This document discusses viewing one's career or work as a game to be played. It suggests adopting a playful mindset and explores concepts like player types, goals, and choosing how to play the game. The document provides tips on developing curiosity, self-awareness, critical thinking skills, and autonomy to help one approach their career in a more engaged and self-directed manner. Overall, it promotes finding joy and passion in one's work to make the job feel more like a fun game being played.
To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
We all enjoy well-designed, well-crafted experiences, but all too often our development processes (Agile, Lean) and organizational cultures seem to pit deadlines and quick iterations against a thoughtful attention to details. Sacrificing quality on the altar of quick is a dangerous mistake, especially as the bar for “good enough” continues to rise in 2015.
We see an ever increasing attention to detail, specifically when it comes the careful use of animation, typography, communications with customers, and creating all-around frictionless experiences. This attention to detail isn’t limited to Apple anymore. Instead, we’re seeing this across industries—companies like Uber, Square, Virgin, and Nest are sweating the details to dominate their competition through design.
So, what does it take for a company to consistently deliver great customer experiences? And what exactly does it mean to be a “design-driven” company?
Speaker Stephen P. Anderson will share his experiences, both as a consultant and now as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share the tools and processes he uses to reconcile “getting it done” with “getting it done right,” showing how you can create a culture that values both shipping and quality experiences. He’ll explore what craftsmanship looks like for (mostly) digital experiences, with numerous examples of companies and products that are raising the bar for UX professionals.
To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
We all enjoy well-designed, well-crafted experiences, but all too often our development processes (Agile, Lean) and organizational cultures seem to pit deadlines and quick iterations against a thoughtful attention to details. Sacrificing quality on the altar of quick is a dangerous mistake, especially as the bar for “good enough” continues to rise in 2015.
We see an ever increasing attention to detail, specifically when it comes the careful use of animation, typography, communications with customers, and creating all-around frictionless experiences. This attention to detail isn’t limited to Apple anymore. Instead, we’re seeing this across industries—companies like Uber, Square, Virgin, and Nest are sweating the details to dominate their competition through design.
So, what does it take for a company to consistently deliver great customer experiences? And what exactly does it mean to be a “design-driven” company?
Speaker Stephen P. Anderson will share his experiences, both as a consultant and now as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share the tools and processes he uses to reconcile “getting it done” with “getting it done right,” showing how you can create a culture that values both shipping and quality experiences. He’ll explore what craftsmanship looks like for (mostly) digital experiences, with numerous examples of companies and products that are raising the bar for UX professionals.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
(Don't) Use Your Words: Visual Communicators Rock!Katie Laird
Visuals are pretty. And they are crucial to creating data filled presentations that won't lull your audience to sleep.
This slide deck takes a look at basic techniques, tools and strategy anyone who has ever wanted to communicate just a little better visually can grow from.
Want to learn more - or want to have a presentation like this presented to your organization? Visit me at www.schipul.com/happykatie.
Outcomes Over Process : Mike Atherton : Collaborate BristolNomensa
The Road Less Travelled
I've found a new passion in teaching the next generation of UXers. I remind them always to keep their eyes on the road. Outcomes over process. The tools help us get there, but ultimately what we're working on is so much more important than how we work.
How do we design more distinctive, credible, and memorable products? Should we work more responsibly, more ethically? What does it mean to solve the problems worth solving?
It comes down to understanding who we are and what we stand for; as organisations, and thus as individuals. Our core values, our personal missions, and our distinctive personalities combine. This is our brand.
As user experience designers we get excited about new tools, new methodologies, new books in the scripture of the holy church of UX. You've got to learn the rules before you can break them. But so often the world becomes saturated by well-meaning, well-crafted products which fail to be distinctive or daring, or want to speak to us with a personality we don't believe. Does the world need another iOS photo filter app or a bank who wants to be our best mate?
Brand is our compass in navigating the road less travelled. When our values are aligned to the things we create, work doesn't feel like work. We're happier, and better rewarded. What's the work you'll one day be proudest of? How will the work you do make a difference?
Why do you do what you do?
