This document outlines 10 "dictums" or principles of user experience design. It begins with the first dictum - "Remember that she is the user, and thou art not" - emphasizing focusing on the user's perspective and needs rather than the designer's. The next dictums discuss understanding the user's view, keeping designs simple, seeking usability over novelty, prioritizing intuitiveness, and providing feedback and a good conceptual model. Later dictums address accessibility, prototyping and testing, and that any user confusion is the fault of the designer rather than the user. The document makes the case that user experience design improves business metrics like adoption, sales, and retention while reducing costs.
Inspirational presentation on how digital has changed consumers' behavior and expectations.
"Digital has been a gamechanger for Marketing & Communication. Today's consumers expect highly personalized and relevant communication. They use a great number of tools and media. They decide for themselves what channels to use when communicating with companies and brands. Furthermore, they want this communication to be always-on, instant, and seamless."
Originally presented at Digital & The Future of Utilities (Cronos event on Oct. 23, 2014).
The document discusses ways to improve a user experience issue by providing clearer instructions, better button labels, more intuitive designs, and emphasizes the importance of prototyping, testing and iterating designs to prevent unhappy customers. UX principles should be considered regardless of the specific product or technology.
O documento discute a cosmovisão missionária de Paulo que inclui a responsabilidade social da Igreja com base em Romanos 15:25-27. Apresenta exemplos bíblicos de como a Igreja primitiva cuidava dos pobres e necessitados. Argumenta que a Igreja tem uma dupla responsabilidade de evangelizar e realizar trabalhos sociais e filantrópicos.
The Ten Dictums of User Experience (UX) Design (with captions) – John KueflerJohn Kuefler
The document summarizes the "Ten Dictums of User Experience Design" discovered by the author while visiting a Japanese garden. The dictums provide principles for UX design such as: remember the user's perspective not the designer's; simplify the interface and prioritize intuitiveness; test prototypes with users through an iterative process; and accept responsibility for usability issues rather than blaming the user. The document advocates applying these human-centered principles to create highly usable digital products and services.
O documento discute a cosmovisão missionária de Paulo que inclui a responsabilidade social da Igreja com base em Romanos 15:25-27. Apresenta exemplos bíblicos de como a Igreja primitiva cuidava dos pobres e necessitados. Argumenta que a Igreja tem uma dupla responsabilidade de evangelizar e realizar trabalhos sociais e filantrópicos.
Engaging users in a journals review project hslg e lib seminar may 2012Anne Murphy
Tallaght Hospital Library undertook a journal review project from 2009-2012 to reduce costs while maintaining relevant collections. They communicated openly with users, gathered usage data and user evaluations, and made decisions based on principles of retaining the most used and valued titles. This approach successfully engaged users and safeguarded relationships, allowing 73 titles to be cancelled in 2011 and an additional 31+83 in 2012 while receiving positive feedback.
Maryland Parks and Recreation - Connecting People and Places SociallyLutricia Eberly
Lutricia Eberly of Roundtop Mountain Resort provides an overview of using social media for businesses and organizations. She defines social media and discusses goals like driving traffic, engagement, and credibility. Eberly outlines best practices like generating engaging content, being conversational, admitting mistakes, and integrating social media into overall marketing efforts. Resources on topics like events, fundraising, and social media policies are also provided.
Inspirational presentation on how digital has changed consumers' behavior and expectations.
"Digital has been a gamechanger for Marketing & Communication. Today's consumers expect highly personalized and relevant communication. They use a great number of tools and media. They decide for themselves what channels to use when communicating with companies and brands. Furthermore, they want this communication to be always-on, instant, and seamless."
Originally presented at Digital & The Future of Utilities (Cronos event on Oct. 23, 2014).
The document discusses ways to improve a user experience issue by providing clearer instructions, better button labels, more intuitive designs, and emphasizes the importance of prototyping, testing and iterating designs to prevent unhappy customers. UX principles should be considered regardless of the specific product or technology.
O documento discute a cosmovisão missionária de Paulo que inclui a responsabilidade social da Igreja com base em Romanos 15:25-27. Apresenta exemplos bíblicos de como a Igreja primitiva cuidava dos pobres e necessitados. Argumenta que a Igreja tem uma dupla responsabilidade de evangelizar e realizar trabalhos sociais e filantrópicos.
