The Prairie Initiative is a family of projects that aim to make Drupal.org a more supportive environment for people who are new to the community and a more productive environment for our contributors.
Redesigning the Drupal Issue Queue (Codename Prairie: a Social Architecture P...leisa reichelt
The document discusses redesigning the Drupal issue queue to make it more effective, findable, and inclusive. It proposes benchmarking the current system, defining the problem space, exploring solutions through an open and collaborative process, and rapidly implementing a new system approach that supports modes of participation and planning. The goal is to encourage productive collaboration online like at Drupal conferences through a social architecture project called "Prairie" that measures success based on community satisfaction.
Leisa Reichelt and Mark Boulton presented their work on D7UX, an initiative to redesign the Drupal administrative interface. They conducted user research including interviews and usability testing to define user audiences like content creators and web savvy non-developers. Their redesign goals were to simplify the interface, improve the information architecture, focus on the 80% use case, and make the interface more friendly and understandable without removing important context. They previewed some of their proposed changes like role-based shortcuts and improved editing workflows, and discussed challenges of implementing the redesign within resource constraints.
The document discusses improving Drupal's usability and user experience (UX). It outlines a process for making the most common tasks easy for users through tweaks like grouping related items and providing helpful documentation and examples. Specific examples provided include improving content sorting and using autocomplete fields to simplify adding users to organic groups. The challenges of delivering better UX are also addressed, such as clients expecting it without budget or developers making custom changes that degrade the core experience.
This document discusses open source and how individuals and businesses can get involved. For individuals, contributing code, writing documentation, and participating in the community can boost skills and career opportunities. Businesses can use open source software to save costs, contribute code to raise their profile, create distributions for new markets, provide education and training, sponsor events, and offer hosting/development tools and services. The document provides tips on finding time to contribute, submitting patches easily, promoting projects, understanding which projects to create, and getting results quickly through sponsorship or code sprints.
In which we look at the mysteries of moving from boxes and arrows to a real actual interface. It starts with sketching, goes through basic models of interaction on a screen, and finishes with wireframes.
Workshop: Grow your research impact - RMIT UniversityJoyce Seitzinger
This document provides an agenda and schedule for a workshop on growing research impact through social media. The workshop is led by Joyce Seitzinger and will cover building profiles on Google Scholar, ResearchGate, and Academia.edu. It will also cover using Twitter, LinkedIn, and other tools to connect to research communities and explore how different media are used to share research. Participants will work on preparing a research artifact to share via social media and discuss curation strategies and apps. The goal is to help researchers set up a personal social media strategy to support their work.
Presented at the Idean UX Summit Austin, May 2014. My colleagues and I are integrating approaches for creating with social complexity, and this talk provides an overview of our work in progress.
It outlines the nature of social complexity, and surveys three approaches appropriate for the challenge: Positive Deviance, Theory U & Social Labs, and the work of Dave Snowden and Cognitive Edge.
Consider this a case of "showing my mess." Future installments will reflect more synthesis, tell more stories, and better describe the emerging practice of managing emergence.
Slides from a keynote talk at UX India 2014.
People have been creating together for thousands of years. Some of those people have written about their experience, and so we have the possibility of building on their wisdom. In this talk, Marc Rettig describes the age-old story of people who seek to have a creative voice through their work, and to connect their personal excitement and possibilities to the needs of the world. As this story repeats itself for many in the world of “user experience,” another familiar dynamic comes to light: the challenge of working in settings that express desire for creativity, but reward compliance. And therein lies a defining question of our time and our careers: where does profound creativity come from?
Redesigning the Drupal Issue Queue (Codename Prairie: a Social Architecture P...leisa reichelt
The document discusses redesigning the Drupal issue queue to make it more effective, findable, and inclusive. It proposes benchmarking the current system, defining the problem space, exploring solutions through an open and collaborative process, and rapidly implementing a new system approach that supports modes of participation and planning. The goal is to encourage productive collaboration online like at Drupal conferences through a social architecture project called "Prairie" that measures success based on community satisfaction.
Leisa Reichelt and Mark Boulton presented their work on D7UX, an initiative to redesign the Drupal administrative interface. They conducted user research including interviews and usability testing to define user audiences like content creators and web savvy non-developers. Their redesign goals were to simplify the interface, improve the information architecture, focus on the 80% use case, and make the interface more friendly and understandable without removing important context. They previewed some of their proposed changes like role-based shortcuts and improved editing workflows, and discussed challenges of implementing the redesign within resource constraints.
The document discusses improving Drupal's usability and user experience (UX). It outlines a process for making the most common tasks easy for users through tweaks like grouping related items and providing helpful documentation and examples. Specific examples provided include improving content sorting and using autocomplete fields to simplify adding users to organic groups. The challenges of delivering better UX are also addressed, such as clients expecting it without budget or developers making custom changes that degrade the core experience.
This document discusses open source and how individuals and businesses can get involved. For individuals, contributing code, writing documentation, and participating in the community can boost skills and career opportunities. Businesses can use open source software to save costs, contribute code to raise their profile, create distributions for new markets, provide education and training, sponsor events, and offer hosting/development tools and services. The document provides tips on finding time to contribute, submitting patches easily, promoting projects, understanding which projects to create, and getting results quickly through sponsorship or code sprints.
In which we look at the mysteries of moving from boxes and arrows to a real actual interface. It starts with sketching, goes through basic models of interaction on a screen, and finishes with wireframes.
