Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
This document discusses methods for engaging with users during the design thinking process. It covers storytelling, storyboarding, co-creation, collecting feedback, and refining ideas based on user input. Storytelling involves sharing prototypes and concepts with users through visuals like storyboards and roleplaying. Co-creation gets users involved in developing and testing solutions early on. Feedback is collected through surveys, forums, and observation to understand what users like and what can be improved. The engagement process aims to ensure solutions match user needs and find issues through real-world testing before large-scale implementation.
Design for Covid-19 Challenge Webinar 2: Ideation Phase Aqeela A. Somani
This is our second webinar from Design for Covid-19 Challenge. Our focus for this webinar is on the Ideation Phase. It provides participants with frame works and tools on how to create a solution.
This document summarizes the key points from a session on the ideation phase of a design challenge focused on Covid-19. It outlines the main activities of the ideation phase, including developing value propositions with insight statements and "How Might We" questions, solution brainstorming, creating a user journey map, developing a communication strategy, and sketching and prototyping ideas. It also lists deliverables for each activity and provides example resources and collaboration tools.
The document discusses various methods and tools used in the experiment phase of design thinking, including ideation, user experience design, prototyping, and idea refinement. It provides details on specific ideation tools like SCAMPER, analogy inspiration, and deconstructing and reconstructing. It also covers mapping the user experience journey and creating low and high fidelity prototypes. The overall purpose of the experiment phase and these methods is to generate ideas and make them tangible through prototyping to get user feedback and refine concepts.
Watch recordings of engaging talks, like my recent guest lecture at Vellore Institute of Technology, where I covered Interaction Design models, Interfaces, and the impact of AI on UX research and UI designing. Join me as we explore the fascinating world of design and technology, and discover how they intersect to create innovative and user-centric solutions.
Lecture recording YouTube link - https://www.youtube.com/watch?v=WdMV7Z-oAtk
I covered following topics-
* Interaction Design
Design Models - Cooper's Goal-Directed Design & Double Diamond model
Types of Interfaces - GUI, Voice, Gesture-Based Interfaces & Zero UI interfaces
How Ai is helping a UI/UX designer?
UX/UI & Ai -
Chat GPT - For user research, copywriting, user flow & persona creation
Mid Journey & Firefly for image creations
Musho.ai for quick landing page
Other tools - Font Joy & Font Pair, color.adobe.com, uizard.io
Video Ai - Text to video, Image to video & Video to video
"Ai will not replace you, but the person using AI will…"
The document discusses various user experience techniques that designers should know, including research methods like stakeholder interviews, card sorting, and usability testing. It explains techniques like affinity diagramming, brainstorming, and competitive analysis that are used to understand users and identify problems. The goal of user experience design is to focus on the user and provide functionality, reliability, usability, and pleasure. UX design involves identifying problems through research, crafting solutions, and testing designs.
How do you know you're ready for a Design Sprint?Highland
For leaders who want their teams to embrace human-centered approaches and collaborate in new ways, Sprints are a fantastic way to start.
Join Highland’s CX Practice Director David Whited and Lead Experience Designer Amrita Kulkarni as they share how Research Sprints and Design Sprints make Design Thinking—a reliable methodology to address complex, ambiguous problems—accessible in a way they have never been before. David and Amrita will introduce the purpose and philosophy of Sprints, talk through the differences between Research and Design Sprints, and what kind of issues, problems, or opportunities are the right fit for each.
We’ll be joined by Jennifer Severns, CXO, and Jennifer O’Brien, Innovation and Insights Manager, from the American Marketing Association, who will share how their organization has used Sprints to catalyze a culture of Design Thinking at the AMA. They will reflect on the realities of introducing Sprints and Design Thinking into an established organization, sharing advice for helping others think and work in new ways.
Attendees will learn:
- How are Research Sprints different from Design Sprints
- When is the right time or moment to conduct a Sprint
- What it takes for Sprints to be successful
- How to amplify Sprint outcomes for change in your organization
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
This document discusses methods for engaging with users during the design thinking process. It covers storytelling, storyboarding, co-creation, collecting feedback, and refining ideas based on user input. Storytelling involves sharing prototypes and concepts with users through visuals like storyboards and roleplaying. Co-creation gets users involved in developing and testing solutions early on. Feedback is collected through surveys, forums, and observation to understand what users like and what can be improved. The engagement process aims to ensure solutions match user needs and find issues through real-world testing before large-scale implementation.
Design for Covid-19 Challenge Webinar 2: Ideation Phase Aqeela A. Somani
This is our second webinar from Design for Covid-19 Challenge. Our focus for this webinar is on the Ideation Phase. It provides participants with frame works and tools on how to create a solution.
