The document discusses mobile prototyping techniques. It outlines plans to review four reasons for mobile prototyping, identify two prototyping genres and methods, review differences between natural and graphical user interfaces, and provide animation principles. Experiential prototyping techniques like bodystorming and speed dating prototypes are suggested to explore unknown contexts and gather user feedback. Concept videos and storyboarding are also covered as ways to communicate ideas early in the design process. The document emphasizes prototyping early and often to improve decision making and fine tune mobile designs.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)Dave Hogue
Interfaces and devices are providing more and more power and functionality to people, and in many cases this additional power is accompanied by increasing complexity. Although people have more experience and are more sophisticated, it still takes time to learn new interfaces, information, and interactions. Although we are able to learn and use these often difficult interfaces, we increasingly seek and appreciate simplicity.
The Complexity Curve describes how a project moves from boundless opportunity and wonderful ideas to requirements checklists and constraints then finally (but only rarely) to simplicity and elegance. Where many projects call themselves complete when the necessary features have been included, few push forward and strive to deliver the pleasing and delightful experiences that arise from simplicity, focus, and purpose.
David M. Hogue, Ph.D. - VP of Experience Design, applied psychologist, and adjunct faculty member at San Francisco State University - introduces the Complexity Curve, discuss why our innovative ideas seem to fade over the course of a project, explain why "feature complete" is not the same as "optimal experience", and offer some methods for driving projects toward simplicity and elegance.
Comments on twitter at #SXsimplerUX
Audio available at:
http://schedule.sxsw.com/2012/events/event_IAP13657
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
Agile Architecture and Modeling - Where are we TodayGary Pedretti
Ideals, Misinterpretations, Backlash, a New Hope - A talk on where we've been and where we're going with agile application architecture. As presented at Toronto Agile and Software 2014 on 11/10/2014.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Linked data at globo.com - Web of Linked Entities (WoLE 2013) - WWW 2013Ícaro Medeiros
A quick presentation on how we use linked data and semantic technologies at globo.com and our RESTful Linked Data API. Presented at Web of Linked Entities (WoLE 2013) - WWW 2013.
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)Dave Hogue
Interfaces and devices are providing more and more power and functionality to people, and in many cases this additional power is accompanied by increasing complexity. Although people have more experience and are more sophisticated, it still takes time to learn new interfaces, information, and interactions. Although we are able to learn and use these often difficult interfaces, we increasingly seek and appreciate simplicity.
The Complexity Curve describes how a project moves from boundless opportunity and wonderful ideas to requirements checklists and constraints then finally (but only rarely) to simplicity and elegance. Where many projects call themselves complete when the necessary features have been included, few push forward and strive to deliver the pleasing and delightful experiences that arise from simplicity, focus, and purpose.
David M. Hogue, Ph.D. - VP of Experience Design, applied psychologist, and adjunct faculty member at San Francisco State University - introduces the Complexity Curve, discuss why our innovative ideas seem to fade over the course of a project, explain why "feature complete" is not the same as "optimal experience", and offer some methods for driving projects toward simplicity and elegance.
Comments on twitter at #SXsimplerUX
Audio available at:
http://schedule.sxsw.com/2012/events/event_IAP13657
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
Agile Architecture and Modeling - Where are we TodayGary Pedretti
Ideals, Misinterpretations, Backlash, a New Hope - A talk on where we've been and where we're going with agile application architecture. As presented at Toronto Agile and Software 2014 on 11/10/2014.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Linked data at globo.com - Web of Linked Entities (WoLE 2013) - WWW 2013Ícaro Medeiros
A quick presentation on how we use linked data and semantic technologies at globo.com and our RESTful Linked Data API. Presented at Web of Linked Entities (WoLE 2013) - WWW 2013.
Presentation on using stories in UX. Adding imagery, emotion, context and motivation to UX work.
Book from Rosenfeld Media
http://www.rosenfeldmedia.com/books/storytelling/
How to Redefine Success by Writing Your Own Rules : DareConf 2013Sophie Dennis
The 10 rules that have helped me define success for myself, not by other people's expectations. My talk from @DareConf 2013. Watch the full talk at http://2013.dareconf.com/videos/dennis
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Digital is a maturing industry now, compared to 10 years ago...We’ve become very good at the measurable. Infact, much of the what we do is becoming comoditised.
