My quest for the talk is to introduce you to gamification with the founding principles that allow us to achieve success by adopting the process and an end-to-end example of gamifying a familiar process at work. Since some of the top global companies are already employing it as a technique for their business operations why should YOU wait? Gamification goes beyond collecting stickers for some discounted items at the local gas station or stamps for a free latte. Since gamification is the convergence of game design and user-centered design we will take on a journey that touches on these two rather familiar concepts to explain what is yet to be understood and applied to break the chains of standard business processes.
What did we learn from the 2006 protests in Oaxaca? This presentation is a slideshow of photos I took to document the happenings. Your comments are welcome and so are embeds, likes, clips and shares.
¿Qué hemos aprendido de las protestas de 2006 en Oaxaca? Esta presentación es una presentación de fotos que tomé para documentar los acontecimientos. Tus comentarios son bienvenidos y también los embeds, likes, clips y shares.
- Ron Mader / Planeta.com
http://planeta.com/1606oaxaca
Questions = Preguntas
¿Cuáles fueron sus experiencias durante las protestas de 2006?What were your experiences during the 2006 protests?
¿Alguna de las interacciones específicas vienen a la mente entre junio y noviembre de 2006?Do you have any any specific interactions come to mind between June-November 2006?
¿Qué hemos aprendido de las protestas de 2006 en Oaxaca?What did we learn from the 2006 protests in Oaxaca?
Gamification - a player centered design processStefan Ivanov
Gamification has become a buzzword in recent years and a big percentage of the top companies in the world are already employing it as a technique in their business operations. Additionally we have seen and experienced gamification on a number of occasions in our daily life – from loyalty programs to catchy marketing tricks for product promotion and what not. The design community has witnessed some practices that work really well and others that simply don’t.
This talk will present gamification and its benefits, but also cover examples of good and bad practices. And since gamification is what seems to be the convergence of game design and user-centered design, extensive guidance will be provided about its incorporation in existing processes and products, as well as employing it in designs that are built from the ground up. We also will talk about what makes games fun, what types of players exist and what motivates them. We will discuss the concept of obstacles, the types of work that need to be done to overcome them and the rewards that are provided in return. And all this will be spiced up with numerous examples from the present and the past.
Session 3: Sketching and User-centered DesignLeanna Gingras
This week's UX class covers good design, brainstorming and concepting, sketching, design rules of thumb, and the art of critique. There's a LOT of sketching exercises. Learn by doing!
These are lecture slides for the User Experience class I'm teaching at SVC. Learn more here: http://svc-ux1.leannagingras.com/
Why is it so that some products become a huge success and other don’t? I bet that each of you has racked his brains with this question for a while. I also did it many, many times. Why do I catch myself buying products every now and then that don’t offer any usability? Why do I keep things that I hardly ever use? And how come there are objects that I use every day without even noticing, as a habit? This talk will answer all these questions by looking into the emotional connections we establish with certain products. We will quantify our perception of objects to get a deeper understanding of the various factors that affect us. We will discuss emotions, usability, conceptual models and much more relating to Don Norman’s famous framework for the Three Levels of Design.
Storyboards - telling the stories of your users visuallyStefan Ivanov
Many things are really simple and very familiar but that does not mean that they are obvious. The storyboard is a concept that perfectly exemplifies this statement. And despite the fact that many of us have grown up with these (I got my first Mickey Mouse magazine in 1991 when I was four), it is often frustrating how to have them work for us. When I got to understand the power of storyboards 20 years later, I was truly fascinated with them and have been using them ever since.
This workshop will not teach you how to draw beautifully, this requires a little talent and a lot of practice. We will talk about communicating our ideas with the different stakeholders in a visual way. About depicting the frustration of users to the management visually so that it is easy for them to grasp. About expressing an envisioned solution to a customer and receiving rapid feedback in an easy to understand fashion and at a very low price. About putting all stakeholders on the same page in regard to what the problems are and what the solutions might look like. About providing context for the various scenarios in which a product is being used. The benefits are numerous and our goal will be to get you familiar with the power of telling visual stories through storyboards.
What did we learn from the 2006 protests in Oaxaca? This presentation is a slideshow of photos I took to document the happenings. Your comments are welcome and so are embeds, likes, clips and shares.
¿Qué hemos aprendido de las protestas de 2006 en Oaxaca? Esta presentación es una presentación de fotos que tomé para documentar los acontecimientos. Tus comentarios son bienvenidos y también los embeds, likes, clips y shares.
- Ron Mader / Planeta.com
http://planeta.com/1606oaxaca
Questions = Preguntas
¿Cuáles fueron sus experiencias durante las protestas de 2006?What were your experiences during the 2006 protests?
