This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
A constantly growing and regularly updated collection of UX, CX and usability maturity models. More than 40 maturity models and variations by Jacob Nielsen, Jared Spool, Bruce Temkin, Forrester Research, Adaptive Path and many others.
UX is omnipresent nowadays and will grow more and more the tool of innovation. Companies are becoming aware of the vitality of adopting this technology from the start. The Importance of UX is a presentation of how we as a UX Design Team implement UX in projects.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
A constantly growing and regularly updated collection of UX, CX and usability maturity models. More than 40 maturity models and variations by Jacob Nielsen, Jared Spool, Bruce Temkin, Forrester Research, Adaptive Path and many others.
UX is omnipresent nowadays and will grow more and more the tool of innovation. Companies are becoming aware of the vitality of adopting this technology from the start. The Importance of UX is a presentation of how we as a UX Design Team implement UX in projects.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
Creating a backlog of user stories is pretty straight forward but it doesn't help you when it comes to decisions like what to build first, how to prioritize and groom the backlog, how to scope and plan the project, and how to visualize progress. The traditional backlog is simply too flat and often too long to help you see the bigger picture and make good decisions. User Story Mapping helps simplify all of these common project issues. By adding a third dimension to your backlog, your team will make better decisions about priorities, scope, and planning while improving your ability to visualize progress.
In this practical session I’ll cover the basics of user story mapping before walking you through case studies of how our teams are using this approach and the results we are achieving. I'll show you the before, during, and after pictures from several projects so that you can understand how our maps progress during the projects and how we use them to influence iterative development, promote good decision making, and visualize priorities, plans, scope and progress.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
Dual Track Agile Or, How I learned to stop worrying and love the scrumUXDXConf
In software there are two key types of work - discovery and delivery. However, that doesn't mean there are different people doing those jobs. If the whole team is responsible for product success, not just getting things built, then the whole team needs to understand and contribute to both kinds of work.
Dual track agile and the UXDX model both convey the approach of design and development working together.
- what is UX?
- why is it important?
- a brief history and future of UX
- general ux principles
- enterprise ux
- ux project approach
- ui design principles
- ux tools
A brief introduction to User Experience (UX) Research (in English and Bahasa Indonesia). This lecture was delivered on 19th February 2019 at Ciputra University, Surabaya, Indonesia.
A word “design” has a very broad meaning and is used in nearly every business or industry. We always have an intuitive awareness of what this is about though. But when we talk about UX and UI design terms, everything is getting a lot more complicated.
What is UI UX design? Is it a generic term? Or UX and UI are two separate concepts? If they are autonomous notions, so why are they always used together? In this article I want to answer all your questions concerning this topic.
https://spdload.com/blog/ux-vs-ui-design/
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says “I’m a designer,” it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
A 45min workshop sponsored by General Assembly Boston at the 2015 BostInno State of Innovation conference
The presentation discusses factors that naturally occur as a product startup grows and how the user experience design process offers a path to continued success.
http://www.generalassemb.ly/boston
http://bostonstateofinnovation.com
A big thanks to @johnmaeda of @kpcb whose "Design in Tech" deck was an inspiration in creating this. Check it out here: http://www.slideshare.net/kleinerperkins/design-in-tech-report-2015
Creating a backlog of user stories is pretty straight forward but it doesn't help you when it comes to decisions like what to build first, how to prioritize and groom the backlog, how to scope and plan the project, and how to visualize progress. The traditional backlog is simply too flat and often too long to help you see the bigger picture and make good decisions. User Story Mapping helps simplify all of these common project issues. By adding a third dimension to your backlog, your team will make better decisions about priorities, scope, and planning while improving your ability to visualize progress.
In this practical session I’ll cover the basics of user story mapping before walking you through case studies of how our teams are using this approach and the results we are achieving. I'll show you the before, during, and after pictures from several projects so that you can understand how our maps progress during the projects and how we use them to influence iterative development, promote good decision making, and visualize priorities, plans, scope and progress.
