This is the first of a series of 3 presentations which I plan to release for the purpose of promoting design education. I plan to break down tactics for Effective Communication Design and quick prototyping techniques
The document discusses various topics related to innovation, problem solving, and futuring. It includes lists of terms like design thinking, TRIZ, and crowdsourcing. It contrasts what society thinks innovators do, what clients think they do, and what they actually do. Graphs show increasing mortality based on wrong decisions over time. It notes that innovation uses future inputs for idea creation and problem solving. Futuring explores future changes to generate inputs for innovation and strategy. A table compares innovation and futuring, noting things like problem solving existing problems versus identifying future problems. Contact information is provided at the end.
UX STRAT 2013: Aline Baeck, BEYOND WIREFRAMES How User Experience Methods Ca...UX STRAT
This document discusses how user experience methods can foster innovation and solve business problems. It provides an overview of a workshop where these methods were applied with a team at Intuit, resulting in a redirected project with a clearer purpose and definition of success. The document outlines several UX methods that were part of the workshop, including empathy maps, problem diagnostics, and ideation techniques. It argues that applying design thinking and UX strategies can help teams better understand customer needs and generate more innovative solutions.
Introduction to LEGO SERIOUS PLAY with Natalie SuttonNatalie Sutton
LEGO SERIOUS PLAY is a facilitated thinking, communication and problem solving technique used by teams, individuals and organisations. Natalie Sutton is a certified facilitator and explains the process in this presentation.
Consistency is key in interactive design. Design elements like color palette, spacing, terminology, and style of content and imagery should remain stable throughout an experience to avoid distracting users from the core message. Visibility guides users through a series of tasks by indicating available actions and contextual information. Learnability means interfaces may require learning initially but become easier with use. Predictability creates a sense of comfort for users by making the experience foreseeable and feedback communicates the results of interactions to signal success or failure.
Imagine a methodology that boosts your meetings towards an innovative process for enhancing innovation and business performance. LEGO® SERIOUS PLAY® is developed based on research which shows that hands-on, minds-on learning produces a deeper, more meaningful understanding of the world and its possibilities. It deepens the reflection process and supports an effective dialogue – for everyone in the organization.
This document discusses a collaborative educational tool for helping classrooms work on Venn diagrams. It provides user data from a test of the tool that shows students found the drag and drop and delete functions easy to use but had issues with the color scheme and font. User feedback suggests making it more colorful, allowing images, and optimizing it for touch devices. The tool aims to better engage students in the learning process compared to traditional whiteboards.
This document outlines the development of a tangible user interface (TUI) for teaching 3D modeling to children called TADCAD. It discusses insights from interviews with educators that 3D modeling is difficult to conceptualize. The goal of TADCAD is to make 3D modeling accessible by providing a physical and gamified experience that inspires creativity. The process explores creating tangible controllers and transforming 2D sketches over space and time. It proposes prototyping pieces that can be 3D printed and become tools for further modeling. The next steps involve gesture design, studying how children learn through movement, collaborating with teachers, and assessing learning outcomes over time.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
The document discusses using a design thinking process to effectively plan and implement gamification. It notes that 80% of current gamification applications fail due to lack of planning and user understanding. The design thinking process presented involves understanding user needs through research, developing ideas through brainstorming and prototyping, then testing prototypes with users in an iterative process. Following this process can help integrate user needs, business goals, and technology possibilities to create successful gamified applications.
The document discusses various topics related to innovation, problem solving, and futuring. It includes lists of terms like design thinking, TRIZ, and crowdsourcing. It contrasts what society thinks innovators do, what clients think they do, and what they actually do. Graphs show increasing mortality based on wrong decisions over time. It notes that innovation uses future inputs for idea creation and problem solving. Futuring explores future changes to generate inputs for innovation and strategy. A table compares innovation and futuring, noting things like problem solving existing problems versus identifying future problems. Contact information is provided at the end.
UX STRAT 2013: Aline Baeck, BEYOND WIREFRAMES How User Experience Methods Ca...UX STRAT
This document discusses how user experience methods can foster innovation and solve business problems. It provides an overview of a workshop where these methods were applied with a team at Intuit, resulting in a redirected project with a clearer purpose and definition of success. The document outlines several UX methods that were part of the workshop, including empathy maps, problem diagnostics, and ideation techniques. It argues that applying design thinking and UX strategies can help teams better understand customer needs and generate more innovative solutions.
