Mobile User Experience Conference in London 2016 (http://mobileuxlondon.com) - PETER SZABO, Senior Manager UX/UI.
User Experience Mapping is an easy technique that will change how you tackle today’s complex mobile user experience challenges. In his interactive talk, Peter will share his passion for User Experience maps and cats. He thinks, that while it’s entirely possible to create a mobile app without a cat, having a UX Map is essential. From the very beginning of the ideation phase experience maps are critical communication and strategy tools. They help to solve the problems you have and get closer to understanding your users. Through a fun and easy-to-follow case-study, you will see how UXM helps you save time and money while building better mobile experiences.
Mobile UX London Conference Talk. ANDREW MCGRATH, Designing for Alien LifeNaveed R
Mobile User Experience Conference in London 2016 (http://mobileuxlondon.com) - Andrew McGrath, Head of UX at Thomson Reuters.
Designing outside the consumer space is a hard shift: Can one even understand the use cases behind Mergers and Acquisitions lawyers or FX Traders let alone grasp deeper motivations or build empathy for them? And how then can you optimise for mobile where hard choices and simplification are key? If you cannot understand them and you cannot easily observe them then how do you succeed? This talk will explore the challenges of being a user centred designer in this environment and identify some strategies to successfully deliver.
Mobile UX London 2016 Conference Workshop - Chi Chung Tsang - User ResearchNaveed R
Mobile UX London 2016 Conference Workshop - (https://mobileuxlondon.com) - Understanding users’ needs and behaviour is still an important activity that can lead to great user experiences. Planning your user research is critical to getting the most out of this activity, even more so for research involving mobile devices where context can greatly affect the outcome.
In this workshop, you will learn about why doing user research is important, why context matters, how to choose the right research activity and tips from my experience of research over the years. You will also have the chance to create a research plan.
Brief introduction of customer journey maps and a guided process to create a journey map in a collaborative way. The purpose of this workshop was to demonstrate the process and allow participants to learn by doing.
Applying Science to Conversational UX DesignRaphael Arar
Virtual agents are back, and they're everywhere! Their user interfaces tend to be simply those of instant messaging... or none at all. Thus the user experience resides more in the sequencing of bits of natural language than in that of menus or screens. Although everyone knows how to engage in human conversation, creating an app that behaves like one requires a technical knowledge of the mechanics of human conversation. While Conversational UX Design is still a nascent discipline, formal models from Conversation Analysis offer a scientific foundation for design. This session from SXSW 2017 provided design principles and models for creating conversational UX.
UXploration- Exploring Storytelling for Emotionally Engaging UXTechved Consulting
This document discusses how storytelling can be used to create emotionally engaging user experiences (UX). It argues that stories are more memorable than facts and help form bonds with audiences. The document outlines some elements of stories, such as plot, characters, language, and visuals, and notes that UX elements like visual design, text, and interactions may not be as coordinated. It suggests using themes found through user research to guide UX design in the same way themes guide story design. Applying themes to UX can produce pleasure, meaning, and emotion for users. Fundamental principles of storytelling like relevance, structure, authenticity, and simplicity also apply to creating engaging UX.
Mobile UX London 2016 Conference Workshop - Sabrina Duda - Persona workshopNaveed R
Mobile UX London Conference 2016 - Workshop - https://mobileuxlondon.com - How to create personas? This workshop will provide you with the necessary facts about how to create personas. We will work with a real website and each group will create personas for this website, based on information and a framework.
The workshop will start with a short overview about personas, showing many examples and different methods and templates. We will discuss these examples and your personal opinion and experiences with personas. We will create personas for a mobile website in groups à 3-4 people and share the results.
How to design more ethically engaging experiences (UCD 2016)Neil Turner
Hi. My name is Neil, and I’m an addict. I’ll admit it, I’m addicted to technology, and you know what, I suspect that you are too. We’re all addicts now aren’t we? We’ve all become addicted to a very modern drug called technology.
It’s not our fault that we’re addicted to technology, we're only human after all. You see technology is just too damn addictive. And why is it so addictive? Because it’s been designed to be so by designers like you and me. It’s been designed to engage, to demand our attention, to draw us in and to slowly but surely get us hooked.
In this talk which was originally delivered at UCD 2016, I’m going to argue the case for why we as designers should be helping to break this cycle of addiction. Why we should be focusing on making a positive impact on peoples’ lives, rather than chasing ever greater usage of our products and designs. I’m going to show you how to create products that are more ethically engaging; that let people get on with their lives without becoming a slave to the machine!
Mobile UX London Conference Talk. ANDREW MCGRATH, Designing for Alien LifeNaveed R
Mobile User Experience Conference in London 2016 (http://mobileuxlondon.com) - Andrew McGrath, Head of UX at Thomson Reuters.
Designing outside the consumer space is a hard shift: Can one even understand the use cases behind Mergers and Acquisitions lawyers or FX Traders let alone grasp deeper motivations or build empathy for them? And how then can you optimise for mobile where hard choices and simplification are key? If you cannot understand them and you cannot easily observe them then how do you succeed? This talk will explore the challenges of being a user centred designer in this environment and identify some strategies to successfully deliver.
Mobile UX London 2016 Conference Workshop - Chi Chung Tsang - User ResearchNaveed R
Mobile UX London 2016 Conference Workshop - (https://mobileuxlondon.com) - Understanding users’ needs and behaviour is still an important activity that can lead to great user experiences. Planning your user research is critical to getting the most out of this activity, even more so for research involving mobile devices where context can greatly affect the outcome.
