The document outlines the agenda for the Digital Academy event taking place on June 16th, 2016 at the Harvard Faculty Club. The event will focus on campus collaboration and digital strategies. The day-long event will include an opening remarks, four keynote presentations on various digital topics, and a closing reception. Presentation topics include how digital communications can support multimedia producers, how to sell UX to leadership, Harvard executives' views on digital strategy, and making digital content accessible to all. Attendees are encouraged to join the conversation on Twitter using the hashtag #DigCollab.
Design Principles: The Philopsohy of UX –- Higher Ed EditionWhitney Hess
The document outlines design principles from various organizations and individuals. It discusses establishing principles to guide design work, including researching other principles, gathering goals and needs, and brainstorming with collaborators. Principles should be memorable, avoid conflicts, and help say "no" often. The document provides examples of principles from Google, Facebook, Microsoft, Burning Man, Starbucks and universities to show how principles can be tailored to different contexts. It also discusses when and how to use principles during a design process.
We were so lucky to have the opportunity to attend the UX Summit at Chicago with speakers from Disney, NASA, Google, Amazon, and more. Check the Agenda http://bit.ly/UXSummitAgenda
We want to share this great experience, some of the Insights we learn during the event, and our favorite Quotes! Enjoy!
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
To Fly or Not to Fly? How to Use Remote Techniques for Moderated Research on ...UXPA International
Online screen sharing tools have changed our research toolkit. Now we can conduct research faster and more cost effectively using screen sharing tools and webcams.
And then came mobile devices. To see people interact with their smartphones and tablets, we had to be in person. Back on planes!
Now it's possible to conduct multi-channel research remotely Cash- and time-strapped clients are hungry for this affordable, fast solution. It's not easy (and it's not right for every project), but you should know how to do it for projects where it's a good fit.
In this session, we'll discuss
pros and cons of each approach,
lessons learned,
when remote multi-channel research is a good idea (& when it's not), &
hot tips on how to effectively conduct research remotely on mobile devices.
Mental Modeling For Content Work: Contextual Inquiry, Personas and PlanningDaniel Eizans
Slides from my Confab 2014 workshop: Mental Modeling For Content Work.
Anyone working in content strategy knows that dealing with messy web content is a difficult task. Creating effective, engaging content that’s relevant to potential users and customers while supporting a good information architecture is even more difficult.
Take some of the guesswork out of content by investing more time in the upfront planning and inquiry, getting to the bottom of who your users really are. Spend a day with Daniel Eizans and learn how to conduct contextual inquiry, develop more relevant personas, and mental model your way to a better content strategy.
Daniel will bring real, field-tested examples of personas and mental models that have impacted organizational content strategy and take attendees through a series of hands-on exercises that will immediately add value to content planning and production.
You will:
Learn about the fundamentals of contextual inquiry and how to conduct this type of research when creating personas
Understand how to create more effective personas for content creators and content planners
Plan content with others using a modified mental modeling technique driven by inquiry and persona data
Receive tools and templates for bringing this technique to your clients or organization.
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.
User Experience Design Final Presentations : Including topics like AI Artificial Intelligence, Charities, Business Coaching, Medical Doctor Appointments, Magazines, Opal, Education, Vaping, Pole Dancing, Magazines, Hackathons and Location Based Tracking and more.
The document outlines the agenda for the Digital Academy event taking place on June 16th, 2016 at the Harvard Faculty Club. The event will focus on campus collaboration and digital strategies. The day-long event will include an opening remarks, four keynote presentations on various digital topics, and a closing reception. Presentation topics include how digital communications can support multimedia producers, how to sell UX to leadership, Harvard executives' views on digital strategy, and making digital content accessible to all. Attendees are encouraged to join the conversation on Twitter using the hashtag #DigCollab.
Design Principles: The Philopsohy of UX –- Higher Ed EditionWhitney Hess
The document outlines design principles from various organizations and individuals. It discusses establishing principles to guide design work, including researching other principles, gathering goals and needs, and brainstorming with collaborators. Principles should be memorable, avoid conflicts, and help say "no" often. The document provides examples of principles from Google, Facebook, Microsoft, Burning Man, Starbucks and universities to show how principles can be tailored to different contexts. It also discusses when and how to use principles during a design process.
We were so lucky to have the opportunity to attend the UX Summit at Chicago with speakers from Disney, NASA, Google, Amazon, and more. Check the Agenda http://bit.ly/UXSummitAgenda
We want to share this great experience, some of the Insights we learn during the event, and our favorite Quotes! Enjoy!