Workshop: Grow your research impact - RMIT UniversityJoyce Seitzinger
This document provides an agenda and schedule for a workshop on growing research impact through social media. The workshop is led by Joyce Seitzinger and will cover building profiles on Google Scholar, ResearchGate, and Academia.edu. It will also cover using Twitter, LinkedIn, and other tools to connect to research communities and explore how different media are used to share research. Participants will work on preparing a research artifact to share via social media and discuss curation strategies and apps. The goal is to help researchers set up a personal social media strategy to support their work.
Presented at the Idean UX Summit Austin, May 2014. My colleagues and I are integrating approaches for creating with social complexity, and this talk provides an overview of our work in progress.
It outlines the nature of social complexity, and surveys three approaches appropriate for the challenge: Positive Deviance, Theory U & Social Labs, and the work of Dave Snowden and Cognitive Edge.
Consider this a case of "showing my mess." Future installments will reflect more synthesis, tell more stories, and better describe the emerging practice of managing emergence.
Slides from a keynote talk at UX India 2014.
People have been creating together for thousands of years. Some of those people have written about their experience, and so we have the possibility of building on their wisdom. In this talk, Marc Rettig describes the age-old story of people who seek to have a creative voice through their work, and to connect their personal excitement and possibilities to the needs of the world. As this story repeats itself for many in the world of “user experience,” another familiar dynamic comes to light: the challenge of working in settings that express desire for creativity, but reward compliance. And therein lies a defining question of our time and our careers: where does profound creativity come from?
The document provides 10 insights and ideas for improving communities of practice on the OECD Communities platform. It discusses ideas such as setting up a product page to explain the value of the platform, showcasing success stories of other communities, providing an introductory tour video for new users, outlining common community types and roles, offering customizable templates for community sites, and providing flexible one-on-one training and support instead of only group training sessions. The overall goal is to help users better understand, set up, and grow their communities on the OECD Communities platform.
Drupal is an open source content management system (CMS) that began as a college bulletin board. It has been in development since 2001 and is driven by an ever-growing community. Some key benefits of Drupal include its free and open source nature, powerful and flexible platform, clean URLs, and ability to customize functionality. The document provides tips for getting involved with the Drupal community through roles like contributing modules, event organizing, or starting a Drupal company. It outlines 10 steps for advancing one's career in Drupal, including getting involved, being open to feedback, and learning from both successes and failures.
SVA Fundamentals of Design for Social Innovation book 2013Marc Rettig
Designed to be viewed as two-page spreads. View as an ebook or download here: http://www.fitassociates.com/fundamentals-book
Created by the Fall 2013 cohort of the Fundamentals class in the MFA in Design for Social Innovation program at School of Visual Arts in New York. Produced under the mentorship of professors Marc Rettig and Hannah du Plessis, this book surveys frameworks, approaches, methods and skills for organizations, teams, and individual practitioners.
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
A few slides from a class session in the Carnegie Mellon School of Design, "Foundations of Practice for Social Design." I'm putting them up for folks who arrived here from my "notes on participatory design' on medium.com.
This document summarizes a presentation on learner experience design. It discusses conducting user research through methods like interviews, empathy mapping and personas to understand learner needs. Journey mapping is presented as a way to map out the learner journey and identify pain points. Prototyping solutions through sketching and storyboarding allows iterating designs based on feedback. Experience design is framed as taking a learner-centered approach to orchestrating the overall experience across an organization through collaboration between different teams. The goal is to adopt practices that improve the experience at all levels of an educational system or program.
Participation, Reconnection, and Design: presentation by Marc Rettig and Hannah du Plessis of Fit Associates, as part of the Interaction 17 conference redux for IxDA Pittsburgh.
Argues that participation in a vast and growing movement toward a sustainable and equitable future is a fertile frontier for design, and an invitation to adopt new approaches to work.
This document discusses learner journey mapping as part of learning experience (LX) design. It provides an overview of learner journey mapping, including when and why it is used. Learner journey mapping involves visually mapping out all the touchpoints and elements a learner encounters in their experience. It is used both for current and new products/services to identify pain points, get stakeholder buy-in on the desired experience, and establish priorities. The document includes examples of learner journey maps and recommends measuring the learner experience through ongoing usability tests, surveys and analytics to continuously improve the design.
This document discusses ways that The Campaign Company could improve how it works internally and with clients through the use of social software tools like wikis. It describes the company's current practices around communication, knowledge sharing, project management, and client collaboration which rely heavily on email and face-to-face meetings. Wikis and other tools could help capture knowledge more effectively, improve information accessibility across locations, reduce email traffic, and allow for more client involvement. Case studies are provided on how wikis could benefit knowledge sharing for recycling projects and facilitate collaboration with the NDC Network and Maidstone Youth Board clients.
Co-design tools and techniques - world usability day rome 2015Alessio Ricco
Co-design is a participatory design approach that actively involves all stakeholders in the design process to ensure the result meets their needs. It is aimed at innovation, taking a user-centered approach, and being democratic. Co-design seeks to develop a sense of joint ownership of the project among stakeholders by giving them a voice in the process. Effective co-design requires preparing workshops that define goals, participants, activities, and outputs to facilitate productive collaboration and idea generation.
This document discusses qualities of the Ruby developer community, including a focus on collaboration both within and across organizational boundaries, an emphasis on aesthetics in work environments and personal style, and an inheritance from open source culture where planning and work are closely connected. It suggests being aware of these qualities, considering how they are supported or blocked, and whether other communities speak the same "language".