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
Dual Track Agile Or, How I learned to stop worrying and love the scrumUXDXConf
In software there are two key types of work - discovery and delivery. However, that doesn't mean there are different people doing those jobs. If the whole team is responsible for product success, not just getting things built, then the whole team needs to understand and contribute to both kinds of work.
Dual track agile and the UXDX model both convey the approach of design and development working together.
- what is UX?
- why is it important?
- a brief history and future of UX
- general ux principles
- enterprise ux
- ux project approach
- ui design principles
- ux tools
A brief introduction to User Experience (UX) Research (in English and Bahasa Indonesia). This lecture was delivered on 19th February 2019 at Ciputra University, Surabaya, Indonesia.
A word “design” has a very broad meaning and is used in nearly every business or industry. We always have an intuitive awareness of what this is about though. But when we talk about UX and UI design terms, everything is getting a lot more complicated.
What is UI UX design? Is it a generic term? Or UX and UI are two separate concepts? If they are autonomous notions, so why are they always used together? In this article I want to answer all your questions concerning this topic.
https://spdload.com/blog/ux-vs-ui-design/
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says “I’m a designer,” it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
A 45min workshop sponsored by General Assembly Boston at the 2015 BostInno State of Innovation conference
The presentation discusses factors that naturally occur as a product startup grows and how the user experience design process offers a path to continued success.
http://www.generalassemb.ly/boston
http://bostonstateofinnovation.com
A big thanks to @johnmaeda of @kpcb whose "Design in Tech" deck was an inspiration in creating this. Check it out here: http://www.slideshare.net/kleinerperkins/design-in-tech-report-2015
Part of the Mobile Communications Resource Center, this is one of several presentations created by Sara Quinn for The Knight Center and shared with Ball State University's College of Communication, Information and Media. All rights are reserved.
I gave this presentation at the Iatric Systems Company Retreat in 2013 as in introduction to best design practices, with an audience of mostly developers in mind.
Beyond usability: Designing with persuasive patternsAnders Toxboe
Cards.ui-patterns.com
Traditionally, UI design has its focus on improving usability for the user. Persuasive design has its focus on improving motivation.
Learn how to apply psychology to design engaging digital experiences that make people take action. For this, we will examine how we are as humans, how we think and what behavioral patterns drive our journey through an interface. You will learn what motivate users when they make decisions and how they make decisions.
The appropriate approach to engaging your users, depend on where they are in a product's lifecycle.
We will examine a selection of important stages of the user-relationship:
- How to build trust
- How to get user to understand what difference your product makes.
- How to get users started
- How to get users discovering the complete offer
- How to make them stick around and come back
- And how to make them love your product and talk about it
Learn more at UI-Patterns.com
Learn how to take information and data and present it visually in a way that connects with your audience. In this presentation, you’ll learn the 12 common mistakes people make in creating charts and graphs, and what you can do differently.
Presenting Data is just one part of our four part presentation series. Previously we’ve released Presenting Better. If you missed it, you can access it here - http://slidesha.re/1ilb4ix. Stay tuned for our webinars on Presenting Story and Pitching to Win!
Sunny with a Chance of Innovation: A How-To for Product Managers and Designer...Future Insights
Taken from the Future of Web Design, San Francisco 2015 Conference. https://futureofwebdesign.com/san-francisco-2015/
Growth stage companies need to continue to be as innovative as they were as smaller startups - but how do you actually do it? How can product leaders and designers de-risk valuable new ideas and get the support required to actually execute? From the perspective of a product owner and a designer respectively, Audrey and Alexa will walk through how they ran an innovation team on a recent project. They'll discuss how they rallied a broader group of stakeholders around big and risky ideas, testing the limits of experimentation, and turning small-scale experimental code into real life features. Thinking big and executing in layers is the future of innovation. You will walk away with some easy methods to start launching experiments at your company, regardless of whether you come from a three-person startup or a huge corporation.
Formulating the best presentation for your next sales meeting can seem like rocket science. Where do you start? Should you use graphs and pie charts? How do you conclude your presentation?
The presentation scientists at PGi have the answers. Check out the five elements you need to create a winning presentation design that will have your prospect saying "yes" to you and your products.