This document summarizes the key points from a session on the ideation phase of a design challenge focused on Covid-19. It outlines the main activities of the ideation phase, including developing value propositions with insight statements and "How Might We" questions, solution brainstorming, creating a user journey map, developing a communication strategy, and sketching and prototyping ideas. It also lists deliverables for each activity and provides example resources and collaboration tools.
The document discusses various methods and tools used in the experiment phase of design thinking, including ideation, user experience design, prototyping, and idea refinement. It provides details on specific ideation tools like SCAMPER, analogy inspiration, and deconstructing and reconstructing. It also covers mapping the user experience journey and creating low and high fidelity prototypes. The overall purpose of the experiment phase and these methods is to generate ideas and make them tangible through prototyping to get user feedback and refine concepts.
Watch recordings of engaging talks, like my recent guest lecture at Vellore Institute of Technology, where I covered Interaction Design models, Interfaces, and the impact of AI on UX research and UI designing. Join me as we explore the fascinating world of design and technology, and discover how they intersect to create innovative and user-centric solutions.
Lecture recording YouTube link - https://www.youtube.com/watch?v=WdMV7Z-oAtk
I covered following topics-
* Interaction Design
Design Models - Cooper's Goal-Directed Design & Double Diamond model
Types of Interfaces - GUI, Voice, Gesture-Based Interfaces & Zero UI interfaces
How Ai is helping a UI/UX designer?
UX/UI & Ai -
Chat GPT - For user research, copywriting, user flow & persona creation
Mid Journey & Firefly for image creations
Musho.ai for quick landing page
Other tools - Font Joy & Font Pair, color.adobe.com, uizard.io
Video Ai - Text to video, Image to video & Video to video
"Ai will not replace you, but the person using AI will…"
The document discusses various user experience techniques that designers should know, including research methods like stakeholder interviews, card sorting, and usability testing. It explains techniques like affinity diagramming, brainstorming, and competitive analysis that are used to understand users and identify problems. The goal of user experience design is to focus on the user and provide functionality, reliability, usability, and pleasure. UX design involves identifying problems through research, crafting solutions, and testing designs.
How do you know you're ready for a Design Sprint?Highland
For leaders who want their teams to embrace human-centered approaches and collaborate in new ways, Sprints are a fantastic way to start.
Join Highland’s CX Practice Director David Whited and Lead Experience Designer Amrita Kulkarni as they share how Research Sprints and Design Sprints make Design Thinking—a reliable methodology to address complex, ambiguous problems—accessible in a way they have never been before. David and Amrita will introduce the purpose and philosophy of Sprints, talk through the differences between Research and Design Sprints, and what kind of issues, problems, or opportunities are the right fit for each.
We’ll be joined by Jennifer Severns, CXO, and Jennifer O’Brien, Innovation and Insights Manager, from the American Marketing Association, who will share how their organization has used Sprints to catalyze a culture of Design Thinking at the AMA. They will reflect on the realities of introducing Sprints and Design Thinking into an established organization, sharing advice for helping others think and work in new ways.
Attendees will learn:
- How are Research Sprints different from Design Sprints
- When is the right time or moment to conduct a Sprint
- What it takes for Sprints to be successful
- How to amplify Sprint outcomes for change in your organization
The document provides an overview of the design thinking process, focusing on the Define and Ideate modes. It discusses how defining involves developing a deep understanding of users and problems through activities like interviews, empathy findings, and creating a point of view statement. Ideating involves brainstorming techniques to generate many ideas, with rules like encouraging quantity, deferring judgment, and building on others' ideas. Prototyping is also covered, explaining that prototypes can take many forms and should be used early to explore ideas and test solutions with users through an iterative process. Videos demonstrate examples of prototyping, empathy research, and testing prototypes with users.
The document discusses various topics related to UI/UX design including design principles, tools, methodologies, and best practices. It provides an overview of strategies like the 5S approach to design, user-centered design processes, wireframing and prototyping tools. It also discusses specific design topics such as responsive design, material design, use of icons, fonts, and color palettes. Comparisons are made between approaches like native vs. hybrid apps and adaptations vs. responsiveness. Career goals, responsibilities and qualifications for UI/UX roles are also outlined.
Eric Wagner is a user experience designer who is passionate about solving problems and designing intuitive experiences for users. He enjoys concerts, self-improvement, Asian food, design, and satire in his free time. As a designer, Eric's process involves research, ideation, design, testing, and iteration. He provided an example of a past project where he led the redesign of a self-improvement website through user research, prototyping, and testing. Eric provided his contact information and links to follow him on social media.
