This document discusses common obsessions of people who work in user experience (UX) design. It presents a "top 10" list of things UX professionals tend to get obsessed about, beginning with stationary supplies and ending with door handles being identified as the number one obsession. This is attributed to Donald Norman's influential book "The Design of Everyday Things" which analyzes everyday objects like door handles and engenders an obsessiveness in examining the design of common items. The document explores each item on the list in turn, providing examples and explanations for why they capture the attention of and fuel the obsessions of people in the UX field.
These days almost anyone can create a wireframe. So what does it take to go beyond boxes and arrows and produce work to be proud of?
In this recent talk given at UX Crunch, London I share insights into areas I encourage my team to explore to help them produce even more fantastic work.
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
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.
UX Cambridge 2017- Three Steps WorkshopAlan Colville
A hands-on workshop catapulting your UX beyond digital to create consistent, connected and cross channel customer experiences.
In three steps you’ll unleash the business changing power of UX by:
1. Assessing the state of UX in your organisation
2. Learning how to improve the research that you do
3. Seeing new ‘agile’ ways of working and thinking, to join it up
With the business world seeing new value in user experience design, you’ll leave ready to take UX beyond digital, across channels and into the boardroom.
These days almost anyone can create a wireframe. So what does it take to go beyond boxes and arrows and produce work to be proud of?
In this recent talk given at UX Crunch, London I share insights into areas I encourage my team to explore to help them produce even more fantastic work.
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
A talk we had at Texity systems.
Topics were
“ Are you really a User Experience Designer ?
The shift from product design to process design”
Contents
- what is user experience ? A bit of historical perspective
- Who coined the term and what did he mean ? ( Don Norman coined this term)
- how does IA, interaction design, usability, user research, relate to user experience ?
- what is product user experience ?
- how is different from user experience design of a service ?
- if this is User Experience, then what exactly is customer experience ?
- Should there be a designation called User Experience designer?
- The CEO, the engineer, the sales manager , product manager ….. are they UX designers or they aren’t ?
- Product design vs Process design
- The notion of a User , and who is the Customer ….. can user and customer be same ?
- A better term : DUX ( designing for user experience )
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
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.
UX Cambridge 2017- Three Steps WorkshopAlan Colville
A hands-on workshop catapulting your UX beyond digital to create consistent, connected and cross channel customer experiences.
In three steps you’ll unleash the business changing power of UX by:
1. Assessing the state of UX in your organisation
2. Learning how to improve the research that you do
3. Seeing new ‘agile’ ways of working and thinking, to join it up
With the business world seeing new value in user experience design, you’ll leave ready to take UX beyond digital, across channels and into the boardroom.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
The document discusses the topic of web usability workshops. It covers several key areas:
1. An overview of usability and user-centered design.
2. The benefits of usability to businesses and how ensuring usability can help reduce customer frustration and improve satisfaction.
3. Additional topics covered include user research, design methodology, navigation and information architecture.
Critical Thinking for UX Designers (Or Anyone, Really)Russ U
Critical thinking is an important skill for UX designers and others. It involves defining critical thinking, understanding how the brain works through examples of the limbic system and orgasms, and recognizing that people see the world differently so connecting ideas is important. Critical thinking tools can help clarify understanding, provide context, and ensure ideas are supported by evidence. Markets also come in different types so it's important to consider the size and needs of the target market to know if an idea has potential.
Usability, User Experience and the Internet in the 21st CenturyMax Soe
The document discusses usability and user experience design on the internet. It defines usability as eliminating confusion for users by ensuring websites are effective, learnable, efficient, memorable, prevent errors, and are satisfying to use. Good design follows heuristics like "don't make me think" and eliminates questions users might have. Usability testing should start early in the design process before requirements or visual design to ensure projects meet users' needs. Designs also need to be iterative to adapt to changing user behaviors.