This is a transcription of the Business901 Podcast, An Inquiry into the Meaning of Making. Seung Chan Lim, nicknamed Slim discusses his journey and finally his project, Realizing Empathy. Through this project Slim hopes to share ideas, tools, and other ways to facilitate a meaningful, sustainable, and constructive conversations between and among diverse perspectives whether that’s between people or between people and materials or between people and machines by using “making” as the shared metaphor.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
From a workshop I facilitated at Vizthink 2009 on why stories are more effective than fact based methods at communicating complex ideas and inspiring people to want to change.
This is an "about me" presentation I'm working into my blogs (jasontheodor.com and thereisnobox.ca). It is a work in progress and some items require explanation and/or context. Please feel free to ask questions.
How to Produce Content that People Will ShareMark Johnstone
So you've had your brainstorm, now what? You need to assess your ideas in the cold light of day. Discover the 5 ways the criteria for sticky ideas can improve the creative process, and give you the best chance of creating something that people will want to share.
Jason Theodor's Creative Method and SystemsJason Theodor
[Download PDF version at JasonTheodor.com]
What are the core elements of Creativity and how can they be applied? Jason Theodor crams 5 years of (ongoing) research and thinking into this presentation given first at FITC Toronto. A richer audio version will appear in a few weeks.
Design for dreams not needs: who do you want your customers to become?Joyce Hostyn
Who do you want your customer to become? Who do you want your coworkers, your organization, your employees, your children, your community, your country, the world to become? What gifts do you have? What gifts do they (those you are designing for) have? To answer these questions well is to discover your own dream. To answer these questions well is to uncover the dreams of those you are designing for.
Who do I want you to become? Someone who dreams beautiful dreams. Someone who helps others dream beautiful dreams. Someone who designs for dreams.
For it is through beautiful dreams that we will create more beautiful organizations, communities, and the more beautiful world our hearts know is possible.
Lectures 15 and 16: Learning From The Masters, Storytelling, Worldbuilding, ...Fahri Karakas
Art Description/Synopsis:
In this class that is designed as collective performance art, we review some of the biggest names in the landscapes of entertainment, creativity, and business.
From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers.
We have a lot of puzzles. We have a series of exercises in asset creation and imagination.
In one of these exercises, you will have the opportunity to practice screenwriting, world-building, and storytelling.
However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
Contents:
Review of Last Class
Puzzles: This week in review
Puzzles & Improv Adventures
Workshop: Heroes of Entertainment & Imagination
Exercise: Six Adventures and Six Challenges
Exercise: Screenwriting, World-Building, and Storytelling
Workshop: Creating Assets
Exercise: You are a Super-hero
Key Takeaways
Here are The Squash articles:
https://medium.com/datadriveninvestor/7-brainstorming-exercises-and-7-lessons-inspired-by-a-yellow-squash-9f9e0df3f236
https://medium.com/datadriveninvestor/what-a-yellow-squash-can-teach-you-about-creativity-3ea5e26cb28a
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
(Don't) Use Your Words: Visual Communicators Rock!Katie Laird
Visuals are pretty. And they are crucial to creating data filled presentations that won't lull your audience to sleep.
This slide deck takes a look at basic techniques, tools and strategy anyone who has ever wanted to communicate just a little better visually can grow from.
Want to learn more - or want to have a presentation like this presented to your organization? Visit me at www.schipul.com/happykatie.
Outcomes Over Process : Mike Atherton : Collaborate BristolNomensa
The Road Less Travelled
I've found a new passion in teaching the next generation of UXers. I remind them always to keep their eyes on the road. Outcomes over process. The tools help us get there, but ultimately what we're working on is so much more important than how we work.
How do we design more distinctive, credible, and memorable products? Should we work more responsibly, more ethically? What does it mean to solve the problems worth solving?
It comes down to understanding who we are and what we stand for; as organisations, and thus as individuals. Our core values, our personal missions, and our distinctive personalities combine. This is our brand.
As user experience designers we get excited about new tools, new methodologies, new books in the scripture of the holy church of UX. You've got to learn the rules before you can break them. But so often the world becomes saturated by well-meaning, well-crafted products which fail to be distinctive or daring, or want to speak to us with a personality we don't believe. Does the world need another iOS photo filter app or a bank who wants to be our best mate?
Brand is our compass in navigating the road less travelled. When our values are aligned to the things we create, work doesn't feel like work. We're happier, and better rewarded. What's the work you'll one day be proudest of? How will the work you do make a difference?
Why do you do what you do?