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
To Fly or Not to Fly? How to Use Remote Techniques for Moderated Research on ...UXPA International
Online screen sharing tools have changed our research toolkit. Now we can conduct research faster and more cost effectively using screen sharing tools and webcams.
And then came mobile devices. To see people interact with their smartphones and tablets, we had to be in person. Back on planes!
Now it's possible to conduct multi-channel research remotely Cash- and time-strapped clients are hungry for this affordable, fast solution. It's not easy (and it's not right for every project), but you should know how to do it for projects where it's a good fit.
In this session, we'll discuss
pros and cons of each approach,
lessons learned,
when remote multi-channel research is a good idea (& when it's not), &
hot tips on how to effectively conduct research remotely on mobile devices.
Mental Modeling For Content Work: Contextual Inquiry, Personas and PlanningDaniel Eizans
Slides from my Confab 2014 workshop: Mental Modeling For Content Work.
Anyone working in content strategy knows that dealing with messy web content is a difficult task. Creating effective, engaging content that’s relevant to potential users and customers while supporting a good information architecture is even more difficult.
Take some of the guesswork out of content by investing more time in the upfront planning and inquiry, getting to the bottom of who your users really are. Spend a day with Daniel Eizans and learn how to conduct contextual inquiry, develop more relevant personas, and mental model your way to a better content strategy.
Daniel will bring real, field-tested examples of personas and mental models that have impacted organizational content strategy and take attendees through a series of hands-on exercises that will immediately add value to content planning and production.
You will:
Learn about the fundamentals of contextual inquiry and how to conduct this type of research when creating personas
Understand how to create more effective personas for content creators and content planners
Plan content with others using a modified mental modeling technique driven by inquiry and persona data
Receive tools and templates for bringing this technique to your clients or organization.
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.
User Experience Design Final Presentations : Including topics like AI Artificial Intelligence, Charities, Business Coaching, Medical Doctor Appointments, Magazines, Opal, Education, Vaping, Pole Dancing, Magazines, Hackathons and Location Based Tracking and more.
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
A look into the value and practical use of Guerrilla Research when time and budget are an issue for your project.
Delivered internally for the University of Edinburgh.
Librarians across the country have collectively been spending resources on developing simple to complex makerspaces. But, what comes after that? This exciting presentation will talk about great ideas and programs you can use with your makerspaces. Topics include ways to build more community awareness about your library, create new startup companies within your library, and most importantly further define your library as the community anchor. This session will also encourage ways to build more coding programs to teach our future technical entrepreneurs how to build better and more integrated systems and encourage more innovation.
Presented at EuroIA17, September 2017; World IA Day NYC, February 2017; Interact, October 2016 (London, UK); earlier versions in 2014 at UXPA Boston (Boston, MA, USA); in 2013 at Interaction S.A. (Recife, Brasil), Intuit (Mountain View, CA, USA), Designers + Geeks (New York, USA); in 2012 at UX Russia (Moscow, Russia), UX Hong Kong (Hong Kong, China), WebVisions NYC (New York, NY, USA); in 2011 at the IA Summit (Denver, CO, USA), UX-LX (Lisbon, Portugal), Love at First Website (Portland, OR, USA).
This is something of a successor to my talk "Marrying Web Analytics and User Experience" (http://is.gd/vK34zS)
501 Talks Tech: Design Thinking Workshop by Dupla Studios501 Commons
The document provides an overview of the design thinking process through two case studies. It begins with an introduction to design thinking and covers the main stages of the process - discovery, definition, development, and delivery. The first case study examines improving automotive infotainment systems based on field observations and user insights. The second case study looks at designing a platform to better connect volunteers with nonprofit opportunities. The document concludes with a workshop on user research skills like interviewing and making sense of user data.
Introduction to UX Research: Fundamentals of Contextual InquiryMarc Niola
Contextual inquiry is an important user research method that involves directly observing users in their natural environment to understand how they accomplish tasks. It helps identify user needs, constraints, and frustrations. The contextual inquiry process involves recruiting participants, planning a focus, observing users without interfering, analyzing patterns in the data, and iterating the findings with users. Conducting contextual inquiry at the beginning of a project establishes an essential feedback loop between users and developers to validate design decisions.
Why meetings matter to designers; common pitfalls for bad meetings (and conversely, characteristics for good meetings) and tips on how to have more effective meetings.
A Usability Study of Websites for Older Travelers, HCII 2013, Las Vegas NVKate Finn
Presentation of paper for the Human Computer Interface International 2013 Conference, Las Vegas, NV. Describes an exploratory usability study of 3 websites designed for older travelers, and outlines the difficulties 9 study participants had trying to complete tasks on the websites.