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
Designing from the Inside-Out: Behaviour as the Engine of Product DesignDan Saffer
The document discusses designing products from the inside-out by focusing on user behavior as the starting point. It recommends 3 steps: 1) Make behavior the design strategy and differentiator rather than just features. 2) Conduct research by observing what users do and why rather than just asking for goals. 3) Structure the product around supporting core user activities and behaviors through responsive feedback and intuitive controls. The overall message is that considering how the product will behave and act encourages better user experiences than just focusing on outward appearance or technical capabilities.
UX Strategy - the secret sauce that defines the pixie dustEric Reiss
My opening keynote at UX Riga, 2016
UX strategy is about analyzing an organization’s business strategy and outlining what needs to be done from a UX perspective to ensure that the goals of the business strategy are achieved.
In brief, UX strategy is the glue that binds the company vision (goals) with the day-to-day UX tactics (execution). Without a clear UX strategy, it is entirely possible to design killer UX concepts, yet fail miserably in the marketplace. That happens a lot.
This talk aims to help companies and designers avoid costly yet easily avoidable pitfalls.
This document discusses user experience (UX), agile product management, and delivering software that meets user needs. It advocates for an iterative development process that incorporates UX research and testing. Product managers are advised to work closely with UX designers to validate assumptions through usability testing, measure outcomes, and prioritize addressing UX issues. An agile, lean approach that rapidly builds and learns from user feedback is presented as the best way to deliver innovative products that customers want and provide a competitive advantage.
Would you use this? UX South Africa 2016Phil Barrett
if you're an innovator, "Would you use this" is a question you really want to answer. But you can't ask it in a usability test. Usability tests can evaluate comprehension and ease of use, but test respondents can't reliably predict their own future behaviour. If you base your strategic choices on experiments where you ask them to do that, you can cause serious damage to your company.
But using the JTBD change making forces, and the MAO model, you can start to explore the factors that influence people's actions systematically . You can find out *when* and *why* people will use your new product idea, which is enough to work out whether your product is on the right track.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Collaborative Brainstorming for Better UX WorkshopJessica Ivins
This document summarizes a collaborative brainstorming session on developing a mobile strategy for a pet store client. In the session, participants used humanized user personas and sticky notes to generate ideas for how users would want to interact with the store through mobile before, during, and after a visit. They grouped similar ideas and identified important tasks. They then discussed how a mobile strategy could support those tasks. The session provided an approach the participants could use internally or with clients to involve others in the design process and gain different perspectives.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
Agile design thinking and you... ux australia2011Jason Furnell
Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up!
Daniel Oertli (CIO, REA Group) and Jason Furnell (Experience Design consultant, ThoughtWorks) will discuss the changing role of UX in fast moving, Agile development environments, presenting case studies demonstrating the impact that a design-led approach has had at Australia’s No.1 real estate site (www.realestate.com.au).
This talk will present concepts that will challenge your thinking and introduce you to new methods that will increase your impact as a designer working on software and business strategy projects.
The Agile development methodology dramatically changes the role of designers: the build is the design. Agile concepts like ‘working software over comprehensive documentation’ and the disciplines of ‘just enough’ and ‘just in time’, mean that traditional, heavy weight specification documentation is no longer effective – or even possible.
Practitioners need to find ways to ‘power up’ their design impact. Jason and Daniel will discuss how to use collaborative design as a ‘force multiplier’, share the experience of designing in real-time, and show you how to let go, be fearless and take your team with you on a journey that builds trust, buy-in and design momentum.
They will challenge you to shift your focus; to make the transition to design thinking, and focus on design facilitation in order to increase the scale and complexity of the things you design.
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
A Developer’s Guide to Interaction and Interface DesignHoltstrom
This document provides an agenda for a developer's guide on interaction and interface design. The agenda includes 3 sections that will cover principles of understanding the audience, visual design, forms and input, constraints, and getting designs right. Between each section, there will be exercises for participants to apply the principles. The goal is to expose developers to new ideas around user experience design in order to build better software.