This is a transcription of the Business901 Podcast, An Inquiry into the Meaning of Making. Seung Chan Lim, nicknamed Slim discusses his journey and finally his project, Realizing Empathy. Through this project Slim hopes to share ideas, tools, and other ways to facilitate a meaningful, sustainable, and constructive conversations between and among diverse perspectives whether that’s between people or between people and materials or between people and machines by using “making” as the shared metaphor.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
From a workshop I facilitated at Vizthink 2009 on why stories are more effective than fact based methods at communicating complex ideas and inspiring people to want to change.
This is an "about me" presentation I'm working into my blogs (jasontheodor.com and thereisnobox.ca). It is a work in progress and some items require explanation and/or context. Please feel free to ask questions.
How to Produce Content that People Will ShareMark Johnstone
So you've had your brainstorm, now what? You need to assess your ideas in the cold light of day. Discover the 5 ways the criteria for sticky ideas can improve the creative process, and give you the best chance of creating something that people will want to share.
Jason Theodor's Creative Method and SystemsJason Theodor
[Download PDF version at JasonTheodor.com]
What are the core elements of Creativity and how can they be applied? Jason Theodor crams 5 years of (ongoing) research and thinking into this presentation given first at FITC Toronto. A richer audio version will appear in a few weeks.
Design for dreams not needs: who do you want your customers to become?Joyce Hostyn
Who do you want your customer to become? Who do you want your coworkers, your organization, your employees, your children, your community, your country, the world to become? What gifts do you have? What gifts do they (those you are designing for) have? To answer these questions well is to discover your own dream. To answer these questions well is to uncover the dreams of those you are designing for.
Who do I want you to become? Someone who dreams beautiful dreams. Someone who helps others dream beautiful dreams. Someone who designs for dreams.
For it is through beautiful dreams that we will create more beautiful organizations, communities, and the more beautiful world our hearts know is possible.
Lectures 15 and 16: Learning From The Masters, Storytelling, Worldbuilding, ...Fahri Karakas
Art Description/Synopsis:
In this class that is designed as collective performance art, we review some of the biggest names in the landscapes of entertainment, creativity, and business.
From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers.
We have a lot of puzzles. We have a series of exercises in asset creation and imagination.
In one of these exercises, you will have the opportunity to practice screenwriting, world-building, and storytelling.
However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
Contents:
Review of Last Class
Puzzles: This week in review
Puzzles & Improv Adventures
Workshop: Heroes of Entertainment & Imagination
Exercise: Six Adventures and Six Challenges
Exercise: Screenwriting, World-Building, and Storytelling
Workshop: Creating Assets
Exercise: You are a Super-hero
Key Takeaways
Here are The Squash articles:
https://medium.com/datadriveninvestor/7-brainstorming-exercises-and-7-lessons-inspired-by-a-yellow-squash-9f9e0df3f236
https://medium.com/datadriveninvestor/what-a-yellow-squash-can-teach-you-about-creativity-3ea5e26cb28a
This powerpoint presentation is about career and career choices including what a career is,how to choose a career what to consider when choosing a career.
Redesign Your Career With (Business Model You)Mohamed Yasser
Replace your career plan with the personal business model, whether you want to improve in your career, change jobs, or start your own business. This methodology teaches you step-by-step how to define and redesign your Personal Business Model "the logic by which you create and deliver value". Business model you Book founded by Dr. Tim Clark.
A lot of people are unhappy in their careers, but how do you change gears once your career is under way? Liz Ryan explains how to get altitude and decide what you want next for your career, rather than letting your employer or anyone else decide for you!
Icebreakers and games for training and workshops - My website moved now to Bo...Boxolog.com
My preferred icebreakers and games for mid-level workshops and training. I like very much the 10 dollar auction game!
My website moved now to Boxolog.com
Business Origami - UX Week 2011 WorkshopJess McMullin
Originally presented at UX Week 2011. Business Origami is a method invented by the Hitachi Design Center. Since I only learned about it over dinner conversation, all method how-to & details have been added by myself and any faults here are my own.
