17 usage patterns for tablets in the enterprise, contrasted with phones, laptops, and personal use. Presented at MobileUX Camp DC on 17 September 2011.
UX Overview for Agile Engineering-Driven OrganizationsJim Jarrett
A brief slide deck that describes the purpose and value of User Experience tailored toward engineers who are working in agile development environments. I pulled together slides I've used over the years for many organizations and updated/scrubbed it.
The document discusses designing multi-device user experiences by defining the relationships between devices. It presents two paradigms: content shifting between devices with functional parity, and augmenting experiences across devices through complementarity. Personas are suggested to represent how users relate to their different devices in contexts like work, home, and entertainment. Designing the relationships between the user and each device touchpoint is key to framing the multi-device experience.
Is it usable for people with disabilities?
We know a lot about how to meet the checkpoints for accessibility, but how well do you understand what makes a good experience for people with disabilities? Only getting out and seeing how people use your product will help you understand what makes it a delight to use --- or a pain. User research and usability testing should be part of your accessible UX toolkit.
This document discusses the innovation of portable devices like mini laptops and tablets for use by Early Intervention specialists. It provides background on the development of smaller laptops through initiatives like One Laptop Per Child. The document argues that portable devices could help EI specialists more easily share documents digitally and record therapy sessions for collaboration. It applies diffusion of innovations theory to analyze how portable devices might be adopted by EI specialists, with collective decision making and influence from change agents potentially facilitating their adoption.
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting without determining with color, progressive disclosure, helping users inline, designing for the zero state, solving existing problems, invisible design, and ensuring interfaces are actually used. The overall message is that UIs should be intuitive, minimize cognitive load, and maximize usability.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting existing problems, and designing for use rather than hypothetical situations. The overarching goal of UI design should be enabling users to achieve their goals with minimal distraction or confusion.
The document discusses the benefits of conversational presenting over traditional linear presentations. Conversational presenting involves asking audience members questions to guide the discussion and keep them engaged. It shifts the presentation from a one-way lecture format to an interactive dialogue. This approach saves time by focusing only on relevant content, ensures each presentation is tailored to the audience's interests, and improves understanding by providing necessary context. Conversational presenting is well-suited for modern business needs as audiences now expect two-way discussions and prefer visual storytelling techniques that aid memorability.
This document discusses how information technology affects negotiation behavior. It begins by defining negotiation and exploring a model of social interactions. It then examines how IT influences social behavior and trust in online negotiations. Finally, it proposes strategies for enhancing technology-mediated negotiations, such as initial face-to-face meetings or videoconferences to build rapport when fully online negotiation is necessary. The document concludes by noting that e-negotiation is not a replacement for traditional negotiation and that a blended approach may be most effective.
UX Overview for Agile Engineering-Driven OrganizationsJim Jarrett
A brief slide deck that describes the purpose and value of User Experience tailored toward engineers who are working in agile development environments. I pulled together slides I've used over the years for many organizations and updated/scrubbed it.
The document discusses designing multi-device user experiences by defining the relationships between devices. It presents two paradigms: content shifting between devices with functional parity, and augmenting experiences across devices through complementarity. Personas are suggested to represent how users relate to their different devices in contexts like work, home, and entertainment. Designing the relationships between the user and each device touchpoint is key to framing the multi-device experience.
Is it usable for people with disabilities?
We know a lot about how to meet the checkpoints for accessibility, but how well do you understand what makes a good experience for people with disabilities? Only getting out and seeing how people use your product will help you understand what makes it a delight to use --- or a pain. User research and usability testing should be part of your accessible UX toolkit.
This document discusses the innovation of portable devices like mini laptops and tablets for use by Early Intervention specialists. It provides background on the development of smaller laptops through initiatives like One Laptop Per Child. The document argues that portable devices could help EI specialists more easily share documents digitally and record therapy sessions for collaboration. It applies diffusion of innovations theory to analyze how portable devices might be adopted by EI specialists, with collective decision making and influence from change agents potentially facilitating their adoption.
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting without determining with color, progressive disclosure, helping users inline, designing for the zero state, solving existing problems, invisible design, and ensuring interfaces are actually used. The overall message is that UIs should be intuitive, minimize cognitive load, and maximize usability.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting existing problems, and designing for use rather than hypothetical situations. The overarching goal of UI design should be enabling users to achieve their goals with minimal distraction or confusion.
