We live in a Multiscreen-World. Everything needs to work across devices. This requires a holistic strategy. +++ People today use technology on different devices in different locations. Users expect to access information on all relevant screens and across multiple channels through smartphones, tablets, laptops/desktops, smart (internet-connected) TVs, and other devices, such as smartwatches for example. Multiscreen is no longer a nice add-on, it’s a requirement. In this environment, user experience needs to cater to multiple devices. +++ These slides are a summary of the book. More via www.msxbook.com/en
We have entered a multi-device world. Now, in our increasingly connected world, people own multiple devices-PCs, smartphones, tablets, TVs, and more-and are already using them together, switching between them, in order to accomplish a single goal.
Content Design, UI Architecture and Content-UI-MappingWolfram Nagel
When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps.
This is the extended slides version on the topic.
There's also an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
Presentation by John Yesko at the 2011 Information Architecture Summit (IA Summit) entitled: "The User Experience Brief: The What and Why Before the How."
We IAs spend a lot of time discussing the “core” documents in information architecture—wireframes, site maps, prototypes. But we often jump into these very tactical, design-oriented deliverables too hastily.
The user experience brief takes on a more strategic role. Early in the project, it’s our vehicle to summarize what we know so far, particularly requirements and research results. More importantly though, it lays the foundation for the UX design approach, with the goals of gathering consensus and identifying sticking points early on. The user experience brief illuminates the organizing principles—user experience fundamentals to be followed and referenced throughout the project.
We’ll talk about the value of this early-project document, its role in shaping the user experience approach, how its composed, and its limitations. We’ll look at a number of great visual examples too. Introduced the right way and at the right time, the UX brief can be an invaluable stake in the ground with clients and internal stakeholders.
Digital 2021 Romania (January 2021) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Romania in 2021. Includes the latest reported numbers for internet users, social media users, and mobile connections in Romania, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
We have entered a multi-device world. Now, in our increasingly connected world, people own multiple devices-PCs, smartphones, tablets, TVs, and more-and are already using them together, switching between them, in order to accomplish a single goal.
Content Design, UI Architecture and Content-UI-MappingWolfram Nagel
When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps.
This is the extended slides version on the topic.
There's also an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
Presentation by John Yesko at the 2011 Information Architecture Summit (IA Summit) entitled: "The User Experience Brief: The What and Why Before the How."
We IAs spend a lot of time discussing the “core” documents in information architecture—wireframes, site maps, prototypes. But we often jump into these very tactical, design-oriented deliverables too hastily.
The user experience brief takes on a more strategic role. Early in the project, it’s our vehicle to summarize what we know so far, particularly requirements and research results. More importantly though, it lays the foundation for the UX design approach, with the goals of gathering consensus and identifying sticking points early on. The user experience brief illuminates the organizing principles—user experience fundamentals to be followed and referenced throughout the project.
We’ll talk about the value of this early-project document, its role in shaping the user experience approach, how its composed, and its limitations. We’ll look at a number of great visual examples too. Introduced the right way and at the right time, the UX brief can be an invaluable stake in the ground with clients and internal stakeholders.
Digital 2021 Romania (January 2021) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Romania in 2021. Includes the latest reported numbers for internet users, social media users, and mobile connections in Romania, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
Digital 2023 United Kingdom (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in the United Kingdom in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in the United Kingdom, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
라이트브레인 UX 아카데미 23기 Open Project로 이번에 소개해 드릴 결과물은 ‘29cm – UX/UI 개선 프로젝트’입니다.
팬데믹 이후 현재까지 모바일 패션 버티컬 플랫폼들의 경재이 과열되고 있으며 앞으로도 더욱 시장규모가 성장할 것으로 판단됩니다. 그중에 무신사와 29cm의 성장세가 눈에 띱니다.
29cm의 현재 성장세의 이유를 파악하고 29cm만의 가치를 명확하게 전달하여 두꺼운 팬층을 만들어내기 위한 UI/UX 전략을 고민해 보았습니다.
지난 UX 아카데미 23기 교육 기간 동안 29cm조가 만들어 낸 신선한 아이디어를 Rightbrain lab을 통해 공개해 드립니다. 라이트브레인 아카데미 수강생들이 어떤 과정을 통해 아이디에이션 하고 또 인사이트와 컨셉을 도출했는지 궁금하시다면 지금 바로 슬라이드쉐어로 내용을 확인하세요.
UI vs UX: Comparison Between User Interface and User ExperienceCloud Analogy
The user interface can be defined as the graphics of an application. This graphical layout is composed of buttons that the user clicks on, reads the text, and images, sliders, text boxes, and other elements that the user interacts with. It consists of screen layouts, transitions, interface animations, and any micro-interactions that need to be properly designed.
In the modern day when people develop hundreds of software applications, websites or mobile apps the term UX (User Experience) is getting more and more significant, particularly in the IT industry.
Digital 2023 Turkey (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Turkey in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in Turkey, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
라이트브레인 UX 아카데미 8기과정의 네 번째 Open Project
라이트브레인 UX 아카데미 8기는 아카데미정글과 함께 개설한 UI/UX Design 정규과정으로 UI/UX 실무스킬을 높이고자 하는 직장인과 UX분야 취업준비생을 대상으로 진행되었습니다.
