TEDx Manchester: AI & The Future of WorkVolker Hirsch
TEDx Manchester talk on artificial intelligence (AI) and how the ascent of AI and robotics impacts our future work environments.
The video of the talk is now also available here: https://youtu.be/dRw4d2Si8LA
"תעשה לי את זה מסובך וקשה לשימוש", אמר אף משתמש אף פעם. כולם רוצים ממשק פשוט, קל להבנה, נקי וכל המילים היפות שאנחנו רגילים לשמוע. חשיפה הדרגתית – progressive disclosure – הוא אחד הכלים החשובים בארגז של מאפיין ה-UX, במיוחד במערכות מורכבות. ליאב יציג בהרצאה שלו כמה דוגמאות ייחודיות ליישום של הכלי הזה.
This document discusses onboarding users and converting them into customers. It begins by outlining the customer journey from first impression to paid user. It then discusses the importance of making the product fun and engaging from the very first click. It provides examples from companies like Twitter and Zynga about focusing on the first few clicks or interactions. The document then discusses how the goals and techniques may differ between web and mobile onboarding. It provides tips for identifying the core "why" or jobs users are trying to accomplish. The remainder of the document involves exercises for interviewing users, identifying key jobs and tasks, and designing onboarding experiences focused around proving the value of the product for those core jobs.
The document outlines an experience mapping workshop, including:
1. An introduction to experience mapping, how and when to use it, and guiding principles.
2. A section on gathering customer insights like feelings, thoughts, and behaviors to understand experiences.
3. A framework for mapping human experiences across situations and interactions.
4. Techniques for visualizing maps to communicate insights and drive action.
5. Tips for applying maps to create more seamless experiences.
TEDx Manchester: AI & The Future of WorkVolker Hirsch
TEDx Manchester talk on artificial intelligence (AI) and how the ascent of AI and robotics impacts our future work environments.
The video of the talk is now also available here: https://youtu.be/dRw4d2Si8LA
"תעשה לי את זה מסובך וקשה לשימוש", אמר אף משתמש אף פעם. כולם רוצים ממשק פשוט, קל להבנה, נקי וכל המילים היפות שאנחנו רגילים לשמוע. חשיפה הדרגתית – progressive disclosure – הוא אחד הכלים החשובים בארגז של מאפיין ה-UX, במיוחד במערכות מורכבות. ליאב יציג בהרצאה שלו כמה דוגמאות ייחודיות ליישום של הכלי הזה.
This document discusses onboarding users and converting them into customers. It begins by outlining the customer journey from first impression to paid user. It then discusses the importance of making the product fun and engaging from the very first click. It provides examples from companies like Twitter and Zynga about focusing on the first few clicks or interactions. The document then discusses how the goals and techniques may differ between web and mobile onboarding. It provides tips for identifying the core "why" or jobs users are trying to accomplish. The remainder of the document involves exercises for interviewing users, identifying key jobs and tasks, and designing onboarding experiences focused around proving the value of the product for those core jobs.
The document outlines an experience mapping workshop, including:
1. An introduction to experience mapping, how and when to use it, and guiding principles.
2. A section on gathering customer insights like feelings, thoughts, and behaviors to understand experiences.
3. A framework for mapping human experiences across situations and interactions.
4. Techniques for visualizing maps to communicate insights and drive action.
5. Tips for applying maps to create more seamless experiences.
The document discusses the rise of touchscreen devices and designing interfaces for touch. It notes that tablet ownership in the US has grown rapidly, reaching 42% of US adults by January 2014. It argues that web designers must now consider how pixels feel to the touch, not just how they look visually, as touch has become a mainstream way of interacting with devices. It discusses common grips for holding touchscreen phones and the need to design interfaces that are comfortable to use while holding the device.
From her own experience of embracing and expressing her creativity as well as helping hundreds of people do the same, she is passionate about evangelizing methods to enhance the ways we develop and execute ideas to make them tangible. Through her work, Denise shares big concepts that challenge the status quo and lead to “ahas” that translate into immediate actions, practices and skills to transform all aspects of people’s work lives with focused creativity.
This document discusses how designing for curiosity can drive engagement with digital products and services. It provides examples of apps and websites that saw major growth by leveraging curiosity. There are six forms of unpredictability that can stimulate curiosity: novelty, uncertainty, unresolved complexity, possibility space, conflict, and surprise. The document outlines strategies for applying each of these forms to invite exploration, spark hypotheses for users to test, and encourage reengagement without revealing all the details upfront. The goal is to make the potential outcomes seem positive and safe while still unpredictable.
Everyone loves to use the phrase wearable tech–and to talk about how many billions there are to be made–but if wearables are so great, why do they all suck?
Find out why it's important to think beyond screens and to consider the crucial roles of fashion, utility, fun, and sustainability in your product concept.