The Ten Dictums of User Experience (UX) Design (with captions) – John KueflerJohn Kuefler
The document summarizes the "Ten Dictums of User Experience Design" discovered by the author while visiting a Japanese garden. The dictums provide principles for UX design such as: remember the user's perspective not the designer's; simplify the interface and prioritize intuitiveness; test prototypes with users through an iterative process; and accept responsibility for usability issues rather than blaming the user. The document advocates applying these human-centered principles to create highly usable digital products and services.
O documento discute a cosmovisão missionária de Paulo que inclui a responsabilidade social da Igreja com base em Romanos 15:25-27. Apresenta exemplos bíblicos de como a Igreja primitiva cuidava dos pobres e necessitados. Argumenta que a Igreja tem uma dupla responsabilidade de evangelizar e realizar trabalhos sociais e filantrópicos.
Engaging users in a journals review project hslg e lib seminar may 2012Anne Murphy
Tallaght Hospital Library undertook a journal review project from 2009-2012 to reduce costs while maintaining relevant collections. They communicated openly with users, gathered usage data and user evaluations, and made decisions based on principles of retaining the most used and valued titles. This approach successfully engaged users and safeguarded relationships, allowing 73 titles to be cancelled in 2011 and an additional 31+83 in 2012 while receiving positive feedback.
Maryland Parks and Recreation - Connecting People and Places SociallyLutricia Eberly
Lutricia Eberly of Roundtop Mountain Resort provides an overview of using social media for businesses and organizations. She defines social media and discusses goals like driving traffic, engagement, and credibility. Eberly outlines best practices like generating engaging content, being conversational, admitting mistakes, and integrating social media into overall marketing efforts. Resources on topics like events, fundraising, and social media policies are also provided.
The document discusses the concept of a "design North Star", which is a visual output such as a video or set of designs that explains the high-level narrative of an idea or concept and how it will improve people's lives. It should be inspiring and envision a future state. The document provides examples of what a North Star is not, why it's important, and discusses potential future directions for areas like customer choice, personalization, wearables, and more. It emphasizes thinking boldly about possible futures and outlines next steps to develop a North Star output.
What will 2015 look like for mobile? We rang in the new year by asking some of our team members - one each from engineering, design, marketing, and innovation departments - to share their industry predictions.
YW White Paper Changing Behaviour by DesignDavid Blyth
This document discusses how design can be used to change perception and behavior. It begins by noting that design is often underappreciated and seen as just marketing fluff rather than a strategic tool. The first part discusses how getting the problem definition wrong can lead to designing the wrong solution. The second part explains how the world has changed dramatically with information overload but some design principles like color, alignment and repetition remain constant. The third part discusses how understanding consumer behavior can help create experiences that change behavior.
New Media Presentation - part 2 (The Effect on Business)René van den Bos
Second part of our presentation 'New Media for Marketing and Business Managers'. In this part we show the influence of New Media on business, provide a few famous cases and end with two tools managers can use to track their brands in the new media universum. Chewck out our website at www.digiredo.nl
Wework Perth Entrepreneur Strategy 2019 Doyle Buehler Digital StrategyDoyle Buehler
This document discusses adopting an agile approach to business growth. It emphasizes that being nimble and responsive has advantages for small businesses over larger competitors. The agile approach offers a way for businesses to implement market-responsive solutions incrementally through iterative planning, delivery, prioritization and collaboration. Adopting strategic agile practices can help optimize online marketing and take a business from strength to strength.
Engaging your customers through Mobile platformsTony Phukan
The document discusses mobile marketing and provides tips for effective mobile engagement. It covers trends in mobile usage, why companies should use mobile marketing, how to create usable and engaging content, and how to structure mobile sites and apps. Examples of B2C, B2B, and B2E mobile strategies are provided. The presentation concludes with a workshop where attendees are divided into teams to develop mobile marketing plans for different audience types.
How smart companies are leveraging advanced social business intelligence to understand customers, competitors and markets like never before and protect the enterprise from the myriad of risk and threats posed by social media everyday.
