The biggest barrier to good experiences (as well as the largest problem for most UX designers) is in getting well-intended, well-designed systems executed as the business owners and design teams intend. I present the problem, and a series of philosophical changes and specific tactics to alleviate this, and to work with implementation teams to get design executed correctly.
Slideshow I will present 29 Feb 2012 at 10 am PT as an O'Reilly webcast:
http://oreillynet.com/pub/e/2103
There are several ways that current development processes can miserably fail users and the business when trying to launch your project on multiple platforms. Massive changes, blame, or simply not understanding your missed opportunities, are the usual results.
The answer is not any of these, and certainly not to try to impose a new process. Instead, encompass all the existing processes to create a new philosophy of implementation. Avoid pitfalls and gaps, and play to the strengths of your team to operationalize a functional design and development processes.
Steven will talk about methods he's devised and used with business, analysts, and developers that make everyone happy and help assure projects actually launch.
Presented at D2WC in Kansas City on 17 March 2012
Presented at UX Scotland in Edinburgh on 6/8/2016. Many of us are thrust into an Agile Development world. How do we do our best UX in a process designed by developers? Where do we belong and how do we work within a Scrum team?
Agile-User Experience Design: an Agile and User-Centered Process?louschwartz
Agile-User Experience Design, also called Agile-UX, is a trend of the last decade that mixes values and practices from the Agile software engineering methods and the User-Centered Design. Several practitioners have proposed different processes to organize the work between development and design. After a short reminder of the values of Agile and User Centered Design methods, this paper presents five processes proposed in the literature. The processes are discussed with regards to their respect of the Agile and User Centered Design values. This comparative study concludes that not one process totally covers the Agile and User Centered Design values: they all make a trade-off and could be completed by practices and by a state of mind and a willingness adopted by the team.
UX, DX, DSX: Developers and Data Scientists as UsersUXDXConf
More and more companies nowadays are investing heavily in building infrastructure for developers and data scientists. But often, building infrastructure products are treated as pure engineering practices and differentiated from feature products.
I would like to share my experience leading a team at BuzzFeed in building user-centric infrastructure products for our developers and data scientists, and how I integrate and adapt traditional PM techniques for technical products.
Building software for our peers is a double-edged sword. On one hand, our users are technologists themselves and have immense appreciation for well-designed infrastructure and tools. On the other hand, it is very tempting for us as developers to make assumptions about those folks with whom we work closely. When building tools for data scientists, it is especially crucial to keep in mind that they have their own distinct workflows and needs.
From 6 to 126 in 4 Years: The Story Behind Atlassian Designuxpin
You'll learn:
- How to lead design teams through periods of rapid growth
- How to change design processes, build design culture, and scale teams over time
- How to engage engineering and product teams to create a customer-focused organization
There are several ways that current development processes can miserably fail users and the business when trying to launch your project on multiple platforms. Massive changes, blame, or simply not understanding your missed opportunities, are the usual results.
The answer is not any of these, and certainly not to try to impose a new process. Instead, encompass all the existing processes to create a new philosophy of implementation. Avoid pitfalls and gaps, and play to the strengths of your team to operationalize a functional design and development processes.
Steven will talk about methods he's devised and used with business, analysts, and developers that make everyone happy and help assure projects actually launch.
Presented at D2WC in Kansas City on 17 March 2012
Presented at UX Scotland in Edinburgh on 6/8/2016. Many of us are thrust into an Agile Development world. How do we do our best UX in a process designed by developers? Where do we belong and how do we work within a Scrum team?
Agile-User Experience Design: an Agile and User-Centered Process?louschwartz
Agile-User Experience Design, also called Agile-UX, is a trend of the last decade that mixes values and practices from the Agile software engineering methods and the User-Centered Design. Several practitioners have proposed different processes to organize the work between development and design. After a short reminder of the values of Agile and User Centered Design methods, this paper presents five processes proposed in the literature. The processes are discussed with regards to their respect of the Agile and User Centered Design values. This comparative study concludes that not one process totally covers the Agile and User Centered Design values: they all make a trade-off and could be completed by practices and by a state of mind and a willingness adopted by the team.
UX, DX, DSX: Developers and Data Scientists as UsersUXDXConf
More and more companies nowadays are investing heavily in building infrastructure for developers and data scientists. But often, building infrastructure products are treated as pure engineering practices and differentiated from feature products.
