I approach every project with one guiding principal; that no two projects are the same, and each problem requires its own analysis, iteration and proposed solution. The process must fit the problem.
I believe that personality, life experience and the ability to see the situation through the eyes of others are necessary traits for creating design with meaning.
That principal, my analytical approach to every problem, together with my hard skills as user experience designer and my formal architectural training, allow me to delve into each project with a fresh eye and an open mind, finding insights in unexpected places.
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
At the HealthTech Summit 2016 in Lausanne, I shared a framework for evaluating investments based on design criteria, applied to the opportunity, product, and company.
User experience doesn't happen on a screen: It happens in the mind.John Whalen
User experience is a vital component of mission-critical projects. The vast majority of experience is digital. We spend insane amounts of time and money designing UX for websites, apps and products to impress users. But the truth is UX isn’t a singular experience we can define. And it doesn’t happen on a screen – it happens in the mind. More specifically, the six minds.
Discover how UX is truly a collection of experiences occurring across six brain concentrations, each with their own processing styles and ideal states. And how, using psychological principles, you can uncover the conscious and subconscious needs of these six minds to appeal to users on cognitive and emotional levels.
Practicing Anthropology in User Experience, Design and BusinessAmy L. Santee
User experience, design and business are perfect fields for anthropological practice, but what does it look like to work in them, and how do you get there in the first place? Amy will share her journey as a practicing anthropologist, touching on her transition from academia, work experience, use of anthropology skills, project examples, career reflections, and advice for those who are interested in this particular line of work.
Amy Santee is an independent user experience and design research consultant based in Portland, OR. Her work spans a breadth of sectors and industries, including retail, e-commerce, healthcare, computer hardware and software, consumer technology, automotive, insurance, home improvement, and community development. In addition to freelancing, she has worked within corporate, agency and start-up design teams. She combines her anthropology training with a user-centered design approach to solve real problems, advocate for people and their values, and help businesses feel confident in their decisions. She received her MA in Applied Anthropology from The University of Memphis (2011) and her BA in Anthropology from Eckerd College (2009). She blogs about business, design, anthropology and careers at www.anthropologizing.com.
Visual thinking for service design — CanUX November 2016Boon Yew Chew
The success of service design involves an organisation's ability to restructure itself towards the design and delivery of services in a meaningful, impactful way. Visual thinking provide a powerful means for diverse teams to work through complexity. This workshop introduces visual thinking as an approach to solve service design problems, involving methods like rapid visualisation, visual sensemaking, touchpoint sketching, rich pictures, and service posters.
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
At the HealthTech Summit 2016 in Lausanne, I shared a framework for evaluating investments based on design criteria, applied to the opportunity, product, and company.
User experience doesn't happen on a screen: It happens in the mind.John Whalen
User experience is a vital component of mission-critical projects. The vast majority of experience is digital. We spend insane amounts of time and money designing UX for websites, apps and products to impress users. But the truth is UX isn’t a singular experience we can define. And it doesn’t happen on a screen – it happens in the mind. More specifically, the six minds.
Discover how UX is truly a collection of experiences occurring across six brain concentrations, each with their own processing styles and ideal states. And how, using psychological principles, you can uncover the conscious and subconscious needs of these six minds to appeal to users on cognitive and emotional levels.
Practicing Anthropology in User Experience, Design and BusinessAmy L. Santee
User experience, design and business are perfect fields for anthropological practice, but what does it look like to work in them, and how do you get there in the first place? Amy will share her journey as a practicing anthropologist, touching on her transition from academia, work experience, use of anthropology skills, project examples, career reflections, and advice for those who are interested in this particular line of work.
Amy Santee is an independent user experience and design research consultant based in Portland, OR. Her work spans a breadth of sectors and industries, including retail, e-commerce, healthcare, computer hardware and software, consumer technology, automotive, insurance, home improvement, and community development. In addition to freelancing, she has worked within corporate, agency and start-up design teams. She combines her anthropology training with a user-centered design approach to solve real problems, advocate for people and their values, and help businesses feel confident in their decisions. She received her MA in Applied Anthropology from The University of Memphis (2011) and her BA in Anthropology from Eckerd College (2009). She blogs about business, design, anthropology and careers at www.anthropologizing.com.
Visual thinking for service design — CanUX November 2016Boon Yew Chew
The success of service design involves an organisation's ability to restructure itself towards the design and delivery of services in a meaningful, impactful way. Visual thinking provide a powerful means for diverse teams to work through complexity. This workshop introduces visual thinking as an approach to solve service design problems, involving methods like rapid visualisation, visual sensemaking, touchpoint sketching, rich pictures, and service posters.
