A high level broad stroke intro to User eXperience, starting with a survey, a dash of my own thoughts, some thoughts from Mike Rapp, and some samples and resources. Also some slides from a presentation I did for Great American Teach in in 2014 to 3rd and 5th graders.
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
This document summarizes and debunks 22 common myths and misconceptions about user experience (UX) design. It discusses myths such as people only reading content on the web in 3 clicks, people not scrolling down pages, and more design choices always leading to higher user satisfaction. The document also aims to clarify definitions for terms like visual design, interaction design, and information architecture to provide appropriate contexts for UX practices.
This document provides an overview of a UX design bootcamp. It begins with introductions from the instructor, Jacklyn Burgan. The bootcamp will cover the basics of UX design through building a mobile grocery shopping app, including competitive analysis, user research, wireframing, and user testing. Key topics that will be covered include defining UX design and usability, discussing the UX process and lean UX, conducting user interviews and analyzing research findings to create personas. Challenges with personas and an introduction to wireframing are also summarized.
Why User Experience Matters | By UX Professionals from Centerline DigitalCenterline Digital
This document discusses user experience (UX) design. It defines UX as the sum of a person's emotions and behaviors when interacting with a product or service. Good UX is important as it reduces wasted development time, increases sales and user retention. The document outlines the typical process for a UX project, including research, content strategy, information architecture, design, development, and testing phases to deliver useful and usable experiences.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
A high level broad stroke intro to User eXperience, starting with a survey, a dash of my own thoughts, some thoughts from Mike Rapp, and some samples and resources. Also some slides from a presentation I did for Great American Teach in in 2014 to 3rd and 5th graders.
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
This document summarizes and debunks 22 common myths and misconceptions about user experience (UX) design. It discusses myths such as people only reading content on the web in 3 clicks, people not scrolling down pages, and more design choices always leading to higher user satisfaction. The document also aims to clarify definitions for terms like visual design, interaction design, and information architecture to provide appropriate contexts for UX practices.
This document provides an overview of a UX design bootcamp. It begins with introductions from the instructor, Jacklyn Burgan. The bootcamp will cover the basics of UX design through building a mobile grocery shopping app, including competitive analysis, user research, wireframing, and user testing. Key topics that will be covered include defining UX design and usability, discussing the UX process and lean UX, conducting user interviews and analyzing research findings to create personas. Challenges with personas and an introduction to wireframing are also summarized.
Why User Experience Matters | By UX Professionals from Centerline DigitalCenterline Digital
This document discusses user experience (UX) design. It defines UX as the sum of a person's emotions and behaviors when interacting with a product or service. Good UX is important as it reduces wasted development time, increases sales and user retention. The document outlines the typical process for a UX project, including research, content strategy, information architecture, design, development, and testing phases to deliver useful and usable experiences.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
The document provides an introduction to UX and UI design. It defines UI as the visual elements and interface a user sees, while UX encompasses usability, aesthetics, and the overall user experience. The author is working on a game project and learning UX/UI design. They explain that good design requires both good UI and UX, and that UX can be improved through testing and research, even with limited design skills. The basic UX design process involves research, wireframing, mockups, and interactive prototypes. The document outlines several future topics to be covered.
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
The Whole is Greater than the Sum of its Parts - The art of war.
In the same way that a good written document (like a report, or newspaper article) should be arranged in a certain way to make it more accessible to readers, it’s a good idea to structure your webpages so they are easy for Google and the other search engines to crawl and understand.
This guide covers top-line and technical details around modern content structure and UX as is affects search optimization.
Please feel free to share.
ProductTank: What do UX people want from PMs and how can they best work toget...Mind the Product
Jesmond Allen introduces himself as the UX Director at cxpartners and discusses how product managers (PMs) and UX designers can best work together. While their roles overlap in understanding users and requirements, UX focuses on design while PMs focus on the product vision and roadmap. For effective collaboration, UX designers should ask questions to fully understand the project brief and deadlines, while PMs should provide clear goals, share existing research, and communicate regularly with stakeholders. The key is open communication between PMs and UX designers.
The document provides an introduction to an Agile and Lean User Experience workshop. It discusses how traditional UX practices emphasize deliverables and individual hero designers, while Lean UX focuses on collaborative sense-making and ensuring the customer experience is owned by everyone. The workshop covers Lean UX principles and processes, integrating design into agile development, and the importance of customer research methods like interviewing and empathy mapping to understand user needs and validate hypotheses.
