Storyboarding is a design methodology used to visualize user experiences through a sequential series of illustrations. It originated from cave paintings and Egyptian hieroglyphics. Storyboarding benefits interaction design by communicating user flows, sparking ideas, and supporting an iterative design process. However, limitations include lack of character development, losing details by simplifying information, and time required. Annotated storyboards can help address limitations by connecting informal designs to other models.
3D perception is crucial for understanding the real world. It offers many benefits and new capabilities over 2D across diverse applications, from XR and autonomous driving to IOT, camera, and mobile. 3D perception with machine learning is creating the new state of the art (SOTA) in areas, such as depth estimation, object detection, and neural scene representation. Making these SOTA neural networks feasible for real-world deployment on mobile devices constrained by power, thermal, and performance has been a challenge. Qualcomm AI Research has developed not only novel AI techniques for 3D perception but also full-stack AI optimizations to enable real-world deployments and energy-efficient solutions. This presentation explores the latest research that is enabling efficient 3D perception while maintaining neural network model accuracy. You’ll learn about:
- The advantages of 3D perception over 2D and the need for 3D perception across applications
- Advancements in 3D perception research by Qualcomm AI Research
- Our future 3D perception research directions
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
Guest lecture on advanced methods of user evaluation in AR/VR studies. Given by Mark Billinghurst as part of the ARIVE lecture series hosted at the University of Otago. The lecture was given on August 26th 2021.
The document discusses various computer vision techniques that can be used to improve optical see-through head-mounted displays (HMDs). It begins with a brief history of HMD development. It then covers spatial, temporal, and perceptual realism challenges in augmented reality using optical see-through HMDs. Specific techniques discussed include calibration methods, reducing display latency, ensuring color consistency, simulating depth cues, increasing field of view, and handling occlusion. The document concludes by discussing potential future applications of vision augmentation using optical see-through HMDs such as analyzing eyes, enhancing vision, and assisting with eye adaptation.
Happy Dog is an expert in UX/UI and design that focuses on building long-term relationships with clients. They share their expertise at national conferences and work with clients such as Precision Landscape and Tree, H2O For Life, and Century College Visual Communications to create custom and responsive designs. Their process involves interviewing clients, investigating usability, creating wireframes and style tiles, and keeping clients informed throughout the project.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
Virtual reality is a computer-generated simulation of an environment that can be interacted with. It has a long history dating back to the 1960s and has many applications today including business, engineering, entertainment, education, and medicine. Devices like head mounted displays are used to immerse users in VR. Computer graphics libraries and programming languages are used to develop VR environments. CAD software is also widely used with VR for applications like urban planning, manufacturing, and more.
UI refers to the interface that allows humans to control software or hardware, such as through buttons, menus and other interactive elements. UX involves a person's experience using a product including their behaviors, emotions and attitudes. Interface design focuses on maximizing the user experience by making software and devices easy to use through visual elements like images, colors, typography and layout. Visual design uses graphical elements to enhance usability and the user experience.
3D perception is crucial for understanding the real world. It offers many benefits and new capabilities over 2D across diverse applications, from XR and autonomous driving to IOT, camera, and mobile. 3D perception with machine learning is creating the new state of the art (SOTA) in areas, such as depth estimation, object detection, and neural scene representation. Making these SOTA neural networks feasible for real-world deployment on mobile devices constrained by power, thermal, and performance has been a challenge. Qualcomm AI Research has developed not only novel AI techniques for 3D perception but also full-stack AI optimizations to enable real-world deployments and energy-efficient solutions. This presentation explores the latest research that is enabling efficient 3D perception while maintaining neural network model accuracy. You’ll learn about:
- The advantages of 3D perception over 2D and the need for 3D perception across applications
- Advancements in 3D perception research by Qualcomm AI Research
- Our future 3D perception research directions
Advanced Methods for User Evaluation in AR/VR StudiesMark Billinghurst
Guest lecture on advanced methods of user evaluation in AR/VR studies. Given by Mark Billinghurst as part of the ARIVE lecture series hosted at the University of Otago. The lecture was given on August 26th 2021.
