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.