Stakeholder involvement in the UX process is important because people become attached to ideas and creations they have helped develop. Research shows creators value their work more than others value it. This "not-invented-here" bias can be reduced through stakeholder involvement, which fosters ownership and helps adjust perspectives to be less biased. Recognizing our cognitive biases around valuing our own ideas more can help improve stakeholder collaboration.
Taking a piece of code from your laptop to a discoverable open source package is challenging. This deck shows what's involved in getting v0.1.0 of a Pub/Sub package up and running.
Bonus points if you can guess all 5 movies the slide backgrounds were taken from.
Gretchen Hund, Stakeholder Involvement Manager, FutureGen Industrial Alliance, presented on FutureGen 2.0’s Stakeholder Involvement Approach at the Global CCS Institute's Japanese Members' Meeting held in Tokyo on 8 June 2012.
Go Tiny - Practice Making Improv Skills Stick (Better)Shirley Rivera
Where Behavior Design meets Applied Improv - environment, interactions, choice. Learn a first-of-its-kind approach to transform the skills from applied improv into daily practices. Using a behavior design method, Tiny Habits®, help others self-design their new improv-inspired skills into simple, easy, personalized daily habits and practices.
Taking a piece of code from your laptop to a discoverable open source package is challenging. This deck shows what's involved in getting v0.1.0 of a Pub/Sub package up and running.
Bonus points if you can guess all 5 movies the slide backgrounds were taken from.
Gretchen Hund, Stakeholder Involvement Manager, FutureGen Industrial Alliance, presented on FutureGen 2.0’s Stakeholder Involvement Approach at the Global CCS Institute's Japanese Members' Meeting held in Tokyo on 8 June 2012.
Go Tiny - Practice Making Improv Skills Stick (Better)Shirley Rivera
Where Behavior Design meets Applied Improv - environment, interactions, choice. Learn a first-of-its-kind approach to transform the skills from applied improv into daily practices. Using a behavior design method, Tiny Habits®, help others self-design their new improv-inspired skills into simple, easy, personalized daily habits and practices.
Communications and the way we digest information are going through nothing short of a sea change. The shift to the visual is evident everywhere we look, in all media. The time to get visual is now.
Keynote and workshop given at the annual NGDP conference for Local Government Association looking at how to have breakthrough ideas in the public sector. See other publications on how to create breakthrough social innovations at http://www.wecreate.cc/inspiration/publications/
This is a deck used in DevRel Asia 2020 conference held on Nov, 14th, 2020.
You might have heard about a community, be or been part of a community, or built a community.
How easy is it do you think to build and engage with this community? It is actually super simple. It is easy to create any community but not the one that shares the same value, respects every community member, handles spam well, and most importantly helps each other willingly.
The perfect community is built on Empathy. For example, welcoming every new member and appreciating their first post is seen as an empathy and builds their trust on the community, from the very beginning of their participation. Also, it has a power of turning a negative conversation into a positive one just by start hearing them without judging. In this session, let us see why is it important and how it can be implemented in your community.
Worksheet for 'mini-workshop' on insights from current developments and practice in enterprise-architecture (BCS-EA conference, London, October 2012)
This worksheet should be used in parallel with the associated presentation. The main part of the presentation is split into eight 'chunks', each tackling a single 'lesson-learnt' from trying to explain EA themes to others in real-world EA practice. Each 'chunk' is timed as around two minutes of background and overview (the bulk of the slides, between the respective 'Challenge' and 'Practice'), and then four minutes pair-discussion around the questions summarised on the respective 'Practice' slide. With two minutes at the start for overall lead-in, and ten minutes at the end for general discussion about what came up for participants during the Practice sections, this fits exactly into a one-hour time-slot. This worked very well for that conference, but do feel free to adapt the timings for your own needs as appropriate.
Use this worksheet to document the respective Practice sections. The large symbol in the middle of the open space below item #3 ("It depends...") represents a single service - of any kind, anywhere in the enterprise, and at any level, from business-service right down to low-level web-service - that you can use as a base from which to model relationships and interdependencies between services.
(See http://www.slideshare.net/tetradian/lessonslearnt-in-ea-articulation for the associated presentation.)
Burning Man is a unique gathering of people in the desert where community, possibility and creative expression are the foundations for an experience unlike any other on Earth. If companies like Google have successfully injected Burning Man principles into their culture and benefited from it, what might it mean for your company's culture? How do we foster new possibilities and build a stronger sense of community within our organizations using guidance from the Burning Man experience?
The user group you never knew you had ux camp 2015Hello Group
'The user group you never knew you had' is about designing for the experience of the stakeholders who sponsor either internal or external projects. As designers we immediately think of the end users but without subject matter experts, middle managers and corporate sponsors our job would be much harder. In the talk Mette Riisgaard Andresen and Henriette Hosbond describe tactics to ensure to get these key people on board in the design process. Originally shown at UX Camp Copenhagen 2015.
This presentation will reveal what truly motivates people and the real reasons why conflict happens, both in the workplace and our personal life. Behavior is driven by motivation; motivation is something that is hard-wired into every human being. So the questions remain: What motivates people and how do I recognize this in my stakeholders? How do I leverage this so that I can achieve maximum productivity from our time spent developing requirements?
