Presented at ConveyUX in Seattle, 7 Feb 2014
There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems?
In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform.
You will learn:
- How to consider scale, and really understand portability and touch.
- Design with adaptive and responsive needs in mind.
- Specifying design, so UX speaks the language of implementation.
- Service and systems design techniques.
- Quick techniques to assure that your designs will work in context.
Mobile Design: Adding Mobile to Your Learning EcosystemSteven Hoober
Presented at DevLearn 2013, 24 October 2013, Las Vegas
Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And it’s a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.
VR is currently a hot topic, but how can we design for this new medium? What are the requirements, possibilities and challenges for designers when it comes to create interaction concepts and digital products for the virtual reality? Stefan Filff, Interaction Designer VR for CoSpaces (www.cospaces.io) will tell you more about it.
Talk was held 24th of January 2017 @ Munich UX Meetup
Getting everyone on the same page is vital for the success of any agile effort. Systematic, visual representations – maps of the user experience -- help align team towards a common goal. You’re probably already familiar with mapping techniques already out there: journey maps, experience maps, user story mapping and more.
But how do we apply these techniques in remote teams? The shared understanding that visualizations offer seems to get lost when interacting through Slack, Skype and the like. For sure, better tools can help remote collaboration, but ultimately distributed UX design requires a new set of skills.
Systemic Thinking Tools for Social Impacttheideahive
Brief introduction to systems and systemic thinking ; how to identify a complex issue; tools that elicit the wisdom in a diverse group to address complexity.
Presented Feb 1, 2011 at Hub SOMA, SF by The Idea Hive
Mobile Design: Adding Mobile to Your Learning EcosystemSteven Hoober
Presented at DevLearn 2013, 24 October 2013, Las Vegas
Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And it’s a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.
VR is currently a hot topic, but how can we design for this new medium? What are the requirements, possibilities and challenges for designers when it comes to create interaction concepts and digital products for the virtual reality? Stefan Filff, Interaction Designer VR for CoSpaces (www.cospaces.io) will tell you more about it.
Talk was held 24th of January 2017 @ Munich UX Meetup
Getting everyone on the same page is vital for the success of any agile effort. Systematic, visual representations – maps of the user experience -- help align team towards a common goal. You’re probably already familiar with mapping techniques already out there: journey maps, experience maps, user story mapping and more.
But how do we apply these techniques in remote teams? The shared understanding that visualizations offer seems to get lost when interacting through Slack, Skype and the like. For sure, better tools can help remote collaboration, but ultimately distributed UX design requires a new set of skills.
Systemic Thinking Tools for Social Impacttheideahive
Brief introduction to systems and systemic thinking ; how to identify a complex issue; tools that elicit the wisdom in a diverse group to address complexity.
Presented Feb 1, 2011 at Hub SOMA, SF by The Idea Hive
Learn how to combine WordPress with your Miva Merchant Store to provide a better customer experience, content management and use the power of WordPress to take your store to the next level. This includes tips and tricks for using both platforms together, how to share assets and match your Miva Theme to WordPress and important security considerations when using WordPress alongside your Miva Store.
MivaCon 2016, Thursday session 1
By all metrics, worldwide mobile usage eclipsed desktop in 2015. So why are you still designing your ecommerce site for desktop? In this essential workshop, we’ll explore how to create an intuitive, effective, responsive mobile experience for your customers. Learn how to optimize for different devices and operating systems, create concise navigation, make strong use of images, forms, and buttons, and employ powerful design cues to lead your customers from homepage to checkout.
MivaCon 2016, Thursday session 3.
UX Design for Mobile Payment ExperiencesSkip Allums
O'Reilly Webcast: Oct 14, 2014
With mobile devices emerging as new tools for transactions and identification, designers face challenging interactions and user expectations from payment scenarios. Consumers expect mobile payment experiences to be frictionless and familiar, while faithfully protecting their financial data. Falling short on any of these aspects will cause users to drop out, or worse, compromise their financial privacy. In this webcast, we'll look at ten emerging UX design best practices for mobile payment interactions.
