The document discusses the roles of product managers and UX designers at Wix and how they work together. It explains that product managers initially create "Tractor UIs" as a starting point for discussion. The product managers and UX designers then use these to have discussions and make final decisions together based on their areas of responsibility. The UX designers then create live mockups to test with users, and the product managers and UX designers jointly consider this feedback to determine what to change in the product.
UXIlive2016 - Mobile Onboarding / Shai Wolkomir Shai Wolkomir
The document discusses first time user experience (FTUE) and onboarding for mobile apps. It notes that 80% of users are lost within the first 72 hours, and that FTUE is crucial for retention, engagement and reducing frustration. The document reviews statistics from A/B testing of over 200 apps, finding that only 12.5% of tests produce meaningful results. It stresses testing different FTUE approaches using data to improve the user experience and focus on personalization to increase app usage and value for new users.
הרצאתו של עילי אבני "הטוב, הרע והמכוער - ארגז הכלים החדש שלכם" 2016Web Science
להזמנת הרצאות ותיאום הדרכות ניתן ליצור עימנו קשר hello@webscience.pro
"תדגיש את זה בצהוב כדי שיבלוט"! "תגדיל את הכפתור ב-30% לפחות"! "אף אחד לא יגלול עד לשם"!
כמה פעמים אפיינתם או עיצבתם את יצירת המופת האישית שלכם ומישהו טען שזה אולי 'נכון', זה 'מתאים למותג', זה 'נראה טוב', אבל זה 'לא מספיק מניע לפעולה'?
עולם ה- Conversion Optimization מציע ארגז כלים שמאפשר לנו ליצור חוויית משתמש שמאפשרת להנות מכל העולמות – גם לשרת את המותג ולהזמין לשימוש, וגם להגדיל המרות.
בהרצאתו, יחשוף עילי טכניקות, שיטות עבודה ו- Case Studies אמיתיים, שיראו לכם איך אפשר לשפר יחס המרה, ועדיין לתת למשתמשים ממשק שהם רוצים להשתמש בו.
How to achieve innovative, creative and inventive UX solutions: Techniques and Examples. It was presented by Yoram Rosner, founder of 5IVE :: innovation & UX. as part of UXI 2016.
3 Cs of Design: Charters, Critique, & CultureRuss U
The document discusses various topics related to team leadership and culture, including the benefits of creating a team charter, implementing a continuous critique process, facilitating collaboration, and cultivating a strong team culture. Some key points covered include defining a team's purpose, commitments, focus areas, and growth opportunities in a charter; assigning critique buddies to provide feedback on work; emphasizing servant leadership and setting people up for success; and remembering that leadership is more about the team than any individual. The overall message is that non-technical skills like these are important for team and life success.
The document discusses the roles of product managers and UX designers at Wix and how they work together. It explains that product managers initially create "Tractor UIs" as a starting point for discussion. The product managers and UX designers then use these to have discussions and make final decisions together based on their areas of responsibility. The UX designers then create live mockups to test with users, and the product managers and UX designers jointly consider this feedback to determine what to change in the product.
UXIlive2016 - Mobile Onboarding / Shai Wolkomir Shai Wolkomir
The document discusses first time user experience (FTUE) and onboarding for mobile apps. It notes that 80% of users are lost within the first 72 hours, and that FTUE is crucial for retention, engagement and reducing frustration. The document reviews statistics from A/B testing of over 200 apps, finding that only 12.5% of tests produce meaningful results. It stresses testing different FTUE approaches using data to improve the user experience and focus on personalization to increase app usage and value for new users.
הרצאתו של עילי אבני "הטוב, הרע והמכוער - ארגז הכלים החדש שלכם" 2016Web Science
להזמנת הרצאות ותיאום הדרכות ניתן ליצור עימנו קשר hello@webscience.pro
"תדגיש את זה בצהוב כדי שיבלוט"! "תגדיל את הכפתור ב-30% לפחות"! "אף אחד לא יגלול עד לשם"!
כמה פעמים אפיינתם או עיצבתם את יצירת המופת האישית שלכם ומישהו טען שזה אולי 'נכון', זה 'מתאים למותג', זה 'נראה טוב', אבל זה 'לא מספיק מניע לפעולה'?
עולם ה- Conversion Optimization מציע ארגז כלים שמאפשר לנו ליצור חוויית משתמש שמאפשרת להנות מכל העולמות – גם לשרת את המותג ולהזמין לשימוש, וגם להגדיל המרות.
בהרצאתו, יחשוף עילי טכניקות, שיטות עבודה ו- Case Studies אמיתיים, שיראו לכם איך אפשר לשפר יחס המרה, ועדיין לתת למשתמשים ממשק שהם רוצים להשתמש בו.
