The document describes an interactive installation project for a liquor store to inform customers about the effects of drinking alcohol. The team developed a prototype that uses colored bottles to represent different types of alcohol. A webcam identifies the bottles and triggers scenes in a game showing how a person's behavior would be affected by consuming that alcohol. The team faced challenges with lighting differences that affected the bottle recognition but overcame this by recalibrating. All team members contributed equally to brainstorming, research, concept development, prototyping and documentation.
The Future of UX: What designers need to know to stay aheadDoralin Kelly
The document discusses upcoming trends in UX design and what designers need to know to stay ahead. It covers conversational commerce using chat/messaging interfaces, virtual reality which creates immersive 3D environments, and augmented reality which supplements the real world with additional digital elements. For each trend, it provides examples and considerations for UX design, such as designing interfaces within VR worlds and accounting for environmental conditions with AR. It emphasizes that designing for these new technologies is a major opportunity for UX designers to help define best practices. To future-proof their careers, designers need to obsess over emerging technologies that transform user interactions.
This document provides a list of apps created to help with social skills and autism spectrum disorders. It includes apps for teaching social stories on everyday social skills, initiating conversations, communication skills, manners, and more. Many apps contain videos, while others provide written social skill steps or questions to help with social and problem solving skills. The document also includes disclaimer information and notes that prices may change and apps should only be used with guidance from a speech language pathologist.
This document provides an overview of possible 3D gestures that could be used in gestural user interfaces. It divides gestures into upper body gestures (involving movement above the waist), lower body gestures (below the waist), and full body gestures. Within each category, gestures are further divided into static poses and dynamic movements. Over 100 specific gestures are defined, with descriptions of possible functions they could activate such as playing/pausing media, scrolling, selecting options, and changing properties like volume. The document was created by the Embedded Interaction Lab team with input from IBM Research to explore gestures for social acceptance.
Physical computing involves building interactive physical systems that focus on how humans express themselves physically. These systems have an interactive structure from user intention, to system input, to system processes, to system output, and back to the user. They can involve direct control through things like magic wands or passive systems like smart assistants that respond without direct input. A wide variety of sensors and inputs are used along with external resources and machine learning to power various system outputs like moving objects, haptics, and new interactive mediums. The goal is for computing to enhance living by focusing on the human experience from beginning to end.
18/03/2010 - FTS seminar series @ Cardiff Univesity, Computer Science. Pete Woznowski and Rich Coombs one hour presentation on Arduino. Some info on Arduino and the talk: Arduino is a hardware and software platform for developing electronic devices and applications, aimed at being fun and accessible to everyone. Think Lego Mindstorms, but aimed intentionally at adults (rather than aimed at children and incidentally used by adults :)). The scope and potential for Arduino is huge. It has been used to develop simple applications like pedometers and networked environmental sensors, to art exhibits and remote controlled vehicles. The talk aims to give an overview of the Arduino platform and a brief introduction to designing and programming Arduino applications, along with some demonstrations.
This document provides an introduction to line follower competitions using Arduino microcontrollers. It discusses what a microcontroller is and types of Arduino boards. The coding structure is explained, covering data types, functions, control statements and loop statements. A workshop section describes how to control a DC motor using Arduino to rotate clockwise for 2 seconds and counter-clockwise for 5 seconds in an infinite loop.
The challenges and opportunities of multi-tasked, multi-device and connected users is be explored when designing digital products. An end-to-end methodology based on Contextual Design that addresses the challenges above is presented along with practical examples.
Introduction to User Experience and case studies from PakistanEbtihaj khan
This document discusses user experience (UX) design. It defines UX as how a person feels when interacting with a product or system, such as a website, app, or game. It emphasizes that UX design should focus first on making products useful and usable before focusing on aesthetics or beauty. The document recommends following a user-centered design process that involves understanding users' needs through research and testing prototypes with users.
