This document discusses principles for building software projects, including:
1. It's better to post an incorrect answer online to get feedback, rather than directly asking a question, as others will correct you. This follows the principle of falsification and testing ideas through predictions.
2. When planning a project, consider the needs and requirements of potential users, such as hosting large family dinners or having a private pool.
3. There is no single "right" solution; the goal should be achieving something that is "good enough" given the constraints and priorities. Projects evolve over time based on feedback.
Game On! Motivating with Badges | D2L Fusion 2014Emily Brozovic
Presented at Desire2Learn Fusion 2014 on the use of badges in an online course at Michigan State University. Without a badging platform in place, the presentation focused on the design of a 'hacked' badging system I created within the D2L learning environment
The experience your customers have with your products is a critical component of success. Valuable products can solve real human needs, fulfill desires, and improve the quality the of life. This goes beyond just building more features, or making things look pretty. It involves understanding and empathizing with your customers, and involving them in the design process.
How do we do this? And how do we do this in a way that fits into the operational rhythms of Agile development? These perspectives are shared by a long-time UX designer who has recently moved into Agile.
This session will focus on two projects at UCS around exploring how the mobility of the student and/or the member of staff can enhance various parts of the e-assessment process. The two projects will look at how e-assessment is being made more efficient and enhanced through an appropriate use of technology.
The first involves implementing a location aware e-assessment engine (objective testing) based around the use of QR Codes to enable students to submit their answers. The system includes instant formative feedback loops and stores the results for developing learning activities.
The second example is based on current pilot study into staff using iPads to enhance the formative feedback process. This uses the iAnnotate and ShowMe applications to enable staff through removing barriers to annotate student work, and provide more effective and efficient individual and generic feedback.
Presentation by Andy Ramsden
Stop UX Research being a Blocker. How to fit UX research into agile teams.
UX research can’t be rushed but it also can’t be uncapped.
Some research activities will take longer than others, but it’s most important to differentiate between research that provides specific value in the moment vs. research that pays off strategically in the long run.
Foundational research methods will help you decide where you want to go, while directional methods will give you turn by turn directions for how to get there.
This document provides tips from a chief examiner for completing the main task of a production assignment. It outlines 9 key areas of focus: 1) thorough research, 2) detailed planning, 3) collecting evidence of process, 4) keeping ideas simple, 5) soliciting feedback, 6) advance preparation of logistics, 7) practice using equipment, 8) organized production process, and 9) ongoing and final reflection. Students are advised to document their work and process at each stage and incorporate feedback to improve their final production. Proper preparation and practice are emphasized throughout.
The Agile UX Equation: How to Implement UserZoom Within Your Agile FrameworkUserZoom
Join Sarah as she walks you through specific examples of how you can leverage UserZoom for UX insights even in the fast-paced world of agile development.
An overview of how UX Research is conducted in entrepreneurial Lean UX organizations. Principles and practices of Lean/Agile UX teams in high-tech, mostly Silicon Valley, settings.
Presented by Susan Wilhite to startupUCLA, an accelerator for UCLA students, on June 7, 2012 on the campus. Watch the startupUCLA web site for a video of the live presentation.
This document discusses principles for building software projects, including:
1. It's better to post an incorrect answer online to get feedback, rather than directly asking a question, as others will correct you. This follows the principle of falsification and testing ideas through predictions.
2. When planning a project, consider the needs and requirements of potential users, such as hosting large family dinners or having a private pool.
3. There is no single "right" solution; the goal should be achieving something that is "good enough" given the constraints and priorities. Projects evolve over time based on feedback.
Game On! Motivating with Badges | D2L Fusion 2014Emily Brozovic
Presented at Desire2Learn Fusion 2014 on the use of badges in an online course at Michigan State University. Without a badging platform in place, the presentation focused on the design of a 'hacked' badging system I created within the D2L learning environment
The experience your customers have with your products is a critical component of success. Valuable products can solve real human needs, fulfill desires, and improve the quality the of life. This goes beyond just building more features, or making things look pretty. It involves understanding and empathizing with your customers, and involving them in the design process.
How do we do this? And how do we do this in a way that fits into the operational rhythms of Agile development? These perspectives are shared by a long-time UX designer who has recently moved into Agile.