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Culture Work: Organizational Becoming Made PracticalMarc Rettig
Notes and visuals from Marc Rettig's keynote talk at the 2015 UX Advantage conference. Marc seeks to deepen the conversation about fostering design culture in organizations by providing a process definition of "design," a layered definition of "culture," and insights about the interplay between design capacity and organizational culture.
Formatted as a letter-sized document rather than a slide deck. Combines all speaker's notes with visuals from the slides.
Also available as a web article on Medium: https://medium.com/@mrettig/culture-work-283223dce016
New Media for the Third Sector/ Case: Naisten Linja/ Class 2Mariana Salgado
This is the second presentation for the one week workshop on the topic New Media for the Third Sector. The case study was the women association: Naisten Linja (women's line). February, 2015.
Abby Y Covert: An Information Architecture Portfolio Abby Covert
Abby York Covert is an independent information architect based in New York City. She has extensive experience leading information architecture projects for companies such as Prismacolor, Kraft, Sharpie, Herman Miller, Nike, and IHOP. Abby prides herself on being an active member and leader in the information architecture community through volunteering, mentoring, and speaking at conferences. She currently serves as the President of the Information Architecture Institute.
Contribution sprints: Getting started and coming back for moreemma_maria
This document discusses contribution sprints for Drupal, including advice for first-time sprint attendees. It encourages people to attend sprints to learn, communicate, move projects forward, and try new skills while working with the community. Novice tasks are available on Drupal.org for beginners. Sprints can be hosted locally for those unable to travel. Advice is given for first-time sprint attendees to have reasonable expectations and ask for help. Mentoring at sprints is also discussed.
The document outlines the co-design process which involves:
1) Identifying a social need and researching the problem, target group, technological landscape and context.
2) Developing inspiration and visual prototypes through workshops to co-create solutions.
3) Pilot testing the product with groups through iterative workshops to refine and launch the solution.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
Experience strategy with UX designer as protagonistAnthony Colfelt
The document discusses the role of a UX designer as a protagonist in developing an experience strategy. It outlines establishing the need for change by researching current experiences and problems. The UX designer then works to set a vision for transforming experiences by defining experience principles and scenarios. Finally, the strategy is validated through testing and iteration to demonstrate requirements before further experience design work.
Best Practice for UX Deliverables - 2014Event Handler
The document discusses best practices for creating UX deliverables. It emphasizes the importance of adapting deliverables to the intended audience and project needs. UX deliverables should clearly communicate their purpose and add value by moving projects forward. Presenting information visually and through narrative is important to engage audiences. The document also provides perspectives from professionals in UX, design, development and content on their preferences for effective UX deliverables.
The document provides 10 insights and ideas for improving communities of practice on the OECD Communities platform. It discusses ideas such as setting up a product page to explain the value of the platform, showcasing success stories of other communities, providing an introductory tour video for new users, outlining common community types and roles, offering customizable templates for community sites, and providing flexible one-on-one training and support instead of only group training sessions. The overall goal is to help users better understand, set up, and grow their communities on the OECD Communities platform.
Drupal is an open source content management system (CMS) that began as a college bulletin board. It has been in development since 2001 and is driven by an ever-growing community. Some key benefits of Drupal include its free and open source nature, powerful and flexible platform, clean URLs, and ability to customize functionality. The document provides tips for getting involved with the Drupal community through roles like contributing modules, event organizing, or starting a Drupal company. It outlines 10 steps for advancing one's career in Drupal, including getting involved, being open to feedback, and learning from both successes and failures.
SVA Fundamentals of Design for Social Innovation book 2013Marc Rettig
Designed to be viewed as two-page spreads. View as an ebook or download here: http://www.fitassociates.com/fundamentals-book
Created by the Fall 2013 cohort of the Fundamentals class in the MFA in Design for Social Innovation program at School of Visual Arts in New York. Produced under the mentorship of professors Marc Rettig and Hannah du Plessis, this book surveys frameworks, approaches, methods and skills for organizations, teams, and individual practitioners.
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
A few slides from a class session in the Carnegie Mellon School of Design, "Foundations of Practice for Social Design." I'm putting them up for folks who arrived here from my "notes on participatory design' on medium.com.
This document summarizes a presentation on learner experience design. It discusses conducting user research through methods like interviews, empathy mapping and personas to understand learner needs. Journey mapping is presented as a way to map out the learner journey and identify pain points. Prototyping solutions through sketching and storyboarding allows iterating designs based on feedback. Experience design is framed as taking a learner-centered approach to orchestrating the overall experience across an organization through collaboration between different teams. The goal is to adopt practices that improve the experience at all levels of an educational system or program.
Participation, Reconnection, and Design: presentation by Marc Rettig and Hannah du Plessis of Fit Associates, as part of the Interaction 17 conference redux for IxDA Pittsburgh.
Argues that participation in a vast and growing movement toward a sustainable and equitable future is a fertile frontier for design, and an invitation to adopt new approaches to work.
This document discusses learner journey mapping as part of learning experience (LX) design. It provides an overview of learner journey mapping, including when and why it is used. Learner journey mapping involves visually mapping out all the touchpoints and elements a learner encounters in their experience. It is used both for current and new products/services to identify pain points, get stakeholder buy-in on the desired experience, and establish priorities. The document includes examples of learner journey maps and recommends measuring the learner experience through ongoing usability tests, surveys and analytics to continuously improve the design.