I would like to share my experience leading a team at BuzzFeed in building user-centric infrastructure products for our developers and data scientists, and how I integrate and adapt traditional PM techniques for technical products.
Building software for our peers is a double-edged sword. On one hand, our users are technologists themselves and have immense appreciation for well-designed infrastructure and tools. On the other hand, it is very tempting for us as developers to make assumptions about those folks with whom we work closely. When building tools for data scientists, it is especially crucial to keep in mind that they have their own distinct workflows and needs.
From 6 to 126 in 4 Years: The Story Behind Atlassian Designuxpin
You'll learn:
- How to lead design teams through periods of rapid growth
- How to change design processes, build design culture, and scale teams over time
- How to engage engineering and product teams to create a customer-focused organization
Agile has an inherent focus on teams. The Agile principle, “Individuals and interactions over processes and tools” stresses the importance of how people work together. Therefore, strong Agile team dynamics is a key component of a high functioning Agile organization.
In this presentation, you’ll learn about the signs to look for in a dynamic Agile team room and how to get a team performant - and happy.
The 11 Signs of Good Agile Room Dynamics
1. Deliverables are everyone’s responsibility.
2. Team Lead and Architect roles may be designated, but delivery is everyone’s responsibility.
3. Everyone is engaged & respected.
4. Healthy debate and conflict happens – and compromise.
5. Whiteboard sessions.
6. Members help each other.
7. Team members have confidence in each others’ abilities.
8. No egos.
9. Buzz in the room.
10. Celebrations of small successes.
11. Music.
How to Maintain Healthy Agile Project Room Dynamics
These are the things that Agile Teams implement to maintain healthy project room dynamics:
1. Group negotiation of team rules.
2. Team lunches.
3. Storming as a given.
4. Pairing negotiation.
5. Always listen in.
6. Conflict amongst team members.
7. Decisions.
8. Engage the larger development team.
9. Incorporating new team members.
10. Humour & food.
Building Innovative Product, DataScience and Beyond.
What is innovation and what is it not ? How to approach it so you succeed ? What about DataScience Projects ?
Why software will never be the same... Discuss why agile and lean development methodologies alone are not enough to compete in today's software startup market. Explore real-time prototyping and minimal viable experiments that can accelerate learning down to hours, not sprints.
Three's a Party: How Trifectas Help Product, Engineering, and Design Work Tog...uxpin
You'll learn:
How to change your collaboration model for PM, engineering, and design as teams grow
How to define responsibilities, cadence, and activities across every layer of a product organization
How Shopify tackles multi-disciplinary collaboration across product teams
Slides Ari Tiktin recently used in his discussion w/ mentees of The Product Mentor.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
What do you get when user experience drives the agile process? Dual-Track Agile, where the features of the product are discovered alongside the development of the product itself. This session will explain what dual-track agile is, the benefits of dual-track agile, the role of UX, and what to expect. It will focus on the discovery cycle, the role of validated hypotheses and assumptions and how UX uniquely contributes to this invaluable process.
How large companies can be as fast and agile as the successful startups? And what is MVP and Dual-track Agile, anyway? We are to discuss a real case of implementation of some methods of Lean Startup and Customer Development in Kaspersky Lab.
A look into the value and practical use of Guerrilla Research when time and budget are an issue for your project.
Delivered internally for the University of Edinburgh.
Now that you know how to plan for and construct bullet-proof usability script, take your experience to the next level - learn how to be an effective moderator!
User Experience Showcase lightning talks - University of EdinburghNeil Allison
Lightning talk slide decks from a University of Edinburgh User Experience event held 13 October 2017. Topics: User needs, Web strategy, Digital Standards, Edinburgh Global Experience Language, Current student UX case study.
Design Spikes for the Dual-Track Agile Processuxpin
You'll learn:
How to fit design spikes into a Scrum framework
How to address user stories without neglecting UX strategy
How to solve design problems before they become development issues
Digital Art History: From Practice to PublicationSusan Edwards
Presentation given at colloquium during Beyond the Digitized Slide Library, a summer institute at UCLA in July 2015. More info: http://www.humanities.ucla.edu/getty/ #doingdah15
There are two topics coved in this presentation. The first is about how the advantages of Lean product process, and the other is about using story telling to think about your product.