Here's the workshop description:
Business origami is a simple, powerful method for modelling services and systems that you can learn to use quickly and get great results in your own design projects. The simplicity is on the surface. Business origami uses stylized paper cutouts to represent the different parts of a system: the people, the locations, and channels used as well as the specific touchpoints and interactions of individual scenarios. These cutouts are arranged on a horizontal whiteboard, which allows participants to show relationships in the system, including different venues, the flow from one area to another, and the value exchanged at each interaction.
The power comes from participation. Business origami shines in a codesign workshop setting. Since it offers direct, hands-on tokens it’s easy for everyone to contribute instead of requiring skill with diagramming software or flowchart conventions. By involving a cross-section of business representatives, users, and members of the design team you can quickly capture models of current experiences and then explore opportunities for improvement or create entirely new designs. Because the model is immediate and tangible it creates a shared visual reference that builds common understanding, unifying the team and the vision for the project.
This participation increases buy-in, creates common ground, and helps you facilitate a successful solution. The sessions themselves are powerful experiences for participants, but you can also use business origami models to document journey maps, scenarios, service blueprints and other downstream design deliverables.
In this session with Jess McMullin you’ll learn the fundamentals of service design (so we’re on the same page), participate in a modeling exercise yourself for current and future systems, and then analyze that model to document new opportunities. We’ll also share tips and tricks that make for successful business origami sessions and discuss how this method fits neatly into your current design process, whether you’re consciously doing cross-channel design or not.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
Everyone sells, even you. Learn a simple, easy way to sell by thinking like a buyer, not a seller. Every sales cycle has four phases, but learn why the second one – educating your buyer – can make or break the deal. I’ll teach you the 5 step CM!(tm) process, set you up with a toolbox full of ideas, and get you started on how to become a convincing expert.
For audio and slides, go to http://theideamechanic.com/convince-me-indieconf-2010-soundslides
A talk for Melbourne Award School 2012 on how to come up with solutions and not ads for your clients marketing problems.
And some techniques to generate ideas
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Collaboration, Publications, Community: Building your personal tech brandDr Janet Bastiman
Expanded slides from the talk given at the Tech Women London Meetup group https://www.meetup.com/Tech-Women-London/ on 29th August 2017
"Wordy" slides are additions. The blue quote slides were most of the original presentation.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Little Miss Robot is a digital creative studio. We collaborate as a creative innovation partner, providing concept & interface design, cutting-edge development and creative direction & strategy.
Valentijn is the founder and creative director of Little Miss Robot. With Little Miss Robot, Valentijn is now focused on digital creation and storytelling. Passionate about design, user experience and innovation, he helps clients with their digital communication and strategy.
Place in Space (AKA "How to Design A Concept Model")Stephen Anderson
“How do you create a concept model?”
It's a simple question without a simple answer. As wranglers of information, we routinely create visual artifacts to make sense of difficult subjects. Think service blueprints. Site maps. Clusters of sticky notes on walls. Venn diagrams. These are all external representations created to organize our understanding—concept models. And in team settings, these models allow us to communicate and collaborate; master these visual thinking skills and you can effectively frame the conversation. For as long as we’ve organized things into stacks (“my pile, your pile”) or into some continuum (letterforms carved into a clay tablet, sorting kids by height), we’ve used the *spatial* arrangement of things to assign meaning. Consciously or not, we're tapping into a powerful visual language to help us and others understand difficult concepts. But, what is this language we're using? And can it be taught?
In this session, speaker and author Stephen P. Anderson will share the fundamental elements behind every visual representation. Much like there’s a grammar behind the written word, there’s a grammar behind the visual display of information; once understood, you can easily create clear and concise visual representations of thought.
Best of all, this same approach extends into other kinds of external representations, such as custom data visualizations or novel interfaces. And, as we move into a connected world, where information is distributed into the physical environments around us, we can prepare now by having a fundamental vocabulary to describe this arrangement of information.
Whether on the page or screen, or in the physical space around us, understanding how to derive (and convey) meaning through the arrangement of information is and will become an essential skill for anyone designing information.
The Architecture of Understanding (World IA Day Chicago Keynote)Stephen Anderson
Keynote for World IA Day, answering the question "When, Where and How does Understanding occur?" Specifically, this talk discussed (1) interactions (and embodiement) (2) how new technology is changing the "information environments" we design for, and (3) a bit about perceptions and cognition.
It’s easy to solve the wrong problems. Good design relentlessly questions assumptions and reframes the problem to be solved. We know this, and yet, HOW to actually reframe a problem is missing from our conversations.
