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.
In the digital age, good design doesn’t just result in products, it results in new relationships.
What does it really mean to be “digital”? How do non-software organisations thrive in today’s disruptive landscape? What are the key components that make for a digital transformation?
In his keynote, Alvaro introduces the necessary components for today's organisations to thrive through Strategic Design and Experience Strategy.
最近はマーケティング視点から、私たちがコミュニケーションデザイナーへの変貌を遂げる必要性が説かれるようになりました。しかし、Web に関わる仕事が「コミュニケーションデザイナー」という役割一つでまかなえるわけではありません。また、今 Web の仕事に就いている人たちのキャリアの道筋も、それぞれの資質や経験・スキルを活かし、もっと多様な可能性をもてるはずです。
当セミナーでは、今後必要とされるであろう Web プロフェッショナルの姿をテクノロジー視点、クリエイティブ視点から紹介していきます。年初め、5 年後、10 年後のご自身のキャリアを考えてみませんか。
This document provides an overview of 5 key design trends that will influence the future according to David Report. It begins with an introduction and foreword on the importance of design. It then interviews Faith Popcorn on how the recession may impact design and consumer attitudes. Popcorn predicts that people will simplify their lives and focus more on home life. The document discusses how companies can strategically work with design to meet consumer needs. It emphasizes the importance of differentiating products and having visionary leadership. It also addresses some critiques of design moving away from problem solving. In summary, the document analyzes how design and consumer trends may evolve in response to the current economic climate.
The document discusses how workplaces are becoming "harder working spaces" to maximize efficiency while still fostering collaboration and innovation. It provides examples of how companies like Accenture and Vodafone reduced their real estate footprints significantly through strategies like benching and activity-based work while improving collaboration. These companies designed their workplaces holistically around supporting efficiency, effectiveness, engagement and the environment. The workplace is being reimagined with more open layouts, smaller private offices designed for both individual focus and collaboration, and a variety of shared spaces to encourage the flow of information and ideas that is critical for knowledge work today.
This document discusses lessons learned from international experiences with co-creation innovation. It makes the case that co-creation is the most powerful tool for customer-centric innovation. Some key challenges to co-creation across cultures include differences in what is socially acceptable, logistical issues like infrastructure barriers, and overcoming organizational reluctance to experiment. However, the document also shows that creativity can travel across borders with the right approach. Fundamentally co-creation works everywhere by focusing on universal human capabilities rather than perceived cultural differences.
Introduction to User Experience Design 10/07/17Robert Stribley
The document outlines an introduction to user experience design workshop, including an overview of the history and principles of UX design, the design process, common deliverables, and an example project of redesigning an events website. The workshop agenda covers topics such as user research, information architecture, wireframing, and usability testing. The goal is for participants to understand basic UX concepts and experience the design process.
UX for Startups - Nasscom Product Conclavesaritarora
Hire the best design talent and learn how to work with the designers in a startup.
Also checkout http://uxforstartups.org/ for the video and the handouts.
In the digital age, good design doesn’t just result in products, it results in new relationships.
What does it really mean to be “digital”? How do non-software organisations thrive in today’s disruptive landscape? What are the key components that make for a digital transformation?
In his keynote, Alvaro introduces the necessary components for today's organisations to thrive through Strategic Design and Experience Strategy.
最近はマーケティング視点から、私たちがコミュニケーションデザイナーへの変貌を遂げる必要性が説かれるようになりました。しかし、Web に関わる仕事が「コミュニケーションデザイナー」という役割一つでまかなえるわけではありません。また、今 Web の仕事に就いている人たちのキャリアの道筋も、それぞれの資質や経験・スキルを活かし、もっと多様な可能性をもてるはずです。
当セミナーでは、今後必要とされるであろう Web プロフェッショナルの姿をテクノロジー視点、クリエイティブ視点から紹介していきます。年初め、5 年後、10 年後のご自身のキャリアを考えてみませんか。
This document provides an overview of 5 key design trends that will influence the future according to David Report. It begins with an introduction and foreword on the importance of design. It then interviews Faith Popcorn on how the recession may impact design and consumer attitudes. Popcorn predicts that people will simplify their lives and focus more on home life. The document discusses how companies can strategically work with design to meet consumer needs. It emphasizes the importance of differentiating products and having visionary leadership. It also addresses some critiques of design moving away from problem solving. In summary, the document analyzes how design and consumer trends may evolve in response to the current economic climate.
The document discusses how workplaces are becoming "harder working spaces" to maximize efficiency while still fostering collaboration and innovation. It provides examples of how companies like Accenture and Vodafone reduced their real estate footprints significantly through strategies like benching and activity-based work while improving collaboration. These companies designed their workplaces holistically around supporting efficiency, effectiveness, engagement and the environment. The workplace is being reimagined with more open layouts, smaller private offices designed for both individual focus and collaboration, and a variety of shared spaces to encourage the flow of information and ideas that is critical for knowledge work today.
