This document discusses user experience (UX) mindshare and how companies can innovate while avoiding danger. It asks what UX mindshare means, how companies can share what is on their mind through their devices, and how to innovate without risk.
How to Improve Your Memory Using the Power of ImaginationKevin Woolsey
How to improve your memory using the power of imagination.
memory power, improve your memory, how memory works, kevin tredeau, memory tips.
Notes on Meg-Memory Course. Tips for using your imagination to remember important things. How to study and remember. how to visualize.
How to Improve Your Memory Using the Power of ImaginationKevin Woolsey
How to improve your memory using the power of imagination.
memory power, improve your memory, how memory works, kevin tredeau, memory tips.
Notes on Meg-Memory Course. Tips for using your imagination to remember important things. How to study and remember. how to visualize.
A storyFirst Approach to Human-Centered Design — Now with Behavior Modes!Lou Susi
I presented this third installation of the storyFirst talk out at Refresh Boston at Watertown's Fresh Tilled Soil on Tuesday, June 16, 2015.
Quick synopsis:
When we design for experience, subtle and peculiar shifts come into play that demand a uniquely empathic way of thinking about our practice.
We’re no longer designing for an ‘audience’ or ‘viewers’ through our previously static / mass mediated, one-way delivery of the information and designs we’re communicating. Instead, when we consider aspects of interactive engagement for our ‘users’ to experience — we need to thoughtfully dream up the actual stories we’re asking the people in our audience to actively live out.
In this talk we discuss the benefits of putting story at the center of a human-centered design approach to improve the design process as well as the quality of the total human experience we’re ultimately all creating through our crucial work in designing for the direction of our mutual future.
Note: This presentation is still in development
The Experience of Experience Design discusses the group social dynamics involved in the work of experience design teams.
By developing better self- and social-awareness to tune into the personalities, cultures and collaborations we're constantly immersed in, we can better manage challenging situations in the moment and guide cross-departmental teams to more efficient and effective results.
The presentation also walks through 2 semi-fictionalized, 'speculative' scenarios that describe how 'the experience' of the design experience feels across different UX-guided and -unguided group dynamic situations.
The question we're considering here:
How can we incorporate deeper awareness through our human-centered mindset to issue far more effective and human guidance for our people, teams and processes?
Not for pure UX Design beginners, but recommended for everyone.
Besides dreaming up these incredibly ridiculous cyberSurreal fautotypes { see the iStar App image above as well as Fantasy iPhone and the Batman App up in a specially crafted Facebook Photo Gallery } — I've had the crazy-good fortune to present out at PechaKucha Night in Boston.
On Tuesday, April 24th joined an amazing, eclectic line-up of 20 x 20 rapid-fire talks out at Club OBERON on the outskirts of Harvard Square.
My talk, aptly entitled 'The 2012 Human eXperience Report,' discusses the context of one thread of my DMI thesis work with recent evolutionary UX design thought and aktion research added into the mix.
After about 13 of 20 slides of 'setup' — I incorporate the first official qualitative data discovery from a recent public-intervention, persona-performance testing one of the 'found systems' I encountered in the world.
This presentation provides some context before and after the official 20 slides of the actual PechaKucha presentation, including mention of some follow-up activities I am currently engaged in.
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...Lou Susi
When we design for experience, subtle and peculiar shifts come into play that demand a uniquely empathic way of thinking about our practice.
We’re no longer designing for an ‘audience’ or ‘viewers’ through our previously static / mass mediated, one-way delivery of the information and designs we’re communicating. Instead, when we consider aspects of interactive engagement for our ‘users’ to experience — we need to thoughtfully dream up the actual stories we’re asking the people in our audience to actively live out. In this talk we discuss the benefits of putting story at the center of a human-centered design approach to improve the design process as well as the quality of the total human experience we’re ultimately all creating through our work.
I delivered this installment of the storyFirst talk at the very first UXBoston Conference on Saturday, July 19th 2014 at the Microsoft NERD Center in Kendall Square, Cambridge, Massachusetts { further details about the conference can be found at: http://www.meetup.com/uxboston/events/136304392/ }.
Stay tuned for further public speaking installments of the storyFirst Approach by visiting: http://storyfirst.org and http://myownmindllc.com and http://loususi.com.
Any UXBoston Conference attendees that would like to provide comments or feedback on the talk can graciously visit my SpeakerRate page for the presentation at: http://spkr8.com/t/34281 — I truly appreciate any continued conversation, critical feedback and other discussion as it will help me continue to develop the concepts we discussed at the conference for further clarity and development as a more and more valuable approach to experience design for both personal human-centered design and professional team-based experience design collaborations.
A storyFirst Approach to Human-Centered DesignLou Susi
Although I've included little bits and hints to this topic in more casual presentations I've given in the recent past, this SlideShare Deck captures the recent lecture I gave as part of Massachusetts College of Art and Designs 2014 Thursday Evening Lecture Series through their Continuing and Professional Education Department.
