Learn from the mistakes I've made running a web design and development agency. I've made plenty, so why not learn from mine and maybe avoid making the same ones yourself?
This is a short and sweet deck of do's and dont's :)
This document discusses human experiences and interfaces. It defines an experience as involving human senses and being shaped by interactions both at the micro and macro level. Interfaces are described as extensions of humans that enable interaction and shape experiences. The key aspects of interfaces that deliver experiences are identified as being localized, personalized, and pushing relevant context. The interface layer is presented as hiding complexity while aggregating products/services into experiences. The focus is on designing interfaces and technology for natural human experiences.
Rp2-2015-technology trends enriching consumer experienceRavi Pal
The document discusses how different people experienced the 2015 Nepal earthquake through various media, content, stories, data, social apps, and technology. It also addresses the relationships between humans and machines and different ways of experiencing a story through application of technology in context. The document advocates for designing experiences for humans that are natural and empathetic.
Rp2-2015 - technology driven macro trends in marketing space Ravi Pal
The document discusses trends in marketing technology, including the increasing capabilities of machines and how they are becoming more human-like. It also touches on the future of storytelling using virtual reality. Several topics are listed relating to the future of brands, including more innovation but less control, as well as segmentation, startups, and content. The future of marketing agencies is discussed as moving beyond traditional "mad men" styles to utilizing diverse talent and playing more of an educational role. The importance of human experiences, design, empathy, data, analytics, storytelling and solutions is emphasized.
Technology Trends, Consumer Experience @MICA 2016Ravi Pal
Technology trends and consumer experience, how to build for new age experience? how do we understand experience and its architecture? what are the possible candidates to attack to build an impact using technology.
The document discusses tools, methods, and techniques for experience innovation and design. It covers topics like experience architecture, prototyping, storytelling, design thinking, and building minimum viable products. Tips provided emphasize challenging conventions, anticipating future needs, and designing with empathy and meaning to create natural experiences for humans.
The missing part of software development: engineeringMichele Orsi
The document discusses how software engineering principles can be applied to software development to address common pain points experienced by developers. It advocates adopting practices used in civil engineering like solid principles, design patterns, object-oriented design, and test-driven development. This includes starting with use cases to understand requirements at a high level, hiding complexity behind abstractions, and developing loosely coupled code through interfaces and dependencies. The goal is to develop software using a more rigorous engineering approach to improve quality and sustainability.
This document discusses human experiences and interfaces. It defines an experience as involving human senses and being shaped by interactions both at the micro and macro level. Interfaces are described as extensions of humans that enable interaction and shape experiences. The key aspects of interfaces that deliver experiences are identified as being localized, personalized, and pushing relevant context. The interface layer is presented as hiding complexity while aggregating products/services into experiences. The focus is on designing interfaces and technology for natural human experiences.
Rp2-2015-technology trends enriching consumer experienceRavi Pal
The document discusses how different people experienced the 2015 Nepal earthquake through various media, content, stories, data, social apps, and technology. It also addresses the relationships between humans and machines and different ways of experiencing a story through application of technology in context. The document advocates for designing experiences for humans that are natural and empathetic.
Rp2-2015 - technology driven macro trends in marketing space Ravi Pal
The document discusses trends in marketing technology, including the increasing capabilities of machines and how they are becoming more human-like. It also touches on the future of storytelling using virtual reality. Several topics are listed relating to the future of brands, including more innovation but less control, as well as segmentation, startups, and content. The future of marketing agencies is discussed as moving beyond traditional "mad men" styles to utilizing diverse talent and playing more of an educational role. The importance of human experiences, design, empathy, data, analytics, storytelling and solutions is emphasized.
Technology Trends, Consumer Experience @MICA 2016Ravi Pal
Technology trends and consumer experience, how to build for new age experience? how do we understand experience and its architecture? what are the possible candidates to attack to build an impact using technology.
The document discusses tools, methods, and techniques for experience innovation and design. It covers topics like experience architecture, prototyping, storytelling, design thinking, and building minimum viable products. Tips provided emphasize challenging conventions, anticipating future needs, and designing with empathy and meaning to create natural experiences for humans.