This document discusses ways that The Campaign Company could improve how it works internally and with clients through the use of social software tools like wikis. It describes the company's current practices around communication, knowledge sharing, project management, and client collaboration which rely heavily on email and face-to-face meetings. Wikis and other tools could help capture knowledge more effectively, improve information accessibility across locations, reduce email traffic, and allow for more client involvement. Case studies are provided on how wikis could benefit knowledge sharing for recycling projects and facilitate collaboration with the NDC Network and Maidstone Youth Board clients.
Co-design tools and techniques - world usability day rome 2015Alessio Ricco
Co-design is a participatory design approach that actively involves all stakeholders in the design process to ensure the result meets their needs. It is aimed at innovation, taking a user-centered approach, and being democratic. Co-design seeks to develop a sense of joint ownership of the project among stakeholders by giving them a voice in the process. Effective co-design requires preparing workshops that define goals, participants, activities, and outputs to facilitate productive collaboration and idea generation.
This document discusses qualities of the Ruby developer community, including a focus on collaboration both within and across organizational boundaries, an emphasis on aesthetics in work environments and personal style, and an inheritance from open source culture where planning and work are closely connected. It suggests being aware of these qualities, considering how they are supported or blocked, and whether other communities speak the same "language".
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Culture Work: Organizational Becoming Made PracticalMarc Rettig
Notes and visuals from Marc Rettig's keynote talk at the 2015 UX Advantage conference. Marc seeks to deepen the conversation about fostering design culture in organizations by providing a process definition of "design," a layered definition of "culture," and insights about the interplay between design capacity and organizational culture.
Formatted as a letter-sized document rather than a slide deck. Combines all speaker's notes with visuals from the slides.
Also available as a web article on Medium: https://medium.com/@mrettig/culture-work-283223dce016
New Media for the Third Sector/ Case: Naisten Linja/ Class 2Mariana Salgado
This is the second presentation for the one week workshop on the topic New Media for the Third Sector. The case study was the women association: Naisten Linja (women's line). February, 2015.
Abby Y Covert: An Information Architecture Portfolio Abby Covert
Abby York Covert is an independent information architect based in New York City. She has extensive experience leading information architecture projects for companies such as Prismacolor, Kraft, Sharpie, Herman Miller, Nike, and IHOP. Abby prides herself on being an active member and leader in the information architecture community through volunteering, mentoring, and speaking at conferences. She currently serves as the President of the Information Architecture Institute.
Contribution sprints: Getting started and coming back for moreemma_maria
This document discusses contribution sprints for Drupal, including advice for first-time sprint attendees. It encourages people to attend sprints to learn, communicate, move projects forward, and try new skills while working with the community. Novice tasks are available on Drupal.org for beginners. Sprints can be hosted locally for those unable to travel. Advice is given for first-time sprint attendees to have reasonable expectations and ask for help. Mentoring at sprints is also discussed.
The document outlines the co-design process which involves:
1) Identifying a social need and researching the problem, target group, technological landscape and context.
2) Developing inspiration and visual prototypes through workshops to co-create solutions.
3) Pilot testing the product with groups through iterative workshops to refine and launch the solution.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
Experience strategy with UX designer as protagonistAnthony Colfelt
The document discusses the role of a UX designer as a protagonist in developing an experience strategy. It outlines establishing the need for change by researching current experiences and problems. The UX designer then works to set a vision for transforming experiences by defining experience principles and scenarios. Finally, the strategy is validated through testing and iteration to demonstrate requirements before further experience design work.
Best Practice for UX Deliverables - 2014Event Handler
The document discusses best practices for creating UX deliverables. It emphasizes the importance of adapting deliverables to the intended audience and project needs. UX deliverables should clearly communicate their purpose and add value by moving projects forward. Presenting information visually and through narrative is important to engage audiences. The document also provides perspectives from professionals in UX, design, development and content on their preferences for effective UX deliverables.
Presentation about selling UX to coders at NordiCHI2014
Maarit Laanti 28.10.2014
NordiCHI2014 is the 8th Nordic Conference on Human-Computer Interaction
Maarit Laanti
UX strategy lacks strategy, it is usually just a glorified waterfall process, even agile processes are just incremental waterfall. This presentation tells the current state of UX strategy in pictures while it outlines a real UX Strategy in words.
This document discusses user needs in the context of government digital services. It emphasizes that understanding user needs should be the bedrock of service design and that user needs come from people's lived experiences rather than being customized for a specific project or department. Realizing user needs involves contextual research to understand what people currently do and using methodologies like Indi Young's Mental Models to standardize maps of user needs and how organizations respond to them. Words used to describe needs matter, and needs should be stated from the user's perspective and in a way that is understandable to them.
The document discusses UX strategy and experience strategy. It provides a definition of experience strategy as "a long-term plan to align every customer touch-point with your brand position & business strategy." It then outlines a framework for creating an experience strategy, including understanding the current customer experience, creating an experience vision and principles, defining initiatives and an experience roadmap, and establishing key performance indicators. The document emphasizes that experience strategy requires big picture thinking, communication skills, an understanding of business metrics, leadership abilities, and persistence. It also notes that experience strategy is a collaborative effort.
UX STRAT Europe 2015 - UX Strategy: today and tomorrowTim Loo
It's been an exciting time for UX professionals working in the area of experience strategy. Increasing demand for experience design thinking at the top level and overarching vision at organizational level has propelled our emerging discipline into the forefront.
So where has this all gotten us to? How successful have we been in getting our strategies to deliver real change to the plans and cultural behaviours of organisations and better outcomes for their customers. And where do we turn to for the wider skills and inspiration to lead user centered change. What is the future for the UX strategist?