The talk ran a little under an hour long and covered approaches to leveraging looser, human-feeling storytelling methods to help inform, design, develop and iteratively optimize experience design for: garnering better personal awareness and contextual understanding in the world; professional, collaborative practices with corporate UX design and development teams { in ways that closely align and play well with current, industry-standard Agile and Lean UX methodologies }; philosophical 'life-design' guidance for yourself and others; thinking about ways to designEmpower 'Design for Good' for The Bigger Picture when thinking about ways to actively and consciously design and promote positive change for humanity and the world.
This was the official premiere lecture for 'A storyFirst Approach to Human-Centered Design' — not exactly a 'beta,' but also the first of many iterative talks focused on the themes of design, awareness and creating positive change by actively living with a certain design philosophy and perspective in heart and mind.
We do a bi-weekly UX MindShare Session at Mobiquity as a way to share and keep abreast of the latest trends, tools, methodologies, thinking and technologies within our UX and Creative department. I actually use the session as my veryOwn user-centered sociology lab, to see what presentation delivery styles and content might prove valuable to a professional UX design organization. Much of the content is pre-thought but unscripted, exploring timely topics in device and application design that hopefully entertain while provoking further discussion and thought around certain thoughtStreams that come to me during the week as I'm engaged with clients, colleagues, product design and processes. My goal in creating these presentations is to surface new ideas that come to me in as fresh and raw a state as possible to gauge real-time reaction in the room and feel out whether or not the material resonates deeply enough to deepen the thinking further with follow-on presentation exploration.
As with most design endeavors, I continually strive to clarify a set of ideas, both for myself and for others.
This presentation continues on with the concept of using a StoryFirst approach to user-centered design and specifically delves into what I've been thinking of as Behavior Modes. Behavior Modes are just one of many forces that influence the perception and use of an experience. My theory here is that the device type itself is one such influence and can have an interesting impact on whether or not an experience comes across successfully or not.
Much of the presentation as seen here on SlideShare only provides the visual content as displayed live in the room as accompaniment to my high energy, slightly improvised and performative delivery of the actual mindshare information and concepts behind Behavior Modes, StoryFirst design methodologies, the embeddedStory system that most wanted consultants design, developed, tested, refined and deployed for the MassArt Made retail venue on MassArt's Boston campus, and so on.
A little lecture I gave at Colin Owens' RISD course 'Design for Dynamic Media' on Tuesday, April 9, 2013. I talk about: my work as Senior User Experience and Innovation Architect at Mobiquity; how I leverage satire, parody and various degrees of humor in my design approach; and my thesis work and research into cyberSurrealism out at Dynamic Media Institute — MassArt's future-forward MFA graduate degree program for design, technology, creativity and innovation.
Although the presentation on its own sans live talk may provide little value after the event, I thought I'd post this series of PDF presentations as a current example of my presentation design chops and to show the slideshare community what I'm up to in the after-hours wile working at Mobiquity.
At the end of my first year at The Dynamic Media Institute I realized a deep concern that through our progressively increased digital progress in life leaves us with a loss of texture and natural organic quality of surface. Our tactile experiences become more and more contained or limited by the surface of our computer monitors and devices. By exploring the conceptual prototype described in this presentation I am attempting to regain that textural innocence by cartoonishly magnifying the natural text of crayon, pen and pencil marks made by my son Maceo through an interactive projection loosely controlled by an easel-like interface \'kiosk\'.
On August 8, 2008 ... as part of the interview process to get in the door at the local virtual gift firm Viximo ... I had the distinct pleasure of presenting my passions to about a dozen amazing people on the Viximo team.
Long story short, I didn\'t get the gig. But I decided to post this PDF of my Keynote as a way to introduce myself, show you a few of the important colleagues, friends and faces that have inspired and influenced my work and professional life, and give you a peek into my eclectic interests and personality.
Enjoy!
A storyFirst Approach to Human-Centered Design — Now with Behavior Modes!Lou Susi
I presented this third installation of the storyFirst talk out at Refresh Boston at Watertown's Fresh Tilled Soil on Tuesday, June 16, 2015.
Quick synopsis:
When we design for experience, subtle and peculiar shifts come into play that demand a uniquely empathic way of thinking about our practice.
We’re no longer designing for an ‘audience’ or ‘viewers’ through our previously static / mass mediated, one-way delivery of the information and designs we’re communicating. Instead, when we consider aspects of interactive engagement for our ‘users’ to experience — we need to thoughtfully dream up the actual stories we’re asking the people in our audience to actively live out.
In this talk we discuss the benefits of putting story at the center of a human-centered design approach to improve the design process as well as the quality of the total human experience we’re ultimately all creating through our crucial work in designing for the direction of our mutual future.