Lean UX workshop @ Makers of Barcelona (MOB) + Agile BCN MeetupJose Berengueres
This document provides an overview of Lean UX and prototyping. It defines Lean UX as minimizing time rather than money through rapid iteration. Prototypes test design or technical hypotheses, while MVPs test business hypotheses. Paper, low-fidelity, high-fidelity, and functional prototypes are described for testing at different stages. Examples of successful MVPs like Groupon, Kickstarter, and the Palm Pilot are given. The workshop portion guides participants through sketching app ideas, critiquing, and prototyping the best concept in Marvel. Next steps depend on confidence levels and may involve a low or high fidelity prototype or functional prototype.
Getting into UX: How to take your first steps to a career in user experiencePhil Barrett
Want to work in UX but can't get a job without experience? Here are a few ideas about how to break into the UX business, make a portfolio, win at your interview and design assessment - and whether UX is the right career for you. You can start doing UX in the job you already have, then build a portfolio from that.
What your customers REALLY think: Incorporating usability testing into agilePhil Barrett
This document discusses incorporating user testing and research into Agile development processes. It makes three key points:
1) Agile projects can miss overall user impact because changes are incremental, so user testing is important.
2) Simply observing users and having them think aloud while trying to complete tasks provides valuable insights into usability issues and why users behave the way they do.
3) Involving users regularly, even just testing mockups or concepts, and reviewing the results as a team can lead to major improvements in design and the user experience.
The document discusses common user experience mistakes made by recruitment websites and provides recommendations for improving user experience. It summarizes that a Forrester study found 12 major US job boards all failed user experience testing, with issues like tasks being difficult to complete and excessive advertising obscuring content. The document then details specific user experience mistakes, such as sites requiring users to click in and out of pages to compare jobs ("pogo sticking") and making unsubscribing from email alerts very difficult. It recommends user experience training for all staff, iterative user research, and having user needs represented at the highest levels to avoid such issues long-term.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
The document discusses the topic of web usability workshops. It covers several key areas:
1. An overview of usability and user-centered design.
2. The benefits of usability to businesses and how ensuring usability can help reduce customer frustration and improve satisfaction.
3. Additional topics covered include user research, design methodology, navigation and information architecture.
Critical Thinking for UX Designers (Or Anyone, Really)Russ U
Critical thinking is an important skill for UX designers and others. It involves defining critical thinking, understanding how the brain works through examples of the limbic system and orgasms, and recognizing that people see the world differently so connecting ideas is important. Critical thinking tools can help clarify understanding, provide context, and ensure ideas are supported by evidence. Markets also come in different types so it's important to consider the size and needs of the target market to know if an idea has potential.
Usability, User Experience and the Internet in the 21st CenturyMax Soe
The document discusses usability and user experience design on the internet. It defines usability as eliminating confusion for users by ensuring websites are effective, learnable, efficient, memorable, prevent errors, and are satisfying to use. Good design follows heuristics like "don't make me think" and eliminates questions users might have. Usability testing should start early in the design process before requirements or visual design to ensure projects meet users' needs. Designs also need to be iterative to adapt to changing user behaviors.
An intro to what people (and myself) think UX is. Also who is "doing" UX and how you can do it better. Originally presented at Product Camp Nashville - Sep 2018
Designing from the Inside-Out: Behaviour as the Engine of Product DesignDan Saffer
The document discusses designing products from the inside-out by focusing on user behavior as the starting point. It recommends 3 steps: 1) Make behavior the design strategy and differentiator rather than just features. 2) Conduct research by observing what users do and why rather than just asking for goals. 3) Structure the product around supporting core user activities and behaviors through responsive feedback and intuitive controls. The overall message is that considering how the product will behave and act encourages better user experiences than just focusing on outward appearance or technical capabilities.
UX Strategy - the secret sauce that defines the pixie dustEric Reiss
My opening keynote at UX Riga, 2016
UX strategy is about analyzing an organization’s business strategy and outlining what needs to be done from a UX perspective to ensure that the goals of the business strategy are achieved.