This session will focus on two projects at UCS around exploring how the mobility of the student and/or the member of staff can enhance various parts of the e-assessment process. The two projects will look at how e-assessment is being made more efficient and enhanced through an appropriate use of technology.
The first involves implementing a location aware e-assessment engine (objective testing) based around the use of QR Codes to enable students to submit their answers. The system includes instant formative feedback loops and stores the results for developing learning activities.
The second example is based on current pilot study into staff using iPads to enhance the formative feedback process. This uses the iAnnotate and ShowMe applications to enable staff through removing barriers to annotate student work, and provide more effective and efficient individual and generic feedback.
Presentation by Andy Ramsden
Stop UX Research being a Blocker. How to fit UX research into agile teams.
UX research can’t be rushed but it also can’t be uncapped.
Some research activities will take longer than others, but it’s most important to differentiate between research that provides specific value in the moment vs. research that pays off strategically in the long run.
Foundational research methods will help you decide where you want to go, while directional methods will give you turn by turn directions for how to get there.
This document provides tips from a chief examiner for completing the main task of a production assignment. It outlines 9 key areas of focus: 1) thorough research, 2) detailed planning, 3) collecting evidence of process, 4) keeping ideas simple, 5) soliciting feedback, 6) advance preparation of logistics, 7) practice using equipment, 8) organized production process, and 9) ongoing and final reflection. Students are advised to document their work and process at each stage and incorporate feedback to improve their final production. Proper preparation and practice are emphasized throughout.
The Agile UX Equation: How to Implement UserZoom Within Your Agile FrameworkUserZoom
Join Sarah as she walks you through specific examples of how you can leverage UserZoom for UX insights even in the fast-paced world of agile development.
An overview of how UX Research is conducted in entrepreneurial Lean UX organizations. Principles and practices of Lean/Agile UX teams in high-tech, mostly Silicon Valley, settings.
Presented by Susan Wilhite to startupUCLA, an accelerator for UCLA students, on June 7, 2012 on the campus. Watch the startupUCLA web site for a video of the live presentation.
Omar Andrade is a UX designer who helps organizations solve problems and find opportunities for innovation. He uses various techniques like sketching, user research, idea synthesis and prototyping. Omar also has experience in product management, working in an agile environment, and running a food tech startup. He aims to visualize problems, generate insights, develop compelling solutions, and effectively communicate with stakeholders.
The document outlines the pre-production planning for a short film project. It discusses targeting an audience of 16-30 year olds on social media platforms and creating an experimental film focusing on visual effects. A schedule is provided that includes conducting research, production experiments, filming, and editing over 10 weeks with evaluation at the end. References are cited from surveys, interviews, and online video tutorials to help improve skills for the project.
The document summarizes how Team STSI successfully competed and won an award for the DHS FLASH procurement. It describes the FLASH procurement process which involved a 3-minute video submission and 4-hour technical challenge instead of a traditional RFP. It details how STSI formed a team combining agile skills and DHS experience. It explains STSI's strategy of preparing through multiple rehearsals and focusing on business value, meaningful MVP, engaging design, and digital services best practices. STSI's approach resulted in being selected as one of 11 winners out of 114 proposals.
This document summarizes an honors project by Kym Primrose on the future of mobile interface design and interaction. The project involves studying evidence and trends from the past to develop a theory on interaction evolution. Primrose will analyze case studies of existing mobile apps to derive a framework for design, tentatively called "Triple F Design", focusing on functions, flow, and fun. The next steps are to complete final assets, an interactive prototype, promotional materials, further developing the framework model, and finishing the case study analyses.
You'll learn:
How Bloomberg implemented Agile UX across offices
How to execute staggered sprints with designers and developers
How to employ a “Community of Practice” methodology to improve product consistency
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?
Why Lean UX in the Enterprise is not impossible and how we did it.
Presented at the Digital Product Design & Lean Product Best Practices joint meetup on June 10th.
Rapid Paper Prototyping Workshop — Campus Party GDL 2016Misael Leon
The document summarizes an episode of a UX workshop focused on rapid paper prototyping. It outlines the agenda which includes discussing the problem, creating paper prototypes, usability testing, and planning next steps. It also provides tips on paper prototyping, usability testing, and interviewing users. Examples and useful tools are referenced to aid participants in user experience design.