The Future of UX: What designers need to know to stay aheadDoralin Kelly
The document discusses upcoming trends in UX design and what designers need to know to stay ahead. It covers conversational commerce using chat/messaging interfaces, virtual reality which creates immersive 3D environments, and augmented reality which supplements the real world with additional digital elements. For each trend, it provides examples and considerations for UX design, such as designing interfaces within VR worlds and accounting for environmental conditions with AR. It emphasizes that designing for these new technologies is a major opportunity for UX designers to help define best practices. To future-proof their careers, designers need to obsess over emerging technologies that transform user interactions.
This document provides a list of apps created to help with social skills and autism spectrum disorders. It includes apps for teaching social stories on everyday social skills, initiating conversations, communication skills, manners, and more. Many apps contain videos, while others provide written social skill steps or questions to help with social and problem solving skills. The document also includes disclaimer information and notes that prices may change and apps should only be used with guidance from a speech language pathologist.
This document provides an overview of possible 3D gestures that could be used in gestural user interfaces. It divides gestures into upper body gestures (involving movement above the waist), lower body gestures (below the waist), and full body gestures. Within each category, gestures are further divided into static poses and dynamic movements. Over 100 specific gestures are defined, with descriptions of possible functions they could activate such as playing/pausing media, scrolling, selecting options, and changing properties like volume. The document was created by the Embedded Interaction Lab team with input from IBM Research to explore gestures for social acceptance.
Physical computing involves building interactive physical systems that focus on how humans express themselves physically. These systems have an interactive structure from user intention, to system input, to system processes, to system output, and back to the user. They can involve direct control through things like magic wands or passive systems like smart assistants that respond without direct input. A wide variety of sensors and inputs are used along with external resources and machine learning to power various system outputs like moving objects, haptics, and new interactive mediums. The goal is for computing to enhance living by focusing on the human experience from beginning to end.
18/03/2010 - FTS seminar series @ Cardiff Univesity, Computer Science. Pete Woznowski and Rich Coombs one hour presentation on Arduino. Some info on Arduino and the talk: Arduino is a hardware and software platform for developing electronic devices and applications, aimed at being fun and accessible to everyone. Think Lego Mindstorms, but aimed intentionally at adults (rather than aimed at children and incidentally used by adults :)). The scope and potential for Arduino is huge. It has been used to develop simple applications like pedometers and networked environmental sensors, to art exhibits and remote controlled vehicles. The talk aims to give an overview of the Arduino platform and a brief introduction to designing and programming Arduino applications, along with some demonstrations.
This document provides an introduction to line follower competitions using Arduino microcontrollers. It discusses what a microcontroller is and types of Arduino boards. The coding structure is explained, covering data types, functions, control statements and loop statements. A workshop section describes how to control a DC motor using Arduino to rotate clockwise for 2 seconds and counter-clockwise for 5 seconds in an infinite loop.
The challenges and opportunities of multi-tasked, multi-device and connected users is be explored when designing digital products. An end-to-end methodology based on Contextual Design that addresses the challenges above is presented along with practical examples.
Introduction to User Experience and case studies from PakistanEbtihaj khan
This document discusses user experience (UX) design. It defines UX as how a person feels when interacting with a product or system, such as a website, app, or game. It emphasizes that UX design should focus first on making products useful and usable before focusing on aesthetics or beauty. The document recommends following a user-centered design process that involves understanding users' needs through research and testing prototypes with users.
The document is a workbook aimed at helping users understand audiences for their products or services. It provides a step-by-step process for identifying different types of users, connecting with users through interviews and observations to understand their needs, and visualizing the findings by developing user archetypes, personas and journey maps. The workbook contains various exercises and activities to guide users through each step of the process to demystify audiences and gain insights.
Presented by Nehal Medh, Managing Director, Consumer Experiences, GfK
at Qualitative360 Asia 2013
19-21 November 2013, Singapore
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://qual360.com/
This document discusses user journeys and how to create them. It explains that a user journey tells a story of how a product can be used from the perspective of typical users. It recommends identifying target users and key product features to include. The document then describes different methods for documenting user journeys, such as storyboards and videos, and provides an example of an effective user journey for Airbnb. Students are assigned to create storyboards for their products as homework.