In this workshop, you will learn about why doing user research is important, why context matters, how to choose the right research activity and tips from my experience of research over the years. You will also have the chance to create a research plan.
Brief introduction of customer journey maps and a guided process to create a journey map in a collaborative way. The purpose of this workshop was to demonstrate the process and allow participants to learn by doing.
Applying Science to Conversational UX DesignRaphael Arar
Virtual agents are back, and they're everywhere! Their user interfaces tend to be simply those of instant messaging... or none at all. Thus the user experience resides more in the sequencing of bits of natural language than in that of menus or screens. Although everyone knows how to engage in human conversation, creating an app that behaves like one requires a technical knowledge of the mechanics of human conversation. While Conversational UX Design is still a nascent discipline, formal models from Conversation Analysis offer a scientific foundation for design. This session from SXSW 2017 provided design principles and models for creating conversational UX.
UXploration- Exploring Storytelling for Emotionally Engaging UXTechved Consulting
This document discusses how storytelling can be used to create emotionally engaging user experiences (UX). It argues that stories are more memorable than facts and help form bonds with audiences. The document outlines some elements of stories, such as plot, characters, language, and visuals, and notes that UX elements like visual design, text, and interactions may not be as coordinated. It suggests using themes found through user research to guide UX design in the same way themes guide story design. Applying themes to UX can produce pleasure, meaning, and emotion for users. Fundamental principles of storytelling like relevance, structure, authenticity, and simplicity also apply to creating engaging UX.
Mobile UX London 2016 Conference Workshop - Sabrina Duda - Persona workshopNaveed R
Mobile UX London Conference 2016 - Workshop - https://mobileuxlondon.com - How to create personas? This workshop will provide you with the necessary facts about how to create personas. We will work with a real website and each group will create personas for this website, based on information and a framework.
The workshop will start with a short overview about personas, showing many examples and different methods and templates. We will discuss these examples and your personal opinion and experiences with personas. We will create personas for a mobile website in groups à 3-4 people and share the results.
How to design more ethically engaging experiences (UCD 2016)Neil Turner
Hi. My name is Neil, and I’m an addict. I’ll admit it, I’m addicted to technology, and you know what, I suspect that you are too. We’re all addicts now aren’t we? We’ve all become addicted to a very modern drug called technology.
It’s not our fault that we’re addicted to technology, we're only human after all. You see technology is just too damn addictive. And why is it so addictive? Because it’s been designed to be so by designers like you and me. It’s been designed to engage, to demand our attention, to draw us in and to slowly but surely get us hooked.
In this talk which was originally delivered at UCD 2016, I’m going to argue the case for why we as designers should be helping to break this cycle of addiction. Why we should be focusing on making a positive impact on peoples’ lives, rather than chasing ever greater usage of our products and designs. I’m going to show you how to create products that are more ethically engaging; that let people get on with their lives without becoming a slave to the machine!
The perfect UX designer toolkit summarizes various tools that UX designers can use. It discusses the importance of user research and conducting face-to-face interviews, remote testing, guerrilla testing, and surveys. It also outlines tools for wireframing, prototyping, strategy, design, and keeping track of work. A balance of user research, creativity, and usability is important for good UX design.
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
Mobile UX Design Best Practices for AdvertisingBrant Nesbitt
As we transition from desktop to mobile devices, our behaviors evolve and we adapt to accomplish tasks quicker than ever before. With such a finite amount of screen space, yet infinite possibilities, it is time to evolve the way we present content, thus ensuring a pleasant user experience.
Good “Fingertip Legibility” is the result of ads that provide concise messaging and beautiful product imagery, thus allowing users to make split second decisions and take action.
Kate Williamson and Cait Vlastakis Smith — UX Designers at Centerline Digital — explore the differences between UX and UI.
Good UX is the manifestation of deeply understanding people.
Learn more at: http://www.centerline.net
Why User Experience Matters | By UX Professionals from Centerline DigitalCenterline Digital
This document discusses user experience (UX) design. It defines UX as the sum of a person's emotions and behaviors when interacting with a product or service. Good UX is important as it reduces wasted development time, increases sales and user retention. The document outlines the typical process for a UX project, including research, content strategy, information architecture, design, development, and testing phases to deliver useful and usable experiences.
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.
This talk introduces Emergent UX - a process designed to dramatically improve product design by deeply understanding your audience's conscious and unconscious needs on cognitive and emotional levels.
- Learn how to "usability test" AI interactions with humans and measure success
- Understand the two distinct ways that humans construct commands to AI systems and how, using physiological measurements, you can measure the human response to the AI system responses
Description
John Whalen explores the concept of cognitive design, describing how humans structure their commands to AI systems (syntax, word usage, prosody) and how to measure human reactions to AI responses using biometrics (facial emotion recognition, heart rate, GSR). Along the way, John shares insights into how to optimally architect the customer experience.
John offers an overview of the results of an evaluation of four major AI systems (Siri, Cortana, Alexa, and Google Assistant), tested by the young and old, those new to AI systems and those that use these tools every day, native and non-native speakers, and techies and non-techies. Each were asked to interact with the systems to request facts, complex information, jokes, commands, and calendar information while the evaluators recorded their commands, the AI response, and the human’s physiological response to the AI response (facial emotion, heart rate, and GSR).
There were several intriguing findings:
- There were two distinct ways humans constructed commands for the AI systems.