STLX 2019 - Train the Trainer: Teaching UX in Corporate EnvironmentsShanae Chapman
Top 5 Tips for Teaching UX in Corporate Environments
1. Apply UX Principles to Curricula
2. Apply Principles to Projects with Real Users
3. Incorporate Peer Review and Wisdom of the Crowd
4. Focus on Learning Outcomes, Not Perfection
5. Harness Reflection and Retrospective
This document provides an overview of collaborating between product managers and UX professionals. It includes an agenda with topics like how to effectively kick off a project with UX, examples of UX work, how to be a PM that UXers love/dread working with, and tips for finding a great UX designer. The key aspects emphasized are respecting each other's roles, focusing on user needs, keeping communication open, and establishing trust between teams.
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
The document discusses how to conduct user experience research in an agile development environment. It proposes a method called Just Enough Testing (JET) where user research is conducted in short, monthly testing cycles. Each cycle involves testing low-fidelity prototypes with 8-10 users over 1-3 days and providing a rapid debrief and action plan. This allows for iterative user testing to inform product design while balancing the need for agility.
Mobile & Tablet UX | NYU School of Professional Studies | Week 1 (Intro)Liz Filardi
These are my slides for the first week of the class "Mobile and Tablet UX" at the NYU School of Professional Studies. The course is taught online in 4 sessions.
This document discusses SoundCloud's approach to backend driven user interfaces on mobile apps. It begins with an introduction to backend driven UIs and their benefits over traditional approaches. It then outlines SoundCloud's hybrid approach, which involves defining a catalog of reusable UI elements, a contract for how they will be used, and implementing them flexibly across clients. This allows some control and flexibility from the backend without requiring client code changes. The speaker provides examples from SoundCloud's mobile app and takes questions at the end.
This document provides guidance on how to conduct rapid usability testing with minimal resources and quick turnaround times. It discusses preparing for a study by determining goals, participants, tasks and questions. Methods covered include moderated tests, unmoderated tests using tools like Treejack and UserTesting.com. The document also outlines conducting tests, analyzing results, and debriefing stakeholders. The goal is to identify usability issues and improve interfaces through inexpensive, lightweight testing.
This document provides an overview for a project-based learning unit titled "The Story of Stuff" for grades 9-10. The unit is designed to last 6 weeks and uses the web film of the same name as a starting point to explore how consumerism impacts the environment. Students will research environmental issues, calculate their carbon footprint, and create a public service announcement with a solution to lessen environmental impact. The document outlines objectives, assessments, lessons, resources, and standards addressed.
Tom Brinck discusses evolving UX processes to be more adaptive, streamlined, optimized, innovative, collaborative, and concrete. He advocates experimenting with process changes and adopting those that work while abandoning those that don't. Brinck also presents a UX capabilities model that outlines increasing levels of capability from reactive to transformative.
3 Steps to Create a Habit of User Research on Your Product Teamvalidately
Webinar slides for Sarah Doody's MasterClass on creating a habit of research on your product team.
Video presentation at:
https://youtu.be/EKjWOvLb8G8
In this free masterclass you'll learn:
- The 3 types of research you should be doing each quarter to gather critical insights to form your product decisions.
- How to build what people want and avoid the expensive "re-work" that often happens after you launch.
- How to tailor your research to your company's timelines and budgets.
- How to empower other members of your team to do more research.
- Free Trello Board: Copy Sarah's "Quarterly Research Toolkit" Trello Board to plan your team's research.
Sarah Doody is a user experience designer, consultant, and writer. She is based in New York, NY and works with clients worldwide.
Validate your product with usability testingNearsoft
Contrary to popular belief Usability Testing is not expensive and it is not limited to Designers. Product teams can use it to create solutions based on objective evidence that comes directly from the users.
Alok Jain presented on design sprints. Design sprints are a method for improving collaboration and simplifying the design process. They involve embracing long-term goals, simplifying methods, and increasing collaboration between teams. A design sprint typically takes place over 2 weeks and includes a foundation sprint followed by a refactoring sprint. Design sprints are useful during a product lifecycle for improving brand alignment and responsiveness to customers.
Omar Andrade is a UX designer who helps organizations solve problems and find opportunities for innovation. He uses various techniques like sketching, user research, idea synthesis and prototyping. Omar also has experience in product management, working in an agile environment, and running a food tech startup. He aims to visualize problems, generate insights, develop compelling solutions, and effectively communicate with stakeholders.