The document discusses the topic of web usability workshops. It covers several key areas:
1. An overview of usability and user-centered design.
2. The benefits of usability to businesses and how ensuring usability can help reduce customer frustration and improve satisfaction.
3. Additional topics covered include user research, design methodology, navigation and information architecture.
UX at York: starting small and scaling up (#nclxux)Ned Potter
A timeline of our ethnography and design work at the University of York, encompassing four UX (User Experience) Projects. Includes the changes we've made to services and space as a result of the fieldwork we've undertaken, and our strategy for dissemination.
Andy Kirk's Webinar for Tableau (July 2016)Andy Kirk
These are the slides from the talk given by Andy Kirk (@visualisingdata) on a webinar hosted by Tableau Software on 20th July 2016. The title is 'Bringing Method to the Madness' and concerns a demonstration of a data visualisation design workflow.
Presentation to the STLX conference on 25 September 2017 with Martha Valenta and Tara Nesbitt.
Takeaway: UX Research is still a thing. An important, valuable thing. You should go do some.
Dr.* Truemper, Or: How I learned to Stop Being Wasteful and Love Lean UXJake Truemper
Introduction to Lean UX, presented Nov 15 2013 at the St. Louis Days of .Net
In this presentation, Jake ("Dr. Truemper") speaks to Lean UX: what it is, why it should matter to you, basic tenants, and how it can be applied.
Computers In Libraries - Innovative Funding AlternativesBrian Pichman
Crowdsourcing support (through sites such as Kickstarter or Indiegogo) is a challenging and often daunting task. In order for a truly successful campaign, there are a variety of steps that need to be meticulously maintained and followed. This session helps you learn the basics, from start to finish, about launching your new idea through a crowd- sourced campaign. It also discusses various methods and strategies to find extra money so that you may do more! It shares strategies and methods from a business perspective that libraries can use to have successful wins. Learn how to do more with less, find new sources for funding, and build a strategy to get more for your library.
The document discusses various tips for PhD students to establish effective relationships and communication with their supervisors. It suggests that students should clarify roles and expectations with their supervisor, gain autonomy over their project gradually, understand their supervisor's incentives and communication style, and be proactive in providing updates, setting deadlines, organizing meetings, and documenting progress. Regular communication through writing reports and keeping supervisors informed is important for successful supervision.
Usability, User Experience and the Internet in the 21st CenturyMax Soe
The document discusses usability and user experience design on the internet. It defines usability as eliminating confusion for users by ensuring websites are effective, learnable, efficient, memorable, prevent errors, and are satisfying to use. Good design follows heuristics like "don't make me think" and eliminates questions users might have. Usability testing should start early in the design process before requirements or visual design to ensure projects meet users' needs. Designs also need to be iterative to adapt to changing user behaviors.
In this video we talk about what US is and how to gather information to make a good one with the help of two case studies.
You can find the video that goes with this here https://www.youtube.com/watch?v=nK9LHXa8x7A
UX Burlington 2017: Exploratory Research in UX DesignSarah Fathallah
Exploratory research aims to gain a deeper understanding of users, their lives, and how products fit into their context. It helps define, reevaluate, and expand the problem space. Key methods include interviews, activities, observations, and homework assignments. Analyzing data inductively allows theories to emerge from research findings. Findings should be communicated through engaging stories that make insights sticky and shareable. The goal is to provide an interactive experience that leaves the audience excited to share what they learned.
Is your nonprofit looking to incorporate more design thinking in its projects? Are you confused about what a design thinking approach entails? This recording will help you learn the ins and outs of design thinking.
UXcellence: The Importance Of Human-Centered DesignMike Townson
For many creatives getting out of college and into the field, it's hard to know what career best fits them.
UXcellence: The Importance Of Human-Centered Design is meant to be a quick education to
- What UX is
- Why it is important
- When it's thought about
- Why it is important in today's society
- And a quick overview of how to do it
Design from a human-centered approach to manage change and build a durable advantage.
Presented to HCI students at the University of Waterloo January 2015
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
A look into the value and practical use of Guerrilla Research when time and budget are an issue for your project.
Delivered internally for the University of Edinburgh.
Librarians across the country have collectively been spending resources on developing simple to complex makerspaces. But, what comes after that? This exciting presentation will talk about great ideas and programs you can use with your makerspaces. Topics include ways to build more community awareness about your library, create new startup companies within your library, and most importantly further define your library as the community anchor. This session will also encourage ways to build more coding programs to teach our future technical entrepreneurs how to build better and more integrated systems and encourage more innovation.