The missing part of software development: engineeringMichele Orsi
The document discusses how software engineering principles can be applied to software development to address common pain points experienced by developers. It advocates adopting practices used in civil engineering like solid principles, design patterns, object-oriented design, and test-driven development. This includes starting with use cases to understand requirements at a high level, hiding complexity behind abstractions, and developing loosely coupled code through interfaces and dependencies. The goal is to develop software using a more rigorous engineering approach to improve quality and sustainability.
The document appears to be notes from an Apple Professional Development workshop on creativity and change. It discusses using various apps like iMovie, GarageBand, and podcasting to create media projects. Students are instructed on doing short tasks like taking photos or videos and editing them. The workshop emphasizes designing an original project using these tools that relates to the learning plan.
Mobile Resources Use in a Distance Learning PopulationBillie Anne Gebb
The document discusses a survey conducted at Frontier Nursing University to understand mobile device usage among distance students. The survey found that a high percentage of students felt mobile devices allowed more study time. Many students used their devices daily to access resources like DynaMed, Lexicomp, and email. The results suggest students are using mobile learning informally and want guidance on effective mobile app usage. The document recommends increasing mobile content, technical support, and teaching students how to use relevant apps.
Chris Johnson, General Manager of Provoke Solutions in Seattle, gave a presentation on Yammer. He discussed Yammer 101 including how it is like Facebook for the enterprise. He reviewed Microsoft's vision for social which includes integrating Yammer and Office 365. He also covered how to decide between social options in the cloud or on-premises and how to develop with the Yammer APIs.
Elements of User Experience for Mobile AppsPek Pongpaet
Pek Pongpaet presented on elements of user experience for mobile consumers. The presentation covered key principles for UX design including simplicity, usability, engagement, flow, virality, gamification, and delight. Examples were provided for each principle using apps and games like Apple Maps, Instagram, Duolingo, Angry Birds, Candy Crush, and others. The goal of the presentation was to provide best practices for designing optimal mobile experiences based on these user-centered design elements.
XD Immersive: Jessica Outlaw, Augmented Reality and the Future of Immersive E...UX STRAT
The document provides an overview of augmented reality and immersive experiences. It discusses current AR devices and experiences, content creation strategies, and design guidelines. It also explores future technologies like mixed reality and how they could transform areas like education, work, and social interaction. Hands-on activities are used to familiarize participants with 3D design concepts and prototyping AR experiences.
Presentation by Martina F. Ferracane at European Business Summit (May 2015).
Video version available at this link: https://youtu.be/hrRHBCLcgqU - It shows also the videos presented in the PPT!
XD Immersive: Jessica Outlaw, Virtual Reality and the Future of Immersive Exp...UX STRAT
The document outlines an agenda for a workshop on virtual reality and immersive experiences. The agenda includes an overview of current VR technologies, demonstrations of VR experiences, a design activity, and a discussion of future VR technologies. During the activity, participants are asked to design VR experiences that incorporate gaze, voice, gesture, or controller input and provide sensory feedback synchronized with the content and user experience. The document emphasizes that VR experiences can be designed to deepen engagement, enhance education, provide escape, enable social connections, and influence human behavior through embodied cognition. It closes by asking participants to consider how discussed technologies could impact their work or industries and what they can do now to apply these technologies.
Who is Doing the Work? Designing for AI across modes of interaction.ChrisNoessel
The foundational question for designing AI systems is: Who is doing the work? The human with help from the AI? Or the AI with help from the human? Once designers understand and become familiar with the differences of these modes of interaction, they can more confidently design modern systems that take advantage of AI APIs. Noessel literally wrote the book on Agentive Tech last year, and is working on the follow-up book about Assistant Tech. In this workshop participants gather into design pairs. Then short lectures explain the core concepts and start the creative ideas flowing, followed by integration exercises where participants put these ideas into action. Each team refines ideas across the day, and integrating these modes into a cohesive whole. Time allowing, teams are asked to volunteer to present the key ideas from their designs.
This document discusses Agile and Scrum methodology. It provides an overview of Agile principles and values based on the Agile Manifesto. It also describes Scrum roles, activities, artifacts and how Pronto implements Scrum in their work. Key Scrum concepts covered include sprints, product backlog, daily scrums, sprint planning and retrospectives. Common challenges with Scrum such as unclear requirements and lack of participation are also addressed.