What's all the Fuss About UX Strategy? slideshareJanice James
Presented at UPADC March 6, 2014
Discusses my take on what UX Strategy is and how a UX strategy is important to the UX profession as a whole and to us as UX professionals.
It is time to move Design Thinking to the next level. Companies and design thinkers need not only embrace creativity but also include other design focus areas in the entire process, such as design planning and execution. The workshop will give an overview on the current and next stage of Design thinking, and it will also take a glance on how to go beyond it.
Practicing Anthropology in Design and BusinessAmy L. Santee
On March 1st, 2018 I returned to Dr. Jeremy Spoon‘s undergraduate Applied Anthropology class at Portland State University, to give a presentation on doing anthropology in design and business. In the presentation, I discuss my educational background, academia-to-work transition, career experience, my evolving perspective on practicing anthropology, and how I apply anthropology in user experience, design and business.
Designing a new end-to-end grant experience from ground up, from outside in.
In November 2014, SG Enable started a design sprint project with Outsprint to envision a new end-to-end experience for their new grant. This project tapped on human-centered design tools and techniques to help SG Enable better understand the needs and challenges faced by grant applicants, grant makers and other partners. This report captures the findings and ideas generated from the project.
SG Enable | SG Enable is an agency dedicated to enabling persons with disabilities.
https://www.sgenable.sg/
Outsprint | The fastest way to innovate public policy & social services.
http://outsprint.io
Design Research Overview: Bite-sized Usability TestingAngela Obias
This presentation introduced Communications Research students to the particular research "genre" of design research (research for product development).
It focused on basic usability testing -- a method of design-oriented research for optimizing websites and applications.
It was a 2-hour talk and quick hands-on practice run, given to Randy Solis' Communications & Management class, comprised of junior and senior Communications Research students, April 29, 2015.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
Learn how to create a winning strategy and design concepts through strategy workshops and design studios. Find out how UX is at the heart of hot concepts such as LeanUX, Design Thinking and Agile Development.
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
By Michael Tedeschi, Interactive Mechanics
User Experience (UX) is how your visitors feel about a product or service, whether you’re designing a website, an exhibit, or a toaster. How do you know if your target audience is having a good or bad experience? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create a welcoming experience and make something that is useful, easy to use, and enjoyable for them.
We’ll cover the fundamentals of user experience, why it matters, and we’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way. We’ll practice research techniques, including interviews and contextual inquiries (observing the way your visitors already interact with your exhibits), that allow you to learn about your visitors’ objectives, rather than designing from assumptions. We’ll develop personas to clarify which new audiences you want to connect with, and what works best for them, asking questions like, Why aren’t they users already? What barriers does your museum present? What needs could you be meeting?
User Experience Design: The Past, The Present, The FutureCharbel Zeaiter
In our mostly true exploration of the history of UX and the current space we're in, we look to how UX Designers will be called upon in the future to create experiences that matter.
More info: http://thinkbrisk.com/brisk_2-cases/
We are avid on-site field researchers, immersing ourselves in our target groups, observing, interviewing, co-creating to capture their specific and unique human needs & expectations with methods from anthropology, ethnography, tech. management and design research. We’ve published these insights at conferences in London, Copenhagen, Boston, LeMans, Munich, Seoul and counting.
Here’s a quick recap of 4 of these Design Insights:
- Cook & Connect: Designing Urban Collaborative Cooking Spaces for Local Produce
- Exploring the Impact of Context Factors in Quick and Correct Use of Public Interfaces
- Mindset beyond the Myth: User Research about the Effectivity of Design Thinking Workshops in Semi-Open Ecosystems
- Decoding Privacy: Perceptions, Conflicts and Strategies of Privacy in the Mobile World
For background info on our field insights or your own research project, don't hesitate to get in touch!
research@thinkbrisk.com
Many UX designers have a blind spot when it comes to creating useful, usable content. If our goal is a great experience for users, then UX designers need to go beyond creating page templates and interaction models and focus on content strategy.
This workshop used the familiar UX design process to talk about how content strategy contributes to activities and deliverables.
What's all the Fuss About UX Strategy? slideshareJanice James
Presented at UPADC March 6, 2014
Discusses my take on what UX Strategy is and how a UX strategy is important to the UX profession as a whole and to us as UX professionals.
