In today’s technology-driven world, digital projects are not judged by how fast or attractive they are but rather by their ability to consistently offer memorable and engaging experiences for users. In this workshop, attendees will learn the key concepts and methods of User Experience (UX) and how a combination of design thinking and experience-centered strategy can help researchers and practitioners create digital tools that consistently engage users on both cognitive and emotional levels. Held as part of 2016 #NYCDHweek.
Google UX Design Course - Portfolio Project 1 - App Design for a Fictional St...AnandGopalakrishnan8
This is my First Portfolio Project that I made as a part of the Google UX Design Course. I worked on this project from July to November 2022. It is a design for an e-commerce app for a fictional shop selling sports equipment/clothing.
Roberts provides a portfolio of UX design work including projects for Meetup, Pique, and Fordham Law School. She has experience in interior design, improv theatre, and the Peace Corps which inform her work. She is passionate about UX design and wants to join a team where she can grow and be inspired.
UIUX Design - report on summer training.docxbhawnamangla2
Bhawna completed a summer training program in UI/UX design at UIUX Studio. As part of the program, she worked on a project designing a mobile app and branding for a food donation nonprofit called Kai. Her process involved user research, competitor analysis, persona creation, wireframing, usability testing, and visual design. Her final prototype for the Kai app aimed to seamlessly facilitate food donation scheduling and pickups between businesses and recipients.
Case Study - Design an Art History App for an Art Gallery.pptxChan Jia Jun
To showcase the art history app design, I created a comprehensive case study that includes all design process stages from user persona to high-fidelity prototypes using Figma. I also added brief descriptions of each step along with visuals to make it easy to follow.
The case study will be available on my personal website and social media accounts, where I share my design projects and experiences.
In today’s technology-driven world, digital projects are not judged by how fast or attractive they are but rather by their ability to consistently offer memorable and engaging experiences for users. In this workshop, attendees will learn the key concepts and methods of User Experience (UX) and how a combination of design thinking and experience-centered strategy can help researchers and practitioners create digital tools that consistently engage users on both cognitive and emotional levels. Held as part of 2016 #NYCDHweek.
Google UX Design Course - Portfolio Project 1 - App Design for a Fictional St...AnandGopalakrishnan8
This is my First Portfolio Project that I made as a part of the Google UX Design Course. I worked on this project from July to November 2022. It is a design for an e-commerce app for a fictional shop selling sports equipment/clothing.
Roberts provides a portfolio of UX design work including projects for Meetup, Pique, and Fordham Law School. She has experience in interior design, improv theatre, and the Peace Corps which inform her work. She is passionate about UX design and wants to join a team where she can grow and be inspired.
UIUX Design - report on summer training.docxbhawnamangla2
Bhawna completed a summer training program in UI/UX design at UIUX Studio. As part of the program, she worked on a project designing a mobile app and branding for a food donation nonprofit called Kai. Her process involved user research, competitor analysis, persona creation, wireframing, usability testing, and visual design. Her final prototype for the Kai app aimed to seamlessly facilitate food donation scheduling and pickups between businesses and recipients.
Case Study - Design an Art History App for an Art Gallery.pptxChan Jia Jun
To showcase the art history app design, I created a comprehensive case study that includes all design process stages from user persona to high-fidelity prototypes using Figma. I also added brief descriptions of each step along with visuals to make it easy to follow.
The case study will be available on my personal website and social media accounts, where I share my design projects and experiences.
"Select Language"
Language
Selection
Tap "English"
English
Selected
Tap "Continue"
Payment
Options
Tap "Credit Card"
Credit Card
Selected
Enter Credit Card Info
Payment
Processed
Tap "Confirm Purchase"
Purchase
Confirmed
MetroCard Balance Updated
Transaction
Complete
Return to Home Screen
End
This user flow shows the steps a regular rider would take to purchase a single refill on their existing MetroCard using a credit card on the MTA mobile app.