정규과정의 수업 뿐만아니라 별도의 조별 모임을 통해 과제와 프로젝트를 진행하며 만들어 낸 신선한 아이디어를 공개합니다.
그 네 번째 결과물로 소개해 드릴 프로젝트는 '여행가이드 트리플 - UXUI 개선'입니다.
라이트브레인 UX 아카데미 8기가 어떤 과정을 통해 아이디에이션하고 또 인사이트과 컨셉을 도출했는지 궁금하시다면 지금 바로 슬라이드쉐어로 내용을 확인하세요.
우리의 타겟이 여가시간에 어떤 온라인 활동을 하는지 궁금하시다면 주목해주세요!
이번 <디지털 라이프스타일 보고서_①여가/취미 편>에서는
동영상, 숏폼, OTT, 게임, 웹툰·웹소설·웹드라마 콘텐츠 등
온라인 상의 여가/취미 관련 데이터를 분석하여 소비자에 대한 인사이트를 제공합니다.
-
1. 온라인 활동
2. 동영상 시청
3. 숏폼 시청
4. OTT 이용
5. 콘텐츠 이용(게임/웹툰/웹소설/웹드라마)
라이트브레인의 UX 트렌드 리포트 ‘UX Discovery - Metaverse’ 요약본 공개
Metaverse is Coming
다가올 새로운 미래상, 현실과 디지털화된 가상세계가 공존하는 세상인 메타버스를 라이트브레인 CX 컨설팅 그룹에서 분야별 주요 사례와 주목할만한 사례들을 세분류로 나누어 소개해 드립니다.
해당 자료는 세미나용으로 제작된 요약 버전이며 Rightbrain lab 독자분들 대상으로 별도의 다운로드 과정 없이 바로 보실 수 있도록 슬라이드쉐어를 통해 공개합니다.
1. 가상정보를 통해 사용자에게 새로운 경험 가치를 제안
- 시공간을 초월하는 상호작용하는 몰입감 높은 엔터테인먼트
- 현장에 있는 것처럼 실재감 높은 안전한 교육/훈련
- Tech + 실재감, 몰입감 경험
2. 가상 세계의 초월성에 기반해 새로운 삶의 방식을 제안
- 무한한 공간에서 제약 없이 모이고, 교류하고, 살아가는 사회
- Tech + 사용자 트래킹, 상호작용, 프라이버시
3. 기존 현실의 삶과 새로운 가상세계의 연결로 새로운 가치를 창출
- 현실과 가상세계를 부드럽게 연결해주는 Physital Retail & Digital Twin
- Tech + Digital Twin, 현실과 가상의 상호작용 기술
---------------------------------
* 공개해드린 자료는 요약 버전으로 메타버스 관련 아래 본 자료는 유료 판매 예정입니다.
- Metaverse commerce
- Metaverse tech 시청 촉각 기술
- Metaverse tech 트래킹 기술
-----------------------------------
* UX 트렌드 리포트 구독 문의 : jkl@rightbrain.co.kr
* UX 디자인 및 CX 컨설팅 프로젝트 문의 : support@rightbrain.co.kr
* 라이트브레인 ‘UX Discovery’는 라이트브레인의 등록상표입니다.
Using CoSpaces Edu to Create Virtual and Augmented Reality ExperiencesSt. Petersburg College
Virtual Reality (VR), a simulated computer environment in three dimensions, is becoming more popular for gaming, movies, and education. According to CoSpaces Edu, their creative platform “complements traditional teaching methods by immersing students into a world where they can create, consume and connect with the curriculum on a completely new level, even through the revolutionary visual mediums of Virtual and Augmented Reality (AR).” Take what you learn here to create your own library programs to teach your users how to create meaningful and interactive experiences using VR/AR. In this webinar:
- Discover what Virtual Reality is and gain a brief historical summary of it.
- Learn and explore the differences between virtual, augmented, and mixed realities.
- Explore 360° video and photograph technologies to include in a variety of formats.
- Create your own 3D/360° environments using CoSpaces EDU to test in Virtual Reality.
- Learn how to use CoSpaces EDU as a student and as a teacher.
Digital 2021 Ireland (January 2021) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Ireland in 2021. Includes the latest reported numbers for internet users, social media users, and mobile connections in Ireland, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Experiential Design for VR Chat World Builders - Kent ByeKent Bye
Presented as a part of the TLX Prefabs conference on Saturday, May 22, 2021
YouTube video of this talk is here: https://www.youtube.com/watch?v=YdqVnDuSg5I&t=21683s
Digital 2023 Colombia (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Colombia in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in Colombia, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Content Design and UI Architecture for Multiscreen Projects (compact)Wolfram Nagel
These days, each project is a project for multiple screens. Multiscreen has become digital reality and requires a continuous information flow, a central hub for contents and a system for the definition of user interface (UI) elements. Content and user interface should basically be independent, but there's a correlation. Content and user interfaces can be built and planned modularly and structured according to a similar pattern - comparable to the bricks in a building block system.
