The document discusses various topics related to UX design, including:
1) Millennials will make up 75% of the workforce in 10 years and expect good user experiences. Great UX will be required for organizations to succeed.
2) New remote working options and telepresence devices were mentioned, as well as how embodiment impacts interactions.
3) A video was shared about an experience design project involving different types of collaborators like dancers and programmers.
Dispatches From Afar: Building and Managing a Distributed Desktop TeamHDI Orange County
In companies with offices in multiple geographic locations, it's the nature of desktop support to work in and manage teams that are widely scattered. Ten years ago, companies had the budget and resources to bring people together for training and team building, but in the current climate of reduced staff levels and nonexistent travel budgets, how do you build and maintain an effective distributed desktop support team?
This presentation talks about:
- The essential technical and nontechnical elements for building a cohesive distributed desktop support team
- Ways of effectively leveraging communication technologies to strengthen a distributed desktop support team
- Characteristics to look for when staffing a distributed desktop support team
- The five essentials of a distributed desktop support team
- Tips to follow and pitfalls to avoid when building a distributed desktop support team.
Slides from the January 2011 meeting of IxDA State College, featuring the announcement of a project with the ClearWater Conservancy and various presentations on interaction design and development processes.
Darefest 2014: how to prototype your organisationNascom
Jo Martens from NASCOM discusses how to prototype an organization's culture. Prototyping involves creating culture, experiments, and habits. To create culture, small, repeated actions are used to push tools, methods, and an organizational identity. Experiments are also important to prototype and test new ideas. Regular habits help reinforce the developing culture over time. The goal is to shape people's mental models of the organization through prototyping different aspects of culture.
The meeting discussed progress on various tasks related to a creative and media project. They reviewed tasks such as finishing and publishing level two work, planning a staff presentation, contacting about a creative/media truck, and uses for the truck. Additional items discussed were putting scores on Macs, using a projector for motivation, and issues with sashes including possible solutions.
Charles Sturt led a team leader development forum expo where they learned several lessons. They saw an opportunity to further develop project management skills. They gained an understanding of what place making is and its benefits to communities. They also learned that placemaking can mean different things to different people.
The slide presents the content of the "HEAR" part of Human-Centered Design Process, given in a multidisciplinary collaborative innovative design course hosted by drhhtang and Mike Chen. Participants are composed of about 14 design students and 21 IT students, working together to finish APP for underprivileged users. The course started from February to Jun 2013. The lecture room was E2-324 in National Taiwan University of Science and Technology. The expectation for the final results is working APP that solves an important problem for users.
The document discusses various topics related to UX design, including:
1) Millennials will make up 75% of the workforce in 10 years and expect good user experiences. Great UX will be required for organizations to succeed.
2) New remote working options and telepresence devices were mentioned, as well as how embodiment impacts interactions.
3) A video was shared about an experience design project involving different types of collaborators like dancers and programmers.
Dispatches From Afar: Building and Managing a Distributed Desktop TeamHDI Orange County
In companies with offices in multiple geographic locations, it's the nature of desktop support to work in and manage teams that are widely scattered. Ten years ago, companies had the budget and resources to bring people together for training and team building, but in the current climate of reduced staff levels and nonexistent travel budgets, how do you build and maintain an effective distributed desktop support team?
This presentation talks about:
- The essential technical and nontechnical elements for building a cohesive distributed desktop support team
- Ways of effectively leveraging communication technologies to strengthen a distributed desktop support team
- Characteristics to look for when staffing a distributed desktop support team
- The five essentials of a distributed desktop support team
- Tips to follow and pitfalls to avoid when building a distributed desktop support team.
Slides from the January 2011 meeting of IxDA State College, featuring the announcement of a project with the ClearWater Conservancy and various presentations on interaction design and development processes.