Presented at EuroIA17, September 2017; World IA Day NYC, February 2017; Interact, October 2016 (London, UK); earlier versions in 2014 at UXPA Boston (Boston, MA, USA); in 2013 at Interaction S.A. (Recife, Brasil), Intuit (Mountain View, CA, USA), Designers + Geeks (New York, USA); in 2012 at UX Russia (Moscow, Russia), UX Hong Kong (Hong Kong, China), WebVisions NYC (New York, NY, USA); in 2011 at the IA Summit (Denver, CO, USA), UX-LX (Lisbon, Portugal), Love at First Website (Portland, OR, USA).
This is something of a successor to my talk "Marrying Web Analytics and User Experience" (http://is.gd/vK34zS)
501 Talks Tech: Design Thinking Workshop by Dupla Studios501 Commons
The document provides an overview of the design thinking process through two case studies. It begins with an introduction to design thinking and covers the main stages of the process - discovery, definition, development, and delivery. The first case study examines improving automotive infotainment systems based on field observations and user insights. The second case study looks at designing a platform to better connect volunteers with nonprofit opportunities. The document concludes with a workshop on user research skills like interviewing and making sense of user data.
Introduction to UX Research: Fundamentals of Contextual InquiryMarc Niola
Contextual inquiry is an important user research method that involves directly observing users in their natural environment to understand how they accomplish tasks. It helps identify user needs, constraints, and frustrations. The contextual inquiry process involves recruiting participants, planning a focus, observing users without interfering, analyzing patterns in the data, and iterating the findings with users. Conducting contextual inquiry at the beginning of a project establishes an essential feedback loop between users and developers to validate design decisions.
Why meetings matter to designers; common pitfalls for bad meetings (and conversely, characteristics for good meetings) and tips on how to have more effective meetings.
A Usability Study of Websites for Older Travelers, HCII 2013, Las Vegas NVKate Finn
Presentation of paper for the Human Computer Interface International 2013 Conference, Las Vegas, NV. Describes an exploratory usability study of 3 websites designed for older travelers, and outlines the difficulties 9 study participants had trying to complete tasks on the websites.
The document discusses the topic of web usability workshops. It covers several key areas:
1. An overview of usability and user-centered design.
2. The benefits of usability to businesses and how ensuring usability can help reduce customer frustration and improve satisfaction.
3. Additional topics covered include user research, design methodology, navigation and information architecture.
UX at York: starting small and scaling up (#nclxux)Ned Potter
A timeline of our ethnography and design work at the University of York, encompassing four UX (User Experience) Projects. Includes the changes we've made to services and space as a result of the fieldwork we've undertaken, and our strategy for dissemination.
Andy Kirk's Webinar for Tableau (July 2016)Andy Kirk
These are the slides from the talk given by Andy Kirk (@visualisingdata) on a webinar hosted by Tableau Software on 20th July 2016. The title is 'Bringing Method to the Madness' and concerns a demonstration of a data visualisation design workflow.
Presentation to the STLX conference on 25 September 2017 with Martha Valenta and Tara Nesbitt.
Takeaway: UX Research is still a thing. An important, valuable thing. You should go do some.
Dr.* Truemper, Or: How I learned to Stop Being Wasteful and Love Lean UXJake Truemper
Introduction to Lean UX, presented Nov 15 2013 at the St. Louis Days of .Net
In this presentation, Jake ("Dr. Truemper") speaks to Lean UX: what it is, why it should matter to you, basic tenants, and how it can be applied.
Computers In Libraries - Innovative Funding AlternativesBrian Pichman
Crowdsourcing support (through sites such as Kickstarter or Indiegogo) is a challenging and often daunting task. In order for a truly successful campaign, there are a variety of steps that need to be meticulously maintained and followed. This session helps you learn the basics, from start to finish, about launching your new idea through a crowd- sourced campaign. It also discusses various methods and strategies to find extra money so that you may do more! It shares strategies and methods from a business perspective that libraries can use to have successful wins. Learn how to do more with less, find new sources for funding, and build a strategy to get more for your library.
The document discusses various tips for PhD students to establish effective relationships and communication with their supervisors. It suggests that students should clarify roles and expectations with their supervisor, gain autonomy over their project gradually, understand their supervisor's incentives and communication style, and be proactive in providing updates, setting deadlines, organizing meetings, and documenting progress. Regular communication through writing reports and keeping supervisors informed is important for successful supervision.