The document discusses the benefits of conversational presenting over traditional linear presentations. Conversational presenting involves asking audience members questions to guide the discussion and keep them engaged. It shifts the presentation from a one-way lecture format to an interactive dialogue. This approach saves time by focusing only on relevant content, ensures each presentation is tailored to the audience's interests, and improves understanding by providing necessary context. Conversational presenting is well-suited for modern business needs as audiences now expect two-way discussions and prefer visual storytelling techniques that aid memorability.
This document discusses how information technology affects negotiation behavior. It begins by defining negotiation and exploring a model of social interactions. It then examines how IT influences social behavior and trust in online negotiations. Finally, it proposes strategies for enhancing technology-mediated negotiations, such as initial face-to-face meetings or videoconferences to build rapport when fully online negotiation is necessary. The document concludes by noting that e-negotiation is not a replacement for traditional negotiation and that a blended approach may be most effective.
Wk11 the innovation development processWaldenForest
This document discusses the innovation development process for mini laptops and tablets. It describes how the One Laptop per Child initiative to provide educational opportunities for children worldwide helped spur the development of smaller, more affordable laptops. Key thinkers in this development included Nicolas Negroponte. While the OLPC had certain goals, companies like ASUS began mass producing smaller laptops known as netbooks for broader consumer use. Over time, tablets began gaining market share as the technology advanced and prices dropped, making them viable alternatives to mini laptops for many users. The document examines attributes like compatibility and relative advantage that can influence the adoption of these portable computing innovations.
Slides and harvest from a webinar I facilitated for the Mid Atlantic Facilitators Network on February 7, 2104. This is a cleaned up version of the slides with the chat notes processed into the slides as a "harvest" of people's inputs and participation
This document outlines the concept of "Toolbelt Theory", which suggests that students should be taught to analyze tasks, environments, their own skills, and available tools to make their own decisions about which tools to use to complete tasks. The goal is to empower students by developing lifelong technology skills, limiting the impact of limitations, and preparing them for life outside of school. It provides examples of using various tools for reading, writing, displaying information, and spellchecking to demonstrate how students can develop their own "toolbelt" and learn to combine tools in "mash ups" to meet their individual needs.
This document discusses how mobility affects access to social media and the design of socially-mediated initiatives. It notes that over 1 billion people use the mobile web worldwide and mobile apps have been downloaded over 10 billion times. The document then discusses responsive web design and mobile-first design approaches to create experiences that work across devices. It also notes the complexity of the mobile space, with many variables to consider like hardware, software, networks and context.
Case study 2 Human Computer Interactionkhairulaidid
This Presentation is about how to make a web that suit for some individuals. Also about Flexibility in use, Universal Desing and software that help students to interact or study even covid-19 happen.
Hope give you some idea about this chapter
This document summarizes a presentation on inclusive design given by Jess Mitchell at OCAD University in Toronto. The presentation aims to change the audience's perspective on inclusive design. Mitchell defines inclusive design as design that considers the full range of human diversity and involves recognizing diversity, using an inclusive process, and having a broader beneficial impact. Mitchell discusses three tenants of inclusive design: recognizing diversity and uniqueness, using an inclusive process and tools, and having a broader beneficial impact. The presentation provides examples of how an inclusive design process can be applied and encourages practicing inclusive design to solve problems in a more creative and affordable way.
Adversarial to Harmonious: Building the Developer/UX ConnectionUXPA International
Ever worked on a project where Design and Development blended like oil and water? Whether you're on a UX team of one, or designing with the help of a whole department, the success of your work ends up in the hands of a developer.
Teams with specialized skillsets and certain cross-team cultures can put up walls between designers and developers. We will deconstruct these adversarial relationships from real-world examples, then learn how to convince, collaborate, and co-create.
Being stuck in a storming phase isn’t good for you, your product, and ultimately your users. Bringing harmony to your team is important to your success and your sanity. Hone your best expertise to build relationships, handle differences of opinion, and learn to speak geek to be heard!
Walk out with tools and techniques to stay efficient and deliver the best possible experience for the real human beings who will use it.