This is the shorter talk version of Repositioning User Experience. This version contains some updated content. It was used by Jon Innes in talks at eBig, CHIFOO, and User Friendly in 2007.
Agile has an inherent focus on teams. The Agile principle, “Individuals and interactions over processes and tools” stresses the importance of how people work together. Therefore, strong Agile team dynamics is a key component of a high functioning Agile organization.
In this presentation, you’ll learn about the signs to look for in a dynamic Agile team room and how to get a team performant - and happy.
The 11 Signs of Good Agile Room Dynamics
1. Deliverables are everyone’s responsibility.
2. Team Lead and Architect roles may be designated, but delivery is everyone’s responsibility.
3. Everyone is engaged & respected.
4. Healthy debate and conflict happens – and compromise.
5. Whiteboard sessions.
6. Members help each other.
7. Team members have confidence in each others’ abilities.
8. No egos.
9. Buzz in the room.
10. Celebrations of small successes.
11. Music.
How to Maintain Healthy Agile Project Room Dynamics
These are the things that Agile Teams implement to maintain healthy project room dynamics:
1. Group negotiation of team rules.
2. Team lunches.
3. Storming as a given.
4. Pairing negotiation.
5. Always listen in.
6. Conflict amongst team members.
7. Decisions.
8. Engage the larger development team.
9. Incorporating new team members.
10. Humour & food.
Building Innovative Product, DataScience and Beyond.
What is innovation and what is it not ? How to approach it so you succeed ? What about DataScience Projects ?
Why software will never be the same... Discuss why agile and lean development methodologies alone are not enough to compete in today's software startup market. Explore real-time prototyping and minimal viable experiments that can accelerate learning down to hours, not sprints.
Three's a Party: How Trifectas Help Product, Engineering, and Design Work Tog...uxpin
You'll learn:
How to change your collaboration model for PM, engineering, and design as teams grow
How to define responsibilities, cadence, and activities across every layer of a product organization
How Shopify tackles multi-disciplinary collaboration across product teams
Slides Ari Tiktin recently used in his discussion w/ mentees of The Product Mentor.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
What do you get when user experience drives the agile process? Dual-Track Agile, where the features of the product are discovered alongside the development of the product itself. This session will explain what dual-track agile is, the benefits of dual-track agile, the role of UX, and what to expect. It will focus on the discovery cycle, the role of validated hypotheses and assumptions and how UX uniquely contributes to this invaluable process.
How large companies can be as fast and agile as the successful startups? And what is MVP and Dual-track Agile, anyway? We are to discuss a real case of implementation of some methods of Lean Startup and Customer Development in Kaspersky Lab.
A look into the value and practical use of Guerrilla Research when time and budget are an issue for your project.
Delivered internally for the University of Edinburgh.
Now that you know how to plan for and construct bullet-proof usability script, take your experience to the next level - learn how to be an effective moderator!
User Experience Showcase lightning talks - University of EdinburghNeil Allison
Lightning talk slide decks from a University of Edinburgh User Experience event held 13 October 2017. Topics: User needs, Web strategy, Digital Standards, Edinburgh Global Experience Language, Current student UX case study.
Design Spikes for the Dual-Track Agile Processuxpin
You'll learn:
How to fit design spikes into a Scrum framework
How to address user stories without neglecting UX strategy
How to solve design problems before they become development issues
Digital Art History: From Practice to PublicationSusan Edwards
Presentation given at colloquium during Beyond the Digitized Slide Library, a summer institute at UCLA in July 2015. More info: http://www.humanities.ucla.edu/getty/ #doingdah15
There are two topics coved in this presentation. The first is about how the advantages of Lean product process, and the other is about using story telling to think about your product.
This is the shorter talk version of Repositioning User Experience. This version contains some updated content. It was used by Jon Innes in talks at eBig, CHIFOO, and User Friendly in 2007.
In "The ROI of User Experience: From Strategy and Conception to Development and Execution,"
EffectiveUI President Anthony Franco demonstrates why companies need to invest in user experience and user experience research, and how to optimize and measure UX ROI.
Integrating UX Into Agile: How To Ensure Your Sprints Result In Usable SoftwareJon Innes
These are my slides from my talk at Agile2011 in Salt Lake City. I discuss the challenges of integrating Agile and UX best practices and talk about my UXI Matrix. The UXI Matrix is a modified product backlog format that can help teams visualize and track the UX impact of work done in Agile projects. Finally I illustrate with some examples how the UXI Matrix integrates with Story Mapping, Personas, and can even be used to help teams transitioning to Agile from traditional PRDs and MRDs.