Usability, User Experience and the Internet in the 21st CenturyMax Soe
The document discusses usability and user experience design on the internet. It defines usability as eliminating confusion for users by ensuring websites are effective, learnable, efficient, memorable, prevent errors, and are satisfying to use. Good design follows heuristics like "don't make me think" and eliminates questions users might have. Usability testing should start early in the design process before requirements or visual design to ensure projects meet users' needs. Designs also need to be iterative to adapt to changing user behaviors.
In this video we talk about what US is and how to gather information to make a good one with the help of two case studies.
You can find the video that goes with this here https://www.youtube.com/watch?v=nK9LHXa8x7A
UX Burlington 2017: Exploratory Research in UX DesignSarah Fathallah
Exploratory research aims to gain a deeper understanding of users, their lives, and how products fit into their context. It helps define, reevaluate, and expand the problem space. Key methods include interviews, activities, observations, and homework assignments. Analyzing data inductively allows theories to emerge from research findings. Findings should be communicated through engaging stories that make insights sticky and shareable. The goal is to provide an interactive experience that leaves the audience excited to share what they learned.
Is your nonprofit looking to incorporate more design thinking in its projects? Are you confused about what a design thinking approach entails? This recording will help you learn the ins and outs of design thinking.
UXcellence: The Importance Of Human-Centered DesignMike Townson
For many creatives getting out of college and into the field, it's hard to know what career best fits them.
UXcellence: The Importance Of Human-Centered Design is meant to be a quick education to
- What UX is
- Why it is important
- When it's thought about
- Why it is important in today's society
- And a quick overview of how to do it
Design from a human-centered approach to manage change and build a durable advantage.
Presented to HCI students at the University of Waterloo January 2015
The document outlines the 8 key activities of human centered design: 1) Identify users and their characteristics, 2) Identify usability requirements, 3) Record and analyze users' tasks, 4) Understand users' mental models, 5) Identify appropriate styles and guidelines, 6) Design the interface, 7) Prototype the interaction and interface, and 8) Evaluate and iterate. The process is iterative and allows continual improvement based on user feedback.
Quick guide to people-centered design by Michael Koenka of MDK Strategy. This covers processes, deliverables, plus handy insights into when to use it and why. Hats off and mad props goes out to the great peeps at Google Ventures, IDEO and Stanford Design for influencing this deck.
The document discusses human-centered design and how user experience design should be focused on understanding users and designing experiences based on how people think and work. It provides guidance on concepts like only presenting necessary information, using images over words when possible, reducing choices to minimize decision time, and providing feedback to guide desirable behaviors. The document also includes examples of good and poor UI design practices.
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...Lou Susi
This document discusses using a story first approach to design. It advocates telling stories to understand people and bring context to design problems. Designers are encouraged to develop personas, use everyday language, and iterate on all aspects of their work, not just design and code. The document suggests capturing the current story, dreaming big about future stories, and testing designs with target audiences to improve the story through feedback. Overall it promotes living and owning the stories we tell through our work.
This document discusses human-centered design as both an epistemology and methodology. It argues that traditional views of knowledge as just information is flawed and separates aspects of human experience. Instead, human-centered design aims to bridge divisions between belief and knowledge, values and facts, and more. The methodology of human-centered design involves empathizing with users, defining problems from their perspective, ideating solutions, prototyping ideas, and testing prototypes. It emphasizes taking a growth mindset of creativity, failing forward through experimentation, and gaining insights through actions like traveling and asking questions.
Jake Truemper and Morgan Noel from XperienceLab discuss Human-Centered Design. What is it? How is it applied? and what are some tools and methods that the audience can take away and apply in their own businesses?
Better Twitch Broadcasting through Rapid Prototyping & Human Centered DesignDigital Surgeons
LIVESTREAMING IS BECOMING MAINSTREAM.
Human Centered Design is more than just another buzzword.
Players are now both the producers and the consumers of video content, creating new challenges and opportunities for publishers and brands.
The eSports industry is turning gaming into a lucrative spectator sport; over 200 million viewers in 2014 with over 3.7 billion hours watched.
The rise of Youtube Gaming, Periscope, and the $970m acquisition of Twitch show both the potential and popularity of streaming in the gaming community.
TWITCH HAS CHANGED THE GAME.
Twitch accounts for more than 43% of all live video-streaming traffic by volume.
BRANDS AND PUBLISHERS ARE STARTING TO SEE THE VALUE.