Websites should be as much about soul as utility...about bringing things to life. Design, branding and advertising have approaches that we can use to do this.
#digpen V - Designing Content: or how web designers can stop worrying and lea...Sophie Dennis
At #digpen V: Plymouth, 29 Sep 2012. Discussing the vital role of good content to creating great user experiences, the perils of designing without real content, and tips from content strategy practice you can use to get better content from your clients sooner in the project process.
Strategic UX - Rapid experience strategy techniques to help businesses succee...Eewei Chen
Many companies, in their haste to be first to market, forget the value of good early, strategic design thinking when creating a product or service. This results in mediocrity, and ultimately leads to an unloved brand experience where consumers become fickle and disloyal. Now, whether leading a design team, sitting on the board of directors or starting up a company, UX practitioners have made their way back up the value chain and have been re-empowered to make decisions that really can change the world.
My talk talk centers on the fact strategic design is critical to the success of the business and pulls together his insights and leanings to help set those brave enough to take on this responsibility in the right direction. I also talk about how to straddle the cross roads and actively connect that emotional relationship between the business and design.
A talk from GOTO Amsterdam, on 20th June 2014.
Abstract:
We've all been there. You release a new feature, product or service, only to find it isn't quite what your customers want or need. But by the time you release, it's too late to make significant changes.
Traditionally user experience design has involved upfront user research and design, to ensure we build products that meet customer needs. But this approach doesn't always work so well within an Agile development environment. Lean UX draws inspiration from the philosophy behind Lean manufacturing, where the emphasis is on reducing waste in the production process and only working on things that create value for your customers.
In this session Michele will demonstrate how taking a Lean UX approach can help you to design the right products for your customers. Michele will share some practical tips, tools and techniques for product teams. You'll learn how to:
Get the team out of the building to find out first-hand what your customers want and need
Use rapid prototyping techniques to validate assumptions with customers, without having to code a fully functioning application.
Work collaboratively with your team to get to the right design quickly
Which matters more: content, design or technology? A rantSophie Dennis
Can we stop arguing over whose job is more important? Web design requires creative collaboration across multiple disciplines. Arguing whether content or design is more important is like arguing whether the composer or performer is more important. It's a bogus question: without both, there is no music.
A case study presented at UX Cambridge 2016.
For hundreds of years, discoveries in science have been discussed, debated and advanced within the scientific literature. Finding evidence in the literature, to test a hypothesis, is fundamental to scientific research.
But finding evidence in scientific literature can be time consuming and difficult, especially as the number of published articles increases significantly each year. Advances in text mining technology offer the potential to make this task easier and quicker. Text miners are software engineers and subject experts who write algorithms to find useful information in vast amounts of unstructured text content. Deciding what information is useful to end users, and presenting it in an intuitive way, at the right point in time, is where UX can help.
This is a case study about annotating scientific terms and concepts in millions of research articles, with the goal to help life science researchers identify relevant information in articles quickly and easily. We explain how text miners, UX and developers collaborated; what we discovered about user needs; challenges and constraints we faced and iterative improvements we have made to the design.
Jon Mann and I conducted kinetic brainstorming workshop at APDF. We were asked to combine our view with five other design leaders representing four design firms; Gavin Kelly, Rob Girling, Steve Portigal and Scott MacInnes.
Prototyping Experiences for Connected ProductsMartin Charlier
Slides from our hands-on prototyping workshop at O'Reilly Solid conference 2015.
This workshop was about low fidelity and experience prototyping techniques such as enactment, wizard-of-oz and video sketching. Teams tackled briefings and produced video sketches you can find on Instagram at https://instagram.com/explore/tags/solidprototyping/
Human Computer Interaction: Academia and Industrystudiotelon
In 2016 I gave a guest lecture to Information Technology students on the academia and industry differences of Human Computer Interaction. The HCI course covers many technology opportunities but there were limited industrial opportunities that year.
Learn how user interface designers and user experience designers play an important part in creating products and services that keeps customers or users coming back for more.
eXtreme User eXperience (XUX) - How one team melded UX with XPMichael Rawling
How one team melded UX with XP.