XD Immersive: Andrew McHugh, "Making the Transition to VR / AR Experience Des...UX STRAT
This document summarizes a presentation given by Andrew R McHugh on his personal journey from 2D to 3D product design. The presentation covers various topics like understanding constraints, learning tools like Unity and Blender, building prototypes, and the importance of continually experimenting and learning. It also discusses challenges like the expense of VR hardware and provides advice for designers starting out in 3D experiences. The overall message is that becoming proficient in 3D design takes time, but starting small and being willing to learn is important for success.
This document discusses online communication and best practices. It provides an overview of the evolution of online communication from 1995 to present day, highlighting the integration of online and offline channels. The document emphasizes that online communication requires asset management and presenting content across channels in a consistent way.
A brief introduction on digital marketing based on my experience and day-to-day executions.
This was shared during the launch of AIESEC X Maxis Partnership on 20th Jan 2017.
Will Henry discusses his lifelong passion for creative design and art. He explains that he was drawing from a very young age and does not create to be cool, famous, or to win awards, but simply because he loves it. His goal is to inspire others through his work while also continuing to learn and grow as a designer himself.
The document summarizes how social media usage has risen drastically over the past decade and how it is affecting people's minds and behaviors. Some key points include:
- 65% of American adults and over 90% of teens now use social media regularly
- The average person spends over 2 hours per day on social media and has 5.5 accounts
- High media usage is linked to shorter attention spans but better ability to multitask
- Advertisers are adjusting techniques to account for shorter attention by using concise messaging
- Media and minds have a cyclical relationship where each shapes the other over time.
Over the past decade, print magazine sales have been steadily declining, with sales decreasing every year since 2005. This is due to the rise of digital media and decreasing newsstand sales. While some magazines have attempted strategies like producing special issues or focusing more on digital/social media, the future of magazines is uncertain as print fades and the industry scrambles to adapt their business models for the digital age.
The App Revolution: Helping or Hurting Productivity in a Corporate SettingShawn Nicholson
The document discusses how mobile apps in the workplace can both help and hurt productivity. While many companies develop mobile apps for employees to increase productivity, some employees report using apps for non-work purposes or feeling apps actually decrease productivity. There is also a bring-your-own-app trend happening, but this poses security risks if done without IT approval. Ultimately, mobile apps have the potential to make difficult tasks easier and increase access to information, but a balance must be found between employee morale, security, and productivity.
John Stauffer - Closing the Empathy Gap: Six Ways to Develop Better Consumer ...Julia Grosman
This document discusses identifying and addressing empathy gaps within businesses. It suggests that an empathy gap exists when:
- Clever segmentation is valued over customer insight
- Companies focus too much on quantitative data rather than understanding customer experiences
- Quantitative metrics take priority over qualitative feedback
The document emphasizes the importance of moving from strategic plans and quantitative analysis to testable hypotheses based on understanding the real experiences and needs of customers.
The document discusses the Internet of Things (IoT). It is the interconnection between everyday objects and the internet. A study found that the number of connected devices is nearly 5 billion currently and is expected to reach 50 billion by 2020, with an average of 7 connected devices per person ranging from wearables to computers. This growth of interconnected devices signifies that humans are part of a large IoT ecosystem and has enabled the IoT to manifest as the fourth industrial revolution through optimized information that can be managed using robots, drones and vision systems.
This document discusses types of conflicts that can occur within work teams and strategies for addressing them. It identifies several types of conflicts including interpersonal, intergroup, and collective. It notes that conflicts can reduce productivity, damage workplace culture, and negatively impact employees. The document recommends establishing clear company policies, conducting internal interviews, team building activities, appointing team leaders, and using empathy to manage conflicts in a way that considers different opinions.
The document appears to be notes from an Apple Professional Development workshop on creativity and change. It discusses using various apps like iMovie, GarageBand, and podcasting to create media projects. Students are instructed on doing short tasks like taking photos or videos and editing them. The workshop emphasizes designing an original project using these tools that relates to the learning plan.