This document summarizes a failed attempt to create an online marketplace for drugs using an Old English theme. The team tried to design a website and app called OESL that would help users order ecstasy online but realized drug dealing was illegal. They then pivoted to focus on promoting Old English language revival instead but usability testing found little interest unless combined with partying. The summary provides an overview of the project timeline, challenges faced, user research conducted, prototype designs created, and lessons learned from the experience.
This document discusses storyboarding and techniques for designing user experiences. It begins by introducing concept experience design and moving from insights to ideation. It then discusses defining the product by establishing the what, why, who, when and where. This includes defining the product concept as a mobile experience and designing for mobile affordances. It also discusses establishing a customer value proposition and "make mantra". The document then covers storyboarding and sketching to refine designs, convey value propositions and sell ideas. It provides examples and discusses immersion techniques to develop designs.
Rapid prototyping and how to avoid building a product nobody wantsMike Parsons
Discover the best practices in rapid prototyping so you can test and validate your new product or service. Learn the best methodologies, tools and approaches to test a user's pains and gains.
Slides from my intro UX class at School for Visual Concepts. This week, we’re going to dive into the basics of prototyping! For our studio exercise, we're going to have a clickable prototype by the end of the class using the POP app (Prototyping on Paper).
And since a good prototype always has a purpose, we’re going to dip our toe into guerrilla usability testing and learn just enough to understand what we need to prototype.
NOTE: this is NOT the slide deck I presented, rather it's a "extended dance remix version" where many things I cut out for time are put back in.
In 2013, Don Norman updated The Design Of Everyday Things. In 2015, references to "affodances" and "feedback" were everywhere at GDC. As games reacher broader audiences, it's critical that game designers make games accessible to players who are more familiar with Amazon than Fallout 4. A positive user experience can create the next Monument Valley or Clash of Clans.
Norman pointed out that a positive user experience begins with usability, but it doesn't end there. Great user experiences anticipate the user's needs and then go beyond that to delight. User experience designers have evolved a variety of approaches and tools to assure that the a product is "a joy to own, a joy to use."
In this talk, Christina will explore the core principles of user experience design, and how it can create games that are elegant and complete experiences that both serve and delight their players.
Takeaway
She will begin with relevant UXD approaches: Hick's Law, Concept Models, as well as affordances and feedback. She will present an introduction to useful techniques in UXD, from charrettes to journeymaps to usability. Finally, why user experience design is more than just good business, it's a moral prerogative.
Intended Audience
This talk is for game Designer, artists and anyone who has to make decisions about player-facing interfaces. A familiarity with popular games and software is needed, but no advanced knowledge is required. It will be an accessible talk.
Commerce is Social: Connecting with and Converting Online ProspectsEric Weaver
Keynote from #MivaCon13 Extraordinary E-Commerce Conference in San Diego, March 8, 2013. Audience: e-commerce site owners generating around $500k in annual sales.
Followers of my presentations will recognize some oldie-but-goodie cases, but all the e-commerce stats are very recent (last 6-12 months).
What's it like to be an app? - a Made by Many experience prototyping workshop...Made by Many
The document provides an agenda and overview for a workshop on experience prototyping for mobile apps. The agenda includes sessions on introduction to experience prototyping, developing app ideas, testing prototypes with users, and feedback. The document discusses that experience prototyping allows testing the user experience of an app and what it's like to use the app's services through quick iterative prototyping, without fully developing the app. It provides examples of traditional prototypes that simulate experiences to test with users. The goal is to learn from users' reactions and improve the app design through a continual make-test-learn process.