This document discusses lessons learned from international experiences with co-creation innovation. It makes the case that co-creation is the most powerful tool for customer-centric innovation. Some key challenges to co-creation across cultures include differences in what is socially acceptable, logistical issues like infrastructure barriers, and overcoming organizational reluctance to experiment. However, the document also shows that creativity can travel across borders with the right approach. Fundamentally co-creation works everywhere by focusing on universal human capabilities rather than perceived cultural differences.
Introduction to User Experience Design 10/07/17Robert Stribley
The document outlines an introduction to user experience design workshop, including an overview of the history and principles of UX design, the design process, common deliverables, and an example project of redesigning an events website. The workshop agenda covers topics such as user research, information architecture, wireframing, and usability testing. The goal is for participants to understand basic UX concepts and experience the design process.
UX for Startups - Nasscom Product Conclavesaritarora
Hire the best design talent and learn how to work with the designers in a startup.
Also checkout http://uxforstartups.org/ for the video and the handouts.
This document summarizes interviews with several digital designers about getting into the field of digital design. It discusses 5 main points: 1) how to get into work through building a visual identity, having good ideas, and getting work experience, 2) what makes a great digital designer such as the ability to adapt and have attention to detail, 3) the importance of usability and structure in design, 4) the varied backgrounds designers came from and their reasons for moving to digital design due to new opportunities, and 5) the changing frontiers of digital design including a focus on user experience, touch interfaces, and mobile being the future.
It is time to move Design Thinking to the next level. Companies and design thinkers need not only embrace creativity but also include other design focus areas in the entire process, such as design planning and execution. The workshop will give an overview on the current and next stage of Design thinking, and it will also take a glance on how to go beyond it.
Empowering a Culture of Creativity - St Louis PresentationBig Spaceship
This document outlines how an agency empowers creativity in their organization. They do this by first defining their purpose and values. They develop a culture that rewards sharing and collaboration. They embrace frameworks over rigid processes and create an open and empowering work environment. They encourage exploration and discovery by allowing teams to tinker with new ideas. Their goal is to solve business problems from a digital perspective by connecting different experiences and viewpoints.
Harvard Business School: 5 Ways to Make Your Company More InnovativeHeather Risley
Five experts from Harvard Business School provide ideas on how to make companies more innovative:
1) Clayton Christensen says people can learn innovative thinking by observing what intuitive innovators do. Innovators think differently through skills like associating, observing, questioning, networking, and experimenting.
2) Carliss Baldwin argues companies should tap customer ideas, as customers collectively know more than the company. Firms should encourage open collaboration while protecting some intellectual property.
3) John Gourville notes most new product success or failure depends on inherent product attributes like relative advantage and compatibility rather than marketing. Products should solve problems simply and require minimal behavior change.
4) Stefan Thomke emphasizes allowing time for problem definition and separating
Creating a new culture that can produce breakthrough products like the iPod requires three key conditions: 1) A critical business need that leadership recognizes, 2) A committed leader who will drive the vision, and 3) A compelling vision that inspires people. Changing culture takes time and persistence. Leaders must show support, overcommunicate the vision, reward progress, and be willing to remove those unwilling to change. Creating prototypes helps bring the vision to life and recruit "rebels" to the cause. Ultimately, great products stem from creating a culture where innovation can thrive.
Collaborative Innovation: The State of EngagementDan Keldsen
The ultimate benefits of Collaborative Innovation are when Collaborative Innovation is applied at a strategic level - but are you using the tactics to make the most of Collaborative Innovation?
Last quarter the Collaborative Innovation Team surveyed over 200 thought leaders in multiple functional roles from large and small organizations distributed worldwide. The results offer some fascinating insights into the ways that collaborative innovation is and isn’t being implemented in businesses today.
With only 15% of respondents stating their organization is "very effective" at Collaborative Innovation, and a mere 35% who believe Collaborative Innovation ranks up with the core capabilities of business such as R&D, Operations, Marketing and more - we’re certainly not all masters of this space just yet.
Call it Collaborative Innovation, Enterprise 2.0, Open Innovation, Innovation Management, Hyper-Social Innovation or Social Business... are you doing it? Doing it well? Find out what we've uncovered in this sneak preview of the upcoming ebook on our research results from late 2011 to early 2012.
Truth and Dare - Out of the echochamber into the fireJason Mesut
This document provides a summary of a presentation given by Jason Mesut on the topics of truth and dare in the field of user experience (UX). Some of the key points made in the presentation include:
1) There is no single universal truth in UX and celebrating individual "rockstars" can weaken the field by promoting dogma over practical techniques.
2) Most UX work is done by practitioners who are not well-known, and some of the quietest people have valuable insights to share.
3) The UX field is at risk of "eating itself" as the term becomes diluted and salaries increase disproportionately for junior practitioners providing lower quality work.
Stamping out "pre
Design@Business Club, 1. March 2013
Webinar of the Workshop at the Dconfestival 22. September 2012 at the Dconfestival. Showing how Design Thinking methods can be used to invoke organizational change.