Our XP team have been developing a product in the spirit of start-up and are exploring how to get the best from UX expertise. The team developed personas and learnt how to use them to shape stories - even tagging cards with persona stickers and usability testing activities.
Our team is very technical and potentially there could be clashes when it comes to creative thinking so we’ve tried “design chavettes” with team collectively, deputising them into the UX team. We regularly go beyond pairing with multi-disciplinary tripling!
The whole team test and iterate on the product design as well as development. We embed our hand-drawn sketches directly into the product as placeholders for features, then implement basic versions adding polish as we go, reducing the distance barriers between users, stakeholders and developers.
Lean StartUp embraces a more scientific perspective to learn what works but often teams leap too fast to solutions without user perspectives in mind: the idea of XUX helps put brakes on without squelching ideas and innovation!
Video as a prototyping tool for connected productsMartin Charlier
Martin Charlier @ O'Reilly Design Conference 2018
This is a talk about how video is a powerful tool for rapid low-fi prototyping of connected products & the Internet of Things. This talk argues how this method is useful, shows how it builds on existing prototyping methods and gives a practical example for how you can apply this method. Finally, the talk shows how the same ideas and principles of animated or filmed artefacts can be used at different levels of fidelity and focussed on different purposes.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
A recap of interesting points and quotes from the May 2024 WSO2CON opensource application development conference. Focuses primarily on keynotes and panel sessions.
The ppt summarises the types of prototypes in Design thinking or in any business. The pros and cons of each type is pointed out here. The ppt also describes the different design types of prototypes such as paper interface and physical models with suitable examples, images and fun scenarios using animations. Happy learning!
To download the ppt contact swethavijay2048@gmail.com
Prototyping - 2015 PhillyCHI UX Workshop SeriesMatthew Thomas
Slides for prototyping workshop I facilitated for the 2015 PhillyCHI Workshop Series. Covers overview of prototyping, methods, and considerations when considering prototype fidelity.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
UX Prototyping (UXiD) - Handout by Anton Chandra and Bahni MahariashaAnton Chandra
This is handout presentation on UXiD 2018 event
Title: UX Prototyping - How to make it and define the success metrics
by Anton Chandra and Bahni Mahariasha
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
8. 8 Web designers know how to work in a rapidly evolving field 8
9. Web designers know how to work in a rapidly evolving field Bad Decision-Making 9
10. The final diamonds are where good design decisions matter most… …and where designers new to mobile have the least domain specific skill and confidence. 10
11. Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input 11
12. Differences in the mobile environment Highly variable context and environment Small screen size and limited text input UI takes up the entire screen Difficult to multi-task and easy to get lost 12
13. Designers new to mobile don’t have the domain specific skills or heuristics to lean on. A 13
19. Our plan for today… Our plan for today Review the four “whys” of mobile prototyping Identify the two genres of prototyping and overview of six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities 19
20. Our plan for today… Our plan for today Review the four “whys” of mobile prototyping Identify the two genres of prototyping and overview of six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities 20
21. Our plan for today… Our plan for today Review the four “whys” of mobile prototyping Identify the two genres of prototyping and overview of six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities 21
22. Our plan for today… Our plan for today Review the four “whys” of mobile prototyping Identify the two genres of prototyping and overview of six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities 22
23. Our plan for today… Our plan for today Review the four “whys” of mobile prototyping Identify the two genres of prototyping and overview of six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities 23
26. steal this slide! “Whys” of prototyping Improve your design decision-making Communicate an Idea Gather User Feedback Explore the “Unknowns” Fine-tune an Idea 26
34. You are working on a “broader” mobile project. 1 Sympathy to context principles Experiential Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is unknown.(perhaps being created). 3 The design space is relatively unchartered. 34
35. You are working on a “focused” mobile project. 1 Sympathy to context principles Tactical Prototyping: Best suited for design explorations where: steal this slide! 2 Target mobile hardware and software scope is known. 3 The design space is relatively known. 35