You can find more information on that topic in the book "Multiscreen UX Design": http://www.msxbook.com/enbook
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
Digital 2023 United Kingdom (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in the United Kingdom in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in the United Kingdom, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
라이트브레인 UX 아카데미 23기 Open Project로 이번에 소개해 드릴 결과물은 ‘29cm – UX/UI 개선 프로젝트’입니다.
팬데믹 이후 현재까지 모바일 패션 버티컬 플랫폼들의 경재이 과열되고 있으며 앞으로도 더욱 시장규모가 성장할 것으로 판단됩니다. 그중에 무신사와 29cm의 성장세가 눈에 띱니다.
29cm의 현재 성장세의 이유를 파악하고 29cm만의 가치를 명확하게 전달하여 두꺼운 팬층을 만들어내기 위한 UI/UX 전략을 고민해 보았습니다.
지난 UX 아카데미 23기 교육 기간 동안 29cm조가 만들어 낸 신선한 아이디어를 Rightbrain lab을 통해 공개해 드립니다. 라이트브레인 아카데미 수강생들이 어떤 과정을 통해 아이디에이션 하고 또 인사이트와 컨셉을 도출했는지 궁금하시다면 지금 바로 슬라이드쉐어로 내용을 확인하세요.
UI vs UX: Comparison Between User Interface and User ExperienceCloud Analogy
The user interface can be defined as the graphics of an application. This graphical layout is composed of buttons that the user clicks on, reads the text, and images, sliders, text boxes, and other elements that the user interacts with. It consists of screen layouts, transitions, interface animations, and any micro-interactions that need to be properly designed.
In the modern day when people develop hundreds of software applications, websites or mobile apps the term UX (User Experience) is getting more and more significant, particularly in the IT industry.
Digital 2023 Turkey (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Turkey in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in Turkey, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
라이트브레인 UX 아카데미 8기과정의 네 번째 Open Project
라이트브레인 UX 아카데미 8기는 아카데미정글과 함께 개설한 UI/UX Design 정규과정으로 UI/UX 실무스킬을 높이고자 하는 직장인과 UX분야 취업준비생을 대상으로 진행되었습니다.
정규과정의 수업 뿐만아니라 별도의 조별 모임을 통해 과제와 프로젝트를 진행하며 만들어 낸 신선한 아이디어를 공개합니다.
그 네 번째 결과물로 소개해 드릴 프로젝트는 '여행가이드 트리플 - UXUI 개선'입니다.
라이트브레인 UX 아카데미 8기가 어떤 과정을 통해 아이디에이션하고 또 인사이트과 컨셉을 도출했는지 궁금하시다면 지금 바로 슬라이드쉐어로 내용을 확인하세요.
우리의 타겟이 여가시간에 어떤 온라인 활동을 하는지 궁금하시다면 주목해주세요!
이번 <디지털 라이프스타일 보고서_①여가/취미 편>에서는
동영상, 숏폼, OTT, 게임, 웹툰·웹소설·웹드라마 콘텐츠 등
온라인 상의 여가/취미 관련 데이터를 분석하여 소비자에 대한 인사이트를 제공합니다.
-
1. 온라인 활동
2. 동영상 시청
3. 숏폼 시청
4. OTT 이용
5. 콘텐츠 이용(게임/웹툰/웹소설/웹드라마)
라이트브레인의 UX 트렌드 리포트 ‘UX Discovery - Metaverse’ 요약본 공개
Metaverse is Coming
다가올 새로운 미래상, 현실과 디지털화된 가상세계가 공존하는 세상인 메타버스를 라이트브레인 CX 컨설팅 그룹에서 분야별 주요 사례와 주목할만한 사례들을 세분류로 나누어 소개해 드립니다.
해당 자료는 세미나용으로 제작된 요약 버전이며 Rightbrain lab 독자분들 대상으로 별도의 다운로드 과정 없이 바로 보실 수 있도록 슬라이드쉐어를 통해 공개합니다.
1. 가상정보를 통해 사용자에게 새로운 경험 가치를 제안
- 시공간을 초월하는 상호작용하는 몰입감 높은 엔터테인먼트
- 현장에 있는 것처럼 실재감 높은 안전한 교육/훈련
- Tech + 실재감, 몰입감 경험
2. 가상 세계의 초월성에 기반해 새로운 삶의 방식을 제안
- 무한한 공간에서 제약 없이 모이고, 교류하고, 살아가는 사회
- Tech + 사용자 트래킹, 상호작용, 프라이버시
3. 기존 현실의 삶과 새로운 가상세계의 연결로 새로운 가치를 창출
- 현실과 가상세계를 부드럽게 연결해주는 Physital Retail & Digital Twin
- Tech + Digital Twin, 현실과 가상의 상호작용 기술
---------------------------------
* 공개해드린 자료는 요약 버전으로 메타버스 관련 아래 본 자료는 유료 판매 예정입니다.