References:
Apps mentioned:
http://www.paywithisis.com
http://www.squareup.com
https://www.google.com/wallet/
https://www.venmo.com
http://www.thelevelup.com
http://www.capitalone.com/online-banking/mobile/wallet/
https://www.lyft.com/
https://www.groupon.com
https://www.uber.com/
https://www.coinbase.com/
https://www.simple.com/
https://www.paypal.com/
https://www.apple.com/iphone-6/apple-pay/
http://www.starbucks.com/coffeehouse/mobile-apps/mystarbucks
Merchant Category codes
http://www.irs.gov/irb/2004-31_IRB/ar17.html#d0e1647
PCI DSS Compliance
https://www.pcisecuritystandards.org/security_standards/documents.php?document=pci_dss_v2-0#pci_dss_v2-0
Documenting Design: A Critical Step in Any Developers WorkflowLisa Sabin-Wilson
Designer, author and entrepreneur Lisa Sabin-Wilson walks through the critical step of documenting design with your client and how it will save you time and help your clients.
Videogame Design and Programming - 08 The Design DocumentPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Wessel van Leeuwen presenting User Experience Trends in Banking. Sharing the Top 5 trends in online banking and user experience design as well as the top 5 UX principles.
Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014
Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.
Learn how to combine WordPress with your Miva Merchant Store to provide a better customer experience, content management and use the power of WordPress to take your store to the next level. This includes tips and tricks for using both platforms together, how to share assets and match your Miva Theme to WordPress and important security considerations when using WordPress alongside your Miva Store.
MivaCon 2016, Thursday session 1
By all metrics, worldwide mobile usage eclipsed desktop in 2015. So why are you still designing your ecommerce site for desktop? In this essential workshop, we’ll explore how to create an intuitive, effective, responsive mobile experience for your customers. Learn how to optimize for different devices and operating systems, create concise navigation, make strong use of images, forms, and buttons, and employ powerful design cues to lead your customers from homepage to checkout.
MivaCon 2016, Thursday session 3.
UX Design for Mobile Payment ExperiencesSkip Allums
O'Reilly Webcast: Oct 14, 2014
With mobile devices emerging as new tools for transactions and identification, designers face challenging interactions and user expectations from payment scenarios. Consumers expect mobile payment experiences to be frictionless and familiar, while faithfully protecting their financial data. Falling short on any of these aspects will cause users to drop out, or worse, compromise their financial privacy. In this webcast, we'll look at ten emerging UX design best practices for mobile payment interactions.
References:
Apps mentioned:
http://www.paywithisis.com
http://www.squareup.com
https://www.google.com/wallet/
https://www.venmo.com
http://www.thelevelup.com
http://www.capitalone.com/online-banking/mobile/wallet/
https://www.lyft.com/
https://www.groupon.com
https://www.uber.com/
https://www.coinbase.com/
https://www.simple.com/
https://www.paypal.com/
https://www.apple.com/iphone-6/apple-pay/
http://www.starbucks.com/coffeehouse/mobile-apps/mystarbucks
Merchant Category codes
http://www.irs.gov/irb/2004-31_IRB/ar17.html#d0e1647
PCI DSS Compliance
https://www.pcisecuritystandards.org/security_standards/documents.php?document=pci_dss_v2-0#pci_dss_v2-0
Documenting Design: A Critical Step in Any Developers WorkflowLisa Sabin-Wilson
Designer, author and entrepreneur Lisa Sabin-Wilson walks through the critical step of documenting design with your client and how it will save you time and help your clients.
Videogame Design and Programming - 08 The Design DocumentPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Wessel van Leeuwen presenting User Experience Trends in Banking. Sharing the Top 5 trends in online banking and user experience design as well as the top 5 UX principles.
Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014
Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.
Workshop #3: Sketching Collaboratively by Praneet Koppulaux singapore
UX design is not a job to be done in silos anymore, designers are tasked with guiding the teams they work with to make better choices for the sake of the users. They need to work collaboratively with stakeholders/team members to integrate and understand business requirements and technology feasibility while advocating for the user. Time has come to repurpose some of the core UXers’ tools and methods for a collaborative and lean environment to build a shared understanding and work towards common product goals.