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.
The intersection of Design Thinking and Agile - Talk at Academy Xi by Eryk Ko...Eryk Korfel
This document discusses how Design Thinking and Agile can be integrated. It provides tips for combining the two approaches, including investing in user research, basing user stories in user needs rather than implementations, using a Sprint 0 to build empathy, integrating designers into sprint teams, transferring knowledge between teams, and testing ideas with customers throughout the process. The goal is to apply human-centered design to problem solving while also adopting the Agile approach of iterative development.
This document provides an overview of wireframing and user experience design. It discusses introducing wireframing and the goals of wireframing such as concept exploration, layout, interactions, communication, and minimizing risk. User centered design principles like personas, goals, tasks and scenarios are covered. The document also discusses tools for wireframing like Omnigraffle, Balsamiq, paper prototyping. Testing wireframes and ensuring designs are usable is addressed as well as resources for further learning.
This document provides a summary of a presentation about UX design for developers. The presentation introduces the user-centered design process and a user task-centric mindset. It outlines a 5-step UX design checklist for developers to follow when designing new features: 1) Discover the problem by learning about users and business needs, 2) Model the optimal user flow, 3) Find relevant design patterns, 4) Draft UI concepts, and 5) Gain confidence in the design through validation. The presentation emphasizes understanding users, aligning designs with user goals, and leveraging design best practices to create usable interfaces without reinventing solutions. It does not replace working with expert designers for more polished, user-centered results.
Business Analysts are on the GO: Design with users, not for them!SQALab
The document discusses challenges faced by business analysts and the need for new techniques in business analysis. It outlines traditional vs new ways of business analysis, with the new way focusing on eliciting requirements by thinking like a customer and determining what is valuable. Some challenges discussed are unclear requirements, focusing on solutions over problems, connecting different ideas, and not knowing the end user. The document advocates using new techniques like empathy mapping, journey mapping, and prototyping that involve end users in the design process to help overcome these challenges and better meet user needs.
Field Research at the Speed of BusinessPaul Sherman
Field research: to many it's the gold standard of user-centered design. Want to learn more about how your current or prospective customers think, work, live and play? Go observe them.
If you're early or even mid-career, organising, carrying out and analysing the results of field research can seem daunting and time-consuming. This tutorial will provide you with information and resources you can use immediately to start conducting insightful and effective field research.
Presented at UX in the City Oxford 2017, April 2017, Oxford UK.
Designing User-Centered Digital Experiences
Explore the process of designing intuitive and engaging digital experiences during this presentation. From conducting thorough research and analysis to understand user needs and business goals, to creating wireframes, prototypes, and final interfaces, this process is designed to create user-centered solutions. Learn how a focus on the user drives each step and leads to successful digital products.
Convergent divergent thinking & wireframeprototypingPriyanka Rana
This document discusses convergent and divergent thinking processes involved in creativity. It defines divergent thinking as generating many novel ideas through techniques like brainstorming, journaling, and mind mapping. Convergent thinking is described as analyzing ideas to find the best solution using logic and decision making strategies. The document provides examples of divergent and convergent learning activities and explains the differences between wireframes and prototypes, with wireframes focusing on content structure and prototypes adding interactivity details.
Design thinking is a process centered around understanding user needs through methods like observation and interviews to define problems and generate innovative solutions. It is an iterative process involving prototyping ideas and testing them with users to refine solutions. Organizations use design thinking to develop more user-centered products and services that better meet customer needs and reduce risks, which can lead to increased profits and differentiation from competitors. The Stanford design thinking process involves the phases of empathizing, defining, ideating, prototyping, and testing to manage projects with a user-focused approach.
The document discusses design thinking workshops and innovation. It describes design thinking as a human-centered approach to innovation that integrates user needs, technology possibilities, and business requirements. The design thinking process involves learning about users, defining problems from their perspective, brainstorming solutions, testing ideas with users, and building representations to show others. Workshops bring together multi-disciplinary teams to generate ideas through techniques like user flows, post-its, dot voting, and prototyping. The document provides tips for effective workshops and follow-ups like documenting solutions and testing concepts. It also discusses conducting design thinking outside of workshops through smaller sessions, remote collaboration, and individual processes.
Lean Innovation for Micro Enterprises Module 4 Design ThinkingBanbridgeDistrictEnt
1. Design thinking is a human-centered approach that uses creative problem-solving techniques to meet human needs and inspire innovation. It involves empathizing with users, defining problems from their perspective, and brainstorming solutions before building prototypes and getting user feedback.