Capturing Contexts: A workshop with jobs-to-be-done tools / Service Experienc...Martin Jordan
Customers hire services and products to do a certain job. Once people spot a job in their life they start looking for a solution, an offering that helps them to get the job done. Which offering they eventually hire often depends on the circumstances in which the job occurs.
This workshop highlighted the importance of customers’ situations and contexts when creating new offerings. As circumstances are changing, people’s related needs and desired outcomes do too. Using the example of food-related services, the workshop at Service Experience Camp 2015 illustrated how all offerings fulfil the general need of feeding humans, but also which specific situations each service caters for.
The workshop was run by Andrej Balaz, Hannes Jentsch and Martin Jordan on November 14, 2015 at Service Experience Camp in Kalkscheune in Berlin-Mitte.
This session was an introduction into the art and science behind storytelling, covering a range of simple story mechanics to tricks of the trade. Exemplified via a live action demonstration of different techniques to fabricate different emotions, in particular surprise and in contrast suspense, to help our audience become self-conscious storytellers.
Like double edged swords, blind dates, and nuclear power plants, either a PowerPoint presentation can go really well and make you look totally awesome or it can completely suck and be the scourge of your existence. If you’re a savvy panda you’re no doubt aware that there are certain flaws in presentation design which can wreck an otherwise perfectly good slide presentation.
In case you’re well-versed in the do’s of presentation design but need some reinforcement about the don’ts to make sure you don’t screw up an otherwise perfect presentation, here are FIVE PRESENTATION DESIGN TIPS to remember the next time you create a presentation.
Learn about product design and what it is, why it's important, and methods for approaching design yourself. Slides are copyright Stephanie Engle and taken from a presentation for HackDuke at Duke University.
PechaKucha: The Japanese-inspired Presentation Format24Slides
Standing in front of an audience can be difficult for even the brainiest and most eloquent person. It’s likely you’ve witnessed a presentation that has lost track of itself and ended in a deluge of hysterical rambling.
But have you ever been to a PechaKucha night? The presentation meets party-game event keeps presenters on track, on their toes and on time. It’s all about presenting 20 slides with for 20 seconds each.
Bringing User-CenteredDesign Practices intoAgile Development Projectsabcd82
Bringing User-CenteredDesign Practices intoAgile Development Projects -This full day tutorial seeks to explain Agile Development\'s incremental release and iterative development strategy from the perspective of a user centered design practitioner. Practical advice is given on making Agile development more user-centric.
World Usability Day 2016 in Antwerp (Belgium), Thursday, November 10th - Jan Moons, UX expert and co-founder at UXprobe
"Hands on with Lean and Agile User Testing"
Jan Moons shows how to use the latest tools to easily integrate user testing into a lean process. Discover how user testing can be the answer for problems of conversion, usability, and UX quality. In the workshop you will explore all sides of user testing (be the user, be the moderator, be the client) and you will see how lean and agile user testing can be.
Jan is the co-founder of UXprobe, company that is focused on a mission of helping companies build great digital products that deliver a fantastic user experience. Jan has almost 20 years of experience as a software engineer and is a certified usability designer.
Make It Fast: Delivering UX Research to Agile TeamsUXPA Boston
One of the biggest challenges facing UX designers working with agile teams is providing user research in a quick, effective way. Design sprints take less time than in the past and development makes it difficult to slip user feedback into the mix. Traditional research takes time to design, set up, recruit for, run and analyze. Since that could span several sprints, “traditional” research simply doesn’t work in today’s rapid pace development, and the user experience suffers. Many organizations are tackling this challenge.
We’ve brought together 4 panelists who are using methods to address the issue of rapid UX research. Panelists come from both in-house teams and agencies. We’ll share our approaches and offer practical advice about how to do it, why it works and what could be improved. We’ll cover both unmoderated tests and more traditional moderated tests. You’ll learn some new approaches and get a chance to ask questions or share your own experiences.