The document outlines the pre-production planning for a short film project. It discusses targeting an audience of 16-30 year olds on social media platforms and creating an experimental film focusing on visual effects. A schedule is provided that includes conducting research, production experiments, filming, and editing over 10 weeks with evaluation at the end. References are cited from surveys, interviews, and online video tutorials to help improve skills for the project.
The document summarizes how Team STSI successfully competed and won an award for the DHS FLASH procurement. It describes the FLASH procurement process which involved a 3-minute video submission and 4-hour technical challenge instead of a traditional RFP. It details how STSI formed a team combining agile skills and DHS experience. It explains STSI's strategy of preparing through multiple rehearsals and focusing on business value, meaningful MVP, engaging design, and digital services best practices. STSI's approach resulted in being selected as one of 11 winners out of 114 proposals.
This document summarizes an honors project by Kym Primrose on the future of mobile interface design and interaction. The project involves studying evidence and trends from the past to develop a theory on interaction evolution. Primrose will analyze case studies of existing mobile apps to derive a framework for design, tentatively called "Triple F Design", focusing on functions, flow, and fun. The next steps are to complete final assets, an interactive prototype, promotional materials, further developing the framework model, and finishing the case study analyses.
You'll learn:
How Bloomberg implemented Agile UX across offices
How to execute staggered sprints with designers and developers
How to employ a “Community of Practice” methodology to improve product consistency
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?
Why Lean UX in the Enterprise is not impossible and how we did it.
Presented at the Digital Product Design & Lean Product Best Practices joint meetup on June 10th.
Rapid Paper Prototyping Workshop — Campus Party GDL 2016Misael Leon
The document summarizes an episode of a UX workshop focused on rapid paper prototyping. It outlines the agenda which includes discussing the problem, creating paper prototypes, usability testing, and planning next steps. It also provides tips on paper prototyping, usability testing, and interviewing users. Examples and useful tools are referenced to aid participants in user experience design.
STLX 2019 - Train the Trainer: Teaching UX in Corporate EnvironmentsShanae Chapman
Top 5 Tips for Teaching UX in Corporate Environments
1. Apply UX Principles to Curricula
2. Apply Principles to Projects with Real Users
3. Incorporate Peer Review and Wisdom of the Crowd
4. Focus on Learning Outcomes, Not Perfection
5. Harness Reflection and Retrospective
This document provides an overview of collaborating between product managers and UX professionals. It includes an agenda with topics like how to effectively kick off a project with UX, examples of UX work, how to be a PM that UXers love/dread working with, and tips for finding a great UX designer. The key aspects emphasized are respecting each other's roles, focusing on user needs, keeping communication open, and establishing trust between teams.
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
The document discusses how to conduct user experience research in an agile development environment. It proposes a method called Just Enough Testing (JET) where user research is conducted in short, monthly testing cycles. Each cycle involves testing low-fidelity prototypes with 8-10 users over 1-3 days and providing a rapid debrief and action plan. This allows for iterative user testing to inform product design while balancing the need for agility.
Mobile & Tablet UX | NYU School of Professional Studies | Week 1 (Intro)Liz Filardi
These are my slides for the first week of the class "Mobile and Tablet UX" at the NYU School of Professional Studies. The course is taught online in 4 sessions.
This document discusses SoundCloud's approach to backend driven user interfaces on mobile apps. It begins with an introduction to backend driven UIs and their benefits over traditional approaches. It then outlines SoundCloud's hybrid approach, which involves defining a catalog of reusable UI elements, a contract for how they will be used, and implementing them flexibly across clients. This allows some control and flexibility from the backend without requiring client code changes. The speaker provides examples from SoundCloud's mobile app and takes questions at the end.
This document provides guidance on how to conduct rapid usability testing with minimal resources and quick turnaround times. It discusses preparing for a study by determining goals, participants, tasks and questions. Methods covered include moderated tests, unmoderated tests using tools like Treejack and UserTesting.com. The document also outlines conducting tests, analyzing results, and debriefing stakeholders. The goal is to identify usability issues and improve interfaces through inexpensive, lightweight testing.
This document provides an overview for a project-based learning unit titled "The Story of Stuff" for grades 9-10. The unit is designed to last 6 weeks and uses the web film of the same name as a starting point to explore how consumerism impacts the environment. Students will research environmental issues, calculate their carbon footprint, and create a public service announcement with a solution to lessen environmental impact. The document outlines objectives, assessments, lessons, resources, and standards addressed.