Find the Interface Design trends for 2014 by - now freelance - Petra Sell on:
http://www.slideshare.net/volpelino/id14
Prophets Agency presents "ID13": the trends in Interactive Design for 2013. Third year in a row, after the ID11 and ID12 trends. Written and designed by our Design Director Petra Sell.
Starting at the emerging trends in 2012 moving to what is happening in interaction design in 2013. the consolidation of ongoing trends up to future thinking and some advice on how to keep up.
Take your time to browse through the 147 slides of this impressive deck. Brands who fancy a 'live' presentation in their offices can contact us to make an appointment. Do spread along, cause sharing still is caring.
This document discusses various interface design patterns and principles for navigation. It begins by explaining how interface design dresses up existing behaviors and notes that navigation allows some aspects of information architecture to be visible. It then covers different types of navigation including global navigation, local navigation, contextual navigation, pagination, sorting, and secondary navigation elements like site maps. The document emphasizes following conventions when they are widely adopted but exploring alternatives when usability testing suggests improvements. It concludes with an exercise asking readers to analyze the navigation of competitor websites.
This document is a presentation by Prince Pal about common mistakes in UX design. It provides humor and levity by listing signs of a "stupid UX designer" including claiming wireframes are complete design work, only learning during live use, and prioritizing creativity over technical skills. It also shares jokes about problematic design decisions like prioritizing certain colors in testing or demanding cross-browser compatibility with outdated browsers. The presentation concludes by crediting various sources for the UX humor and jokes.
Type on the web has many roles: it is an interface, a brand, sets tone, and directs the user. Typography has many roles and can either add or take away from User Experience. In this beautiful and exciting talk we’re going to look at various ways type is used, implemented, and dissect the role that it plays in user experience on the web.
'Designing for everyone is designing for no-one' is the admonition in design circles. But what do you do when you are legally or morally mandated do design for the widest possible audience? I discuss how my UX tools break down, and heuristics to go forward anyway.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
1. The document discusses 3 common mistakes that can undermine good UX design: designing for oneself rather than users, mistaking UX for UI, and asking users for too much information in forms.
2. It provides tips to avoid these mistakes such as conducting user research, creating user journeys and personas, prioritizing content structure before visual design, and testing short forms against long forms.
3. Additional advice includes keeping designs simple, building navigation with a mobile-first approach, and drawing on principles of psychology in design.
The State of UX: Industry Trends & Survey Results - IA Summit 2017Lyle Kantrovich
What’s the most valuable UX method? What are the best UX tools? What techniques do teams use the most? This presentation covers those topics and more in fresh findings from research with UX practitioners from across the industry. You’ll learn something useful whether you’re a manager, a seasoned pro, a newcomer planning your next career move, or just want a few ideas about new skills to learn.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Basics in User Experience Design, Information Architecture & UsabilitySebastian Waters
Presentation for my talk about the "Basics in User Experience Design, Information Architecture & Usability" at General Assembly Berlin, January 9th, 2013
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
Data is all around us, which is both a good and bad thing. Good, because we need it. Bad, because there’s simply too much to know where and how to start using it. This is one of several reasons that marketing teams are currently dysfunctional – I’ll reveal the rest in my talk – but it doesn’t have to be this way. Data-Driven Design (3D) is an actionable evidence-based framework that gives marketing teams (marketers, designers, & copywriters) accelerated access to the data they really need, coupled with a process for understanding how to use that data to make informed changes to the digital marketing experiences you’re creating today. In Oli’s talk, you’ll learn how to use The 3D Playbook to narrow four hundred sources of overwhelming data into the five you actually need.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
The document provides an introduction to UX and UI design. It defines UI as the visual elements and interface a user sees, while UX encompasses usability, aesthetics, and the overall user experience. The author is working on a game project and learning UX/UI design. They explain that good design requires both good UI and UX, and that UX can be improved through testing and research, even with limited design skills. The basic UX design process involves research, wireframing, mockups, and interactive prototypes. The document outlines several future topics to be covered.
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
The Whole is Greater than the Sum of its Parts - The art of war.
In the same way that a good written document (like a report, or newspaper article) should be arranged in a certain way to make it more accessible to readers, it’s a good idea to structure your webpages so they are easy for Google and the other search engines to crawl and understand.