It is time to move Design Thinking to the next level. Companies and design thinkers need not only embrace creativity but also include other design focus areas in the entire process, such as design planning and execution. The workshop will give an overview on the current and next stage of Design thinking, and it will also take a glance on how to go beyond it.
Practicing Anthropology in Design and BusinessAmy L. Santee
On March 1st, 2018 I returned to Dr. Jeremy Spoon‘s undergraduate Applied Anthropology class at Portland State University, to give a presentation on doing anthropology in design and business. In the presentation, I discuss my educational background, academia-to-work transition, career experience, my evolving perspective on practicing anthropology, and how I apply anthropology in user experience, design and business.
Designing a new end-to-end grant experience from ground up, from outside in.
In November 2014, SG Enable started a design sprint project with Outsprint to envision a new end-to-end experience for their new grant. This project tapped on human-centered design tools and techniques to help SG Enable better understand the needs and challenges faced by grant applicants, grant makers and other partners. This report captures the findings and ideas generated from the project.
SG Enable | SG Enable is an agency dedicated to enabling persons with disabilities.
https://www.sgenable.sg/
Outsprint | The fastest way to innovate public policy & social services.
http://outsprint.io
Design Research Overview: Bite-sized Usability TestingAngela Obias
This presentation introduced Communications Research students to the particular research "genre" of design research (research for product development).
It focused on basic usability testing -- a method of design-oriented research for optimizing websites and applications.
It was a 2-hour talk and quick hands-on practice run, given to Randy Solis' Communications & Management class, comprised of junior and senior Communications Research students, April 29, 2015.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
Learn how to create a winning strategy and design concepts through strategy workshops and design studios. Find out how UX is at the heart of hot concepts such as LeanUX, Design Thinking and Agile Development.
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
By Michael Tedeschi, Interactive Mechanics
User Experience (UX) is how your visitors feel about a product or service, whether you’re designing a website, an exhibit, or a toaster. How do you know if your target audience is having a good or bad experience? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create a welcoming experience and make something that is useful, easy to use, and enjoyable for them.
We’ll cover the fundamentals of user experience, why it matters, and we’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way. We’ll practice research techniques, including interviews and contextual inquiries (observing the way your visitors already interact with your exhibits), that allow you to learn about your visitors’ objectives, rather than designing from assumptions. We’ll develop personas to clarify which new audiences you want to connect with, and what works best for them, asking questions like, Why aren’t they users already? What barriers does your museum present? What needs could you be meeting?
User Experience Design: The Past, The Present, The FutureCharbel Zeaiter
In our mostly true exploration of the history of UX and the current space we're in, we look to how UX Designers will be called upon in the future to create experiences that matter.
More info: http://thinkbrisk.com/brisk_2-cases/
We are avid on-site field researchers, immersing ourselves in our target groups, observing, interviewing, co-creating to capture their specific and unique human needs & expectations with methods from anthropology, ethnography, tech. management and design research. We’ve published these insights at conferences in London, Copenhagen, Boston, LeMans, Munich, Seoul and counting.
Here’s a quick recap of 4 of these Design Insights:
- Cook & Connect: Designing Urban Collaborative Cooking Spaces for Local Produce
- Exploring the Impact of Context Factors in Quick and Correct Use of Public Interfaces
- Mindset beyond the Myth: User Research about the Effectivity of Design Thinking Workshops in Semi-Open Ecosystems
- Decoding Privacy: Perceptions, Conflicts and Strategies of Privacy in the Mobile World
For background info on our field insights or your own research project, don't hesitate to get in touch!
research@thinkbrisk.com
Many UX designers have a blind spot when it comes to creating useful, usable content. If our goal is a great experience for users, then UX designers need to go beyond creating page templates and interaction models and focus on content strategy.
This workshop used the familiar UX design process to talk about how content strategy contributes to activities and deliverables.
«Бессмертный батальон юных защитников Отечества»ГБОУ Школа №1370
23 марта обучающиеся и педагоги нашей школы стали почётными гостями значимого мероприятия, прошедшего в Колонном зале Дома Союзов состоялась благотворительная акция: презентация серии книг «Маленькие герои большой войны» и торжественный старт нового молодёжного движения «Бессмертного батальона юных защитников Отечества».