Digital Shoreditch 2015: When business culture kills experience designTim Loo
As experience designers, we've all been there. The business brief to improve the customer experience is clear. The insight from the customer and the business points to obvious opportunities. As a team weve designed innovative solutions creating a win/win for the organisation and their customers. And then, like a patient rejecting the life saving transplant, the solution doesn't take. Or worse they do nothing. What do you do when the business culture is the biggest barrier?
The document discusses signs of great user experience (UX) according to a website, including an elegant user interface, being addictive, having a fast start, being seamless, and changing the user. It then criticizes most UX for not making decisions for users, thinking the designer's opinion counts more than users, not measuring UX metrics or defining what makes a good experience, and not truly caring about customers by shaping the organization's culture around them. It concludes that the user interface is a symptom of organizational culture and good UX requires getting beneath the surface to create good organizations first in order to craft good UX.
Redesigning Business - A workshop with Tim Loo - WebVisions BCN 2014Tim Loo
This is the workshop presentation from WebVisions BCN 2014 presented by Tim Loo, Strategy Director at Foolproof.
In an increasingly complex and digitally centric world, consumers are quickly evolving their thinking and behaviour. Many organisations are struggling to keep up, often failing to coherently live up to their brand and service promises. In this workshop, we’ll explore the role of the experience strategist creating wider business change, and the challenges and opportunities for the strategist in “redesigning” organisational attitudes and thinking around the customer.
UX STRAT 2014: Tim Loo's Workshop - Experience Visioning & RoadmappingTim Loo
This presentation is a shareable version of my workshop presentation from UX STRAT 2014, Boulder, Colorado.
In this workshop, we discussed the purpose of vision and roadmap in the experience strategy and the importance of working together with both business stakeholders and customers in the planning process. We covered practical definitions, skills and techniques:
- What is an experience vision?
- What are the ingredients for a great experience visions?
- Running visioning workshops with stakeholders
- Communicating experience vision through storytelling
- What is an experience roadmap?
- Creating a delivery roadmap
What is UX Strategy? - Tim Loo @ UX BrightonTim Loo
Tim Loo discusses the role and importance of UX strategy. UX strategy aligns customer touchpoints with business and brand strategies through a long-term vision, roadmap, and key performance indicators. It involves understanding customers, envisioning ideal experiences, identifying gaps, prioritizing initiatives, and tracking metrics. UX professionals are well-suited to develop strategy due to their skills in customer empathy, experience visioning, and collaborative work.
UX STRAT 2016 - Turning CX Strategy to CX Reality at ShellTim Loo
This document outlines Shell Commercial Fleet's strategy to improve their customer experience (CX). It discusses:
1) Understanding the current poor state of CX through customer research and journey mapping which found CX impacts customer value.
2) Agreeing their intent to transform CX in 2015 with a leadership session defining priorities like improving expectations and outcomes.
3) Creating a CX strategy with principles like continuous improvement and making commitments through customer-engaged design.
4) Initial results showing improved customer satisfaction indexes since implementing the CX focus.
What is Experience Strategy? by Tim Loo for DesignSingapore CouncilTim Loo
On the 26 August 2014, Tim Loo, Strategy Director at Foolproof, presented "What is Experience Strategy?" at special event organised by DesignSingapore Council and hosted at the National Design Centre, Singapore. This is a shareable version on that presentation.
This document discusses customer experience mapping as a tool to help communicate a company's value proposition and design strategic customer journeys. It provides an overview of the key components of a customer experience map, including defining the business mission and strategy, customer journeys and personas, design principles, and metrics. The document emphasizes that the map should be used regularly by teams to maintain focus on customer value and make strategic decisions.
People Over Pixels: Meaningful UX That ScalesCliff Seal
Why does a user's experience matter—not just to an organization, but in a broader sense? And, if we can find a deeper meaning in designing for others, how can that help us achieve business goals?
Design is finally getting some attention in tech, and we ought to realize the importance of that opportunity and capitalize on it for the good of everyone. You might be surprised at how a focus on helping people actually results in the metrics that everyone cares about, like user happiness and team efficiency—and I'll back it up with statistics you can take back with you.
So join us as we talk about the foundation of great UX and how to scale our methods (no matter what size your organization is). Simply doing more of the same ol' stuff won't cut it, so we'll discuss how subtle shifts in thinking can help us continually improve our work for the benefit of everyone it touches.
This document discusses strategic user experience and how to effectively prototype strategies to achieve organizational goals. It emphasizes that strategy is best executed through prototyping rather than abstract planning. Some key points made include prototyping in code instead of tools like Axure, using multidisciplinary teams to quickly test ideas iteratively, making evidence-based decisions through experimentation and analytics, and using prototypes to engage stakeholders and bring strategies to life. The overall message is that prototyping is crucial for translating strategies into reality and driving organizational alignment and change.
This document discusses UX strategy and its importance. A UX strategy helps a business solve problems through coordinated UX choices that define a desired experience. It discusses elements of strategy, including challenges, aspirations, focus areas, guiding principles, and activities. UX strategy is needed for several reasons, such as business shifts, ecosystem design challenges, and ensuring cohesion between high-level vision and daily actions. Strategic learning is also discussed, where strategy emerges through learning rather than being purely deliberate. The document provides examples and emphasizes that strategy and execution are interconnected.
The SharePoint Governance Manifesto Sample ChaptersAntony Clay
Get the full version of the book here: http://bit.ly/SPGovManifesto
The SharePoint Governance Manifesto - Disruptive Governance thinking for the masses.