The document discusses "Z-shaped thinkers" and their approach to challenges. Z-shaped thinkers challenge assumptions, reframe problems, explore multiple perspectives, and synthesize information to envision new opportunities. They approach problems in different ways compared to traditional linear thinkers. The document provides examples of how z-shaped thinkers might reframe design problems from focusing solely on form and function to exploring user needs and experiences.
Coming off the Island: principles for a more collaborative, fast approachHeidi Hackemer
I speak for Hyper Island Master Classes in New York. This is the presentation that I've developed (through several drafts) of how to take the theory of working together better for our evolved landscape and being more nimble/collaborative/smart into actual practice.
This document provides an introduction to strategic design. It discusses key topics like what design and strategy are, why strategic design is important, and the design process. The presentation covers how design can help achieve business goals by creating new products and services, improving existing ones, and developing new markets. It also gives examples of how companies like Apple have used strategic design thinking to develop ecosystems around their products.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Work+: Presentation at Futures Festival 2018Daniel Kaplan
As a proof of concept of how arts and fiction can broaden the scope of "thinkable futures", project WORK+ has collaboratively gathered 150+ fictional and artistic “fragments” on the futures of work. These include science fiction, visual and performing arts, speculative design, video games, utopias and manifestos, performances, and so on.
Based on this material, WORK+ has designed an open-source method to help groups and organizations kickstart collaborative thinking on the futures of work. The challenge:
• Use fiction and arts as leverage to embrace change
• Move away from conventional thinking on the future of work
• Dare invent more diverse futures and project oneself in them
This presentation presents the methodology, the content, and the takeaways of the first workshops.
The document outlines an agenda for a workshop on prototyping interaction experiences. The agenda includes an introduction, conceptualization sessions to identify problems, create concepts and scenarios, theory on prototyping techniques, hands-on prototyping sessions, testing prototypes with users, developing service scenarios, and concluding presentations from teams. The goal is for participants to learn how to prototype concepts through an iterative process involving ideation, modeling, testing, and refining ideas based on user feedback.
The document outlines an emergent futures workshop that uses a design futures process to materialize speculative futures through prototyping and storytelling. It discusses how design futures marries futures methods with design thinking to engage with speculative futures at multiple scales, from the abstract to the imagined to the actual. The workshop uses cards depicting drivers of change and questions to prompt teams to diverge, converge, and communicate designs and implications related to speculative futures scenarios.
Rally Roundtable : Lean Startup + User Experience = Awesome, July 11, 2012 [S...LUXr
User Experience is one of the most challenging and least understood aspects of creating a product...and yet it will make or break your product. This deck is from a RallyPad Roundtable talk (http://rallypad.org) and introduces key concepts in Lean Startup, Customer Development, UX and how they play well together.
California Association of Museums Conference
March 7, 2014
Speakers:
Susan Spero, JFK University
Dana Mitroff Silvers, Design Thinking for Museums
Karen Kienzle, Palo Alto Art Center
Brianna Cutts, Sibbett Group
This two-day workshop brings together digital thinkers and practitioners to share insights on making digital work. On day one, participants will learn about evolving consumer trends and digital strategy, and how to build new teams and processes for digital work. Hands-on sessions will explore anxieties and aspirations around digital work, and challenge participants to create something digital. Day two focuses on new agency models, transforming organizations, the role of technology in creative work, and mobilizing consumer participation through digital experiences. Additional hands-on sessions will help participants rethink their own organizations and inspire consumer engagement. Attendees will gain an understanding of roles, processes, and criteria for evolving digitally as individuals and companies.
The document discusses how focusing on people and creating prototypes is a powerful approach to problem solving. It describes how the speaker realized solutions don't always have to be products, and that designers have the tools to identify problems and define any kind of solution, including experiences. The document advocates observing people, especially extreme users, and building quick, iterative prototypes to learn and improve ideas. It argues this approach allows designers to work on any kind of problem in areas like education, government services, and living conditions.
This document summarizes interviews with several digital designers about getting into the field of digital design. It discusses 5 main points: 1) how to get into work through building a visual identity, having good ideas, and getting work experience, 2) what makes a great digital designer such as the ability to adapt and have attention to detail, 3) the importance of usability and structure in design, 4) the varied backgrounds designers came from and their reasons for moving to digital design due to new opportunities, and 5) the changing frontiers of digital design including a focus on user experience, touch interfaces, and mobile being the future.
It is time to move Design Thinking to the next level. Companies and design thinkers need not only embrace creativity but also include other design focus areas in the entire process, such as design planning and execution. The workshop will give an overview on the current and next stage of Design thinking, and it will also take a glance on how to go beyond it.
Empowering a Culture of Creativity - St Louis PresentationBig Spaceship
This document outlines how an agency empowers creativity in their organization. They do this by first defining their purpose and values. They develop a culture that rewards sharing and collaboration. They embrace frameworks over rigid processes and create an open and empowering work environment. They encourage exploration and discovery by allowing teams to tinker with new ideas. Their goal is to solve business problems from a digital perspective by connecting different experiences and viewpoints.
Harvard Business School: 5 Ways to Make Your Company More InnovativeHeather Risley
Five experts from Harvard Business School provide ideas on how to make companies more innovative:
1) Clayton Christensen says people can learn innovative thinking by observing what intuitive innovators do. Innovators think differently through skills like associating, observing, questioning, networking, and experimenting.