The document discusses various computer vision techniques that can be used to improve optical see-through head-mounted displays (HMDs). It begins with a brief history of HMD development. It then covers spatial, temporal, and perceptual realism challenges in augmented reality using optical see-through HMDs. Specific techniques discussed include calibration methods, reducing display latency, ensuring color consistency, simulating depth cues, increasing field of view, and handling occlusion. The document concludes by discussing potential future applications of vision augmentation using optical see-through HMDs such as analyzing eyes, enhancing vision, and assisting with eye adaptation.
Happy Dog is an expert in UX/UI and design that focuses on building long-term relationships with clients. They share their expertise at national conferences and work with clients such as Precision Landscape and Tree, H2O For Life, and Century College Visual Communications to create custom and responsive designs. Their process involves interviewing clients, investigating usability, creating wireframes and style tiles, and keeping clients informed throughout the project.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
Virtual reality is a computer-generated simulation of an environment that can be interacted with. It has a long history dating back to the 1960s and has many applications today including business, engineering, entertainment, education, and medicine. Devices like head mounted displays are used to immerse users in VR. Computer graphics libraries and programming languages are used to develop VR environments. CAD software is also widely used with VR for applications like urban planning, manufacturing, and more.
UI refers to the interface that allows humans to control software or hardware, such as through buttons, menus and other interactive elements. UX involves a person's experience using a product including their behaviors, emotions and attitudes. Interface design focuses on maximizing the user experience by making software and devices easy to use through visual elements like images, colors, typography and layout. Visual design uses graphical elements to enhance usability and the user experience.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
Virtual reality has the potential to transform architecture and design by allowing clients to experience proposed designs in an immersive virtual environment. It can be used throughout the design process, from initial mock-ups to finalizing details. By using VR, architects can more effectively communicate their visions and gain client buy-in with realistic virtual walkthroughs. This helps reduce rounds of revisions and gives clients a better understanding of how the final building will function in real-world scenarios. While VR equipment has an initial cost, applications can also be developed for smartphones, lowering the barrier to using the technology in architectural presentations and collaboration.
Augmented reality blurs the line between real and virtual by enhancing what we see, hear, feel and smell. With augmented reality displays like normal glasses, informative graphics will appear in the user's field of view as they walk or drive down the street. Examples of augmented reality uses include aiding in visualizing building projects by superimposing computer images before construction, enhancing product previews, complementing education by overlaying supplemental information on textbooks, enhancing gaming experiences in the real world, providing hidden medical information to surgeons, rendering useful battlefield data to soldiers, and augmenting navigation with directional and hazard information directly on windshields.
This document discusses how metaverse concepts can be applied to corporate learning and leadership development. It defines the metaverse and outlines its key components: virtual worlds, augmented reality, mirror worlds, and lifelogging. Traditional corporate learning is described as instructor-led, group-based, and discrete. The document proposes applying metaverse concepts like learning in the flow of work, just-in-time learning, and adaptive personalized learning. Specific applications explored are virtual reality for skills and soft skills training, augmented reality for hands-on training, lifelogging for adaptive training, and mirror worlds for capturing real-world tasks.
This document provides an overview of imaging diseases of the spleen. It begins with an introduction to the spleen's anatomy and function. Common imaging modalities for evaluating the spleen include CT, US, and MR. Patterns of splenic enhancement on imaging are described. Splenomegaly is defined on imaging as the spleen measuring greater than 13 cm or extending below certain anatomical landmarks. Causes of splenomegaly discussed include liver cirrhosis. Both cystic and solid splenic lesions are reviewed in detail, including simple cysts, abscesses, hemangiomas, and infections such as tuberculosis. Specific imaging findings that help characterize each splenic pathology are emphasized.
1. The document discusses various virtual reality, augmented reality, and mixed reality technologies and their applications in architecture.
2. VR allows clients to visualize and interact with digital designs in an immersive way, helping convey ideas more effectively than traditional methods.
3. AR enhances user experience by overlaying virtual objects onto real environments. It has lower costs than VR since it uses existing hardware.
Vijay Singh Verma presented on virtual reality. Virtual reality uses head-mounted displays, data gloves, and CAVE environments to immerse users in simulated 3D worlds. It has applications in entertainment, medicine, manufacturing, training, and education. VR allows users to explore places and experiment with artificial environments in an engaging way, though the equipment can be expensive and limit full physical interaction. While the future is uncertain, VR is evolving entertainment and its uses and impacts will continue to be explored.