Introduction to LEGO SERIOUS PLAY with Natalie SuttonNatalie Sutton
LEGO SERIOUS PLAY is a facilitated thinking, communication and problem solving technique used by teams, individuals and organisations. Natalie Sutton is a certified facilitator and explains the process in this presentation.
Consistency is key in interactive design. Design elements like color palette, spacing, terminology, and style of content and imagery should remain stable throughout an experience to avoid distracting users from the core message. Visibility guides users through a series of tasks by indicating available actions and contextual information. Learnability means interfaces may require learning initially but become easier with use. Predictability creates a sense of comfort for users by making the experience foreseeable and feedback communicates the results of interactions to signal success or failure.
Imagine a methodology that boosts your meetings towards an innovative process for enhancing innovation and business performance. LEGO® SERIOUS PLAY® is developed based on research which shows that hands-on, minds-on learning produces a deeper, more meaningful understanding of the world and its possibilities. It deepens the reflection process and supports an effective dialogue – for everyone in the organization.
This document discusses a collaborative educational tool for helping classrooms work on Venn diagrams. It provides user data from a test of the tool that shows students found the drag and drop and delete functions easy to use but had issues with the color scheme and font. User feedback suggests making it more colorful, allowing images, and optimizing it for touch devices. The tool aims to better engage students in the learning process compared to traditional whiteboards.
This document outlines the development of a tangible user interface (TUI) for teaching 3D modeling to children called TADCAD. It discusses insights from interviews with educators that 3D modeling is difficult to conceptualize. The goal of TADCAD is to make 3D modeling accessible by providing a physical and gamified experience that inspires creativity. The process explores creating tangible controllers and transforming 2D sketches over space and time. It proposes prototyping pieces that can be 3D printed and become tools for further modeling. The next steps involve gesture design, studying how children learn through movement, collaborating with teachers, and assessing learning outcomes over time.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
The document discusses using a design thinking process to effectively plan and implement gamification. It notes that 80% of current gamification applications fail due to lack of planning and user understanding. The design thinking process presented involves understanding user needs through research, developing ideas through brainstorming and prototyping, then testing prototypes with users in an iterative process. Following this process can help integrate user needs, business goals, and technology possibilities to create successful gamified applications.
This document discusses the design sprint process for developing solutions to problems. It describes the 5 steps as: 1) Mapping the problem by understanding it through interviews and identifying requirements and constraints, 2) Sketching solutions through creative ideation, 3) Deciding on a solution by sharing, discussing, and voting on ideas, 4) Prototyping the solution through a 3D printed object or mockup, and 5) Testing the prototype to learn about the solution through user interviews or experiments. The overall goal is to use design thinking and the design sprint approach to foster circular design through rapid prototyping and testing of ideas.
Circular sPrint phase 1 map the problem Nicola Doppio HITyannick christiaens
This document outlines the steps for mapping a design problem as part of a circular design sprint. It involves:
1) Understanding the company, product, challenge and expected results through expert interviews to clarify the problem and desired outcome.
2) Identifying design requirements and opportunities using a "How Might We" framework to take notes.
3) Conducting independent online research to get inspired by other solutions and gather more potential requirements, then clustering and prioritizing them as a team.
The goal is to fully understand the problem and desired solution at a high level before diverging and ideating potential approaches.
Jiff Inc. founder, James Currier, discusses how game mechanics, consumer psychology, and design thinking are revolutionizing health benefits engagement.
Slides from presentation at Agile Tour Montreal 2017 by Sue Johnston and Marilyn Powers on communication gap between product side of business and building side of business
This document proposes a system to improve group brainstorming using technology. Traditional group brainstorming is often less effective than individuals working alone due to production blocking and evaluation apprehension. The system aims to address these issues using electronic brainstorming systems, crowdsourcing, and facilitation. It describes roles for idea generation, synthesis, and facilitation. The evaluation plan is to test the system through pilot studies, surveys, and focus groups to assess its creativity support based on user feedback.
The document outlines an agenda for a session on sketching for engineers. It discusses using sketching to enhance communication and as a tool to bridge understanding between engineers and designers. Various sketching methods and techniques are presented, such as sketching common UI elements, flows, and visual note taking. The importance of practicing sketching regularly is emphasized.