- Metaverse commerce
- Metaverse tech 시청 촉각 기술
- Metaverse tech 트래킹 기술
-----------------------------------
* UX 트렌드 리포트 구독 문의 : jkl@rightbrain.co.kr
* UX 디자인 및 CX 컨설팅 프로젝트 문의 : support@rightbrain.co.kr
* 라이트브레인 ‘UX Discovery’는 라이트브레인의 등록상표입니다.
Using CoSpaces Edu to Create Virtual and Augmented Reality ExperiencesSt. Petersburg College
Virtual Reality (VR), a simulated computer environment in three dimensions, is becoming more popular for gaming, movies, and education. According to CoSpaces Edu, their creative platform “complements traditional teaching methods by immersing students into a world where they can create, consume and connect with the curriculum on a completely new level, even through the revolutionary visual mediums of Virtual and Augmented Reality (AR).” Take what you learn here to create your own library programs to teach your users how to create meaningful and interactive experiences using VR/AR. In this webinar:
- Discover what Virtual Reality is and gain a brief historical summary of it.
- Learn and explore the differences between virtual, augmented, and mixed realities.
- Explore 360° video and photograph technologies to include in a variety of formats.
- Create your own 3D/360° environments using CoSpaces EDU to test in Virtual Reality.
- Learn how to use CoSpaces EDU as a student and as a teacher.
Digital 2021 Ireland (January 2021) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Ireland in 2021. Includes the latest reported numbers for internet users, social media users, and mobile connections in Ireland, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Experiential Design for VR Chat World Builders - Kent ByeKent Bye
Presented as a part of the TLX Prefabs conference on Saturday, May 22, 2021
YouTube video of this talk is here: https://www.youtube.com/watch?v=YdqVnDuSg5I&t=21683s
Digital 2023 Colombia (February 2023) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Colombia in 2023. Includes the latest reported numbers for internet users, social media users, and mobile connections in Colombia, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Content Design and UI Architecture for Multiscreen Projects (compact)Wolfram Nagel
These days, each project is a project for multiple screens. Multiscreen has become digital reality and requires a continuous information flow, a central hub for contents and a system for the definition of user interface (UI) elements. Content and user interface should basically be independent, but there's a correlation. Content and user interfaces can be built and planned modularly and structured according to a similar pattern - comparable to the bricks in a building block system.
You can find more information on that topic in the book "Multiscreen UX Design": http://www.msxbook.com/enbook
Content Design, UI Architecture and UI MappingWolfram Nagel
When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps. There's also an extended version with more and detailed slides available. And here's an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
Content Design und UI Architektur für Multiscreen-Projekte (Usability Profess...Wolfram Nagel
Methoden und Regelwerke für die Konzeption, Gestaltung und Umsetzung von Layout, Inhalt und Workflows im Baukasten-Prinzip.
Digitale Inhalte können heute überall erscheinen. Wir nutzen täglich digitale Services auf verschiedensten Geräten und Medien. Informationen fließen in alle Kanäle. Multiscreen ist inzwischen digitale Realität geworden. Um ein einheitliches Nutzungserlebnis zu erschaffen, benötigt es einen durchgängigen Informationsfluss. Voraussetzung dafür sind ein zentraler Knotenpunkt für Inhalte, ein System zur Definition von UI Elementen und Regeln wann welche Inhalte in welcher Kombination wo und wie angezeigt werden. Damit dies technisch gelöst werden kann, ist es erforderlich Inhalte, User Interfaces und Workflows nach einem jeweils ähnlichen Muster modular und strukturiert zu planen und aufzubauen – vergleichbar mit den Bausteinen in einem Baukastensystem.
Das Thema wurde in ähnlicher Form auch auf dem World Usability Day in München präsentiert. Die Folien hier wurden am 13.11.2015 aktualisiert.
Mehr zu diesem Content Design und UI Architektur und allgemein zum Thema Multiscreen findet sich auch in meinem neuen (englischen) Buch "Multiscreen UX Design": http://www.msxbook.com/enbook
Tools und Anwendungen allein reichen für die Arbeit von heute nicht mehr aus. Der Mitarbeiter benötigt Informationen, Prozessunterstützung und Funktionalitäten genau dort wo er arbeitet. Nur mit der zusammenhängenden Betrachtung des Nutzers, der Inhalte und der Prozesse können wir einen intelligenten Informationsarbeitsplatz schaffen.
Content Design and UI Architecture for Multiscreen-projectsWolfram Nagel
We live in a Multiscreen world. Content and services have to be outputted and displayed across various devices and channels. This requires a holistic strategy. When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps. Wolfram Nagel (Senior UX Designer at TeamViewer and responsible for the Blizz UX) presented challenges and approaches in the multiscreen-context at World Usability Day 2017.
There's also an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
Multiscreen UX Design - Developing for a multitude of devices (summary) Wolfram Nagel
We live in a Multiscreen-World. Everything needs to work across devices. This requires a holistic strategy. +++ People today use technology on different devices in different locations. Users expect to access information on all relevant screens and across multiple channels through smartphones, tablets, laptops/desktops, smart (internet-connected) TVs, and other devices, such as smartwatches for example. Multiscreen is no longer a nice add-on, it’s a requirement. In this environment, user experience needs to cater to multiple devices. +++ These slides are a compact summary of the book. More via www.msxbook.com/en
Multiscreen and Beyond – Topics and Focus Areas (Wolfram Nagel)Wolfram Nagel
Wolfram Nagel is a Senior User Experience Designer, UI Architect and Concept Developer. He's mainly responsible for conception and design in close collaboration with product owners, product managers, front-end and back-end developers.