2. Examples show how design thinking has helped companies like Airbnb, PillPack, and Uber Eats improve their products and services by deeply understanding user needs through techniques like empathy mapping and prototyping. It has also been applied in healthcare, education, and other sectors to develop more effective solutions.
3. A lack of empathy during the design process, as seen in Google Glass, can lead to products that don't fulfill real user needs
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
UNDP Design Thinking Toolkit for Country Country LearningTaimur Khilji
This document provides a toolkit for facilitating South-South learning exchanges using a design thinking approach. The toolkit outlines a four phase process: Align, Understand, Translate, and Develop. The Align phase involves getting buy-in from key stakeholders, articulating motivations, and agreeing on a challenge. It also involves creating a working group and changemaker team. The goal is to identify a problem area and get agreement on a challenge to focus the project.
The 6-stage UX design process includes: 1) Understanding user needs through research, 2) Researching competitors and design trends, 3) Brainstorming and sketching ideas through wireframes, 4) Finalizing visual design specs, 5) Implementing the design, and 6) Evaluating the experience based on usability and fulfillment of user needs. Stakeholders provide feedback at key stages to refine the design which aims to solve user problems through an intuitive experience.
This document outlines an agenda for a UX Kitchen webinar on designing solutions for COVID-19. It includes sections for team introductions, defining the problem statement, presenting the solution statement, summarizing research findings, demonstrating solution prototypes, describing the target audience and impact, and reviewing implementation plans and timelines. Attendees are encouraged to book pitch mentorship sessions and submit slide decks by the deadline. The webinar will feature 5-minute pitches from teams walking through their problem-solving process and proposed solutions.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
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
More Related Content
Similar to UNIT IV ENGAGE: DESIGN THINKING 22CDT21
The document provides an overview of the design thinking process, focusing on the Define and Ideate modes. It discusses how defining involves developing a deep understanding of users and problems through activities like interviews, empathy findings, and creating a point of view statement. Ideating involves brainstorming techniques to generate many ideas, with rules like encouraging quantity, deferring judgment, and building on others' ideas. Prototyping is also covered, explaining that prototypes can take many forms and should be used early to explore ideas and test solutions with users through an iterative process. Videos demonstrate examples of prototyping, empathy research, and testing prototypes with users.
The document discusses various topics related to UI/UX design including design principles, tools, methodologies, and best practices. It provides an overview of strategies like the 5S approach to design, user-centered design processes, wireframing and prototyping tools. It also discusses specific design topics such as responsive design, material design, use of icons, fonts, and color palettes. Comparisons are made between approaches like native vs. hybrid apps and adaptations vs. responsiveness. Career goals, responsibilities and qualifications for UI/UX roles are also outlined.
Eric Wagner is a user experience designer who is passionate about solving problems and designing intuitive experiences for users. He enjoys concerts, self-improvement, Asian food, design, and satire in his free time. As a designer, Eric's process involves research, ideation, design, testing, and iteration. He provided an example of a past project where he led the redesign of a self-improvement website through user research, prototyping, and testing. Eric provided his contact information and links to follow him on social media.
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.
The intersection of Design Thinking and Agile - Talk at Academy Xi by Eryk Ko...Eryk Korfel
This document discusses how Design Thinking and Agile can be integrated. It provides tips for combining the two approaches, including investing in user research, basing user stories in user needs rather than implementations, using a Sprint 0 to build empathy, integrating designers into sprint teams, transferring knowledge between teams, and testing ideas with customers throughout the process. The goal is to apply human-centered design to problem solving while also adopting the Agile approach of iterative development.
This document provides an overview of wireframing and user experience design. It discusses introducing wireframing and the goals of wireframing such as concept exploration, layout, interactions, communication, and minimizing risk. User centered design principles like personas, goals, tasks and scenarios are covered. The document also discusses tools for wireframing like Omnigraffle, Balsamiq, paper prototyping. Testing wireframes and ensuring designs are usable is addressed as well as resources for further learning.
This document provides a summary of a presentation about UX design for developers. The presentation introduces the user-centered design process and a user task-centric mindset. It outlines a 5-step UX design checklist for developers to follow when designing new features: 1) Discover the problem by learning about users and business needs, 2) Model the optimal user flow, 3) Find relevant design patterns, 4) Draft UI concepts, and 5) Gain confidence in the design through validation. The presentation emphasizes understanding users, aligning designs with user goals, and leveraging design best practices to create usable interfaces without reinventing solutions. It does not replace working with expert designers for more polished, user-centered results.