This document provides programming and activity ideas for makerspaces, including ideas for robotics, circuits, 3D printing, and virtual/augmented reality. It also discusses tips for organizing, marketing, planning, and surveying makerspaces. Some key programming ideas mentioned are robot obstacle courses, story-based circuit design, 3D printing community projects, and hosting hackathons or startup weekends. The document emphasizes that makerspaces should provide a safe space for failure and experimentation to spark interest in fields like engineering.
The document provides an overview of a development project focused on improving the public perception of public restrooms. It discusses common nuisances faced by users, such as a lack of privacy and cleanliness. Research included visits to local restrooms and interviews with users. Analysis found users were uncomfortable with shared and dirty spaces. The concept presented is a modular restroom system centered around a self-cleaning toilet pod called an "Escape Pod." The pod aims to provide privacy, cleanliness and sustainability through features like a steam-cleaned seat, integrated hand dryer and water recycling. A prototype was built to demonstrate the concept. Further business development is discussed to commercialize the improved public restroom experience.
This document provides ideas for engaging Generation Z students on campus, including interactive activities, pop-up experiences, ambassador programs, and social media strategies. Some key recommendations are to make experiences entertaining, get people involved through interactive games and challenges, own exhibition spaces by giving them unique identities, mobilize student ambassadors to spread word-of-mouth, and create buzz-worthy content for social media with an emphasis on visuals and videos. Measurement of success includes social reach, application increases, and being recognized as the best stand at conferences.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
1. The document discusses a presentation about owning user interactions in dynamic online environments. As the internet becomes more interactive, designers must apply user-centered approaches to all interactions.
2. The presentation introduces a method for describing dynamic user interactions using storyboards, wireframes, and key frames. This provides a clear way to explain how interactions should work.
3. Lo-fi techniques like sketching are found to be better than polished wireframes at engaging audiences and assessing designs early in the development process. The ability to draw is a learnable skill, not innate talent, and can help reduce risks before significant development work.
Introduction to Lean UX Methods - General AssemblyDoralin Kelly
This document provides an introduction to Lean UX methods taught by General Assembly. It discusses key Lean UX practices like defining goals and KPIs, designing to solve user problems through collaboration, testing assumptions by gathering user feedback, and iterating based on findings. The document demonstrates these practices hands-on by having attendees split into teams to create user personas and use cases, prototype a wireframe, and conduct user testing and evaluation on their designs. Metrics like acquisitions, activation, retention, referral, and revenue are presented as important to measure based on actual user data rather than assumptions.
Our preliminary task involved filming a character opening a door, crossing a room, and sitting in a chair opposite another character to exchange dialogue. The genre chosen was crime. This challenges conventions by having a young victim rather than a vulnerable elderly victim typically seen. It represents youth culture by being filmed in the early morning to depict stereotypes of young people drinking until late. The media institution that would show our media product is ITV due to its high budget crime dramas like "The Bill". The intended audience is 15-19 year olds and elements like alcohol and phones were incorporated to attract this age group. Learning points included using handheld camera sparingly and improving dialogue scene editing.
Nowadays we are talking a lot about collaborative workspace and the less importance of having a formal office to develop good group work. This is an example of that. Lego Made for Kids was my first Hyper Island task that 80% was made with online meetings and follow ups.For the first part of the project the group was spread around 3 different continentes and 6 different countries.
With the help of free tools and google Docs and Skype I realized that being physically at the same place can help, but the most important thing was actually feeling part of the group. Having everyone at the same page, agreeing with our rules, happy with our culture and working for a common gol everyone agreed with was what made this project so great.
Hope you guys enjoy as much as I liked the experience.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
The document is a workbook aimed at helping users understand audiences for their products or services. It provides a step-by-step process for identifying different types of users, connecting with users through interviews and observations to understand their needs, and visualizing the findings by developing user archetypes, personas and journey maps. The workbook contains various exercises and activities to guide users through each step of the process to demystify audiences and gain insights.