His goal is to solve users’ problems, consider and address strategic and economic goals, and to help developers to implement potential solutions in a pragmatic and feasible way.
This rough overview on the focus areas of Wolfram Nagel has been presented at the "UX Thinking Seminar" by artop (https://www.artop.de/akademie/seminare/ux-thinking/)
Inmobi is an Indian global provider of enterprise platforms for marketers. The challenge was to provide a user interface that lets users customize the phone’s home screen and launch apps. It should display stories of interest to the user on the mobile’s Home screen.
Interactivity with devices of all sizes in a digital home setting. Learn how to leverage the AIR runtime across platforms and screens to create engaging user experiences. Come play with cool applications across AIR for Android, iOS, PlayBook and TV, and then get a deep dive into the code and technology behind the applications.
Flash is everywhere now. On the desktop, in pockets, and even on TVs. The key to making your application uniquely valuable is to provide a consistent user experience by focusing on context. While we have the tools to create/author 80% of the code and interface, we must capitalize on the uniqueness of each device and platform to deliver an optimal experience that is mobilized, not minimized. Discover how screen resolution, portability, native interface controls, and use-case - the context of your app - dictate how the last 20% of the experience needs to be tailored. In this session, we'll explore the new range of capabilities you should consider when planning to deploy applications across a variety of contexts including web (Flash Player 10.1), mobile (Android phone) and the litl OS.
Second Screen Strategy: Planning For (And Against) A Multi-Screen WorldBen Grossman
Today, 90% of media consumption is screen based. In 2014, the number of mobile devices in the world will exceed the global population. By 2018, there will be 1.4 connected mobile devices per person. That means that, as people move through the world, they will increasingly move with at least one other screen in hand (and even more devices on hand).
While the Second Screen revolution may have started with distracted television viewers, today, the multi-screen world demands marketers who know how to plan for it. This presentation breaks down second screen strategy into actionable advice for brands and marketers. These trends in consumer behavior apply to all brands that seek to connect with the people who matter most to them in an increasingly screen-based world. It has been presented at the Nordic Media Summit (Copenhagen) and the Event Marketing Summit (Salt Lake City).
On July 15, 2015, Taiwan Startup Stadium welcomed more than two dozen Taiwan-based startups to present their products for 2 minutes for the chance to join TSS at RISE Conference in Hong Kong July 31-August 1. A total of 29 teams pitched, including 3 teams remotely presenting via video. Here's a rundown of each of the teams presenting, as well as the 4 winners!
A strategic overview of developing for Chrome on Android and native on Android. Touching on the migration from the open web to walled gardens of applications.
Similar to Multiscreen UX Design - Developing for a multitude of devices (20)
Customer-Centric Value Creation (with a Jobs-To-Be-Done Mindset)Wolfram Nagel
This topic was presented on May 22, 2022 at the "UX Festival by German UPA" in Erfurt. Original German title of the talk: "UX FTW – Pragmatische Wertschätzung durch Nutzerfokus mit Jobs To Be Done".
The official English title is "Customer-Centric Value Creation with a Jobs-To-Be-Done Mindset".
In the talk I explained how we create value for our customers and your company by applying Jobs-To-Be-Done. I introduced the respective UX mindset, Jobs To Be Done, some examples, our self-developed Research Tool (the User Focus Program), and the CCVC Framework.
There is also an article on the topic available: https://wolframnagel.medium.com/customer-centric-value-creation-b71ac49172b6
Wie funktioniert ein System zur Erfassung, Verwaltung, regelbasierten Ausgabe und Darstellung von Informationen in unterschiedlichsten Zielkanälen?
Der Artikel zum Thema: http://www.msxbook.com/CUIMUP16txt
Zusammenfassung: Inhalte und User Interfaces lassen sich nach einem jeweils ähnlichen Muster modular und strukturiert planen und zusammenbauen — vergleichbar mit den Bausteinen in einem Baukastensystem. Inhalt durchläuft von der Entstehung bis zur Rezeption in verschiedensten Kanälen grundsätzlich drei Stufen: Erfassung, Verwaltung und Ausgabe. An den beiden Übergängen muss jeweils ein Mapping stattfinden. Zum einen müssen Inhalte zur definierten Inhaltsstruktur passen (Inhalt Struktur Mapping). Zum anderen müssen die einzelnen Bausteine der strukturierten Inhalte auf die Ausgabe-Bausteine zur Darstellung in verschiedenen Zielkanälen gemappt werden (UI Mapping). Das Baukasten-Prinzip und die methodische Herangehensweise lassen sich mit Hilfe von intelligenter Software unterstützen. Wolfram Nagel (Head of UX / SETU GmbH) stellt in dem Vortrag hilfreiche und in der Praxis bewährte Prinzipien, Muster, Methoden und Erkenntnisse vor.
