Početkom decembra smo sumirali rezultate. Koliki smo, kakvi smo, koliko smo dobri... BeeShaper je naš prvi startup, svi u timu su gotovo dve godine posvetili njegovom razvoju. Evo kako izgledamo nakon tri meseca javne Bete.
Start-up Chile Marketing & Advertising Tribe session on Data Analysis tools for startups. Written by Pedro Villalobos (Lagiar.com), Felipe del Sol (Admetricks.com), Liane Siebenhaar (Mewe.co). This is a selection of tools you can use to shape your pitch and product. If you have any questions, don't hesitate to contact us.
10 Steps of Project Management in Digital Agencies Alemsah Ozturk
This is part of our ( 41? 29! ) agency's culture series. Basicly this series of documents helps our teams learn the foundation of agency culture, basic rules to do their work. We are all about sharing the data & know how, so here we are ;)
Presented at Hofstra University on 3/9/12 in the Leo Guthart Cultural Center Theater. Topics discussed included the evolution of marketing, advertising, and how to best use social media for personal branding use.
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Start-up Chile Marketing & Advertising Tribe session on Data Analysis tools for startups. Written by Pedro Villalobos (Lagiar.com), Felipe del Sol (Admetricks.com), Liane Siebenhaar (Mewe.co). This is a selection of tools you can use to shape your pitch and product. If you have any questions, don't hesitate to contact us.
10 Steps of Project Management in Digital Agencies Alemsah Ozturk
This is part of our ( 41? 29! ) agency's culture series. Basicly this series of documents helps our teams learn the foundation of agency culture, basic rules to do their work. We are all about sharing the data & know how, so here we are ;)
Presented at Hofstra University on 3/9/12 in the Leo Guthart Cultural Center Theater. Topics discussed included the evolution of marketing, advertising, and how to best use social media for personal branding use.
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
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