In this session, Stephen P. Anderson will share tips that have helped him cut through the noise of requests and requirements, to focus on the real problem(s) to be solved. Specifically, you’ll pick up ways to see a problem from different perspectives, ways to ask why, how to draw upon seemingly unrelated experiences, how to separate real from perceived constraints, and most importantly, ways to keep yourself in check, so as not to solve the wrong problem (or if you do, you do so intentionally, for a strategic purpose!).
Whether you’re designing strategies or screens, you’re sure to pick up a few new mental hacks that you’ll no doubt use on a daily basis.
For all our accumulated information there's a clear absence of understanding. Are sensemaking tools the next big thing?
(Keynote give at Big Design 12: http://bigdesignevents.com/sessions/to-boldly-go-from-information-to-understanding )
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
How are stories constructed? // The things we buy, the decisions we make, how we spend our time— stories govern all these actions. But how are these stories constructed? Specifically, what have we learned about how our brains make sense of and integrate new information?
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
What do rock bands have to do with management? Groups and organizations, just like musicians, don’t all work and behave in the same way. In this presentation, I to the music industry to describe four organizational archetypes—each with a different set of values and way of working. By understanding each of these work cultures, the culture you work in, and the work style that best fits you personally, we can make sense of the conflicts we face at work and become more effective at our job, whether we’re employees, managers or—rock stars!
We all work with information. In our web sites. Our web apps. Print communications. Graphs, and charts. But how exactly do you present information in a way that simplifies the complex, communicates powerfully, and actually delights people?
In this presentation, Travis Isaacs and I share some of our information design secrets. From travel plans to search results to quarterly earnings statements—here's a handful of information design and data visualization case studies, identifying principles that apply to just about any project.
Learn how to identify and group related information, create a visual hierarchy, draw focus to the most important content, use images appropriately, see familiar data in a fresh new way, and much more!
Leading the Rebellion: Turning Visionary Ideas into RealityStephen Anderson
(My presentation from Adaptive Path MX)
You’ve got an idea. Maybe it’s a better process that’s a bit unorthodox. Or maybe it’s a new product idea you need to push through your organization. The question is: How does that idea become reality? Between procedure, politics, and other pushbacks, implementing visionary ideas — however promising — requires a lot more than a good prototype or story.
To understand how unorthodox ideas can make it through an organization, we’ll look outside the design industry to filmmaking. Specifically, we’ll look at what it took to make the one of the most influential — and disruptive — films of all time: the original Star Wars movie. If we look behind the scenes, what did it take to get George Lucas’s space fantasy from script to screen? From assembling the right team to navigating the Hollywood corporate studio environment to tapping into powerful universal patterns, speaker Stephen P. Anderson will share six lessons that we as UX Managers — and leaders — can all learn from Lucas’ adventure.
Inspiration from The Edge: New Patterns for Interface DesignStephen Anderson
(My presentation from the IA Summit 2008)
Want a fresh perspective on UI design? Look around. Not at other web sites or desktop applications but at other interactive media. Tivo, the iPhone, the Wii software interface, the ‘Sugar’ OS for the XO Laptop… there’s a world of new UI inspiration that is already being proven out in other devices.
The Force Behind Star Wars: Turning Design Ideas into RealityStephen Anderson
You’ve got an idea. Maybe it’s a new idea for a web application. Maybe it’s a new product idea you need to push through your organization. The question is: How do you turn an idea into reality?
To answer this question, we’ll look at the making of Star Wars. We’ll look behind the scenes at what it took to get George Lucas’s space fantasy from script to screen. From assembling the right team to navigating the Hollywood corporate studio environment to tapping into powerful universal patterns—this presentation suggests more than a dozen lessons UX designers (and developers!) can all learn from this adventure.
The Impact of Artificial Intelligence on Modern Society.pdfssuser3e63fc
Just a game Assignment 3
1. What has made Louis Vuitton's business model successful in the Japanese luxury market?
2. What are the opportunities and challenges for Louis Vuitton in Japan?
3. What are the specifics of the Japanese fashion luxury market?
4. How did Louis Vuitton enter into the Japanese market originally? What were the other entry strategies it adopted later to strengthen its presence?