Welcome to our Hackathon Showcase—an immersive expedition into the realm of innovation and problem-solving! Get ready to embark on a transformative journey as we present a lineup of prestigious hackathons designed to unleash creativity, foster collaboration, and address real-world challenges.
This showcase serves as a gateway to an array of thrilling hackathons, each offering a unique platform for participants to ideate, collaborate, and craft innovative solutions. Among these eminent events, you'll discover the GDSC Solution Challenge, Dark Pattern Buster Hackathon by IIT BHU, Build for Bharat Hackathon, and the Haryana Police Hackathon.
Throughout this event, participants will have the invaluable opportunity to engage with industry-leading experts, mentors, and peers, fostering a dynamic environment for ideation and innovation. Dive into diverse themes ranging from sustainability, technology for social impact, cybersecurity, to community-driven solutions.
Our showcase isn’t merely about competition—it's a collaborative space encouraging knowledge exchange, skill enhancement, and fostering an entrepreneurial spirit among participants.
Expect enlightening sessions unveiling crucial timelines, resources, and roadmaps for each hackathon, equipping participants with the necessary tools and insights to thrive in these intense yet rewarding challenges.
Join us in this endeavor to not just code or design, but to ideate solutions that revolutionize industries, spark social change, and leave a lasting impact. Together, let's leverage technology, creativity, and teamwork to address pressing global issues.
This event is not just an opportunity to compete; it's a platform for learning, growth, and forging connections that extend beyond the hackathon sphere. We invite you to be part of this remarkable journey—a journey that empowers you to innovate, disrupt, and make a difference!
Mark your calendars and be prepared to immerse yourself in an electrifying atmosphere of innovation and collaboration at our Hackathon Showcase.
Let’s revolutionize the future, one ingenious solution at a time!
This reflective slide document summarizes Ryan Hutchinson's learning experiences in a technical writing class. It covers 6 units: communicating with employers, documenting procedures, usability, proposing solutions to decision makers, presentations, and reflection. Key lessons included creating professional documents, conducting usability tests, solving problems in a team environment, and incorporating design elements into presentations. Hutchinson concludes that technical writing skills will be applicable to all documents created throughout their career.
Optimize Customer Experiences with Design ThinkingJared Hill
If you are looking to generate engaging digital experiences but are unsure where to begin, leveraging the knowledge within your organization is a good starting point. However, information is typically dispersed across the company in silos. Different business units often have their own vernacular. Design thinking provides a common language. It’s a customer-centric approach to problem solving that is both creative and practical.
Industry leaders have been using design thinking methodology to work with cross-functional and multidisciplinary teams to create innovative customer journeys. Learn how in our recorded webinar, Optimize Customer Experiences with Design Thinking.
You will learn:
• Why leverage design thinking
• How to successfully lead a remote workshop
• How to document winning customer journeys
• How to map desired experiences in Signavio for builders
If you are looking to generate engaging digital experiences but are unsure where to begin, leveraging the knowledge within your organization is a good starting point. However, information is typically dispersed across the company in silos. Different business units often have their own vernacular. Design thinking provides a common language. It’s a customer-centric approach to problem solving that is both creative and practical.
Industry leaders have been using design thinking methodology to work with cross-functional and multidisciplinary teams to create innovative customer journeys. Learn how in our recorded webinar, Optimize Customer Experiences with Design Thinking.
You will learn:
• Why leverage design thinking
• How to successfully lead a remote workshop
• How to document winning customer journeys
• How to map desired experiences in Signavio for builders
CXPA 2016 Keynote: Designing for Collaboration and DeliberationLuke Hohmann
In this 2016 CXPA (www.cxpa.org) keynote, Conteneo founder and CEO Luke Hohmann explores the many factors that distinguish designing for collaboration and deliberation from designing for communication, coordination or other forms of solo tasks. Sadly, SlideShare doesn't enable you to experience the interactive frameworks Luke used to illustrate these points - but you can see these at the end of the presentation.
Webinar: ‘Research’ on Research – Your Very Own Insights Jukebox!Course5i
Watch this webinar to learn how you can make optimal use of your own past research data to optimize future campaigns, gain insights from your past research data and ultimately improve ROI by reducing costs.
The document discusses using games to facilitate collaboration and innovation. It describes Innovation Games® as serious games used to solve business problems by having customers and internal stakeholders work together. Some key benefits mentioned are generating new ideas, understanding customer needs, prioritizing roadmaps and developing consensus. Various games are outlined that can be used for activities like envisioning products, understanding relationships, and identifying hidden problems.
