Why bad design is your fault - UXPA 2016Gregory Raiz
The document discusses why design teams struggle to create impactful products and outlines several reasons for poor design outcomes. It touches on different roles like students, developers, designers, product managers, and clients that all contribute to design. Some key challenges mentioned are teams focusing on features over understanding, company cultures not supporting great design, and constraints not being well understood. The conclusion advocates for creating a design culture within organizations.
This document is a presentation about becoming an entrepreneur and changing the world. It discusses that entrepreneurial skills cannot be taught, but come from within. It outlines that millennials are confident, connected, and open to change. It also discusses the basic human needs of certainty, significance, connection, and growth. Finally, it encourages the reader to think differently, establish their personal brand, and take risks to find work they are passionate about.
The document discusses developing apps for discovery using a 6D approach. It mentions discovering apps through contextual intention on mobile devices and in different situations like on the go or on the couch. The 6D approach involves defining, designing, discovering, developing, deploying, and repeating the process to continuously improve app discovery. It aims to create one app that can be used for discovering and accessing all other apps and information.
The document discusses building products for people rather than apps with features. It emphasizes that products should solve users' problems ("jobs to be done") and getting the minimum viable product to users quickly. It provides an example of mapping out the steps needed to deliver monthly cat food to lazy cat owners. The key lessons are that products exist to help people, minimum viable products are important, and metrics should focus on how products help people.
Steve Jobs once said to Pepsi executive John Sculley "Do you want to sell sugar water for the rest of your life, or do you want to come with me and change the world?" to try to recruit him to Apple. The document discusses entrepreneurship and how certain qualities like passion, risk-taking and innovation cannot be taught but are innate. It suggests taking steps like establishing your personal brand, finding fulfilling work, and connecting with a community as ways to be a change catalyst in your life and career.
This document provides guidance on developing an innovator's mindset. It emphasizes challenging assumptions, taking action, redesigning and reframing problems. It also stresses the importance of purposeful collaboration through designing thinking processes and playing to overcome cognitive biases. Developing curiosity, observation and experimentation skills is key. The overall message is that mindset is crucial to innovation and one should find their purpose to excel.
Are We There Yet? - Designing UX For Kids by: Justin SmithDigitalATL
This document discusses designing user experience (UX) for kids. It covers three main topics: 1) What is UX and how it applies to designing experiences for kids, 2) Key differences in how kids think and learn at different ages, and 3) The 5 Ps and 3 Ds frameworks for designing effective UX for kids that incorporates parenting, play, practice, patience, popularity, design, devices, and diagnosis through testing. The overall message is that UX for kids requires understanding child development and cognition, embracing concepts like play and mastery through repetition, and meeting kids on their preferred devices.
This document discusses innovation and provides tips for how to innovate successfully. It begins by agreeing on what constitutes a new product and discussing reasons for innovation. It then suggests deciding what to innovate, either the market or the product but not stretching too far. It acknowledges innovation can take many forms beyond new products. The document cautions about potential pitfalls like bad timing, resistance, or imitability. It provides examples of innovation successes and failures. Finally, it offers methods for innovating like trial and error, observing customers, subtraction and multiplication of attributes, and forecasting matrices to develop new products. The overall message is that innovation is complex but can lead to success if approached thoughtfully.
Why bad design is your fault - UXPA 2016Gregory Raiz
The document discusses why design teams struggle to create impactful products and outlines several reasons for poor design outcomes. It touches on different roles like students, developers, designers, product managers, and clients that all contribute to design. Some key challenges mentioned are teams focusing on features over understanding, company cultures not supporting great design, and constraints not being well understood. The conclusion advocates for creating a design culture within organizations.
This document is a presentation about becoming an entrepreneur and changing the world. It discusses that entrepreneurial skills cannot be taught, but come from within. It outlines that millennials are confident, connected, and open to change. It also discusses the basic human needs of certainty, significance, connection, and growth. Finally, it encourages the reader to think differently, establish their personal brand, and take risks to find work they are passionate about.
The document discusses developing apps for discovery using a 6D approach. It mentions discovering apps through contextual intention on mobile devices and in different situations like on the go or on the couch. The 6D approach involves defining, designing, discovering, developing, deploying, and repeating the process to continuously improve app discovery. It aims to create one app that can be used for discovering and accessing all other apps and information.