User Experience (UX) Research in HealthcareDan Berlin
Healthcare companies should embrace iterative user research so that they may design products that aligns with their customers' wants and needs. UX research studies are not clinical trials - they are a means of learn how to best design a product for customers.
Les Rencontres Services Publics 2.0 avec Alcatel Lucent, UGAP et le Groupe Resadia
Matinée Clients de Strasbourg du 20 novembre 2014 avec l'étude de MARKESS
You'll learn:
- How to design ahead of development without chaos
- How to conduct user research within Agile
- How to deliver consistent UX on tight timelines
We’re all doing Agile nowadays, aren’t we? We’ll all delivering software in an Agile way. But what does that mean? Does it mean sprints and stand-ups? Kanban even? But what about Extreme Programming? If as a development team we’re not using pair programming, test driven development, continuous integration, and other XP practices, then we’re not really doing Agile software development and we may be on a march to frustration, or even failure.
I’m going to look at why the current trend of companies and projects adopting Scrum, calling themselves Agile, but not transitioning their development to XP, is a recipe for disaster. I’d like to cover the main practices of XP as well as other good practices that can really help a team deliver quality software, whether they’re doing two-week sprints, Kanban, or even Waterfall.
https://www.youtube.com/watch?v=aZgnY9fAHOA
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.
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.
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.
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.
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.
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
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.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
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https://alandix.com/academic/papers/synergy2024-epistemic/
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📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
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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/
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Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
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A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
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- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
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GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
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Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
3. Principle of Most Time: The most
elegant and simple solution to any
design problem will be the one that
requires the most developer effort.
3
4. Every product we build is a product
we build for ourselves to solve our
own problems…making decisions
based on real opinions trumps
making decisions based on
imaginary opinions.
4
6. No one has to loose
We need each other, equally. Everyone contributes to the final product.
Implementation: User Experience:
• Build software, storage, etc. • Define scope
• Launch products • Consider whole experience
• Maintain forever • Design detailed interactions
Delivered to the users, efficiently Create the right solution, the first
& reliably. time, with less rework.
6
8. Shared principles
• Modular
• Iterative
• Incremental
• Patterns and best practices
8
9. Modular
Implementation: User Experience:
Good programming principles We don’t draw every page and
(whichever you embrace) state independently, but consider
encourage re-use, consistent the design holistically, and draw
naming and resource allocation, many items to be used across
and using the simplest solution. the product.
Re-usable components make work quicker and more efficient, more
repeatable, easier to understand for regular teams and easier to
improve or fix.
9
10. Iterative
Implementation: User Experience:
Start simple, learn as you go Review designs internally, with
from both solutions and needs of user research and by analytics
the customer/client, and build when launched. Identify, learn
improvements on what you build and improve, on small and large
before. timescales.
Whether week two or release two, work is never thrown away, but
improved on and expanded to become better and more capable.
10
11. Incremental
Implementation: User Experience:
Assigning developers one task Conceive holistically, but design
helps focus, and allows the team in easy-to-manage chunks. Split
and management to track the work to who can best
progress, and further split (or perform the work, and deliver in
combine) work as needed. pieces if needed for speed.
Resources – both people and time – are limited. Deliberately break
up work in an ordered manner for management, and coordination.
11
12. Patterns & Best Practices
Implementation: User Experience:
Apply existing knowledge and re- Speeds work and constrains the
use known good solutions, but , problem space with libraries,
extend and combine to meet the patterns and stencils. Analyzes
system needs and project goals. or researches to find the best
solution.
All of our work builds on history, knowledge and evidence.
But watch out for best vs. common practices.
12
13. Your fears are baseless
• There’s no time
• Process mismatches
• Excess documentation
• We don’t speak the language
13
14. There’s no time
• There’s plenty of time
• Scale the engagement
• It pays off in the end
14
15. Process mismatches
• Everyone has the same goals
• One process is very much like another
• Gaps usually interlock
• It’s a team effort
15
16. Excess documentation
• Don’t fear the documentation
• We think by drawing
• Your team uses documentation…
• …and the next one certainly will
• Whiteboards work in a pinch
16
17. We don’t speak the language
• UX is the translator
• Know all the people
• Know all the needs
• Know all the systems
• Foster conversation, collaboration
17
18. Tactics for success
• Don’t walk away
• Set goals for everyone
• Design and build objects
• Practice polymorphism
• Project principles
18
19. Don’t walk away
It’s your project still, so
stick with it:
• Answer questions.