Presentación de la CADEX en la “Rueda Internacional de Negocios, Transporte, Logística y Tren Bioceánico” organizada por la Cámara de Comercio e Industria Boliviano – Alemana (AHK) realizada en la ciudad de La Paz el día miércoles 22 de marzo en el Hotel Presidente.
meMap is an iPhone app for young people that allows them to monitor, record and understand their emotional wellbeing. Using art to reflect their moods, it enables them to recognize patterns and potential impacting triggers. It encourages personal reflection and expression and offers an environment in which users can share their visual journeys safely.
This presentation aims to teach others how to use the user centered design methodology known as personas.
Personas are archetypes (models) that represent groups of real users who have similar behaviors, attitudes, and goals. A persona describes an archetypical user of software as it relates to the area of focus or domain you are designing for as a lens to highlight the relevant attitudes and the specific context associated with the area of work you are doing.
Symplicit Ark Persona Presentation V2.1jodie moule
I presented this at the Ark Group Conference held in Melbourne in November 2008.
It covers a brief outline of personas and how they can be used in industry, with several case-study examples Symplicit has worked on as a company.
If you have any questions, get in touch!
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Scottrade and Understanding the Customer Journey: When Segmentation Isn’t EnoughEffective
Presented at Engagement & Experience Expo 2014 by:
• Gina Bhawalkar, assistant vice president of user experience and accessibility at Scottrade
• Lys Maitland, senior user experience designer at EffectiveUI
By nature, Scottrade, Inc., a leading investing services firm clearly focused on numbers, had ample data and information on its clients from a UX and marketing research standpoint. As the company worked to enhance its strategic vision for client experience and add new services and solutions, company leaders knew they needed to not only bring all of their customer research together, but also fill in some gaps to gain a deeper understanding and get a full picture of its audience – both current clients and potential clients they are looking to attract. Working in close collaboration with user experience agency EffectiveUI, Scottrade embarked on a comprehensive ethnographic study, interviewing 36 people in their own environments to uncover what trading and investing meant to their lives overall, how Scottrade fits into this, the tools they use, where they need guidance or help and how they feel along the way.
Scottrade came away with a better understanding of its clients and what they needed beyond what the company’s segmentation models provided. Scottrade is now actively working to turn what they learned into action and tailoring its tools around its audiences. This session will provide the following tips to customer experience professionals who also want to really know their customers:
• How to start the process of embarking on a large research project, including how to make sure stakeholders are on board
• How to combine ethnographic research with quantitative research for the best understanding
• How to bring participant stories from the research to life for team members who were not involved in the interviews
• How to effectively socialize personas and journey maps throughout an organization
• Using personas and journey maps to drive actual business decisions and initiatives
• Taking the next step in monitoring and addressing the customer pain points uncovered in the journey mapping process
We will present a case study that details our approach for replacing user personas with user roles for a multi-national SAAS company. We will take the audience on a journey that starts with an executive request for personas, travels through the tribulations of realizing personas suck, and concludes with convincing others to accept a new and innovative way to understand the people who use the product. Our key message is that personas lack real value for organizations that already understand the importance of empathizing with users. Building user-centered products requires easily accessible and well organized user insights. We will discuss defining users through a process of stakeholder consultation and content review, and structuring data around Jobs to Be Done and product interactions. We will also discuss the dissemination of user roles in our organization using relational databases, interactive dashboards and online wikis. Spoiler alert, our stakeholders loved user roles!
In this session we looked at the different kinds of UX research. Primary and Secondary research, foundational research, post launch research, qualitative and quantitative research. Attitudinal and behavioral research. We also looked at the benefits and drawbacks of different UX research methods. Lastly we covered how to chose a UX research method
The Difference Engine has relaunched with a new team, and renewed focus on helping companies improve their existing products, services, and customer experiences, and on helping companies identify opportunities for innovation and organizational change.
As designers, we use empathy to solve critical leadership problems in our teams, and as servant leaders, our purpose is to serve others in a meaningful and productive manner.
International User research eGuide - Usability247 UX247
Due to globalisation and the digital revolution that has enabled it, in as little as ten years the world has become a much smaller place. Although it is now easier to communicate and conduct business halfway across the world, the cultural differences, divides and expectations that existed before, still remain, with there being no one size fits all approach to how we live from country to country. This means that when developing a product (digital or physical), with an eye to releasing it beyond the home market, we have to consider how user expectations differ throughout the world.
This is where International User Experience (UX) research comes in, which is what this document is all about – Carrying out qualitative and quantitative UX research in countries, regions and territories other than our own.
Similar to Pavel Geystrin Portfolio March 2017 (20)
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
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.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
1. HI!
I’m Pasha. I am a designer.
But first i am a person.
I live on a planet with other persons.