¿Alguna de las interacciones específicas vienen a la mente entre junio y noviembre de 2006?Do you have any any specific interactions come to mind between June-November 2006?
¿Qué hemos aprendido de las protestas de 2006 en Oaxaca?What did we learn from the 2006 protests in Oaxaca?
Gamification - a player centered design processStefan Ivanov
Gamification has become a buzzword in recent years and a big percentage of the top companies in the world are already employing it as a technique in their business operations. Additionally we have seen and experienced gamification on a number of occasions in our daily life – from loyalty programs to catchy marketing tricks for product promotion and what not. The design community has witnessed some practices that work really well and others that simply don’t.
This talk will present gamification and its benefits, but also cover examples of good and bad practices. And since gamification is what seems to be the convergence of game design and user-centered design, extensive guidance will be provided about its incorporation in existing processes and products, as well as employing it in designs that are built from the ground up. We also will talk about what makes games fun, what types of players exist and what motivates them. We will discuss the concept of obstacles, the types of work that need to be done to overcome them and the rewards that are provided in return. And all this will be spiced up with numerous examples from the present and the past.
Session 3: Sketching and User-centered DesignLeanna Gingras
This week's UX class covers good design, brainstorming and concepting, sketching, design rules of thumb, and the art of critique. There's a LOT of sketching exercises. Learn by doing!
These are lecture slides for the User Experience class I'm teaching at SVC. Learn more here: http://svc-ux1.leannagingras.com/
Why is it so that some products become a huge success and other don’t? I bet that each of you has racked his brains with this question for a while. I also did it many, many times. Why do I catch myself buying products every now and then that don’t offer any usability? Why do I keep things that I hardly ever use? And how come there are objects that I use every day without even noticing, as a habit? This talk will answer all these questions by looking into the emotional connections we establish with certain products. We will quantify our perception of objects to get a deeper understanding of the various factors that affect us. We will discuss emotions, usability, conceptual models and much more relating to Don Norman’s famous framework for the Three Levels of Design.
Storyboards - telling the stories of your users visuallyStefan Ivanov
Many things are really simple and very familiar but that does not mean that they are obvious. The storyboard is a concept that perfectly exemplifies this statement. And despite the fact that many of us have grown up with these (I got my first Mickey Mouse magazine in 1991 when I was four), it is often frustrating how to have them work for us. When I got to understand the power of storyboards 20 years later, I was truly fascinated with them and have been using them ever since.
This workshop will not teach you how to draw beautifully, this requires a little talent and a lot of practice. We will talk about communicating our ideas with the different stakeholders in a visual way. About depicting the frustration of users to the management visually so that it is easy for them to grasp. About expressing an envisioned solution to a customer and receiving rapid feedback in an easy to understand fashion and at a very low price. About putting all stakeholders on the same page in regard to what the problems are and what the solutions might look like. About providing context for the various scenarios in which a product is being used. The benefits are numerous and our goal will be to get you familiar with the power of telling visual stories through storyboards.
Slides for my UX1 class at Seattle School of Visual Concepts.This week is all about looking at the problem space from 1000 feet up. Starting with the big picture makes it much easier to create a user experience that hangs together and make sense. Concepts covered: personas, design narratives, scenarios, user journey maps, user flows, storyboarding, sketchboarding
How to dive in our users’ environment? The creation of a successful product requires far more than a questionnaire, a decent wireframe or prototype and fluffy visual design. One of the most valuable qualities during the design of user experiences is empathy. We'll talk about what exactly it is, how we can develop and use it successfully in our projects.
Pirate metric mechanisms - Patterns for better ProductsAnh Han
Patterns in UX and Engineering are reusable elements that provide inspiration for solving common problems.
Product Patterns extend this concept by looking at the various mechanisms at a more abstract level then lines of code or those drawn on wireframes.
The following are examples of common patterns used in some of the best web products and are organised according to Dave McClure's pirate metrics (http://500hats.typepad.com/500blogs/2007/06/internet-market.html).
Use this as a way to inspire conversation. Ask if any of these patterns could be used in the context of your product?
Using Co-creation to Make Design Solutions that Work (EuroIA 2013, Edinburgh)Koen Peters
As UX designers, simply crafting a beautiful solution and presenting it well is not enough. Getting it accepted by and sold to a client is the true challenge! The best way to do this is involving your client directly in the design process and having him co-create the solution.