In this workshop, you will be introduced to collaborative sketching exercises. You will learn how to run such exercises to ideate, develop and iterate on possible design solutions with the development and management teams they work with.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Presentation from Rich Holdsworth from @didlr - presented at Microsoft want to show you how Windows 8 and Windows Phone 8 are the perfect platform for you to build your next app! Event At Portsmouth University http://blogs.msdn.com/b/uk_faculty_connection/archive/2013/03/21/microsoft-want-to-show-you-how-windows-8-and-windows-phone-8-are-the-perfect-platform-for-you-to-build-your-next-app.aspx
Trevor Perrry presented Implementing Modernization during the 2015 iBelieve tour. This presentation helps you analyse your modernization needs, strategies and suggests successful approaches for planning and implementing GUI, web, mobile and beyond.
At the heart of it, how we build great products is by listening to people's needs and problems, and then devising solutions to them. We can communicate those solutions through storytelling and intentional visualization. When combined, these tools tell a better more compelling story and allow us to make real change in the world.
Collaboration within a multidisciplinary team: working together to solve design problems more effectively. These slides are from a workshop at UX Cambridge 2012 presented with Andy Morris and Revathi Nathaniel from Red Gate. The workshop aimed to promote the role of UX practitioners as facilitators and gave participants the opportunity to try out the KJ-Method and Design Consequences game.
presented live at FITC's Spotlight UX event on Sept 17th, 2016 in Toronto Canada.
Presenter: Maya Bruck Senior Product Designer, Etsy Brooklyn, USA
More info at http://fitc.ca/presentation/ux-team-sport/
Save 10% on any FITC event with discount code 'slideshare'.
Overview
As a UX designer, you are the de facto champion of the people who use your product — heck, the word “user” is part of your title. And to create the best product experience for your users, you need to get everyone on your team thinking like UX designers too. Because the more people on your team who understand UX principles and empathize with the user’s needs, the more effective your product will be. And the more you understand the other disciplines you work with and bring them into your process, the smarter and faster you’ll be able to design.
Objective
We’ll cover collaborative techniques to involve your team (from stakeholders to developers) in the UX process, and learn how collaboration can build a culture of ownership, trust, and empathy on your team.
Target Audience
UI/UX designers, product designers, front-end developers
Things Audience Members Will Learn
Why collaboration is da bomb
How to reduce the burden of documentation so you can work faster and more efficiently
How to empower stakeholders and developers to make informed product decisions
Techniques to better understand strategic/technical limitations and opportunities
Pre, Post, + Parallel Expriences: Keys To Understanding Your Customers’ Holis...Chris Pallé
Building out an innovation lab for design ideation and exploration is an undertaking. Getting the right tools, supplies, physical space and materials for inspiration to support culture and empower your design dream-teams can take much time and resources – but that’s only the beginning. Frameworks and processes are cornerstones to effectively execute and churn out big ideas. In this talk, I’ll propose a framework for understanding our customers' hearts and minds that extends beyond the engagement with our organizations. Understanding these points can give you the ability to outthink, anticipate, and innovate on demands before even your customers know they have them.
Faced with an industry-wide talent drought, HUGE took drastic measures to snare new prospects for our UX department. The solution? One summer, 10 Trainees from around the globe, and some good ol’ UX Fundamentals. If we can't find people, we will create them. This presentation covers how we built an unprecedented school to teach trainees the basics of interaction design and the way HUGE approaches challenges of all kinds. It includes how we designed the program: what’s in the curriculum (and what’s not), other aspects of the training experience, and how we worked the best minds at HUGE into the mix.
Presented at Internet Week in London 2011.
You can’t just build a successful mobile app or website without first understanding how the user thinks and what they need from you. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it.
In this 3-hour Masterclass, we will discuss how to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users.
We will practice using existing, well-proven UX design tools and methods to understand users, and to design your mobile products to engage real people.
We’ll wrap up by reviewing the actual products you are working on, to leverage what we’ve just learned to improve them even more.
Presented as a workshop at GPeC 2019 in Bucharest. Hands on parts you have to do on your own, therefore.
It’s okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily.
Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design.
In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website.
Presented at GPeC 2019 in Bucharest
It's okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better.
Presented at Mobile Trends Conference 2018, Krakow Poland
UX for Mobile with Steven Hoober at Pointworks AcademySteven Hoober
If you work on a team without sufficient time or resources and need to do design thinking outside your official role yourself, this workshop can help. There are roles in the workshop for product owners, information architects, interaction designers, content managers, UI/visual designers and developers.
In this course, you’ll discover:
The way digital products really work; layering, the stack and back
Proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies
A brief history of design; how Swiss Modernism is what we mean by flat today
Designing by zones; touch accuracy and touch preference regions are not what you think
How to conquer Blank Page Syndrome by designing interfaces using mobile OS navigation patterns
The overlap between technology and use, including how people use different devices in different contexts at different times of the day
Design considerations unique to mobile, including features and sensors that aren’t available on desktop applications
Problems of poor connectivity, and how to plan for them; it’s not just “airplane mode”
How to create task flows that account for the user and the system all as one
Everything we design and build exists as a part of an ecosystem, the physical and digital environment
in which the user perceives and uses it. Though we should always have been designing like this, your
connected city, home and wearable devices give us an excuse to think specifically about the use and
technology to make it work best.
This session will discuss and demonstrate how to use proven UX design tools to get to the new needs
of users, and how to think about exploiting new technologies.
Participants will work as teams to create new product ideas, and develop them into workable services
by using technology and considering the user, their needs, and their environment.
Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016.
Today’s world is full of open, and airy, beautiful, tediously identical, and unusable designs. Trends shouldn’t be taken too far, and we can easily make modern interfaces that work. But being authentically digital doesn’t just mean removing gradients and woodgrains.
In this workshop we’ll discuss principles, define how to make interfaces that work for real people in the real world, and redesign design your website, mobile app or other interface how people expect their various devices to work for them.
Presented at UXPA-China UserFriendly 2016 in Suzhou, 19 November 2016.
Phones Aren’t Flat: Designing for People, Data & EcosystemsSteven Hoober
A session at Society for Technical Communication (STC) Summit 2015
Tuesday 23rd June, 2015 9:45am to 10:30am
We like to think phones are flat slabs of glass our users touch, but it's not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We'll discuss how to use technology to build products and services—not just apps and websites—for your business and users.
We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on.
Presented at MoDevUX on 23 March 2015
Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users.
In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises.
Fingers, Thumbs & People: Designing for the way your users really hold and t...Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Entrepreneurial User Experience: Improving your products on a shoestringSteven Hoober
Presented 6 & 8 January, 2013 at Kauffman Labs, Kansas City, Missouri
Many big, successful companies hire User Experience experts to help analyze and design the system from the user's point of view, and assure their users can use their digital products. But assuming you can't hire one of those yet, Steven Hoober will teach you a little about how to embed the principles of UX into everything you do, every day, and how to improve tasks you are already doing to better guarantee the right outcomes.
There will be a focus on mobile and multi-channel experiences, but the principles willapply to any digital platform. Whether you are trying to just improve the website for your product, or create an all-new, all-digital experience, come — and bring your whole team — to put these principles into practice.
Jan 6th, 6pm-8pm
What is UX, why it's not just colors and fonts, and why designing for experience matters.
Understanding your audience, their goals, and yours.
Ecosystem design. A website is not a digital strategy: finding what your experience strategy is.
Jan 8th, 6pm-8pm
Formalizing baseline analysis with heuristic evaluations.
Tactics for discount usability testing in a multi-device world.
What you should bring:
Paper Ticket for the class
Something to work on. I will provide you with a fake project for the exercises, but if you are willing to let others see your idea, or some subset or faked version of it, then go ahead.
Your whole team. We will mix and match and you can meet new people, but bring everyone in your company or department if they have the time. If you want, your actual team can be a workshop team so you get used to the tactics being taught.
Presented 12 December 2013 at MoDevEast13
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today.
How People Really Hold & Touch (their phones)Steven Hoober
Despite decades of research and years of carrying a touchscreen mobile handset around, there’s a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch.
Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. You’ll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices.
The Trouble with All Those Boxes: Designing for Ecosystems Instead of ScreensSteven Hoober
The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so.
During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. You’ll learn principles and tactics for building multi-user, multi-platform experiences and you’ll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms.
In this session, you will learn:
How to recognize and avoid pitfalls in your project development, UX design, and development practices
To design your digital products as universal, extensible services and ecosystems
The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur
How to branch design to address platform-specific features, capabilities, and expectations
Turning Boxes into Ecosystems: Successful multi-channel, multi-platform, mult...Steven Hoober
Presented as a workshop at MoDevUX 2013 in McLean, Virginia, 9 May 2013
The desktop web has all but ruined the practice of interaction design and information architecture by assumptions about technology and user attention, and rigid adherence to page-based design.
If you are paying attention to what your users expect, you'll note that mobile is really exposing these problems. And it's just getting more complex as we have to make our digital products work on TVs and set top boxes, kiosks, and now think of interfaceless devices.
Steven will discuss pitfalls and fallacies of designing for mobile, and for multi-platform, multi-user experiences. Then we will all try out some principles and tactics to solve these on examples, and discuss ways they can be applied to your organization.
Designing for ecosystems and people instead of screens and pages Steven Hoober
How successful strategies involve focusing on and embracing complexity, fragmentation and unpredictability of the way users employ mobile digital and especially mobile systems.
BE SURE TO READ THE NOTES attached to each slide. The slides themselves are mostly pretty pictures, so won't make a lot of sense.
Presented 23 January 2013 at an IXDA Silicon Valley and BayCHI event hosted by Yahoo! in Sunnyvale, CA.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
7. To design mobile:
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Don’t draw
Ecosystems first
Experience mobile daily
Work at scale
Annotate, describe, understand
Evaluate, and validate
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32. Contact me for consulting, design, to
follow up on this deck, or just to talk:
Steven Hoober
steven@4ourth.com
+1 816 210 045
@shoobe01
shoobe01 on:
www.4ourth.com
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Editor's Notes
If you have been to other workshops here, you should understand that 90 minutes isn’t really enough time for workshops. So, I’ll talk a bit, you guys will work a bit, and then I talk more, and so on. There are 4 exercises… I think... So I will stop you from doing the exercises, so we can talk about the next phase. I will be yelling at you.
This toaster oven, like most of them today, is a tour de force of technical design and manufacturing skill. It is packed with features, efficient, and does exactly what it says on the box.Except be usable. This is in an AirBnB rental I was at over Christmas. It took me 40 minutes to toast a bagel. I believe, because there is a clear
Anyone coming to a conference on UX clearly believes in the power of the user. We developed user-centric methodologies, and exercise them (sometimes with “user centered” in the name no less) regularly. Almost by rote.
But much of our work is really rooted in HCI. Human /computer/ interaction. Assumptions are made about what a computer is, where it is, and incidentally what a user does to comply with these basics.
I contend that mobile is different. Not because it is small. Sometimes, it’s not. But because it is mobile. It is with the user all the time, or at least /more/ of the time, and wherever they are. As we get to the Internet of Things, we’ll have non-mobile devices, but ones that act very differently from any computer we’re used to, and which are so ubiquitous you may be surrounded by computing without touching one. The upshot is that the shortcuts we’ve adopted over time are revealed to be unhelpful discriminatory biases when applied to new systems. I am reiterating this because even if you know all this, it’s hard to think the right way. It takes a conscious effort to remember to have user empathy, and not get stuck into comfortable habits of design, or think only of how you use devices and services.
Real user centric design requires backing up, approaching problems fresh, really from the user’s point of view, and then considering what is really unique and powerful about the platforms that you are led to.
(DO NOT READ LIST)Let’s assume that your process leads you to mobile. It does for me a lot—not always, but a lot—as I am hired into mobile-centric projects and teams. Ideally, we let things lead where they may, but outcomes are a bit pre-determined. First…
Don’t draw. I came to many of these realizations and convictions by massively failing and wasting my time. I re-confirmed it recently, building a very beautiful product that’s somewhat odd and disjointed. Though we are working on it. Because if you go to drawing too early, which I and many of us are naturally inclined to do, we get locked into interface and interaction decisions. The first thing to do when designing is to resist the urge to draw at all. Instead, we need to understand, and define.