In brief, UX strategy is the glue that binds the company vision (goals) with the day-to-day UX tactics (execution). Without a clear UX strategy, it is entirely possible to design killer UX concepts, yet fail miserably in the marketplace. That happens a lot.
This talk aims to help companies and designers avoid costly yet easily avoidable pitfalls.
This document discusses user experience (UX), agile product management, and delivering software that meets user needs. It advocates for an iterative development process that incorporates UX research and testing. Product managers are advised to work closely with UX designers to validate assumptions through usability testing, measure outcomes, and prioritize addressing UX issues. An agile, lean approach that rapidly builds and learns from user feedback is presented as the best way to deliver innovative products that customers want and provide a competitive advantage.
Would you use this? UX South Africa 2016Phil Barrett
if you're an innovator, "Would you use this" is a question you really want to answer. But you can't ask it in a usability test. Usability tests can evaluate comprehension and ease of use, but test respondents can't reliably predict their own future behaviour. If you base your strategic choices on experiments where you ask them to do that, you can cause serious damage to your company.
But using the JTBD change making forces, and the MAO model, you can start to explore the factors that influence people's actions systematically . You can find out *when* and *why* people will use your new product idea, which is enough to work out whether your product is on the right track.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Collaborative Brainstorming for Better UX WorkshopJessica Ivins
This document summarizes a collaborative brainstorming session on developing a mobile strategy for a pet store client. In the session, participants used humanized user personas and sticky notes to generate ideas for how users would want to interact with the store through mobile before, during, and after a visit. They grouped similar ideas and identified important tasks. They then discussed how a mobile strategy could support those tasks. The session provided an approach the participants could use internally or with clients to involve others in the design process and gain different perspectives.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
Agile design thinking and you... ux australia2011Jason Furnell
Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up!
Daniel Oertli (CIO, REA Group) and Jason Furnell (Experience Design consultant, ThoughtWorks) will discuss the changing role of UX in fast moving, Agile development environments, presenting case studies demonstrating the impact that a design-led approach has had at Australia’s No.1 real estate site (www.realestate.com.au).
This talk will present concepts that will challenge your thinking and introduce you to new methods that will increase your impact as a designer working on software and business strategy projects.
The Agile development methodology dramatically changes the role of designers: the build is the design. Agile concepts like ‘working software over comprehensive documentation’ and the disciplines of ‘just enough’ and ‘just in time’, mean that traditional, heavy weight specification documentation is no longer effective – or even possible.
Practitioners need to find ways to ‘power up’ their design impact. Jason and Daniel will discuss how to use collaborative design as a ‘force multiplier’, share the experience of designing in real-time, and show you how to let go, be fearless and take your team with you on a journey that builds trust, buy-in and design momentum.
They will challenge you to shift your focus; to make the transition to design thinking, and focus on design facilitation in order to increase the scale and complexity of the things you design.
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
A Developer’s Guide to Interaction and Interface DesignHoltstrom
This document provides an agenda for a developer's guide on interaction and interface design. The agenda includes 3 sections that will cover principles of understanding the audience, visual design, forms and input, constraints, and getting designs right. Between each section, there will be exercises for participants to apply the principles. The goal is to expose developers to new ideas around user experience design in order to build better software.
Lean UX workshop @ Makers of Barcelona (MOB) + Agile BCN MeetupJose Berengueres
This document provides an overview of Lean UX and prototyping. It defines Lean UX as minimizing time rather than money through rapid iteration. Prototypes test design or technical hypotheses, while MVPs test business hypotheses. Paper, low-fidelity, high-fidelity, and functional prototypes are described for testing at different stages. Examples of successful MVPs like Groupon, Kickstarter, and the Palm Pilot are given. The workshop portion guides participants through sketching app ideas, critiquing, and prototyping the best concept in Marvel. Next steps depend on confidence levels and may involve a low or high fidelity prototype or functional prototype.