Start with Quality - an Agile Tester's Case StudyNick Zdunić
A presentation given at MTUG 2016. The recording is available on the Code Genesys website as well http://www.codegenesys.com/start-with-quality/
Some inspiration from Henrik Knibergs presentation. Just so happens we didn't know of this until we had implemented it. It was so similar. We give credit to his material in the slide deck as well.
Building & launching mobile & digital productsAnurag Jain
These slides are an introduction to Product Management for building & launching mobile & digital products for consumers. It covers the basics of Product Management as well as gives an overview of the Product Management process and a practical, iterative approach to building products.
Lean UX - Applying Lean Principles to improve
User Experience in Agile environment. It accomplishes this by getting out of the deliverables business and instead focusing on successful experiences.
Jeff Belden MD and Janey Barnes PhD co-presented at HIMSS Virtual Conference June 2010. You can hear the audio recording if you are a HIMSS member, available online.
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?
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
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.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Top Israeli Products and Brands - Plan it israel.pdf
Lean UX
1. Lean UX
How to integrate UX design into an Agile Development Environment
2. Content!
1. Three foundations of Lean UX!
2. Core Principles!
3. The Process!
i. Step 0: Preparation!
ii. Step 1A: Declare Assumptions!
iii. Step 1B: Initial Understanding!
iv. Step 2: Create an MVP!
v. Step 3: Run an Experiment!
vi. Step 4: Feedback and Research!
vii. Building Lean UX into Agile/Scrum!
4. Summary
3. Three foundations of Lean UX!
1. Design Thinking: thinks like a designer, drive the business direction by
observing what people want and need, like or dislike and refine accordingly
2. Agile Software Development: Lean UX applies the four core principles of
Agile development
i. Individuals and interactions over processes and tools
ii. Working software over comprehensive documentation
iii. Customer collaboration over contract negotiation
iv. Responding to change over following a plan
3. Lean Startup Methods: build the Minimum Viable Products (MVPs) for rapid
learning of market response
3
4. Core Principles!
1. Build a Small, Colocated & Cross-functional Teams: build a team of less than 10 core people,
everyone is engaged in every step for team efficiency, team work is highly valued, lessons learned in
a collective manner with the team as a whole, the deeper into the process, the better the team at
guessing what the market actually needs.
2. User-Centered Design Process: get feedback from real users as a way of learning, ideas and
designs are tested against real users for new discovery and refinement, ideas can be proved first
before scaling.
3. Lightweight and Fast Actions: the team should try to use the shortest duration to build products
(MVP) for testing, the more the testing, the faster to find the right direction.
4. Performance is Assessed by Output Outcomes: teams are assigned problems instead of output
specifications, they are given the free hand to try different solutions for maximum impact, outcomes
are business goals (like increased conversion rate), the team must be safe to fail which can breed a
culture of experimentation.
5. Designers should Work in Small Steps: resources are scarce, designers should laser focus on the
most important tasks by creating designs that are crucial for the current MVPs and avoid presenting a
large-batch polished design upfront, designers should also use sketches and wireframe to discuss
their ideas early in the design process before building the design.
4
5. The Process!
The above steps describes a typical cycle of formulating
assumptions, building, testing and learning.
Lean UX is a discovery process. User feedback is
collected, analysed and utilised continually throughout
the whole design/development process.
Declare
Assumptions /
Initial
Understanding
Create an!
MVP
Run an!
Experiment
Feedback!
and!
Research
1 2 3 4
5
6. Step 0: Preparation!
• Build a measurement system (e.g. digital analytics) into the
current service/product to collect data for benchmarking
• Define and prfioritize the personas for the service/product,
personas represents the typical users (maybe up to 10
personas with 1-2 primary personas), personas must be
derived from actual user profiles but given fictitious details
(name, age, photo, occupation, needs and problems with the
service/product)
• Create and maintain a style guide which contains the most
updated design components and patterns ever used (e.g.
buttons, graphs, navigations, forms), usually with sample code
and style. Updates should be communicated to all users.
6
7. Step 1A: Declare Assumptions!
Lean UX is concerned about testing and learning. We
have to test the validity of hypotheses and make
adjustments accordingly.
Who: All team members
What: Create and prioritize the problem statements
(goals, a current problem and an explicit request) and
test with hypotheses statements.