Business Analysts are on the GO: Design with users, not for them!SQALab
The document discusses challenges faced by business analysts and the need for new techniques in business analysis. It outlines traditional vs new ways of business analysis, with the new way focusing on eliciting requirements by thinking like a customer and determining what is valuable. Some challenges discussed are unclear requirements, focusing on solutions over problems, connecting different ideas, and not knowing the end user. The document advocates using new techniques like empathy mapping, journey mapping, and prototyping that involve end users in the design process to help overcome these challenges and better meet user needs.
Field Research at the Speed of BusinessPaul Sherman
Field research: to many it's the gold standard of user-centered design. Want to learn more about how your current or prospective customers think, work, live and play? Go observe them.
If you're early or even mid-career, organising, carrying out and analysing the results of field research can seem daunting and time-consuming. This tutorial will provide you with information and resources you can use immediately to start conducting insightful and effective field research.
Presented at UX in the City Oxford 2017, April 2017, Oxford UK.
Designing User-Centered Digital Experiences
Explore the process of designing intuitive and engaging digital experiences during this presentation. From conducting thorough research and analysis to understand user needs and business goals, to creating wireframes, prototypes, and final interfaces, this process is designed to create user-centered solutions. Learn how a focus on the user drives each step and leads to successful digital products.
Convergent divergent thinking & wireframeprototypingPriyanka Rana
This document discusses convergent and divergent thinking processes involved in creativity. It defines divergent thinking as generating many novel ideas through techniques like brainstorming, journaling, and mind mapping. Convergent thinking is described as analyzing ideas to find the best solution using logic and decision making strategies. The document provides examples of divergent and convergent learning activities and explains the differences between wireframes and prototypes, with wireframes focusing on content structure and prototypes adding interactivity details.
Design thinking is a process centered around understanding user needs through methods like observation and interviews to define problems and generate innovative solutions. It is an iterative process involving prototyping ideas and testing them with users to refine solutions. Organizations use design thinking to develop more user-centered products and services that better meet customer needs and reduce risks, which can lead to increased profits and differentiation from competitors. The Stanford design thinking process involves the phases of empathizing, defining, ideating, prototyping, and testing to manage projects with a user-focused approach.
The document discusses design thinking workshops and innovation. It describes design thinking as a human-centered approach to innovation that integrates user needs, technology possibilities, and business requirements. The design thinking process involves learning about users, defining problems from their perspective, brainstorming solutions, testing ideas with users, and building representations to show others. Workshops bring together multi-disciplinary teams to generate ideas through techniques like user flows, post-its, dot voting, and prototyping. The document provides tips for effective workshops and follow-ups like documenting solutions and testing concepts. It also discusses conducting design thinking outside of workshops through smaller sessions, remote collaboration, and individual processes.
Lean Innovation for Micro Enterprises Module 4 Design ThinkingBanbridgeDistrictEnt
1. Design thinking is a human-centered approach that uses creative problem-solving techniques to meet human needs and inspire innovation. It involves empathizing with users, defining problems from their perspective, and brainstorming solutions before building prototypes and getting user feedback.
2. Examples show how design thinking has helped companies like Airbnb, PillPack, and Uber Eats improve their products and services by deeply understanding user needs through techniques like empathy mapping and prototyping. It has also been applied in healthcare, education, and other sectors to develop more effective solutions.
3. A lack of empathy during the design process, as seen in Google Glass, can lead to products that don't fulfill real user needs
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
UNDP Design Thinking Toolkit for Country Country LearningTaimur Khilji
This document provides a toolkit for facilitating South-South learning exchanges using a design thinking approach. The toolkit outlines a four phase process: Align, Understand, Translate, and Develop. The Align phase involves getting buy-in from key stakeholders, articulating motivations, and agreeing on a challenge. It also involves creating a working group and changemaker team. The goal is to identify a problem area and get agreement on a challenge to focus the project.
The 6-stage UX design process includes: 1) Understanding user needs through research, 2) Researching competitors and design trends, 3) Brainstorming and sketching ideas through wireframes, 4) Finalizing visual design specs, 5) Implementing the design, and 6) Evaluating the experience based on usability and fulfillment of user needs. Stakeholders provide feedback at key stages to refine the design which aims to solve user problems through an intuitive experience.
This document outlines an agenda for a UX Kitchen webinar on designing solutions for COVID-19. It includes sections for team introductions, defining the problem statement, presenting the solution statement, summarizing research findings, demonstrating solution prototypes, describing the target audience and impact, and reviewing implementation plans and timelines. Attendees are encouraged to book pitch mentorship sessions and submit slide decks by the deadline. The webinar will feature 5-minute pitches from teams walking through their problem-solving process and proposed solutions.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
Similar to UNIT IV ENGAGE: DESIGN THINKING 22CDT21 (20)
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
UNIT V EVOLVE
Evolve: Methods & Tools,
Concept Synthesis
Strategic Requirements
Evolved Activity Systems
Activity System Integration
Viability Analysis
Innovation Tools using User Needs, CAP, 4S
Change Management
Quick Wins.