Darefest 2014: how to prototype your organisationNascom
Jo Martens from NASCOM discusses how to prototype an organization's culture. Prototyping involves creating culture, experiments, and habits. To create culture, small, repeated actions are used to push tools, methods, and an organizational identity. Experiments are also important to prototype and test new ideas. Regular habits help reinforce the developing culture over time. The goal is to shape people's mental models of the organization through prototyping different aspects of culture.
The meeting discussed progress on various tasks related to a creative and media project. They reviewed tasks such as finishing and publishing level two work, planning a staff presentation, contacting about a creative/media truck, and uses for the truck. Additional items discussed were putting scores on Macs, using a projector for motivation, and issues with sashes including possible solutions.
Charles Sturt led a team leader development forum expo where they learned several lessons. They saw an opportunity to further develop project management skills. They gained an understanding of what place making is and its benefits to communities. They also learned that placemaking can mean different things to different people.
The slide presents the content of the "HEAR" part of Human-Centered Design Process, given in a multidisciplinary collaborative innovative design course hosted by drhhtang and Mike Chen. Participants are composed of about 14 design students and 21 IT students, working together to finish APP for underprivileged users. The course started from February to Jun 2013. The lecture room was E2-324 in National Taiwan University of Science and Technology. The expectation for the final results is working APP that solves an important problem for users.
This document outlines a 4-step model for the creative process and provides additional details on brainstorming, developing the "big idea", and evaluating ideas.
The 4-step model includes exploring for new information, experimenting and playing with different approaches, evaluating results, and overcoming obstacles to implement creative concepts. Brainstorming aims to stimulate new ideas from existing ones through free association. Developing the "big idea" means creating a mental picture of an ad that builds on strategy and consumer desires in a novel way. The creative team then evaluates ideas using the "creative pyramid" to decide if a big idea should be implemented, modified, or discarded.
This document discusses creativity and the creative process. It defines creativity as thinking of something new and defines three main types: combinational, exploratory, and transformational. The creative process involves both conscious and unconscious thinking and can be stimulated individually and in groups. Several theories of the creative process are described, including incubation, convergent/divergent thinking, the "geneplore" model, conceptual blending, and the explicit-implicit interaction theory. Creativity in organizations can play a role in innovation through generating new ideas for technologies, products, processes, marketing strategies, and more. Creative people tend to be misfits, loners, non-conformists, original, sensitive, and adventurous. Factors
The document discusses notes from a class on creativity and innovation taught by Marc Tassoul. It covers the key stages in forming creative teams, which include forming the team, dealing with conflicts in the storming stage, and getting the team organized in the norming stage. It also outlines IDEO's design thinking process of hear, create, deliver and discusses techniques for each stage like understanding the problem, idea generation through brainstorming and suspending disbelief, and facilitating the process.
Creativity and innovation are important for problem solving and business growth. [1] Creativity involves generating new ideas, while innovation is the process of developing and applying creative ideas. [2] For an organization, innovation refers to converting new ideas into useful products, services, or practices. [3] While creativity is needed for innovation, it is not sufficient on its own - innovative ideas must also be applied successfully.
Ready, Set, Present (Creativity PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Creativity adds to everyone’s personal and professional bottom line and is where innovation and excellence begins. Creativity PowerPoint Presentation Content slides include topics such as: understanding creativity as a human skill using mini systems and processes, the benefits of creativity, left and right brain thinking, blocks to creativity, organizational success through creativity, over techniques, methods, examples and exercises. There are 9 slides covering the definition of creativity, 10 slides on how creative mind works followed by 14 slides describing the process of creativity, creative people and their qualities. Within the first 43 slides you will discover connection between creativity and organizational success and ways to increase your personal creativity. In addition you will receive 19 slides of unique information about fostering organizational creativity, 23 slides covering management and group creativity as well as 11 slides about creativity and the future plus much more.
This document outlines a research study that aims to identify the creative ideation process used by advertising students. It will use Interactive Qualitative Analysis (IQA), a modified grounded theory approach, to analyze focus groups and interviews with students. The study seeks to map out the key elements (affinities) of the creative process and how they relate, in order to develop a system that describes the advertising-specific creative ideation process used by students. This will help address gaps in existing linear models of creativity and provide insights to improve creative training.