And sometimes things get complicated.
2. I believe that designing user experience is a lot like visiting a new place;
some aspects of the journey are familiar, yet some parts are new.
Travelers encounter challenges on a road less traveled, and so is a designer starting a new
project. The key as I see it, is to understand and learn from everything previously done, yet
remember to not be tied down by it.
Whenever I start a any new project, I immerse myself in the details, the people, the systems
at play. With that, comes deep understanding, insights, and areas of opportunity begin to be
revealed. And by identifying them, we can start applying what was learned to uncover
creative solutions.
Foreign lands are best experienced by talking to their residents; the real gems lay with them.
RuvnaMuji Spotify
Case studies presented in this document:
3. Business + Brief Summery
Muji is a global retail company, distinguished by its design
minimalism, emphasis on recycling, avoidance of waste in
production and packaging, and no-logo or "no-brand" policy. Muji
succeeded in part by incorporating the aesthetic consequences of
cost-cutting into its design philosophy. Muji is banking on “the
idea that simplicity is not merely modest or frugal, but could
possibly be more appealing than luxury”.
Opportunity
Create an experience that will help people organize their work
and living space, using the ancient discipline of Feng Shui, thus
making users aware of how their surroundings affect their
mental well being.
Challenges
• Discover how people understand space,
and how space affects people’s well being
• Apply ancient eastern philosophies to a
digital world; keeping the essence of the
practice while making it accessible to users
• Using augmented reality and dealing with
technological needs and constrains
• Creating a new, non e-commerce product
while keeping with the brands philosophy
My Role + Responsibilities
Research the marketplace, conduct user interviews and
technological studies, as well as design development and
prototyping
Brand expansion proposal for a low-key life style retailer
4. Pasha Geystrin work samples 4
We tackled the problem of users not knowing how large objects would
look and fit within an intended space, and selected Muji due to their
“non-brand” brand and their minimalistic and neutral aesthetics.
Muji is about blending in and taking it easy. No brands, no logos, no frills.
Throughout the process however, our assumptions weren't
validated. We envisioned the product with an e-commerce
feature; part of the user’s search for the right piece of furniture.
Research showed that users prefer feeling, touching and lifting
pieces they are interested in before committing to buy.
With existing companion “lifestyle” apps, Muji created an eco
system that aims to help users live according to its philosophy.
How does it feel?
What is the actual color?
How will it it fit in my space?
How much does it weigh?
What is the total price?
Considering large and expensive purchases, users prefer to shop in personMuji visual board and user interview
Business and contextual studies brought insight regarding the overall aesthetics and experience we want
to aim towards. User interviews revealed valuable learnings and validated certain assumptionsDiscover
5. Pasha Geystrin work samples 5
Dropping e-commerce elements opened the product to all users and spaces,
broadening brand awareness and keeping the Muji aesthetics and
philosophy and bringing the in-store experience to user’s personal space.
Conducting a few more rounds of interviews with our new hypothesis, we
created personas and story boards to further flesh out our user’s journey
through the app.
We then turned our findings actionable by developing specific tasks and
brainstorming features.
With a validated idea, we proceeded to identify users, created archetypes and developed a
visual language. Further research conducted into image recognition API’s and Feng-shuiDiscover
Key Challenges
Prompting proper
angles for picture taking
Translating Feng-shui
concepts
Designing for
augmented reality
Discover
Having a validated idea, we proceeded to identify users, created archetypes and started developing a visual
system. Further research conducted into image recognition API’s and understanding and applying Feng-Shui
6. Pasha Geystrin work samples 6
During design studio, we defined the operations our users will perform, created a visual style and tested various
interactions, while testing and iterating on various elements and creating wireframes of increasing fidelity
• Special attention was give to the on-boarding process, since
users were asked to perform new and unfamiliar tasks.
• Landscape and portrait orientations were tested for the ideal
holding position.
• Various visual styles were applied to feng-shui; user testing
then performed and results analyzed and applied.
Various iterations of the appEarly version of element identification screen
Design
7. Pasha Geystrin work samples 7
The importance of extensive user
testing was clear during this project,
especially since we were exposing
users to new technology (augmented
reality) and new concepts (feng-shui)
Designing a new product for an existing brand, required adherence to an established visual language, while still
being open to innovation and creativity; we kept the Muji aesthetics and beliefs in mind when developing our ideasDeliver
Throughout the latter stages of design, we tested our
product and iterated based upon what we learned.