This document discusses the concept of touchpoints in designing customer experiences across multiple channels. It defines a touchpoint as a specific point of customer interaction that meets a human need at a certain time and place. Touchpoints should be designed holistically while considering the constraints and opportunities of different channels, as well as customers' feelings, thoughts and behaviors. The document also discusses how organizations can characterize, measure and design touchpoints to create a seamless customer journey and overcome gaps between anticipated and actual customer experiences.
In an age of increasing complexity, prioritizing will be a key skill. It’s easy to add a feature or content, much harder to take away, or to never add at all. How do you identify what your customers really care about, and then be able to defend your decisions to your team and to management?
Learn to create web and app experiences that share control among multiple devices, designing not only for screens but for sensors. The technology is already here in our pockets, handbags, and living rooms.
The talk was given by Shmuli Goldberg in a meetup by UXI.
The meetup - Designing experiences that affect millions: Ynet and Feedvisor [Case Studies] - took place on October 21st 2014.
Join our meetup group to keep updated on UXI's events - http://www.meetup.com/User-Experience-Israel-UXI/
The document discusses the roles and skills of user experience (UX) leaders. It outlines different roles UX leaders can take on, including focusing internally on areas like practice, projects, and change management, or focusing externally. It also notes that while certain UX skills are essential for these roles, others may be optional. The document concludes by stating that the "10,000 hour rule" of mastery through extensive practice applies to UX leadership as with any craft.
אייל וינשטוק הוא סטודנט שנה ד' לעיצוב מוצר במכללה לחינוך לטכנולוגיה ולאמנויות של סמינר הקיבוצים. פרויקט הגמר שלו בוחן דרכים לשפר את איכות חייהם של מוגבלי ראיה, תוך כד שימוש בטכנולוגיות קיימות.
המוצר שאייל עיצב רותם את עוצמת עיבוד הנתונים של הסמארטפון ומגוון טכנולוגיות קיימות כדי לשפר משמעותית את איכות חייו של לקוי הראיה. הפרוייקט מסרב לקבל כי כיום כאשר כל אחד מאיתנו נושא עימו כוח חישוב כה רב, מגבלות פיזיות ימשיכו להטיל צל כבד על חיי היום יום.
למידע נוסף והקלטת ההרצאה של המצגת הזו:
http://uxi.org.il/pages/10829
הרצאה של יעל ריינהולד, מנהלת חבר לוקליזציה, בנושא לוקליזציה, אינטרנציונליזציה וגלובליזציה. התהליכים הקשורים בהתמרה של מוצרים דיגיטליים מתרבות ושפה אחת לתרבות ושפה אחרת.
ההרצאה התקיימה בערב של חוויית משתמש ישראל,
UXI.org.il
ב-23/2/2011, בבית ציוני אמריקה.
לאירועים נוספים:
http://uxi.org.il/events
חבר לו
The document discusses challenges and opportunities for technology-mediated social participation. It outlines a framework with three stages of participation: readers, contributors, and collaborators/leaders. It also discusses theories of how online social networks evolve and factors that motivate different levels of participation, such as usability, sociability, and recognition features. The goal is to harness online communities to address national priorities like disaster response, health issues, education and more.
This document discusses Ben Shneiderman's research on facilitating social participation through information visualization and social media. It outlines his vision to increase social participation in areas like e-commerce, health, education and government through developing theories of how social media networks evolve and increasing participation. It also discusses providing scalable technology infrastructure that protects privacy and security while enabling social participation. The document provides examples of Shneiderman's research projects on visualizing social networks and increasing participation through tools like NodeXL and strategies for community managers.
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The document discusses the rise of touchscreen devices and designing interfaces for touch. It notes that tablet ownership in the US has grown rapidly, reaching 42% of US adults by January 2014. It argues that web designers must now consider how pixels feel to the touch, not just how they look visually, as touch has become a mainstream way of interacting with devices. It discusses common grips for holding touchscreen phones and the need to design interfaces that are comfortable to use while holding the device.
From her own experience of embracing and expressing her creativity as well as helping hundreds of people do the same, she is passionate about evangelizing methods to enhance the ways we develop and execute ideas to make them tangible. Through her work, Denise shares big concepts that challenge the status quo and lead to “ahas” that translate into immediate actions, practices and skills to transform all aspects of people’s work lives with focused creativity.
This document discusses how designing for curiosity can drive engagement with digital products and services. It provides examples of apps and websites that saw major growth by leveraging curiosity. There are six forms of unpredictability that can stimulate curiosity: novelty, uncertainty, unresolved complexity, possibility space, conflict, and surprise. The document outlines strategies for applying each of these forms to invite exploration, spark hypotheses for users to test, and encourage reengagement without revealing all the details upfront. The goal is to make the potential outcomes seem positive and safe while still unpredictable.
Everyone loves to use the phrase wearable tech–and to talk about how many billions there are to be made–but if wearables are so great, why do they all suck?