UX focuses on designing products with the user experience in mind. It aims to create products that are satisfying, easy to use and encourage users to return. UX involves understanding users through research, designing interfaces and interactions, then testing and refining the design. The goal is to increase usability, engagement and business metrics like sales and reduce support costs. Research shows that investing in UX can yield returns of 2-100 times the initial investment through improving these factors. The UX process involves strategies like defining personas, wireframing interfaces, testing designs and analyzing results to iteratively improve the user experience.
Android Material Design. New age for amazing apps.
Tips and tricks.
The 3rd Dnepropetrovsk Android Practice Leaders Community Meet-Up, that took place ob Sept 18, 2014.
Ilya Lisovoy, a true fan of mobile development and Android developer in particular, tells about:
- new android philosophy in material design
- beauty volume and shadows of UI elements
- new android views : RecyclerView, CardView, Palette
- animations and activity transition effects
The presentation will be interesting for all Android developers.
Quick introduction to UX & service design, high-level process & some methodologies and inspiration.
This deck was created for the workshop on UCD for the built environment.
IXDA Vancouver - How to get a great UX jobPatrick Neeman
From putting together your resume, building a portfolio, to personal networking, we discuss the steps you need to go through to get in the door for that UX interview.
This document compares and contrasts UI and UX design. It defines UI design as focusing on the interaction with products and services, while UX design focuses on what a person feels when using a product. The document outlines principles of good UI design, including structure, simplicity, visibility, feedback, tolerance, and reuse. It also discusses principles of good UX design such as usefulness, usability, desirability, accessibility, credibility, and findability. Examples of companies with good UX design are provided. The document concludes by noting that while related, UI and UX design have distinct purposes and goals.
What UX is, how it works and why it matters. Train your teams to recognize and strengthen the links between customer experience indicators and your overall business performance. Learn how to work with your customers to design successful products, services and experiences.
Hablemos de UX - José Ma. Medina, UX UI designerJosé Ma. Medina
Introducción sobre el tema de UX,las ventajas de como integrar UX dentro de nuestro proceso de trabajo ayuda a mejorar el desarrollo de un producto digital y nuestra manera de pensar.
This document discusses spondyloarthropathies, specifically diffuse idiopathic skeletal hyperostosis (DISH) and ankylosing spondylitis. For DISH, it describes the typical incidence in the elderly and radiographic features of flowing osteophytes over four contiguous vertebrae with preserved disc height. For ankylosing spondylitis, it outlines the incidence of fusing the spine and sacroiliac joints in males, and radiographic features like sacroiliac joint erosions, sclerosis, and ankylosis as well as spinal findings like the shiny corner sign and syndesmophyte formation. MRI findings of sacroiliac joint edema and enhancement are also reviewed
1) O documento discute os conceitos básicos de XML, incluindo suas características, definições e padrões.
2) É feita uma comparação entre XML e HTML, destacando que XML descreve o conteúdo do documento enquanto HTML descreve a aparência.
3) São apresentados exemplos de estruturas em HTML e XML, incluindo uma receita.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
Virtual reality has the potential to transform architecture and design by allowing clients to experience proposed designs in an immersive virtual environment. It can be used throughout the design process, from initial mock-ups to finalizing details. By using VR, architects can more effectively communicate their visions and gain client buy-in with realistic virtual walkthroughs. This helps reduce rounds of revisions and gives clients a better understanding of how the final building will function in real-world scenarios. While VR equipment has an initial cost, applications can also be developed for smartphones, lowering the barrier to using the technology in architectural presentations and collaboration.
Augmented reality blurs the line between real and virtual by enhancing what we see, hear, feel and smell. With augmented reality displays like normal glasses, informative graphics will appear in the user's field of view as they walk or drive down the street. Examples of augmented reality uses include aiding in visualizing building projects by superimposing computer images before construction, enhancing product previews, complementing education by overlaying supplemental information on textbooks, enhancing gaming experiences in the real world, providing hidden medical information to surgeons, rendering useful battlefield data to soldiers, and augmenting navigation with directional and hazard information directly on windshields.