• Check on progress.
• Solve problems.
The team is the same,
regardless of phase.
19
20. Set goals for everyone
• Turn principles into
metrics. Then
measure them.
• Push for these to be
the project level
metrics of success.
20
21. Design and build objects
• Patterns are objects.
• Objects are re-usable
components, whether in
design or code.
21
22. Practice polymorphism
• Variations of objects are
still the same object.
• Tell everyone, so
variations are built as you
designed them.
22
23. Project principles
• Develop good objectives
• Design holistically
• Get everyone to buy into it
• Own your design
23
Naturally, O’Reilly is hosting this presentation because I wrote this book for them. But also because I had more to say. One of the things that comes up a lot, and which I spend a lot of time doing when I start a new job, or work with a new client is to talk about process, implementation strategies, and communicating with developers. I am a UX guy now. If I have to give myself a title I prefer “Interaction Designer.” (Or, of course Mobile Interaction Designer). But I have been a web developer, and I’ve even been a DBA of sorts. I have managed teams of technical people, in corporate IT organizations. I’ve been trained in about a dozen different development processes, and completed over 150 Agile projects. Aside from collaboration, and working with developers, I understand the pressures and needs from both sides. Partly for that, and partly as I know many of you are developers looking to improve the design of your products, this presentation (and much of the book) is actually targeted at both designers and developers.
Let’s start with the typical current state of the world. I’ll avoid naming names, as the sentiments are all too commonly expressed. This is a real quote, from a UX point of view: “Developers ruin everything.” Pretty things are always hard to implement, not due to incompetence, not even because they maliciously try to get in our way, but due to the fundamental nature of the universe.
This one, from the developer side, has been sadly cut down. It came from an interview, not a neat twitter feed, so I had to edit to get it on the screen.There are two threads going on here. They design for themselves, not for any class of end user at all. And along with that, they reject the entire principle of UX design. See that last word: “Opinions.”There’s a perception, especially among developers, that UX is art, and art is opinion, so whoever yells loudest, or digs their heels in the most, wins. So, don’t let those UX guys pull anything over on you. If you have the power, don’t even let them in the building.
Of course, this is all non-productive talk, and we need to get over that, and work together.The gist of much of my talking about process, and especially of UX in strict development processes – like Agile – is that we as UX designers are expected to not work /with/ the process, but to become part of it, to adapt ourselves to the other process. The end result being all our processes are discarded when not obviously understandable.
But that doesn’t really do anyone any good. It’s not just bad for our careers, but bad for the product, and the business. We’re actually all closer than you’d think, and by taking a bit of time to analyze and mesh the processes, no one ends up outside their comfort zone. But it does take time to analyze. You need to not just believe that others have value, but be able to explain -- to others and to yourself -- what you contribute to the effort.
There are gaps in many processes where “a miracle occurs” and details are not nailed down. Do a serious analysis and you’ll find that you (or someone else) “just does stuff,” and no one knows how. Often, no one knows why, either. Very often, this is because the process is trying to go too far, and another process can fill in the gaps. There are a lot of these gaps, but my biggest example is in creating features (or stories if you wish) within most development processes. Where did all these cards come from? How do we know they are useful, or the most important ones are being done first? I have come in weeks into implementation of a project to fix what was supposed to be a minor issue, and discovered that as many as half the features are duplicates or conflicts. It’s because development is not about /creation/ of ideas. Which is totally fine and we support their lifestyle decision. But others can help. UX has good analytical techniques to find problems, understand user and business needs and develop things which are impossibly similar to feature lists, or stories. And as long as you as a UX designer have a helpful demeanor, doing this sort of stuff doesn’t look like you are intruding. It makes everyone happy with you for embracing the process and being collaborative.Collaboration doesn’t mean /everyone/ does every, single, task. It’s sharing, accepting input and letting people do what they do best.