Getting into UX: How to take your first steps to a career in user experiencePhil Barrett
Want to work in UX but can't get a job without experience? Here are a few ideas about how to break into the UX business, make a portfolio, win at your interview and design assessment - and whether UX is the right career for you. You can start doing UX in the job you already have, then build a portfolio from that.
What your customers REALLY think: Incorporating usability testing into agilePhil Barrett
This document discusses incorporating user testing and research into Agile development processes. It makes three key points:
1) Agile projects can miss overall user impact because changes are incremental, so user testing is important.
2) Simply observing users and having them think aloud while trying to complete tasks provides valuable insights into usability issues and why users behave the way they do.
3) Involving users regularly, even just testing mockups or concepts, and reviewing the results as a team can lead to major improvements in design and the user experience.
The document discusses common user experience mistakes made by recruitment websites and provides recommendations for improving user experience. It summarizes that a Forrester study found 12 major US job boards all failed user experience testing, with issues like tasks being difficult to complete and excessive advertising obscuring content. The document then details specific user experience mistakes, such as sites requiring users to click in and out of pages to compare jobs ("pogo sticking") and making unsubscribing from email alerts very difficult. It recommends user experience training for all staff, iterative user research, and having user needs represented at the highest levels to avoid such issues long-term.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
This document provides an overview of an innovation strategies magazine. It includes interviews on topics like UX design, learning and development innovation, and futurist thinking. The editor's letter discusses common mistakes in innovating and how the magazine will address some of the top challenges people face. The magazine also features articles on content marketing, hackathons, perception and differentiation. It aims to help readers become more innovative through insights from experts and analyzing current issues in the field.
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.
We presented this 1.30h talk at the Bulgaria Web Summit 2014 to show and review some of the progress we've done in months of application of this process.
____
Visual Design Thinking (#VDT) is a prototyping, cooperative methodology and a set of tools.
It is a work-in-progress project, a process you should try in order to create more empathy and more co-creation with your clients, but also with your team. Customer cooperation over contract negotiation as the Agile Manifesto says.
VDT is an experience - centered method with a focus on visual languages and techniques, our interdisciplinary approach to visual web design.
This is the second episode of #VDT presented in Sofia in 2014.
Visual Design Thinking (#VDT) is a prototyping, cooperative methodology and a set of tools.
It is a work-in-progress project, a process you should try in order to create more empathy and more co-creation with your clients, but also with your team. Customer cooperation over contract negotiation as the Agile Manifesto says.
VDT is an experience - centered method with a focus on visual languages and techniques, our interdisciplinary approach to visual web design.
Bulgaria Web Summit 2014 - #VDT - Visual Design Thinking - a review for the p...visualdesignthinking
The document discusses visual design thinking and the user experience design process. It covers topics like understanding users through ethnography, developing user stories, co-designing with clients, designing responsive interfaces with a mobile-first approach, and using various tools like Moodboards, prototypes, and feedback. The presentation includes case studies of applying this process to projects like a bike sharing service, wedding planning website, and medical park website. It emphasizes the importance of a human-centered design approach that simplifies interfaces and doesn't make the user think.
The document summarizes different low-cost methods for conducting user research on web products with limited resources. It discusses using heatmapping and analytics tools to evaluate existing use, as well as virtual usability testing, guerrilla testing, and microfeedback forms to gather user experience feedback during the design process. Specific tools mentioned include CrazyEgg, Google Analytics, Usabilla, and building your own microfeedback forms. Examples are provided from a case study of redesigning a university library website.
This document provides an overview of UI patterns for user input, controls, and navigation. It discusses common UI patterns like forms, menus, searches and discusses best practices for using patterns. It emphasizes the importance of consistency both within a design system and with external expectations. It also discusses testing new patterns with users to innovate while still meeting expectations. The document provides many examples of patterns and guidance on selecting, applying and improving patterns for user experience.