5. Will Louis Vuitton have any new challenges arise due to the global financial crisis? How does it overcome the new challenges?Assignment 3
1. What has made Louis Vuitton's business model successful in the Japanese luxury market?
2. What are the opportunities and challenges for Louis Vuitton in Japan?
3. What are the specifics of the Japanese fashion luxury market?
4. How did Louis Vuitton enter into the Japanese market originally? What were the other entry strategies it adopted later to strengthen its presence?
5. Will Louis Vuitton have any new challenges arise due to the global financial crisis? How does it overcome the new challenges?Assignment 3
1. What has made Louis Vuitton's business model successful in the Japanese luxury market?
2. What are the opportunities and challenges for Louis Vuitton in Japan?
3. What are the specifics of the Japanese fashion luxury market?
4. How did Louis Vuitton enter into the Japanese market originally? What were the other entry strategies it adopted later to strengthen its presence?
5. Will Louis Vuitton have any new challenges arise due to the global financial crisis? How does it overcome the new challenges?
Want to move your career forward? Looking to build your leadership skills while helping others learn, grow, and improve their skills? Seeking someone who can guide you in achieving these goals?
You can accomplish this through a mentoring partnership. Learn more about the PMISSC Mentoring Program, where you’ll discover the incredible benefits of becoming a mentor or mentee. This program is designed to foster professional growth, enhance skills, and build a strong network within the project management community. Whether you're looking to share your expertise or seeking guidance to advance your career, the PMI Mentoring Program offers valuable opportunities for personal and professional development.
Watch this to learn:
* Overview of the PMISSC Mentoring Program: Mission, vision, and objectives.
* Benefits for Volunteer Mentors: Professional development, networking, personal satisfaction, and recognition.
* Advantages for Mentees: Career advancement, skill development, networking, and confidence building.
* Program Structure and Expectations: Mentor-mentee matching process, program phases, and time commitment.
* Success Stories and Testimonials: Inspiring examples from past participants.
* How to Get Involved: Steps to participate and resources available for support throughout the program.
Learn how you can make a difference in the project management community and take the next step in your professional journey.
About Hector Del Castillo
Hector is VP of Professional Development at the PMI Silver Spring Chapter, and CEO of Bold PM. He's a mid-market growth product executive and changemaker. He works with mid-market product-driven software executives to solve their biggest growth problems. He scales product growth, optimizes ops and builds loyal customers. He has reduced customer churn 33%, and boosted sales 47% for clients. He makes a significant impact by building and launching world-changing AI-powered products. If you're looking for an engaging and inspiring speaker to spark creativity and innovation within your organization, set up an appointment to discuss your specific needs and identify a suitable topic to inspire your audience at your next corporate conference, symposium, executive summit, or planning retreat.
About PMI Silver Spring Chapter
We are a branch of the Project Management Institute. We offer a platform for project management professionals in Silver Spring, MD, and the DC/Baltimore metro area. Monthly meetings facilitate networking, knowledge sharing, and professional development. For event details, visit pmissc.org.
2. JUST FOR FUN:
List as many words as you can answering the question:
“Why do people love/leave a job?”
Only use words that start with the letter “P”
Pay
Projects
etc.
3. STEPHEN P.
ANDERSON
poetpainter.com
I help businesses with
@stephenanderson
‘Product Strategy
& Design’ needs
6. My Book!
How to “get to
first base” with
our users.
The book is divided into four sections:
• AESTHETICS, BEAUTY, AND BEHAVIOR
• PLAYFUL SEDUCTION
• THE SUBTLE ART OF SEDUCTION
• THE DATING GAME
7. I know it is not the
usual type of talk that
you do, but…
Brian Sullivan
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20. explore new ideas and skills...
make lots of
use worlds of different things
based on activities fantasy to inspire
and objects already
familiar
a vital part of the creative
process is to ʻmakeʼ something
learn how things are made
try out your own ideas learn from our failures
experiment
express creativity by drawing
pictures, writing stories… play on their own... or with
a group of real friends
inspiration for creativity comes from many different sources
look outside your own experience
versions of everyday things allow
children to create their own worlds
36. Once the basic skills have been mastered,
designers can use their imaginations to
explore and create their own masterpieces.
37.