44. Sympathy to context principles Experiential Prototyping: Best suited for design explorations where: You are working on a “broader” mobile project. 1 Target mobile hardware and software scope is unknown.(perhaps being created). 2 The design space is relatively unchartered. 3
45. What we learned from the web Experiential Prototypes Body Storming Speed Dating Prototypes Concept Videos Storyboarding
53. Paper Prototype example Similar to improvisational theater, body storming involves acting out possible scenarios or use cases with actors and props. Unlike computer-based technology that is logic based and only makes visible the conditions that existed before, people are illogical, perceptive, aware, and self-correcting. Body storming is a technique that helps capture and harness these messy yet essential aspects of human behavior and account for them in the mobile design process. 53
54. Select groups of five to eight participants in a troupe. Photo by Christian Crumlish (xian), 2009 on Flickr 54
55. Paper Prototype example Select groups of five to eight participants in a troupe. Identify 3-5 experience scenarios for your troupe to “perform.” Examples: Purchasing a cup of coffee with my iPhone, selecting which phone to purchase in a carrier’s store. Photo by Christian Crumlish (xian), 2009 on Flickr 55
56. Paper Prototype example 3. Every player must have a role; there should be no “trees” that are just for background. Use large cards that label the roles people are playing. 56 Photo by Christian Crumlish (xian), 2009 on Flickr
57. Paper Prototype example 4. Props can have feelings, thoughts, and the ability to speak. Use thought-bubble cards to show what a participant is thinking versus saying. Photo by Christian Crumlish (xian), 2009 on Flickr 57
58. Paper Prototype example 5. Have a narrator or color commentator who can explain things. The narrator can pretend the scenario is like television, using a remote to stop action, rewind, or fast-forward. Photo by Christian Crumlish (xian), 2009 on Flickr 58
59. Paper Prototype example 6. De-brief after each scenario. What did the group learn? What was surprising? What seemed important? Capture what you learned from the exercise and discuss how you can integrate it into what happens next. Photo by Christian Crumlish (xian), 2009 on Flickr 59
62. What we learned from the web Experiential Prototypes Body Storming Speed Dating Prototypes Concept Videos Storyboarding
63. Paper Prototype example Speed Dating Prototypes Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 63
67. Speed Dating Prototypes Builds on three theories: 1 Abundance brings perspective. Need to cross boundaries to know they exist. 2 Multiple low-cost engagements with multiple concepts enables a broader perspective to emerge. 3 65
68. “in the wild” ideation Step One Identify most promising concepts 66
69. Paper Prototype example Step Two Create storyboards thatdepict each concept Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating 67
94. What we learned from the web Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate. 82
95. What we learned from the web Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces. 83
96. What we learned from the web Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces. Rough out a basic story. 84
97. What we learned from the web Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces. Rough out a basic story. Start filling in the cells. Rough out the complete story, then fill in details. 85
98. What we learned from the web Mobile UX Storyboarding Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces. Rough out the basic story Start filling in the cells. Rough out the complete story, then fill in details. 86
102. Pivoting people through information Your Design Challenge! Storyboarding: Ideas Activity 90
103. Your Design Challenge! Storyboarding Activity Select one concept you’d like to explore more deeply using the storyboarding technique. Storyboard one scenario using the templates provided. Remember to identify the key issues the character faces and rough out the complete story before filling in details. 1 2 3
105. What we learned from the web steal this slide! Tactical Prototypes Sketching/Paper Prototyping In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype 93
106. steal this slide! Tactical Prototypes Sketching/Paper Prototyping In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype 94
113. We can annotate expectations in the web world We can annotate expectations in the web world 101
114. We can annotate expectations in the web world REALLY!Look inside the book Free two-day shipping Look inside the book Get it new OR used! Sell mine Add to cart Shipping! Collectible! Maybe a kindle! 102
115. Options have to be apparent and intuitive in mobile for people to 103
116. 104 Text entry will never be easy Design for partial attention andinterruption
117. How do you make interfaces that speak their power How do I create mobile interfaces that “speak their power”? Q: A 105
140. NUIs = Content is the Star It’s like a game of cards 128