Students and web2.0 ALT-C 2007 PresentationNeil Currant
The document discusses students' lack of preparation for using web 2.0 tools like blogs and wikis for learning. It notes that the underlying skills needed, like group work, ICT skills, and learning skills, are often not developed enough. As a result, several issues were observed when students used these tools, including wikis not being collaborative, individual rather than group work, repetition of content, and plagiarism. It raises questions about the support and skill development needed for students to effectively use these tools.
David Duffett's CommCon 2019 Keynote Speech
The founders of 10 Open Source projects were asked to complete a survey. This talk was based on the results of that survey.
When To Use What In Office 365 (Enterprise User Guidance)Kanwal Khipple
Your users may struggle with these questions: Should I share a message via Skype for Business instead of Yammer, Office 365 Groups, or Exchange? Should I collaborate on data using an Excel sheet or a SharePoint list? Should I share a file in Outlook, in a meeting, from OneDrive for Business, on Yammer, in a Group, or in a SharePoint site? This session is the ‘How To’ user’s guide What happens when your users can't decide what technology or feature to use? They use what they know, or what’s easy; even if better options exist. In this session, Richard and Kanwal help you maximize the value of your Office 365 investment by providing the guidance you need to help your users make better, more effective decisions on how they get work done.
This document discusses an organization called TALL that provides online learning opportunities. It summarizes TALL's history and current course offerings. It then discusses a project called Isthmus that aims to better connect students to resources on the wider web and take advantage of existing web services like social networking, wikis and forums to enhance the learning experience. The document includes discussions between staff on setting up a Facebook group to build an online community for TALL students.
When To Use What In Office 365 (Enterprise User Guidance)Richard Harbridge
Your users may struggle with these questions: Should I share a message via Skype for Business instead of Yammer, Office 365 Groups, or Exchange? Should I collaborate on data using an Excel sheet or a SharePoint list? Should I share a file in Outlook, in a meeting, from OneDrive for Business, on Yammer, in a Group, or in a SharePoint site? This session is the ‘How To’ user’s guide What happens when your users can't decide what technology or feature to use? They use what they know, or what’s easy; even if better options exist. In this session, Richard and Kanwal help you maximize the value of your Office 365 investment by providing the guidance you need to help your users make better, more effective decisions on how they get work done.
The document summarizes a presentation given by Chris Heuer about the past, present and future of social media and the Drupal content management system. Heuer discusses how social media has evolved from cave paintings to the modern web. He argues that organizations must embrace their role as media companies and look holistically at user experience. While Drupal has potential, it faces challenges in becoming more accessible and growing up from its roots as a platform for developers. Heuer calls on the Drupal community to seriously reflect on how to better serve a diverse range of users.
The document provides guidance for UiPath Community Chapter Leaders in organizing local community meetups. It outlines the mission and values of the UiPath Community, the responsibilities of Chapter Leaders which include hosting at least 4 meetups per year, using the Bevy platform, and fostering an open environment. It also provides tips for Chapter Leaders on topics for successful meetups, ideas for smooth meetup planning, and finding speakers.
Thinking Through A Cybermissions Project - a presentation to get your team mo...Cybermissions
The document provides guidance for developing a cybermissions project through a series of brain-teasing slides. The slides cover topics such as discerning God's work in an area, creating high-quality digital resources, delivering resources to people through training facilitators, finding a single major focus for the project, and ensuring resources are culturally relevant and easy to disseminate. The overall goal is to catalyze a disciple-making movement through developing a system using best practices that inspires people with its quality and connections to resources.
Harnessing the benefits of online communities of practice (CoPs)johnt
The document discusses how online communities of practice (CoPs) can help harness knowledge sharing in distributed global organizations like engineering consultancy firm Hatch Associates. It outlines how CoPs were introduced at Hatch to connect employees, facilitate knowledge exchange, and reduce time spent searching for information. Over 50 CoPs now operate based on employee needs and interests to improve collaboration and productivity.
The document provides information on how to get involved with the open source SilverStripe project by learning key skills like using GitHub, writing documentation in Markdown, and submitting modules to Packagist, and encourages participation through activities like attending meetups, writing blog posts, and improving documentation; it also discusses how organizations can support open source by open sourcing their own modules and allocating time for staff to participate in the community.
This document proposes a campaign to highlight diversity in the Drupal community by featuring short videos from community members answering how Drupal has changed their lives and enabled them to help others. It suggests community members submit photos and videos that would be displayed prominently on websites to help people see themselves represented. The goal is to introduce coders to non-coders and vice versa to help them realize their shared goals. Similar past efforts like featuring member photos led to increased engagement, connections between members, and spin-off projects like an online magazine. The campaign aims to cross-pollinate Drupal with other tech communities by implementing the video features on multiple sites.
The document outlines an agenda for a workshop on introducing social media to churches and other ministries. The agenda includes introductions, exercises to discuss fears and benefits of social media, and presentations on various social media tools like blogs, wikis, Facebook, YouTube, and Twitter. Attendees will learn how these tools work, see examples of how others are using them, and discuss how to develop strategies for using social media in their own ministries.
Knight Foundation - Digital Media Center - Foundation ConveningBeth Kanter
The document summarizes a workshop on leading on social platforms for foundation leaders. It discusses developing a networked mindset and using social media to improve relationships, awareness, engagement, and other goals. The workshop covered assessing an organization's maturity with social media from crawl to fly, cultivating professional networks, developing a social media strategy and using metrics to learn. It provided examples from foundations and encouraged participants to start small, learn from failures, and scale up social practices over time.