- The testers’ favorite AI systems were not always the ones that performed the best in terms of giving correct answers.
- There was a distinct physiological signature associated with a positive experience.
John explains how these findings can help you determine how you should measure the success of your AI system or chatbot and suggests new ways to predict market success that go beyond AI answer accuracy.
UX is way more than most people think. I believe that UX is a mindset that everyone should carry. This is how I approach UX, and think it's beneficial for everyone to know a process that works.
NOTE: This represents a talk I gave to some students embarking on a career in the UX field.
Confessions of a former UCD devotee – How I managed to kick the UCD habit and...Neil Turner
Repeat after me. "Thou shalt always consider the user above all others. Thou shalt centre thy design around user needs and seek user feedback at every pass".
User-centred design (UCD) is still very much the established dogma within the UX community. The idea that everything we do should be centred around the user. That user insights, feedback and participation should be sought wherever possible. But what if user-centred design is a false prophet? What if it's not really the answer to all our UX hopes and dreams?
In this talk originally delivered at UX Cambridge 2015 I will take you through my own story of UCD love and then disillusionment. Of how I went from a UCD evangelist and devotee to embracing a new dogma - lean UX. I will share with you what caused my change of heart and hopefully open your eyes to the limitations - and sometimes even dangers - of UCD. Come hear my tale and find out why I've not only come to embrace lean UX over UCD, but implore others to do the same.
A general overview and intro to User Experience and User Interfaces by Robby Grant, Gabe Martin and David Sparks at Archer Malmo.
Talk was given at StartCo in Memphis TN, May 24th, 2017 to help new startups improve the functionality and focus on users during early stages of development.
This document provides an overview of user experience (UX) design principles and processes. It begins with definitions of UX and UI, then outlines the typical UX design process of understanding user needs, prototyping, and testing designs. Key principles discussed include placing elements according to visual importance and proximity, limiting options to aid decision making, using implicit visual cues to guide users, and designing for readability and scannability. Gestalt principles of grouping and flow are also covered. The document aims to explain how understanding cognitive processes can help designers create more effective interfaces.
The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
Growth hacking and User Experience: A love story?Maite Dalila
The document discusses the relationship between growth hacking and user experience (UX). While growth hackers focus on tweaking products or marketing to acquire users in the short term, UX designers take a long term approach of designing products to best serve user needs. The document argues that growth hacking and UX can work together effectively if UX designers are given freedom to prioritize the user experience and not just short term gains. When combined, growth hacking and UX have the potential to generate long term revenue by building products people truly love and want to use.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document provides an introduction to UX and UI design. It defines UI as the visual elements and interface a user sees, while UX encompasses usability, aesthetics, and the overall user experience. The author is working on a game project and learning UX/UI design. They explain that good design requires both good UI and UX, and that UX can be improved through testing and research, even with limited design skills. The basic UX design process involves research, wireframing, mockups, and interactive prototypes. The document outlines several future topics to be covered.
This document discusses demystifying design for developers. It begins with dispelling four common myths about user experience design: 1) That it is just user interface design 2) That it is simply a step to make products better 3) That it is solely the designer's job 4) That it is just about listening to users. The document then explains what user experience design truly entails, such as interaction design, user research, prototyping, and usability testing. It emphasizes understanding users through empathy and provides exercises to experience the design process and test usability.
Hi, I’m Manoj, a User Experience Designer. Today he will talk about the what and why of design, the design process, running a design sprint, prototyping tools, and designing for delight. He will discuss how user experience design involves user research, prototyping, and usability testing through an iterative process to understand users. A case study on Sportee will be presented to illustrate the design process of creating personas, user flows, and prototyping. Manoj will also cover how to run a design sprint based on Google Ventures' method and various prototyping tools that can be used.
Mobile UX London Conference Talk - DAVID DOMINGUEZ, A Few of Aesop’s (A Hand...Naveed R
The document discusses using Aesop's fables as an inspiration for mobile UX design. It summarizes a few fables and how they relate to understanding users and context, focusing on the right tasks for mobile, and considering mobile as an integral part of the overall design strategy rather than an afterthought. The document encourages mobile UX designers to take lessons from the fables to help guide their work, just as Aesop used fables to convey messages.
The perfect UX designer toolkit summarizes various tools that UX designers can use. It discusses the importance of user research and conducting face-to-face interviews, remote testing, guerrilla testing, and surveys. It also outlines tools for wireframing, prototyping, strategy, design, and keeping track of work. A balance of user research, creativity, and usability is important for good UX design.
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
Mobile UX Design Best Practices for AdvertisingBrant Nesbitt
As we transition from desktop to mobile devices, our behaviors evolve and we adapt to accomplish tasks quicker than ever before. With such a finite amount of screen space, yet infinite possibilities, it is time to evolve the way we present content, thus ensuring a pleasant user experience.
Good “Fingertip Legibility” is the result of ads that provide concise messaging and beautiful product imagery, thus allowing users to make split second decisions and take action.
Kate Williamson and Cait Vlastakis Smith — UX Designers at Centerline Digital — explore the differences between UX and UI.
Good UX is the manifestation of deeply understanding people.
Learn more at: http://www.centerline.net
Why User Experience Matters | By UX Professionals from Centerline DigitalCenterline Digital
This document discusses user experience (UX) design. It defines UX as the sum of a person's emotions and behaviors when interacting with a product or service. Good UX is important as it reduces wasted development time, increases sales and user retention. The document outlines the typical process for a UX project, including research, content strategy, information architecture, design, development, and testing phases to deliver useful and usable experiences.