Extended Reality(XR) Development
Augmented Typography:
Legibility and readability
Creating visual contrast
Take control
Design with purpose
. Color for XR:
Color appearance models
Light interactions
Dynamic adaptation
Reflection
Sound Design:
Hearing what you see
Spatial sound
Augmented audio
Voice experiences
Power of sound.
Human Factors and Background of Immersive Design
Designing the whole experience
Theories of perception
Creating hierarchy in 3D
Human centered
Expecting the unexpected
Figure-ground
Location, location, location
Getting emotional
Control is overrated
UNIT III Navigation and Layout
Getting Around: Navigation, Signposts, and Wayfinding:
Signposts
Wayfinding
Navigation Types
Design Considerations
Navigational Models
Patterns.
Layout of Screen Elements:
Basics of Layout
Patterns
This document provides an overview of design thinking and empathy methods. It discusses field observation, deep user interviews, empathy maps, journey maps, and persona development as tools to gain empathy and understand user needs. Field observation involves observing users in their natural environment to understand behaviors. Deep interviews use open-ended questions to elicit stories and uncover user insights. Empathy maps and journey maps can help generate interview questions. Insights from interviews and observations are analyzed to identify user needs and inform the creation of user personas. The goal is to truly understand users and address their needs through the design process.
Advanced design components discussed in the document include backdrops, checkboxes, chips, date pickers, dialogs, dividers, image lists, lists, menus, progress indicators, radio buttons, sheets, sliders, snackbars, switches, tabs, tool tips, and time pickers. The document provides specifications, guidelines and examples for each component.
The document discusses the basic design components of Material Design. It introduces Material Design as a design system created by Google to help teams build digital experiences. It covers the principles of Material Design which are inspired by the physical world. It also discusses the Material environment including surfaces, elevation, light and shadows. It explains the properties of surfaces such as dimensions, shadows, resolution, content and physical properties.
This document discusses user experience (UX) and user interface (UI) considerations for immersive design using extended reality (XR) technologies. It covers topics like approachable design, seamless user flow, understanding the audience, accessibility, and safety. Specific UX elements discussed include personal space, agency, social signifiers, feedback, affordances, and interactions. UI elements like the z-axis, 3D interface metaphors, microinteractions, and time/space are also covered. The goal is to create intuitive, comfortable and safe immersive experiences through thoughtful UX/UI design.
The document discusses immersive design for 3D experiences. It covers topics like the immersive experience in 3D, affordances, multimodal experiences, ideation, innovation, human factors, creating prototypes, using materials, textures, lighting, cameras, scenes, rendering, and 3D file formats. The key aspects of immersive 3D design discussed are using 3D primitives to create more complex shapes, applying materials and textures, setting up proper lighting and cameras, and optimizing file size for performance. Rendering converts the 3D scene into a final output, while different 3D file formats have varying levels of included properties and complexity.
This document discusses head-mounted displays (HMDs) for extended reality applications. It describes how HMDs can be used for virtual reality, augmented reality, and mixed reality experiences. Key points include:
- HMDs can track movement using inside-out tracking (sensors on the device) or outside-in tracking (external sensors). Inside-out is more portable but outside-in allows more precise tracking.
- For virtual reality, a headset fully immerses the user in a virtual environment. For augmented and mixed reality, headsets overlay digital images on the real world and have fields of view ranging from small to large.
- Popular HMD companies include Oculus, HTC V
Rainfall intensity duration frequency curve statistical analysis and modeling...bijceesjournal
Using data from 41 years in Patna’ India’ the study’s goal is to analyze the trends of how often it rains on a weekly, seasonal, and annual basis (1981−2020). First, utilizing the intensity-duration-frequency (IDF) curve and the relationship by statistically analyzing rainfall’ the historical rainfall data set for Patna’ India’ during a 41 year period (1981−2020), was evaluated for its quality. Changes in the hydrologic cycle as a result of increased greenhouse gas emissions are expected to induce variations in the intensity, length, and frequency of precipitation events. One strategy to lessen vulnerability is to quantify probable changes and adapt to them. Techniques such as log-normal, normal, and Gumbel are used (EV-I). Distributions were created with durations of 1, 2, 3, 6, and 24 h and return times of 2, 5, 10, 25, and 100 years. There were also mathematical correlations discovered between rainfall and recurrence interval.