The document discusses building products for people rather than apps with features. It emphasizes that products should solve users' problems ("jobs to be done") and getting the minimum viable product to users quickly. It provides an example of mapping out the steps needed to deliver monthly cat food to lazy cat owners. The key lessons are that products exist to help people, minimum viable products are important, and metrics should focus on how products help people.
Steve Jobs once said to Pepsi executive John Sculley "Do you want to sell sugar water for the rest of your life, or do you want to come with me and change the world?" to try to recruit him to Apple. The document discusses entrepreneurship and how certain qualities like passion, risk-taking and innovation cannot be taught but are innate. It suggests taking steps like establishing your personal brand, finding fulfilling work, and connecting with a community as ways to be a change catalyst in your life and career.
This document provides guidance on developing an innovator's mindset. It emphasizes challenging assumptions, taking action, redesigning and reframing problems. It also stresses the importance of purposeful collaboration through designing thinking processes and playing to overcome cognitive biases. Developing curiosity, observation and experimentation skills is key. The overall message is that mindset is crucial to innovation and one should find their purpose to excel.
Are We There Yet? - Designing UX For Kids by: Justin SmithDigitalATL
This document discusses designing user experience (UX) for kids. It covers three main topics: 1) What is UX and how it applies to designing experiences for kids, 2) Key differences in how kids think and learn at different ages, and 3) The 5 Ps and 3 Ds frameworks for designing effective UX for kids that incorporates parenting, play, practice, patience, popularity, design, devices, and diagnosis through testing. The overall message is that UX for kids requires understanding child development and cognition, embracing concepts like play and mastery through repetition, and meeting kids on their preferred devices.
This document discusses innovation and provides tips for how to innovate successfully. It begins by agreeing on what constitutes a new product and discussing reasons for innovation. It then suggests deciding what to innovate, either the market or the product but not stretching too far. It acknowledges innovation can take many forms beyond new products. The document cautions about potential pitfalls like bad timing, resistance, or imitability. It provides examples of innovation successes and failures. Finally, it offers methods for innovating like trial and error, observing customers, subtraction and multiplication of attributes, and forecasting matrices to develop new products. The overall message is that innovation is complex but can lead to success if approached thoughtfully.
Selling Design To Human Beings - 13 Anti-Patterns That Block Good DesignMartina Hodges Schell
Slides from Jason O'Brien & Martina Schell's IA Summit 2013 presentation in Baltimore. A book on the topic titled "Communicating the UX Vision–13 Anti-Patterns That Block Good Design" will be published by Morgan Kaufmann early 2015.
This document discusses how companies can generate revenue from digital advertising on websites. It provides examples of how much companies like AllRecipes.com and Google earn from ads on their sites. It also suggests using keyword research and Google Alerts to identify new topics and revenue opportunities before a company or product begins declining in popularity. Overall, the document advocates that companies develop additional revenue streams online proactively rather than waiting until their main business starts struggling.
The document summarizes a presentation titled "Selling Design to Human Beings" given at the UPA Conference in Las Vegas on June 5, 2012. The presentation discusses 13 communication "anti-patterns" that can kill good proposals, such as speaking different languages or having different goals. It then describes an accompanying game where participants must work together to advance an "Idea of Wonder" by defeating challenges using different character roles and tactics. The presentation concludes with references for further reading on topics relating to persuasion, team dynamics, and design processes.
At last year’s Denver Startup Week, we partnered with the City of Denver to reimagine how their collection of public art is discovered and interacted with throughout the city. We taught participants how to sprint by actually doing one—or, at least, a condensed version of one. Attendees participated in key design sprint activities, focused on the goal of increasing awareness of public art in Denver. They (hopefully) left the session with insights into the design sprint process, and our team left with real user feedback on the problem we were trying to solve.
This document provides a keynote about innovation and change in business. It discusses how the world is changing faster than ever with new technologies, habits, and expectations. It emphasizes the importance of asking questions like children do, and adopting a design thinking approach starting with user needs rather than ideas. It also stresses the need for discipline and structure in innovation through establishing goals, measuring progress, keeping teams small, and balancing different types of change initiatives. The overall message is that companies must innovate and transform to keep up with the rapidly changing world.
Modeling a business process is often associated with people in suits having long and dull meetings. Way too much time gets wasted for an outcome that's far from reality and which will be obsolete in weeks. Event storming is a workshop format that brings modeling back to all stakeholders, and aims to create usable models.