2) Carliss Baldwin argues companies should tap customer ideas, as customers collectively know more than the company. Firms should encourage open collaboration while protecting some intellectual property.
3) John Gourville notes most new product success or failure depends on inherent product attributes like relative advantage and compatibility rather than marketing. Products should solve problems simply and require minimal behavior change.
4) Stefan Thomke emphasizes allowing time for problem definition and separating
Creating a new culture that can produce breakthrough products like the iPod requires three key conditions: 1) A critical business need that leadership recognizes, 2) A committed leader who will drive the vision, and 3) A compelling vision that inspires people. Changing culture takes time and persistence. Leaders must show support, overcommunicate the vision, reward progress, and be willing to remove those unwilling to change. Creating prototypes helps bring the vision to life and recruit "rebels" to the cause. Ultimately, great products stem from creating a culture where innovation can thrive.
Collaborative Innovation: The State of EngagementDan Keldsen
The ultimate benefits of Collaborative Innovation are when Collaborative Innovation is applied at a strategic level - but are you using the tactics to make the most of Collaborative Innovation?
Last quarter the Collaborative Innovation Team surveyed over 200 thought leaders in multiple functional roles from large and small organizations distributed worldwide. The results offer some fascinating insights into the ways that collaborative innovation is and isn’t being implemented in businesses today.
With only 15% of respondents stating their organization is "very effective" at Collaborative Innovation, and a mere 35% who believe Collaborative Innovation ranks up with the core capabilities of business such as R&D, Operations, Marketing and more - we’re certainly not all masters of this space just yet.
Call it Collaborative Innovation, Enterprise 2.0, Open Innovation, Innovation Management, Hyper-Social Innovation or Social Business... are you doing it? Doing it well? Find out what we've uncovered in this sneak preview of the upcoming ebook on our research results from late 2011 to early 2012.
Truth and Dare - Out of the echochamber into the fireJason Mesut
This document provides a summary of a presentation given by Jason Mesut on the topics of truth and dare in the field of user experience (UX). Some of the key points made in the presentation include:
1) There is no single universal truth in UX and celebrating individual "rockstars" can weaken the field by promoting dogma over practical techniques.
2) Most UX work is done by practitioners who are not well-known, and some of the quietest people have valuable insights to share.
3) The UX field is at risk of "eating itself" as the term becomes diluted and salaries increase disproportionately for junior practitioners providing lower quality work.
Stamping out "pre
Design@Business Club, 1. March 2013
Webinar of the Workshop at the Dconfestival 22. September 2012 at the Dconfestival. Showing how Design Thinking methods can be used to invoke organizational change.
The document discusses "Z-shaped thinkers" and their approach to challenges. Z-shaped thinkers challenge assumptions, reframe problems, explore multiple perspectives, and synthesize information to envision new opportunities. They approach problems in different ways compared to traditional linear thinkers. The document provides examples of how z-shaped thinkers might reframe design problems from focusing solely on form and function to exploring user needs and experiences.
Coming off the Island: principles for a more collaborative, fast approachHeidi Hackemer
I speak for Hyper Island Master Classes in New York. This is the presentation that I've developed (through several drafts) of how to take the theory of working together better for our evolved landscape and being more nimble/collaborative/smart into actual practice.
This document provides an introduction to strategic design. It discusses key topics like what design and strategy are, why strategic design is important, and the design process. The presentation covers how design can help achieve business goals by creating new products and services, improving existing ones, and developing new markets. It also gives examples of how companies like Apple have used strategic design thinking to develop ecosystems around their products.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Work+: Presentation at Futures Festival 2018Daniel Kaplan
As a proof of concept of how arts and fiction can broaden the scope of "thinkable futures", project WORK+ has collaboratively gathered 150+ fictional and artistic “fragments” on the futures of work. These include science fiction, visual and performing arts, speculative design, video games, utopias and manifestos, performances, and so on.
Based on this material, WORK+ has designed an open-source method to help groups and organizations kickstart collaborative thinking on the futures of work. The challenge:
• Use fiction and arts as leverage to embrace change
• Move away from conventional thinking on the future of work
• Dare invent more diverse futures and project oneself in them
This presentation presents the methodology, the content, and the takeaways of the first workshops.
The document outlines an agenda for a workshop on prototyping interaction experiences. The agenda includes an introduction, conceptualization sessions to identify problems, create concepts and scenarios, theory on prototyping techniques, hands-on prototyping sessions, testing prototypes with users, developing service scenarios, and concluding presentations from teams. The goal is for participants to learn how to prototype concepts through an iterative process involving ideation, modeling, testing, and refining ideas based on user feedback.
The document outlines an emergent futures workshop that uses a design futures process to materialize speculative futures through prototyping and storytelling. It discusses how design futures marries futures methods with design thinking to engage with speculative futures at multiple scales, from the abstract to the imagined to the actual. The workshop uses cards depicting drivers of change and questions to prompt teams to diverge, converge, and communicate designs and implications related to speculative futures scenarios.