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.
This talk introduces Emergent UX - a process designed to dramatically improve product design by deeply understanding your audience's conscious and unconscious needs on cognitive and emotional levels.
- Learn how to "usability test" AI interactions with humans and measure success
- Understand the two distinct ways that humans construct commands to AI systems and how, using physiological measurements, you can measure the human response to the AI system responses
Description
John Whalen explores the concept of cognitive design, describing how humans structure their commands to AI systems (syntax, word usage, prosody) and how to measure human reactions to AI responses using biometrics (facial emotion recognition, heart rate, GSR). Along the way, John shares insights into how to optimally architect the customer experience.
John offers an overview of the results of an evaluation of four major AI systems (Siri, Cortana, Alexa, and Google Assistant), tested by the young and old, those new to AI systems and those that use these tools every day, native and non-native speakers, and techies and non-techies. Each were asked to interact with the systems to request facts, complex information, jokes, commands, and calendar information while the evaluators recorded their commands, the AI response, and the human’s physiological response to the AI response (facial emotion, heart rate, and GSR).
There were several intriguing findings:
- There were two distinct ways humans constructed commands for the AI systems.
- The testers’ favorite AI systems were not always the ones that performed the best in terms of giving correct answers.
- There was a distinct physiological signature associated with a positive experience.
John explains how these findings can help you determine how you should measure the success of your AI system or chatbot and suggests new ways to predict market success that go beyond AI answer accuracy.
UX is way more than most people think. I believe that UX is a mindset that everyone should carry. This is how I approach UX, and think it's beneficial for everyone to know a process that works.
NOTE: This represents a talk I gave to some students embarking on a career in the UX field.
Confessions of a former UCD devotee – How I managed to kick the UCD habit and...Neil Turner
Repeat after me. "Thou shalt always consider the user above all others. Thou shalt centre thy design around user needs and seek user feedback at every pass".
User-centred design (UCD) is still very much the established dogma within the UX community. The idea that everything we do should be centred around the user. That user insights, feedback and participation should be sought wherever possible. But what if user-centred design is a false prophet? What if it's not really the answer to all our UX hopes and dreams?
In this talk originally delivered at UX Cambridge 2015 I will take you through my own story of UCD love and then disillusionment. Of how I went from a UCD evangelist and devotee to embracing a new dogma - lean UX. I will share with you what caused my change of heart and hopefully open your eyes to the limitations - and sometimes even dangers - of UCD. Come hear my tale and find out why I've not only come to embrace lean UX over UCD, but implore others to do the same.
A general overview and intro to User Experience and User Interfaces by Robby Grant, Gabe Martin and David Sparks at Archer Malmo.
Talk was given at StartCo in Memphis TN, May 24th, 2017 to help new startups improve the functionality and focus on users during early stages of development.
This document provides an overview of user experience (UX) design principles and processes. It begins with definitions of UX and UI, then outlines the typical UX design process of understanding user needs, prototyping, and testing designs. Key principles discussed include placing elements according to visual importance and proximity, limiting options to aid decision making, using implicit visual cues to guide users, and designing for readability and scannability. Gestalt principles of grouping and flow are also covered. The document aims to explain how understanding cognitive processes can help designers create more effective interfaces.
The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
Growth hacking and User Experience: A love story?Maite Dalila
The document discusses the relationship between growth hacking and user experience (UX). While growth hackers focus on tweaking products or marketing to acquire users in the short term, UX designers take a long term approach of designing products to best serve user needs. The document argues that growth hacking and UX can work together effectively if UX designers are given freedom to prioritize the user experience and not just short term gains. When combined, growth hacking and UX have the potential to generate long term revenue by building products people truly love and want to use.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
The document provides an introduction to UX and UI design. It defines UI as the visual elements and interface a user sees, while UX encompasses usability, aesthetics, and the overall user experience. The author is working on a game project and learning UX/UI design. They explain that good design requires both good UI and UX, and that UX can be improved through testing and research, even with limited design skills. The basic UX design process involves research, wireframing, mockups, and interactive prototypes. The document outlines several future topics to be covered.
This document discusses demystifying design for developers. It begins with dispelling four common myths about user experience design: 1) That it is just user interface design 2) That it is simply a step to make products better 3) That it is solely the designer's job 4) That it is just about listening to users. The document then explains what user experience design truly entails, such as interaction design, user research, prototyping, and usability testing. It emphasizes understanding users through empathy and provides exercises to experience the design process and test usability.
Hi, I’m Manoj, a User Experience Designer. Today he will talk about the what and why of design, the design process, running a design sprint, prototyping tools, and designing for delight. He will discuss how user experience design involves user research, prototyping, and usability testing through an iterative process to understand users. A case study on Sportee will be presented to illustrate the design process of creating personas, user flows, and prototyping. Manoj will also cover how to run a design sprint based on Google Ventures' method and various prototyping tools that can be used.
Mobile UX London Conference Talk - DAVID DOMINGUEZ, A Few of Aesop’s (A Hand...Naveed R
The document discusses using Aesop's fables as an inspiration for mobile UX design. It summarizes a few fables and how they relate to understanding users and context, focusing on the right tasks for mobile, and considering mobile as an integral part of the overall design strategy rather than an afterthought. The document encourages mobile UX designers to take lessons from the fables to help guide their work, just as Aesop used fables to convey messages.
