LISA ASIA Forum - Localizing Interactive Media & Gamest-version (ZH version)Victor Alonso Lion
LISA ASIA Forum - Localization Industry Standards Association
Simplified Chinese version
Presentation: Localizing Games & Interactive Media - How they differ from other software products
Suzhou, China. 29/07/2010
LISA ASIA Forum - Localizing Interactive Media & Gamest-version (ZH version)Victor Alonso Lion
LISA ASIA Forum - Localization Industry Standards Association
Simplified Chinese version
Presentation: Localizing Games & Interactive Media - How they differ from other software products
Suzhou, China. 29/07/2010
Il corso di formazione, organizzato su 5 modulo, ha l'obiettivo di alfabetizzare funzionari sindacali, e rappresentanti delle piccole imprese, sull'uso istituzionale dei NEW MEDIA
Il corso di formazione, organizzato su 5 modulo, ha l'obiettivo di alfabetizzare funzionari sindacali, e rappresentanti delle piccole imprese, sull'uso istituzionale dei NEW MEDIA
This sharing is from our speaker Angel Wu who shared us her Mobile App design experience on our May event. UiGathering is an non-profit organization to promote user experience design and research in Taiwan.
The master thesis focuses on how to improve the service quality of the world first AR sport competition. The contents include the design concepts and how they are evaluated. The project is done at National Taiwan University and supervised by Prof. Tang, Hsien-Hui.
2019 Service Plus 總結重點報告 Service+2019 summary outline 0418NTUST
Service Plus是DITLDESIGN團隊的服務設計案,試圖建立優良的服務設計知識服務。
3/23的大會總共有340人,會場票卷全部販賣完畢,工作團隊於志工沒有座位,大會貴票卷大約是25%,學生票大約是22%。3/24的五場工作坊總共114人。大會參與者有30%為管理階層,line總經理帶領公司成員全程參與,共計有100多家企業,包含不少國際級公司。
共有來自歐洲、大陸、台灣的12位講者,及邀請的12位嘉賓,都是服務設計的實務工作者,同時結合台灣主要的服務設計組織與公司,以及相關書店。
核心工作團隊為17位成員,除主辦人唐玄輝教授,全部是其指導學生及臺灣科技大學的學生。
線上線下活動規劃豐富,共20個服務模組。大會出席率達98%,閉幕時還有約95%以上的參與者。大會整體NPS達34,推薦者達1/3。
大會未申請任何政府補助,試圖用商業運作確認服務品質,最後收支平衡。
Service Plus conference is the service project executed by DITLDESIGN in an attempt to establish a high quality service design knowledge service.
There were 340 participants in the conference on 23rd of March. All tickets were sold out resulting in no seats for volunteers and organizers. 25% of the participants were VIP guests while 22% were students. There were 114 participants for the workshops on 24th of March.
30% of the participants were manager levels. One of them is the CEO of line Taiwan. They were from more than 100 companies, including some international companies.
The 12 speakers were from Europe, China, and Taiwan, and all of them are currently service design practitioners in big companies or design consultancies. We also invited local service design practitioners and publishers.
The core working team includes 17 members, being Prof. TANG and his supervised students.
There were various online and offline activities, including 20 service modules.
The attendance rate reached 98% while there were still 95% remained until the closing ceremony.
The overall NPS reaches 34. Promoters occupied 1/3 of the participants.
We did not apply any governmental support for the evnet because we intended to examine the service quality through financial results. In the end, we reached a break-even-point.
Appreciating the multifaceted F2E from user experience to service designNTUST
F2E originated from the professionals handling front-end coding of webs in the internet era. They play an important role in the presentation and interaction of webs, and are the frontline uses encounter. Good F2E can greatly improve the quality of user experience.
When entering the era of new service design, the touch points between users and service are getting diverse. Not only digital user interface, but also a physical user interface, voice user interface, and even human-to-human contacts are included in the trend of online-offline integration.