This guide covers top-line and technical details around modern content structure and UX as is affects search optimization.
Please feel free to share.
ProductTank: What do UX people want from PMs and how can they best work toget...Mind the Product
Jesmond Allen introduces himself as the UX Director at cxpartners and discusses how product managers (PMs) and UX designers can best work together. While their roles overlap in understanding users and requirements, UX focuses on design while PMs focus on the product vision and roadmap. For effective collaboration, UX designers should ask questions to fully understand the project brief and deadlines, while PMs should provide clear goals, share existing research, and communicate regularly with stakeholders. The key is open communication between PMs and UX designers.
The document provides an introduction to an Agile and Lean User Experience workshop. It discusses how traditional UX practices emphasize deliverables and individual hero designers, while Lean UX focuses on collaborative sense-making and ensuring the customer experience is owned by everyone. The workshop covers Lean UX principles and processes, integrating design into agile development, and the importance of customer research methods like interviewing and empathy mapping to understand user needs and validate hypotheses.
Find the Interface Design trends for 2014 by - now freelance - Petra Sell on:
http://www.slideshare.net/volpelino/id14
Prophets Agency presents "ID13": the trends in Interactive Design for 2013. Third year in a row, after the ID11 and ID12 trends. Written and designed by our Design Director Petra Sell.
Starting at the emerging trends in 2012 moving to what is happening in interaction design in 2013. the consolidation of ongoing trends up to future thinking and some advice on how to keep up.
Take your time to browse through the 147 slides of this impressive deck. Brands who fancy a 'live' presentation in their offices can contact us to make an appointment. Do spread along, cause sharing still is caring.
This document discusses various interface design patterns and principles for navigation. It begins by explaining how interface design dresses up existing behaviors and notes that navigation allows some aspects of information architecture to be visible. It then covers different types of navigation including global navigation, local navigation, contextual navigation, pagination, sorting, and secondary navigation elements like site maps. The document emphasizes following conventions when they are widely adopted but exploring alternatives when usability testing suggests improvements. It concludes with an exercise asking readers to analyze the navigation of competitor websites.
This document is a presentation by Prince Pal about common mistakes in UX design. It provides humor and levity by listing signs of a "stupid UX designer" including claiming wireframes are complete design work, only learning during live use, and prioritizing creativity over technical skills. It also shares jokes about problematic design decisions like prioritizing certain colors in testing or demanding cross-browser compatibility with outdated browsers. The presentation concludes by crediting various sources for the UX humor and jokes.
Type on the web has many roles: it is an interface, a brand, sets tone, and directs the user. Typography has many roles and can either add or take away from User Experience. In this beautiful and exciting talk we’re going to look at various ways type is used, implemented, and dissect the role that it plays in user experience on the web.
'Designing for everyone is designing for no-one' is the admonition in design circles. But what do you do when you are legally or morally mandated do design for the widest possible audience? I discuss how my UX tools break down, and heuristics to go forward anyway.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
1. The document discusses 3 common mistakes that can undermine good UX design: designing for oneself rather than users, mistaking UX for UI, and asking users for too much information in forms.
2. It provides tips to avoid these mistakes such as conducting user research, creating user journeys and personas, prioritizing content structure before visual design, and testing short forms against long forms.
3. Additional advice includes keeping designs simple, building navigation with a mobile-first approach, and drawing on principles of psychology in design.
The State of UX: Industry Trends & Survey Results - IA Summit 2017Lyle Kantrovich
What’s the most valuable UX method? What are the best UX tools? What techniques do teams use the most? This presentation covers those topics and more in fresh findings from research with UX practitioners from across the industry. You’ll learn something useful whether you’re a manager, a seasoned pro, a newcomer planning your next career move, or just want a few ideas about new skills to learn.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Basics in User Experience Design, Information Architecture & UsabilitySebastian Waters
Presentation for my talk about the "Basics in User Experience Design, Information Architecture & Usability" at General Assembly Berlin, January 9th, 2013
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
Data is all around us, which is both a good and bad thing. Good, because we need it. Bad, because there’s simply too much to know where and how to start using it. This is one of several reasons that marketing teams are currently dysfunctional – I’ll reveal the rest in my talk – but it doesn’t have to be this way. Data-Driven Design (3D) is an actionable evidence-based framework that gives marketing teams (marketers, designers, & copywriters) accelerated access to the data they really need, coupled with a process for understanding how to use that data to make informed changes to the digital marketing experiences you’re creating today. In Oli’s talk, you’ll learn how to use The 3D Playbook to narrow four hundred sources of overwhelming data into the five you actually need.