OVERVIEW | SCREENER INTERVIEWS PERSONAS SYNTHESIS | USER FLOWS SITEMAPS SKETCH
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
Running head SOFTWARE ANALYSIS CONTROL1SOFTWARE ANALYSIS CON.docxtoltonkendal
Running head: SOFTWARE ANALYSIS CONTROL 1
SOFTWARE ANALYSIS CONTROL 12
Tourist Experience At Piazza del Campo KIOSK
James Larkin
Institution Affiliation
Elam, Debora
12-5-17
Contents
Project Outline 3
User Interface Technical Requirements 4
User Interface Human Interaction 5
Deliverables 6
User Interface Design Prototypes 6
User Interface Design Mockups 6
Kiosk Main Menu 6
Smart Main Menu 7
Usability Test Questionnaire……………………………………………………………………………………………………………………8
References 12
Project Outline
The project aims at designing a software system in an attractive tourist city. The system will help the visitors to access various kind of information as well as support from the authority of the attraction site. For example, an English-speaking person visiting a tourist attraction site in another country that doesn’t speak English. He or she will use the system to access various services such as a request for a tour guide.
The city that I will concentrate on is Piazza del Campo, which is the Center of History in Siena, Italy. It holds a large public space which dominating the Siena’s historic center. It presents the beautiful and unique medieval squares with a red paving of brick, clam design of shells, and a wide area. The piazza has nine divisions of pie-shaped wedges, all radiating out from the square’s lowest point that is at the face of the Town Hall, referred to as Palazzo Pubblico. It is surrounded by precious public buildings, residences, and cafes’ that are attractive to many visiting tourists and the locals in the area.
Various major categories for the interface of the user will be supported. They will include firstly, graphical user interface accepting the input via a computer mouse and a keyboard. Secondly, touchscreen interface displays accepting inputs through a touch of the stylus or a finger. Thirdly, conversational interfaces enabling the user to direct the computer using plain text and voice commands rather than graphical elements. Fourthly, gesture interface accepting input in the form of mouse or hand gestures.
The system is intended even to support people with disabilities. The gesture interface will take care of those with hearing impairment. Conversational support means will help people with visual impairment. Others with disabilities, for example, missing fingers can use the graphical user or the touchscreen interfaces.User Interface Technical Requirements
There are many technical requirements for the kiosk. Input devises to support the interaction capabilities will include a computer mouse, a keyboard, a voice receptive control device, a stylus for touching purposes, and a touchscreen. For easy application by the users, a standard keyboard will be used. The voice control should be able to capture sounds appropriately to reduce the probability of error. The touchscreen should be having a display length of twenty-four inches for more comfortable use by all the visitors.
The technical requirements ...
The app is designed to help users of a local movie theater decide which movies to watch and purchase tickets. Through user research, the designer found users had difficulty finding movie trailers and purchasing tickets through multiple apps. The designer's role involved user research, prototyping, and testing to address these problems. Key features of the app include browsing movie trailers, viewing showtimes and accessibility information, and purchasing tickets in a simple mobile-optimized interface. Usability testing improved the design to make interactions more intuitive. The next steps are to finalize the design based on feedback and prepare it for development and production.
Chathumi Kumarapeli designed the Movie Tick mobile app to allow users to view movie schedules and reserve seats in theaters. Through user research including interviews and personas, she identified key pain points such as the inability to reserve seats before arriving at theaters. Her role involved wireframing, prototyping, and usability testing to address these issues. Iterative design and testing led to improvements like adding movie details, scheduling views, and accessibility features. Feedback indicated the app successfully met user needs for convenient seat reservations. Chathumi learned the value of user-centered design and incremental improvements from this first UX project.
The presentation slides for my UX Masterclass July 2017 for CodeFirst:Girls. This is aimed at those new to UX and possibly new to the technology world in general.
This presentation covers personas, empathy maps, user journeys/(UI flow diagrams), prototyping and usability testing.
A short intro to user experience design, meant for beginners & enthusiast to UX field. Presented at first UXiD (uxid.org) Jogja Meetup on 16 March 2018.
Mobile UX | NYU School of Professional Studies | Spring 2016 | Week 1Liz Filardi
This document provides personas and user journeys for different types of visitors to a museum mobile app. It includes 4 personas: Marina, an engaged museum member; Mario, a reluctant college student visitor; Kimberly, a museum mom; and George, a creative designer. For each persona, it provides demographic information, goals, pain points, and favorite apps. It also outlines sample user journeys for each persona that describe their experience before, during and after a museum visit. The document aims to help design a mobile app that meets the needs of different types of target users.