Using Service Blueprints to Create Holistic Multi-Channel ExperienceIzac Ross
This workshop was presented at IxDA NYC local event on Wednesday, June 19, 2013 at AppNexus, http://ixda-nyc-june19-es2.eventbrite.com/
Using Service Blueprints to Create Holistic Multi-Channel Experiences
When working on multi-channel experiences that blend both digital and human-to-human interfaces, service blueprints allow interaction designers to look beyond the pixels and peer into the structures and systems of touchpoints that create the service experience.
The process of discovering, designing, and weaving these touchpoints together is the core work and deliverable of service designers. Service blueprints embody the foundational concepts of service design and are a fundamental tool for clarifying the interactions between customers, digital touchpoints, employees, and 'backstage' activities (everything the customer does not see).
During this 2.5 hour workshop, you will learn about the anatomy of services and how to use service blueprints in your design practice. You will create a service blueprint documenting an existing service encounter and identify new opportunities. Utilizing this blueprint, you will explore
ways of manipulating aspects of service delivery to eliminate pain-points, improve the experience, and create new process efficiencies.
How IT services companies who want to build non linear growth models need to make the necessary shifts internally to be able to innovate in product creation
Visualizing the Product - PMI-NIC Agile Workshop 2013Giulio Roggero
Le slide del workshop tenuto il 13 dicembre 2013 alla conferenza Agile del PMI-NIC da Dario Giannoccaro e Giulio Roggero. Vengono presentati i Canvas come strumento di dialogo e condivisione.
Agilità interculturale
I valori dell'Agile Manifesto come fattore abilitante alla collaborazione dei team interculturali.
La collaborazione tra persone avviene grazie anche a una buona comunicazione. Culture differenti possono interpretare in modo diametralmente opposto atteggiamenti, frasi e situazioni. Se non opportunamente gestita la situazione porta a problemi critici di collaborazione all'interno del team minando le possibilità il successo del progetto.
L'approccio Agile al progetto tende a mitigare questo rischio grazie alla intrinseca resilienza dei principi ai quali si ispira. Comunicazione trasparente e feedback continui sul prodotto incrementale riducono notevolmente il rischio di non capirsi e di remare in direzioni diverse.
In questa presentazione vedremo alcune pratiche che favoriscono la collaborazione e fanno emergere il potenziale che i team interculturali possono dare ad un progetto.
Experience Design Methods for Product / Service DevelopmentKetut Sulistyawati
Products and services that deliver good user experience have been shown to be more successful in the market. User experience design is a practice of transforming user insights and emotion to create products and services that are useful, easy to use, and enjoyable. The process requires in-depth understanding of the customers and inter-disciplinary collaboration to ensure connected experiences across customer touch points.
In this talk, I will discuss various User Experience Design methods that are commonly used for product and service development. I will cover the pros and cons for the methods, and how they are often tweaked in practice to meet the contextual constraints in the industry.
Presented at HFEM 2014, Kuala Lumpur Malaysia
Drawing Stories for User Experiences (UX) - April 2015Deb Aoki
Simple sketching and storyboarding for collaboration, research, and user-centric experience design. This is a newly updated and expanded deck with new examples, and a reading and resource list at the end. I presented this talk at the San Jose State University User Experience Association Guest Speakers Day in April 2015.
The presentation I gave at UX India 2020 about my vision of design processes and product team collaboration during and post the COVID pandemic that brought remote work to new heights.
I updated and improved my original slide deck on Design Systems presented at ISTA last year to introduce the concept to scrum masters, POs, agile coaches and a few designers at the ACE! Conference in Krakow, Poland.
Design Systems make many promises: for more consistent interfaces, clearer visuals, enhanced understanding of the layout through repeating patterns, increased productivity and what not. I believe that the true value of design systems is that they allow one to fail faster, or if I have to put it in other words, to speed up his iteration cycle, spend more time collecting user feedback in the early stages of product design and get to the sweet spot of a product market fit much faster.
Slides for my UX1 class at Seattle School of Visual Concepts.This week is all about looking at the problem space from 1000 feet up. Starting with the big picture makes it much easier to create a user experience that hangs together and make sense. Concepts covered: personas, design narratives, scenarios, user journey maps, user flows, storyboarding, sketchboarding
How to dive in our users’ environment? The creation of a successful product requires far more than a questionnaire, a decent wireframe or prototype and fluffy visual design. One of the most valuable qualities during the design of user experiences is empathy. We'll talk about what exactly it is, how we can develop and use it successfully in our projects.
Pirate metric mechanisms - Patterns for better ProductsAnh Han
Patterns in UX and Engineering are reusable elements that provide inspiration for solving common problems.
Product Patterns extend this concept by looking at the various mechanisms at a more abstract level then lines of code or those drawn on wireframes.