Mobile Resources Use in a Distance Learning PopulationBillie Anne Gebb
The document discusses a survey conducted at Frontier Nursing University to understand mobile device usage among distance students. The survey found that a high percentage of students felt mobile devices allowed more study time. Many students used their devices daily to access resources like DynaMed, Lexicomp, and email. The results suggest students are using mobile learning informally and want guidance on effective mobile app usage. The document recommends increasing mobile content, technical support, and teaching students how to use relevant apps.
Chris Johnson, General Manager of Provoke Solutions in Seattle, gave a presentation on Yammer. He discussed Yammer 101 including how it is like Facebook for the enterprise. He reviewed Microsoft's vision for social which includes integrating Yammer and Office 365. He also covered how to decide between social options in the cloud or on-premises and how to develop with the Yammer APIs.
Elements of User Experience for Mobile AppsPek Pongpaet
Pek Pongpaet presented on elements of user experience for mobile consumers. The presentation covered key principles for UX design including simplicity, usability, engagement, flow, virality, gamification, and delight. Examples were provided for each principle using apps and games like Apple Maps, Instagram, Duolingo, Angry Birds, Candy Crush, and others. The goal of the presentation was to provide best practices for designing optimal mobile experiences based on these user-centered design elements.
XD Immersive: Jessica Outlaw, Augmented Reality and the Future of Immersive E...UX STRAT
The document provides an overview of augmented reality and immersive experiences. It discusses current AR devices and experiences, content creation strategies, and design guidelines. It also explores future technologies like mixed reality and how they could transform areas like education, work, and social interaction. Hands-on activities are used to familiarize participants with 3D design concepts and prototyping AR experiences.
Presentation by Martina F. Ferracane at European Business Summit (May 2015).
Video version available at this link: https://youtu.be/hrRHBCLcgqU - It shows also the videos presented in the PPT!
XD Immersive: Jessica Outlaw, Virtual Reality and the Future of Immersive Exp...UX STRAT
The document outlines an agenda for a workshop on virtual reality and immersive experiences. The agenda includes an overview of current VR technologies, demonstrations of VR experiences, a design activity, and a discussion of future VR technologies. During the activity, participants are asked to design VR experiences that incorporate gaze, voice, gesture, or controller input and provide sensory feedback synchronized with the content and user experience. The document emphasizes that VR experiences can be designed to deepen engagement, enhance education, provide escape, enable social connections, and influence human behavior through embodied cognition. It closes by asking participants to consider how discussed technologies could impact their work or industries and what they can do now to apply these technologies.
Who is Doing the Work? Designing for AI across modes of interaction.ChrisNoessel
The foundational question for designing AI systems is: Who is doing the work? The human with help from the AI? Or the AI with help from the human? Once designers understand and become familiar with the differences of these modes of interaction, they can more confidently design modern systems that take advantage of AI APIs. Noessel literally wrote the book on Agentive Tech last year, and is working on the follow-up book about Assistant Tech. In this workshop participants gather into design pairs. Then short lectures explain the core concepts and start the creative ideas flowing, followed by integration exercises where participants put these ideas into action. Each team refines ideas across the day, and integrating these modes into a cohesive whole. Time allowing, teams are asked to volunteer to present the key ideas from their designs.
This document discusses Agile and Scrum methodology. It provides an overview of Agile principles and values based on the Agile Manifesto. It also describes Scrum roles, activities, artifacts and how Pronto implements Scrum in their work. Key Scrum concepts covered include sprints, product backlog, daily scrums, sprint planning and retrospectives. Common challenges with Scrum such as unclear requirements and lack of participation are also addressed.
XD Immersive: Andrew McHugh, "Making the Transition to VR / AR Experience Des...UX STRAT
This document summarizes a presentation given by Andrew R McHugh on his personal journey from 2D to 3D product design. The presentation covers various topics like understanding constraints, learning tools like Unity and Blender, building prototypes, and the importance of continually experimenting and learning. It also discusses challenges like the expense of VR hardware and provides advice for designers starting out in 3D experiences. The overall message is that becoming proficient in 3D design takes time, but starting small and being willing to learn is important for success.
This document discusses online communication and best practices. It provides an overview of the evolution of online communication from 1995 to present day, highlighting the integration of online and offline channels. The document emphasizes that online communication requires asset management and presenting content across channels in a consistent way.
A brief introduction on digital marketing based on my experience and day-to-day executions.