This document summarizes a presentation about how to effectively sell UX (user experience) design. The presentation argues that UX professionals often struggle to sell the value of UX because they talk about it using insider terminology instead of language that non-UX people understand. It suggests stopping talking about UX deliverables like wireframes and personas, and instead focusing on how UX can save time, money, increase revenue and improve customer satisfaction. The presentation also stresses the importance of understanding customers' needs from their perspective in order to position UX in a way that meets those needs. It argues UX professionals need to practice the same empathy and contextual thinking they bring to design when talking to potential customers about UX.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
1. The document discusses a presentation about owning user interactions in dynamic online environments. As the internet becomes more interactive, designers must apply user-centered approaches to all interactions.
2. The presentation introduces a method for describing dynamic user interactions using storyboards, wireframes, and key frames. This provides a clear way to explain how interactions should work.
3. Lo-fi techniques like sketching are found to be better than polished wireframes at engaging audiences and assessing designs early in the development process. The ability to draw is a learnable skill, not innate talent, and can help reduce risks before significant development work.
eXtreme User eXperience (XUX) - How one team melded UX with XPMichael Rawling
How one team melded UX with XP.
Our XP team have been developing a product in the spirit of start-up and are exploring how to get the best from UX expertise. The team developed personas and learnt how to use them to shape stories - even tagging cards with persona stickers and usability testing activities.
Our team is very technical and potentially there could be clashes when it comes to creative thinking so we’ve tried “design chavettes” with team collectively, deputising them into the UX team. We regularly go beyond pairing with multi-disciplinary tripling!
The whole team test and iterate on the product design as well as development. We embed our hand-drawn sketches directly into the product as placeholders for features, then implement basic versions adding polish as we go, reducing the distance barriers between users, stakeholders and developers.
Lean StartUp embraces a more scientific perspective to learn what works but often teams leap too fast to solutions without user perspectives in mind: the idea of XUX helps put brakes on without squelching ideas and innovation!
Importance of apps in marketing strategy my perspective - Ankit ShardAnkit Shard
I am not an expert at Developing Apps or a Developer Whatever I have mentioned above is all that I have learn't mostly understanding the Design process be it in Engineering – from product design to cars, & developing simple effective SM Strategies in my day to day work.
This document discusses various terms related to user-centered design such as user experience design, user interface design, and interaction design. It emphasizes incorporating users into the design process through techniques like usability testing in order to create intuitive products that are successful in the marketplace. The document provides tips for design such as using established patterns while still allowing for innovation, and suggests reviewing requirements, designing, and testing iteratively with users.
A high level broad stroke intro to User eXperience, starting with a survey, a dash of my own thoughts, some thoughts from Mike Rapp, and some samples and resources. Also some slides from a presentation I did for Great American Teach in in 2014 to 3rd and 5th graders.
1) Mobile is ubiquitous, with 1/3 of internet users connecting only via mobile and over 75% using their phones while waiting. Designing for mobile and touchscreens first is essential.
2) When designing for touchscreens, touch targets need to be at least 10-14mm to accommodate human finger pads and tips. Larger targets are also easier to use.
3) There is no hover state on mobile, so interactions need to be designed differently than desktop. Follow touch gesture guidelines and consider dynamic tooltips that fade for help.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
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..
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
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
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Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
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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.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
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22. Can you have too many?
https://plus.google.com/+originalartiste/posts?pid=5999657580888958402&oid=111541287404252539466
23. It’s competition time.
Spot the UX family at the park.
http://www.etsicommunication.fr/blog_etsi/wp-content/uploads/2010/04/Swiss-Cancer-Foundation-Post-It-Man-03.jpg
24. It’s competition time.
Spot the UX family at the park.
http://www.etsicommunication.fr/blog_etsi/wp-content/uploads/2010/04/Swiss-Cancer-Foundation-Post-It-Man-03.jpg
27. Each year I ask each member of my
team to give me their definition of UX.
And each year they give me slightly
different answers to the previous year.