In this workshop, you won't be writing any code, but you will be using lots of paper, post-its and a marker. After going over a bit of theory and a small example, we will present you with a real business problem, and in a few short playful sessions you will experience how powerful event storming can be in helping a team gain insights into complex problems.
The techniques you will learn in this workshop will pay off immediately.
Designing Your Best Work In A Lean Ecosystem (25 Diagrams)Giles Phillips
This talk, which is structured as 25 diagrams, is intended to help you achieve your best, as a designer working within a Lean ecosystem. It provides a handful of specific tips that you can immediately leverage within your design projects.
10 pieces of advice that will lead to a successful UX careerettain group
Are you a UX professional? Are you curious what it takes to have a successful career in UX? We surveyed 10 UX professionals and found out what it takes to be successful!
Presenter: Kaitlyn Witman, Rainfactory, Cofounder & Director of Product Marketing
Crowdfunding has exploded in the past few years as a way to quickly rally a community around a product. It's created a unique opportunity to pitch your story to millions of early adopters. Now, marketers at all levels are adapting this formula to launch all types of products large and small. The best campaigns come from a proven method, and all follow this unspoken format of storytelling. Dive in & dissect what makes each pitch successful. Crowdsource ideas and build a community. In this session, learn the art of crafting the perfect product pitch from a seasoned veteran of nearly 40 crowdfunding campaigns, 14 of which have raised over $1 million.
Fighting the Dark Side of Data-Driven (Form, Function & Class Web Design Conf...Angela Obias
These are the supporting slides from my talk on the watch-outs and potential perils of using data for design.
The talk was for Form, Function & Class 6 - an annual web design conference. This year's theme was the fight for good design - and the talks ranged from web animation, by Rachel Nabors to design systems, by James Cabrera and Brad Frost.
I'm a research practitioner and analyst. So although it may seem weird to present about the perils of data, I also want the design community to understand that having a lot of data doesn't mean that you'll get a "good" design. Something that I feel is critical for us to reflect on, at a time when popular opinion praises "user-centricity" and big data.
FFC is organized by the Philippine Web Designers Organization.
The document provides tips and advice for iPhone game development from the perspective of Joash the Geek. Some of the key points mentioned include:
- Joash's background and interest in programming from a young age using Apple IIe and various languages like Basic and Pascal.
- Suggestions for iPhone game development include assuming developers are smart and resourceful, learning from conferences like WWDC but avoiding being too condensed, and gaining insights from experience and research.
- Other advice covers minimizing development time spent and maximizing the time spent on iterations, as well as the importance of planning, production, gathering feedback, and balancing long term and short term goals.
Senior quiz finals Digilogous 2014 (Rukmini Devi Public School)Divyanshu Nandwani
The document appears to be a quiz about technology and tech companies. It contains 14 questions covering topics like the first video game to introduce a common gameplay element, companies like Tesla, Nokia, and Cyrix, and people like Steve Jobs, Jack Dorsey, and Tony Fadell. The quiz is divided into multiple rounds with themes like pictures and audio/video, and includes questions that require identifying names, companies, products, and other key details from passages of text or images.
Design Thinking and Innovation at AppleKaran Jaidka
Design Thinking and Innovation at Apple
Apple's success is built on design thinking, simplicity, and excellence in execution. Under Steve Jobs, Apple prioritized understanding user needs and designing intuitive products. Jobs insisted on iterative customer involvement and usability testing. Apple also focused on beautiful design, platform strategy for future products, and timely launches of high-quality products. Jobs' vision drove Apple to create wonderful products through discipline, talent, and his leadership. Going forward, Apple will need to adapt and innovate more broadly to succeed without Jobs.
The document discusses principles and best practices for designing awesome products. It emphasizes the importance of small details, craftsmanship, getting early customer feedback, and taking an iterative approach through prototyping and testing ideas with customers. It also highlights the value of teamwork and advocates designing at least one prototype, getting feedback from five customers, and creating at least one team advocate.
This document discusses innovation and value creation. It defines invention as the creation of a new product or process, while innovation involves improving an existing product, process or service. Examples are given of both inventions and innovations. The document also discusses how to systematically approach creativity, including defining problems, generating ideas, and selecting solutions. It emphasizes having an open and curious mindset during the idea generation process and a more logical and critical mindset when evaluating ideas. Finally, it briefly touches on what defines a startup and considerations for pivoting a startup idea.