This was shared during the launch of AIESEC X Maxis Partnership on 20th Jan 2017.
Will Henry discusses his lifelong passion for creative design and art. He explains that he was drawing from a very young age and does not create to be cool, famous, or to win awards, but simply because he loves it. His goal is to inspire others through his work while also continuing to learn and grow as a designer himself.
The document summarizes how social media usage has risen drastically over the past decade and how it is affecting people's minds and behaviors. Some key points include:
- 65% of American adults and over 90% of teens now use social media regularly
- The average person spends over 2 hours per day on social media and has 5.5 accounts
- High media usage is linked to shorter attention spans but better ability to multitask
- Advertisers are adjusting techniques to account for shorter attention by using concise messaging
- Media and minds have a cyclical relationship where each shapes the other over time.
Over the past decade, print magazine sales have been steadily declining, with sales decreasing every year since 2005. This is due to the rise of digital media and decreasing newsstand sales. While some magazines have attempted strategies like producing special issues or focusing more on digital/social media, the future of magazines is uncertain as print fades and the industry scrambles to adapt their business models for the digital age.
The App Revolution: Helping or Hurting Productivity in a Corporate SettingShawn Nicholson
The document discusses how mobile apps in the workplace can both help and hurt productivity. While many companies develop mobile apps for employees to increase productivity, some employees report using apps for non-work purposes or feeling apps actually decrease productivity. There is also a bring-your-own-app trend happening, but this poses security risks if done without IT approval. Ultimately, mobile apps have the potential to make difficult tasks easier and increase access to information, but a balance must be found between employee morale, security, and productivity.
John Stauffer - Closing the Empathy Gap: Six Ways to Develop Better Consumer ...Julia Grosman
This document discusses identifying and addressing empathy gaps within businesses. It suggests that an empathy gap exists when:
- Clever segmentation is valued over customer insight
- Companies focus too much on quantitative data rather than understanding customer experiences
- Quantitative metrics take priority over qualitative feedback
The document emphasizes the importance of moving from strategic plans and quantitative analysis to testable hypotheses based on understanding the real experiences and needs of customers.
The document discusses the Internet of Things (IoT). It is the interconnection between everyday objects and the internet. A study found that the number of connected devices is nearly 5 billion currently and is expected to reach 50 billion by 2020, with an average of 7 connected devices per person ranging from wearables to computers. This growth of interconnected devices signifies that humans are part of a large IoT ecosystem and has enabled the IoT to manifest as the fourth industrial revolution through optimized information that can be managed using robots, drones and vision systems.
This document discusses types of conflicts that can occur within work teams and strategies for addressing them. It identifies several types of conflicts including interpersonal, intergroup, and collective. It notes that conflicts can reduce productivity, damage workplace culture, and negatively impact employees. The document recommends establishing clear company policies, conducting internal interviews, team building activities, appointing team leaders, and using empathy to manage conflicts in a way that considers different opinions.
Vision51 is the leading Search Engine Optimization Services in Warrington, UK. We will help you to manage your Facebook Marketing campaign at affordable prices in Warrington, Widnes, Wirral, Wigan, and St.Helens. For more information, visit us at vision51.co.uk
Vision51 is the leading agency of website design in Warrington. We will help you to manage your Facebook Marketing campaign at affordable prices in Cheshire, Widnes, Wirral, Wigan, and St.Helens.
Susie Almaneih's Top 15 Inspiring Quotes From Oprah Susie Almaneih
The document provides 15 inspiring quotes from Oprah Winfrey about success, dreams, life, and personal growth. It discusses how Oprah has given hope and happiness to viewers over 25 years through her charitable efforts and focus on creating a more tolerant world. The quotes offer wisdom on finding significance over success, following your passions, and having confidence to keep learning and growing.
1. The intuition has great value when used appropriately and regularly. It is always available to help you improve the quality of your life through better and faster decisions.
2. Your intuition can help you open up to new ideas and avoid disasters by warning you away from bad choices. It also aims to help you find your purpose in life.
3. By trusting your intuition, you can increase your creativity, relationships, and happiness through choices that feel right. Your intuition is a free tool that can significantly benefit your life.