This document discusses how metaverse concepts can be applied to corporate learning and leadership development. It defines the metaverse and outlines its key components: virtual worlds, augmented reality, mirror worlds, and lifelogging. Traditional corporate learning is described as instructor-led, group-based, and discrete. The document proposes applying metaverse concepts like learning in the flow of work, just-in-time learning, and adaptive personalized learning. Specific applications explored are virtual reality for skills and soft skills training, augmented reality for hands-on training, lifelogging for adaptive training, and mirror worlds for capturing real-world tasks.
This document provides an overview of imaging diseases of the spleen. It begins with an introduction to the spleen's anatomy and function. Common imaging modalities for evaluating the spleen include CT, US, and MR. Patterns of splenic enhancement on imaging are described. Splenomegaly is defined on imaging as the spleen measuring greater than 13 cm or extending below certain anatomical landmarks. Causes of splenomegaly discussed include liver cirrhosis. Both cystic and solid splenic lesions are reviewed in detail, including simple cysts, abscesses, hemangiomas, and infections such as tuberculosis. Specific imaging findings that help characterize each splenic pathology are emphasized.
1. The document discusses various virtual reality, augmented reality, and mixed reality technologies and their applications in architecture.
2. VR allows clients to visualize and interact with digital designs in an immersive way, helping convey ideas more effectively than traditional methods.
3. AR enhances user experience by overlaying virtual objects onto real environments. It has lower costs than VR since it uses existing hardware.
Vijay Singh Verma presented on virtual reality. Virtual reality uses head-mounted displays, data gloves, and CAVE environments to immerse users in simulated 3D worlds. It has applications in entertainment, medicine, manufacturing, training, and education. VR allows users to explore places and experiment with artificial environments in an engaging way, though the equipment can be expensive and limit full physical interaction. While the future is uncertain, VR is evolving entertainment and its uses and impacts will continue to be explored.
UX focuses on designing products with the user experience in mind. It aims to create products that are satisfying, easy to use and encourage users to return. UX involves understanding users through research, designing interfaces and interactions, then testing and refining the design. The goal is to increase usability, engagement and business metrics like sales and reduce support costs. Research shows that investing in UX can yield returns of 2-100 times the initial investment through improving these factors. The UX process involves strategies like defining personas, wireframing interfaces, testing designs and analyzing results to iteratively improve the user experience.
Android Material Design. New age for amazing apps.
Tips and tricks.
The 3rd Dnepropetrovsk Android Practice Leaders Community Meet-Up, that took place ob Sept 18, 2014.
Ilya Lisovoy, a true fan of mobile development and Android developer in particular, tells about:
- new android philosophy in material design
- beauty volume and shadows of UI elements
- new android views : RecyclerView, CardView, Palette
- animations and activity transition effects
The presentation will be interesting for all Android developers.
Quick introduction to UX & service design, high-level process & some methodologies and inspiration.
This deck was created for the workshop on UCD for the built environment.
IXDA Vancouver - How to get a great UX jobPatrick Neeman
From putting together your resume, building a portfolio, to personal networking, we discuss the steps you need to go through to get in the door for that UX interview.
This document compares and contrasts UI and UX design. It defines UI design as focusing on the interaction with products and services, while UX design focuses on what a person feels when using a product. The document outlines principles of good UI design, including structure, simplicity, visibility, feedback, tolerance, and reuse. It also discusses principles of good UX design such as usefulness, usability, desirability, accessibility, credibility, and findability. Examples of companies with good UX design are provided. The document concludes by noting that while related, UI and UX design have distinct purposes and goals.
What UX is, how it works and why it matters. Train your teams to recognize and strengthen the links between customer experience indicators and your overall business performance. Learn how to work with your customers to design successful products, services and experiences.
Hablemos de UX - José Ma. Medina, UX UI designerJosé Ma. Medina
Introducción sobre el tema de UX,las ventajas de como integrar UX dentro de nuestro proceso de trabajo ayuda a mejorar el desarrollo de un producto digital y nuestra manera de pensar.