This document discusses software design considerations for women users. It notes that women now make up over half of church ordinations and university degrees in the UK. It asks how women differ from men and if those differences should impact software design. It discusses challenges like women spending more time on childcare and valuing relationships. It cautions against generalizations but notes research found women more risk-averse. It suggests software communities be inclusive, welcoming, and value collaboration over individual prowess. Open source norms around asking questions and discouraging unpleasant behavior are presented as examples of an inclusive community culture.
Mentoring Startups - What it takes to make a differenceGeorge Vukotich
These are the slides based on the book Mentoring Startups by George Vukotich, Ph.D. They were also used in an interactive session at The Enclave in September 2020.
The Whole Is Greater Than Its Parts: How Quality Reference Service and Commun...Don Boozer
It’s impossible to point to one, single aspect of reference service and say “That’s it!” Reference service depends on a myriad of conditions and causes to bring the necessary pieces of information together with inquirers. These conditions include the layout and location of the building, the interaction of the personalities involved, the format of the answer itself, and many more. These will all affect the efficacy of the reference transaction and the satisfaction of both librarian and patron. While we can’t control all these factors, we should be consciously aware of them: capitalizing on some, mitigating others. This session will take you on a journey through the reference transaction, bringing to light the vital connections that make our profession possible and providing some practical tips on how to make the most of the resources, skills, and techniques we all have at our disposal. (Presented at Ohio Library Council Convention & Expo 2016)
As a UX designer, Joe Bond is interested in using peer-to-peer mentorship as a primer for creating inclusive, active local design communities. He talks about his own experiences in creating communities to meet and learn from people that are solving meaningful problems in a variety of design disciplines and methodologies.
Things you can do to help your organisation make better services for usersleisa reichelt
Four things you can do to start shifting the culture of your organisation so that it is more able to make better services for your users, based on experience at the Government Digital Service.
1. Prototyping allows for strategic and tactical user experience design by developing visions and business strategies top-down while delivering strategies bottom-up through quick execution.
2. An effective process involves assembling a multidisciplinary team, sketching prototypes in HTML instead of Photoshop, testing real content in multiple iterative prototypes, and only documenting what is necessary.
3. Prototyping beats abstract planning and documentation by making new ideas less scary through showing rather than telling, embracing experimentation, and making evidence-based decisions with stakeholders.
The document discusses Leisa Reichelt's approach to prototyping, which involves quickly testing ideas through multiple prototypes rather than extensive documentation. She advocates forming a multidisciplinary team to create prototypes moving from sketches to HTML to test content and get early user feedback. Prototypes should be used to test both qualitative and functional aspects. Iterating quickly allows learning more. This approach can be used with startups, large conservative organizations, and governments to make new things less scary through experimentation.
my talk from the LBi 'What's Next in Experience Design' in which I talk about why skunk works style internal start ups are prone to failure and the characteristics of successful start ups that larger organisations could seek to adopt in order to foster innovation & creativity company wide.
This document discusses strategic user experience and provides guidance on developing an experience strategy. It includes the following key points:
1. An experience strategy is the collection of activities an organization chooses to undertake to deliver exceptional customer interactions and a superior product/service offering.
2. Developing an experience strategy involves defining the vision, business strategy, customer experience strategy, and tactical execution plan. This includes creating customer journeys, personas, and design principles.
3. Measuring key performance indicators is important to evaluate whether the experience strategy is achieving its goals and delivering value to customers.
This document discusses strategic user experience and provides guidance on developing an experience strategy. It includes the following key points:
1. Developing an experience strategy requires defining your vision, business strategy, value proposition, target audience, experience strategy, business model, customer journey maps, personas, design principles, and KPIs and metrics.
2. An experience strategy is the collection of activities an organization chooses to deliver a series of positive, exceptional interactions that constitute a superior product or service offering.
3. Key elements of an experience strategy include understanding the customer voice, creating a single view of the customer, and defining programs like voice of the customer.
Public Prototyping - Drupal Summit, Genk 2011leisa reichelt
The document discusses building a minimum viable product and getting customer feedback, comparing new technologies like cars to older alternatives like horses, and the importance of getting outside of the office or building to get feedback from potential customers on product ideas.
1. The document discusses the importance of strategic user experience and experience-driven business strategies. It emphasizes that a good product experience, not just a good logo or marketing, is needed to build a strong brand.
2. It outlines how to develop a strategic UX approach by first defining the business mission and strategy, then creating a customer experience strategy through tools like experience maps, personas and design principles.
3. Finally, it discusses how to execute the strategy through prioritization, strategy-driven design, evaluation and collaboration techniques like the KJ technique for complex decision making. The goal is to align UX work with business goals from the inside out.
This document discusses the need for a united front of UX professionals to address widespread bad user experiences on the web through training, tools, and data-driven methods. It describes UX professionals as a "civilian army" that can fix many easily fixable problems by focusing on users' needs rather than assumptions. The document advocates equipping this army with techniques like personas, usability testing, analytics, and addressing both interface and non-interface factors. The goal is to create a UX revolution through this united effort to prioritize the user experience.
Pimping UX Bookclub, London at UPA Bookfairleisa reichelt
This document describes a UX book club in London that has grown to include over 100 book clubs worldwide. The London book club discusses books about UX design, occasionally talks to authors, and eats pizza while socializing. Members can suggest upcoming book selections and vote on which books the club will read next.