Find out how Tiktok onboards their users - the good sides and the bad. Tiktok's become one of the largest social networks in the world, but since the start they've had strong financial backing, so have they prioritised sign up conversion and retention, or did they focus more on marketing?
I wanted to find out, so I went on their sign up journey. Tiktok started with a high school audience, where virality is easy once you've reached that critical mass tipping point. School mates show each other how the app works. But a majority of Tiktok's users are now over 24, so will the app make sense for them? Flip through the presentation to find out.
A big thank you to Samuel Hulick for the inspiration for this analysis!
N.B. SlideShare's a little buggy with the arrows, showing some properly and others not. I played around with the arrows and upload to see if I could fix, but I couldn't, sorry!
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
The document describes the need for designing cross-channel experiences that are consistent, convenient, connected, contextual, and span different touchpoints and times. It discusses examples of both good and bad cross-channel experiences, and outlines five principles for designing holistic experiences. Tools mentioned for mapping cross-channel experiences include stakeholder interviews, field research, touchpoint matrices, service inventories, and experience maps. The overall message is that users interact with brands through many different channels, so the design must consider the entire experience across all touchpoints.
This talk looks at how media brands beyond publishing are becoming direct competitors with magazine brands, and how publishing can create user focused experiences to compete in this market.
ALERT! 7 TOP USER FRUSTRATIONS ON WEB & HOW TO RESOLVE THEMPixel Crayons
Read the full blog here: https://bit.ly/3b9L3HO
Connect with us through:
Contact us : https://bit.ly/2IpPX7w
Facebook : https://www.facebook.com/PixelCrayons
Twitter : https://twitter.com/pixelcrayons
LinkedIn : https://www.linkedin.com/company/pixelcrayons
Instagram : https://www.instagram.com/pixelcrayons/
Pinterest : https://in.pinterest.com/pixelcrayons/
How to Build a Prototype Workflow for Product/Market FitTadpull
"Getting out of the building" can be overwhelming. This presentation covers a workflow using Empathy Maps, User Personas, and User Journeys to figure out if you have a good Value Proposition for your Customer Segments.
Case studies from TheLowlineNYC and Atlantic Public Media included as well.
Bias in user reserach is a nasty thing that can render the whole project useless. I will go through all phases of research - planning, data collection and analysis - and show examples of habits you really should avoid unless you wanna fake your own research.
10 key points for building the best app everPhil Jenkins
The document provides 10 key tips for building a successful app: 1) Understand the purpose of the app, 2) Brainstorm ideas and pick the best one, 3) Carefully consider monetization options, 4) Physically model the app, 5) Create wireframes for each screen, 6) Design an intuitive user interface on brand, 7) Design an icon that stands out, 8) Hire professionals to code the app, 9) Use analytics to improve the app, 10) Thoroughly test the app with real users before submitting it to app stores. Ongoing marketing is also emphasized as critical for downloads.
Designing Successful Experiences for Bald ApesEva Willis
As we squint into a bright future, let’s first glance back at the user experience industry’s well-meaning, but mostly murky past. UX’s foundation is a sordid mix of lies, shams and idiocy: We never designed experiences and things like mobile have always been adjectives, no matter how many times we sold them as nouns. Now we’re hyperventilating about designing responsively across channels.
That might seem overwhelming, but it’s really just a more complex version of what we've always done: Help a bunch of bald apes do things.
The document discusses various digital marketing and design trends over time, from the early 1990s to the present. It notes how some trends like parallax scrolling were quickly abused, while others like responsive web design seemed like a good idea but caused issues by removing control over the mobile experience. The document also discusses specific trends like explainer videos, flat design, and various types of overlays and popups. It analyzes how trends can wield influence when left unchecked, as seen with the "Pinot Noir" effect. The document advocates for more experimentation and validation of trends going forward.
Smash-ability - supporting your brand in the widgetsphere / Jenni Lloyd / Oct 08Jenni Lloyd
This document discusses how brands need to design for a fragmented online world where consumers are interacting across multiple platforms. It argues that brands need to be "smashable" by being recognizable even if only parts of the branding, like colors or experiences, remain. It provides examples of brands that compensate for the limitations of the online world through their use of colors, fonts, images and other elements to leave strong impressions on users' minds. The document encourages conducting an audit to ensure a brand would still be identifiable if encountered piece by piece online.