Findings: Based on findings, the Gumbel approach produced the highest intensity values, whereas the other approaches produced values that were close to each other. The data indicates that 461.9 mm of rain fell during the monsoon season’s 301st week. However, it was found that the 29th week had the greatest average rainfall, 92.6 mm. With 952.6 mm on average, the monsoon season saw the highest rainfall. Calculations revealed that the yearly rainfall averaged 1171.1 mm. Using Weibull’s method, the study was subsequently expanded to examine rainfall distribution at different recurrence intervals of 2, 5, 10, and 25 years. Rainfall and recurrence interval mathematical correlations were also developed. Further regression analysis revealed that short wave irrigation, wind direction, wind speed, pressure, relative humidity, and temperature all had a substantial influence on rainfall.
Originality and value: The results of the rainfall IDF curves can provide useful information to policymakers in making appropriate decisions in managing and minimizing floods in the study area.
Electric vehicle and photovoltaic advanced roles in enhancing the financial p...IJECEIAES
Climate change's impact on the planet forced the United Nations and governments to promote green energies and electric transportation. The deployments of photovoltaic (PV) and electric vehicle (EV) systems gained stronger momentum due to their numerous advantages over fossil fuel types. The advantages go beyond sustainability to reach financial support and stability. The work in this paper introduces the hybrid system between PV and EV to support industrial and commercial plants. This paper covers the theoretical framework of the proposed hybrid system including the required equation to complete the cost analysis when PV and EV are present. In addition, the proposed design diagram which sets the priorities and requirements of the system is presented. The proposed approach allows setup to advance their power stability, especially during power outages. The presented information supports researchers and plant owners to complete the necessary analysis while promoting the deployment of clean energy. The result of a case study that represents a dairy milk farmer supports the theoretical works and highlights its advanced benefits to existing plants. The short return on investment of the proposed approach supports the paper's novelty approach for the sustainable electrical system. In addition, the proposed system allows for an isolated power setup without the need for a transmission line which enhances the safety of the electrical network
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
Optimizing Gradle Builds - Gradle DPE Tour Berlin 2024Sinan KOZAK
Sinan from the Delivery Hero mobile infrastructure engineering team shares a deep dive into performance acceleration with Gradle build cache optimizations. Sinan shares their journey into solving complex build-cache problems that affect Gradle builds. By understanding the challenges and solutions found in our journey, we aim to demonstrate the possibilities for faster builds. The case study reveals how overlapping outputs and cache misconfigurations led to significant increases in build times, especially as the project scaled up with numerous modules using Paparazzi tests. The journey from diagnosing to defeating cache issues offers invaluable lessons on maintaining cache integrity without sacrificing functionality.
Batteries -Introduction – Types of Batteries – discharging and charging of battery - characteristics of battery –battery rating- various tests on battery- – Primary battery: silver button cell- Secondary battery :Ni-Cd battery-modern battery: lithium ion battery-maintenance of batteries-choices of batteries for electric vehicle applications.
Fuel Cells: Introduction- importance and classification of fuel cells - description, principle, components, applications of fuel cells: H2-O2 fuel cell, alkaline fuel cell, molten carbonate fuel cell and direct methanol fuel cells.
Applications of artificial Intelligence in Mechanical Engineering.pdfAtif Razi
Historically, mechanical engineering has relied heavily on human expertise and empirical methods to solve complex problems. With the introduction of computer-aided design (CAD) and finite element analysis (FEA), the field took its first steps towards digitization. These tools allowed engineers to simulate and analyze mechanical systems with greater accuracy and efficiency. However, the sheer volume of data generated by modern engineering systems and the increasing complexity of these systems have necessitated more advanced analytical tools, paving the way for AI.
AI offers the capability to process vast amounts of data, identify patterns, and make predictions with a level of speed and accuracy unattainable by traditional methods. This has profound implications for mechanical engineering, enabling more efficient design processes, predictive maintenance strategies, and optimized manufacturing operations. AI-driven tools can learn from historical data, adapt to new information, and continuously improve their performance, making them invaluable in tackling the multifaceted challenges of modern mechanical engineering.
1. KONGU ENGINEERING COLLEGE
(AUTONOMOUS)
DEPARTMENT OF COMPUTER SCIENCE AND DESIGN
P.GOWSIKRAJA M.E., (Ph.D.,)
Assistant Professor
Department of Computer Science and Design
22CDT21–Design Thinking
UNIT IV ENGAGE
2. UNIT IV - Engage
♣Engage: Methods & Tools
♣Story Telling
♣Art of Story Telling
♣Storyboarding
♣Co-Creation with Users
♣Collect Feedback from Users.