Content Design und UI Architektur fuer Multiscreen-Projekte (kompakt)Wolfram Nagel
Multiscreen ist inzwischen digitale Realität und erfordert einen durchgängigen Informationsfluss, einen zentralen Knotenpunkt für Inhalte und ein System zur Definition von UI Elementen. Inhalte und User Interfaces sollten grundsätzlich unabhängig voneinander sein. Es besteht aber eine Korrelation. Inhalt und User Interfaces lassen sich (beginnend mit dem Inhalt) nach einem jeweils ähnlichen Muster modular und strukturiert planen und zusammenbauen – vergleichbar mit den Bausteinen in einem Baukastensystem.
Mehr zu diesem Thema findet sich im (englischen) Buch "Multiscreen UX Design": http://www.msxbook.com/enbook
Die Folien einer ausführlicheren Version von der Usability Professionals Konferenz 2015 gibt es hier: http://de.slideshare.net/wolframnagel/content-design-und-ui-architektur-fr-multiscreenprojekte-usability-professionals-2015
Next Generation Information Experience – Gedanken über die Zukunft von Conten...Wolfram Nagel
Digitale Informationen und Services müssen zukünftig aus unterschiedlichsten Quellen zum Abruf auf verschiedenen Geräten, in unterschiedlichsten Medien, für mehrere Screens und Ausgabekanäle zur Verfügung stehen. Wolfram Nagel (Autor des Buchs „Multiscreen Experience Design“) beschäftigt sich mit zukünftigen „Content-Szenarien“, den potentiellen Anforderungen von Nutzern und den Herausforderungen für Content-Ersteller und -anbieter, Website-Betreiber, Publisher, Journalisten und Medienunternehmen. Er stellt sich die Frage: Wie gehen wir als Ersteller, Verwalter und Nutzer zukünftig mit Inhalten, Informationen und Wissen um? In dem Vortrag stellt er seine Erkenntnisse und ausgewählte Quellen vor und skizziert, wie der Umgang mit Informationen und Content Management zukünftig aussehen könnte.
Artikel dazu hier: https://wolframnagel.wordpress.com/2014/12/09/next-generation-information-experience-trends-und-herausforderungen-von-morgen/
Oder hier: https://medium.com/@wolframnagel/next-generation-information-experience-trends-und-herausforderungen-von-morgen-9929b17d8b5e
Multiscreen Experience Design – Strategy and concept development for digital services for multiple screens (executive summary / short presentation). July 2013. English short presentation of the book and project by Wolfram Nagel and Valentin Fischer (authors) and digiparden (publisher/editor, an imprint of SETU GmbH). More information via info@msxbook.com
Vortrag von Wolfram Nagel (digiparden GmbH) zum Thema "Multiscreen Experience Design" auf der Usability Professionals Konferenz 2012 in Konstanz.
Die Gerätelandschaft wird immer dynamischer und fragmentierter. Viele Anwender werden zukünftig mehrere verschiedene Endgeräte (gleichzeitig) benutzen. Deshalb müssen Informationen auf möglichst allen (relevanten) Screens und Ausgabekanälen verfügbar sein. Das wiederum bedeutet, dass jedes Projekt generell für mehrere Screens und Ausgabekanäle gedacht und konzipiert werden muss, um dem Anwender eine möglichst „fließende Multiscreen Experience“ zu bieten. Der Vortrag stellt Prinzipien, Muster und Empfehlungen vor, die man bei der Konzeption von Multiscreen Projekten berücksichtigen sollte. Zwei Schwerpunkte des Vortrags sind Content- und Informationsmanagement für verschiedene Screens, sowie Kommunikation und Nutzung von Informationen auf mobilen Endgeräten.
Multiscreen Experience (Mai 2012, IA Konferenz, Essen)Wolfram Nagel
Vortrag von Wolfram Nagel (digiparden GmbH) und Vorstellung des Projekts "Multiscreen Experience" auf der IA Konferenz 2012 in Essen (www.iakonferenz.org).
Die Gerätelandschaft wird immer dynamischer, fragmentierter und vernetzter. Zukünftig müssen Informationen und Services auf möglichst allen (relevanten) Screens und Ausgabekanälen verfügbar sein und geräteübergreifend funktionieren. In dem Vortrag stelle ich Prinzipien, Muster und Empfehlungen vor, die man bei der Konzeption von Multiscreen Projekten und der Entwicklung einer passenden Content Strategy berücksichtigen sollte.
Vorstellung des Projekts "Multiscreen Experience" beim Season Opening der IxDA Berlin am 11. Januar 2012.
Die Gerätelandschaft wird immer dynamischer und fragmentierter. Generell muss zukünftig jedes Projekt für mehrere Screens und Ausgabekanäle gedacht und konzipiert werden. Wolfram stellt in dem Vortrag Prinzipien, Muster und Empfehlungen vor (es sind keine Patentrezepte!), die Hilfestellung bei der Konzeption von Multiscreen Projekten bieten sollen. Er beschreibt die Kombinationsmöglichkeiten der verschiedenen Screens, empfiehlt unterschiedliche konzeptionelle Ansätze, beschreiben die potentiellen Anwender und geht auf die Parameter für den Nutzungskontext ein. In dem Vortrag stellt er sowohl die Entstehung des Projekts als auch neue Ansätze und Muster vor.