The document discusses the creative process and emphasizes that creativity is about ideas rather than the medium used to express them. It outlines the birth of brainstorming techniques and lists rules for brainstorming like avoiding criticism and embracing unusual ideas. The document also outlines a typical 4-step creative process of preparation, ideation, incubation, and evaluation and stresses the importance of understanding and trusting one's own creative process.
The document describes a model of creativity with six phases: inspiration, clarification, ideation, distillation, incubation, and implementation. It explains that creativity involves generating many ideas (inspiration), determining goals and objectives (clarification), focusing ideas (distillation), taking breaks to let the subconscious work (incubation), and determined, persistent work (implementation). Each phase is important for creative work, and people tend to have strengths and weaknesses in different phases.
This document discusses various methods and tools for directed creativity, including heuristics, brainstorming, synectics, and value analysis. It provides definitions and principles for each. Heuristics are experience-based techniques that can help with problem solving and discovery. Brainstorming involves generating many possible solutions to a problem without initial judgment. Synectics uses direct, personal, fantasy, and symbolic analogies to find innovative solutions. Value analysis is a problem-solving technique that analyzes products/services to reduce costs without affecting value or performance.
Creativity and innovation are important for adapting to changing environments. Creativity involves producing novel and useful ideas while innovation is the successful implementation of creative ideas. Factors that influence creativity include individual characteristics like personality and motivation as well as environmental factors at the group, organizational, and societal levels. Motivation, resources, management practices, group characteristics, and organizational culture can all impact creativity. Pressures and impediments like lack of autonomy or excessive workloads can inhibit creativity while factors like encouragement and support can promote creativity.
The document discusses how law can be used as an instrument of social change. It notes that as societies change over time, new situations will arise that require the legal system to adapt accordingly to allow for peaceful change through legislation and judicial development. Specifically, the document outlines how certain harmful customs in India like sati, child marriage, and female infanticide were legally abolished through acts like the Sati Regulation Act and Child Marriage Restraint Act. However, it also notes that while social legislation can be based on social norms, laws alone cannot initiate change in social norms or values - people must internalize new legal norms for legislation to effectively create social change.
Creativity isn't just for artists, musicians, writers, and designers. We all have the ability to be excellent creative thinkers. - https://www.milestechnologies.com
This document discusses creativity and innovation. It argues that creativity involves combining existing ideas to create something new. True innovation requires challenging existing ways of thinking and taking customers' perspectives. Innovation is difficult because companies tend to benchmark each other, leading to similar approaches. The document advocates rethinking how companies are run to foster a culture where new ideas are welcomed, risks are embraced, and failure is accepted as part of the learning process. Speed and action are important for innovation to succeed.
With the explosion of the maker movement, schools are beginning to embrace creativity. However, what does this mean for assessment? Should we assess the creative process? Should we assess the finished product? Does assessing creativity actually make kids more risk-averse? In this workshop we explore what it means to assess both the creative process and the creative product without leading to risk aversion.
This is my slide deck from my session at the North Carolina Reading Conference last week in Raleigh, NC. I do staff development to schools and districts all over the country about best practices in literacy instruction. This topic is one of my most requested.
Harvey Wheaton spoke at ProductTank October 2011 and shared his experiences of building and running Agile teams at his games studio Supermassive Games.
The document discusses the challenges of designing products and interfaces as technology becomes more complex. As products have more features, they become harder for users to understand and use, leading to frustration. Experience design aims to address this by considering human, technical, and aesthetic factors. It also discusses how agency and design team models are evolving to take a more holistic, people-centered approach to digital experiences across multiple channels. Experience design blurs traditional boundaries and requires generalists who can approach problems from different perspectives.
DevOps does not exist in a vacuum; it rests on a social structure and culture that are intertwined. Hierarchies within organizations, industry connections, and globalization all influence culture. At the same time, culture influences social structure and impacts its effectiveness. To complicate matters even more, the tools we use have an overarching influence. Tools can affect our behavior, how we share knowledge, and our organizational hierarchies.