141. Differences in the mobile environment Highly variable context and environment Small screen size and limited text input UI takes up the entire screen Difficult to multi-task and easy to get lost 129
147. The Nested Doll Pattern 1 Sympathy to context principles steal this slide! Mobile Experiences Unfold Patterns for how mobile experiences unfold and progressively reveal their nature The Hub and Spoke Pattern 2 The Bento Box Pattern 3 The Filtered View Pattern 4 135
156. Pivoting people through information Your Design Challenge! From GUI to NUI Activity Identify an interaction sequence you’d like to recreate using NUI principles. Sketch out the interaction using the templates provided. Identify how you’d like your mobile experience to unfold. 1 2 3 144
159. REMEMBER! It’s easy to go crazy and try to do it all.Instead, focus on applying what we’ve covered… Activity Understanding the differences between graphical and natural user interfaces. Experimenting with how your mobile experience can unfold and and progressively reveal its nature. Play around with the unfolding patterns that have been presented… or invent some of your own. 147
161. Paper In-Screen Prototypes Following Process documented by Diego Pulidovia UX Magazine – Paper In-Screen PrototypesPhotos courtesy of Diego Pulido and UX Magazine 149
162. Paper Prototype example 1. Sketch screen layouts. 150 Photo courtesy of Diego Pulido and UX Magazine
163. Paper Prototype example 1. Sketch screen layouts. 2. Scan or photograph the sketches. 151 Photo courtesy of Diego Pulido and UX Magazine
164. Paper Prototype example 1. Sketch screen layouts. 2. Scan or photograph the sketches. 3. Making sizing adjustments to the files. 152 Photo courtesy of Diego Pulido and UX Magazine
165. Paper Prototype example 4. Save the resized images in a file format supported by the mobile device. Be mindful of the sequencing of your screens and label files accordingly. 153 Photo courtesy of Diego Pulido and UX Magazine
166. 4. Save the resized images in a file format supported by the mobile device. Be mindful of the sequencing of your screens and label files accordingly. 5. Import the files into the mobile device’s photo gallery. 154 Photo courtesy of Diego Pulido and UX Magazine
167. Paper Prototype example 4. Save the resized images in a file format supported by the mobile device. Be mindful of the sequencing of your screens and label files accordingly. 5. Import the files into the mobile device’s photo gallery. 6. Click and swipe away. 155 Photo courtesy of Diego Pulido and UX Magazine
168. Your Design Challenge! Create an in-screen prototype. Activity Hang your screen designs on the wall. Photograph each design. Transfer photos from the camera to computer and make any sizing adjustments. Sync images to your mobile device and swipe away…. 156
169. What we learned from the web steal this slide! Tactical Prototypes Sketching In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specific Prototype 157
176. Paper Prototype example LOGO Tagline Sydney Opera House There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world – a symbol for not only a city, but a whole country and continent. Edit 164
177. Paper Prototype example LOGO Tagline Sydney Opera House There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world – a symbol for not only a city, but a whole country and continent. Edit 165
178. Paper Prototype example LOGO Tagline Sydney Opera House There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world – a symbol for not only a city, but a whole country and continent. Edit 166
179. Paper Prototype example LOGO Tagline LOGO Tagline Sydney Opera House There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world – a symbol for not only a city, but a whole country and continent. Edit Edit 167 167 Paper Prototype example
181. What we learned from the web Reasons for Prototyping in Keynote/Powerpoint steal this slide! It’s super efficient and fast! Level of fidelity is high – gives you an end result that looks and feels like a real app. Supports *some* gestures and transitions. It’s as close as you can get to the real thing without digging into code. 169
182. What we learned from the web Reasons for Prototyping in Keynote/Powerpoint steal this slide! It’s super efficient and fast! Level of fidelity is high – gives you an end result that looks and feels like a real app. Supports *some* gestures and transitions. It’s as close as you can get to the real thing without digging into code. 170
184. What we learned from the web Animation & TransitionsA new design elements that can: steal this slide! Reinforce cognition. Help users form a mental model of how information will “unfold”. Provide cues for interaction. Help make your experience feel more intuitive for users. 172
207. Paper Prototype example Specifying Transitions Sketches Courtesy of Greg NudelmenStoryboarding iPad Transitions 195
208. What we learned from the web Transitions and AnimationMethods for specifying motion: Hand drawn sketches. Include specifications on wireframes. Build a prototype of key motion phrases using PowerPoint, Keynote or other prototyping tool. 196