-Red Bull Twitch ’n Ride - the Red bull Twitch channel has 65,000+ followers
-Old Spice Nature Man - this Twitch campaign alone earned Old Spice over 32,000 followers
-Coca-Cola - partnering with League of Legends
Snickers - partnering with Twitch for their “You’re not You” campaign
WE FAIL FAST, EARLY, AND INEXPENSIVELY IN ORDER TO ARRIVE AT HUMAN CENTERED SOLUTIONS.
“GREAT DESIGN ALLOWS PEOPLE TO ACCOMPLISH THE SAME GOALS IN THE LEAST AMOUNT OF MOVES.”
DAN SAFFER
Author of Microinteractions: Designing with Details
eSports is changing the way we compete - http://esports.digitalsurgeons.com/
I gave a talk on the role of Design Thinking to leaders in the financial industry. The focus was on user centric thinking to innovate financial products and digital services. (all case material is removed)
We wrote this to give you a sense of IDEO’s culture—the ties that bind us together as coworkers and as people.
Read more: http://blog.slideshare.net/2014/01/08/culturecode-what-makes-a-company-great/
The new digital ethnographer’s toolkit: Capturing a participant’s lifestreamChris Khalil
The document discusses using digital tools like Twitter, Facebook, and blogs to capture a participant's "lifestream" as an alternative to traditional ethnographic research methods. It proposes using a platform like Tumblr to integrate these digital fingerprints into a cultural probe. The summary describes conducting a case study with Moshtix users, having pre- and post-interviews, and analyzing the probe data to develop a mental model and personas. Overall, the document argues that digital cultural probes can provide effective qualitative user insights.
Improving your site's usability - what users really wantleisa reichelt
Improving your site's usability by understanding what users want. The document discusses conducting user research through methods like usability testing, focus groups, and field research to understand user needs and design websites accordingly. User-centered design is highlighted as an approach that involves both strategic and tactical elements to understand why people use a site and how well they can use it. User research helps uncover real user requirements and avoid making assumptions about what users want.
Impact the UX of Your Website with Contextual InquiryRachel Vacek
A contextual inquiry is a research study that involves in-depth interviews where users walk through common tasks in the physical environment in which they typically perform them. It can be used to better understand the intents and motivations behind user behavior. In this session, learn what’s needed to conduct a contextual inquiry and how to analyze the ethnographic data once collected. We'll cover how to synthesize and visualize your findings as sequence models and affinity diagrams that directly inform the development of personas and common task flows. Finally, learn how this process can help guide your design and content strategy efforts while constructing a rich picture of the user experience.
Denver Startup Week 2019: Choosing a Direction Learning How to Test Ideas and...BrittanyRubinstein
As part of Denver's 2019 Startup Week, Crownpeak's Director of UX, Ari Weissman and Lys Maitland, Experience Research Manager at a national healthcare organization, presented a joint session on "Choosing a direction: Learning how to test ideas and designs."
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This comprehensive presentation with over 320+ slides covers 36 commonly used Design Thinking frameworks, mindsets and methods for Customer Experience innovation and redesign.
A detailed summary is provided for each design framework. The frameworks in this deck span across the inspiration, ideation and implementation phases of Design Thinking.
INCLUDED FRAMEWORKS & METHODOLOGIES:
1. Design Thinking
2. Assume a Beginner's Mindset
3. Persona
4. Empathy Map
5. Interviews
6. Extreme Users
7. Point Of View
8. "How Might We" Questions
9. Design Brief
10. Stakeholder Map
11. Customer Journey Map
12. Context Map
13. Opportunity Map
14. Brainstorming
15. SCAMPER
16. Affinity Diagram
17. Ideas Evaluation Matrix
18. Prioritization Map
19. Prototypes
20. Rapid Prototyping
21. Storyboard
22. Storytelling
23. Role Play
24. 2x2 Matrix
25. Ways to Grow Framework
26. Feedback Capture Grid
27. 70-20-10 Rule
28. Kano Model
29. Customer Profile
30. Value Proposition Map
31. Value Proposition Canvas
32. Business Model Canvas
33. The Golden Circle
34. Five Whys Analysis
35. ADKAR® Model for Individual Change
36. Kotter's Change Management Model
These frameworks and templates are used in many design firms. With this comprehensive document in your back pocket, you can find a way to address just about any problem or design challenge that can arise in your organization.
The level of detail varies by framework, depending on the nature of the model. Examples and templates are provided.
Slides from my presentation on "Groups and Learning labs", their purpose and evaluation of the pilot. Outlining some of the future plans. Also, slides from the two workshops at the end.