The following are examples of common patterns used in some of the best web products and are organised according to Dave McClure's pirate metrics (http://500hats.typepad.com/500blogs/2007/06/internet-market.html).
Use this as a way to inspire conversation. Ask if any of these patterns could be used in the context of your product?
Using Co-creation to Make Design Solutions that Work (EuroIA 2013, Edinburgh)Koen Peters
As UX designers, simply crafting a beautiful solution and presenting it well is not enough. Getting it accepted by and sold to a client is the true challenge! The best way to do this is involving your client directly in the design process and having him co-create the solution.
Using Service Blueprints to Create Holistic Multi-Channel ExperienceIzac Ross
This workshop was presented at IxDA NYC local event on Wednesday, June 19, 2013 at AppNexus, http://ixda-nyc-june19-es2.eventbrite.com/
Using Service Blueprints to Create Holistic Multi-Channel Experiences
When working on multi-channel experiences that blend both digital and human-to-human interfaces, service blueprints allow interaction designers to look beyond the pixels and peer into the structures and systems of touchpoints that create the service experience.
The process of discovering, designing, and weaving these touchpoints together is the core work and deliverable of service designers. Service blueprints embody the foundational concepts of service design and are a fundamental tool for clarifying the interactions between customers, digital touchpoints, employees, and 'backstage' activities (everything the customer does not see).
During this 2.5 hour workshop, you will learn about the anatomy of services and how to use service blueprints in your design practice. You will create a service blueprint documenting an existing service encounter and identify new opportunities. Utilizing this blueprint, you will explore
ways of manipulating aspects of service delivery to eliminate pain-points, improve the experience, and create new process efficiencies.
How IT services companies who want to build non linear growth models need to make the necessary shifts internally to be able to innovate in product creation
Visualizing the Product - PMI-NIC Agile Workshop 2013Giulio Roggero
Le slide del workshop tenuto il 13 dicembre 2013 alla conferenza Agile del PMI-NIC da Dario Giannoccaro e Giulio Roggero. Vengono presentati i Canvas come strumento di dialogo e condivisione.
Agilità interculturale
I valori dell'Agile Manifesto come fattore abilitante alla collaborazione dei team interculturali.
La collaborazione tra persone avviene grazie anche a una buona comunicazione. Culture differenti possono interpretare in modo diametralmente opposto atteggiamenti, frasi e situazioni. Se non opportunamente gestita la situazione porta a problemi critici di collaborazione all'interno del team minando le possibilità il successo del progetto.
L'approccio Agile al progetto tende a mitigare questo rischio grazie alla intrinseca resilienza dei principi ai quali si ispira. Comunicazione trasparente e feedback continui sul prodotto incrementale riducono notevolmente il rischio di non capirsi e di remare in direzioni diverse.
In questa presentazione vedremo alcune pratiche che favoriscono la collaborazione e fanno emergere il potenziale che i team interculturali possono dare ad un progetto.
Experience Design Methods for Product / Service DevelopmentKetut Sulistyawati
Products and services that deliver good user experience have been shown to be more successful in the market. User experience design is a practice of transforming user insights and emotion to create products and services that are useful, easy to use, and enjoyable. The process requires in-depth understanding of the customers and inter-disciplinary collaboration to ensure connected experiences across customer touch points.
In this talk, I will discuss various User Experience Design methods that are commonly used for product and service development. I will cover the pros and cons for the methods, and how they are often tweaked in practice to meet the contextual constraints in the industry.
Presented at HFEM 2014, Kuala Lumpur Malaysia
Drawing Stories for User Experiences (UX) - April 2015Deb Aoki
Simple sketching and storyboarding for collaboration, research, and user-centric experience design. This is a newly updated and expanded deck with new examples, and a reading and resource list at the end. I presented this talk at the San Jose State University User Experience Association Guest Speakers Day in April 2015.
The presentation I gave at UX India 2020 about my vision of design processes and product team collaboration during and post the COVID pandemic that brought remote work to new heights.
I updated and improved my original slide deck on Design Systems presented at ISTA last year to introduce the concept to scrum masters, POs, agile coaches and a few designers at the ACE! Conference in Krakow, Poland.
Design Systems make many promises: for more consistent interfaces, clearer visuals, enhanced understanding of the layout through repeating patterns, increased productivity and what not. I believe that the true value of design systems is that they allow one to fail faster, or if I have to put it in other words, to speed up his iteration cycle, spend more time collecting user feedback in the early stages of product design and get to the sweet spot of a product market fit much faster.