This document discusses spondyloarthropathies, specifically diffuse idiopathic skeletal hyperostosis (DISH) and ankylosing spondylitis. For DISH, it describes the typical incidence in the elderly and radiographic features of flowing osteophytes over four contiguous vertebrae with preserved disc height. For ankylosing spondylitis, it outlines the incidence of fusing the spine and sacroiliac joints in males, and radiographic features like sacroiliac joint erosions, sclerosis, and ankylosis as well as spinal findings like the shiny corner sign and syndesmophyte formation. MRI findings of sacroiliac joint edema and enhancement are also reviewed
1) O documento discute os conceitos básicos de XML, incluindo suas características, definições e padrões.
2) É feita uma comparação entre XML e HTML, destacando que XML descreve o conteúdo do documento enquanto HTML descreve a aparência.
3) São apresentados exemplos de estruturas em HTML e XML, incluindo uma receita.
Sketching user experiences: Getting the design right and the right designMerve Aydın
Stories and sketches are effective ways to explore interaction design concepts quickly and inexpensively. Sketches do not require advanced drawing skills and can take many forms, including storyboards, comic strips, photographs with annotations, and simple videos. They allow designers to rapidly iterate and test multiple alternatives early in the design process. While not as polished as finished designs, sketches are valuable for capturing dynamics, movement, and the overall user experience in a visual format that can be quickly understood and shared.
The document discusses the need for a "design science of learning" to bridge the gap between experts with design knowledge and those without. It proposes using narratives, or case stories, to share knowledge about solving educational problems. These stories would then be analyzed to identify reusable "design patterns" - descriptions of common problems and core solutions. Sharing and refining patterns could help spread design expertise more widely and support collaborative learning design.
The document discusses the need for a "design science of learning" to bridge the gap between theoretical discussions of learning and technology and anecdotal examples. It proposes using narratives, or case stories, to share real-world experiences and extract design patterns from them. These patterns provide context-specific problem-solution descriptions that can be applied across similar problems. The document advocates establishing an "algebra" of case stories, patterns, and scenarios to build a shared language for designing improved learning experiences and tools.
Redesign the exhibition experience of computer games for future visitors at t...Maria Udén
The document outlines the design thinking process used to redesign the exhibition experience of a computer games museum in Berlin. Key steps included understanding museum visitors through observation and interviews, synthesizing insights into personas, ideating new concepts like an individualized tour guide game, prototyping experiences, and testing ideas with visitors. The goal was to make the museum more interactive, playful, and able to satisfy different types of visitors beyond just those interested in history.
The document discusses the elements of context, spine, and structure that are necessary for effective design storytelling. It defines context as the theme, mood, and audience. The spine includes the plot, climaxes, and characters. Structure refers to the through-line, patterns, and infrastructure. Each element is described in detail and design tips are provided. The document emphasizes that covering all these elements leads to a compelling, engaging experience for the user.
- The document discusses models of collective intelligence and challenges in designing systems to support collective intelligence when dealing with complex problems.
- It describes how argument mapping tools can help address issues like lack of insight into logical structures, poor idea evaluation, and shallow contributions that hamper online debates.
- A case study discussed how an argument mapping tool called LiteMap was used to collaboratively map discussions on an online platform about sustainable living. Mappers found the process challenging, especially for ill-defined topics.
What is Transmedia and how can we tell interesting, interactive and engaging stories? The first TransmediaZH meetup focused on Transmedia basics, and sharing some learnings from Los Angeles and the Transmedia Startup Weekend in San Francisco.
*Transmedia SF & startup weekend in San Fran
*Story hack Zurich
*Transmedia LA meetup group
*Story2023 (http://www.story2023.com/)
This document provides information and guidance on creating storyboards for digital storytelling projects. It defines what a storyboard is, discusses the key elements and steps in developing a digital story, and provides examples of storyboard templates and a completed storyboard. Specifically, it explains that a storyboard is a visual representation that lays out images and text in sequential order to map out the flow and elements of a story. It also lists the typical components included in each storyboard frame, such as a description, audio, and estimated length. Templates and examples are given to demonstrate how to storyboard a narrative using index cards or presentation software.