The document summarizes key principles from the book "Lean UX: Applying Lean Principles to Improve User Experience". It discusses how Lean UX focuses on continuous and collaborative research, prototyping MVPs to validate hypotheses, and integrating UX design into agile processes. The goal is to eliminate waste and get customer feedback early to guide product development.
Software Engineer Neural language processin.pptxhanadimzlout123
The document discusses various applications and benefits of natural language processing (NLP) and artificial intelligence (AI). It explains that AI systems can process large amounts of data and provide insights or make decisions based on patterns and trends that may not be obvious to humans. It also describes how AI can automate repetitive or complex tasks, potentially improving efficiency. Additionally, the document notes that AI can personalize user experiences through analysis of user behavior and preferences, and make predictions and forecasts by analyzing historical data.
This document outlines the syllabus for an introductory graphic design course. The course will explore areas of graphic design including the designer's role, developing creative and technical skills, and designing for different platforms and audiences. Students will complete three projects: redesigning a brand identity, creating an advertising campaign for that brand, and designing a mobile or website interface. The course will cover topics like typography, color, branding, and using software like Adobe Photoshop, Illustrator, and InDesign. The goal is for students to learn design principles, skills, and how to communicate ideas through visual design. Grades will be based on project work, participation, and attendance.
We (Patty, Lorraine and Mike) have presented at UX Scotland on UX patterns library we have established at Royal London. Presentation was held on 21.06.2013 at Dynamic Earth, Edinburgh; http://uxscotland.net/sessions/index.php?session=19
The document discusses the principles and processes of Lean UX. It defines UX and explains that Lean UX aims to remove waste from the design process through principles like continuous discovery, small batch sizes, and learning over analysis. The key Lean UX processes described are to declare assumptions, gather feedback and do research, create a minimum viable product (MVP), and run experiments to continually learn and improve the product. The overall goal of Lean UX is to harmonize collaboration between designers and developers through an iterative process of designing, testing, and learning from customers.
This document outlines an 11-step process for developing an app using design thinking principles. It discusses defining the problem, envisioning potential solutions, refining options through prototyping and user testing, and ultimately selecting a final solution. The key steps involve understanding the current reality, brainstorming what could be through concepts and business models, testing ideas through pretypes and experiments, and iterating based on feedback to identify the best option to implement. Design thinking is presented as a human-centered approach to problem-solving that generates innovative solutions through empirical means.
This document discusses the design sprint process for developing solutions to problems. It describes the 5 steps as: 1) Mapping the problem by understanding it through interviews and identifying requirements and constraints, 2) Sketching solutions through creative ideation, 3) Deciding on a solution by sharing, discussing, and voting on ideas, 4) Prototyping the solution through a 3D printed object or mockup, and 5) Testing the prototype to learn about the solution through user interviews or experiments. The overall goal is to use design thinking and the design sprint approach to foster circular design through rapid prototyping and testing of ideas.
Circular sPrint phase 1 map the problem Nicola Doppio HITyannick christiaens
This document outlines the steps for mapping a design problem as part of a circular design sprint. It involves:
1) Understanding the company, product, challenge and expected results through expert interviews to clarify the problem and desired outcome.
2) Identifying design requirements and opportunities using a "How Might We" framework to take notes.
3) Conducting independent online research to get inspired by other solutions and gather more potential requirements, then clustering and prioritizing them as a team.
The goal is to fully understand the problem and desired solution at a high level before diverging and ideating potential approaches.
Jiff Inc. founder, James Currier, discusses how game mechanics, consumer psychology, and design thinking are revolutionizing health benefits engagement.
Slides from presentation at Agile Tour Montreal 2017 by Sue Johnston and Marilyn Powers on communication gap between product side of business and building side of business
This document proposes a system to improve group brainstorming using technology. Traditional group brainstorming is often less effective than individuals working alone due to production blocking and evaluation apprehension. The system aims to address these issues using electronic brainstorming systems, crowdsourcing, and facilitation. It describes roles for idea generation, synthesis, and facilitation. The evaluation plan is to test the system through pilot studies, surveys, and focus groups to assess its creativity support based on user feedback.
The document outlines an agenda for a session on sketching for engineers. It discusses using sketching to enhance communication and as a tool to bridge understanding between engineers and designers. Various sketching methods and techniques are presented, such as sketching common UI elements, flows, and visual note taking. The importance of practicing sketching regularly is emphasized.