Often, a particular technology is presented as a “best practice” or as the right way to solve a problem. How do we resolve the cognitive dissonance that arises when the “correct” tool is no longer suited to our current environment? As technology increasingly shapes how we work, how do we determine what technologies to adopt to help effect the changes we want?
In this webinar, Chef Software Engineer Jennifer Davis will help you to frame the choices available to you, identify the weaknesses in your environment that your current tools disguise, and be more effective and deliberate with the tools used in your organization.
See the recorded webinar here: https://www.chef.io/blog/event/webinar-effective-tools-for-effective-change/
Experience Design + Th Digital Agency (Phizzpop Edition)guest76e321
The document discusses the evolution of experience design from focusing on specialized fields like usability to a more holistic approach that blurs lines between disciplines. It notes experience design exists at the intersection of human, technical, and aesthetic interests. The role of agencies is also becoming more blurred as they work across advertising, marketing, and design consulting. Experience design teams are described as "T-shaped" - having both deep skills and ability to collaborate broadly. The document argues that experience design will continue solving complex problems through creative solutions that help brands connect with customers.
Experience Design + The Digital Agency (Phizzpop version)David Armano
The document discusses the evolution of experience design from focusing on specialized fields like usability to a more holistic approach that blurs lines between disciplines. It notes experience design exists at the intersection of human, technical, and aesthetic interests. The role of agencies is also becoming more blurred as they work across advertising, marketing, design, and other areas. The document advocates for a T-shaped approach to experience design, with both deep expertise and ability to collaborate broadly. It argues experience design will continue solving complex problems through creative solutions.
The document discusses personas and scenarios, which are tools used in user experience design. It defines a persona as a fictional user archetype that represents patterns found in research. Personas help designers make decisions by putting a human face to research findings. Scenarios depict typical tasks or journeys a persona might undertake. They outline the steps in a process and how the persona would feel at each step and what they would want to accomplish. The document provides guidance on developing personas and scenarios through exercises and examples. It explains how these tools can help identify problems and opportunities to improve the user experience.
This document provides an introduction to new media and interaction design. It discusses key topics like what new media is, interaction design fundamentals, and user-centered design. New media is described as technologies with digital interactivity. The document also covers data, technology, culture, art, social networks, and interaction design processes like personas, scenarios, and user stories to help guide the design process and focus on user needs.
This document outlines a 4-step model for the creative process and provides additional details on brainstorming, developing the "big idea", and evaluating ideas.
The 4-step model includes exploring for new information, experimenting and playing with different approaches, evaluating results, and overcoming obstacles to implement creative concepts. Brainstorming aims to stimulate new ideas from existing ones through free association. Developing the "big idea" means creating a mental picture of an ad that builds on strategy and consumer desires in a novel way. The creative team then evaluates ideas using the "creative pyramid" to decide if a big idea should be implemented, modified, or discarded.
This document discusses creativity and the creative process. It defines creativity as thinking of something new and defines three main types: combinational, exploratory, and transformational. The creative process involves both conscious and unconscious thinking and can be stimulated individually and in groups. Several theories of the creative process are described, including incubation, convergent/divergent thinking, the "geneplore" model, conceptual blending, and the explicit-implicit interaction theory. Creativity in organizations can play a role in innovation through generating new ideas for technologies, products, processes, marketing strategies, and more. Creative people tend to be misfits, loners, non-conformists, original, sensitive, and adventurous. Factors
The document discusses notes from a class on creativity and innovation taught by Marc Tassoul. It covers the key stages in forming creative teams, which include forming the team, dealing with conflicts in the storming stage, and getting the team organized in the norming stage. It also outlines IDEO's design thinking process of hear, create, deliver and discusses techniques for each stage like understanding the problem, idea generation through brainstorming and suspending disbelief, and facilitating the process.