At least as I work UX design, there are a lot of principles at the core of our work processes and methodologies that end up being shared with other disciplines. As we’re talking about UX integration with development, let’s look at how these are considered by UX and Dev:
Whereas development teams embrace the principles of re-use, in an effort to find the simplest suitable solution, UX agrees completely. We have different reasons, considering holistic design and team efficiency vs. optimizing for resource efficiencies such as storage, but philosophically they are very similar. We can all conceive of componentized approaches together, for more efficiency of products and processes.
Good developers do not build, deliver, then bang their heads against a wall till they forget. There is a process of continuous improvement both within projects and between them. Better solutions are sought, built and installed over (or added to) previously built items. UX, does the same thing. We have a culture of evidence, and so seek to prove successes. And when we find imperfect solutions, use that data to improve the design. We all can collaborate on improvements and conceive of new, better solutions together.
Development managers assign tasks, sometimes going to far as to tear off pieces of printed documentation, distributing chunks to developers or teams. Processes enforce this, with unit test assuring quality of the piece of work, for example. UX designs holistically, but no matter what we say, we understand work schedules, release plans, and defining key components first in order to understand other pieces, next. Time and manpower limits all work. We must always keep in mind the whole structure, but admit we can only work on one piece at a time.
Developers do not exist in a vacuum and do not build almost anything from scratch. Not only do they share, and use knowledge resources, but libraries of commonly-needed items are routinely used. Think of what J-query really is.UX lives by the heuristic, and other ways of defining known-good solutions, then borrowing. Much design is with stencils, literally copying the lines or pixels from a previous design or shared-library. Past modular, we all use pattern libraries, borrow from other designs, and understand patterns.Let me take a moment to point out a fallacy of “best practice.” By no means is something commonly encountered a best practice. Commonality makes it a “common practice.” It has to be proven to be the best solution to be a “best practice.” Never make assumptions, and seek out information before setting it on paper or directing it be built.
So, if we all agree so much in principle, why don’t we work together? Practically, why is it so hard to get UX involved in the process. Well, because UX is slow. It doesn’t get the details of IT process. Who needs extra documentation, and we just don’t think the way IT people do.Well, that’s all demonstrably untrue, but you need to understand how and why in order to talk past it.
Remember the three legs of a project? IT lives by “quick, cheap or good, pick two.” I hear it weekly, or more.There’s only so much you can do about costs, and our job is about making it good. But speed is the last fear. No one wants to wait an hour, and many developers heard of UX from a very formal point of view. It sounds like it takes months, especially when you talk research. But project processes are inefficient. Between a gleam in someone’s eye and kickoff could be six months. In a Lean environment, in my experience, it’s still two months, minimum. Take that time to build features and explore ideas and ask questions and draw wires. I have done good work between project kickoff and the 10 days it took to get the team up to speed, and engage the offshore resources. There’s always spare time.Of course, what I did in a lot of these was scale the effort to the time, budget and influence I have. This is also collaboration, and negotiation. I always say any UX engagement is better than none. And lastly quality design phases improve deliverables. This reduces time on the back end, in test, and so on. Time spent up front pays off between 8 and 20-fold on the other side. There are studies of this. If that’s not your experience, its because someone skipped a step, didn’t collaborate, ignored recommendations, etc.
The next issue is that there will be a cultural or process mismatch, and it’ll take time to figure out how to work together. I’ve talked about this already, under the principles. The processes are not that far apart, and as long as everyone tries, and communicates, issues resolve themselves.Process and culture failures arise when management encourages or allows process and culture to be a problem. If everyone is reminded that the project team is the only team that exists, and development, test, design, etc. are not teams, it works fine.
Especially in some flavors of Agile, some Lean-leaning and startup-wannabe shops, there is an ethos that documentation is a bad thing.At the least, there’s fear that it conflicts with their existing documents.The first two answers here already covered most of this. It doesn’t take time, because documentation is part of the design process, not a step afterwardsWe can make the documentation in any format you want, and integrate with annotation methods, or styles to make it easier to build and testAnd, documentation is always used. Even in “no-document” shops, anything I give people on paper is used and beloved. And with offshoring, the fluidity of teams, etc. someone will need this documented for the next release, whether that’s next week or next year. Lastly, always explain that UX can be flexible. We can do the work on whiteboards and by waving our arms. Doing this a bit (and taping paper documents to the whiteboards), helps alleviate a lot of fears.