Patterns for building patterns communitiesYishay Mor
Keynote at e-Learning Patterns, Tübingen, March 4-6, 2009
http://www.iwm-kmrc.de/workshops/e-learning-patterns/
Video
http://www.iwm-kmrc.de/workshops/e-learning-patterns/videos/Keynote1YishayMor.html
http://www.iwm-kmrc.de/workshops/e-learning-patterns/videos/Keynote2YishayMor.html
Abstract
http://www.iwm-kmrc.de/workshops/e-learning-patterns/abstracts/patternscommunties.htm
The construct of design pattern is often summarised as "the core of a solution to a problem in context". What, then, is the problem that design patterns solve, and in which contexts?
As design patterns break new grounds in educational research and practice, challenging questions arise: how do we engage new audiences in the pattern paradigm? How do we adapt the form and modes of use of patterns to make them useful in diverse realms of practice? Why do we have such a strong conviction in the value of design patterns?
The tradition of design patterns refers to concepts such as "timelessness" and "expertise". These are problematic in a world of accelerating change. Yet another fundamental principle is accentuated; the need to establish robust design languages capable of capturing the complexity of problems in our environment and offering verifiable solutions. I argue that design-level discourse is imperative in many critical domains of human activity, and that patterns should play a central role in such discourse. Over the last few years, my colleagues and I have been developing a methodology for participatory workshops for practical design patterns. This methodology has emerged from the "Learning Patterns" project, and is being refined by the "Pattern Language Network" project.
In this talk, I will describe the methodology, its history and future plans, and provide some illustrative examples. I will also highlight some of the fundamental questions which is provokes.
Introduction to Participatory Pattern WorkshopsYishay Mor
The document discusses participatory pattern workshops to address the gap between design expertise and practice. It proposes a methodology using collaborative reflection workshops, case story sharing, pattern mining, and future scenario planning. The workshops bring together interdisciplinary practitioners to jointly reflect on their work, identify common design patterns, and validate patterns by applying them to new problems. The goal is to develop effective knowledge sharing protocols to disseminate design expertise more broadly.
Tell Me a Story – How the Use of Narrative Impacts Our Professional and Perso...Inger Kristine Pitts
This talk was part of the ICLCity2013 event at City University London on the 13th May 2013. For more details see: http://www.city.ac.uk/centre-for-creativity-in-professional-practice/services/icl-city-2013
This document discusses different types of prototypes used in interaction design including low and high fidelity prototypes. Low fidelity prototypes like sketches, storyboards, and wireframes allow for quick iteration and are used early in the design process. High fidelity prototypes use materials closer to the final product and can include clickable prototypes. The document also covers when to prototype, compromises that may be needed, and tools for prototyping like wireframes which help layout content without final visual design.
The approach to visualize information into graphic designTracy Hsu
A study record and works about information graphic during 2011-2012 by Tracy Hsu Hsuan-Chi in the master course: visual communication in Birmingham City University (BIAD).
This document discusses establishing an optimal framework for collaborative design processes. It examines how playing, learning, and working have blurred together with new technologies and can inform each other. Several case studies are presented that explore using crowdsourcing tools for collaborative urban design projects. The goal of the research is to analyze different size design projects and determine an optimal allocation of resources and workflow based on the project scope and use of collaborative technologies.
The document discusses prototyping and provides guidance on creating paper prototypes. It emphasizes that prototyping is an iterative process used to gain feedback and insights. It recommends starting with storyboarding to plan interactions and convey the setting, sequence, and user experience. Tips are provided for creating paper prototypes quickly using various materials like paper, cardboard, and transparencies. The goal of paper prototyping is to test interaction flows at low cost before implementing a digital prototype.
My talk and workshop on how to use UX frameworks in your startup. Taking inspiration from my own PhD research and the EPUI methodology I now try to adapt to startups and especially the Lean process.
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...
The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
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RPWORLD offers custom injection molding service to help customers develop products ramping up from prototypeing to end-use production. We can deliver your on-demand parts in as fast as 7 days.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
3. Contents
1· Outline
2· Definition
3· History of storyboards
4· The basic concept – how to
5· Uses in Interaction Design
6· Benefits in Interaction Design
7· Limitations in Interaction Design
8· Discussion
4. Outline
Purpose· To critically assess a design
methodology relevant to the field of Interaction
Design.
Topic · Storyboarding
Structure· Definition, History, How-to, Uses,
Benefits/Limitations, Questions.