28. We continually evolve our definition,
refining to ourselves what we do.
It can get very philosophical.
34. “UX Design” is an awkward umbrella term
for things that already have names:
interaction design, information architecture,
visual design, user testing.
I don’t know what a UX Designer does.
Although according to Peter Merholz,
it’s an ‘awkward umbrella’.
http://www.peterme.com
Peter Merholz
35. Further evidence there is no such thing as
“UX Design”
Read the 15 answers from “User Experience Experts”
to the question “What is UX Design?”
And then come backand tell me if there is actually
such a thing as UX Design. I suppose there might be
15 things as UX Design…
And this is verging on existentialism.
http://www.peterme.com/2015/09/24/further-evidence-there-is-no-such-thing-as-ux-design/
Peter Merholz
36. “User Experience is a commitment to developing products and services
with purpose, compassion, and integrity.
It is the never-ending process of seeing the world from the customers'
perspective and working to improve the quality of their lives.
It is the never-ending process of maintaining the health of the business
and finding new ways to help it grow sustainably. It is the perfect
balance between making money and making meaning.”
Thanks to Whitney Hess for this eloquent definition.
Should we all agree to stick with this one?
https://whitneyhess.com
Whitney Hess
37. …the concept of user experience attempts to go beyond the task-
oriented approach of traditional HCI by bringing out aspects such
as beauty, fun, pleasure, and personal growth that satisfy general
human needs but have little instrumental value.
Therefore, when compared to basic usability, enjoyability plays
an essential role in user experience. The extent to which an
interactive product is enjoyable to use is referred to as the
product’s hedonic quality.
No, we shouldn’t. You’ll always discover new definitions. To continually
redefine means we question, understand, and evolve what we do.
http://www.academia.edu
Marc Hassenzahl
45. Fortunately there are some thought-leaders
in visualising information, guiding us in the
world of dashboard design.
46. First came Edward Tufte, one of the forefathers and
pioneers of visualing information.
http://www.edwardtufte.com
EdwardTufte
47. Stephen Few’s book Information Dashboard Design
is an absolute must read for enthusiasts.
http://www.amazon.co.uk/Information-Dashboard-Design-Effective-Communication/dp/0596100167
Stephen Few
“A dashboard is a visual display of the most important
information needed to achieve one or more objectives;
consolidated on a single screen so the information can
be monitored at a glance.”
48. Noah Iliinsky is also on the recommended reading list, particularly
Designing Data Visualisations, co-authored with Julie Steele.
http://www.amazon.co.uk/Designing-Data-Visualizations-Noah-Iliinsky/dp/1449312284/
Noah Iliinsky
49. Having been through the dashboard
obsession myself, I’d like to share a little
dashboard nugget I picked up along the way.
50. When presented with a spreadsheet
and asked to make some kind of
judgement or decision based on the
numbers we see, we use our working
memory to hold individual pieces of
data as we make sense of it, and as
we process our decision.
51. But working memory has limited capacity
(to three of four items, by modern thinking).
So we expend effort in just making sense
of the data. And this is inefficient.
52. Holding pieces of data in our working memory is like spinning plates,
where you can only ever get three or four plates spinning at once.
Working memory
53. Add a new plate, and one of the other plates falls off.
Working memory
54. Iconic memory Working memory
But if you visualise the data, you engage the reader’s visual systems. This is very
powerful as it alleviates effort from our working memory in making sense of the data.
55. Iconic memory Working memory
And this frees up working memory to help us focus on the decision
making. As a result, this leads to better decisions. Beautiful.
Long term memory
58. It’s easy to slip into this obsession.
We’re constantly surrounded by signage,
and working in UX seems to hone our
ability to spot poor signage.