Rally Roundtable : Lean Startup + User Experience = Awesome, July 11, 2012 [S...LUXr
User Experience is one of the most challenging and least understood aspects of creating a product...and yet it will make or break your product. This deck is from a RallyPad Roundtable talk (http://rallypad.org) and introduces key concepts in Lean Startup, Customer Development, UX and how they play well together.
California Association of Museums Conference
March 7, 2014
Speakers:
Susan Spero, JFK University
Dana Mitroff Silvers, Design Thinking for Museums
Karen Kienzle, Palo Alto Art Center
Brianna Cutts, Sibbett Group
This two-day workshop brings together digital thinkers and practitioners to share insights on making digital work. On day one, participants will learn about evolving consumer trends and digital strategy, and how to build new teams and processes for digital work. Hands-on sessions will explore anxieties and aspirations around digital work, and challenge participants to create something digital. Day two focuses on new agency models, transforming organizations, the role of technology in creative work, and mobilizing consumer participation through digital experiences. Additional hands-on sessions will help participants rethink their own organizations and inspire consumer engagement. Attendees will gain an understanding of roles, processes, and criteria for evolving digitally as individuals and companies.
The document discusses how focusing on people and creating prototypes is a powerful approach to problem solving. It describes how the speaker realized solutions don't always have to be products, and that designers have the tools to identify problems and define any kind of solution, including experiences. The document advocates observing people, especially extreme users, and building quick, iterative prototypes to learn and improve ideas. It argues this approach allows designers to work on any kind of problem in areas like education, government services, and living conditions.
The document describes a proposed mobile interface design called "The Future Touch" that features:
1) Gesture-based interactions like swiping and rotating to navigate interfaces and switch between apps and desktops for a natural user experience.
2) Customizable home screens, widgets, wallpapers and app icons to allow for personalization.
3) A "timeline" feature to organize photos, notes, messages and other files chronologically for convenient access and management.
4) Innovative clock faces and alarm settings for fun, engaging interactions.
5) Intuitive weather animations that visually represent changing conditions.
The document outlines a concept model for an online shop street marketplace. It details sections for shops, works, exploring notices, and interactions between users. The site map and wireframes show how users can sign up, set up a shop, upload works, view other shops, and leave comments.
This document outlines learnings from experiments with social creativity in a global advertising network. It discusses building business models centered around social dynamics and human connections. An experimental framework is proposed to define cultural problems by arising beliefs, ingrained behaviors, and institutionalized conventions. The document advocates leveraging both dedicated small teams and larger fluid groups through a collaborative network. It also discusses allowing hundreds of ideas early in the process, connecting ideas rather than protecting them, and keeping an open mind during idea curation. The key learnings are to continually experiment and revisit foundational questions.
The briefing document to our two week Create Meaning program in cooperation with the Miami Ad School.
All results will be published on createmeaning.com
Feel free to follow-up Q&A on twitter @createmeaning.com or our blog.
The first prototype of our approaches to move beyond design thinking at DNA. Touching on a number of new tools and techniques as well as theoretical positions from a number of sources. Very much the bleeding edge of our current position.
The workplace of the future is adapting to the demands of a worker who has always known collaborative technology, and physical location is no longer a barrier to connection. In this eBook, experts in employee engagement and workplace design discuss how all companies can create a more connected place, regardless of size or budget.
How Design Triggers Transformation presented by Tjeerd Hoekfrog
This document summarizes the perspective of a design innovation firm. It discusses how the firm helps clients transform their businesses through design-driven innovation. The firm focuses on deep customer insights, concept development using emerging technologies, and inspiring organizations through visual designs. The firm aims to create meaningful products and experiences for clients that have lasting brand equity and business impact.
This document contains the transcript from a presentation on UX in South Africa. It discusses:
1) The current state of UX in South Africa, with some organizations not understanding user needs or how to handle complexity.
2) How companies that use design strategically grow faster, and the need for growth in South Africa.
3) How the 684 attendees can help drive positive change through understanding what UX is and what needs to change.
4) Various aspects of UX like vision, strategy, interaction design and more. It emphasizes the importance of user research, prototyping and getting products in front of users.
Innovation through Experience Design: Designers as InnovatorsJason Ulaszek
The pressure to create amazing, groundbreaking product and service experiences has intensified within just about every industry. Entire industries are now competing heavily on larger, connected ecosystems, not just individualized experiences. Competing organizations are increasingly enlisting designers to help bring clarity to decisions supporting the what, where, how and when of it all. In turn, the pressure point becomes the designer.
Designers possess the ability to influence the creation and design of new products and services. Sometimes they’re even given opportunity to influence business model transformation. But, what about innovation? Do designers possess the ability to disrupt the status quo and become the innovator? And, are they ready for it? I think so. And, after this session I think you’ll see why too.
Together, we’ll examine the role of an experience designer as an innovator and the skills designers command that can engineer new business opportunity and effect social change. We’ll share examples, models and skills that you’ll need in order to lead the charge.
