In this short presentation I have tried to cover Google Provided Material Design guideline. As we are directly involved with Google glass development, I also covered Google Glass design principles for my team mates.
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13David Farrell
This presentation supports my paper at ECGBL13.
The central idea to the presentation is that making serious games that are reliably able to achieve their goal is really hard.
Good theory tends to be at a very high level, whereas game design happens on a day to day basis at a much lower level.
We need procedures and processes that can help designers bridge the gap between theory and practice.
Cognitive Walkthrough is a well established UI process that helps UI designers to correct their mistaken assumptions and biases by scaffolding their thinking - but there is nothing magical about UI design.
All interaction design requires the designer to think "like" another type of user.
So I'm arguing that we should adapt Cognitive Walkthrough to support our game designers, particularly serious game designers.
I also present one adaptation of Cognitive Walkthrough and use it to evaluate why very similar sections of one educational game differed greatly in their success.
Material Design is Google's new vision for how software looks. Here is a brief introductory guide to visual, motion and interactive design. With the use of material design, there is a hope to build products that give users a great experience.
First of a series of workshops, aimed to give business managers and engineers an exposure to design concepts. This presentation covers User Experience Concepts, Graphic Design Fundamentals, UI Trends, Cool tools people can use, and an overview of iOS/Android technical specs for UI.
In this short presentation I have tried to cover Google Provided Material Design guideline. As we are directly involved with Google glass development, I also covered Google Glass design principles for my team mates.
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13David Farrell
This presentation supports my paper at ECGBL13.
The central idea to the presentation is that making serious games that are reliably able to achieve their goal is really hard.
Good theory tends to be at a very high level, whereas game design happens on a day to day basis at a much lower level.
We need procedures and processes that can help designers bridge the gap between theory and practice.
Cognitive Walkthrough is a well established UI process that helps UI designers to correct their mistaken assumptions and biases by scaffolding their thinking - but there is nothing magical about UI design.
All interaction design requires the designer to think "like" another type of user.
So I'm arguing that we should adapt Cognitive Walkthrough to support our game designers, particularly serious game designers.
I also present one adaptation of Cognitive Walkthrough and use it to evaluate why very similar sections of one educational game differed greatly in their success.
Material Design is Google's new vision for how software looks. Here is a brief introductory guide to visual, motion and interactive design. With the use of material design, there is a hope to build products that give users a great experience.
First of a series of workshops, aimed to give business managers and engineers an exposure to design concepts. This presentation covers User Experience Concepts, Graphic Design Fundamentals, UI Trends, Cool tools people can use, and an overview of iOS/Android technical specs for UI.
Lessons from Material Design on cross-channel digital experiences - DroidCon ...Julie Blitzer
“Develop a single underlying system that allows for a unified experience across platforms and device sizes. Mobile precepts are fundamental, but touch, voice, mouse, and keyboard are all first-class input methods.”
Google’s Material Design gives clear, concise instructions on how to design digital experiences that follow their principles, patterns and goals. UbiquityLab’s UX and Android development experts will show how these lessons can be applied to the design of Android-based digital services that are cross-channel, that is, designed to work across various devices and contexts.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
Design and its fundamental process have changed with time, growing challenges among the users, devices and different platforms for UI and UX process.
In Design Fundamentals, a day-long thorough workshop, we will try to understand the fundamentals of UI and UX process, and follow the standard process and approaches to create a user-centric design. With basic Design Principles as the the backbone for our design, of course!
Filip Healy (Threesixty Reality): Making Immersive Tech More UsableAugmentedWorldExpo
A talk from the Design Track at AWE EU 2018 - the World's #1 XR Conference & Expo in Munich, Germany 18 -19, October, 2018.
Filip Healy (Threesixty Reality): Making immersive tech more usable: Involving target users in your design process
Understanding user needs, design research and usability testing are common practice today for most digital products. It's rare for a mobile app or website from any serious company to go live without some degree of testing with users.
The benefits of involving users in the design process are well known to UX professionals and digital product managers: improved usability, reduced dropouts, optimised conversion rates, higher engagement and better user advocacy.
In this talk I'll discuss how this applies to immersive tech and why it's more important than ever to understand actual user behaviour and develop new interaction paradigms that deliver on the potential of VR and AR platforms. I'll talk through the process of running studies with users, when to test the design, how to set things up and what data to focus on in order to get the most benefit from testing with users. What can we learn from this type of research and why is it important for ensuring the success of our product?
http://AugmentedWorldExpo.com
HTML5 Meetup | Back to Basics: Wireframing & PlanningPaul Crimi
This is the keynote presentation from the HTML5 Meetup in Toronto, CA that took place on February 27, 2014.