Challenges and Opportunities for Mainstream Enterprise Social Computing Lee Bryant
The document discusses opportunities for mainstream adoption of enterprise social computing. It outlines benefits like improved collaboration, productivity, learning and innovation through lightweight social tools. Challenges include changing IT strategies and policies to support more decentralized sharing. A layered "social stack" is introduced including feeds, bookmarks, blogs, wikis and networks. Case studies and real-world use cases are suggested to demonstrate value to organizations.
Ola presentation to guide discussion includes personasStephen Abram
The document outlines discussions from a June 6, 2013 board meeting of the Ontario Library Association, including walking through the process of persona development, exploring trends impacting libraries and what they mean for associations, understanding members through personas, and agreeing on an ongoing communication approach to help determine OLA's strategic path forward. Key topics discussed include technology trends, learning trends, association trends, persuading stakeholders through storytelling, and developing personas to better understand member needs.
This document provides an overview of a tutorial on research methods given by Dan Berlin and Susan Mercer at the UXPA International 2013 Conference. The tutorial introduces different types of research methods including interviews, focus groups, ethnography, surveys, diary studies and card sorting. For each method, the document discusses when they are best used, their pros and cons, and tips for conducting the research. Examples and exercises are also provided to help attendees choose the right research methods for their projects.
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[To download this presentation, visit:
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To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations
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People-Centered Design
1. People-Centered Design
Creating Cost-E ective Websites
June 25, 2008
Commonwealth Club, San Francisco
Katrina Alcorn, Hot Studio
Renee Anderson, Hot Studio
2. Introductions
Katrina Alcorn
Principal, User Experience & Content
Renee Anderson
Director of User Experience
3. Meet Hot Studio
Hot Studio is a
research-based,
people-centered
design studio.
Whether it’s a logo,
a book or a website:
We design things
people love to use.
7. What we plan to cover
How do you design things people love to use?
• Bene ts of research
• Overview of research methods
• Our approach to research
• How research inspired great design
13. The world of research
Overview of research methods
14. Overview of research methods
Fundamental questions of user research
• Who are your target audience(s)?
• What are their needs, wants, or aspirations?
• Which of these can you satisfy online?
15. Quantitative vs. qualitative methods
• Quantitative Research = Information presented in numeric form.
Respondents answers are counted, summed, and typically presented
in terms of percentages or averages.
• When should you use it? When you need to generalize
about people’s speci c responses.
• Qualitative Research = Exploration of people’s behaviors, attitudes,
opinions, and beliefs. It allows us to reap rich insights about people’s
underlying motivations, feelings, values, attitudes and perceptions.
• When should you use it? To gain deep understanding of the
mindset of your target audience.
16. Contextual inquiry
What is it?
• Also called “ethnography,” “contextual
observation,” “ eld studies”
• 1-2 moderators observe users in their home,
at work, or in another typical environment
What’s it good for?
• When it’s critical to see precisely how a user
behaves in a natural setting
Associated costs
• Do it yourself or hire an “observer”
• Time for analyzing ndings and writing
report
Contextual inquiry in the jungle (above) or at the
Gap (below).
17. Surveys & questionnaires
What are they?
• Online or printed questions
• Can include both multiple choice/numbers-
based answers as well as open-ended comments
What are they good for?
• Getting feedback on what people think or do
(but not why)
Associated costs
• Fees for survey and reporting tools
• Time for analyzing the data
• Thank you gift to participants
Caution: Can be really annoying if over-used!
Also, hard to follow up.
Except from Zoomerang questionnaire on SFMOMA
project.
18. Focus groups
What are they?
• Form of qualitative research
• One researcher to several respondents
• Structured, group discussion
What are they good for?
• Measuring general attitudes about a product
or concept
• Generating ideas
Associated costs
Focus groups usually look like a lot of people sitting
• Moderator fees around a table talking. This is a focus group we
• Time for analyzing data and writing report conducted with eight art museum representatives
from around the world.
• Participant fees
Caution: Focus groups can easily be
dominated by one member. What people
say isn’t always what they do.
19. Interviews
What are they?
• Usually one-on-one
• May follow a structured discussion guide
• Allows the researcher to observe non-verbal
communication closely
What are they good for?
• Excellent way to get an in-depth understanding
of user needs
• Ideal for sensitive topics
Hot Studio interviewing stakeholder for umc.org
Associated costs redesign project.