Find out why it's important to think beyond screens and to consider the crucial roles of fashion, utility, fun, and sustainability in your product concept.
This document discusses the concept of touchpoints in designing customer experiences across multiple channels. It defines a touchpoint as a specific point of customer interaction that meets a human need at a certain time and place. Touchpoints should be designed holistically while considering the constraints and opportunities of different channels, as well as customers' feelings, thoughts and behaviors. The document also discusses how organizations can characterize, measure and design touchpoints to create a seamless customer journey and overcome gaps between anticipated and actual customer experiences.
In an age of increasing complexity, prioritizing will be a key skill. It’s easy to add a feature or content, much harder to take away, or to never add at all. How do you identify what your customers really care about, and then be able to defend your decisions to your team and to management?
Learn to create web and app experiences that share control among multiple devices, designing not only for screens but for sensors. The technology is already here in our pockets, handbags, and living rooms.
The talk was given by Shmuli Goldberg in a meetup by UXI.
The meetup - Designing experiences that affect millions: Ynet and Feedvisor [Case Studies] - took place on October 21st 2014.
Join our meetup group to keep updated on UXI's events - http://www.meetup.com/User-Experience-Israel-UXI/
The document discusses the roles and skills of user experience (UX) leaders. It outlines different roles UX leaders can take on, including focusing internally on areas like practice, projects, and change management, or focusing externally. It also notes that while certain UX skills are essential for these roles, others may be optional. The document concludes by stating that the "10,000 hour rule" of mastery through extensive practice applies to UX leadership as with any craft.
אייל וינשטוק הוא סטודנט שנה ד' לעיצוב מוצר במכללה לחינוך לטכנולוגיה ולאמנויות של סמינר הקיבוצים. פרויקט הגמר שלו בוחן דרכים לשפר את איכות חייהם של מוגבלי ראיה, תוך כד שימוש בטכנולוגיות קיימות.
המוצר שאייל עיצב רותם את עוצמת עיבוד הנתונים של הסמארטפון ומגוון טכנולוגיות קיימות כדי לשפר משמעותית את איכות חייו של לקוי הראיה. הפרוייקט מסרב לקבל כי כיום כאשר כל אחד מאיתנו נושא עימו כוח חישוב כה רב, מגבלות פיזיות ימשיכו להטיל צל כבד על חיי היום יום.
למידע נוסף והקלטת ההרצאה של המצגת הזו:
http://uxi.org.il/pages/10829
הרצאה של יעל ריינהולד, מנהלת חבר לוקליזציה, בנושא לוקליזציה, אינטרנציונליזציה וגלובליזציה. התהליכים הקשורים בהתמרה של מוצרים דיגיטליים מתרבות ושפה אחת לתרבות ושפה אחרת.
ההרצאה התקיימה בערב של חוויית משתמש ישראל,
UXI.org.il
ב-23/2/2011, בבית ציוני אמריקה.
לאירועים נוספים:
http://uxi.org.il/events
חבר לו
The document discusses challenges and opportunities for technology-mediated social participation. It outlines a framework with three stages of participation: readers, contributors, and collaborators/leaders. It also discusses theories of how online social networks evolve and factors that motivate different levels of participation, such as usability, sociability, and recognition features. The goal is to harness online communities to address national priorities like disaster response, health issues, education and more.
This document discusses Ben Shneiderman's research on facilitating social participation through information visualization and social media. It outlines his vision to increase social participation in areas like e-commerce, health, education and government through developing theories of how social media networks evolve and increasing participation. It also discusses providing scalable technology infrastructure that protects privacy and security while enabling social participation. The document provides examples of Shneiderman's research projects on visualizing social networks and increasing participation through tools like NodeXL and strategies for community managers.
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3. מאפיין חוויית משתמש
בעל מקצוע שעוסק בתכנון מוצרים אינטראקטיביים.
מאפייני חוויית משתמש שואפים להשיג נקודת מפגש מיטבית בין
מטרות המוצר ומטרות משתמשיו.
Photo: www.ynet.co.il
4. לרופאים – שבועת היפוקרטס (2591)
"...לעמוד לימין החולה במצוקתו
בכל עת ובכל שעה..."
Photo: joelgordon.photoshelter.com
5. )2001( Agile Manifesto – לאנשי תוכנה
"... אנשים ויחסי גומלין
"...על פני תהליכים וכלים
Screenshot: www.agilemanifesto.org
6. לחברי הכנסת – הצהרת האמונים (8591)
"אני מתחייב לשמור אמונים
למדינת ישראל..."
Photo: www.nrg.co.il
7. לאיגוד הרפלקסולוגים – הקוד האתי
"חבר האיגוד לא יבצע
כל בדיקה אינטימית של המטופל ..."
8. גם לנו מגיע
• מצפן ומסגרת מנחה לעוסקים במקצוע
• כל מילה נבחרה בקפידה
• חשיבות למה שמוצג וגם למה שאינו מוצג