Mobile UX London Conference Talk - HARA MIHAILIDOU, How Mobile Phones can Cha...Naveed R
Mobile User Experience Conference in London 2016 (http://mobileuxlondon.com) - Hara Mihailidou, Head of UX for Just Giving.
In this short talk we will look closer at how mobile devices have influenced the world of giving and are driving social change. We’ll look at the impact this has had on JustGiving as a business. Did it change the way we think about our offering? Does it influence our future? I will attempt to give you tangible examples of how JustGiving shifted to being mobile and experience first especially over the past year and a half.
Mobile UX London Conference 2016 Workshop Presentation - Else, putting mobile...Naveed R
Learn more - https://mobileuxlondon.com
Designing for a moment in time is easy – designing an experience that fits within existing infrastructures, across multiple uses, takes into account some pretty stringent safety policies yet somehow manages to reimagine a customers experience is pretty damn hard indeed.
We want to share our experiences of designing in this sector with principles that can help when constraint stifles design ambition. How can we disrupt the generic points based loyalty systems? How can we leverage the qualities of personal customer service through the convenience of mobile? And ultimately, how can we build a desire for customers to choose our service over other providers?
1. What it is?. Philosophy and Principles.
2. How to use it? methodology and basic tools.
3. Beyond UCD. Alternatives methodologies: Activity Centered Design and Goal Directed Design.
All matter, no matter how complex, can be broken down into molecules which can be broken down further into atomic elements. All web interfaces can be broken down down the same way. Atomic Design provides a methodology for building an effective design system. It consists of five distint stages: atoms, molecules, organisms, templates and pages.
The document discusses the Government Digital Service (GDS) framework for digital transformation in the public sector. It outlines 10 principles that GDS follows: (1) start with user needs; (2) do less; (3) design with data; (4) do the hard work to make it simple; (5) iterate; (6) design for everyone; (7) understand context; (8) build digital services not websites; (9) be consistent not uniform; (10) make things open. It describes key roles on a GDS team and the product journey, from defining goals to prioritizing user stories to accepting completed work. The overall framework focuses on an agile, user-centered approach to
UX Designer's Toolkit - to design a better worldRachel Liu
Presented at the Creative Meetup: http://www.meetup.com/Creative-Class/events/162137382/ on 9th April 2014.
A UX Designer's Toolkit to design a better world with case studies of good and bad websites/apps as well as interactive exercises to understand the Lean UX process
This document summarizes the key topics covered in an English technical writing course. It discusses that technical communication involves conveying information across various platforms in an easy to understand manner. It also covers collaboration, cultural considerations, and ethics. Specifically, it discusses how the agile model of technical writing allows for greater communication. It emphasizes that collaboration, cooperation of all team members, and cultural awareness are vital for successful technical projects and communication. Ethics in sources and respecting others are also important guidelines.
Personas are used in design to keep users at the center of the process. They allow designers to have empathy for different types of customers and understand that customers have varying needs based on context. While personas provide structure, storytelling, and strategy guidance, they must be kept up-to-date and relevant to avoid becoming stale or excessive. Designers should use technology to easily update personas, keep persona details cheap and focused on context of use, and share personas widely to integrate them into ongoing design conversations.
Personas are used in design to keep users at the center of the process. They allow designers to have empathy for different types of customers and understand that their needs vary based on context. While personas provide structure, storytelling, and strategy guidance, they must be kept up-to-date and relevant to avoid becoming stale or excessive. Designers should use technology to easily update personas, keep them low-cost to maintain, base them firmly in research findings, and socialize them throughout organizations. The key is to distill personas down to their most essential elements and use them actively in discussions.
Conversational Interfaces. Andrew Larking and Ronald Ashri at Museum Tech 2017.Deeson
Slides from Deeson's Creative Director, Andrew Larking, and Technical Director, Ronald Ashri, at Museum Association's 'Museum Tech 2017' in London on 29th June.
Their keynote focussed on conversational interfaces, their drivers and challenges, and some key guiding principles.
IA Survival Guide @ Euro IA Summit 2009Sylvie Daumal
The document provides guidance for information architects (IAs) working in a hostile context where user experience practices are not well established or understood. It discusses challenges such as lack of room, time, shared knowledge, and partners. It recommends focusing on user research, sharing knowledge to explain the value of IA, finding allies among clients, users, and networks, and adapting practices and deliverables to the specific context. The document also discusses adapting UX methodology for the diverse cultures and languages of Europe.
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
UCD / IxD Introduction - User centric design, interaction designsdavis6b
This document provides an introduction to user-centric design (UCD) and interaction design (IxD) principles for building software. It discusses how UCD tools like personas, goals, and interaction loops can help design coherent experiences and increase agility, sanity and quality. While earlier software was system-centric, the focus is now on designing intuitive experiences through iterative collaboration using UCD and pairing it with Agile development methods.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
This document provides tips for staying productive while working remotely across distances. It begins by explaining that remote collaboration has become more common in businesses, with 83% of survey respondents reporting working remotely for at least an hour or two per day. It then provides techniques for managing virtual teams, such as setting clear communication norms, recognizing individual contributions, and using project management tools for visibility. Face-to-face meetings are also emphasized as a way to build personal connections within remote teams.