Some of the insights and subsequent changes were:
• Early versions lacked clear on-boarding
• Screen lacked direction
• Global navigational
• Microcopy and iconography
• Feng-shui elements explanation
8. Pasha Geystrin work samples 8
On-boarding sequence
Exposing users to a new technology requires thought out on-boarding sequence. Many iteration were created and
user testing proved essential. Screens, shapes and gestures were tested; Illustrations were created in line Muji’s spiritDeliver
9. Pasha Geystrin work samples 9
Bellow is a flow progression through the experience of the app. Users take a photo of their space, and the app
analyzes and suggest small changes based on Feng-Shui philosophy. Saving an image and sharing is also possible.Deliver
Select the desired space and
point your camera
The app will let you know if
the framed image is within
the confines of the software
Once a photo is taken, the
software will analyze the
objects based on Feng-Shui
Recommendations for
optimal arrangement will be
given. You can save your
photos and analysis
Glossary of Feng-Shui
elements and their
explanation is available
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Click on the image to view and interact with the Muji for Life prototypeDeliver
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Business + Brief Summery
As a school safety company, Ruvna aims to locate students during
emergencies, providing real time information. It allows school staff to
quickly and seamlessly count and identify missing students, shortens
response times and centralizes all critical information.
Opportunity
Design role specific screens and flows to better
assist the staff with performing their duties and
give each the most needed and up-to date
information.
Challenges
• Difficult user base to gain access for interviewing and research
• Compliance with legislative and various other governmental
mandates
• Determine which information at which times needed by which role
• Support seamless communication between users of different roles
My Role + Responsibilities
As part of a three person UX team, I defined the research scope, conducted
personal interviews, perform heuristic and legislative analysis,
incorporating the findings into proposed designs, and test the product in
“realistic” environments.
Research & design development for a school emergency response start-up
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Being a product that caters to educational institutions, it was
important to research the entire system and its organization.
Our aim was to understand the following:
• How school staff thinks and acts during emergencies?
• What are the responsibilities and duties of the various staff?
• How government agencies fit into the picture?
• What are the current practices and response protocols?
• Does technology play a role, and could it help improving
current practices?
A big part of the discovery process, were the personal
interviews with teachers, security officers and other
school staff, who were happy to help and provide
information and share their experiences.
Marketplace analysis was conducted, auditing 5 other
companies working within a related space, noting what
worked, what didnt and how others attempt to solve
similar problems.
Business, marketplace and legislative analysis, competitive audits, contextual studies and personal
interviews helped us focus our discovery and concentrate on areas of opportunities for present and futureDiscover
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Roles selected as PERSONAS for user case studies
Emergency response protocols are issued by the
federal government to the states, who then allow
district and cities to modify them depending on the
size of the school system.
Creating this eco-system map helped us study the
organization and structure of such network, break it
down and identify the users, their problems and
needs, as well is opportunities of business expansion.
School incident commander
(Principle / VP / Other Admin)
District incident commander
(Superintendent / Sec. Director)
City incident commander
(Police / Fire / EMS)
Operations Section
Search & Rescue
First Aid
Facilities & Security
Student Management
Evacuation & Shelter
Search & Rescue
Obtain up-to date headcount
Search facilities
Report back findings
Student Management
Maintain headcount
Stay with charges
Enact appropriate response
Logistics
Transportation
Food & Water
Shelter
Restrooms
Finances
Billing
Incident costs
Timekeeping
Planning
Documentation
Big picture analysis
Strategy
As an education platform compliant with existing rules, It was important to research the entire structure
and understand how cities and schools work with different government entities during emergenciesDiscover
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Guiding Design Principals
• Create a bird-eye panel to allow administrator a full view of the
emergency.
• Design a system that will funnel information to appropriate
personnel, depending on their emergency response role.
• Provide an information gathering and dispensing tool which can
be used during emergencies to better direct and inform staff.
• Enable administrators to use the system during drills, to collect
date and find weak links in the chain of command.