A customer satisfaction survey was conducted for the Morrison County WIC program. 25 surveys were completed, with most respondents being female between the ages of 18-34. Respondents generally agreed that staff were helpful and well-informed, though one respondent noted appointment confusion in fall 2013. Suggestions were made to provide alternative healthy lifestyle options and educate the public on nutrition. The ultimate goals are to increase public awareness of WIC services and promote healthy living for all families.
The document discusses the educational platform Moodle. It provides information on Moodle's features such as being free and open-source software that allows students to participate in the creation of glossaries. Both advantages and disadvantages of Moodle are mentioned, such as it requiring teachers to have technical knowledge and skills to effectively utilize the platform. The objective is to learn about using Moodle to support classroom education.
The document discusses generational marketing and describes the key characteristics of different generations including Silent Generation, Baby Boomers, Generation X, Generation Y (Millennials), Generation Z (Centennials), and Generation Alpha. It provides details on birth years, ages, defining experiences, and behaviors/preferences of each generation to help understand consumers and how they consume based on their generational belonging. The goal of generational marketing is to tailor strategies to each generation as their experiences and perspectives have been shaped by different cultural, political, social, and economic environments over time.
On the shoulders of Giants: Stop looking up, and Start Looking DownEliza Brock
The CoderFaire 2014 Keynote Presentation
A keynote that will inspire, educate and expand one’s understanding of our industry, and possibly shift your mindset for writing code.
For complete speaker notes, including image attributions, see: https://www.dropbox.com/s/qnhnezsruu4mnak/CoderFaire_2014_keynote_with_presenter_notes.pdf?dl=0
This document profiles Alexander Novicov, a digital marketing director at IQ Digital agency in London. It provides biographical details about Novicov, including that he loves exploring the business world, believes in continuous learning and empowering people. It lists some of his achievements like a case study for eBalon London and working with over 120 local and global brands. It provides contact information for Novicov and outlines that he shares business, marketing and success tips on his social media and blog.
We at TBD Labs know two things about Creative Technologists.
1. They have a wealth of ability.
2. This wealth isn't well-understood.
This survey is our own geeky-way of broaching the problem. With over forty Creative Technologists responding, the results add clarity, but, more so, we hope it sparks conversation.
Please let us know what you think. We plan on making the survey an annual occurrence.
TBDLabs.nyc
2017 State of Creative Technology ReportSam Joseph
50+ Creative Technologists share what they value and where their profession is headed when it comes to blending creative concepting and emerging technology.
Covering top English Resume tips, mistakes, recommended resources.
Underemployment is a problem. A brilliant resume is a solution. Long gone is spending hours in the career center. Long gone are the days of amassing levels of debt which financially cripple graduates for decades.
We’ve been proud to work hand-in-hand with students to reinvent what it means to create a resume. Together we’re helping students in ways we never thought possible.
One well-considered resume can take the place of many poorly made ones. We think the traditional resume creation process is flawed and that it is possible to create higher quality resumes by rethinking traditional cycles of education, creation, and distribution.
The Acquisitions Guide to Environmental Due DiligenceNik Lahiri
This acquisitions guide helps you learn more about due diligence time frames and the due diligence process. Our hope is that our insights provide you with the necessary tools to close deals faster!
Texas A&M's core values of integrity, leadership, loyalty, respect, selfless service, and excellence were instilled in students. The spirit of leadership is taught so students can lead through values and experience. Aggies embody the values of friendship, caring, support, confidence and a can-do attitude. The question students are asked to consider is "How can I be of service?". Excellence stems from pride in who Aggies are and what they believe in. There is an optimism and attitude that propels Aggies to take on challenges.
This document discusses the use of virtual reality in education. It describes different types of virtual reality like virtual reality (VR), augmented reality (AR), and mixed reality (MR). It provides examples of how virtual reality can be used in education like visiting virtual museums, attending concerts or plays, recreating historical events, and conducting experiments. It also provides tips for safely using virtual reality like limiting time and ensuring consent of participants.
Después de haber asistido al GWC15 en Barcelona, es necesario compartir un resumen del gran aprendizaje expuesto por los conferencistas, emprendedores, empresas del área, etc.