38. The more things designers know
about, the more they can use them in
creative thinking and play
39. Gain experience in as many
specialties as possible to round
out your understanding of the
moving parts…
Justin Talerico
co-founder Ion Interactive
http://www.commarts.com/insights/moving-upstream.html
40.
41. The fewer materials and choices
available, the more imagination is
needed by the maker.
42.
43. What p erson would
you like to be like in
your c areer? How
would the y do your
job?
44.
45. Do you think you ever grow out of
imaginary play?
46. Google’s founders Larry Page
and Sergei Brin
Amazon’s Jeff Bezos
Wikipedia founder Jimmy Wales
Julia Child
rapper Sean “P.Diddy” Combs
videogame pioneer Will Wright
48. the Montessori educational
approach might be the surest route
to joining the creative elite
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
49. A number of the innovative entrepreneurs
also went to Montessori schools, where
they learned to follow their curiosity
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
50. Similarly, Amazon’s culture breathes
experimentation and discovery. !Mr. Bezos
often compares Amazon’s strategy of
developing ideas in new markets to “planting
seeds” or “going down blind alleys.” !
Amazon’s executives learn and uncover
opportunities as they go. !Many efforts turn out
to be dead ends, Mr. Bezos has said, “But every
once in a while, you go down an alley and it
opens up into this huge, broad avenue.”
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
52. most highly creative achievers don’t begin
with brilliant ideas, they discover them.
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
53. Montessori taught me the joy of
discovery… It’s all about learning on
your terms, rather than a teacher
explaining stuff to you. SimCity
comes right out of Montessori…
videogame pioneer Will Wright
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
54. We both went to Montessori school,
and I think it was part of that training
of not following rules and orders, and
being self-motivated, questioning
what’s going on in the world, doing
things a little bit differently.
Google’s founders Larry Page
and Sergei Brin
55. I’ve always felt that there’s a
certain kind of important
pioneering that goes on from an
inventor like Thomas Edison
Amazon’s Jeff Bezos
65. How does work
become play?
Most importantly, find the
thing that ignites your passion.
When you tap into that energy,
work becomes play and you
enjoy every minute of it. Once
you’re in that mode, you’re
destined to do great things.
Justin Talerico
co-founder Ion Interactive
http://www.commarts.com/insights/moving-upstream.html
66. WORK AS PLAY
PLAYER TYPES
PLAYERS
WORLDS
GOALS
CHOOSING TO PLAY
THE GAMEPLAN
72. When have you been
happies t? List 5-10
moments.
What kind s of work
excite you most?
(Not anything spec ific, but rather the
underlying nature of the activity)
89. When I play pool, I tend to
overthink the angles to make a shot.
I've found that if I scan the table,
see where I want it to go, then
shoot, I get much better results.
–Jay Morgan
http://www.flickr.com/photos/pichead/
105. For the last five-some years, I’ve given
up making New Year’s Resolutions.
Instead I have what I call the New
Year’s Project. Each year I pick a large
topic, and spend my time on and off
throughout the year teaching myself
about it.
http://www.eleganthack.com/?p=2809
Christina Wodtke
Practical Tip!
106. What do w ant learn
about? Who knows
all about that? Go
m eet them.
Practical Tip!
107. 1. To develop the expertise, reputation, influence, and
means to create (and bring to market) product or service
experiences that dramatically improve peoples' lives.
2. To inspire and share the means by which
organizations can create better customer experiences.
129. WHAT DO YOU
LOVE DOING?
FIGURE OUT
HOW TO PRACTICE
SELL IT AND LEARN!
WHAT ARE LEARN TO WHAT ARE
YOU REALLY SAY NO
PEOPLE
GOOD AT? BUYING?
with some credit to Bud Caddel (whatconsumesme.com) and Jim Collins Good to Great.
131. BIG Wa rning:
My object in living is to unite
My avocation and my vocation
–Robert Frost
132. BIG Wa rning:
My object in living is to unite
My avocation and my vocation
–Robert Frost
If you end up doing what you
love for a living, a work-life
balance & work-life boundaries
are very difficult to establish.
133. Wo r k to li v e . B u t d o n ʼt li v e to w o r k .
134. The "best" investment you can
make isn't gold. It's the people
you love, the dreams you have,
and living a life that matters.
Umair Haque
http://blogs.hbr.org/haque/2011/06/the_best_investment_you_can_ma.html