How to achieve innovative, creative and inventive UX solutions: Techniques and Examples. It was presented by Yoram Rosner, founder of 5IVE :: innovation & UX. as part of UXI 2016.
3 Cs of Design: Charters, Critique, & CultureRuss U
The document discusses various topics related to team leadership and culture, including the benefits of creating a team charter, implementing a continuous critique process, facilitating collaboration, and cultivating a strong team culture. Some key points covered include defining a team's purpose, commitments, focus areas, and growth opportunities in a charter; assigning critique buddies to provide feedback on work; emphasizing servant leadership and setting people up for success; and remembering that leadership is more about the team than any individual. The overall message is that non-technical skills like these are important for team and life success.
UXI Live 2016 - עיצוב מיטבי בארגון שלך, איך?Moshe Weiss
מתקשה להסביר למה עיצוב יעזור למותג ולמכירות? מתקשה לשנות עדיפויות כדי לתמוך יותר ב user centered design? מתקשה לגייס כסף למחקר ולשיפור חווית המשתמש? מתקשה להצדיק השקעה בעיצוב? מתקשה לגרום לפיתוח ועיצוב לעבוד בהרמוניה מושלמת?
והכי חשוב - מתקשה לגרום לצוות העיצוב להביא את הבשורה?
התחום של אפיון חוויית משתמש צובר תאוצה בארץ ובעולם. אנחנו עוסקים באפיון של מערכות אתרים ואפליקציות, כולם בסופו של דבר מוצגים על-גבי מסך. למשתמשים במוצרים שאנחנו מתכננים, לעומת זאת, יש עניין בשירות שלנו הרבה מעבר למסכים. היכן הגבול שלנו כמאפיינים ומאפיינות עובר? עד כמה אנחנו יכולים להשפיע? ההרצאה בוחנת את גבולות המקצוע כפי שהוא מוגדר היום במקומות רבים ותציג כאלה שפרצו אותם.
ההרצאה הוצגה בכנס
UXI Live 2014
http://uxilive.co.il/2014
The passage discusses the importance of summarization for processing large amounts of text data. It notes that automatic summarization systems aim to condense long documents into shorter summaries while maintaining the most important concepts and entities. The challenges of building such systems include identifying the most salient pieces of information, organizing them coherently, and presenting the summary using natural language.
User experience design aims to improve customer satisfaction and loyalty by enhancing the usability, ease of use, and enjoyment people feel when interacting with a product. It focuses on optimizing the interactions between customers and a company's offerings. The goal is to design products and services that are easy and pleasing to use.
Enterprise Digital Strategy - Digital transformation in large organizationsShay Rosen (שי רוזן)
My presentation from the UXILive conference. I talked about digital transformation and customer experience in large corporates. What are the setbacks and what needs to be done to overcome them.
"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.
UXI Live 2016 - עיצוב מיטבי בארגון שלך, איך?Moshe Weiss
מתקשה להסביר למה עיצוב יעזור למותג ולמכירות? מתקשה לשנות עדיפויות כדי לתמוך יותר ב user centered design? מתקשה לגייס כסף למחקר ולשיפור חווית המשתמש? מתקשה להצדיק השקעה בעיצוב? מתקשה לגרום לפיתוח ועיצוב לעבוד בהרמוניה מושלמת?
והכי חשוב - מתקשה לגרום לצוות העיצוב להביא את הבשורה?
התחום של אפיון חוויית משתמש צובר תאוצה בארץ ובעולם. אנחנו עוסקים באפיון של מערכות אתרים ואפליקציות, כולם בסופו של דבר מוצגים על-גבי מסך. למשתמשים במוצרים שאנחנו מתכננים, לעומת זאת, יש עניין בשירות שלנו הרבה מעבר למסכים. היכן הגבול שלנו כמאפיינים ומאפיינות עובר? עד כמה אנחנו יכולים להשפיע? ההרצאה בוחנת את גבולות המקצוע כפי שהוא מוגדר היום במקומות רבים ותציג כאלה שפרצו אותם.
ההרצאה הוצגה בכנס
UXI Live 2014
http://uxilive.co.il/2014
The passage discusses the importance of summarization for processing large amounts of text data. It notes that automatic summarization systems aim to condense long documents into shorter summaries while maintaining the most important concepts and entities. The challenges of building such systems include identifying the most salient pieces of information, organizing them coherently, and presenting the summary using natural language.
User experience design aims to improve customer satisfaction and loyalty by enhancing the usability, ease of use, and enjoyment people feel when interacting with a product. It focuses on optimizing the interactions between customers and a company's offerings. The goal is to design products and services that are easy and pleasing to use.
Enterprise Digital Strategy - Digital transformation in large organizationsShay Rosen (שי רוזן)
My presentation from the UXILive conference. I talked about digital transformation and customer experience in large corporates. What are the setbacks and what needs to be done to overcome them.
"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
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