Originally presented by Jason Ulaszek and Brian Winters at Webvisions Chicago on September 24, 2015.
Being Great Client for IT Cluster, RigaZigurds Zakis
Zigurds Zaķis gave a presentation on being a great client for advertising and communication agencies. He discussed understanding the agency process and challenges, choosing the right partner, providing a clear brief, evaluating and evolving work, and being a professional client. The presentation covered agency structures, competencies to consider, evaluating creative work, and the changing role of communications professionals in today's society.
Welcome to Innovation Territory - ProductCamp Vancouver 2013Cynthia DuVal
Cynthia DuVal along with colleagues Stewart Rogers and Elizabeth Yeung describe a design ethnography and innovation discovery project we did for a software company that resulted in a 5-year innovation roadmap.
December 2017 presentation covering: What is design thinking? What does it look like in practice? What are some case stories of design thinking being used in the real world? How can we use design thinking in our organization? Where can I learn more?
Design Thinking as new strategic tool. Presentation made to spark the discussion about innovation & inspiration and new business opportunities. And how to introduce Design Thinking as a strategic tool in your company.
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.
IDE0 is a global design firm that uses human-centered design thinking to help organizations innovate. The design thinking process involves defining problems, ideating solutions, prototyping ideas, testing prototypes, and iterating based on feedback. IDEO helps clients uncover latent user needs and designs products, services, and experiences to address those needs in a sustainable way. The key is prototyping ideas early and testing them to fail fast and improve designs more quickly.
Oh! That exists. And... there's actually a job for it?StemDes1gn
The document introduces Roseann Stempinski as an experience designer and strategist. Over her career, she has worked in various design roles including graphic design, brand strategy, industrial design, experience design, and more. She has worked with many different companies across various industries on projects involving packaging design, product design, digital products, design systems, and design strategy/ethnography. The document then discusses different perspectives on what design means, why design is important, common design career paths, and examples of different design roles such as design researcher, design strategist, service designer, industrial designer, digital product designer, user experience designer, art director, graphic designer, and information designer.
Designing for developers, developing for designersNatalia Medina
A interação entre designers e desenvolvedores é essencial na hora de construir um bom produto. Nessa talk falamos um pouco dos dois pontos fundamentais que facilitam a colaboração e possibilitam o compartilhamento de mindset entre designers e desenvolvedores.
____
The interaction between designers and developers is essential to build a good product. We talk about some of the two fundamental points that facilitate collaboration and enable the sharing of mindsets between designers and developers.
The report provides an overview about the program, speakers, some highlights and results from the workshops conducted at the first Design at Business Conference on Nov 1 & 2, 2016in Berlin.
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.
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.
2. Background Information
The world around us is changing fast, and not all the changes
are positive. We're facing the biggest natural, social and
economic challenges our world has ever seen. This project is
about the new realities in this world changing and how a New
Generation is there to rip up the rulebook and start over.
3. RESEARCH
New entrepreneur
Spaces
Social media
Concept Brainstorm
DEFINITION
User
Persona
Requirement
CONCEPT
Target
Function
Form
Structure
Style
4. PA R T 1 R E S E A R C H
different functions.
Relaxing environment also nice to work in?
new opportunities.
integrating new spaces with old spaces
New
Entrepreneur
Spaces
Keywords.
Design directions.
Who they are?
What they need?
How they works?
How to start a Concept
business? Social
Brainstorm
Media
Geomapping.
synchronizing places.
reactions & interactions.
Time & place.
Localization.
5.
6. SUCCESSFUL ENTREPRENEUR CASES
CHRIS HUGHES TRISTAN HARRIS, CAN SAR, MADDIE BRADSHAW
27 JESSE YOUNG 23
co-founder of Facebook, 25 (Harris), 25 (Sar), and 24 (Young) blogger and inventor of “WeTransfer”
Obama online campaign Apture’s technology (hyperlinks) Dutch
American American
CHIARA FERRAGNI MADDIE BRADSHAW GUIDO MARTINETTI,
23 13 FEDERICO GROM
“The blond salad” fashion blog founder of m3 girl design 33 (Guido) 35 (Federico)
Italian American “Grom” ice-cream franchise
Italian
SUSAN GREGG KOGER, DANIEL EK NIKLAS ZENNSTROM,
ERIC KOGER 28 JANUS FRIIS
24 (Susan) and 25 (Eric) Music program “Spotify” 45 (Niklas) 35 (Janus)
online shop “Mod-cloth” Swedish founders of Skype and Kazaa
American Swedish/Danish
TAVI GEVINSON JENI BAUER ADAM RICH, BEN LERER
14 - 29 (Adam), 28 (Ben)
“The style Rookie” fashion blog “Jeni’s Splendid Ice Creams” founder of “Thrillist”
American franchise American
American
7. A NEW ENTREPRENEUR INTERVIEW
Outsourcing Work?
One man business, run by a young creative guy • Bookkeeping (financial management)
• website (promotion)
Started 1,5 years ago, must be profitable within 3 years
TEAM or INDIVIDUAL?