Creativity and innovation are important for problem solving and business growth. [1] Creativity involves generating new ideas, while innovation is the process of developing and applying creative ideas. [2] For an organization, innovation refers to converting new ideas into useful products, services, or practices. [3] While creativity is needed for innovation, it is not sufficient on its own - innovative ideas must also be applied successfully.
Ready, Set, Present (Creativity PowerPoint Presentation Content): 100+ PowerPoint presentation content slides. Creativity adds to everyone’s personal and professional bottom line and is where innovation and excellence begins. Creativity PowerPoint Presentation Content slides include topics such as: understanding creativity as a human skill using mini systems and processes, the benefits of creativity, left and right brain thinking, blocks to creativity, organizational success through creativity, over techniques, methods, examples and exercises. There are 9 slides covering the definition of creativity, 10 slides on how creative mind works followed by 14 slides describing the process of creativity, creative people and their qualities. Within the first 43 slides you will discover connection between creativity and organizational success and ways to increase your personal creativity. In addition you will receive 19 slides of unique information about fostering organizational creativity, 23 slides covering management and group creativity as well as 11 slides about creativity and the future plus much more.
This document outlines a research study that aims to identify the creative ideation process used by advertising students. It will use Interactive Qualitative Analysis (IQA), a modified grounded theory approach, to analyze focus groups and interviews with students. The study seeks to map out the key elements (affinities) of the creative process and how they relate, in order to develop a system that describes the advertising-specific creative ideation process used by students. This will help address gaps in existing linear models of creativity and provide insights to improve creative training.
The document discusses the creative process and emphasizes that creativity is about ideas rather than the medium used to express them. It outlines the birth of brainstorming techniques and lists rules for brainstorming like avoiding criticism and embracing unusual ideas. The document also outlines a typical 4-step creative process of preparation, ideation, incubation, and evaluation and stresses the importance of understanding and trusting one's own creative process.
The document describes a model of creativity with six phases: inspiration, clarification, ideation, distillation, incubation, and implementation. It explains that creativity involves generating many ideas (inspiration), determining goals and objectives (clarification), focusing ideas (distillation), taking breaks to let the subconscious work (incubation), and determined, persistent work (implementation). Each phase is important for creative work, and people tend to have strengths and weaknesses in different phases.
This document discusses various methods and tools for directed creativity, including heuristics, brainstorming, synectics, and value analysis. It provides definitions and principles for each. Heuristics are experience-based techniques that can help with problem solving and discovery. Brainstorming involves generating many possible solutions to a problem without initial judgment. Synectics uses direct, personal, fantasy, and symbolic analogies to find innovative solutions. Value analysis is a problem-solving technique that analyzes products/services to reduce costs without affecting value or performance.
Creativity and innovation are important for adapting to changing environments. Creativity involves producing novel and useful ideas while innovation is the successful implementation of creative ideas. Factors that influence creativity include individual characteristics like personality and motivation as well as environmental factors at the group, organizational, and societal levels. Motivation, resources, management practices, group characteristics, and organizational culture can all impact creativity. Pressures and impediments like lack of autonomy or excessive workloads can inhibit creativity while factors like encouragement and support can promote creativity.
The document discusses how law can be used as an instrument of social change. It notes that as societies change over time, new situations will arise that require the legal system to adapt accordingly to allow for peaceful change through legislation and judicial development. Specifically, the document outlines how certain harmful customs in India like sati, child marriage, and female infanticide were legally abolished through acts like the Sati Regulation Act and Child Marriage Restraint Act. However, it also notes that while social legislation can be based on social norms, laws alone cannot initiate change in social norms or values - people must internalize new legal norms for legislation to effectively create social change.
Creativity isn't just for artists, musicians, writers, and designers. We all have the ability to be excellent creative thinkers. - https://www.milestechnologies.com
This document discusses creativity and innovation. It argues that creativity involves combining existing ideas to create something new. True innovation requires challenging existing ways of thinking and taking customers' perspectives. Innovation is difficult because companies tend to benchmark each other, leading to similar approaches. The document advocates rethinking how companies are run to foster a culture where new ideas are welcomed, risks are embraced, and failure is accepted as part of the learning process. Speed and action are important for innovation to succeed.