5. Definitions - General
Cambridge Dictionary·
“A series of drawings used to plan the order of action and
events in a film, television advertisement, etc”
Smashing Magazine·
“A storyboard is a linear sequence of illustrations, arrayed
together to visualize a story”
7. Cave Paintings/Hieroglyphics
The approach is considered to originate in Cave Paintings of
stampeding cattle and ancient Egyptian Hieroglyphics
circa 3400 BC
from 39,900 years old from 3400 BC
8. Bayeux Tapestry
Recounts the tale of the conquest of England on 14th October 1066,
led by William the Conqueror, the Duke of Normandy.
Characters displayed simultaneously, unlike modern storyboards
11th Century
9. Cinematic Film
Influenced by the comics of Winsor McCay, Disney was a
pioneer of storyboarding in movie production.
11. Definitions - UX
Smashing Magazine·
“A storyboard in UX is a tool that visually predicts and explores a user’s
experience with a product. It presents a product very much like a movie in
terms of how people will use it”
Spotless·
“Using sequential illustrations with dialogue copy or narrative, storyboards are
a great way to demonstrate the user experience through a few key images”
UX Studio Team ·
“The UX storyboard can help visually predict and explore the user experience
with a product. It visualizes how people would interact with a service or app”
“”
12. Creating a Storyboard
1· Establish a timeline
2· Identify the key scenes in your story
3· Decide how detailed to get
4· Write a description of what each cell will
show
5· Decide what medium to use for your template
6· Sketch your thumbnails
7· Add other important information
8· Finalise the storyboard
9· Add motivations
10· Let your storyboard morph as you go
13. Storyboarding – Design workshop
1· Be clear about your purpose
2· Gather the necessary materials
(paper, pens, etc)
3· Set the scene
4· Start with text and arrows
5· Draw the storyboards
6· Present to the group
18. Story flow of a game
Chronological order
The story of your game’s universe.
State/sequence order
State of the game and current step or
entry point for the gamer. Action
sequences may trigger, or there may
be a series of forked paths based on
user choices.
19. Idea generation
1. They agree on an ideal state and what steps they would take to get there.
2. Draw each step as a sequence of large images or scenes on flip-chart.
3. Present stories.
4. After presentations, ask what’s inspiring in what they heard.
5. Summarise any recurring themes and ask for observations, insights, and
“aha’s” about the stories.
Players envision and describe an ideal future in sequence using words and
pictures.
21. Benefits
· Stories are the most powerful tool for: visualisation, memorability,
empathy, engagement
· By putting a face to the data, the approach is human centered
· They communicate the user flow of a scenario
· They help designers decide what is most important
· Storyboards welcome feedback and can spark new ideas
· They support an iterative design process
· Storyboards are an excellent tool for participatory design
· They communicate the experience, as well as the product design
22. Limitations
Storyboards focus on developing the
correct sequence of actions.
Often focus on the technology, not on
the user.
Often lack character development, plot,
and user goals.
Contrast this with "UX stories" -
specific, with developed characters,
context, and well-formed plots.
Limitation Solution
23. Limitations
Storyboards strip away a lot of the
information so sometimes lose the full
picture.
Not useful for fine-tuning the details of
products, because they tend to be
more macroscopic.
The focus on the bigger picture and
context can be a benefit of
storyboards, so ensure you're using it
for the right purpose and project.
Limitation Solution
24. Limitations
Some team members' lack of
confidence in their drawing abilities can
prevent adoption.
Emphasise the importance of clearly
conveying the important information,
not producing beautiful artwork.
Limitation Solution
25. Limitations
Storyboards can be time-consuming to
produce.
As above, emphasise clarity, not
artistic ability.
Accept that sometimes storyboards
aren't the right technique for the
project.
Limitation Solution
26. Limitations
Model-driven development of user
interfaces (i.e. Task models, Abstract
user interfaces) can't handle the
informal nature of some design
artifacts such as storyboards, used in
multidisciplinary user interface
development.
The authors propose annotated
storyboards, which can be connected
to other models through an underlying
meta-model.
Limitation Solution
29. References
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Editor's Notes
Storyboard. (n.d.). In: CambridgeDictionary.Org. [online] Cambridge. Available at: https://dictionary.cambridge.org/dictionary/english/storyboard [Accessed 20 Apr. 2018].
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