Welcome to our Hackathon Showcase—an immersive expedition into the realm of innovation and problem-solving! Get ready to embark on a transformative journey as we present a lineup of prestigious hackathons designed to unleash creativity, foster collaboration, and address real-world challenges.
This showcase serves as a gateway to an array of thrilling hackathons, each offering a unique platform for participants to ideate, collaborate, and craft innovative solutions. Among these eminent events, you'll discover the GDSC Solution Challenge, Dark Pattern Buster Hackathon by IIT BHU, Build for Bharat Hackathon, and the Haryana Police Hackathon.
Throughout this event, participants will have the invaluable opportunity to engage with industry-leading experts, mentors, and peers, fostering a dynamic environment for ideation and innovation. Dive into diverse themes ranging from sustainability, technology for social impact, cybersecurity, to community-driven solutions.
Our showcase isn’t merely about competition—it's a collaborative space encouraging knowledge exchange, skill enhancement, and fostering an entrepreneurial spirit among participants.
Expect enlightening sessions unveiling crucial timelines, resources, and roadmaps for each hackathon, equipping participants with the necessary tools and insights to thrive in these intense yet rewarding challenges.
Join us in this endeavor to not just code or design, but to ideate solutions that revolutionize industries, spark social change, and leave a lasting impact. Together, let's leverage technology, creativity, and teamwork to address pressing global issues.
This event is not just an opportunity to compete; it's a platform for learning, growth, and forging connections that extend beyond the hackathon sphere. We invite you to be part of this remarkable journey—a journey that empowers you to innovate, disrupt, and make a difference!
Mark your calendars and be prepared to immerse yourself in an electrifying atmosphere of innovation and collaboration at our Hackathon Showcase.
Let’s revolutionize the future, one ingenious solution at a time!
This reflective slide document summarizes Ryan Hutchinson's learning experiences in a technical writing class. It covers 6 units: communicating with employers, documenting procedures, usability, proposing solutions to decision makers, presentations, and reflection. Key lessons included creating professional documents, conducting usability tests, solving problems in a team environment, and incorporating design elements into presentations. Hutchinson concludes that technical writing skills will be applicable to all documents created throughout their career.
Optimize Customer Experiences with Design ThinkingJared Hill
If you are looking to generate engaging digital experiences but are unsure where to begin, leveraging the knowledge within your organization is a good starting point. However, information is typically dispersed across the company in silos. Different business units often have their own vernacular. Design thinking provides a common language. It’s a customer-centric approach to problem solving that is both creative and practical.
Industry leaders have been using design thinking methodology to work with cross-functional and multidisciplinary teams to create innovative customer journeys. Learn how in our recorded webinar, Optimize Customer Experiences with Design Thinking.
You will learn:
• Why leverage design thinking
• How to successfully lead a remote workshop
• How to document winning customer journeys
• How to map desired experiences in Signavio for builders
If you are looking to generate engaging digital experiences but are unsure where to begin, leveraging the knowledge within your organization is a good starting point. However, information is typically dispersed across the company in silos. Different business units often have their own vernacular. Design thinking provides a common language. It’s a customer-centric approach to problem solving that is both creative and practical.
Industry leaders have been using design thinking methodology to work with cross-functional and multidisciplinary teams to create innovative customer journeys. Learn how in our recorded webinar, Optimize Customer Experiences with Design Thinking.
You will learn:
• Why leverage design thinking
• How to successfully lead a remote workshop
• How to document winning customer journeys
• How to map desired experiences in Signavio for builders
CXPA 2016 Keynote: Designing for Collaboration and DeliberationLuke Hohmann
In this 2016 CXPA (www.cxpa.org) keynote, Conteneo founder and CEO Luke Hohmann explores the many factors that distinguish designing for collaboration and deliberation from designing for communication, coordination or other forms of solo tasks. Sadly, SlideShare doesn't enable you to experience the interactive frameworks Luke used to illustrate these points - but you can see these at the end of the presentation.
Webinar: ‘Research’ on Research – Your Very Own Insights Jukebox!Course5i
Watch this webinar to learn how you can make optimal use of your own past research data to optimize future campaigns, gain insights from your past research data and ultimately improve ROI by reducing costs.