Stewart Butterfield is known for turning side projects into billion dollar companies. He originally created Flickr as a side project of an online game company to address their financial issues, and it was later acquired by Yahoo. Similarly, Slack originated as an internal messaging tool for Butterfield's failing online game Glitch, and it has now grown to be one of the fastest growing and most valuable companies in the world with over 4 million daily users.
My reflections and interpretations of the various presentations at the Global Youth Marketing Conference in Feb 2010. The A-Z device is something one of the presenters used there.
15 Tips to Scale a Large AI/ML Workshop - Both Online and In-PersonChris Fregly
In this talk, we present tips and best practices for scaling a large workshop for 1,000's of simultaneous attendees - both online and in-person. While our workshop is focused on AI and machine learning on AWS, we generalize our learnings for any domain or specialization.
This document provides an introduction to design thinking. It discusses design thinking as a human-centric process that involves empathizing with customers to understand their needs, generating and refining ideas, and iterating based on customer feedback. The document outlines the main stages of design thinking as empathize, define, ideate, prototype, and test. It emphasizes the importance of qualitative research methods like interviews and observation to gain insights into customers. The document also discusses how to plan research effectively and highlights best practices for conducting interviews and focus groups.
Case study of innovation at Threadless. Combined with giveaways to the audience of popular Threadless designs throughout the presentation, and ended with an activity where everyone wrote down ways they could "be awesome" in their work.
Selling Design To Human Beings - 13 Anti-Patterns That Block Good DesignMartina Hodges Schell
Slides from Jason O'Brien & Martina Schell's IA Summit 2013 presentation in Baltimore. A book on the topic titled "Communicating the UX Vision–13 Anti-Patterns That Block Good Design" will be published by Morgan Kaufmann early 2015.
This document discusses how companies can generate revenue from digital advertising on websites. It provides examples of how much companies like AllRecipes.com and Google earn from ads on their sites. It also suggests using keyword research and Google Alerts to identify new topics and revenue opportunities before a company or product begins declining in popularity. Overall, the document advocates that companies develop additional revenue streams online proactively rather than waiting until their main business starts struggling.
The document summarizes a presentation titled "Selling Design to Human Beings" given at the UPA Conference in Las Vegas on June 5, 2012. The presentation discusses 13 communication "anti-patterns" that can kill good proposals, such as speaking different languages or having different goals. It then describes an accompanying game where participants must work together to advance an "Idea of Wonder" by defeating challenges using different character roles and tactics. The presentation concludes with references for further reading on topics relating to persuasion, team dynamics, and design processes.
At last year’s Denver Startup Week, we partnered with the City of Denver to reimagine how their collection of public art is discovered and interacted with throughout the city. We taught participants how to sprint by actually doing one—or, at least, a condensed version of one. Attendees participated in key design sprint activities, focused on the goal of increasing awareness of public art in Denver. They (hopefully) left the session with insights into the design sprint process, and our team left with real user feedback on the problem we were trying to solve.
This document provides a keynote about innovation and change in business. It discusses how the world is changing faster than ever with new technologies, habits, and expectations. It emphasizes the importance of asking questions like children do, and adopting a design thinking approach starting with user needs rather than ideas. It also stresses the need for discipline and structure in innovation through establishing goals, measuring progress, keeping teams small, and balancing different types of change initiatives. The overall message is that companies must innovate and transform to keep up with the rapidly changing world.
Modeling a business process is often associated with people in suits having long and dull meetings. Way too much time gets wasted for an outcome that's far from reality and which will be obsolete in weeks. Event storming is a workshop format that brings modeling back to all stakeholders, and aims to create usable models.
In this workshop, you won't be writing any code, but you will be using lots of paper, post-its and a marker. After going over a bit of theory and a small example, we will present you with a real business problem, and in a few short playful sessions you will experience how powerful event storming can be in helping a team gain insights into complex problems.
The techniques you will learn in this workshop will pay off immediately.
Designing Your Best Work In A Lean Ecosystem (25 Diagrams)Giles Phillips
This talk, which is structured as 25 diagrams, is intended to help you achieve your best, as a designer working within a Lean ecosystem. It provides a handful of specific tips that you can immediately leverage within your design projects.
10 pieces of advice that will lead to a successful UX careerettain group
Are you a UX professional? Are you curious what it takes to have a successful career in UX? We surveyed 10 UX professionals and found out what it takes to be successful!