How can agencies engage volunteers in supporting a more included life in the...LiveWorkPlay
Presentation to the Gathering on Person-Centred Practices, October 22-23, Thorold, Ontario.
How can agencies engage volunteers in supporting a more included life in the community for people with intellectual disabilities?
Keenan Wellar, MA and Julie Kingstone, MEd
Co-Founders & Co-Leaders, LiveWorkPlay
Starting in 2008, LiveWorkPlay embarked on a journey of “de-programming” by making a shift from congregated programs
to authentic community-based supports and outcomes based
on flexible and individualized person-centered planning.
At the core of this transformation, the agency dramatically expanded the size and scope of its volunteer team. This has changed the organization, it has changed lives, and it is changing the community.
DISTANCE Project: Using your maker's tacit knowledge to design in Virtual Rea...Ann Marie Shillito, FRSA
Ann marie Shillito is a jeweller and was one of the applied artists participating in Applied Arts Scotland's Distance Project, exploring the potential of Virtual Reality for their practice. Ann Marie focused on the practicalities of designing jewellery and getting the models 3D printed. This presentation is about using a maker' tacit knowledge to design in Virtual Reality on that journey.
Bizcipleship slide share 1.0 (sorry, transitions don't work. Contact me for P...Brett Johnson
BIZCIPLESHIP™ is a web-based discipleship program -- life-shaping, mind-molding, faith-inspiring! 30 years of practical faith at work experience is provided to members on a weekly basis so they can invest in their spiritual formation and business success.
Be part of the next wave of what God is doing in the marketplace.
Similar to The Upside of Stakeholder Involvement (20)
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
18. How can communities reduce the amount of water
they use without imposing tough restrictions?
19. How can communities reduce the amount of water
they use without imposing tough restrictions?
20. How can communities reduce the amount of water
they use without imposing tough restrictions?
lawns drains using gray recycled
recovered water household water
21. How can communities reduce the amount of water
they use without imposing tough restrictions?
Water lawns using recycled gray water recovered
from household drains
22. The Not-Invented-Here Bias
Once we feel we have created something, we
feel an increased sense of ownership - and we
begin to overvalue the usefulness and
importance of our own ideas more than ideas
that are perceived as not ours.
23. What does this all have to do with stakeholder involvement?
24. What does this all have to do with stakeholder involvement?
1.
Fingerprinting: fostering feelings of
ownership is a very powerful tool.
25. What does this all have to do with stakeholder involvement?
2.
Adjust your tactics
26. What does this all have to do with stakeholder involvement?
3.
Recognise our own cognitive biases
My name is Sheryl Soo, and I’m the Principal UX architect at Massive Interactive in Sydney.\n
As UX practitioners it&#x2019;s often difficult to describe what exactly we do. \n\nWhen we get together, we tend to discuss and share with each other tools and techniques we use to drive solutions - \n- research techniques to uncover user&#x2019;s needs, \n- sketching techniques for concept development, \n- rapid prototyping techniques to describe, to test, a solution, \n- documentation techniques, \n- usability testing methodologies\nand that&#x2019;s just to name a few along the iterative process we use to discover, conceptualise, and define a great solution.\n\nBut beyond all of these tools and techniques we use to drive an amazing solution, I believe a large part of our role as a UX practitioner, is as a <click> mediator.\n
We often refer to ourselves as the user&#x2019;s advocate. \nBut at the very same time, we&#x2019;re constantly balancing these needs with the reality checks of:\n- budget\n- business goals\n- marketing goals\n- technical limitations\nas well as\n- political and personal agendas, and opinions that come from key stakeholders.\n\nWhat I&#x2019;ve found from my own experiences in the field, is that often, mediation - in particular - stakeholder management is often just as critical as the design of the solution itself. \n\nNo matter how amazing a solution you design is, (it doesn&#x2019;t matter if you design the &#x2018;perfect&#x2019; solution) - it is not a viable solution without the support and belief and backing of the key stakeholders involved. \n\n
This begs the question - how involved?\nI think we&#x2019;ve all experienced varying levels of stakeholder involvement across projects. \n\nOf course, some stakeholders prefer to be more involved than others.\n\nOn one extreme, you might have experienced stakeholders that are more passive. \nSome might think this is a blessing - it could be a notion for trust - after all, you&#x2019;re the expert, you should be making the right decisions on their behalf, and isn&#x2019;t this what we&#x2019;re getting paid to do?\nWith these types of stakeholders, you&#x2019;re often expected to present or even sell a solution to them.\n \nOn the other extreme, we have the client that is extremely active - super-keen to be involved in every decision made - to the nth degree - this can often feel frustrating - after all didn&#x2019;t they hire you to be the expert? to help them make the right decisions?\n\nIt&#x2019;s easy to think that the passive stakeholder is the easier stakeholder to manage. But is this really true?\n\n \n
This talk today is not going to try to answer this question - it&#x2019;s more about raising the question and sharing with you some insights that can help us understand the benefits of stakeholder involvement.\n\nAnd this thinking arose when I was reading this great book by Dan Ariely called the Upside of Irrationality - which is a follow on book from the first - Predictably Irrational.\n\nAriely is a social scientist studying behavioural economics - and in his books he shares with us the illogical and irrational decisions we make in life - and how understanding them can provide some new perspectives. \n\nTwo key, related concepts that arise in his book that really struck a chord with me when thinking about irrational behaviours and the UX process: They&#x2019;re called:\nThe IKEA effect and the Not Invented here bias\n