Presented by Nehal Medh, Managing Director, Consumer Experiences, GfK
at Qualitative360 Asia 2013
19-21 November 2013, Singapore
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://qual360.com/
This document discusses user journeys and how to create them. It explains that a user journey tells a story of how a product can be used from the perspective of typical users. It recommends identifying target users and key product features to include. The document then describes different methods for documenting user journeys, such as storyboards and videos, and provides an example of an effective user journey for Airbnb. Students are assigned to create storyboards for their products as homework.
This document summarizes a failed attempt to create an online marketplace for drugs using an Old English theme. The team tried to design a website and app called OESL that would help users order ecstasy online but realized drug dealing was illegal. They then pivoted to focus on promoting Old English language revival instead but usability testing found little interest unless combined with partying. The summary provides an overview of the project timeline, challenges faced, user research conducted, prototype designs created, and lessons learned from the experience.
This document discusses storyboarding and techniques for designing user experiences. It begins by introducing concept experience design and moving from insights to ideation. It then discusses defining the product by establishing the what, why, who, when and where. This includes defining the product concept as a mobile experience and designing for mobile affordances. It also discusses establishing a customer value proposition and "make mantra". The document then covers storyboarding and sketching to refine designs, convey value propositions and sell ideas. It provides examples and discusses immersion techniques to develop designs.
Rapid prototyping and how to avoid building a product nobody wantsMike Parsons
Discover the best practices in rapid prototyping so you can test and validate your new product or service. Learn the best methodologies, tools and approaches to test a user's pains and gains.
Slides from my intro UX class at School for Visual Concepts. This week, we’re going to dive into the basics of prototyping! For our studio exercise, we're going to have a clickable prototype by the end of the class using the POP app (Prototyping on Paper).
And since a good prototype always has a purpose, we’re going to dip our toe into guerrilla usability testing and learn just enough to understand what we need to prototype.
NOTE: this is NOT the slide deck I presented, rather it's a "extended dance remix version" where many things I cut out for time are put back in.
In 2013, Don Norman updated The Design Of Everyday Things. In 2015, references to "affodances" and "feedback" were everywhere at GDC. As games reacher broader audiences, it's critical that game designers make games accessible to players who are more familiar with Amazon than Fallout 4. A positive user experience can create the next Monument Valley or Clash of Clans.
Norman pointed out that a positive user experience begins with usability, but it doesn't end there. Great user experiences anticipate the user's needs and then go beyond that to delight. User experience designers have evolved a variety of approaches and tools to assure that the a product is "a joy to own, a joy to use."
In this talk, Christina will explore the core principles of user experience design, and how it can create games that are elegant and complete experiences that both serve and delight their players.
Takeaway
She will begin with relevant UXD approaches: Hick's Law, Concept Models, as well as affordances and feedback. She will present an introduction to useful techniques in UXD, from charrettes to journeymaps to usability. Finally, why user experience design is more than just good business, it's a moral prerogative.
Intended Audience
This talk is for game Designer, artists and anyone who has to make decisions about player-facing interfaces. A familiarity with popular games and software is needed, but no advanced knowledge is required. It will be an accessible talk.
Commerce is Social: Connecting with and Converting Online ProspectsEric Weaver
Keynote from #MivaCon13 Extraordinary E-Commerce Conference in San Diego, March 8, 2013. Audience: e-commerce site owners generating around $500k in annual sales.
Followers of my presentations will recognize some oldie-but-goodie cases, but all the e-commerce stats are very recent (last 6-12 months).
What's it like to be an app? - a Made by Many experience prototyping workshop...Made by Many
The document provides an agenda and overview for a workshop on experience prototyping for mobile apps. The agenda includes sessions on introduction to experience prototyping, developing app ideas, testing prototypes with users, and feedback. The document discusses that experience prototyping allows testing the user experience of an app and what it's like to use the app's services through quick iterative prototyping, without fully developing the app. It provides examples of traditional prototypes that simulate experiences to test with users. The goal is to learn from users' reactions and improve the app design through a continual make-test-learn process.