The ongoing conversations about whether designers need to code brings this problem into sharp focus. There are a lot of organizations that think its required and only hire “Designer/Developers” whatever the actual name.There are also a lot that think it’s specifically bad for designers to code. We collaborate, remember? So, that means specialization: get the best person at each job, and work together. By no means does this mean designers only know design. I find the most important job of UX, more than advocating for the user, or designing interactions, is advocating for the project. It’s the ultimate answer to the “should designers code?” question. We should know how to, and know as much about every bit of technology as we can. Just like I know how furniture goes together in a factory (because I did some furniture design in school), or know how printing presses work -- from my graphic design days, for my current jobs I have learned all about not just software, but storage, and networks, and location services, and batteries and much more. I think it’s so important there are giant appendices at the end of the book on topics like this, that are outside of “design” but key to doing your job as a mobile designer. Much is left out, so learn your domain, really well. A key role of UX is to be a bridge, not just between the user or business and development, but between different development teams, such as networks or data storage and software. Know a little about everything, so you can assure the entire project experience is good in every way.
What we need to solve this are principles of what we can call “user-centric execution.” This is not yet a process, or series of fixed procedures, or a manifesto or anything that well defned. It is possible it may never be. But like the principles, heuristics and patterns of design, the idea should be followed and there are best practices. So, to conclude this, a few principles:
It’s your project, so stick with it. And this holds true for everyone, so make sure they stay involved through development, test and implementation. As a designer, you need to be ready to stick with the project through development, at least making yourself available for questions, rework, changes and testing.Ideally, become integrated into the team, and attend daily meetings, test planning, and so on.Plan on this from the start so your schedule and budget accounts for it.You may not actuallybe part of the implementation team, but try to become one. Or at least act like it. Go to meetings, etc.At the very least, put your name a contact information on any documents you deliver. It’ll work. You’ll get calls from random developers in Bangalore at 2 am, and be able to give them good information to make sure the project keeps going.After you get more sleep, you’ll be happy this happenedDevelopers, pick up the phone or walk over a grab the designer. If something is unclear, or not specified, or a new problem comes up, ask. The designer ought to be able to come up with a solution, fast.
Assure goals are for everyoneThe business and user goals you should have developed at the beginning of the project must be translated into actual, measurable metrics.Make sure that the whole organization has these goals as their top drivers, instead of cost savings, efficiency of developers, or other internal measures.While “we’re building for the end user” may not resonate, remind everyone they work for the larger company, not just their department. You may also have to push to include the analytical tools to make sure they get built, not forgotten.
Use object-oriented principles when discussing and delivering. And make this clear, to the point of putting them on the walls of every pod.The efficiencies and enforcement of consistency that componentized, object-oriented practice emphasizes in design are just as valuable to software developers and development process.Sometimes this is just called “modular re-use,” or other things, as “object oriented” is a larger set of well-defined principles (it all originated in development) and might confuse the implementation team. In fact, half the principles we care around organizing teams and features are the same in procedural development. But I like the sound of “object oriented.”The core concept is the same: Instead of designing every detail for every state, and building by state or building hundreds of items to bolt together, a few dozen modules are built and re-used over and over in common templates.
Learn big words. Even if you don’t annoy others with them, there are some great concepts out there. This is a subset of the previous one, but is harder for some organizations and designers to grasp, so I broke it out onto it’s own slide. If there are several variations of an on-screen module you design, make sure you express them as variations of each other so these are clear. This is a polymorphic item.Of course, if there is only one variant (omnimorphism) then that should be explicitly stated as well. Always keep in mind efficiency and re-use.
What makes this work for me is that it’s all the same thing. I’ll admit I came to them from different approaches, but I’ve come to be aware that good principles of design are the same as the principles behind communicating design to implementation teams.Develop good design objectives for the project or product; no one elese’s will do. Design holistically; systems, not pages, not widgets, not buttons. Stick to the principles and get everyone to buy into it.Own your design, all the way through, so you want to improve it when the next release comes out.
Of course, I also talk about design topics and some of this process, as well as the patterns in the book Designing Mobile Interfaces.Be sure to visit 4ourth.com to read it online, and get updates, especially to the design and test resource lists. And, please add to the discussion if you have other information. This presentation is already up on Slideshare, so you can download it whenever you want. But now, give me a moment to browse the list of questions you may have today…