The document discusses improvements that could be made to the Textpert mobile app. It recommends changing the dominant color from aquamarine to blue to allow for more secondary color options. It also suggests switching from a single-page design to a card-based layout for key pages like profiles and posts to make information more scannable. Additional changes include adding captions to posts, improving the profile page design to focus on user information, and linking to an external avatar creator to allow for more personalized profile pictures. The goal is to make the app interface more visually appealing, organized and user-friendly.
User Research and the design of Office 2007Will Tschumy
The document summarizes Microsoft's process for developing the new user interface called the "Ribbon" in Office 2007. It involved extensive user research including analyzing usage data from 1.3 billion user sessions, usability testing with paper prototypes, eye tracking, card sorting, and longitudinal studies with real users over more than a year. The goal was to understand how people used the software, identify tasks, break the interface into relevant groups, and iterate designs based on user feedback to improve usability.
OneNote and Hopscotch were critiqued as digital note-taking and programming platforms for students.
For OneNote, the interactive tutorials were praised for giving hands-on practice, but some elements like color, navigation, and lack of help buttons needed improvement. Hopscotch was praised for its simple, colorful interface that made programming accessible even to young children. While some menu icons lacked clarity, tutorials and saving features supported learners. Overall, both platforms showed potential but could be strengthened through design refinements to aid student comprehension and independence.
The document is a resume and portfolio for Jonah Osawa, a User Experience Designer. It summarizes his background in music and marketing and specialties in user testing, interviews, wireframing, and design processes like research, discovery, synthesis, design, and visual design. It provides a case study for a project redesigning the website Texts.com to make textbook prices more affordable for students, where Jonah conducted user research, designed wireframes and prototypes, and ensured the design was intuitive through usability testing.
The document provides details about Shravanthi Reddy's work as a UI/UX designer. It includes information about her background and process. The document showcases a case study where she helped design a new app feature for Etsy that allowed buyers to post custom product requests. For the project, she conducted user research including surveys, interviews, usability testing and competitive analysis. She created personas, user flows, wireframes and prototypes. The document also outlines work she did for a client, Oneaccess, where she redesigned their admin workflow and conducted user research including interviews and usability testing to identify pain points to improve the user experience.
The CoCo app provides online counseling for couples through 1-on-1 sessions with expert coaches. The UX researcher conducted interviews and found that while couples were open to online counseling, cost, scheduling, stigma, and finding the right match were concerns. Personas like Anna, Marti and Guillem represented target users. Wireframes, a prototype and usability studies refined the design. The final prototype addressed issues like separating the coach selection and booking processes. Next steps include further testing and accessibility reviews.
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...
Designing for Mobile Workshop - UX Cheltenham November 2016Indu Kaila
Enjoyed meeting lovely people at my workshop at UX Cheltenham a few days ago. From a real-life case, giving the group some user research, I got them to create mobile designs for a course booking system - thoroughly enjoyed it & they seemed too as well (fully engaging with the task). Some of their sketches from the workshop are shown at the end ...
Users' determine the mobile experience -> do your user research ...
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014.
http://www.ivanomalavolta.com
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
More Related Content
Similar to Naer VR App - Research Findings and Recommendations
"Select Language"
Language
Selection
Tap "English"
English
Selected
Tap "Continue"
Payment
Options
Tap "Credit Card"
Credit Card
Selected
Enter Credit Card Info
Payment
Processed
Tap "Confirm Purchase"
Purchase
Confirmed
MetroCard Balance Updated
Transaction
Complete
Return to Home Screen
End
This user flow shows the steps a regular rider would take to purchase a single refill on their existing MetroCard using a credit card on the MTA mobile app.
OVERVIEW | SCREENER INTERVIEWS PERSONAS SYNTHESIS | USER FLOWS SITEMAPS SKETCH
We’ve all had discussions about the great ‘UX’ of a product, or the poor ‘UI’ of a website. Is it a secret language you will never be lucky to know more about it?
Actually, it is very simple, For example: While User Experience is a bunch of tasks focused on optimization of a product for effective and enjoyable use; User Interface Design is its complement, the look and spirit, the presentation and interactivity of a product.