With the explosion of the maker movement, schools are beginning to embrace creativity. However, what does this mean for assessment? Should we assess the creative process? Should we assess the finished product? Does assessing creativity actually make kids more risk-averse? In this workshop we explore what it means to assess both the creative process and the creative product without leading to risk aversion.
This is my slide deck from my session at the North Carolina Reading Conference last week in Raleigh, NC. I do staff development to schools and districts all over the country about best practices in literacy instruction. This topic is one of my most requested.
Harvey Wheaton spoke at ProductTank October 2011 and shared his experiences of building and running Agile teams at his games studio Supermassive Games.
The document discusses the challenges of designing products and interfaces as technology becomes more complex. As products have more features, they become harder for users to understand and use, leading to frustration. Experience design aims to address this by considering human, technical, and aesthetic factors. It also discusses how agency and design team models are evolving to take a more holistic, people-centered approach to digital experiences across multiple channels. Experience design blurs traditional boundaries and requires generalists who can approach problems from different perspectives.
DevOps does not exist in a vacuum; it rests on a social structure and culture that are intertwined. Hierarchies within organizations, industry connections, and globalization all influence culture. At the same time, culture influences social structure and impacts its effectiveness. To complicate matters even more, the tools we use have an overarching influence. Tools can affect our behavior, how we share knowledge, and our organizational hierarchies.
Often, a particular technology is presented as a “best practice” or as the right way to solve a problem. How do we resolve the cognitive dissonance that arises when the “correct” tool is no longer suited to our current environment? As technology increasingly shapes how we work, how do we determine what technologies to adopt to help effect the changes we want?
In this webinar, Chef Software Engineer Jennifer Davis will help you to frame the choices available to you, identify the weaknesses in your environment that your current tools disguise, and be more effective and deliberate with the tools used in your organization.
See the recorded webinar here: https://www.chef.io/blog/event/webinar-effective-tools-for-effective-change/
Experience Design + Th Digital Agency (Phizzpop Edition)guest76e321
The document discusses the evolution of experience design from focusing on specialized fields like usability to a more holistic approach that blurs lines between disciplines. It notes experience design exists at the intersection of human, technical, and aesthetic interests. The role of agencies is also becoming more blurred as they work across advertising, marketing, and design consulting. Experience design teams are described as "T-shaped" - having both deep skills and ability to collaborate broadly. The document argues that experience design will continue solving complex problems through creative solutions that help brands connect with customers.
Experience Design + The Digital Agency (Phizzpop version)David Armano
The document discusses the evolution of experience design from focusing on specialized fields like usability to a more holistic approach that blurs lines between disciplines. It notes experience design exists at the intersection of human, technical, and aesthetic interests. The role of agencies is also becoming more blurred as they work across advertising, marketing, design, and other areas. The document advocates for a T-shaped approach to experience design, with both deep expertise and ability to collaborate broadly. It argues experience design will continue solving complex problems through creative solutions.
The document discusses personas and scenarios, which are tools used in user experience design. It defines a persona as a fictional user archetype that represents patterns found in research. Personas help designers make decisions by putting a human face to research findings. Scenarios depict typical tasks or journeys a persona might undertake. They outline the steps in a process and how the persona would feel at each step and what they would want to accomplish. The document provides guidance on developing personas and scenarios through exercises and examples. It explains how these tools can help identify problems and opportunities to improve the user experience.
This document provides an introduction to new media and interaction design. It discusses key topics like what new media is, interaction design fundamentals, and user-centered design. New media is described as technologies with digital interactivity. The document also covers data, technology, culture, art, social networks, and interaction design processes like personas, scenarios, and user stories to help guide the design process and focus on user needs.