Ariely and team run several social experiments and in one experiment he used origami to help determine the answer to the question \nhow attached do we become to our own creations?\n\n\n
In the experiment, they looked at two conditions - a creator and a non-creator.\n\nThe creator was asked to create a paper crane or frog following a set of instructions. \nThey then were asked to bid for their creation against a computer - in a way that ensured that it was in his/her best interests to bid the highest amount they thought it was worth.\n\n
On average, creators bid 23 cents for their crappily folded paper animals.\n\nThey then asked some passers by - non-creators to bid on the same origami pieces again, against the computer. \n
These people on average bid only 5 cents.\n\nTo take the experiment a step further, and to rule out the possibility that the large degree of difference was due to the enjoyment of making the origami, they added professional origami pieces to the mix.\n\n\n
However, Non-creators bid an average of 27 cents for the professional origami.\n\nWhich is extremely interesting. The degree to which non-creators valued professional looking origami, was very close to the bids creators made on their own amateurish versions - and much higher than what non-creators bid on amateur art.\n\nIn essence - these initial experiments suggested that creators have a substantial bias when evaluating their own work.\n
But what happens when you take away all room for variation and customisation afforded by origami? \nIn further experiments along the same line, but this time with lego blocks.\n\nwhat they found was that even when you take away variation - even if all creations end up looking the same...\nCreators are still willing to pay more for their own work, despite the fact that their work was identical to the work made by other creators.\n
As Ariely puts it, the effort that the effort involved in the building process is a crucial ingredient int he process of falling in love with our own creations.\n
This effect was affectionately dubbed, the IKEA effect\n\n\n
In essence: We tend to overvalue the things we make - that we put effort into\n\n\n
What&#x2019;s probably most interesting about this however, is that further experiments showed that most of us are largely unaware of this tendency \n- we mistakenly think others love our work as much as we do.\n
This lead Ariely to look into another similar concept called the not-invented-here bias - which focuses on the question: \nWhy do we become attached to our own ideas? \n
The not-invented-here bias, is the notion that: &#x201C;If I didn&#x2019;t invent it, it&#x2019;s not worth much&#x201D;\n\nThis experiment conducted focused on idea generation, and the value the participant placed on ideas generated. \n\n6 problems were posed to the participants - with the first three problems - solutions were provided (that they didn't create, i.e. non-creators), for which they were asked to evaluate \nlast three problems they were asked to create solutions, and then evaluate them (creators)\n\nevaluated on practicality and probability of success\non how much of their own time and money they would donate to promote the solution\n
For example:\nThe most interesting part of this experiment was though they let participants "come up" with solutions on their own, they wanted these solutions to be the exact same solutions they dictated.\n
they did this by giving participants a list of 50 words, and told them to come up with solutions using only these words.\n\nEven though the idea was driven by this list of 50 words, it was sufficient enough for the participants to feel like the solution was their own, and then to overvalue it.\n\n\n
they even tweaked the experiment further to see how far they could push this notion.\n\neven when a solution was provided with words jumbled, and they asked the participants to reorder the words to come up with a solution.\n\n\n\n\n
Even this was sufficient for participants to feel ownership over the idea. \n\n\n
Once we feel we have created something, we feel an increased sense of ownership - and we begin to overvalue the usefuleness and importance of our own ideas more than ideas that we perceive to not be our own.\n\nBut what&#x2019;s most important about this bias, is that the smallest amount of involvement, and sense of ownership, or perceived notion of &#x201C;coming up with the idea&#x201D;, can cause this bias to occur.\n\n
\nAs mediators - we're the constantly trying to make sense of multiple information sources, and in particular, balancing personal opinions and hidden agendas from stakeholders with user needs and all sorts of other factors that can influence the outcome of the solution.\n\nI think that understanding these two cognitive biases can shed some light into how important stakeholder management and involvement really is.\n
The notion of fingerprinting - involving stakeholders early, and often, can be a very powerful tool in fostering feelings of ownership \n- especially important when the stakeholders you have access to need to sell your solution further up the chain. \nThey can become your internal advocates.\n
Good Mediation/facilitation skills is crucial to the UX role - understanding why stakeholders may discount your good ideas in favour of their own internally developed ideas can help us recognise when we might need to adjust our tactics when managing stakeholders.\n
3. Recognising our own cognitive biases can help us:\n- use processes and techniques that help us avoid early attachment to our own ideas, such as sketching. workshopping directly with stakeholders to provide a platform for their ideas to be heard.\n- understand the value of collaboration\nthat we too are susceptible to thinking our ideas are the best ideas. but as practitioners its important to acknowledge the best ideas can come from anywhere. and the best ideas are often a result of true collaboration.\n\n\n