Multiscreen Experience (in 90 Sekunden)Wolfram Nagel
Im Rahmen des Studentenwettbewerbs des "World Usability Day Mannheim" haben wir im Finale am 10.11.2011 das Projekt in einem Elevator Pitch vorgestellt. Wir hatten maximal 90 Sekunden Zeit.
Multiscreen Experience - Prinzipien und Muster für das Informationsmanagement...Wolfram Nagel
Master-Thesis: Multiscreen Experience
Die Gerätelandschaft wird immer dynamischer und fragmentierter. Viele Anwender werden in unterschiedlichen Situationen zukünftig verschiedene digitale Endgeräte verwenden. Deshalb werden plattform- und geräteübergreifende Angebote in Zukunft sehr relevant sein. Mittelfristig stehen vier Geräteklassen im Fokus: Smartphones, Tablet-PCs, Laptops oder Desktop-PCs und internetfähige TV-Geräte.
Mit unserer Master-Thesis stellen wir Prinzipien, Muster und Definitionen vor, die für Multiscreen Projekte und das Informationsmanagement in der Digitalen Gesellschaft von Bedeutung sind. Unsere Empfehlungen und Anregungen (es sind keine Patentrezepte!) sollen Hilfestellung bei der Konzeption einer fließenden Multiscreen Experience bieten. Wir gehen auf die (zuvor genannten) vier Screens ein, beschreiben die potentiellen Anwender, empfehlen unterschiedliche konzeptionelle Ansätze und erklären die Parameter für den Nutzungskontext.
Multiscreen Experience bedeutet Informationen geräteübergreifend (für mehrere Screens) ansprechend anzubieten und maximal benutzerfreundlich aufzubereiten.
Einen Teil unserer Master-Thesis haben wir im Internet veröffentlicht unter www.multiscreen-experience.com.
Das Projekt ist entstanden an der Hochschule für Gestaltung Schwäbisch Gmünd und wurde betreut von den Professoren Ulrich Schendzielorz und Steffen Süpple.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
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.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
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Book Formatting: Quality Control Checks for DesignersConfidence Ago
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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.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
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Multiscreen UX Design - Developing for a multitude of devices
1. MULTISCREEN UX DESIGN
Developing For A Multitude Of Devices
Executive summary of the book‘s topic
Wolfram Nagel | SETU GmbH (Germany)
All rights reserved.
2. These slides are a summary of the book „Multiscreen UX Design“ (Morgan Kaufmann)
More via www.multiscreen-ux-design.com
4. We are a nation
of multiscreeners.
Most of media time today
is spent in front of a
screen.
Google Study 2012
http://www.thinkwithgoogle.com/research-studies/the-new-multi-screen-world-study.html
5.
6. Device / Screen
Context of Use
User
Strategies
and Examples
From „Multiscreen UX Design“ (www.msxbook.com/enbook → ISBN: 978-0128027295)
9. From „Multiscreen UX Design“ (www.msxbook.com/enbook → ISBN: 978-0128027295)
Multiscreen
10. 10 – 30 cm
30 – 50 cm
1 m
3 m
Distance User <––> Screen
11. Smartwatch: Instant information, tracking, hands-free interaction
Smartphone: Communication, networking, entertainment
Tablet: Entertainment and communication
Desktop: Work- and free time usage
Smart TV: Visual informationen and simultaneous usage
18. Microjoyment Hybrid MediaGamification Storyfication Emotionality
Screen Sharing Coherence Fluidity Smart Content
Mobile First Simultaneity Social TV Device Shifting Complementarity
strategies and examples
Synchronisation
Mashability Communification
19. Mobile First
It is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
20. Design for the screen with the most constraints first. The small screen forces you into structuring your information. (Luke Wroblewski: Mo-
bile First, A Book Apart – http://bkaprt.com/mf)
21. SimultanEITY
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
23. Social TV
Spatially separated viewers can quasi watch TV together or directly participate. Broadcasts are recommended by user profiles.
24. Zeebox offers additional information to the current TV show including parallel watching friends and their other preferred shows.
→ http://www.youtube.com/watch?v=sPuAiA4O344
25. Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
26. With Apple AirPlay (and Apple TV) you can change devices in the middle of a film and continue obtaining information on another screen.
The film is shifted from one (e.g., the iPhone) to another device (e.g., the TV). → http://www.youtube.com/watch?v=sPuAiA4O344
27. Complementarity
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
28. Connect the smarthpone with the desktop browser and navigate the website via smartphone. → http://www.diplomatic-cover.com/multi
30. Flight booking on the laptop, flight information and boarding pass via smartphone, notifications and status updates on the smartwatch.
31. Screen Sharing
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
32. With the slot car racing game »Racer« you can use several screens
to expand the race track. (http://g.co/racer).