7
8. Step 1A: Declare Assumptions!
An example of problem statement:
[Our service/product] was designed to achieve [goals].
We have observed that the service/product isn’t meeting
[these goals], which is causing [this adverse effect] to
our business. How might we improve [service/product]
so that our customers are more successful based on
[these measurable criteria]?
!
8
9. Step 1A: Declare Assumptions!
An example of hypotheses statement:
We believe [doing this] for [these personas] will
achieve [this outcome].
We will know we’re [right/wrong] with [qualitative
feedback/quantitative feedback/KPI changes].
!
9
10. Step 1B: Initial Understanding!
Goal: Mutual understanding between all members, in
particular designers and developers, is crucial.
Who: All team members
What: The designer leads a meeting with all team
members to discuss and come to agreement with some
initial ideas to the problem. The meeting can be in the
form of stand-up meeting or design studios (everyone
brainstorm, discuss and choose the initial solution by
consensus) by using low fidelity sketches on whiteboard
or paper.
10
11. Step 2: Create an MVP!
Goal: MVP stands for Minimum Viable Products. They
are not the finished marketable products but rather
complete products ready for testing.
Who: Designers and/or developers
What: Decide what to learn and how to learn the
quickest. Define the signals/metrics in advance. Since
we are mostly concerned about testing and learning in
this stage, the MVPs can range from low-fidelity
prototypes, high-fidelity mockups to fully functional
demos as long as they serve the purpose.
11
12. Step 3: Run an Experiment!
It’s show time.
Who: Designated Testers and/or The Team
What: Ask people come to your place to test out the
new features or bring the product/service to places with
your defined personas.
12
13. Step 4: Feedback and Research!
While the primary feedback is collected from field
testing of the MVPs, more feedback can be found in on-
site search data, third party review sites, customer
service calls, enquiry emails, and from the social media
networks.
Who: The Team
What: To make sense of the feedback by i) looking for
patterns, ii) finding an explanation for outliers, iii)
double verify the patterns with other sources.
13
14. Typically, Scrum employs a 2 week sprints model.
Several related sprints may be grouped into a theme.
Declare Run an experiment (Step 3) and Feedback and
Research (Step 4) can be added to each sprint with a
“3-12-1″ cycle (3 users, by 12 noon, 1 a week)
Building Lean UX into Agile/Scrum!
2 Week Sprint
Step 1 IPM Step 3/4
2 Week Sprint
Step 1 IPM Step 3/4
2 Week Sprint
Step 1 IPM Step 3/4
Theme
14
15. Building Lean UX into Agile/Scrum!
Typically, Scrum employs a 2 week sprints model.
Several related sprints may be grouped into a theme.
Declare Run an experiment (Step 3) and Feedback and
Research (Step 4) can be added to each sprint with a
“3-12-1″ cycle (3 users, by 12 noon, 1 a week)
2 Week Sprint
Step 1 IPM Step 3/4
2 Week Sprint
Step 1 IPM Step 3/4
2 Week Sprint
Step 1 IPM Step 3/4
Theme
15
16. !
Run an experiment (Step 3) and Feedback and
Research (Step 4) can be added to each sprint with a
“3-12-1″ cycle (3 users, by 12 noon, 1 a week)
Building Lean UX into Agile/Scrum!
Recruit test subject!
!
Decide what will be
tested
Refine what will be
tested
Testing day!
!
Review findings
with entire team
Plan next step
based on findings
Mon Tue Web Thur Fri
Refine what will be
tested!
!
Write the test script!
!
Finalised recruiting
16
17. Wrap Up
1. The whole team should know what problem we’re solving!
2. The whole team should know what success looks like!
3. Always seek the simplest solution
4. Always ask why. Question, don’t just accept
17
18. Useful Link
1. The Lean UX Manifesto: Principle-Driven Design
http://www.smashingmagazine.com/2014/01/08/lean-ux-
manifesto-principle-driven-design/
2. Using Proto-Personas for Executive Alignment
http://uxmag.com/articles/using-proto-personas-for-
executive-alignment
18