This document discusses different types of innovation and uses Google as an example of "wild innovation." It defines wild innovation as innovation in unknown areas that revolutionize an industry in unexpected ways. The document asks readers to provide examples of wild innovation in their own industries by submitting ideas for technologies, applications, or improvements that are driving change and revolutionizing their markets in unknown ways. Readers who provide the most creative submissions will have their ideas featured and receive a complimentary registration to an upcoming conference.
The document is a presentation by David Jackson from Clicktools to thank customers for their business and update them on new products. It discusses how Clicktools helps companies understand customer feedback to improve experiences through survey tools, and how they are expanding into integrating additional customer data sources and providing more support through a new customer success team. Key announcements include the launch of a new product called Syncfrog to integrate a wider range of customer information, and mobile surveys being added to the Clicktools platform.
This document provides an overview of marketing and technology developments at Kodak from its founding in 1888 through its bankruptcy in 2012. It summarizes Kodak's major product innovations including the Brownie camera, Kodachrome film, and EasyShare digital cameras. The document also outlines key events in Kodak's history such as peaking employment in 1988 and filing for bankruptcy in 2012 after struggling to transition to digital. In 3 sentences: This document summarizes Kodak's history from 1888 to 2012, outlining major product innovations like the Brownie camera and challenges in transitioning to digital that led to bankruptcy after peaking with over 144,000 employees in 1988.
The document provides an overview of Lean UX, designing for mobile, and why enterprise UX is awesome. It discusses Lean UX methodology and practices like defining goals, designing, and testing and refining. It also covers principles of mobile design like designing for touch, legibility, and speed. Finally, it notes that while enterprise software is often seen as dull, startups are shifting perceptions by making enterprise tools easy to use, adopt, and roll out.
This document provides an overview of Infor and its products and services. It discusses Infor's software solutions for various industries, technologies including cloud, mobility, analytics and social business. It describes Infor's strategy of developing cohesive industry-specific applications on its Infor 10x platform. The document also covers Infor's focus on compelling user interfaces and consumer-grade experiences through its design team. In summary, the document outlines Infor's portfolio and strategic approach to address customer needs through specialized industry software, flexible technology and improved user experience.
Shifting Context: Evolution in Digital MediaSarah Kotlova
The document discusses the shifting context of digital media and its evolution. It notes that media refers to tools used to store and deliver information and now usually refers to both form and function. It describes digital natives as fluid learners who expect transparency and equality. The history of media is tied to the history of technology. It argues that the biggest transformation is the ability to separate content from distribution. The new contexts for media are location, interest, behavior, device, and intent. The future of media is predicted to be networked, portable, fluid, and increasingly collaborative and community-focused.
Has Business Accepted User-Centred-Design? - John Waterworth, FoolProofCity University London
This document discusses whether businesses have accepted user-centered design. It defines experience design as an iterative, collaborative process that measures physical and emotional outcomes. It explores drivers of and myths about user-centered design, providing examples of how companies have successfully implemented it. Challenges discussed include not having all the answers, going beyond surface-level touchpoints, and conducting safe experiments. The conclusion is that while progress has been made, more adoption of user-centered design is still needed.
As a developer here at Doghouse I have to always keep accessibility in mind, constantly reminding myself that there is no ‘average’ user and no such thing as ‘normal’.
The Importance of Listening to Your CustomersDrift
The document discusses the importance of listening to customers and provides examples of companies that failed or succeeded by listening to customer feedback. It introduces the "Spotlight Framework" to categorize customer feedback into user experience issues, product marketing issues, and positioning issues to prioritize responses. It advocates using an incremental approach to make many small updates in response to feedback rather than large changes, in order to strengthen the brand through improved customer experience.
The document discusses the concept of a "design North Star", which is a visual output such as a video or set of designs that explains the high-level narrative of an idea or concept and how it will improve people's lives. It should be inspiring and envision a future state. The document provides examples of what a North Star is not, why it's important, and discusses potential future directions for areas like customer choice, personalization, wearables, and more. It emphasizes thinking boldly about possible futures and outlines next steps to develop a North Star output.
What will 2015 look like for mobile? We rang in the new year by asking some of our team members - one each from engineering, design, marketing, and innovation departments - to share their industry predictions.
YW White Paper Changing Behaviour by DesignDavid Blyth
This document discusses how design can be used to change perception and behavior. It begins by noting that design is often underappreciated and seen as just marketing fluff rather than a strategic tool. The first part discusses how getting the problem definition wrong can lead to designing the wrong solution. The second part explains how the world has changed dramatically with information overload but some design principles like color, alignment and repetition remain constant. The third part discusses how understanding consumer behavior can help create experiences that change behavior.