Closing keynote at GOVIS 2009 by Nat Torkington. First part: a Web 2.0 hypemerchant social media consultant. Second part: a bozo manager. Third part: honest truths.
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
This document provides guidance on how UX can help startups communicate their product effectively at an early stage. It discusses how non-verbal communication is more important than words in conveying feelings and attitudes. For startups, it is important to answer the questions of what, how and why for their product. The landing page is the first interaction users have and they typically spend only 30 seconds exploring it. Common mistakes include having too much text, not clearly explaining what the product is or having calls to action. Following best practices like using a clear one sentence pitch, visuals over words, interactive demos of the product and parallax scrolling can help startups better communicate their product and motivate users.
The document discusses the future of experience design and the concept of omnichannel experiences. Omnichannel experiences integrate digital and physical touchpoints to provide seamless, interconnected experiences for customers anytime and anywhere. The future of experience design lies in creating holistic experiences across all channels that understand customer context and needs. Omnichannel experiences enhance the physical with digital and move customers through a brand's spaces and services effortlessly.
This document provides programming and activity ideas for makerspaces, including ideas for robotics, circuits, 3D printing, and virtual/augmented reality. It also discusses tips for organizing, marketing, planning, and surveying makerspaces. Some key programming ideas mentioned are robot obstacle courses, story-based circuit design, 3D printing community projects, and hosting hackathons or startup weekends. The document emphasizes that makerspaces should provide a safe space for failure and experimentation to spark interest in fields like engineering.
Getting Ideas Out of Your Head and Into the App StoreTraci Lawson
The document provides guidance for independent developers on producing apps with limited budgets. It discusses self-funding an app, sales expectations, competition in the app market, top sales numbers, pricing strategies, usability testing, design tips for kids' apps, writing a design document, finding a programmer, and whether to incorporate. Key recommendations include focusing on a novel idea, iterative prototyping and testing, prioritizing features, and emphasizing quality art and design.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
The document provides an overview of user experience (UX) research methods. It explains that research is done to answer questions, remove ambiguity, understand human behaviors and needs, and build empathy. Research methods include interviews, observations, surveys, usability testing and more. Both qualitative and quantitative methods are used depending on the questions being asked and stage of the project. Numbers from research don't tell the whole story and can sometimes be misleading.
Mike Gallers shared examples of poor user experiences both in the digital world and physical world. In the digital world, examples included confusing websites, hard to use interfaces, and unclear error messages. In the physical world, examples included doors that did not clearly indicate if they should be pushed or pulled and signs/icons that did not effectively communicate their intended meaning. The overall message was that designers should put themselves in the user's perspective and thoroughly test designs to avoid frustrating, confusing, or unclear experiences.
A friend and I wanted to start a meetup and did some research to help us know if a current digital social interaction tool would be useful. The slides depict the UX Research method of Surveying that we used, and the high level insights we gleaned.
This document provides an accessibility primer with links to resources about web accessibility. It discusses what accessibility is, color contrast, color blindness, skip navigation links, testing websites for accessibility issues, screen readers, common disabilities, mobile accessibility, HTML heading tags, alt text for images, selecting options with screen readers, and questions about analytics for assistive technology users. Key resources include WebAIM.org for accessibility knowledge and tools to evaluate color contrast, test websites, and learn about screen readers and mobile accessibility testing.
The document provides an overview of user experience (UX) design. It defines UX as a person's emotions and attitudes about using a product or service. UX design aims to enhance user satisfaction by improving usability, accessibility, and the overall user experience. The document recommends that developers learn basic design principles and work with UX designers. It also stresses the importance of accessibility and following guidelines like WCAG to ensure all users can access websites.
The document is a collection of screenshots and commentary critiquing poor user interface and user experience design examples. Some of the critiques highlighted include designs with too much clutter, small or ambiguous text and buttons, inconsistent or confusing navigation, excessive use of parallax effects, long unwieldy forms, and designs that break common interaction patterns. The overall tone is one of highlighting bad designs to avoid in order to improve usability.