33. Coherence
Information is displayed in a manner that is device and screen independent, logical, and coherent. Individual features are optimised
for device capabilities. (→ Responsive Design, Atomic Design, Content Design, Content UI Mapping, etc.)
34. HOME PRODUKTE SERVICE KONTAKT Suchbegriff
SEITE DURCHSUCHEN
Suchen
More about coherent interfaces and smart content via → www.msxbook.com/CDUIM and www.msxbook.com/CDUIMtxt
35. Fluidity
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
36. Applications (e.g., smartphone apps) should generally offer the same functionality. That was previously not the case with the Facebook apps for
the iPhone and Android due to the different smartphones and operating systems (Workman, 2011).
37. Smart Content
Content should be as flexible as possible, to be easily used and published across different channels and devices.
38. National Public Radio (NPR) uses and provides an open API according to the COPE principle—create once, publish everywhere
(Jacobson, 2009). More about smart content and coherent interfaces via → www.msxbook.com/CDUIM and www.msxbook.com/CDUIMtxt
39. Mashability
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
40. Qwiki and Storify use(d) APIs of other services to aggregate various content (text, image, video) to a new information package.
41. Communification
Social networking and creating a community can make an information service more attractive for the users.
Users create, share, rate, and comment on content.
42. Example Nike+ mit iPhone app, social network itegration, own community and gamification features.
43. Gamification
Game mechanics simulate a competitive environment. A game factor can motivate people if it is challenging and provides relevant goals.
44. With the Heineken Star Player iPhone app, viewers can predict live the outcome of individual game situations during a soccer match and
accumulate points. The app expands the live event on TV with offerings that are beneficial exclusively parallel to the game.
45. Storyfication
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
46. Who Will Save Dina Foxx” was initially broadcast on ZDF (a German public-service TV broadcaster). The viewers became investigators
and had to solve small mysteries. The information to be communicated about the data protection theme was embedded in the story.
47. Emotionality
A service is emotionally more attractive, if it is fun and supports a device fragmented daily routine.
48. The Instagram iPhone app for social photo sharing is a fast, pleasant, and entertaining way to allow your friends to take part in your life
and personal experiences through photos. (http://instagram.com)
49. Microjoyment
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
50. mytaxi app: Find and order a nearbby taxi. Reduced interface for the watch screen. At the end of the taxi ride the passenger can easily rate
the taxi driver and pay by one tap on his watch (cf. mytaxi, 2015).
51. Hybrid Media
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
52. PhoneBook: Combination of a digitale und analogue medium. For every page, there is a suitable little
background film. (http://www.creativeapplications.net/iphone/phonebook-ride-ride-iphone).
59. If you have a bunch of unsorted elements (e.g. LEGO bricks, UI elements or a lot of content) take the time to organize these parts. Make
an inventory. Then you can create the whole in a more deliberate and efficient way. → www.msxbook.com/CDUIMtxt
60. name (1 day ticket)
price
date of purchase
[...]
TICKET (TYPE)
title
date
description
[...]
EVENT
title
date
body
[...]
NEWS ITEM
name
photo
biography
URL
company
[...]
SPEAKER
name (e.g. usability)
description
time
[...]
SESSION
title
abstract
description
start time
duration
[...]
PRESENTATION
name
address
URL
[...]
VENUE
held at
featured in
valid for about
featured in presented by
title
abstract
description
start time
duration
max. attendee
prior knowledge
[...]
WORKSHOP
variation of
Content Model
61. 1 2 4 53
brickLEGO bumper bar truck fire truckdriving cab
CONTENT
USER
INTERFACE
ELEMENT COMPONENT TYPE INSTANCE /
OBJECT
SEGMENT
generic / strukture
(MADE from)
concret / specific
(IS)
atomAtomic Design molecule template pageorganism
real content
information object
incl. tone of voice
real page
instance of the template
incl. visual design
content wireframe
article, recipe,
application for leave,
product specification
(semantic structure)
UI template (+IxD)
touchpoint-dependent
and preview-relevant
module group
text section,
paragraph, chapter,
rubric
layout area
(e.g. header with
search form, logo,
navigation)
brick group
(combination of smallest possible elements)
content module
image + caption
quote + author
teaser with headline,
image and description
search form
(consisting of label,
input field and button)
smallest possible
unit / brick
title, subtitle,
description,
reference, date,
image, caption,
metainfo, author
label, input field,
button
correlation
Five-Step Building Block Principle
62. UI MAPPING
Structured content is mapped
for presentation in various target
channels.
content structure mapping
Content from any source is mapped to
defined content structure.
1 2 3
Input manage Output
various sources various channelsContent Hub
Three-Step Content Flow
63. Content UI Mapping: More about the topic via → www.msxbook.com/CDUIM and www.msxbook.com/CDUIMtxt
64. The essence of
content design is to
create units of content
that can address diverse
needs successfully.
Michael Andrews
http://storyneedle.com/what-is-content-design/
65. SETU 3.0: Content Modeling Software according to the building block principle (Demo moodscreen)
→ www.setusoft.de