• Do it yourself or hire a moderator
• Thank you gift to participants
• Possible audio/video recordings
• Time for analyzing data and writing report Caution: If you don’t ask questions in
the right way, you may get misleading
information.
20. Usability testing
What are they?
• One-on-one sessions, in person or remote, to
test prototype
• Can be on paper or computer
What are they good for?
• Re ning an interface
Associated costs
• Possible video/audio recordings
• Facility rental
• Moderator fees
• Participant fees
• Time for analyzing data and a written report
Scenes from the testing facility at Otivo,
one of Hot’s testing partners
21. Customer relationship data
What is it?
• Data about how audience is
interacting with you or your site
• Can come from web log les,
customer support agents, and
anyone who interacts with the end-
user
What’s it good for?
• Going beyond what people say
they’ll do, and learning what people
really do
Associated costs
• Fees for reporting tool
• Data analysis
24. When to use research
ethnography
focus groups
surveys
interviews
usability testing
customer data
25. How we use this information
Our research reveals Some of these These insights often
many detailed ndings lead to inspire new and
ndings. insights about what creative design ideas.
the target audience
really needs.
26. From insight to inspiration
How research inspired great design
28. California Academy of Sciences
What we learned
• Site had to serve needs of everyone from kids to families to
single adults, teachers, donors and sta
• Environmental problems can be depressing – people want
actionable, inspirational steps
• Sta scientists have compelling stories to tell
33. SFMOMA—What we learned
Many of the site users
• Come from surprising variety of professions and
backgrounds
• Are interested, but not necessarily educated, about
modern art
• Are fairly passive about Web 2.0-type features
• Don’t understand the di erence between exhibitions and
collections
34. SFMOMA: Help people plan their visit
Insight: Users don’t understand the di erence between exhibitions
and the permanent collection. They just want to nd out “what’s
going on.”
Design Idea: Create a one-stop section called “Exhibitions + Events.”
Old navigation separates exhibitions from the calendar.
This sketch of new navigation shows an “Exhibitions + Events” section.
35. SFMOMA: Be strategic about Web 2.0 features
Insight: Users expressed surprisingly little interest in Web 2.0 features.
Any features we incorporate can’t rely too heavily on user participation
and should help to make the artwork more accessible.
Design Idea: Bring in informal, outside voices and perspectives that can
succeed with minimal user participation.
36. SFMOMA: Layer information for diverse users
Insight: General site visitors
are looking for very di erent
information than scholars and
academics.
Design Idea: Add detailed
information in tabs and layers.
38. Open Architecture Network
What we learned
• System had to meet diverse needs of architects, funders,
displaced families, project managers, and more
• Designers have a hunger to see design, get inspired
• Project teams also need to promote work to general
public, show progress to funders
• Project teams need place to share les, comment on
work, and other tools for managing projects
43. United Methodist Church Youth
What we learned
• Negative perceptions of church include “It’s boring” and
“I don’t want to adopt pre-de ned beliefs”
• Teens don’t want to be “preached” at – they can handle
tough theological ideas
• Reaching out to peers about religion can be risky
• Teens are media savvy, distrustful of marketing, looking
for authenticity
48. Once Upon a School
What we learned
• Achievement leaps when students gets 2-3 hours of
undivided attention
• Teachers and parents need help
• There are so many people – journalists, graduate
students, copywriters, software developers, retired
professionals, and more – willing to give their time
• At 826 Valencia blogs successfully facilitate storytelling
52. Relative costs of user participation
• Costs include:
• Initial price of technology
• Design, installation and maintenance
• Oversight, content creation and moderating
• Upgrades
• Allowing users to add their own
• Letting users add institutional • Rating content to institution site (video,
content to personal site; or to • Tagging • Creating a fully-functional
images ...) social networking site
Digg, del.ici.ous, Flickr • Commenting • Creating and maintaining a Wiki
• RSS + other syndicated content • Moderating discussions • Designing for mobile • Creating and
• Auto-generating alerts/emails to users • Creating podcasts and • Flash interactivity maintaining a virtual
• Institutional blogging / Twittering webcasts • Dynamic page designs world (Second Life)
• Creating an institutional Flickr, • Implementing Google (using DHTML, AJAX,
Facebook or YouTube channel maps functionality Flash, Flex)
Note: Many platforms have Web 2.0 features out of the box
53. Conclusions
• Interactivity is not a one-size- ts-all
• Research can help you be strategic about where
you put design e ort
• There are low-budget ways to do this
Thank you!
Katrina Alcorn, katrina.alcorn@hotstudio.com
Renee Anderson, renee.anderson@hotstudio.com