Understanding users without getting boredStefan Ivanov
The slides were used in a workshop at UXify Bulgaria 2018 in order to share and let the participants explore different techniques for conducting user research.
This presentation was originally featured at UXify Bulgaria 2018 to present the results from an ongoing survey with the goal to map the digital design landscape in Bulgaria.
Design strategy for constrained productivity toolsStefan Ivanov
My deck from the seminars at UX India 2017 on 3rd Nov.
How to find primary and secondary users of your product.
How to prioritize tasks from a UX point of view.
How to choose the best defaults. How to convert your team to think and breathe UX.
Workshop from 2017 UX India conference - India's largest and most recognized gathering of designers and UX researchers.
How to design formal usability studies?
What to measure during usability testing?
How to eliminate bias? How to implement remote usability study? - Indigo Studio hands-on.
Usability and evaluating it. Forming hypothesis, defining controlled and measured variables for the experiment, selecting a task for the experiment and designing it. Taking care of learning effects, conducting the study and analyzing the data. Indigo Studio remote usability studies.
This talk was delivered during the XLR8 conference in Sofia, Bulgaria. I share my process for designing constrained productivity tools such as Ignite UI a toolkit of web UI components and Indigo Studio a wireframing tool with remote unmoderated usability testing capabilities.
A workshop session prepared especially for MobCon Bulgaria 2015 that introduces the audience to the wireframing and prototyping tool Indigo Studio. Key features and necessary workflows for the creation of an interactive mobile wireframe are introduced and showcased. After an initial general overview of what is possible with Indigo Studio, there is a hands on experience to offer a deeper dive into mobile prototyping. The centerpiece of the session is to create an interactive wireframe for a mobile app, based on a paper prototype that has underwent user validation. Thus, a small part of the UXD cycle for the development of a product is covered as well.
Web Usability Metrics JSNext Bulgaria 2014Stefan Ivanov
Usability can be measured but we rarely do so. There are two main approaches that will be discussed. First is the approach of UX practitioners focused around surveys for collection subjectively perceived usability of the website. Second comes the automated process of using telemetry or analytic tools to monitor user behavior beyond what marketers usually do.
wUX applying UX principles to wearable tech and smart textilesStefan Ivanov
Despite that many consider the wearable technology as an emerging field, researchers in the field of Human-Computer Interaction have already done and published a lot on the topic. As a result some key usability concepts have been established, providing guidance to designers of wearable products such as the term wearability, the design for eyes-free interaction, the provision of multmodal feedback and the appropriateness of gestures to flexible surfaces. By following these rules one is much more likely to succeed in his quest not only to design a beautifully looking product, but also one that delivers a great user experience to its wearer. The talk will conclude with a short discussion about two wearable devices designed by the speaker: FabriTouch - a textile touch input surface embedded in one's trousers and Stepsss - the smart shoe layer that tracks your running and walking behavior.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
2. 15 – 16 November, SofiaISTACon.org
By Stefan Ivanov
3. 15 – 16 November, SofiaISTACon.org
“It’s not about being ranked number one. It’s not about having
more followers on Twitter than your friends. It’s not about
outdoing anyone. It’s about how to outdo yourself.
It’s not about selling more books or getting more TED views
than somebody else. It’s about how to make sure that the
work you’re producing is better than the work your produced
before. You are your competition.
Simon Sinek
35. 15 – 16 November, SofiaISTACon.org
GUIDANCE UPON
REQUEST
36. 15 – 16 November, SofiaISTACon.org
GOALS
RULES
FEEDBACK
VOLUNTARY PARTICIPATION
UNNECESSARY OBSTACLES
GUIDANCE UPON REQUEST
BEST
speaker of the
conference
15 – 16 November, Sofia
37. 15 – 16 November, SofiaISTACon.org
“UX is about usability
Gamification is about engagement
Somebody
38. 15 – 16 November, SofiaISTACon.org
Player
Personas
39. 15 – 16 November, SofiaISTACon.org
Umeko Xi
32 years old
Married and has 2 boys
Graduate from RISD
Chinese born in Seattle
Lives in Mountain View CA
Umeko does many inside trainings for Alphabet with different teams and stake
holders. She was very honored by the invitation to speak at NG conference
earlier this year about all the design challenges her team faced in Angular.
Umeko is over to Bulgaria visiting a relative to her husband, who is of Bulgarian
descent. They both work in IT and have decided to attend ISTA this year
because they hear Kevin Richardson was one of the keynote speakers. Umeko
loves going to conferences to learn and network.
UX/UI designer at Alphabet
Speaker at NG conference 2016
0
5
10
15
20
A
E
S
K
Player Type
Interests
Groups
expert player