Planning your projects at the very beginning can be a fun yet daunting task. Showing clients early concepts, prototypes, wireframes and ideas at early stages can help you land the contract, or perhaps see concerns or new features for your own project that wasn’t apparent before. Michael McArthur and Paul Crimi, both of whom are Product Designers at BNOTIONS, are going to walk us through their processes of how they begin a project, what resources they use, and what goes on in their minds as they get everything off the ground.
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Android UX-UI Design for Fun and Profitpenanochizzo
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Lessons from Material Design on cross-channel digital experiences - DroidCon ...Julie Blitzer
“Develop a single underlying system that allows for a unified experience across platforms and device sizes. Mobile precepts are fundamental, but touch, voice, mouse, and keyboard are all first-class input methods.”
Google’s Material Design gives clear, concise instructions on how to design digital experiences that follow their principles, patterns and goals. UbiquityLab’s UX and Android development experts will show how these lessons can be applied to the design of Android-based digital services that are cross-channel, that is, designed to work across various devices and contexts.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
Design and its fundamental process have changed with time, growing challenges among the users, devices and different platforms for UI and UX process.
In Design Fundamentals, a day-long thorough workshop, we will try to understand the fundamentals of UI and UX process, and follow the standard process and approaches to create a user-centric design. With basic Design Principles as the the backbone for our design, of course!
Filip Healy (Threesixty Reality): Making Immersive Tech More UsableAugmentedWorldExpo
A talk from the Design Track at AWE EU 2018 - the World's #1 XR Conference & Expo in Munich, Germany 18 -19, October, 2018.
Filip Healy (Threesixty Reality): Making immersive tech more usable: Involving target users in your design process
Understanding user needs, design research and usability testing are common practice today for most digital products. It's rare for a mobile app or website from any serious company to go live without some degree of testing with users.
The benefits of involving users in the design process are well known to UX professionals and digital product managers: improved usability, reduced dropouts, optimised conversion rates, higher engagement and better user advocacy.
In this talk I'll discuss how this applies to immersive tech and why it's more important than ever to understand actual user behaviour and develop new interaction paradigms that deliver on the potential of VR and AR platforms. I'll talk through the process of running studies with users, when to test the design, how to set things up and what data to focus on in order to get the most benefit from testing with users. What can we learn from this type of research and why is it important for ensuring the success of our product?
http://AugmentedWorldExpo.com
HTML5 Meetup | Back to Basics: Wireframing & PlanningPaul Crimi
This is the keynote presentation from the HTML5 Meetup in Toronto, CA that took place on February 27, 2014.
Planning your projects at the very beginning can be a fun yet daunting task. Showing clients early concepts, prototypes, wireframes and ideas at early stages can help you land the contract, or perhaps see concerns or new features for your own project that wasn’t apparent before. Michael McArthur and Paul Crimi, both of whom are Product Designers at BNOTIONS, are going to walk us through their processes of how they begin a project, what resources they use, and what goes on in their minds as they get everything off the ground.
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Android UX-UI Design for Fun and Profitpenanochizzo
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
An introductory workshop on UX design, taught to design thinking students at the Hasso-Plattner-Institut School of Design Thinking in Potsdam, Germany.
Companion website: http://paperandcode.weebly.com
Software used in the workshop: Sketch, Invision
UX and UI design. Differences, good practices, and useful tools in building dedicated software that meets customer needs and expectations. It covers many important aspects of UX like personas, scenarios, canvas, measuring and measuring tools, the whole development process and gathering feedback.
It was created by Dominik Goss, CEO at Inwedo
Have more questions about UX/UI? Contact us at contact@inwedo.com for additional information or questions and we will get back to you shortly.
Similar to Technovation challenge workplan for week 4 (20)
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
2. Agenda
Topics
• Survey results
• Multiple screen and logic components for
the App
• User-centered Design
Activities
• Check-in for Survey Results – (15 mins.)
• Colored Dots tutorial – (30 mins.)
• Introduction to User-centered design – (10
mins.)
• Usability testing (20 mins.)
• Creating a Paper Prototype (30 mins.)
• Wrap-up – (10 mins.)
3. Check in
• Share interesting results or trends from your
surveys
• Is there a good size market for your app?