This document provides guidance on how to give effective scientific presentations. It discusses preparing the presentation by using the right tools to tell a story and communicate the big idea. Presentations should incorporate story elements like a beginning, middle and end, and use techniques like analogies to persuade the audience. The document also recommends including a memorable "STAR moment" and valuing brevity by reducing excessive content on slides. An example discussed is Steve Jobs introducing the Macbook Air by surprising the audience by pulling it out of an envelope on stage.
As designers, it’s crucial that we take responsibility for making our systems accessible to the broadest range of people, from color-blind to alternative input users. Good accessibility benefits everyone, and is necessary for many. In this talk, I will survey some common principles, practices and guidelines for baking-in accessibility when building design systems.
The document discusses trends in mobile learning around the world. While trends are similar globally, choices in technology and cultural significance vary across regions. Mobile networks now cover 90% of the world's population, but specific implementations differ - for example, some areas have expensive long contracts while others use micro-payments. Educators are struggling to understand how to best leverage mobile learning given rapid technology changes and varying access to devices and infrastructure in different locations. The key is designing content for mobile contexts and users' moments of need rather than formal classroom settings.
The document discusses DGroups, a web-based platform that facilitates online knowledge networking among development professionals. It allows for the creation of email-based discussion lists and workspaces to support collaboration. DGroups aims to enable large-scale meaningful discourse and help people improve their lives through shared learning. With over 2,000 active communities and 151,000 members, DGroups provides a way for development organizations and professionals to communicate and exchange knowledge through email, which remains an important tool, especially in low-bandwidth environments.
Lou Rosenfeld discusses how he tried to determine the best UX books to read when feeling unsure of what to do by holding show and tell sessions with other designers. He evaluated books based on attributes, where and when people use them, readability, and practicality. Prototyping and usability testing were also discussed as ways to test new product ideas without large investments. The back cover of a sample book provides an overview of its topic about creating flexible content that can be used across different devices and channels.
The document discusses the feasibility and future of co-working spaces in India. It notes that:
- The growth of co-working spaces is significant in India as the concept allows flexibility and creativity compared to traditional offices.
- Amenities offered by co-working spaces have helped businesses, especially during the pandemic. The trend of co-working is expected to continue growing.
- Current market share of co-working spaces is 3% but expected to rise to 4.2% by 2023, with an additional 50 million square feet added.
- Increased awareness and convenience will drive higher demand for co-working spaces from all types of employees. The future of work involves flexibility which co-working supports.
Constructivism is a student-centered approach to learning where students build knowledge based on their experiences. Assistive technologies like Boardmaker, DynaVox, and Alpha Smart allow students with disabilities to authentically engage in constructivist learning by expressing themselves and directing their education. Boardmaker provides picture communication symbols. DynaVox uses buttons and symbols to generate speech. Alpha Smart is a word processor that avoids distractions. These technologies give students alternative ways to communicate and participate fully in the learning community.
An communication app for hearing impaired groupsVanessa Li
The document discusses a team's project on developing speech recognition technology to help the deaf and hard of hearing community communicate. It outlines 3 phases: Phase 1 involves speech to text transcription, Phase 2 adds translating speech to sign language, and Phase 3 aims to enable two-way conversation between deaf and hearing individuals by translating between sign language and spoken language. The team identifies stakeholders, potential use cases, competitors' products, and next steps to further develop the technical feasibility and design of the phases, especially the complexity of bidirectional translation.
Hard and Soft skills: be successful in the IT marketDavide Benvegnù
The document discusses the importance of both hard and soft skills for success in the IT market. It defines hard skills as teachable abilities such as proficiency in programming languages, while soft skills are more subjective abilities like teamwork, communication, and time management. It recommends developing both broad and niche technical skills depending on the market, as well as achieving proficiency in languages like English. Soft skills like teamwork, communication, and an open mindset are also important. The document encourages being active in communities to share knowledge and meet people from various backgrounds.
This document discusses multi-device usage and provides strategies for developing consistent experiences across devices. It notes that by 2020 there will be over 24 billion connected devices. While laptops are often used for work, people use different devices for different purposes and contexts. There are three approaches to multi-screening: sequential, simultaneous, and separate. Designing for multiple devices requires consistency while accommodating each device's capabilities. Understanding user personas can help tailor content and experiences for different audiences. Marketers must reach people across all platforms they use. The focus should be removing constraints to center on the user experience. A case study approach is proposed to design multi-device experiences and strategies.