And you define the basic outlines of your product. This is similar to the writer-like questions that Monika outlined earlier. What is your audience?What are their goals?What are they using now to solve this need?Why is your organization doing this?
While the user’s goals are interesting, often the best way to understand that is to answer “what are they using now.” Very often, it’s surprising. It’s not a website, or any a competing product. Often it’s post-it notes on the fridge. Drawers full of labels and manuals. Or even nothing. The photo is from just last week, where I am tested a mobile app to do something (secret) connected with smartphones and trucks. These are their records. There is NO good digital product for the legally-required recordkeeping for their 130 trucks. In the old days we wanted to replace paper with sitting at a computer to solve problems. Now we can more closely emulate the environment, and the overall user context. Ethnography (sitting with the user to understand how they go about their day) is even more important. Find your users.
To gather data from organizations, as the very first or clarifying steps, I like these sorts of processes (SCREEN). Things like KJ, which has been around forever and which Jared Spool has written a lovely treatise on doing well. It’s about getting information out of organizations and teams. http://www.uie.com/articles/kj_technique/
I like these not just because it’s an effective data gathering method, or because it’s easy to make device-agnostic and user-centric, but because it’s a collaborative method. Inherently. It is set up to assure that everyone contributes equally. And I can even demonstrate this quickly… but it takes slightly more time than we have. So instead:
This is another example of a way to gather information. When I have to fall back on a questionnaire, it’s because there’s no way to get everyone in the same room (due to time, cost or a very widely dispersed team). So, I ask these sorts of very, very specific and narrow questions and then coordinate the answers and sort of moderate offline. You should have paper like this already. Grab a pen, and we’re going to fill them out. http://shoobe01.blogspot.com/2012/02/client-questionnaire.html
But how?Ideally, I’d like everyone to work as a group. We’re going to use a sample project for the other couple of exercises I have, so pick one. Ideally, use a real project someone at the table is working on, but if no one volunteers then use something common and public that everyone can recognize. For your new project, use this sheet to understand it. The rest of the table, ask the questions, and really get on them if the answer is too long, too tactical, too platform specific, or just unclear. Take a few minutes to do that now, and I’ll walk around so grab me or raise your hands if there’s trouble.
Has anyone heard of “API-First”? I admit it’s new, but I like the concept. Design services, then you don’t have to worry about platforms shifting or having to jump into some new market where 40% of the users are on Windows Phone. You can react quickly because your core product is a generalized service. This is a half step above that, and focuses on user empathy. Which is not just touchy-feely but about recognizing and understanding the significance of user goals and behaviors. The process you draw should be about the user, not the system. 10 MINUTES
Sketching processes is a great way to model an ecosystem. Not by sketching pages, but the interaction between processes, and tools. You can include all platforms, or ignore platforms entirely as we did here. You can do it collaboratively, as a team, like this or by reorganizing post-it notes again. Remember, users don’t see your sitemap so it can be infinitely complex. Only the interface has to be beautifully simple. But if your tool is SIMPLISTIC (feels dumbed down) people notice. Don’t remove features to find simplicity. The right design will emerge.
If you are wondering why there’s so much focus on drawing and writing, that’s on purpose. I believe very strongly in design being a distinct task, and probably a distinct team. Basically for this reason: There’s no way to sketch an ecosystem in code. You need database developers, API developers, software developers, maybe middleware, and a team for each presentation platform. At least. I know a few people good at several of these. I know no one good at everything. And I want to be clear I come to this not as a random naysayer. I wrote maybe the first CSS used by a Fortune 500. I managed teams of developers. I have done over 150 Agile projects alone. I get every theory. And this is what I believe.
(SHOW PHONES)Get more phones. Like these. Cheap phones. Slightly broken phones. You can swap SIMs, but WiFi only will do in a pinch. Even if you just LOVE your iPhone, when you find out that 70% of the user base is on Android (or Blackberry), get one, use it, and start building the best experience you can for those people also.