Running head SOFTWARE ANALYSIS CONTROL1SOFTWARE ANALYSIS CON.docxtoltonkendal
Running head: SOFTWARE ANALYSIS CONTROL 1
SOFTWARE ANALYSIS CONTROL 12
Tourist Experience At Piazza del Campo KIOSK
James Larkin
Institution Affiliation
Elam, Debora
12-5-17
Contents
Project Outline 3
User Interface Technical Requirements 4
User Interface Human Interaction 5
Deliverables 6
User Interface Design Prototypes 6
User Interface Design Mockups 6
Kiosk Main Menu 6
Smart Main Menu 7
Usability Test Questionnaire……………………………………………………………………………………………………………………8
References 12
Project Outline
The project aims at designing a software system in an attractive tourist city. The system will help the visitors to access various kind of information as well as support from the authority of the attraction site. For example, an English-speaking person visiting a tourist attraction site in another country that doesn’t speak English. He or she will use the system to access various services such as a request for a tour guide.
The city that I will concentrate on is Piazza del Campo, which is the Center of History in Siena, Italy. It holds a large public space which dominating the Siena’s historic center. It presents the beautiful and unique medieval squares with a red paving of brick, clam design of shells, and a wide area. The piazza has nine divisions of pie-shaped wedges, all radiating out from the square’s lowest point that is at the face of the Town Hall, referred to as Palazzo Pubblico. It is surrounded by precious public buildings, residences, and cafes’ that are attractive to many visiting tourists and the locals in the area.
Various major categories for the interface of the user will be supported. They will include firstly, graphical user interface accepting the input via a computer mouse and a keyboard. Secondly, touchscreen interface displays accepting inputs through a touch of the stylus or a finger. Thirdly, conversational interfaces enabling the user to direct the computer using plain text and voice commands rather than graphical elements. Fourthly, gesture interface accepting input in the form of mouse or hand gestures.
The system is intended even to support people with disabilities. The gesture interface will take care of those with hearing impairment. Conversational support means will help people with visual impairment. Others with disabilities, for example, missing fingers can use the graphical user or the touchscreen interfaces.User Interface Technical Requirements
There are many technical requirements for the kiosk. Input devises to support the interaction capabilities will include a computer mouse, a keyboard, a voice receptive control device, a stylus for touching purposes, and a touchscreen. For easy application by the users, a standard keyboard will be used. The voice control should be able to capture sounds appropriately to reduce the probability of error. The touchscreen should be having a display length of twenty-four inches for more comfortable use by all the visitors.
The technical requirements ...
The app is designed to help users of a local movie theater decide which movies to watch and purchase tickets. Through user research, the designer found users had difficulty finding movie trailers and purchasing tickets through multiple apps. The designer's role involved user research, prototyping, and testing to address these problems. Key features of the app include browsing movie trailers, viewing showtimes and accessibility information, and purchasing tickets in a simple mobile-optimized interface. Usability testing improved the design to make interactions more intuitive. The next steps are to finalize the design based on feedback and prepare it for development and production.
Chathumi Kumarapeli designed the Movie Tick mobile app to allow users to view movie schedules and reserve seats in theaters. Through user research including interviews and personas, she identified key pain points such as the inability to reserve seats before arriving at theaters. Her role involved wireframing, prototyping, and usability testing to address these issues. Iterative design and testing led to improvements like adding movie details, scheduling views, and accessibility features. Feedback indicated the app successfully met user needs for convenient seat reservations. Chathumi learned the value of user-centered design and incremental improvements from this first UX project.
The presentation slides for my UX Masterclass July 2017 for CodeFirst:Girls. This is aimed at those new to UX and possibly new to the technology world in general.
This presentation covers personas, empathy maps, user journeys/(UI flow diagrams), prototyping and usability testing.
A short intro to user experience design, meant for beginners & enthusiast to UX field. Presented at first UXiD (uxid.org) Jogja Meetup on 16 March 2018.
Mobile UX | NYU School of Professional Studies | Spring 2016 | Week 1Liz Filardi
This document provides personas and user journeys for different types of visitors to a museum mobile app. It includes 4 personas: Marina, an engaged museum member; Mario, a reluctant college student visitor; Kimberly, a museum mom; and George, a creative designer. For each persona, it provides demographic information, goals, pain points, and favorite apps. It also outlines sample user journeys for each persona that describe their experience before, during and after a museum visit. The document aims to help design a mobile app that meets the needs of different types of target users.