Creating Digital Learners Using Web2.0 Technologysharris
The document discusses the importance of exposing children to Web 2.0 technologies like blogs, wikis, podcasts, and YouTube in their education. It notes that today's students are "digital natives" who are comfortable with technologies and need pedagogical strategies that incorporate online learning. Comments from students in a Year 2 class indicate they enjoy sharing their work, reading others' contributions, and accessing games through these technologies.
Adversarial to Harmonious: Building the Developer / UX ConnectionNick Tucker
The document discusses building connections between UX designers and developers. It notes that differing goals and work styles can lead to friction but that bringing harmony is important for success. It explores various "teams in the wild" and personas for designers and developers. Techniques are presented for deconstructing adversarial relationships such as understanding constraints, listening, and collaborating throughout the design process. The document advocates for techniques like timeboxing prototyping, co-presenting to leadership, and code reviews to facilitate partnership between the roles.
3GSP is a webconferencing solution that is easy to use, integrated, and reliable. It allows groups to share documents and talk virtually, making remote work as easy as an in-person meeting. 3GSP aims to reduce costs, increase efficiency, and lower environmental impacts through virtual meetings. It offers high quality audio and video with no installation needed.
Wk11 the innovation development processWaldenForest
This document discusses the innovation development process for mini laptops and tablets. It describes how the One Laptop per Child initiative to provide educational opportunities for children worldwide helped spur the development of smaller, more affordable laptops. Key thinkers in this development included Nicolas Negroponte. While the OLPC had certain goals, companies like ASUS began mass producing smaller laptops known as netbooks for broader consumer use. Over time, tablets began gaining market share as the technology advanced and prices dropped, making them viable alternatives to mini laptops for many users. The document examines attributes like compatibility and relative advantage that can influence the adoption of these portable computing innovations.
Slides and harvest from a webinar I facilitated for the Mid Atlantic Facilitators Network on February 7, 2104. This is a cleaned up version of the slides with the chat notes processed into the slides as a "harvest" of people's inputs and participation
This document outlines the concept of "Toolbelt Theory", which suggests that students should be taught to analyze tasks, environments, their own skills, and available tools to make their own decisions about which tools to use to complete tasks. The goal is to empower students by developing lifelong technology skills, limiting the impact of limitations, and preparing them for life outside of school. It provides examples of using various tools for reading, writing, displaying information, and spellchecking to demonstrate how students can develop their own "toolbelt" and learn to combine tools in "mash ups" to meet their individual needs.
This document discusses how mobility affects access to social media and the design of socially-mediated initiatives. It notes that over 1 billion people use the mobile web worldwide and mobile apps have been downloaded over 10 billion times. The document then discusses responsive web design and mobile-first design approaches to create experiences that work across devices. It also notes the complexity of the mobile space, with many variables to consider like hardware, software, networks and context.
Case study 2 Human Computer Interactionkhairulaidid
This Presentation is about how to make a web that suit for some individuals. Also about Flexibility in use, Universal Desing and software that help students to interact or study even covid-19 happen.
Hope give you some idea about this chapter
This document summarizes a presentation on inclusive design given by Jess Mitchell at OCAD University in Toronto. The presentation aims to change the audience's perspective on inclusive design. Mitchell defines inclusive design as design that considers the full range of human diversity and involves recognizing diversity, using an inclusive process, and having a broader beneficial impact. Mitchell discusses three tenants of inclusive design: recognizing diversity and uniqueness, using an inclusive process and tools, and having a broader beneficial impact. The presentation provides examples of how an inclusive design process can be applied and encourages practicing inclusive design to solve problems in a more creative and affordable way.
Adversarial to Harmonious: Building the Developer/UX ConnectionUXPA International
Ever worked on a project where Design and Development blended like oil and water? Whether you're on a UX team of one, or designing with the help of a whole department, the success of your work ends up in the hands of a developer.
Teams with specialized skillsets and certain cross-team cultures can put up walls between designers and developers. We will deconstruct these adversarial relationships from real-world examples, then learn how to convince, collaborate, and co-create.