New Media Presentation - part 2 (The Effect on Business)René van den Bos
Second part of our presentation 'New Media for Marketing and Business Managers'. In this part we show the influence of New Media on business, provide a few famous cases and end with two tools managers can use to track their brands in the new media universum. Chewck out our website at www.digiredo.nl
Wework Perth Entrepreneur Strategy 2019 Doyle Buehler Digital StrategyDoyle Buehler
This document discusses adopting an agile approach to business growth. It emphasizes that being nimble and responsive has advantages for small businesses over larger competitors. The agile approach offers a way for businesses to implement market-responsive solutions incrementally through iterative planning, delivery, prioritization and collaboration. Adopting strategic agile practices can help optimize online marketing and take a business from strength to strength.
Engaging your customers through Mobile platformsTony Phukan
The document discusses mobile marketing and provides tips for effective mobile engagement. It covers trends in mobile usage, why companies should use mobile marketing, how to create usable and engaging content, and how to structure mobile sites and apps. Examples of B2C, B2B, and B2E mobile strategies are provided. The presentation concludes with a workshop where attendees are divided into teams to develop mobile marketing plans for different audience types.
How smart companies are leveraging advanced social business intelligence to understand customers, competitors and markets like never before and protect the enterprise from the myriad of risk and threats posed by social media everyday.
This document discusses different types of innovation and uses Google as an example of "wild innovation." It defines wild innovation as innovation in unknown areas that revolutionize an industry in unexpected ways. The document asks readers to provide examples of wild innovation in their own industries by submitting ideas for technologies, applications, or improvements that are driving change and revolutionizing their markets in unknown ways. Readers who provide the most creative submissions will have their ideas featured and receive a complimentary registration to an upcoming conference.
The document is a presentation by David Jackson from Clicktools to thank customers for their business and update them on new products. It discusses how Clicktools helps companies understand customer feedback to improve experiences through survey tools, and how they are expanding into integrating additional customer data sources and providing more support through a new customer success team. Key announcements include the launch of a new product called Syncfrog to integrate a wider range of customer information, and mobile surveys being added to the Clicktools platform.
This document provides an overview of marketing and technology developments at Kodak from its founding in 1888 through its bankruptcy in 2012. It summarizes Kodak's major product innovations including the Brownie camera, Kodachrome film, and EasyShare digital cameras. The document also outlines key events in Kodak's history such as peaking employment in 1988 and filing for bankruptcy in 2012 after struggling to transition to digital. In 3 sentences: This document summarizes Kodak's history from 1888 to 2012, outlining major product innovations like the Brownie camera and challenges in transitioning to digital that led to bankruptcy after peaking with over 144,000 employees in 1988.
The document provides an overview of Lean UX, designing for mobile, and why enterprise UX is awesome. It discusses Lean UX methodology and practices like defining goals, designing, and testing and refining. It also covers principles of mobile design like designing for touch, legibility, and speed. Finally, it notes that while enterprise software is often seen as dull, startups are shifting perceptions by making enterprise tools easy to use, adopt, and roll out.
This document provides an overview of Infor and its products and services. It discusses Infor's software solutions for various industries, technologies including cloud, mobility, analytics and social business. It describes Infor's strategy of developing cohesive industry-specific applications on its Infor 10x platform. The document also covers Infor's focus on compelling user interfaces and consumer-grade experiences through its design team. In summary, the document outlines Infor's portfolio and strategic approach to address customer needs through specialized industry software, flexible technology and improved user experience.
Shifting Context: Evolution in Digital MediaSarah Kotlova
The document discusses the shifting context of digital media and its evolution. It notes that media refers to tools used to store and deliver information and now usually refers to both form and function. It describes digital natives as fluid learners who expect transparency and equality. The history of media is tied to the history of technology. It argues that the biggest transformation is the ability to separate content from distribution. The new contexts for media are location, interest, behavior, device, and intent. The future of media is predicted to be networked, portable, fluid, and increasingly collaborative and community-focused.
