Slides from 'Lean UX (User Experience) Workshop' held 29 Jan. 2014 at Movida Japan, based on the #leanuxbook published in Japanese - http://sprmar.io/leanuxbookja.
Slides from 'Lean UX (User Experience) Workshop' held 29 Jan. 2014 at Movida Japan, based on the #leanuxbook published in Japanese - http://sprmar.io/leanuxbookja.
Slide deck from my #Devlove session at Tokyo covering #ServiceDesign, Information Architecture, and an Enterprise Architecture framework.
Latest blog post on this presentation: http://sprmar.io/sdneia
Slide deck from my #Devlove session at Tokyo covering #ServiceDesign, Information Architecture, and an Enterprise Architecture framework.
Latest blog post on this presentation: http://sprmar.io/sdneia
Rapid video prototyping for connected productsMartin Charlier
Slides from a workshop on using video as a rapid prototyping tool for connected products run by Tom Metcalfe and Martin Charlier at Interaction16 conference in Helsinki.
Apresentação sobre o Analista de Negócio, que é um profissional que conhece o negócio e também conhece tecnologia.
A CBAP, a certificação e o BABok 2.0, que é o guia das boas práticas para análise de negócio também são discutidos.
É mostrado as práticas, técnicas e ferramentas
para Análise de Negócio.
Key Issues for Requirements Engineering (lecture slides)Dagmar Monett
Online lecture at the School of Computer Science, University of Hertfordshire, Hatfield, UK, as part of the 10th Europe Week from 3rd to 7th March 2014.
Trabalho de 1º ano de Ensino Médio que fiz para uma aula de Sociologia. Ele aborda -superficialmente, advirto- sobre a origem da comunicação, o que seríamos sem ela, quais os principais problemas relacionados à comunicação e como melhorarmos nossa comunicação com os outros.
Para que seja feita uma boa apresentação, poderá ser necessário complementá-lo. Se possível, ou se quiser, faça alterações nele para que ele possa tomar as características que melhor lhe aprouver.
Espero ajudar quem pegá-los.
Para visualizar os efeitos dos slides, recomendo que baixe o arquivo.
Trabalho de alunos do curso de Desenho de Construção Civil (ETESP - 2014) na matéria de LTT (Linguagem, Trabalho e Tecnologia).
Material elaborado sobre os desafios da comunicação corporativa, para apresentação na 12ª SEPEX (Semana de Pesquisa e Extensão) da Faculdade Salesiana de Vitória / ES, ocorrida em julho de 2013.
The purpose of persona mapping is to enable you to communicate with different types of personas using language they understand from the way they see the world.
Architects see the world differently that engineers, you have to communicate to them in the world they understand to get your marketing messages across to them.
Give your audience something of value, build trust and credibility, and then introduce your products and services to help them solve their problems. But do this to your target personas communicating in the world they understand.
Get it right and your business will grow from more sales.
12. Communication & collaboration ( 交流と共同 )
Documentation can be misinterpreted, but experiences are shared.
ドキュメントは誤解されることがあるが、体験は共有できる。
Gauge feasibility while reducing waste( 実現可能性を判断する )
Wireframes, mockups, and requirement documents live in paper, not reality.
Prototyping allows teams to experiment, giving them the freedom to fail cheaply while
learning more. 失敗することで新しい気づきを得られる。良い悪しを見極め実現可能性を見極
める。
Sell your idea( アイデアを売る )
Prototypes can be great for pitching if you re working with skeptical clients.
Experiencing the reallife website or app proves your vision more than a wordy
description or mockup bogged down with notes.
プロトタイプによって長ったらしい言葉ではなく、体験を共有することでビジョンを伝えられる。
Why prototype?
13. Test usability earlier( ユーザビリティテストを簡単に )
Usertesting a prototype, you re able to find problems and fix them earlier in the
process, saving yourself a huge hassle of dealing with them when they re cemented
in code. プロトタイプによって早い段階でユーザビリティの課題をみつけられる。
Set your design priorities( デザインの優先順位を決める )
We recommend prototyping early and often because prioritizing interaction design will
keep you grounded in reality when you make static design decisions. The visuals must
fulfill the experience, not the other way around.
プロトタイピングにより、インタラクションデザインの優先度をユーザー中心の考えのもとに決
めることができる。
16. Showing is always better than telling, and experience is king.
Different departments use different lingo and jargon, but a
prototype shatters all barriers. 専門用語とは無関係にデザイナーと開発者
のゴールや目的が共有できる。デザイナーはデザインすること、開発はコーディ
ングをすることがゴールではない。
A prototype is a powerful weapon to bring to any presentation.
Boyle s Law is simple but effective: never go to a meeting without
a prototype. In terms of its communicative and persuasive abilities,
this presentational aid often makes the difference between a yes
or a no. プロトタイプはプレゼンの強力な武器になる。自分たちのコンセプ
トを明確に体験として伝えられる。
How Prototypes Improve Collaboration & Communication
19. Decision-making ( 意思決定 )
Important design choices concerning ergonomics, shape, function, production ‒ sometimes all
at once ‒ are finalized in the prototyping phase. A working prototype will give you instant
feedback so you can make an educated decision.
人間工学・形・機能・・デザインを根拠に基づき客観的な意思決定することができる。
For the designer, there are three main benefits of prototyping:
Focus ( フォーカス )
With concrete feedback for all senses.prototypes ground you in user reality. UX priorities
become apparent when you can experience them right in front of you.
すべての感覚を具体的なフィートバックで、ユーザー中心の考えを根付かせる。また、UX の優
先順位を明らかにする。
Parallelism( 並行作業 )
Gathering feedback, setting requirements, and brainstorming new concepts and interactions can
all happen at the same time while prototyping, and when done right will complement each other
プロトタイプでは、フィードバックの収集、必要条件の設定、コンセプトやインタラクションの
ブレインストーミングを同時に行うことができる。また , それぞれを補うことも出来る。
How Prototypes Add Balance to Design
21. Prototyping is a way to sketch with interactions to create a rough model
of usability, then refine and perfect.
Know the product(製品を知る)
製品を知らなければ、ユーザビリティテスティングでの振る舞いや目的が不明確
になってしまう。
Recruit the right testtakers ( 正しくリクルーティングする)
定性で5人以上、定量で20人が必要です(有名な Nielsen の図を参照)
また、ターゲットになり得るユーザーを中心にリクルーティングします。
Set up the right test ( 良いテストを設定する)
予算・タイミング・プロジェクトのニーズや目的に合わせてテストを設定する。
Analyze results ( 結果の分析)
データをインサイトに変えるフェーズです。なるべくすぐに行うことも重要。
How Prototyping Makes Usability Testing Easier
22. Why Prototyping Is Mandatory for Mobile
MobilePC
環境
場所
インプット
スクリーン
マルチタスク
概ね予測できる
座っている、リラックスしている
主にキーボードとマウス タッチデバイス、ジェスチャー
大きい
キーボード、ROM、
マウス、大きな画面・・・
複数のタスクを素早く、並行
小さい
不定で変わりやすい
絶えず変わる
23. We ve found the following to be the most compelling reasons for mobile
prototyping.
Flow makes or breaks the mobile experience
(フローはモバイル体験を作る)
モバイル体験は幾つかのページを遷移するので、フローは優先順位として高い。
Animations make the experience fun & desirable
(アニメーションは体験を楽しく魅力的なモノにする)
アニメーションはマイクロインタラクションの重要な要素である。
UX mistakes are more expensive
(UXのミスは高くつく)
プロトタイピングは長い目でみると、時間・お金を節約出来る。