The document discusses improvements that could be made to the Textpert mobile app. It recommends changing the dominant color from aquamarine to blue to allow for more secondary color options. It also suggests switching from a single-page design to a card-based layout for key pages like profiles and posts to make information more scannable. Additional changes include adding captions to posts, improving the profile page design to focus on user information, and linking to an external avatar creator to allow for more personalized profile pictures. The goal is to make the app interface more visually appealing, organized and user-friendly.
User Research and the design of Office 2007Will Tschumy
The document summarizes Microsoft's process for developing the new user interface called the "Ribbon" in Office 2007. It involved extensive user research including analyzing usage data from 1.3 billion user sessions, usability testing with paper prototypes, eye tracking, card sorting, and longitudinal studies with real users over more than a year. The goal was to understand how people used the software, identify tasks, break the interface into relevant groups, and iterate designs based on user feedback to improve usability.
OneNote and Hopscotch were critiqued as digital note-taking and programming platforms for students.
For OneNote, the interactive tutorials were praised for giving hands-on practice, but some elements like color, navigation, and lack of help buttons needed improvement. Hopscotch was praised for its simple, colorful interface that made programming accessible even to young children. While some menu icons lacked clarity, tutorials and saving features supported learners. Overall, both platforms showed potential but could be strengthened through design refinements to aid student comprehension and independence.
The document is a resume and portfolio for Jonah Osawa, a User Experience Designer. It summarizes his background in music and marketing and specialties in user testing, interviews, wireframing, and design processes like research, discovery, synthesis, design, and visual design. It provides a case study for a project redesigning the website Texts.com to make textbook prices more affordable for students, where Jonah conducted user research, designed wireframes and prototypes, and ensured the design was intuitive through usability testing.
The document provides details about Shravanthi Reddy's work as a UI/UX designer. It includes information about her background and process. The document showcases a case study where she helped design a new app feature for Etsy that allowed buyers to post custom product requests. For the project, she conducted user research including surveys, interviews, usability testing and competitive analysis. She created personas, user flows, wireframes and prototypes. The document also outlines work she did for a client, Oneaccess, where she redesigned their admin workflow and conducted user research including interviews and usability testing to identify pain points to improve the user experience.
The CoCo app provides online counseling for couples through 1-on-1 sessions with expert coaches. The UX researcher conducted interviews and found that while couples were open to online counseling, cost, scheduling, stigma, and finding the right match were concerns. Personas like Anna, Marti and Guillem represented target users. Wireframes, a prototype and usability studies refined the design. The final prototype addressed issues like separating the coach selection and booking processes. Next steps include further testing and accessibility reviews.
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...
Designing for Mobile Workshop - UX Cheltenham November 2016Indu Kaila
Enjoyed meeting lovely people at my workshop at UX Cheltenham a few days ago. From a real-life case, giving the group some user research, I got them to create mobile designs for a course booking system - thoroughly enjoyed it & they seemed too as well (fully engaging with the task). Some of their sketches from the workshop are shown at the end ...
Users' determine the mobile experience -> do your user research ...
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014.
http://www.ivanomalavolta.com
Similar to Naer VR App - Research Findings and Recommendations (20)
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
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Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
2. Identify and understand the specific accessibility and usability issues
present in the current interface
Gather insights from users on their needs and preferences regarding VR
productivity applications
Explore solutions that effectively support collaborative productivity.
Background
The aim of our research was to:
3. Research Goals
What drives users to adopt Nær for their design processes
How effectively can users navigate and utilize the tools on Nær
What usability challenges do users find within Nær?
How does Naer, a collaborative VR app, compare against
alternatives like FigJam/ShapesXR
Do users understand the intended function of interactive objects
in Nær?
What are some potential new interactions
Assess user reception towards solutions aimed at improving
Nær’s usability and satisfaction.
. (icon visibility, voice input limitations, etc.
(e.g. cubes
4. Methods & Approach
Interviews,
to grasp how Nær integrates into users' design
routines, pinpoint enhancements to align the app with
their needs.
Usability testing,
to observe firsthand how users navigate Nær, identify
pain points and gather insights on possible
improvements.
5. Questionnaire
Can you describe your ideal collaborative environment for
working with your remote team?