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
Understanding User Needs and Satisfying ThemAggregage
https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
We know we want to create products which our customers find to be valuable. Whether we label it as customer-centric or product-led depends on how long we've been doing product management. There are three challenges we face when doing this. The obvious challenge is figuring out what our users need; the non-obvious challenges are in creating a shared understanding of those needs and in sensing if what we're doing is meeting those needs.
In this webinar, we won't focus on the research methods for discovering user-needs. We will focus on synthesis of the needs we discover, communication and alignment tools, and how we operationalize addressing those needs.
Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
• Present the Onion Diagram, a tool for contextualizing task-level goals
• Illustrate how customer journey maps capture activity-level and task-level goals
• Demonstrate the best approach to selection and prioritization of user-goals to address
• Highlight the crucial benchmarks, observable changes, in ensuring fulfillment of customer needs
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
3 Simple Steps To Buy Verified Payoneer Account In 2024SEOSMMEARTH
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Storytelling is an incredibly valuable tool to share data and information. To get the most impact from stories there are a number of key ingredients. These are based on science and human nature. Using these elements in a story you can deliver information impactfully, ensure action and drive change.
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
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Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
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At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
IMPACT Silver is a pure silver zinc producer with over $260 million in revenue since 2008 and a large 100% owned 210km Mexico land package - 2024 catalysts includes new 14% grade zinc Plomosas mine and 20,000m of fully funded exploration drilling.
5. C O L I N P O W E L L
“There are no secrets to success. It is the result of
preparation, hard work, and learning from failure.
6. DO NOT
O V E R P R O M I S E
U N D E R P R I C E
O V E R D E L I V E R
D O I T A L O N E
H I R E T O O S O O N
7. DO
M A N A G E E X P E C TAT I O N S
B E C O N F I D E N T A B O U T Y O U R P R I C E
U N E X P E C T E D G O O D
G E T A M E N T O R / C O A C H
U S E C O N T R A C T O R S / H I R E W H E N I T H U RT S
9. B . C . F O R B E S
“If you don't drive your business, you will be driven
out of business.
10. DO NOT
L E T Y O U R P R I C E S TA G N AT E
S E L L U N P R O F I TA B L E S E RV I C E S
O V E R C O M P L I C AT E
F E A R “ N O ”
L E T N E G AT I V E E N E R G Y R U L E Y O U
11. DO
S C A L E Y O U R P R I C E
S I M P L I F Y Y O U R S E RV I C E S
A S K “ Y E S ” Q U E S T I O N S
S TAY P O S I T I V E
D O N ’ T M A K E I T H A R D , M A K E I T E A S Y
13. W I L L R O G E R S
“Even if you are on the right track, You’ll get run
over if you just sit there.
14. DO NOT
R E LY T O O M U C H O N O N E C L I E N T
D O E V E RY T H I N G Y O U R S E L F
L E T S A L E S S TA G N AT E
I G N O R E T H E N U M B E R S
A N S W E R E V E RY C A L L
15. DO
D I V E R S I F Y Y O U R I N C O M E
D E L E G AT E
S E L L
F O L L O W T H E N U M B E R S
VA L U E Y O U R T I M E
17. IMPOSTER SYNDROME
B E C A U S E S O M E T I M E S E V E RY D AY J U S T F E E L S L I K E T H I S
18. N E I L G A I M A N
“The first problem of any kind of even limited
success is the unshakable conviction that you are
getting away with something, and that any
moment now they will discover you.
19. DO NOT
WA L L O W I N S E L F D O U B T
P U T Y O U R S E L F O N A P E D E S TA L
B E L I E V E I N L U C K
F O C U S O N Y O U R S E L F
C O M PA R E Y O U R S E L F T O O T H E R S
20. DO
R E A L I Z E I T ’ S J U S T I M P O S T E R S Y N D R O M E
R E M E M B E R Y O U ’ R E H U M A N
TA K E T H E C R E D I T Y O U ’ V E E A R N E D
P R O V I D E VA L U E ( W H AT I ’ M T RY I N G T O D O N O W )
R E S P E C T Y O U R O W N E X P E R I E N C E S
21. QUESTIONS?
P R E T T Y P L E A S E F E E L W E L C O M E T O R E A C H O U T A N Y T I M E :
@ W I L S O N O G R A P H Y
I A N @ B U I L D C R E AT E . C O M