Being stuck in a storming phase isn’t good for you, your product, and ultimately your users. Bringing harmony to your team is important to your success and your sanity. Hone your best expertise to build relationships, handle differences of opinion, and learn to speak geek to be heard!
Walk out with tools and techniques to stay efficient and deliver the best possible experience for the real human beings who will use it.
This document provides guidance on how to give effective scientific presentations. It discusses preparing the presentation by using the right tools to tell a story and communicate the big idea. Presentations should incorporate story elements like a beginning, middle and end, and use techniques like analogies to persuade the audience. The document also recommends including a memorable "STAR moment" and valuing brevity by reducing excessive content on slides. An example discussed is Steve Jobs introducing the Macbook Air by surprising the audience by pulling it out of an envelope on stage.
As designers, it’s crucial that we take responsibility for making our systems accessible to the broadest range of people, from color-blind to alternative input users. Good accessibility benefits everyone, and is necessary for many. In this talk, I will survey some common principles, practices and guidelines for baking-in accessibility when building design systems.
The document discusses trends in mobile learning around the world. While trends are similar globally, choices in technology and cultural significance vary across regions. Mobile networks now cover 90% of the world's population, but specific implementations differ - for example, some areas have expensive long contracts while others use micro-payments. Educators are struggling to understand how to best leverage mobile learning given rapid technology changes and varying access to devices and infrastructure in different locations. The key is designing content for mobile contexts and users' moments of need rather than formal classroom settings.
The document discusses DGroups, a web-based platform that facilitates online knowledge networking among development professionals. It allows for the creation of email-based discussion lists and workspaces to support collaboration. DGroups aims to enable large-scale meaningful discourse and help people improve their lives through shared learning. With over 2,000 active communities and 151,000 members, DGroups provides a way for development organizations and professionals to communicate and exchange knowledge through email, which remains an important tool, especially in low-bandwidth environments.
Lou Rosenfeld discusses how he tried to determine the best UX books to read when feeling unsure of what to do by holding show and tell sessions with other designers. He evaluated books based on attributes, where and when people use them, readability, and practicality. Prototyping and usability testing were also discussed as ways to test new product ideas without large investments. The back cover of a sample book provides an overview of its topic about creating flexible content that can be used across different devices and channels.
The document discusses the feasibility and future of co-working spaces in India. It notes that:
- The growth of co-working spaces is significant in India as the concept allows flexibility and creativity compared to traditional offices.
- Amenities offered by co-working spaces have helped businesses, especially during the pandemic. The trend of co-working is expected to continue growing.
- Current market share of co-working spaces is 3% but expected to rise to 4.2% by 2023, with an additional 50 million square feet added.
- Increased awareness and convenience will drive higher demand for co-working spaces from all types of employees. The future of work involves flexibility which co-working supports.
Constructivism is a student-centered approach to learning where students build knowledge based on their experiences. Assistive technologies like Boardmaker, DynaVox, and Alpha Smart allow students with disabilities to authentically engage in constructivist learning by expressing themselves and directing their education. Boardmaker provides picture communication symbols. DynaVox uses buttons and symbols to generate speech. Alpha Smart is a word processor that avoids distractions. These technologies give students alternative ways to communicate and participate fully in the learning community.
An communication app for hearing impaired groupsVanessa Li
The document discusses a team's project on developing speech recognition technology to help the deaf and hard of hearing community communicate. It outlines 3 phases: Phase 1 involves speech to text transcription, Phase 2 adds translating speech to sign language, and Phase 3 aims to enable two-way conversation between deaf and hearing individuals by translating between sign language and spoken language. The team identifies stakeholders, potential use cases, competitors' products, and next steps to further develop the technical feasibility and design of the phases, especially the complexity of bidirectional translation.
Hard and Soft skills: be successful in the IT marketDavide Benvegnù
The document discusses the importance of both hard and soft skills for success in the IT market. It defines hard skills as teachable abilities such as proficiency in programming languages, while soft skills are more subjective abilities like teamwork, communication, and time management. It recommends developing both broad and niche technical skills depending on the market, as well as achieving proficiency in languages like English. Soft skills like teamwork, communication, and an open mindset are also important. The document encourages being active in communities to share knowledge and meet people from various backgrounds.