This document provides an overview of user experience (UX) design. It defines UX design as designing experiences between people and objects/computer systems. The document lists common UX design activities like problem solving, visual design, user research, and usability testing. It notes that UX design is important because no one gets a product's user experience right on the first try. Effective UX design requires understanding people, their behaviors, needs and emotions. Examples of good and bad design are shown to illustrate design principles. The presentation concludes by asking attendees to sketch designs for a school lunch ordering app or library book browsing app.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
8. Not sure if this was intentional but
great physical product design.
Top of box is perforated so when
its in the pantry the contents are
easily accessible.
- Mike G
10. Chili’s table device for paying your bill.
Contextual (optional)
surveys are great for
getting timely feedback
from users.
- Mike G
11. Doctors made a 3D print
of an ultrasound for an
expecting mother who
is blind. Wow!
- Anonymous
12. Flat panels are for pushing,
handles are for pulling.
No UX presentation is
complete without a
proper Norman door.
- Anonymous
13. I love Cashapp. It does one
thing and does it really well. It’s
really obvious what the
fi
rst
thing you do is.
Then the 2nd step is easy!
Venmo starts with more stu
ff
,
which is not as nice.
- Mike G
14. Its weird that an error can be
nice, but this is a great way to
show a form error. Easy to see,
understand, and visually
accessible.
It has an icon as well as color,
the error is clearly attached to
the
fi
eld, and its clear which
fi
eld has the error.
- Mike G
35. This state park is AMAZING but…
Come on sign makers. Surely this was laid
out and designed before printing.
NO ONE thought that this arrow/label
layout would be confusing?
People had to scratch in lines so that
others would know Cherokee is actually
left and Hemlock is right.
- Mike G
36. Really local government?
Really?! Its 2021 and I still have
to
fi
ll out a long paper form to
get a duplicate auto title??
REALLY?!
- Mike G
37. 20 minutes is "a moment"?! Writing is
SO important to your brand and
customer experience in your digital
products and services.
Don't just ship it, think, plan,
empathize, make it good! Or great!
Terrible experience with the TruGreen
app. It de
fi
nitely felt like my time was
not valuable. How about a way to go
into a queue for a callback?
- Mike G
38. A great example of how not
to show/write/handle a
system error.
It doesn't tell me ANY
information on what went
wrong. It doesn’t give me any
next steps. It doesn't even
suggest I try again.
- Mike G
39. Its 2021. How many people
still have a home phone?
- Mike G
40. Colors often mean things for non
colorblind users. Red is an alert/bad color
in U.S. why would they choose that if my
balance is $0.00?
Also, why are both buttons styled the
same? Typical rule is one primary CTA per
view. Less important or used options
should be styled with a secondary style.
- Mike G
41. You must select dates to continue. Use
the calendars on the left to do so.
If you’re going to have your primary CTA
look disabled, for the love of all that’s
holy, at least have some text telling the
user why it’s disabled or how to enable
it! Can use a tooltip on hover/click/tap.
It is SO frustrating when you don’t know
how to proceed.
- Mike G
42. Here’s another disabled button that had
me frustrated and annoyed.
I honestly did not know how to move
forward and I got no instructions or help.
Just leave it enabled (even if you stylize it
as disabled) and then show me an error
message when i hover/tap/click! Don't
make the user feel stupid.
Apparently i had to select a delivery
option, but the UI design did not
communicate that to me.
- Mike G
You must select your Delivery options to continue.
43. Question for the Slack
product team: Why are the
hearts not under the section
with a heart icon??
- Mike G
44. After struggling with drag and drop across screens
for probably the 1000th time I realized when I
organize an app on my phone it would be easier
for me if I could just select the folder from a list in
the popup. I know the folders that I use: social,
banking...
OR just do the best to smart organize based on the
type of app it is. “Would you like to add snapchat
to your ‘social’ folder?” “Would you like to add
Chase Banking to your ‘banking’ folder?”
Do more work as a researcher/designer/dev so
your users do less.
- Mike G
45. Ah, the good ole shame
method to try and control
user behavior.
- Mike G
46. Speaking of shaming, does
my video game system really
have to tell me i’m fat? And
kids used this too. SMH.
- Mike G
47. When you push to production
without a design review.
- Doug Collins
50. OR
Mobile safari moved the
address bar from the top to
the bottom. Di
ff
erent place,
breaking convention, but
much easier to tap into with
your thumbs.
- Mike G