59. An instruction for a light switch. Notice the instructions have
been added as an afterthought. Not that this really helps.
http://www.globalnerdy.com/
60. If you visit this lavatory, be sure to allow plenty of time to read the door
instructions. Failure to do so could lead to embarrassment…
https://www.flickr.com/photos/keithbraithwaite/3545334842/
61. I’m pretty sure the first floor is rarely found in the basement.
62. We don’t know if we’re coming or going with this one.
Twitter/Snickers/BBDO
66. Working in UX can be an odd
education in customer service.
67. On most projects we spend at least
some time with the customer.
And even when this can’t happen, we
still strive to deliver the best possible
experience for the customer.
68. It’s perhaps this constant attention
we give customers that makes us
more aware of our own customer
service experiences.
77. I’m always surprised to hear people ask for
‘simple’, and ‘clear’ in briefs.
I’m pretty sure this is part of the job description.
We certainly don’t set out to create complexity.
80. But our obsession with reducing complexity
can sometimes take us too far, creating
products that may not work.
Simplicity versus complexity is about balance.
84. Forms.
Not the most exciting topic.
Yet this is an area we easily
become obsessed with.
85. eggcupwebdesign.com/web-design-usability-best-practice-support-your-users/
Well designed forms look effortless, yet this is
fiendishly hard to achieve.
We constantly have to push for fewer form
fields (and sometimes this can be a hard sell!).
There are the affordances of form fields to
consider because not all form fields are equal.
And if we’re really keen we get into fixations
and saccades.
87. But if there’s one thing I’ve learned about form design, it’s this:
Luke Wroblewski knows everything.
Web Form Design is compulsory reading.
http://www.lukew.com
Luke Wroblewski
92. When we first discover Social Proof,
we feel empowered.
It’s like we’ve discovered the silver bullet
to persuading people to do anything.
93. http://www.influenceatwork.com/
But we soon learn there’s much more
to influence than Social Proof alone.
Robert Cialdini's best selling book
‘Influence’, introduced many to ‘the
big six’ elements of influence.
94. Reciprocity
Social Proof
Commitment and consistency
Authority
Liking
Scarcity
From Cialdini’s six elements of influence, you quickly slip into a
world of psychological principles, heuristics and biases. From this…
95. Reciprocity
Social Proof
Commitment and consistency
Authority
Liking
Scarcity
Concession
Curiosity
Status
Achievements
Humour Effect
Value Attribution
Limited duration
Familiarity Bias
Proximity
Peak-End Rule
Self-Expression
Sequencing
Serial Position Effect
Visual Imagery
Status Quo Bias
Sensory Appeal
Limited Access
Duration Effects
Chunking
Priming
Recognition Over Recall
Set Completion
Variable Rewards
Commitment and Consistency
Contrast
Loss Aversion
Need For Certainty
Limited Choice
Reputation
Uniform Connectedness
Framing
Feedback Loops
Ownership Bias
Conceptual Metaphor
Anchoring and Adjustment
Gifting
Positive Mimicry
Pattern Recognition
Endowed progress effect
Fear appeal
Reflection effect
The Overjustification Effect
…to this. And much more.
98. The top 10
10. Stationary
9. The Definition of UX
8. Dashboards
7. Signage
6. Customer Service
5. Every Hardware Interface
4. Reducing Complexity
3. Forms
2. Social Proof
1. …?
109. http://www.influenceatwork.com/
Norman’s seminal book, ‘The Design of
Everyday Things’, is the top of many a
UX recommended reading list.
And a significant chunk of the book is a
narrative from Norman describing a day
in his life, where he analyses the design
of the things he comes into contact with.
He discusses alarm clocks, coffee pots,
light switches, door handles (of course),
and so on.
110. Norman’s insights and his own obsession
engenders obsessiveness in all of us to look
at everyday things in a new light.
111. Most people working in the field of UX at some
point readThe Design of EverydayThings.
This equates to a lot people obsessing about
door handles.
113. The top 10
10. Stationary
9. The definition of UX
8. Dashboards
7. Signage
6. Customer service
5. Every single hardware interface
4. Reducing complexity
3. Form design
2. Social proof
1. Door handles