Has Business Accepted User-Centred-Design? - John Waterworth, FoolProofCity University London
This document discusses whether businesses have accepted user-centered design. It defines experience design as an iterative, collaborative process that measures physical and emotional outcomes. It explores drivers of and myths about user-centered design, providing examples of how companies have successfully implemented it. Challenges discussed include not having all the answers, going beyond surface-level touchpoints, and conducting safe experiments. The conclusion is that while progress has been made, more adoption of user-centered design is still needed.
As a developer here at Doghouse I have to always keep accessibility in mind, constantly reminding myself that there is no ‘average’ user and no such thing as ‘normal’.
The Importance of Listening to Your CustomersDrift
The document discusses the importance of listening to customers and provides examples of companies that failed or succeeded by listening to customer feedback. It introduces the "Spotlight Framework" to categorize customer feedback into user experience issues, product marketing issues, and positioning issues to prioritize responses. It advocates using an incremental approach to make many small updates in response to feedback rather than large changes, in order to strengthen the brand through improved customer experience.
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While strolling through the Japanese Gardens in Portland, Oregon, I made an amazing discovery.
It’s a magical place full of ancient artifacts. And all of a sudden around bend in the path I discovered…
..the lost Ten Dictums of User Experience Design. After a painstaking translation process, I’ll share this discovery with you now.
In my opinion, the most important UX dictum is that when you are creating or building some digital (or physical) product, always keep in mind that YOU are not the user. The moment you make something, you know how it’s supposed to work and you can no longer understand it from the perspective of someone who is new to your creation. Personas and user testing help us understand that WE are not the user. Think about her like you do the people in your life with whom you have relationships. You know the concept of the emotional bank account? Keep that in mind as you think about the user.
I shudder when I see graphic artists designing websites on 27-inch Apple Cinema Displays. How many people look at the finished product that way?
Those designers are the “one percent!” We need to stop staring at our 27-inch Apple Cinema displays and look at our mom’s Windows laptop...
...or take out our smartphones and tablets and look at how others are viewing our work.
In the words of Henry David Thoreau: “simplify, simplify, simplify.” In the words of Luke Sullivan: “why not just say ‘simplify’”? That goes to a very important rule of thumb that I like to use: avoid the temptation to ADD things like explanatory text to fix usability issues. Instead ask if there’s something that can be removed to simplify the UI, and what can be done to make it more intuitive?
Creativity, yes! Innovation, yes! But the best creativity solves problems rather then creating them. Novelty can be ok, but NOT in the UI or any aspect of your digital product that could frustrate a user. This is a withdrawal from her UX “emotional bank account.”
You want users to engage the automatic part of their brains, not the part that requires thinking. Every time she has to think instead of being able to act intuitively, it’s a withdrawal from her UX emotional bank account. After too many withdrawals she just leaves you for another guy. Having to think even for a split second can be enough to make a withdrawal. Here’s a rule of thumb: 3 mindless clicks = 1 click that requires thought.
A well-designed user interface provides...affordances (tells the user how to grasp, tap, pull, hold or generally manipulate the design); mapping (tells the user what will happen if an action is taken); feedback on the user's action (usually in less than a second); a good conceptual model (gives the user some sort of sense for how to operate the overall device); forcing functions (features that prevent a user from making an error).
When she starts in the middle of your website (because that’s where she lands when she comes from Google), is she lost in a maze or can she quickly get oriented and find her way around?
Imagine being dropped in the middle of a large department store, not knowing which way to the check-out or the exit. What would help you best find your way? Likewise, how do users navigate or get home when then enter in an internal page of a site? (Not all users know to click the logo to go home.)
Making digital (and physical) products usable for people with disabilities is not just the right thing to do, it make business sense. People with disabilities are the largest minority market in the U.S.
The mantra is “test early and often!” Build mockups – from the simplest sketch to the most elaborate interactive prototype – and test them with users, either informally and formally. Change things based on what you learn, test again, and repeat this cycle over and over until you finally are ready to build. This process is an investment that pays countless dividends in preventing problems and saving time and money later in the development or manufacturing process.
In our vanity we like to think that if someone is having a hard time figuring our how to use our stuff, it’s “user error” that’s at fault. As creators and builders of digital (or physical) innovations, we need to abolish this thinking and instead ask ourselves what we can do to make our products easy and intuitive for anyone to use.