Natalie Korotaeva: The Secret Source to Building a Successful Relationship wi...WeAreDevelopers
How to find hidden unicorns, attract talented software developers and establish a developer culture. Which perks and benefits matter most to developers? And what does it take to make your company more attractive for female developers?
Experience Design, Convergence + The Digital AgencyCritical Mass
The document discusses the challenges of designing complex digital products and experiences. As technology has advanced, products have become more complicated to use which frustrates users. Experience design has emerged to address this by focusing on human, technical, and aesthetic factors. The roles of experience designers and digital agencies are also becoming more interdisciplinary and "fuzzy" as they address the full digital experience rather than isolated aspects. The ideal team brings together overlapping skills to design experiences across multiple channels in a way that is people-driven.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
Social Intranet Design Strategies presented by Intranet Connections CEO Carolyn Douglas at the 19th Annual Intranets for Internal Communications, Vancouver, BC
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
User Experience Design: A Primer for MarketersJason Brush
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
How do we get beyond "blah blah blah?" How can non-profits use the web to get more done -- instead of drowning in chatter, overload, and distraction? How do we empower our supporters to participate and engage in depth, instead of just talking at them? How do we use the web as a smart collaboration engine, instead of just another communications medium?
In this keynote presentation and discussion, Matt Thompson, Chief Storyteller for the Mozilla Foundation, will share what he's learned from successes and failures in the space. His new mantra -- "think small, do less, work open" -- is a six-word manifesto for organizations seeking smarter collaboration, greater focus and agility, and reduced mental clutter and transaction cost.
In a world of overflowing inboxes and shrinking attention spans, content is no longer king -- meaningful engagement and participation is. So what can we learn from how leading organizations are using open web tools and thinking to let their audiences in, tap greater human potential, and unlock hidden superpowers? Join us for a lively exploration into where the web is headed.
June, 2010 Utah Product Management Association presentation, "Creating products that people love" by Steve Ballard, Director of User Experience for attask.com.
Natalie Korotaeva: The Secret Source to Building a Successful Relationship wi...Jakob Stubbe
How to find hidden unicorns, attract talented software developers and establish a developer culture. Which perks and benefits matter most to developers? And what does it take to make your company more attractive for female developers?
A concept is proposed for an online platform called SHOP&SHOW to help independent creative workers and entrepreneurs promote and sell their work. The platform would allow users to have virtual "stalls" to display their designs, products, stories and experiences. Users could view each other's stalls, comment and purchase items. A message board would enable sharing of ideas, job opportunities and news. The goal is to help creative users promote themselves, find recognition and sell their works through an engaging online community.
Interaction design aims to help people reach their goals by solving problems and creating interactions between humans and technology. It focuses on ensuring users do not feel stupid, irritated or discomforted when interacting with systems. There are four main approaches: user-centered design prioritizes users' goals and knowledge; activity-centered design examines users' activities and behaviors; systems design outlines technological components; and genius design assumes the designer knows best. Good interaction design creates experiences that are trustworthy, appropriate, smart, responsive, clever, pleasurable and avoid mistakes. The document outlines several principles and laws that guide interaction design, such as Moore's law, Fitt's law and Hick's law. It also discusses methods like cultural probes, user testing
In a design- and development-centered culture, where content is something that fills the pretty boxes, how do you initiate a content-first approach? Determined to insert a more thoughtful approach to content into existing processes, including Agile and scenario-focused engineering (SFE), Kate Kiely set out on a journey—first to understand her environment, then to influence change from the inside out. Through many hours of interviews, documentation, and the introduction of a distributed ownership model, she was able to put a content strategy practice in place within 6 months. In this hands-on workshop, Kate will share her story and help you explore ways to shake up your workflow.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
AI-Powered Food Delivery Transforming App Development in Saudi Arabia.pdfTechgropse Pvt.Ltd.