The document discusses using games to facilitate collaboration and innovation. It describes Innovation Games® as serious games used to solve business problems by having customers and internal stakeholders work together. Some key benefits mentioned are generating new ideas, understanding customer needs, prioritizing roadmaps and developing consensus. Various games are outlined that can be used for activities like envisioning products, understanding relationships, and identifying hidden problems.
The document summarizes key principles from the book "Lean UX: Applying Lean Principles to Improve User Experience". It discusses how Lean UX focuses on continuous and collaborative research, prototyping MVPs to validate hypotheses, and integrating UX design into agile processes. The goal is to eliminate waste and get customer feedback early to guide product development.
Software Engineer Neural language processin.pptxhanadimzlout123
The document discusses various applications and benefits of natural language processing (NLP) and artificial intelligence (AI). It explains that AI systems can process large amounts of data and provide insights or make decisions based on patterns and trends that may not be obvious to humans. It also describes how AI can automate repetitive or complex tasks, potentially improving efficiency. Additionally, the document notes that AI can personalize user experiences through analysis of user behavior and preferences, and make predictions and forecasts by analyzing historical data.
This document outlines the syllabus for an introductory graphic design course. The course will explore areas of graphic design including the designer's role, developing creative and technical skills, and designing for different platforms and audiences. Students will complete three projects: redesigning a brand identity, creating an advertising campaign for that brand, and designing a mobile or website interface. The course will cover topics like typography, color, branding, and using software like Adobe Photoshop, Illustrator, and InDesign. The goal is for students to learn design principles, skills, and how to communicate ideas through visual design. Grades will be based on project work, participation, and attendance.
We (Patty, Lorraine and Mike) have presented at UX Scotland on UX patterns library we have established at Royal London. Presentation was held on 21.06.2013 at Dynamic Earth, Edinburgh; http://uxscotland.net/sessions/index.php?session=19
The document discusses the principles and processes of Lean UX. It defines UX and explains that Lean UX aims to remove waste from the design process through principles like continuous discovery, small batch sizes, and learning over analysis. The key Lean UX processes described are to declare assumptions, gather feedback and do research, create a minimum viable product (MVP), and run experiments to continually learn and improve the product. The overall goal of Lean UX is to harmonize collaboration between designers and developers through an iterative process of designing, testing, and learning from customers.
This document outlines an 11-step process for developing an app using design thinking principles. It discusses defining the problem, envisioning potential solutions, refining options through prototyping and user testing, and ultimately selecting a final solution. The key steps involve understanding the current reality, brainstorming what could be through concepts and business models, testing ideas through pretypes and experiments, and iterating based on feedback to identify the best option to implement. Design thinking is presented as a human-centered approach to problem-solving that generates innovative solutions through empirical means.
Webinar: Communications Made Beautiful With Adobe - 2018-09-11TechSoup
When running a campaign for your nonprofit, it’s important to have consistency when it comes to branding and design. In this presentation, we’ll cover how you can use Adobe Illustrator and Photoshop to brighten up your collateral. You'll learn how to create consistency across brochures, social media posts, web banners, and any other relevant collateral. This is appropriate for those who are new to design and need a few tips and tricks to get started!
This document contains the transcript from a presentation on UX in South Africa. It discusses:
1) The current state of UX in South Africa, with some organizations not understanding user needs or how to handle complexity.
2) How companies that use design strategically grow faster, and the need for growth in South Africa.
3) How the 684 attendees can help drive positive change through understanding what UX is and what needs to change.
4) Various aspects of UX like vision, strategy, interaction design and more. It emphasizes the importance of user research, prototyping and getting products in front of users.
Understanding the world of social mediaRichard Stacy
The document discusses the difference between traditional marketing focused on mass messaging versus social media which enables engagement with individuals. It argues that brands think social media is about maximizing reach and engagement, but consumers want brands that listen to them and answer their questions. True engagement comes from understanding audiences as individuals rather than mass messaging. The document provides examples and outlines what a social media strategy should look like focused on processes, specific objectives, and prioritizing people over platforms.
A four days work shop using LSP method for those companies who are trying to design a new service or redesign an existing service. this work shop should conduct with a certified LSP facilitator to help the organization.
This design was presented in LEGO Serious Play Annual conference 2015 in Billund, Denmark
This document outlines an assignment for a student to design children's book pages for a publishing company. The assignment involves researching existing children's books, developing story and page ideas, creating sample pages using different techniques, and producing a full children's book digitally. It provides tasks for the student to complete, including developing characters, environments and narratives using various methods. It also requires the student to plan, produce, and critically evaluate their work. The assignment aims to demonstrate the student's graphic design and storytelling skills for a position at the publishing company.