• Outdated practices
• Slow response times
• Lack of training
• Old or no technology
Example scenario for a missing student being identified and search for by staff
The issues we found varied depending on school level, size, location, as well
as other factors. Still, we were able to distill our findings into meta-issues:
• No streamlined
communication
District and school size, educational level and the different municipal and federal mandates are all factors
that must be considered; the final product must cater to a variety of conditions and be very customizableDiscover
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“I need to know what’s happening and I need
see all relevant information at a glance”
• Have a bird’s-eye view of situation
• Be up-to-date with real-time information
• Know school is taken care of while off-site
• Quick and efficient system and interactions
“Our main objective is to keep students safe
and wait for further instructions”
• Notify superiors of any status updates regarding her class
• Account for all her students
• Be up-to date on the details of the incident
• Understand school’s emergency protocols
“There are a million positions in a school, so that
everyone could concentrate on their job”
• Lines of communication with his superiors
• Status of the efforts of the entire emergency response
team
• Live updates on the incident and the decisions being taken
Feature accessibility is dependent on the user’s role within the
incident management system. This includes specific tasks and the
usage extent of each feature.
Feature access is controlled by the head of the response team;
Integration with district level personnel is available when needed.
Feature prioritization for administrator level user
With the discovery process well underway, and with deeper insights into the needs of both company and users, we
proceeded with creating personas and defining features based on roles and needs distilled from our takeawaysDesign
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Having users with various needs
at different times, tasks and
screens were developed, tested
and iterated using our prioritized
features, concentrating on
simplicity and efficiency.
Journeys, task diagrams and app
maps were created, further
distilling the most important
aspects of the service
Throughout design studio, research was turned into a visual language via journeys and flow diagrams, which helped
flesh out paths users would take during various emergency situations, and the operational tasks most neededDesign
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• Users were tested in both neutral and high stress environments,
simulating the heightened state of stress emergencies could
incur
• Product was tested on various user groups; chiefly those without
previous school or emergency work experience, and those with
prior experience as either school staff or as part of an emergency
response team
1
2
1
2
3
1
2
• Each screen was annotated and each task was called out,
describing its utility
• Task operation was outlined, showcasing preceding and
following tasks and how they work together.
• Video prototype was created of two users simultaneously
using the product, with two screens side by side.
Low and medium fidelity wireframes were developed throughout the delivery process, testing and iterating as we
design. With testing, problems were addressed and iterated upon, and specifications were developedDeliver
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The priority is to launch
the proper emergency
response; that is the first
things the admin will see.
Selecting the right protocol
can be done with a tap.
The dashboard gives a
bird's eye view of as the
emergency is handled.
The number of unchecked
students will decrease as
the staff conducts counts
The class view screen
consists of the name of the
student, and their status.
It is a disappearing list; as a
student is checked his name will
turn green, and 1 second after
move to the “checked-in tab.
Under the messages screen,
users are able to send
canned info based on their
role.
Admin roles will have the
ability to send text messages,
contact authorities and
address entire groups of staff.
Two sets of wireframes were created, showcasing administrator and teacher screens and flow, with all applicable
tasks and operations. Bellow are selected screens from the admin view, with info captions, and a video prototype.Deliver
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Click on the logo to view a video of the prototype with two users; admin and teacher, interacting simultaneouslyDeliver
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Opportunity
Create a feature that allows users to collaborate,
DJing their select tracks with other users in real
time.
Challenges
• Working with complicated DJ interfaces
• Defining “who/what is a DJ”
• Brining together three different “use cases” in one application
• Simplifying the UI while the necessary tasks fully fleshed out
My Role + Responsibilities
My three person UX team was tasked with creating a feature that
will allow users to collaborate further. Part of my role was to conduct
user and marketplace research, analyze current collaborative
platforms and create personas, user journeys, flows and wireframes.
Business + Brief Summery
Spotify is a world leader in music streaming and sharing; it provides a
platform for users to discover music, create radio stations and browse
through collections of artists, friends and celebrities.
Hypothetical feature addition for a worldwide music streaming service
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Who is a DeeJay?
What is Collaboration?
“…can pick and
piece together music”
“…links song or rhythms
that tell a story”
“…he would need to
know and remember
music well”
“…a live dj should
feel the crowd”
“…provides an
element of surprise”
“…make song
suggestions & requests”
“…i could learn new
skills & techniques”
“…if done well, it
breeds inspiration”
Music Streaming Services
(Apple, Rhapsody, Soundcloud, etc)
Professional DJ Software
(CrossDJ, Djay 2, Traktor, etc)
Playlist Creation & Sharing Apps
(Pyro, 8tracks, You.DJ, etc)
Breaking down the Marketplace
• Large music database
• Licensed music
• High discoverability potential
• Limited collaboration options
• Recording not possible due to
intellectual property laws
• Full DJ tools
• Play, mix and record
• Steep learning curve
• Requires prior knowledge of
deejaying
• Simple to use
• Highly accessible
• Automated fading
• Requires integration with
music streaming service
• No actual deejaying done
Learn DJ
techniques
Control music
at a gathering
Allow others
to contribute
Exercise
individuality
Being the “go-
to” person
Create and
share on the go
What they say they want
Alternate DJs
during parties
Feedback
Influence track
selection
Join ongoing
“sets”
Discover
new music
We begun by defining the meaning of Deejaying and collaboration, and what would Deejaying look like in a collaborative space. The team sought to understand
who is a DJ, their methods, tools, needs and pain points, and how could those be translated into a virtual environment while still keeping their essence intact
Business & marketplace analysis, competitive audits & contextual studies helped us understand the space
within which we are designing. Users gave us human insights.Discover
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The AUX Cable Hog
(Bryn)
“When it comes to music, I’m like a
fat man who can’t cook. But if you
can give me the proverbial blue
apron of djing, I’ll totally do it!!”