Presenter: Kaitlyn Witman, Rainfactory, Cofounder & Director of Product Marketing
Crowdfunding has exploded in the past few years as a way to quickly rally a community around a product. It's created a unique opportunity to pitch your story to millions of early adopters. Now, marketers at all levels are adapting this formula to launch all types of products large and small. The best campaigns come from a proven method, and all follow this unspoken format of storytelling. Dive in & dissect what makes each pitch successful. Crowdsource ideas and build a community. In this session, learn the art of crafting the perfect product pitch from a seasoned veteran of nearly 40 crowdfunding campaigns, 14 of which have raised over $1 million.
Fighting the Dark Side of Data-Driven (Form, Function & Class Web Design Conf...Angela Obias
These are the supporting slides from my talk on the watch-outs and potential perils of using data for design.
The talk was for Form, Function & Class 6 - an annual web design conference. This year's theme was the fight for good design - and the talks ranged from web animation, by Rachel Nabors to design systems, by James Cabrera and Brad Frost.
I'm a research practitioner and analyst. So although it may seem weird to present about the perils of data, I also want the design community to understand that having a lot of data doesn't mean that you'll get a "good" design. Something that I feel is critical for us to reflect on, at a time when popular opinion praises "user-centricity" and big data.
FFC is organized by the Philippine Web Designers Organization.
The document provides tips and advice for iPhone game development from the perspective of Joash the Geek. Some of the key points mentioned include:
- Joash's background and interest in programming from a young age using Apple IIe and various languages like Basic and Pascal.
- Suggestions for iPhone game development include assuming developers are smart and resourceful, learning from conferences like WWDC but avoiding being too condensed, and gaining insights from experience and research.
- Other advice covers minimizing development time spent and maximizing the time spent on iterations, as well as the importance of planning, production, gathering feedback, and balancing long term and short term goals.
Senior quiz finals Digilogous 2014 (Rukmini Devi Public School)Divyanshu Nandwani
The document appears to be a quiz about technology and tech companies. It contains 14 questions covering topics like the first video game to introduce a common gameplay element, companies like Tesla, Nokia, and Cyrix, and people like Steve Jobs, Jack Dorsey, and Tony Fadell. The quiz is divided into multiple rounds with themes like pictures and audio/video, and includes questions that require identifying names, companies, products, and other key details from passages of text or images.
Design Thinking and Innovation at AppleKaran Jaidka
Design Thinking and Innovation at Apple
Apple's success is built on design thinking, simplicity, and excellence in execution. Under Steve Jobs, Apple prioritized understanding user needs and designing intuitive products. Jobs insisted on iterative customer involvement and usability testing. Apple also focused on beautiful design, platform strategy for future products, and timely launches of high-quality products. Jobs' vision drove Apple to create wonderful products through discipline, talent, and his leadership. Going forward, Apple will need to adapt and innovate more broadly to succeed without Jobs.
The document discusses principles and best practices for designing awesome products. It emphasizes the importance of small details, craftsmanship, getting early customer feedback, and taking an iterative approach through prototyping and testing ideas with customers. It also highlights the value of teamwork and advocates designing at least one prototype, getting feedback from five customers, and creating at least one team advocate.
This document discusses innovation and value creation. It defines invention as the creation of a new product or process, while innovation involves improving an existing product, process or service. Examples are given of both inventions and innovations. The document also discusses how to systematically approach creativity, including defining problems, generating ideas, and selecting solutions. It emphasizes having an open and curious mindset during the idea generation process and a more logical and critical mindset when evaluating ideas. Finally, it briefly touches on what defines a startup and considerations for pivoting a startup idea.
Stewart Butterfield is known for turning side projects into billion dollar companies. He originally created Flickr as a side project of an online game company to address their financial issues, and it was later acquired by Yahoo. Similarly, Slack originated as an internal messaging tool for Butterfield's failing online game Glitch, and it has now grown to be one of the fastest growing and most valuable companies in the world with over 4 million daily users.
My reflections and interpretations of the various presentations at the Global Youth Marketing Conference in Feb 2010. The A-Z device is something one of the presenters used there.
15 Tips to Scale a Large AI/ML Workshop - Both Online and In-PersonChris Fregly
In this talk, we present tips and best practices for scaling a large workshop for 1,000's of simultaneous attendees - both online and in-person. While our workshop is focused on AI and machine learning on AWS, we generalize our learnings for any domain or specialization.