This document discusses multi-device usage and provides strategies for developing consistent experiences across devices. It notes that by 2020 there will be over 24 billion connected devices. While laptops are often used for work, people use different devices for different purposes and contexts. There are three approaches to multi-screening: sequential, simultaneous, and separate. Designing for multiple devices requires consistency while accommodating each device's capabilities. Understanding user personas can help tailor content and experiences for different audiences. Marketers must reach people across all platforms they use. The focus should be removing constraints to center on the user experience. A case study approach is proposed to design multi-device experiences and strategies.
Creating Digital Learners Using Web2.0 Technologysharris
The document discusses the importance of exposing children to Web 2.0 technologies like blogs, wikis, podcasts, and YouTube in their education. It notes that today's students are "digital natives" who are comfortable with technologies and need pedagogical strategies that incorporate online learning. Comments from students in a Year 2 class indicate they enjoy sharing their work, reading others' contributions, and accessing games through these technologies.
Adversarial to Harmonious: Building the Developer / UX ConnectionNick Tucker
The document discusses building connections between UX designers and developers. It notes that differing goals and work styles can lead to friction but that bringing harmony is important for success. It explores various "teams in the wild" and personas for designers and developers. Techniques are presented for deconstructing adversarial relationships such as understanding constraints, listening, and collaborating throughout the design process. The document advocates for techniques like timeboxing prototyping, co-presenting to leadership, and code reviews to facilitate partnership between the roles.
3GSP is a webconferencing solution that is easy to use, integrated, and reliable. It allows groups to share documents and talk virtually, making remote work as easy as an in-person meeting. 3GSP aims to reduce costs, increase efficiency, and lower environmental impacts through virtual meetings. It offers high quality audio and video with no installation needed.
Similar to Tablet Use in the Enterprise - A Question of Context (20)
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Tablet Use in the Enterprise - A Question of Context
1. A question of contextTabletusageintheenterprise Jim JarrettUser Experience Architect BoxTone jim.jarrett@boxtone.com 443.844.9690 17 September 2011 MobileUX Camp DC
18. Present – unattended Content is presented via tablet with no interaction from presenter or audience.
19. Present – One to One Presenter delivers content to an audience of one.
20. Present – Small group Presenter delivers content to a small audience.
21. Present – large group Presenter delivers content to a large audience with the aid of additional tools like a projector or TV.
22. Present – remote group Presenter delivers content to a large audience, some of which is remote, with the aid of additional tools like screen sharing.
39. conclusions Tablets support individual, one on one, and small group interactions of many types. Tablets don’t support large group collaboration well.
40.
41. conclusions Tablets support individual, one on one, and small group interactions of many types. Tablets don’t support large group collaboration well. Tablets provide unique capabilities for unattended presentation, collaborative transactions, and sequential transactions.
42.
43. conclusions Tablets support individual, one on one, and small group interactions of many types. Tablets don’t support large group collaboration well. Tablets provide unique capabilities for unattended presentation, collaborative transactions, and sequential transactions. Tablets are more suited to collaboration and unattended use than phones.
44.
45. conclusions Tablets support individual, one on one, and small group interactions of many types. Tablets don’t support large group collaboration well. Tablets provide unique capabilities for unattended presentation, collaborative transactions, and sequential transactions. Tablets are more suited to collaboration and unattended use than phones. Tablets are less private and more collaborative than laptops.
46.
47. conclusions Tablets support individual, one on one, and small group interactions of many types. Tablets don’t support large group collaboration well. Tablets provide unique capabilities for unattended presentation, collaborative transactions, and sequential transactions. Tablets are more suited to collaboration and unattended use than phones. Tablets are less private and more collaborative than laptops. Tablets are used for large group presentation and multi-person transactions more in an enterprise environment than personal.
48. conclusions Tablets support individual, one on one, and small group interactions of many types. Tablets don’t support large group collaboration well. Tablets provide unique capabilities for unattended presentation, collaborative transactions, and sequential transactions. Tablets are more suited to collaboration and unattended use than phones. Tablets are less private and more collaborative than laptops. Tablets are used for large group presentation and multi-person transactions more in an enterprise environment than personal.
49. Questions? Thanks for your attention and participation!* Presentation will be available on SlideShare and JarrettInteractionDesign.com * Special thanks to the User Focus UCD Activities & Docs stencil for the stick figure inspiration. www.userfocus.co.uk/uxstencil