• Social Link
• Recommendations
• Share option
• Never-ending
playlist
• Genre tags
• Feedback
• EZ DJ tools
• Start & end session
The Deep Space
Explorer
(Eric)
“I want an endless stream of new
music that I know I will like”
• Social Link
• Recommendations
• Genre tags
• Feedback
• Genre based rooms
The Professional DJ
“I’d rather you ask me what I’m
playing than take your request.”
• Social Link
• RPM meter
• Share option
• Feedback
• Full DJ functionality
• Record option
• Start & end session
• Genre based rooms
The AUX cable hog was chosen as the
main persona, due to most of users not
being professional DJs.
Users want features that are accessible,
intuitive and quick enough to use
during dinners, parties and intimate
get-togethers.
Discovery & Learning
Journey of the explorer
Participation & Collaboration
Journey of the party hog & co.
Using journey maps and flow diagrams, we
visually laid out the experience the users
will go through.
This helped us fine tune the individual
screens and eliminate superfluous tasks
With a deeper understanding of the concepts of deejaying and collaboration within the streaming
industry, we delved further into our users and distilled their needs and habitsDiscover
Personas and their Needs User Journeys
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MAIN
RADIO
ACTIVITY
BROWSE
OVERVIEW
CHARTS
GENRES &
MOODS
NEW
RELEASES
DISCOVER
CONCERTS
CREATE
NEW
PLAYLIST
YOUR
MUSIC
SONGS
ARTISTS
STATIONS
ALBUMS
LOCAL
FILES
CREATE
NEW
STATION
MESSEGES
PROFIE
NOTIFICATIONS
RECENTLY
PLAYED
ARTISTS
PUBLIC
PLAYLISTS
FOLLOWING
FOLLOWERS
OVERVIEW
DJ
DJFY
PARTIFY
CREATE
NEW
ROOM
SETS CREATE
NEW
SET
JOIN
EXISTING
ROOM
RECORD
BROADCAST
SHARE
START SET
SPOTTILY MAP WITH INTEGRATED DJ FEATUREWorking with an established visual
language, we delved into design studio,
working out the flows and paths users
will take through our feature.
All throughout, we user tested various
UI options, incorporating feedback and
iterating as we design.
Spotify’s feature app, with our proposed features in green
Once we understood the space within which we are designing, and the user base we are designing for, it was time to
translate our findings into Spotify’s language and existing operational ecosystemDesign
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At the tail end of design studio, we
transferred our ideas and sketches into
user flows and diagrams, eventually
using high fidelity wireframes to user
test.
We iterated on CTAs and microcopy. We
found that certain button placement
needed to be adjusted for maximum
discoverability.
Out numerous tests proved invaluable,
as we were able to polish the experience
the users gh through. User flow for starting a party, sending invitations and setting rules
Examples of screen iterated upon after user testingUser testing
With the tasks and app flows taking shape we created user flow diagrams and high fidelity wireframes, user testing
through the process, incorporating our findings and testing againDesign
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Deliver
Specify. Launch. Iterate
“Start a party, choose the music and enlist your friends to help. Once the party goes live, everyone invited
can influence the playlist; suggest tracks and up and down vote those already on the list. Party on!”
“Start a party, choose the music and enlist your friends to help. Once the party goes live, everyone invited can
influence the playlist; suggest tracks and up and down vote those already on the list. Party on!”Deliver
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“Create a new set and let listeners join in live, suggesting tracks and commenting. Or join a live room where DJs
experiment with their music. Seeking new beat or an artist looking feedback? Join in!”Deliver
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Click on the images to view and interact with the desktop and mobile prototypes, respectivelyDeliver