Organizes events. Activities include:
• Cost
• Organizing custom events (company events, public events,
• Collaboration problem
birthdays, anniversaries, weddings etc).
• Trust
• Booking artists for events from database
• Expanding and maintaining artist database
Branding/Promotion?
Operates from home • Ways for showing to others
• A website is not easy, so make it easy?
Meets clients at home or external location • VI design should be considered
No employees. Home? Café? Office?
• Number of members
Outsourced bookkeeping and website • Cost and environment
• Networking (online and offline)
8. SPACES NEED TO…
Focus on work
Comfortable & Convenient, Clean & Safe
Inspire creativity
Fast network covered
Improve space utilization
Easy to communication
Ways for sharing
Office automation
The most important is to Improve Efficiency.
9. SOCIAL MEDIA
Gives everyone the ability to create
and spread content.
Participation Public
Communication Interactive
Connectivity Community
10. APPLICATIONS TO HELP WORKING?
1) Time planning
2) Task Management
3) Records of meetings and discussions
4) Mind map
5) Instant messaging
6) Company email
7) Collaboration platform
8) Presentations
9) Sharing
10) Project archive (WIKI)
11) Networking of Colleagues
ALSO…The most important is to Improve Efficiency.
11. CONCEPT BRAINSTORM
3 A platform for entrepreneurs to exchange experience.
4 A system to help new entrepreneurs to manage their business.
12. PA R T 2 D E F I N I T I O N
Target users?
(They should be focused on.)
Who they are?
What do they have in common?
What they need?
Requirements
Users
Persona
How many types of users.
Modeling for them.
13. ENTREPRENEUR AREAS
INDEPENDENT INDEPENDENT IT & SALES FOOD & …
DESIGNERS CREATIVE INTERNET SERVICE
WORKERS
Show their design Show their works Information Logistics channel Good taste Show oneself
Find project/clients order Find project/clients order Product development Market Employee
Find produce and operation Online shop Rent a store
• Young
• Multi Creative Industry
• Sharing,Commuication
• Open • Their works are suitable for showing to others.
• Creative • They want to be known to those who may have interest in them.
14. Chiara
23
A
fashion designer
Italian
“I don’t want to just follow fashion. I
Chen
25
ChineseB
handwork maker
Freelancer & Avocation
Photographer, handwork maker, gourmand,
pastry chef, independent creator, video
maker, music maker, inventor…
“We are trying our best to convey a sense of happiness.”
• Have their own shop and become more popular among
want to create it.” young people in Beijing.
• Studying about how to manage a shop.
• Do not have so much experience • Uphold and improve their design concept, and let
• Dream to build an original brand, but it’s not easy. others be fond of their works.
• Focus on design and live a simple and ideal life.
Profession
C
Designer Freelancer Consultant
Designer
Graphic designer, Web designer, Primer Allen
Fashion designer, Industrial designer, 30
Advertising Designer… Weeding Planner
Experience
American
“My job is to give the new couple a memorable experience.”
• Provide private wedding consulting services.
• Share the stories of love on the weddings.
Senior
• Want to share her experience and be known to more.
Consultant
PERSONA Creative Industry Consultant, Event Organizer, Programmer…
15. A
Chiara
23
fashion designer
Italian
“I don’t want to just follow fashion. I want to create it.”
Chiara is studying on a fashion master’s degree in Milan, Italy, at Istituto Marangoni.
Participated in several design competitions, she informed that she needs to learn many
[Motivation & Target] things before being an excellent designer, and there is still a long way to go. She doesn’t have
• Want others to view her design and give so much experience and she wants more people to view her design and give some
some suggestions to help her grow. suggestions.
• Dream to build her own original brand to As a student, Chiara works hard to improve her design capacity and get to know more
express her own emotions and artistic. information as fashion trends are changeful. Her dream is to build an original brand, but it’s
• Focus on design and don’t want to think not easy. If she should do the design and production all by herself, the high cost of a single
too much. piece may be a big problem. Channel, samples, money, and in many other areas, it is in fact
very difficult for a single designer to expand.
So she wonders if working for a design company will be a better choice. She wants to express
her own emotions and artistic freely, but setting up a personal brand is more than just design,
but a business. She just wants to focus on design and live a simple and ideal life.
16. B
Chen
25
handwork maker
Chinese
“We are trying our best to convey a sense of happiness.”
Mr. Chen loves hand working, especially making dolls. He built his independent
design brand in Beijing in the winter of 2008.
[Motivation & Target] At first time, he and his 2 friends built a small online music broadcasting site. They made the
miniature of the dolls and broadcast the music to about 2000 audiences. But they met a lot of
• show their works and life attitude to more problems so they closed their music site. Then they began to sell dolls on the music festival
people and looked around for business. They became known by more people with the rise of
• get more recognition and support creative market (iMart). But at that time they faced a rights lawsuit so they had to learn
• sell hand-made dolls through online shop business model and think about the future. They set up their own shop in 2010 and became
or their store to keep their business. more popular among young people in Beijing.