Facing new service system, we might redefine F2E as engineers who utilize service persons, physical environments, digital tools and environments to establish service systems. Therefore, the jobs of F2E are more diverse and splendid. This talk will share our near-future imagination for service F2E.
https://2018.fedc.tw/
4. Japan Taiwan South Korea
U.S. apple Other
•iPhone4 Profit
1% 2%
1%5%
•Capturing Value
in Global
33%
Networks: Apple iPad and
iPhone
•Kraemer 59%
5. JAPAN PRODUCT INDUSTRY
• 製造神話破滅之後,⽇日本開始朝特⾊色產品及研發升級的⽅方向轉型 (2005)
• Canon Camera, Panasonic DVD, Sony TV,
• 客製化、使⽤用者為中⼼心
• ⺫⽬目前⾯面臨失敗中 / SONY LCD LED TV
6. PHILIP KOTLER MARKETING 3.0
Marketing 1.0 Marketing 2.0 Marketing 3.0
Manufacture User-centered Value / Spiritual / UX
Useful Usable Desirable
Walkman / CD Player Various CD Player iPod
7. PERSONAL MUSIC PLAYER
FOR MARKET 1.0
• Walkman
• 20 years ago
• All Hardware manufactured in japan
• Very few software
• Easy to follow
8. PERSONAL MUSIC PLAYER
FOR MARKETING 3.0
• Apple ipod video
• 70% hardware by japan
• 30% software by u.S.
• Plus iTunes music authorization
• Hard to follow
• Cost price u.s. 143
19. CREATIVE PRODUCT - IPOD
• Cheapest way to store music • HD
• Fastest Transferring Method • Firewire
• Enjoy music anywhere any time • iPod
• Easy to manage and organize all your music • iTune
• Your will never forget to bring tunes you like • HD Size
• Share with other music lovers • Internet
27. Buy Listen Organize Fan Store Mobile FB Facetime LINE Skype
Seamless Music Enjoyment X Total Communication X
Digital Music Player Mobile Phone
iPhone Navigator
Portable Game Device Personal Digital Assistants
Brief Relaxation X Digital Information Sync X
Social Game News Personal Game FB Twitter iCloud Mail Address Books Calendar
28. 使⽤用者經驗是差異化的主要武器
• WALKMAN / CD PLAYER • NDS
• NOKIA • CAR NAVIGATION
• DIGITAL CAMERA • Portable GPS
29. WHY IPOD CASES ARE SO EXPENSIVE ?
75
195
265
115 265
55 95
30. 擴⼤大使⽤用者經驗圈
• Telecommunications company
• Programmer
• International Billing
• Design their own OS, keyboard, mouse, monitor, ..........
• Every digital devices TV, WATCH, IN-CAR NAVIGATION
31. APPLE QUIZ
• Do You Know the CPU Speeds of iPhone Series ?
• The Main Selling Point
• iPhone 4, iPhone 4S
• iPod, iPod 2, the New iPod
• Which Company Design Their Own Mouses and Keyboards
• They Are Experts in UX Innovation, So They Can Create Profits in Marketing 3.0.
50. GUIDED ACCESS
• Autism: disabling the Home button, as
well as restrict touch input on certain
areas
• Blind
and Low-vision Users: VoiceOver
on Map
• Heading Impaired: a power-efficient,
high-quality hearing Aid
51. RESEARCH AGENDA FOR UX
• 滿⾜足使⽤用者「超乎⼯工具性⽤用途」 • 強調看不⾒見、摸不著、隨著情境⽽而
(beyond the instrumental)的需要、 變化的主體「體驗」
愉悅與享受 (experience),以對⽐比於看得⾒見、
摸得著,與主體感受無關的「功
• 強調主體的、情緒的「有⽤用性」 能」(function)
(emotional usability)以對⽐比於傳統
機械式的、強調效率的「有⽤用性」 • 縮⼩小「開發者的預期」和「使⽤用者
(usability) 的感受」之間的落差。