The document outlines a 4 part story about addressing usability issues in a software project. It describes problems arising, a turning point when fixes were required, and the launch of the D7UX approach. The D7UX used open collaboration, skill sharing and test crowdsourcing to engage the community, share work on sites like Flickr and YouTube, and provide communication structures to improve the project through a transparent, participatory process. The outcome is uncertain but could be a "game changer" with community action.
Design Research For Everyday Projects - UX Londonleisa reichelt
The document discusses design research for everyday projects. It provides an overview of qualitative design research methods that can be customized for smaller projects with limited time and budgets. The speaker will cover designing, conducting, and analyzing qualitative design research, with a focus on practical tips over best practices. Hands-on exercises are included to help participants understand how to design and conduct interviews and analyze the findings.
The document describes design consequences, a design activity where participants sketch and brainstorm solutions to design problems in a limited amount of time. It can be used early in projects to explore ideas, solve problems, and gain consensus. An example is provided where participants must design an interface for customizing hats online. The activity helps get clients and other teams involved in the design process.
This document outlines techniques for effective collaboration, including brainstorming and consensus building. It discusses the importance of collaboration for benefits like team building, communication, and gaining different perspectives. Effective brainstorming requires preparing the right people, having rules like deferring judgment and building on others' ideas, using tools like sticky notes, and appointing a facilitator. The KJ method is presented for building consensus, with steps of sorting ideas into groups, naming groups, voting on importance, and ranking. Examples are given of collaborating on developing a concept for a pizza restaurant's iPhone app.
Improving your site's usability - what users really wantleisa reichelt
Improving your site's usability by understanding what users want. The document discusses conducting user research through methods like usability testing, focus groups, and field research to understand user needs and design websites accordingly. User-centered design is highlighted as an approach that involves both strategic and tactical elements to understand why people use a site and how well they can use it. User research helps uncover real user requirements and avoid making assumptions about what users want.
Practical User Research - UA Conference 08leisa reichelt
This document contains information about how to conduct practical user research, including how to do it, what to do with the results, and tips for different research methods. It discusses when in a project to conduct research, quantitative vs. qualitative approaches, techniques for interviews and analyzing findings, and how to present research reports. The overall document provides guidance on planning and executing user research.
This document discusses user experience design (UXD) and usability. It lists names of experts in the fields like Steve Krug, Jenny Preece, and Jakob Nielsen. It notes that while usability aims to make tools easy to use, the goal of hygiene results in usability failing. It questions what issues are arising in UXD work.
here's the presentation I gave at Enterprise 2.0 this morning. The slides are a little sparse. I'll write up some notes on my blog (disambiguity,com) as soon as I get a spare moment.
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.
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.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
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.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
27. so... this is Drupal right?
you’d better get used to it.
28.
29.
30. this is an (inadvertent)
statement of our values
31. we don’t value the
experience that new
contributors have
32. we don’t value the quality of
the products we produce
and/or the spaces we inhabit
33. could we make a crappier
‘onboarding’ experience
if we tried?
34. The term onboarding comes from the field of
human resources and the common practice of
new hire orientation. In that context, the steps
in the process are often referred to as
accommodate, assimilate, and accelerate—all of
which apply quite nicely to how new users ought
to be treated in order to bring them into the fold.
- Whitney Hess
http://uxmag.com/design/onboarding-designing-welcoming-first-experiences
43. as you are, so are your buildings;
and as your buildings are, so are you
Louis H Sullivan
‘father of skyscrapers’
Introducing the Prairie Initiative
Leisa Reichelt, Disambiguity.com
44. ‘The behavior you’re seeing is the
behavior you’ve designed for’
Joshua Porter
http://www.flickr.com/photos/jesper
45. designing for behaviour as a first
class object... change the context and
you get different behaviour
- Clay Shirky
49. goals:
1. to improve the collaboration tools on Drupal.org
so that we can do more and better work together
and make Drupal better, faster.
2. to grow the pool of contributors by making
Drupal.org a better and easier place to become a
contributor - to make it less intimidating to people
who want to get started contributing
51. help us to be more effective
- allow us to make good decisions, quickly
- involve the right people at the right time
- encourage us to follow good processes for
designing and implementing solutions
52. we need to be more findable
and more joined up
- how do new people find the issue queue?
- you do you find issues you need/want to know about?
- why are there three different initiatives going on at
once to solve the same problem (this is ok, except that
they don’t know about each other)
53. we need to know about things
even if we can’t be on IRC or in the
issue queue for hours every day
- smart notifications!
- let me know when I should know something.
- don’t bug me all the time...
54. we need understand & support
modes of participation better
- 1:9:90
- easier to be a power user/leader
- easier to dip in and add value
55. we need a better way to plan
initiatives together
- planning something big is different to getting
work on a project done
- a place to plan complex, multi-stage projects
- a place to plan projects that don’t involve code
56. we need to be more inclusive
- a welcoming environment for noobs
- a way to efficiently provide friendly support
- an environment that supports all disciplines.
57. be considerate
be respectful
be collaborative
when we disagree, we consult others
when we are unsure, we ask for help
step down considerately
http://drupal.org/dcoc
58. we should behave online like we do in
the hallways at conferences & camps
- an environment that encourages friendliness,
politeness, constructiveness, proactivity.
- a way to channel passion positively
- ‘the shadow of the future’?
59. We don’t have a choice about whether we have
a reputation system or not.
We need to choose if/how we write it down .
- what’s measured matters
- a way to show influence
whilst remaining egalitarian
- a way to show expertise without being
a show off