Similar to Make a Good Slide Show 1 - Methods of SlideCraft (20)
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
4. THERE IS NO FORMAT
For Making a
Decent Slide-show
5. TIP.
Not all Presentations are Pitches.
Data Slides
Proposal
Educational
Marketing
Quality Control
Posters
Transactional
Organizational
User Stories
20. SOME STATISTICS
AND PREDICTIONS
The number of Smart-phone
users in India in 2015 was
recorded at 238 million
(statistica.com, 2017).
By 2021, the predicted users of Smart-
phones are estimated to be around
467 million (statistica.com, 2017).
20
23. The Actual Problem with
Indian School Students is
NOT the Education System
What we see
Lack of Good
Feedback
Uncertainty of
Goals
Overwhelming
Population
What we see :
• Schools are Run poorly
• Students suffer before
Examinations
• Parents force children
to take expensive
tuitions.
Actual problem 1
Actual problem 2
Actual problem 3
Causes students to be unsure of
their progress.
Students choose a career unfit for
their talents.
Not a weakness, but a strength. The
problem is management tactics.
23
24. STEP BY STEP SOLUTION
1
Basically this is Step
1. Start relevant
point here.
Create Relevant
content for the
demographic.
Solid Quality Control
with validated
heuristics of usability
2
3
24
26. Focuses heavily on Design Principles andTypography
to make reading FUN, INTUITIVE and RELAXING…
(Stribley, 2017).
DESIGN IDEOLOGY
26
27. Adobe
Photoshop
Digital Artist and Graphic
Designer Mario has worked as a
UX Designer, Graphic Designer
and Animator.
C++
Coding
Luigi is an
experienced Game
Developer who has
worked on single
projects as well as
many reputed
Mobile Gaming
Companies.
MULTI DISC.TEAM SKILLS
27
28. August 2017
July 2017
September 2017
October 2017
February 2018
Foundation
Production
Research
Design
• Define the Project
• Gather resources
• Seek help and
guidance.
• Create Work
Breakdown
Structure.
• Create Team Policy
• Study and Research
• Study demographic
• Research production
Methods
• Design Mechanics
• Create GDD
• Pre Production
Launch!
• Code the functions
• Finalize Artwork
• Compile Assets
• Test builds
• Fix issues
TIMELINE 28
29. RISK REMEDY
1 Overcrowded Market Focus on Quality, Unique
aspects.
2 Temporary Art Team Hiring capable freelance leads
3 Tight Budget Clear, reviewed instructional
pattern during production.
The Project is susceptible to certain
threats.
They can be overcome through
efficient /flexible Management and
Quality Assurance.
RISKS!
29
30. At least 1 DLC (Free and Paid)
downloaded per profile.
Publicity, Media Coverage,
Collaboration Opportunities
500,000 to 1,000,000
Digital Downloads
The direct marketing ability can be monitored through CPA (Cost Per Acquisition) of the
digital product and individual digital downloads or DLCs can be tracked (Hosea, 2016).
SUCCESS CRITERIA
30
32. Phase 01
• Design the framework.
• Upload and monitor
gamified content.
• Make Quiz games and
Puzzle Games
Phase 02
• Build more branching
frameworks and link the
different section in a
Gamified manner.
• Create more content
Phase 03
• Full Networking benefits
and Community, etc. etc.
• Don’t forget to mention
“Cloud” at least twice
T_T
WE START HERE!
29
THE FUTURE
32
34. Images (n.d.) Retrieved from www.shutterstock.com
Demographic Images (n.d.) Retrieved from www.Instagram.com/Piyushbansal
Gillis, M. C. (2017). ABC of Art. Retrieved April 30, 2017
Stribley, M. (2017). Design Elements and Principles. In designschool.canva.com.
Retrieved April 30, 2017, from https://designschool.canva.com/design-
elements-principles
Video Game Designer Salary (India). (2017, May 19). In payscale.com. Retrieved
May 20, 2017, from http://www.payscale.com/research/IN/Job=Vid
eo_Game_Designer/Salary
Verzuh, E. (2016). The fast forward MBA in project management. John Wiley &
Sons.
REFERENCES
34