This document provides programming and activity ideas for makerspaces, including ideas for robotics, circuits, 3D printing, and virtual/augmented reality. It also discusses tips for organizing, marketing, planning, and surveying makerspaces. Some key programming ideas mentioned are robot obstacle courses, story-based circuit design, 3D printing community projects, and hosting hackathons or startup weekends. The document emphasizes that makerspaces should provide a safe space for failure and experimentation to spark interest in fields like engineering.
The document provides an overview of a development project focused on improving the public perception of public restrooms. It discusses common nuisances faced by users, such as a lack of privacy and cleanliness. Research included visits to local restrooms and interviews with users. Analysis found users were uncomfortable with shared and dirty spaces. The concept presented is a modular restroom system centered around a self-cleaning toilet pod called an "Escape Pod." The pod aims to provide privacy, cleanliness and sustainability through features like a steam-cleaned seat, integrated hand dryer and water recycling. A prototype was built to demonstrate the concept. Further business development is discussed to commercialize the improved public restroom experience.
This document provides ideas for engaging Generation Z students on campus, including interactive activities, pop-up experiences, ambassador programs, and social media strategies. Some key recommendations are to make experiences entertaining, get people involved through interactive games and challenges, own exhibition spaces by giving them unique identities, mobilize student ambassadors to spread word-of-mouth, and create buzz-worthy content for social media with an emphasis on visuals and videos. Measurement of success includes social reach, application increases, and being recognized as the best stand at conferences.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
1. The document discusses a presentation about owning user interactions in dynamic online environments. As the internet becomes more interactive, designers must apply user-centered approaches to all interactions.
2. The presentation introduces a method for describing dynamic user interactions using storyboards, wireframes, and key frames. This provides a clear way to explain how interactions should work.
3. Lo-fi techniques like sketching are found to be better than polished wireframes at engaging audiences and assessing designs early in the development process. The ability to draw is a learnable skill, not innate talent, and can help reduce risks before significant development work.
Introduction to Lean UX Methods - General AssemblyDoralin Kelly
This document provides an introduction to Lean UX methods taught by General Assembly. It discusses key Lean UX practices like defining goals and KPIs, designing to solve user problems through collaboration, testing assumptions by gathering user feedback, and iterating based on findings. The document demonstrates these practices hands-on by having attendees split into teams to create user personas and use cases, prototype a wireframe, and conduct user testing and evaluation on their designs. Metrics like acquisitions, activation, retention, referral, and revenue are presented as important to measure based on actual user data rather than assumptions.
Our preliminary task involved filming a character opening a door, crossing a room, and sitting in a chair opposite another character to exchange dialogue. The genre chosen was crime. This challenges conventions by having a young victim rather than a vulnerable elderly victim typically seen. It represents youth culture by being filmed in the early morning to depict stereotypes of young people drinking until late. The media institution that would show our media product is ITV due to its high budget crime dramas like "The Bill". The intended audience is 15-19 year olds and elements like alcohol and phones were incorporated to attract this age group. Learning points included using handheld camera sparingly and improving dialogue scene editing.
Nowadays we are talking a lot about collaborative workspace and the less importance of having a formal office to develop good group work. This is an example of that. Lego Made for Kids was my first Hyper Island task that 80% was made with online meetings and follow ups.For the first part of the project the group was spread around 3 different continentes and 6 different countries.
With the help of free tools and google Docs and Skype I realized that being physically at the same place can help, but the most important thing was actually feeling part of the group. Having everyone at the same page, agreeing with our rules, happy with our culture and working for a common gol everyone agreed with was what made this project so great.
Hope you guys enjoy as much as I liked the experience.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
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..
2. Project : Interactive installation for retail space.
Guide : Keyur Sorathia
Course : DD305 Physical computing
Team members : Soumya Tiwari
Ankit Kumar
Jatin Bajaj
Arun Singh
Amit Jaglan
3. ABSTRACT
Background:
People visiting the liquor shops are well aware about what they want but
they are least bothered about the the effects of the drink. The various
hoardings and graphics used for the same purpose are hardly noticed by
them as they are psychologically and behaviourally different than the
customers in other retail spaces.