This document provides an introduction to design thinking. It discusses design thinking as a human-centric process that involves empathizing with customers to understand their needs, generating and refining ideas, and iterating based on customer feedback. The document outlines the main stages of design thinking as empathize, define, ideate, prototype, and test. It emphasizes the importance of qualitative research methods like interviews and observation to gain insights into customers. The document also discusses how to plan research effectively and highlights best practices for conducting interviews and focus groups.
Case study of innovation at Threadless. Combined with giveaways to the audience of popular Threadless designs throughout the presentation, and ended with an activity where everyone wrote down ways they could "be awesome" in their work.
What Companies Look for When Hiring PMs by Spotify Product LeadProduct School
This presentation provides insight into: what a company like Spotify focuses on when hiring Product Managers, day-to-day life as a Product Manager at Spotify, tips on how to grow and succeed as a Product Manager.
The document provides an overview of Ryo's background and career in design and prototyping. It then discusses what design and prototyping are, how they are used to develop ideas into products, and how prototypes with varying levels of fidelity can be created using tools like Figma to test ideas with users and iterate on designs. The document emphasizes that early prototypes do not need to be perfect and getting feedback is more important than the tools used.
A 7-minute presentation given by Laura Seargeant Richardson, Principal Designer, frog design at ToyCon 2009, on the topic: "We Are All Designers of Play." Introduces the core attributes of: Reinvent, Rejuvenate, Reflect for toy companies to consider when designing next generation products.
7 Habits of Breakthrough Entrepreneurs - Casual Connect 2015Amy Jo Kim
It’s easier than ever to create a startup around a new, innovative idea. But most startups fail -- and most innovative products never take off. What differentiates the projects that DO take off? What habits, behaviors and attitudes are shared by the teams who create genre-defining hits? In this talk, you’ll learn the 7 habits of breakthrough innovators - brought to life with front-line stories from the early days of eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Pley. You’ll come away with a smarter approach to innovative product design - and practical, actionable design shortcuts you can use right away to turbo-charge your path towards product/market fit.
[Slides and the accompanying audio posted at http://www.portigal.com/blog/designing-for-unmet-needs-my-presentation-from-warm-gun]
Don’t be surprised if Steve Portigal, author of Interviewing Users, invites himself to your family breakfast or follows hotel maintenance staff to the boiler room. For more than 15 years, he’s led hundreds of interviews that help clients understand customers and turn insights into design opportunities.
Steve knows that our success depends on letting the unmet needs of our audience shape our designs. Okay—but how do we hit a target we can’t see? How do we design for people who aren’t us? How do we solve for the complexity of those people?
Dig into the details, ditch the guesswork, and join Steve to engage deliberately with the people we’re designing for. Look at ways to acknowledge the complexity of your users. Offer solutions rooted in the connections you make with people. Get unstuck and discover opportunities for design that adds value.
The Secret to Actually Producing Great Visual StorytellingLeslie Bradshaw
It's 2014 and there is no question that visual storytelling is an important tool in every marketer's tool belt. However, how to swiftly produce consistent, cost-effective and beautiful work is a lot less obvious. To arm you with the methods, resources and workflows you need to win at visual storytelling, we've asked marketer and data visualization pioneer Leslie Bradshaw to share her playbook. In her own words the session will deliver: Less hype. More do.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
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.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
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.
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.
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
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.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
3. Frog is a global design and innovation firm founded in 1969 by industrial designer Hartmut Esslinger. In
1984, frog's design language for Apple, first embodied by the Apple IIc system, launched with great
fanfare and commercial success. The design was recognized by Time Magazine as the “Design of the
Year” and inducted into the permanent collection at the Whitney Museum of Art.
Key Points:
๏ “For nothing comes nothing. You have to invest!”
๏ Build from the heart
๏ Become the best in the world & believe in yourself
๏ No wonder products fail. No one wants to go through all the details to do it right
8. Key Points:
๏ Simply the experience - less choices
๏ The user doesn't always know what he wants
๏ A/B test, over and over
๏ Scrub off your assumptions and let the light in
๏ Keep testing and keep learning
16. First PM at Slack
Key Points:
๏ It’s about building product that people loving
๏ Go extra mile
๏ Talk to your customers and you'll grow like Slack
๏ Turn the data into action
22. Next Big Sound provides a dashboard, charts, and reports to
monitor popularity, activity, and metrics for musicians across social
media, sales and events.
Key Points:
๏ Using data to chart the path of 'breaking thru’ artist
๏ Fetty Wap is really big in Florida