• Are you looking to make any changes on your
app idea based on the survey ideas?
4. Colored Dots
This tutorial shows how to create apps that
have multiple screens. In App Inventor, you
can have a screen and can open a second
screen. Later, the second screen can return
to the initial screen that opened it. You can
have as many screens as you like, but each
screen closes by returning to the screen that
opened it. The screens can share information
by passing and returning values when they
open and close. The screens also share the
same TinyDB data, which they can use to
store and share values.
http://tinyurl.com/k2qahq7
6. Multiple Screens
•
•
•
You can add screens in the designer
and use the screen transitions in
blocks editor to decide which screen
to go to next
For Example: if they push the
menu button go to the menu
screen
Screen 1 will always be the screen
the app starts on – probably best to
make it a welcome screen
You have to “package for the phone”
to test moving between screens
7. Tiny DB
•
•
Besides opening screens and returning values, the different
screens in a multiple screen app can communicate through
TinyDB. To do this, give every screen its individual TinyDB
component.
ColoredDots uses TinyDB to let you name the colors you
create and save them to later use. The saving and naming will
be done in Brush_Picker, as shown in the blocks later
8. Brush Picker
The main job of Brush_Picker is to create a color from the redgreen-blue values entered in the text boxes and provide that
color to Screen1. One thing the Brush_Picker needs to check is
that it's using good values for colors and dot size. Each of the
red, green, blue values should be a number between 0 and 255.
10. What is User-Centered Design?
Designing things with the user in mind.
You are not always the user.
11. Designing with the user in mind?
•
•
•
Crash dummies – moving from only men to women and children!
http://tinyurl.com/kb34cec
Crash dummies are a perfect example of not designing with the user in
mind. When they were first created, they were all shaped like adult men.
As a result, women and children where killed by automobile accidents at
a higher rate than men. Now, there are female dummies, male
dummies, and children dummies. Now designers are even considering
making crash dummies bulkier to accommodate the increasing average
weight in the United States. These dummy designers are now creating
dummies with the user in mind.
12. How to design with the user in mind?
Which remote looks easier to use?
Keep it simple!
Source: Debra Lauterbach
13. What is User Interface?
• User Interface: link between the user person and
the technology
• User Interface Design: designing technology that
makes sense to user – “intuitive” design
User Interface: Buttons
User Interface: Touch Screen
14. Prototyping Lifecycle
Have users
test the
prototype and
ask them
questions
about their
experience
with it.
Incorporate
feedback.
What does it need to do?
What is the goal?
Who is your
user?
What do they
expect?
What do they
want?
Prototyping.
Create samples.
Source: Debra Lauterbach
15. Usability Testing
• Watch video on testing usability:
http://www.youtube.com/watch?v=6TbyXq3XHSc
• Ask participants to shares thoughts about creating
prototypes based on the video
16. Activity: Usability testing of
competitor apps
•
Investigate 2 or 3 apps that are similar in function to yours or
that have the same target customer
• Search on App Store for iPhone and Google Play for Android
apps
• Browse the apps and discuss the following:
What does it do well?
What could it do better?
Make notes about the features/interface
Color scheme, size/layout of buttons, readability, etc.
Optional: If participants have their
workbooks ask them to fill in the chart on
page 11 of the workbook
17. So you have competition…
So what?
• You can make a better product!
• Plastic bags can cover you from the rain…but
aren’t you glad people invented raincoats?
18. Activity: Prototype Plan (20 min.)
•
•
•
•
Skills and tools you need
Components and skills
Research tutorials and videos
Divide up the work: each team member will
program at least one screen.