We will present a case study that details our approach for replacing user personas with user roles for a multi-national SAAS company. We will take the audience on a journey that starts with an executive request for personas, travels through the tribulations of realizing personas suck, and concludes with convincing others to accept a new and innovative way to understand the people who use the product. Our key message is that personas lack real value for organizations that already understand the importance of empathizing with users. Building user-centered products requires easily accessible and well organized user insights. We will discuss defining users through a process of stakeholder consultation and content review, and structuring data around Jobs to Be Done and product interactions. We will also discuss the dissemination of user roles in our organization using relational databases, interactive dashboards and online wikis. Spoiler alert, our stakeholders loved user roles!
Communications needs of global and virtual project teamsSomashekar S.M
This document discusses the communication needs of global and virtual project teams. It notes that as organizations operate more globally and virtually, project teams are increasingly dispersed across locations and organizations. Effective communication is critical for virtual and global teams to operate successfully. The document examines some of the unique communication challenges of these teams, such as cultural and location differences, and recommends methods like clarifying roles and responsibilities in a project charter. It also explores different communication technologies that can help support virtual collaboration.
The document discusses how modern application design focuses on simplification and reducing complexity to avoid overwhelming users. However, this limits the potential for deep mastery and cultural explosions where advanced users push software in new directions. The author argues application designers should look to game design, which includes mechanics for pulling users towards mastery, in order to build tools that unleash human potential for complex problem solving and advancement. An example project called Ribbon Hero is described that aims to teach Office features through gameplay.
This document provides guidance on key considerations for designing good user experiences (UX). It emphasizes thinking holistically about goals and relationships between elements. Specific recommendations include role-playing interactions to understand user perspectives, simplifying steps, limiting choices, and engaging designers early in the development process. User research is also important to understand user behaviors and contexts of use. The overall message is that a good UX where users feel satisfied is critical for a product's success.
Cat Herding and Community Gardens: Practical e-Science Project ManagementNeil Chue Hong
A talk given by Neil Chue Hong at the e-Science Project Management Symposium looking at issues and models of managing projects which are cross-organisation, cross-discipline and cross-usertype, based on experience of managing several e-Science projects.
This document discusses various user interface design patterns used in popular mobile apps. It begins by defining UI design patterns as reusable solutions to common user problems. It then highlights some key interactive patterns like gestures and animations that power many new mobile UI designs. The document also summarizes input patterns such as smart keyboards, default values and autocomplete, immediate immersion to bypass signups, action bars for quick access to actions, and social login. Additional patterns covered include huge buttons, swiping for actions, and notifications.
Similar to Mobile UX London Conference Talk - PETER SZABO, User Experience Map – why should every mobile app start with one? (20)
The document proposes creating a financial assistant named Penny to help prevent customers from accidentally entering debt collections, open communication for those who miss payments, and connect people in financial hardship with assistance organizations. Penny would use open banking to assess income/expenditures, identify financial/mental health issues, and direct users to free advice organizations. The benefits would include avoiding bank fees, reducing collections, and helping more people avoid debt issues through a friendly, non-judgmental virtual assistant. Example personas presented include a socialite living beyond her means, a man struggling as a single parent, and a recent graduate adjusting to independent finances.
This document introduces UniBot, a chatbot designed to help new university students familiarize themselves with their new environment. UniBot would provide information about university events, locations of facilities on campus, and tools to help students manage their time. It aims to engage students and improve their experience by addressing common needs like finding campus events and locations. The bot would display information through a rich and interactive interface. It is presented as a beneficial partnership between students and the university to create an accessible resource and keep students engaged.
Ranzie Anthony – 10 Principles for UX design in FintechNaveed R
Financial organisations are facing significant disruption as new challenges and technologies change the way that people engage with products. To move quickly and manage change, product owner and development teams need to work closer than ever.
We’ll share our experience on how UX design can help bring these two teams together and why it’s even more important given changing trends that we see this year.
The document outlines best practices for designing conversational bots, including demystifying what bots are, when they should be used, the design process, and what the future may hold. It provides examples of how existing bots like Alexa and Uber interact with users and recommends Alexa acts as an intermediary between users and brands. The presentation concludes by speculating about more advanced human-bot interaction using holograms in the future.
Adrian Bussone - Supporting chronic disease self-management Naveed R
Adrian’s talk will focus on understanding the importance of user needs in healthcare to develop better tools that satisfy the requirements of both stakeholders. In order to illustrate this, she will present a case study of own research study based on HIV self-management.
Spencer is a consultant, coach and mentor in lean UX and agile UX, speaker, ex-designer, sometimes Ruby programmer and ardent proponent of visual communication. At Cultivate, he operates at the intersection of product management, design and development to help teams make great digital products.
The Bones Brigade movie is about the 1980s Skateboard team formed of unknown amateur skaters, from radically different backgrounds, each specialist in their own discipline, led and mentored by an expert not much older than them. It transfixed me and got me thinking about teams in the software world.
Spencer will share what he thinks we can learn about cross functional teams, mentoring, healthy competition in teams and who really “runs” a team.
A VR solution aimed at helping solve the issue of homesharing by allowing potential renters to have a VR tour of the property, as well as meeting potential room mates.
The document proposes developing a VR application called Phogo to help users overcome public speaking fears through gradual exposure therapy. It identifies public speaking as a common phobia and discusses using VR to provide at-home therapy. Phogo would allow users to practice speeches in simulated environments and control variables like lighting and sounds to develop skills. The proposal suggests Phogo could be scaled to other phobias and provides examples of gamification and interaction to engage users.