5/12/2024 22CDT21-DESIGN THINKING UNIT IV ENGAGE 2
3. 4.1 Engage: Methods & Tools
5/12/2024 22CDT21-DESIGN THINKING UNIT IV ENGAGE 3
Story Telling: Giving voice to
your persona’s story
Co-Creation with Users: Sharing your solution
ideas to the user using various methods/tools and
then integrating the feedbacks and comments into
the solution idea that will better meet the user’s
need.
4. Purpose of engage:
• Ensure prototype solution matches the need of targeted
users.
• Generate ideas that you may not have thought of. and
weed out misfit ideas
• Identify blind-spots in our ideas.
• To fail early and cheaply.
Storyboarding:
Visually describes series of activities of the solution idea.
Each team member draws the touch-point of your idea
4
5. STORYTELLING:
Storytelling is the most powerful way to put your ideas into the world today. Storytelling is basically giving voice to your persona’s story
which you have developed in the experiment phase (ideal user experience journey).
Storytelling can be done using:
• Storyboard: visual illustration of your idea
• Prototypes: developing and testing ideas at early stage before large scale implementation.
• Role Play: to act out the experience to give better understanding of your idea.
5
6. STORYBOARDING:
Storyboarding is a visual illustration of your idea for the easy and effective communication with the users.
Storyboard will include your persona, need statement, solution illustrations, and impact or end result of
the solution concept.
Purpose
• To graphically describe user’s activities, your design idea and communicate the idea more effectively to the users.
• To create story narratives.
6
8. 8
Brainstorm how you intend to illustrate your persona’s story in a coherent manner
including the narratives into the storyboard canvas [Annexture] and then start
drawing.
15. UNIT IV - Engage
♣Engage: Methods & Tools
♣Story Telling
♣Art of Story Telling
♣Storyboarding
♣Co-Creation with Users
♣Collect Feedback from Users.
5/12/2024 22CDT21-DESIGN THINKING UNIT IV ENGAGE 15
16. Co-Creation with Users:
CO-CREATION- It involves engaging the target users early in the development process of your solution ideas in order to
enhance and refine the ideas.
By eliciting user’s feedback and suggestions, you can better understand user needs and desires, and refine and improve
solution ideas.
Purpose:
♣ Early feedback on proposed ideas and solutions;
♣ To better user-generation ideas and contents;
♣ Idea improvements;
♣ New creative possibilities;
♣ Better user acceptance and buy-in;
♣ Early user communication
16
18. 1.Co-creation Preparation:
♣ Assign task for team member: storyteller, note takers, observers, actors (role play)
♣ Prepare and rehearse the storytelling
♣ Invite target user and make them feel comfortable
♣ Ready pen and papers for the users.
1. Co-Creation Session:
• Introduce the purpose for the feedback session
tell bu don’t sell your story
ask for their honest feedback using 3 simple questions:
What do you like?
What do you not like
What can be improved?
18
19. 3. Team Debriefing Session
Review all the user feedback and develop a common understanding about:
Which ideas work/do not work for them and why?
What can eb improved and what are the gaps or blind spots, if any and why?
How to refine and improve the solution ideas?
What to include and improve for the next co-creation session with users?
4. Refinement & Finalizing:
How can the journey be further enhanced
What are the protoypes that can be further improved and why?
Start to work to improve the ideal user experience journey and the prototypes
Finalize your big idea
19
20. ♣ Co-creation is the practice of collaborating
with other stakeholders to guide the
design process.
♣ Participants with different roles align and
offer diverse insights, usually in facilitated
workshops.
♣ Designers can therefore get more holistic
views of what a product or service should
include.
20
21. Openness to discover
Openness to change
Some classic co-creation activities may include:
• Ice-breakers
• Role playing
• Journey Mapping
• Ideal state ideation/brainstorming
• Rapid prototyping
• Prioritization Activities
21
22. UNIT IV - Engage
♣Engage: Methods & Tools
♣Story Telling
♣Art of Story Telling
♣Storyboarding
♣Co-Creation with Users
♣Collect Feedback from Users.
5/12/2024 22CDT21-DESIGN THINKING UNIT IV ENGAGE 22
32. UNIT IV - Engage
♣Engage: Methods & Tools
♣Story Telling
♣Art of Story Telling
♣Storyboarding
♣Co-Creation with Users
♣Collect Feedback from Users.
5/12/2024 22CDT21-DESIGN THINKING UNIT IV ENGAGE 32