21. Task List
• Finish the paper prototype and bring to
next session
• Also, continue to gather survey
responses to make sure that the team
better understands the market of their
app
22. Wrap-Up
• Share a photo of your session with WeTech at
wetech@iie.org
• Encourage participants to join WeTech
Technovation Facebook group to stay
connected with the larger community http://tinyurl.com/mmzjwed
Editor's Notes
Ask the participants if they had a chance to browse through the Colored Dots Tutorial. Is there anything about this tutorial that they’d like to discuss?Link to Colored Dots tutorial: http://tinyurl.com/k2qahq7
Review the tutorial with the team and ask them if they can use any of the following ideas covered in the tutorial:Multiple screensTiny BDBrush Picker
Looking at the populateList function in Colored Dots, here are the different concepts we’ve covered.1.) populateList is a procedure that returns a value2.) uses a loop to iterate/repeat actions3.) uses “and” logic as the condition in to iterate (if global counter > 0 and global counter <= numberOfColors)4.) variables – counter and tinyDBList5.) lists – action is to add items to the tinyDBList as long as the condition is trueLooking at limitRange, what concepts are there?1.) procedure that returns a value2.) conditional statement! If the input is not a number, return the lower limit, otherwise return the value if it’s valid (return the max value if it’s greater than the max allowed)
Participants have assumptions about how the app will work because they designed it – they have to test with real users to see if the app really makes sense.We will begin with user-centered design. This means that you are designing your app with the user in mind. You are designing your app not only for you to be able to use it really well, but it also keeping in mind all your potential customers. If only you can use your app, your product market just got really small. In addition, you may not know best. That is a major pitfall of many designers. You do not represent everyone who might possibly use your app – that is why you need to get feedback from all sorts of possible users.
Video Linkhttp://www.youtube.com/watch?v=vhvdtRZltXoSource: http://www.autoexpress.co.uk/news/autoexpressnews/210049/crash_test_dummies.html
Let’s think about user-centered design in the example of remotes. Which remote looks easier to use? (let the participants call out).The remote on the right is a lot easier to use. The remote on the left has a lot of colorful buttons, but the remote on the right is simple. Keep your app ideas simple. User-centered design is about designing with the user in mind, which means aiming for designs that are friendly, simple, and usable. It is important to remember, you are not the user of your app. Different users will have different perspectives on what is important. Talking to your customers and understanding what they find important will prevent you from making assumptions.
Keyvocabulary:Interface is a common boundary or link between two things. An example of interface are the buttons on the front of your TV set.User interface is a link between a person and thing, such as software. Software is the link between you and playing a computer video game.User interface design means designing things that make sense for the user, or the people who use them. Includes buttons, screen, keyboard, mouse, etc, and the software on the screenDifferent users have different expectations and needs – think about your grandparents using an iPod or complicated remote control. Or you can imagine seeing a toddler trying to use a PSP, they do not have the fine motor skills to hit the smaller keys…but that is why the PSP’s target customers are not toddlers, instead the PSP is great for adult gamers with the perfectly spaced keys for quick touches and a large screen.
We now cover the Prototyping Lifecycle. There are four steps in this cycle. Define the requirements: What does your app need to do? What is its goal?Research will help you see if you defined your app requirements in a way that works with the customer/user.Design the prototype after researching the user and determining their expectations. Usability testing: Have users test the prototype and ask them questions about their experience with it. Incorporate their feedback into future prototypes.Where is your team in the cycle right now?
Watch the video about usability testing. This is an example of a paper prototype. Participants can make their own prototype. Ask participants to write notes of their impression in their notepads/workbook while watching this video. (Click on the image on the slide, it links to this YouTube video: http://www.youtube.com/watch?v=6TbyXq3XHSc.)Participants can also watch another example: http://www.youtube.com/watch?v=GrV2SZuRPv0&feature=relatedTheir paper prototypes really make it clear how simple a design needs to be. If you can make a paper prototype of your app without too much trouble, then it most likely is user-friendly.
Now that participants have shared thoughts on the videos, they can apply them to this activity. In this activity, participants will compare their app idea to competitor or near similar apps. These can be apps that are similar in function to or that attract the same target customer. It would be good to look at about 2 or 3 other apps. Search on the App store or Google play for some competitor apps. Then assess, What does it do well? What could it do better? You can make notes about the features or interface on page 12 in your workbook.
Participants might have found that their same app idea has already been made into an app by another company…encourage them to make a better product!
Determine what skills/tools you will need to create your app and features that you do not already have. Break the app down into several components, each requiring a different skill, and research tutorials and videos that teach the skills required. Decide how you are going to divide up the components and who is going to work on what. Each team member will program at least one screen.
Ask participants to create a plan for how they will complete the prototype. Figure out what basic features or components the app will need (text-to-speech, accelerometer, lists, etc.) and then browse videos or tutorials on Technovation site that will teach how to implement those features. Finally, make a plan for when the team will work on each component.
Participants can make their own paper prototype like the videos they watched. They can copy the template in the slide and create multiple screens for how the app would look and function. Ask the participants to design paper prototypes as a team. Don’t worry about drawing pictures or making them pretty yet, just create a nice outline. They can make it beautiful later!
For next week, ask participants to finish their paper prototype. They can also continue to collect more survey results.