Ruth Guthoff-Recknagel discusses how product teams and marketplaces are like rock bands that need to appeal to multiple audiences. She draws parallels between a rock band's need to work on "anthems," "riffs," and "instruments" to engage audiences and a marketplace's need to provide value to both merchants and customers through constant improvement, testing, and innovation. She emphasizes that a marketplace relies on both parties finding it a good place to do business and will fail if it does not meet the needs of merchants and customers.
Jane Minto and Tom Stewart, Chatbots aren't just for millenialsNaveed R
1) The document discusses the development of a chatbot for Age UK to increase engagement with older users. User testing found the chatbot helped 44% of users and 32% had repeat interactions.
2) The chatbot was designed over 20 days by exploring trends, mapping conversations, and testing with users. It aims to diagnose needs, surface information, and signpost users to other resources.
3) Interviews with older users found the chatbot could help when access to websites is difficult and allow discreet help from family members. This suggests chatbots can effectively engage older audiences not just millennials.
Elvia Vasconcelos, Experience Design for ChatbotsNaveed R
If starting a new chatbot project tomorrow, the presenter would first understand the problem being solved and ensure a conversational interface is the right solution. They would then understand key AI concepts like intent structures and choose appropriate tools. The basics would be prioritized, including clear empty states and a UI library. A balance of generic and specific intents would be planned across sprints, with user research conducted regularly to evaluate hypotheses. Discovery for voice interfaces and designing generative systems were also mentioned as potential challenges.
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.
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.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
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.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
5. 1. Dysfunctional
communication, lack of
collaboration and
understanding. The emphasis
is often put on negotiation.
2. The requirements documents
are intimidating.
6. 3. Documents usually don’t break down
projects into tiny functionality bits, and
some functionality can be lost among
thousands of lines of text.
4. Such document places our process above
people.
5. Rigid documentations and plan-following
mindsets will make responding to change
very hard.
7. 6.Even the best ideas will need
continuous improvement, to stay
competitive.
7.People want to work on making
the world better, not spend time
creating or understanding a long
documentation.
26. User Experience Mapping is
a set of techniques which helps
you to
understand the users,
gain strategic insights and
improve communication within
the team and with stakeholders.
In my experience companies who still work based on burdensome requirements documentation have more “firefighting jobs”, as in very urgent jobs for consultants. On a Sunday afternoon, the IT director of a well-known Hungarian web shop called me. The summary of the call was that they created a new responsive website with new design and information architecture. Now it’s been live for two weeks, and our sales plummeted. Especially on mobile. That was very odd because the site was not responsive before. Why the call on Sunday? Because the solution he presented on Monday was to review the documentation, especially the user experience bits, to find out which parts were not followed. For this, he needed an unbiased 3rd party.
I got the documentation and opened the site. In the documentation, there was a sitemap, a bit hard to read, as it continued across many pages, but suggested a fairly well thought out information architecture. Some subcategories appeared under multiple categories, and individual products could be found in one or more categories or subcategories. In the footer of the website, there was a link titled “Sitemap”. While the other link titles there were in Hungarian, this one was in English. The link led to the sitemap.xml file. The file contained everything from the documentation’s relevant chapter, nicely prepared for Googlebot, but very far from ideal for humans. It just looks gibberish.
The desktop navigation contained unique icons for the categories with the category name next to it. On the other hand, the mobile menu was just nine big icons, visible after tapping the burger icon (three parallel lines, often found in the top left or right corner of a mobile site or app), with small hard to read labels under them. Category names were long, and the designer made sure they will not ruin his nice design. The documentation was followed to the letter but, the developers and whoever created the information architecture had a different idea on what to do with the sitemap chapter.
In my experience companies who still work based on burdensome requirements documentation have more “firefighting jobs”, as in very urgent jobs for consultants. On a Sunday afternoon, the IT director of a well-known Hungarian web shop called me. The summary of the call was that they created a new responsive website with new design and information architecture. Now it’s been live for two weeks, and our sales plummeted. Especially on mobile. That was very odd because the site was not responsive before. Why the call on Sunday? Because the solution he presented on Monday was to review the documentation, especially the user experience bits, to find out which parts were not followed. For this, he needed an unbiased 3rd party.
I got the documentation and opened the site. In the documentation, there was a sitemap, a bit hard to read, as it continued across many pages, but suggested a fairly well thought out information architecture. Some subcategories appeared under multiple categories, and individual products could be found in one or more categories or subcategories. In the footer of the website, there was a link titled “Sitemap”. While the other link titles there were in Hungarian, this one was in English. The link led to the sitemap.xml file. The file contained everything from the documentation’s relevant chapter, nicely prepared for Googlebot, but very far from ideal for humans. It just looks gibberish.
The desktop navigation contained unique icons for the categories with the category name next to it. On the other hand, the mobile menu was just nine big icons, visible after tapping the burger icon (three parallel lines, often found in the top left or right corner of a mobile site or app), with small hard to read labels under them. Category names were long, and the designer made sure they will not ruin his nice design. The documentation was followed to the letter but, the developers and whoever created the information architecture had a different idea on what to do with the sitemap chapter.
In my experience companies who still work based on burdensome requirements documentation have more “firefighting jobs”, as in very urgent jobs for consultants. On a Sunday afternoon, the IT director of a well-known Hungarian web shop called me. The summary of the call was that they created a new responsive website with new design and information architecture. Now it’s been live for two weeks, and our sales plummeted. Especially on mobile. That was very odd because the site was not responsive before. Why the call on Sunday? Because the solution he presented on Monday was to review the documentation, especially the user experience bits, to find out which parts were not followed. For this, he needed an unbiased 3rd party.