But they still have some problems. Mr. Chen needs to know how to manage a shop. As a
handwork designer, he should uphold and improve their design concept, and let others be
fond of their works. He hopes to get more recognition and support, and he hopes that their
life style and attitude will be liked by more people. He believes that his little team is passing a
feeling of “Happiness” to others, which is their value.
17. C
Allen
30
Weeding Planner
American
“We are trying our best to convey a sense of happiness.”
Allen is an independent weeding planner, and she has 3 years’ experience in Wedding
Services. Before becoming a wedding planner, she used to have some jobs about exhibition
planning and event organizing.
[Motivation & Target] Her job is to provide private consulting services. Weeding planners should be with good Co-
ordination, and they must have creativity, enthusiasm and sense of service. For example, to make
• show her cases in wedding planning a flower plan on the wedding, she will firstly tell the florist the proposed theme concept which has
and share her experience been well designed, as well as the color scheme and the elements required. Then the florist
• share the stories of love to others creates design on request, and finally she will discuss the Florist’s program with the bride, propose
• find more consumers professional advice and help the bride to make a decision.
There are always many interesting and touching stories on the wedding or during the days
preparing a wedding. So Allen wants to share these stories which are full of love. She wants to let
others know what she is doing, as it is so valuable. She believes that every wedding is a witness to
every couple that goes hand in hand with their love.
She saved the photos of every wedding that she planned, and she wants to share her experience.
She hopes to be known to more people, and then she will do better.
18. Chiara Chen Allen
• Want others to view her design and give • Show their works and life attitude to more • Show her cases in wedding planning and
some suggestions to help her grow. people share her experience
• Dream to build her own original brand to • Get more recognition and support • Share the stories of love to others
express her own emotions and artistic. • Sell hand-made dolls through online shop or • Find more consumers
• Focus on design and don’t want to think too their store to keep their business.
much.
[common characters] USER NEEDS
- Information concerned
- Creative • Show themselves - Promotion
- fun
works, ideas, products, stories…
- flexibility
- visual thinking • Share information - Communication
- multi-field working experiences, activities, news…
19. PA R T 3 CONCEPT
Target Style
Form
Structure
Function
20. - SHOW your ideas and works
SHOP&SHOW - SHARE your stories and information
- SELL your products and yourself
21. SHOP&SHOW Site structure
4 kinds of users
• Tourist user
(see all the stalls & works, see part of
the user’s info)
• Normal registered user
(all above, add comments & favors,
using message board, edit personal info,
give a private message to a stall owner )
• Owner of a stall
(all above, upload new works, decorate
stalls, add links)
• Site administrator
22. <SHOP&SHOW street> home page
A line of little stalls run by different independent designers.
• Stalls will be made in simple structure (to high light the
works of designers). Each Stall will have a big board to
show the name of the stall. It has 2-4 windows to show
different aspects of the designers’ works.
• The site will offer several different type of stall for
users to choose.
• Beside the enter door, owners can choose to add their
name(s), and a very brief introduction.
• First enter, the stalls of all kinds are random arranged.
Users can search a certain kind of stall, the street will
rearrange.
23. <Stall> works overall show
User can click a stall to get inside, and see more about the works.
Inside the stall there will be 3 main parts
• Notice Board (where the stall owners can post their notice or
advertisements about their stall or works or themselves)
• Profile (owners can upload their photos, and edit personal
information, e.g. contact numbers, e-mails, address…)
• Work Display (one picture, or paragraph of text to brief show
each work, the works can be cataloged)
24. <Work Show> details of work
Users can click the picture of the work to see
details.
• In the page of a certain piece of work,
there can be several pictures, text graphs,
or even videos to show it.
• User can make a comment or add the
work to favor.
• For some works, you can get its links to
eBay, taobao. (For now, mean the site just
be built, the site only offer links. As the
site developed, it can built its own selling
system, so that people needn’t go to other
shopping website to buy the piece work)
25. HAVE A STALL ON SHOP&SHOW
• Register to become a SHOP&SHOW member
STEP1 • Apply to open a SHOW&SHOW
• approved
• Choose stall style
STEP2 • Give your stall a name
• Upload pictures
STEP3 • upload pictures & add notice/ ads
• upload pictures, add introduction
STEP4 • add links to eBay…
26. <Message board>
Open to every registered user.
Users can post their new ideas, job notices,
activities plans, latest news....
follow the notice they interested in.
add favors, add comments…
All the messages can be catalogued and
show in different colors
-green(opinions, ideas)
-blue(I want to hire..., I want a job... )
-pink(activities, meeting, party)
-yellow(news finding)
-white(place to add a new message)
27. USE MESSAGE BOARD
1 Browse the messages 2 View a message
At first the messages Click any of the
(squares) are in random, message box, it will
and some message box is open, and show the
blank. (Blank boxes are details of the
for adding a new message) message, there
Only keywords or title are maybe pictures and
showed. text.
3 Add a new message 4 Search a message
click a blank box, and it Users can also
will open. Then user can search a certain kind
choose the topic of the of message by color,
message (the colors), add the message board
text or picture. Each will be rearranged.
message can be added
several tags, so users can
search messages by a
certain tag.