Try everything at least once. Buy your groceries with your phone. Book an un-taxi. Play augmented reality games. Try different browser, or twitter clients. Get a little in the head of your users. Don’t look down on others, and assume you platform and app choices are simply the best. And if you have to test stuff, boy are you in luck. Responsive site, or multi-platform app? Pull them all out at the same time and check it side by side. Great way to see differences and bugs.
How many of you draw on a computer? Or, present your designs to clients or your team or boss in a conference room on a big projector? I am sure all of you…
Better is to work at device scale directly. Draw on printouts the same size as your device. Or just put designs, low or high fidelity, into the phone’s gallery (you can just email comps or photos to yourself) and flip through them, as though it’s a real interface. Pass the phone around the room to show it to clients. Run it by users to test it out. Sure, prototype tools are fine also, and especially simple tools like PopApp or GetLaunch to turn screenshots or sketches into “prototypes.” But get off the computer, and check on real devices as much as possible.
Now, we’re going to draw an interface for that product you outlined above. For time, we’re skipping the structure and flow, so fake it. And everyone participate. You can all draw competing screens, or assign parts of the process to everyone at the table, or work as little groups, with one person drawing and others suggesting widgets and placement.
The grid is not a grid. I’ll explain it late tomorrow, but it’s a size guideline for touch interference. Make sure no two targets are inside a box the size of the location. Things in the center of the screen can be closer together than the edges. Yes, there are both iPhone and Android sheets. Trade around to grab what you are familiar with. 20 MINUTES
Now we’re going to distinctly get into the part where someone will scoff that we’re not working in a prototype tool, or just “sketching in code.” Why bother with documents? Like I said earlier, I’ve come to these conclusions by experience in mixed teams and tasks, and by failing.
But mostly it’s because there’s no such thing as an ecosystem developer. Or even really a platform agnostic prototyping tool. You have to use tools and methods that give you opportunities to explore, and communicate any behavior, not just what’s on the mobile platform.
So, this is still out, right? Now, if you didn’t already jump ahead…
… I want you to fill it out the rest of the way. Annotate the interface and interactions you expect to see. Sketch and describe drag or press-and-hold actions. Annotation can make things easier: Share here is default. It opens an action intent dialog. So, I never need to draw that. Done! START – 10 MINUTES?More chatting… PORE over the drawing. Every feature needs to be described, in as much detail as you can. This is a sketch, but in detailed annotations I include sizes of every element, at device scale (iOS points and sp or dp) and things like color, the time and type of transition for animations, the area that is activated by touch or drag, etc.
We all know the value of usability research I am sure. But even if we have enough resources and time (and I never seem to) no one has the time to do a usability test weekly. Or daily. You can use heuristic evaluations (or expert reviews) more than a lot of people know. Not just for pre-test validation, but as an everyday checkpoint. And I mean, every day. When you take that break to put the design on your phone, evaluate it. Somewhat formally, but briefly.
My quickest checklist is much less a list of heuristics than principles: — Does the information architecture (the visible structure of the site or app, and arrangement of items on the page) make sense?— What about errors? Can the user get out of them? Can you eliminate errors from the process?— Throw away the happy path. What if, instead of the home page, users pop into a random page or point in your site or app. Does it even work? Does it make sense?— Are you lying? Does the structure or language obscure the true organization, data, or structure of the system or process?http://www.kcstartupvillage.org/blog/2013/10/improving-user-experience-easy-cleaning-room/#sthash.GEUzFWBj.ljCFuGUz.dpuf
The last worksheet I have at the table is a longer list of heuristics I evaluate for when I have the time. Take one of these lists, again preferably as a group, and evaluate… … your neighbor’s design. You can either pass along, or actually go over and watch the evaluation happen. Yes, not everything on there will apply to every design. That’s fine, just skip them. 10-15 MINUTES… WHAT IS LEFT?
I am constantly changing the tools I use, and this is just a short sampling. Let it be a guide to find the right tool, and approach those you use in a new way, to find the right answers from them all.
And certainly, feel free to ask me questions as well.