4. KEYWORDS
Informing: IThe installation must be infoming so that the customer can be get
an idea about the effect of liquor on a person with respect to its quantity.
Catchy: The installation must be cathcy so that it is noticed bu most of the
customers and they are attracted to try it .
Involving: The installation must be involving so that the customers uses it
again and again for some and doesn’t leave frowned that his time has
been wasted.
Playful: The installation must be playful. We can use negative emotions to
inform about the effects of liquor but that may end up in loosing the
customer. Instead, the installation must be playful.
6. RESEARCH
A serires of motivational examples:
This link tells about 100 famous interactive installations.
http://www.trendhunter.com/slideshow/interactive-installations
In following video, shows interactions comes person comes in vicinity
of an object.
http://www.youtube.com/watch?v=yyyBkbd4GAc
This video tells about when an advertisement moving with a person as
the person walks past a shop.
http://popupcity.net/interactive-window-installation-helps-advertise-retail-space/
This is an installation made with kinect for the promotion of children's clothing
in the city of Medellin. It has the feeling of game and fun to which children
can easily associate. http://vimeo.com/65126709
7. RESEARCH
Some inspirational papers
Charting Past, Present, and Future Research in Ubiquitous Computing.
GREGORY D. ABOWD and ELIZABETH D. MYNATT, Georgia Institute
of TechnologyIn this article, author tells about the behaviour of ubiquitous
computing in the past decade, which was started by weiser at zerox .
They have also provided some significant achievement in these areas
and they also tell about the problem faced.
Ubiquitous Interactive Displays in a Retail Environment. Claudio Pinhanez,
Mark Podlaseck, Rick Kjeldsen, Anthony Levas, Gopal Pingali, Noi
Sukaviriya*. IBM Research, T.J. Watson. A steerable projector-camera
system is used in a store to transform ordinary surfaces into interactive
displays where customers look up products. Directions to products are
projected on signage boards hung around the store.
9. RESEARCH ANALYSIS
During our research analysis, we first tried to understand what do the various
terms related to retail environment mean. So we looked for terms related
to retail environment.
We tried to find out what comes under retail environment. We found that
shops, malls, particular product specific places come under retail environment.
It is a Place where we can again find a lot of people and a crowd, who
are there to buy some product.
Then we started looking for various variables related to retail environment.
We found that the various variables related to the retail environment are
like customers, owners, buyers, sellers, staff, shop owners, product owners,
suppliers, money, infrastructure variable.
Among these infrastructure variables include windows, stands, products
being sold, doors, passages, lightings, decorations etc.
10. RESEARCH ANALYSIS
Then we looked into what does Interactive Installation mean. An Interactive
Installation is anything which is giving you some feedback for you action.
And hence starts interacting with the person. The interaction may not
always be fun, it can also be something which is maing you learned for s
ome unknown thing.
So interactive installation in retail environment refers to so means which catches
your attention in a public place where all are there to purchase something and
hence does its job of either educating or entertaining the person.
Then we started to explore different possibilities in this field already and
get some idea to what extent we can actually go. We found many varied
examples in this field. Here were examples which were just using a hand
swipe to some examples
11. RESEARCH ANALYSIS
All these movements were driven by the system and had a basic motive
of either education or learning.
Also the interaction can be pleasing to any of the sense of human. It can be
sight, auditory or touch. Senses of taste and smell are quiet weak and are
mostly not used.
Then we started exploring the various technological aspects of it. We
found that devices like arduino, kinect, motors, screens, makey makey ,
speakers, smart phones etc can be used for this purpose. So we read
about these devices also and how do they function and what are their
parts.