I got the documentation and opened the site. In the documentation, there was a sitemap, a bit hard to read, as it continued across many pages, but suggested a fairly well thought out information architecture. Some subcategories appeared under multiple categories, and individual products could be found in one or more categories or subcategories. In the footer of the website, there was a link titled “Sitemap”. While the other link titles there were in Hungarian, this one was in English. The link led to the sitemap.xml file. The file contained everything from the documentation’s relevant chapter, nicely prepared for Googlebot, but very far from ideal for humans. It just looks gibberish.
The desktop navigation contained unique icons for the categories with the category name next to it. On the other hand, the mobile menu was just nine big icons, visible after tapping the burger icon (three parallel lines, often found in the top left or right corner of a mobile site or app), with small hard to read labels under them. Category names were long, and the designer made sure they will not ruin his nice design. The documentation was followed to the letter but, the developers and whoever created the information architecture had a different idea on what to do with the sitemap chapter.
In my experience companies who still work based on burdensome requirements documentation have more “firefighting jobs”, as in very urgent jobs for consultants. On a Sunday afternoon, the IT director of a well-known Hungarian web shop called me. The summary of the call was that they created a new responsive website with new design and information architecture. Now it’s been live for two weeks, and our sales plummeted. Especially on mobile. That was very odd because the site was not responsive before. Why the call on Sunday? Because the solution he presented on Monday was to review the documentation, especially the user experience bits, to find out which parts were not followed. For this, he needed an unbiased 3rd party.
I got the documentation and opened the site. In the documentation, there was a sitemap, a bit hard to read, as it continued across many pages, but suggested a fairly well thought out information architecture. Some subcategories appeared under multiple categories, and individual products could be found in one or more categories or subcategories. In the footer of the website, there was a link titled “Sitemap”. While the other link titles there were in Hungarian, this one was in English. The link led to the sitemap.xml file. The file contained everything from the documentation’s relevant chapter, nicely prepared for Googlebot, but very far from ideal for humans. It just looks gibberish.
The desktop navigation contained unique icons for the categories with the category name next to it. On the other hand, the mobile menu was just nine big icons, visible after tapping the burger icon (three parallel lines, often found in the top left or right corner of a mobile site or app), with small hard to read labels under them. Category names were long, and the designer made sure they will not ruin his nice design. The documentation was followed to the letter but, the developers and whoever created the information architecture had a different idea on what to do with the sitemap chapter.
In my experience companies who still work based on burdensome requirements documentation have more “firefighting jobs”, as in very urgent jobs for consultants. On a Sunday afternoon, the IT director of a well-known Hungarian web shop called me. The summary of the call was that they created a new responsive website with new design and information architecture. Now it’s been live for two weeks, and our sales plummeted. Especially on mobile. That was very odd because the site was not responsive before. Why the call on Sunday? Because the solution he presented on Monday was to review the documentation, especially the user experience bits, to find out which parts were not followed. For this, he needed an unbiased 3rd party.
I got the documentation and opened the site. In the documentation, there was a sitemap, a bit hard to read, as it continued across many pages, but suggested a fairly well thought out information architecture. Some subcategories appeared under multiple categories, and individual products could be found in one or more categories or subcategories. In the footer of the website, there was a link titled “Sitemap”. While the other link titles there were in Hungarian, this one was in English. The link led to the sitemap.xml file. The file contained everything from the documentation’s relevant chapter, nicely prepared for Googlebot, but very far from ideal for humans. It just looks gibberish.
The desktop navigation contained unique icons for the categories with the category name next to it. On the other hand, the mobile menu was just nine big icons, visible after tapping the burger icon (three parallel lines, often found in the top left or right corner of a mobile site or app), with small hard to read labels under them. Category names were long, and the designer made sure they will not ruin his nice design. The documentation was followed to the letter but, the developers and whoever created the information architecture had a different idea on what to do with the sitemap chapter.
In my experience companies who still work based on burdensome requirements documentation have more “firefighting jobs”, as in very urgent jobs for consultants. On a Sunday afternoon, the IT director of a well-known Hungarian web shop called me. The summary of the call was that they created a new responsive website with new design and information architecture. Now it’s been live for two weeks, and our sales plummeted. Especially on mobile. That was very odd because the site was not responsive before. Why the call on Sunday? Because the solution he presented on Monday was to review the documentation, especially the user experience bits, to find out which parts were not followed. For this, he needed an unbiased 3rd party.
I got the documentation and opened the site. In the documentation, there was a sitemap, a bit hard to read, as it continued across many pages, but suggested a fairly well thought out information architecture. Some subcategories appeared under multiple categories, and individual products could be found in one or more categories or subcategories. In the footer of the website, there was a link titled “Sitemap”. While the other link titles there were in Hungarian, this one was in English. The link led to the sitemap.xml file. The file contained everything from the documentation’s relevant chapter, nicely prepared for Googlebot, but very far from ideal for humans. It just looks gibberish.
The desktop navigation contained unique icons for the categories with the category name next to it. On the other hand, the mobile menu was just nine big icons, visible after tapping the burger icon (three parallel lines, often found in the top left or right corner of a mobile site or app), with small hard to read labels under them. Category names were long, and the designer made sure they will not ruin his nice design. The documentation was followed to the letter but, the developers and whoever created the information architecture had a different idea on what to do with the sitemap chapter.