What features/functionalities would be most important to
you
How does your experience as a designer shape your
approach to using VR collaboration tools like Nær
What features for collaboration do you find most enjoyable
and engaging
Biggest challenges you face in using Nær for design
collaboration, and how do you overcome them
What suggestions do you have for improvement?
6. Questionnaire -contd.
How do you find the visibility and usability of tool icons in
Naer
Describe your use and efficiency ofvoice typing for sticky
notes
Preferred additional input methods for improved
accessibility
Most valuable features for collaboration and productivity
Desired features or functionalities for Naer's future
versions?
How do you perceive the purpose and impact of cubes in
Naer?
8. Key Insights
7/9
Participants
Expressed difficulty/inefficiency accessing the tool bar
"I just couldn’t keep the tool bar in front of me as I wanted
to." - Namrat
"I used both my hands to display the tool bar and my
wrists started aching a little." - Bret
"I kept looking at my palms instead of the back of my
hands." - Zhibek
9. Key Insights
Want more Intuitive Sticky Note Editing Features
6/9
Participants
“I need a way to erase my mistakes, not just start over”
- Bret
“I wanted to erase something on the sticky note and
assumed the sponge would do the trick.”-Zhibe
“I was saying ‘Erase’ into the mic assuming it works as
voice AI.” - Ankita
10. Key Insights
5/9
Participants
Confused about the Cubes’ purpose & potential for Interaction
"I figured the cubes were for creating designs, but we
can’t even stuck resize them or change shapes." - Eri
"I thought the cubes are for bonking a colleague on the
head when you’re bored." - Ashi
"The cubes are placed on a round table, so I assumed its
for group tasks, but their actual use wasn't clear to me." -
Zhibek
11. Key Insights
Encountered Difficulties with Locomotion/Teleportation
6/9
Participants
“On FigJam, I could just click on my teammates’ names
and it would take me to where they are on the page.” -
Pooj
“I don’t like how there are so many obstacles in the
scene. It adds more steps when teleporting.”-Bret
“Its really time consuming to teleport from one board to
another.” - Ankita
12. Key Insights
8/9
Participants
Want additional/alternative Input Methods for Sticky notes.
“The voice input was recording all the noise from the
background." - Sanjan
"I assumed the sticky note to have a keyboard or a pen
tool to write things." - Ashi
"I really liked the mic tool. It is a very easy way of writing
things but I had to re-do a lot of times because it didn’t
hear me correctly." - Zhibek
13. Key Insights
Could not recognize tool icons and their functionality
5/9
Participants
“I thought the mic icon for voice-typing was a pencil icon
and I was mimicking writing with a pencil instead of
speaking into it.” - Namrat
“I had no idea what a sponge is for until I played around
with it and realized its for erasing.”-Sanjan
“I thought the red icon for muting myself was actually for
recording a video.” - Ankita
14. User Perceptions of Lo-Fi Solutions & Prototypes
6/9 Participants found the in-app keyboard for sticky notes a significant improvement in text input.
9/9 Participants recognized the need a trash icon for content deletion.
8/9 Participants found the implementation of undo/redo buttons to be a crucial feature, allowing
for easier error correction and editing.
4/9 Participants expressed a desire for a more comprehensive toolbar for its potential to streamline
workflows,
5/9 Participants were favorable towards the idea of Quick Teleportation options for efficient
navigation within the virtual environment.
15. Participant used
both hands to
access tool bar.
Participant used
mic as they would a
pen to write.
Participant assumed
the sponge would
erase text on sticky
note.
Participant confused
voice typing with
voice assistant.
16. Recommendations
Improve Iconography: Redesign tool icons to be more intuitive
and distinct, ensuring that items like the microphone are not
mistaken for other tools
Customization Options: Offer more personalization settings, such
as a broader color palette for tools and objects
Intuitive Interaction with Cubes: Clearly define and
communicate the purpose of the cubes, and introduce a tutorial
on how to use them for group activities
Expand Input Methods: Incorporate various input methods,
including keyboard typing and controller gestures.
17. Recommendations - contd.
Simplify Navigation: Introduce a shortcut to teleport to a
specific spot in the environment
Streamline Sticky Note Editing: Add basic text editing
features such as undo, redo, and erase to the sticky notes
function, making it as simple as using physical sticky
notes
Accessibility Enhancements: Increase the contrast and
size of text and icons to make them easier to see and use
for all users, especially those with visual impairments.