In this blog post, we'll delve into the intersection of AI and app development in Saudi Arabia, focusing on the food delivery sector. We'll explore how AI is revolutionizing the way Saudi consumers order food, how restaurants manage their operations, and how delivery partners navigate the bustling streets of cities like Riyadh, Jeddah, and Dammam. Through real-world case studies, we'll showcase how leading Saudi food delivery apps are leveraging AI to redefine convenience, personalization, and efficiency.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Things to Consider When Choosing a Website Developer for your Website | FODUUFODUU
Choosing the right website developer is crucial for your business. This article covers essential factors to consider, including experience, portfolio, technical skills, communication, pricing, reputation & reviews, cost and budget considerations and post-launch support. Make an informed decision to ensure your website meets your business goals.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
2. “Don’t Fear Process”
“Fear shitty people making up the process”
“Fear process making up for shitty people”
“Fear process making up for shitty people”
“Fear process making up for shitty people”
“Fear process making up for shitty people”
-Stefan Sagmeister
Designer/Artist/Banana Painter
3. “You can’t do great work if your house
is not in order”
-Kim Laama
Creative Director, AKQA
Boulder Digital Works 2011
6. Technology
Technology
• Hardware
• Software
• Ability/Expertise
People Process
People
• Creativity Process
• Communication Tools
• Personality • Work Flow & meetings
• Attitude • Organization
7. Culture Technology
Technology
Culture • Hardware
• Software
• Ability/Expertise
People
Process
• Creativity Process
• Communication Tools
• Personality • Work Flow & meetings
• Attitude • Organization
17. Creativity can’t be limited to the creative
department.
...digital can’t be either.
...digital can’t be either.
18. Can We Create a Workflow UX?
Can We Put People One-Click away from what
they need to do their job?
19. DEPARTMENTS WITH BAD UX =
CREATIVE ENEMIES:
THEY KILL OUR PEOPLE’S TIME (AND SPIRIT)
THEY KILL OUR PEOPLE’S TIME (AND SPIRIT)
THEY KILL OUR PEOPLE’S TIME (AND SPIRIT)
THEY KILL OUR PEOPLE’S TIME (AND SPIRIT)
• Not creative process • But the big ‘P‘ — Agency process
• My wife dragged me to go see a Stefan Sagmeister talk. • This quote really stuck with me. • Is this the purpose of your process? ...I hope not... but is it?
• Then listening in on Boulder Digital works I heard this quote. • A clean desk makes the best work. Great work is clean and well thought out. This only comes from a clean well thought out process.
It’s really that simple.
• It’s not just creative it effects • It’s a huge effect on our culture as an agency.
• Process is HOW people USE technology. • This experience has a big effect on how people experience the agency • Also forms the essence of the agency Culture.
• Agency Process is really another word for EMPLOYEE USER EXPERIENCE?
A the heart of most processes lies something called STATUS. Status touches every job and is therefore the heart of agency culture and your work. • Do you have a MEETING CULTURE vs. PRESENTATION CULTURE? • Can we give Project Mangers a better presentation tool to turn status into a presentation of the work in progress?
• So that is where it started. • We moved status to a google Doc Presentation. • That’s when something amazing happened.
• A Google Doc is really a website — that looks like a Doc. • It’s on-line & has a unique URL. • When we start to think of our docs as websites everything changes.
• You demand a better User Experience from a website than you do a Word Doc. • You think in terms of ‘clicks-away’ from good content. • Think about your process. You up with stuff in agency process you’d NEVER put up with on a website.
How many clicks does it take for people to get what you need to do their job? • How much of their time are we wasting? Are we making people needlessly frustrated? Doesn't that effect attitude? — and in turn culture?
We expect less from a workflow system than a website... but why?
• Why can’t we build an agency UX system that puts people 1 click away from what they need?
Of course we can if we move our process from paper to digital. • Websites that link to one and other. • Making it easier to find what people need. • Putting things online = 1 click away.
It’s been said of creative shops that creativity can’t be limited to a department.
What can we do to improve Integer Culture? • 1 click rule • Not 7 or 8...
And enemies of a good/productive culture. • EVERY department needs to thinking in terms of User Experience. • Not just the digital/creative department