We also read about some terms related to Interactive Installations like
ubiquitous computing, cloud computing, projectors,
12. BRAINSTORMING
Initial brainstorming
Whether
a customer
a gazer
a prospective
client
or a
window shopper
Considering space restrictions
Large / Medium / Small
Space
User
Window
Time
Type
The Interaction provided
by the window for specific products
Glimpse time of
the user at the
window determines
the user’s
characteristics
towards becoming
a customer
or not
13. Glimpse Time
It depends on the factors like user type, cognitive load and level of interaction
(interaction degree)
Glimpse Time = Interaction Degree X Cognitive Load
User types
15. PROBLEM STATEMENT
The task is aimed to inform the customers in the Bars/liquor shops about
the effect of drinking and yet keep it involving and playful at the same
time to be able to catch the customer’s attention.
16. SCENARIO 1
Users : User A User B
User A : Does not take drinks
User B : Occasional drinker/ heavy drinker
Context : Discotheque
Time : Weekend, Public holiday, Celebration
17. SCENARIO 1
Decide to go to
a discotheque
for spending the
‘time’
User A(reluctant to go)
User B(excited to go)
User A(bored)
User B(enjoying)
Both the users
are back home,
spent the ‘time’
like any other ‘time’
User A(bored)
User B(drunk)
User A passes
time getting
bored, while
User B gets
drunk at the bar
18. SCENARIO 2
Users : User A User B
User A : Does not take drinks
User B : Occasional drinker/ heavy drinker
Context : Discotheque
Time : Weekend, Public holiday, Celebration
19. Decide to go to
a discotheque
for spending the
‘time’
User A(reluctant to go)
User B(excited to go)
20. User A passes
time getting
bored, while
User B gets
drunk at the bar
User A(bored)
User B(enjoying)
21. User A, notices an
installtion, highly
bored of regular disc
dancing, goes towards
it and interacts with it.
User A(bored)
User B(drunk)
22. User A, being a non
alchoholic, enjoys
the drunk dancing
mans reactions on
screen to different
alchols!
User A(happy!)
User B(drunk happy!)
23. User B, notices an
installtion, even though
not in his complete senses
goes towards it and
interacts with it.
User A(bored)
User B(drunk)
24. User B, enjoys seeing
the installations reactions
and thouroughly enjoys
getting drunk himself
and the drunk dancing
man on screen!
User A(happy!)
User B(drunk happy!)
25. PROTOTYPING
We wanted to come up with an installation where a person can see himself
on the screen and judge the effects of alcohol by trying different types of
alcohol in different quantity.
So, we started painting different bottles with different colors to denote different
types of Alcohol and then prepared a VB code where the webcam can identify
differently colored bottles and send keystrokes of R, G and B for red, green
and blue bottles.
Then came the role of Flash and Actionscript 3.0, where we made a Game
where depending on the Key_ own of R/G/B a new scene would kickstart and
d
take a note of the time of Alcohol intake and with the Key_ p.. start a scene of
u
variable length and traits depending on how the person should behave after
the alcoholic consumption.
26. PROTOTYPING
So, we couldn’t make a game which could also accept the user’s
(standing in the front)
face and make a dancing video of his because of our lacking AS knowledge
and thus had to settle with a video of our friend Prakash.
We did face problems while setting up the installation at the EI lab due to the
difference in the lighting of the rooms where testing was done and where the
final prototype was set up.
This problem was overcome through re-calibration of the different colored
glasses which again posed a barrier of differential lighting, this was tackled
using an additional flash light that balanced the lighting conditions and the
calibration was done perfectly well.
Thereafter, other feats were accomplished.
27. INDIVIDUAL CONTRIBUTIONS
Our group members worked equally hard for almost all stages! :D
Arun : brainstorming, analysis, discussions, conceptulization, documentation
Amit : brainstorming, analysis, discussions, conceptulization, documentation
Ankit : brainstorming, analysis, discussions, conceptulization, prototyping(a lot!)
Jatin : brainstorming, analysis, discussions, conceptulization, prototyping(a lot!)
Soumya : brainstorming, analysis, discussions, conceptulization, prototyping,
documentation and holding the group together! :D