Tom Brinck discusses evolving UX processes to be more adaptive, streamlined, optimized, innovative, collaborative, and concrete. He advocates experimenting with process changes and adopting those that work while abandoning those that don't. Brinck also presents a UX capabilities model that outlines increasing levels of capability from reactive to transformative.
3 Steps to Create a Habit of User Research on Your Product Teamvalidately
Webinar slides for Sarah Doody's MasterClass on creating a habit of research on your product team.
Video presentation at:
https://youtu.be/EKjWOvLb8G8
In this free masterclass you'll learn:
- The 3 types of research you should be doing each quarter to gather critical insights to form your product decisions.
- How to build what people want and avoid the expensive "re-work" that often happens after you launch.
- How to tailor your research to your company's timelines and budgets.
- How to empower other members of your team to do more research.
- Free Trello Board: Copy Sarah's "Quarterly Research Toolkit" Trello Board to plan your team's research.
Sarah Doody is a user experience designer, consultant, and writer. She is based in New York, NY and works with clients worldwide.
Validate your product with usability testingNearsoft
Contrary to popular belief Usability Testing is not expensive and it is not limited to Designers. Product teams can use it to create solutions based on objective evidence that comes directly from the users.
Alok Jain presented on design sprints. Design sprints are a method for improving collaboration and simplifying the design process. They involve embracing long-term goals, simplifying methods, and increasing collaboration between teams. A design sprint typically takes place over 2 weeks and includes a foundation sprint followed by a refactoring sprint. Design sprints are useful during a product lifecycle for improving brand alignment and responsiveness to customers.
My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
1. UX IN A PINCH
WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
Emily Brozovic
2. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
MY EXPERIENCE
▸ Designer for the past 10 years in various capacities
▸ Currently with both The Hub and MSU IT - Teaching and
Learning
▸ Front-end development outside of MSU
3. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
THE PROJECT
▸ NSF grant funded
▸ College of Natural Science
▸ Course supplement (future K-12 teachers)
▸ Convert face-to-face examples to an online practice
4. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
5. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
THE TECHNOLOGY
▸ Web based
▸ Responsive
▸ Bootstrap
▸ Kinetic JS
6.
7.
8. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
TEST SUBJECTS
▸ Student A - had taken the class
▸ Student B - had not taken the class
10. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
TESTING TIP
Ask your user to do something and
watch how they handle the given task.
Just don’t tell them how to do it.
11. MAKE A WATER MOLECULE. JUST MOVE THE CORRECT
PAPER CLIPS (REPRESENTING ATOMS) TO THE LIGHT-
COLORED WORKSPACE ON THE RIGHT. WHEN YOU’VE
CHOSEN THE CORRECT ATOMS TO BUILD EACH
MOLECULE, THE CLIPS WILL PULL TOGETHER TO FORM
THE ATOM GROUP (OR MOLECULE).
UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
original task
12. MAKE A WATER MOLECULE.
corrected task
UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
13. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
TESTING TIP
Try to test in an environment that
the user is familiar with, using their
device if possible.
20. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
WRAP IT ALL UP
▸ Take notes in Google Docs
21.
22. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
WRAP IT ALL UP
▸ Take notes in Google Docs
▸ Footage review (student)
▸ Meeting between developer and designer
▸ Categorize and prioritize tasks
23. TIME INVESTMENTSET UP, TEARDOWN, TRAVEL
2 HRS PER TEST
2-3 HRS FOOTAGE REVIEW
1-2 HR REVIEW AND PRIORITIZE 1-2 DAYS
24. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
PADCASTER
$399.00
Case, lens, mic, adapters - iPad 2
+ iPad
25. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
PADCASTER (MINI)
$360.00
Case, lens, mic, adapters - iPad mini
+ iPad
26. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
PRO PACK
$320.00
Case, lens, mic, adapters - iPhone 6, 6+
+ iPhone
27. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
GORILLA
$30.00
Bendable tripod and holder
$30.00
Tripod mount & stand
GLIF
$30.00
iPhone mic
BELKIN
28. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
29. UX IN A PINCH: WHEN TIME IS SHORT, BUT FEEDBACK IS VALUABLE
QUESTIONS?
BROZOVI5@MSU.EDU
Thanks for following along today!