Note: This presentation is still in development
The Experience of Experience Design discusses the group social dynamics involved in the work of experience design teams.
By developing better self- and social-awareness to tune into the personalities, cultures and collaborations we're constantly immersed in, we can better manage challenging situations in the moment and guide cross-departmental teams to more efficient and effective results.
The presentation also walks through 2 semi-fictionalized, 'speculative' scenarios that describe how 'the experience' of the design experience feels across different UX-guided and -unguided group dynamic situations.
The question we're considering here:
How can we incorporate deeper awareness through our human-centered mindset to issue far more effective and human guidance for our people, teams and processes?
Not for pure UX Design beginners, but recommended for everyone.
Besides dreaming up these incredibly ridiculous cyberSurreal fautotypes { see the iStar App image above as well as Fantasy iPhone and the Batman App up in a specially crafted Facebook Photo Gallery } — I've had the crazy-good fortune to present out at PechaKucha Night in Boston.
On Tuesday, April 24th joined an amazing, eclectic line-up of 20 x 20 rapid-fire talks out at Club OBERON on the outskirts of Harvard Square.
My talk, aptly entitled 'The 2012 Human eXperience Report,' discusses the context of one thread of my DMI thesis work with recent evolutionary UX design thought and aktion research added into the mix.
After about 13 of 20 slides of 'setup' — I incorporate the first official qualitative data discovery from a recent public-intervention, persona-performance testing one of the 'found systems' I encountered in the world.
This presentation provides some context before and after the official 20 slides of the actual PechaKucha presentation, including mention of some follow-up activities I am currently engaged in.
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...Lou Susi
When we design for experience, subtle and peculiar shifts come into play that demand a uniquely empathic way of thinking about our practice.
We’re no longer designing for an ‘audience’ or ‘viewers’ through our previously static / mass mediated, one-way delivery of the information and designs we’re communicating. Instead, when we consider aspects of interactive engagement for our ‘users’ to experience — we need to thoughtfully dream up the actual stories we’re asking the people in our audience to actively live out. In this talk we discuss the benefits of putting story at the center of a human-centered design approach to improve the design process as well as the quality of the total human experience we’re ultimately all creating through our work.
I delivered this installment of the storyFirst talk at the very first UXBoston Conference on Saturday, July 19th 2014 at the Microsoft NERD Center in Kendall Square, Cambridge, Massachusetts { further details about the conference can be found at: http://www.meetup.com/uxboston/events/136304392/ }.
Stay tuned for further public speaking installments of the storyFirst Approach by visiting: http://storyfirst.org and http://myownmindllc.com and http://loususi.com.
Any UXBoston Conference attendees that would like to provide comments or feedback on the talk can graciously visit my SpeakerRate page for the presentation at: http://spkr8.com/t/34281 — I truly appreciate any continued conversation, critical feedback and other discussion as it will help me continue to develop the concepts we discussed at the conference for further clarity and development as a more and more valuable approach to experience design for both personal human-centered design and professional team-based experience design collaborations.
A storyFirst Approach to Human-Centered DesignLou Susi
Although I've included little bits and hints to this topic in more casual presentations I've given in the recent past, this SlideShare Deck captures the recent lecture I gave as part of Massachusetts College of Art and Designs 2014 Thursday Evening Lecture Series through their Continuing and Professional Education Department.
The talk ran a little under an hour long and covered approaches to leveraging looser, human-feeling storytelling methods to help inform, design, develop and iteratively optimize experience design for: garnering better personal awareness and contextual understanding in the world; professional, collaborative practices with corporate UX design and development teams { in ways that closely align and play well with current, industry-standard Agile and Lean UX methodologies }; philosophical 'life-design' guidance for yourself and others; thinking about ways to designEmpower 'Design for Good' for The Bigger Picture when thinking about ways to actively and consciously design and promote positive change for humanity and the world.
This was the official premiere lecture for 'A storyFirst Approach to Human-Centered Design' — not exactly a 'beta,' but also the first of many iterative talks focused on the themes of design, awareness and creating positive change by actively living with a certain design philosophy and perspective in heart and mind.
We do a bi-weekly UX MindShare Session at Mobiquity as a way to share and keep abreast of the latest trends, tools, methodologies, thinking and technologies within our UX and Creative department. I actually use the session as my veryOwn user-centered sociology lab, to see what presentation delivery styles and content might prove valuable to a professional UX design organization. Much of the content is pre-thought but unscripted, exploring timely topics in device and application design that hopefully entertain while provoking further discussion and thought around certain thoughtStreams that come to me during the week as I'm engaged with clients, colleagues, product design and processes. My goal in creating these presentations is to surface new ideas that come to me in as fresh and raw a state as possible to gauge real-time reaction in the room and feel out whether or not the material resonates deeply enough to deepen the thinking further with follow-on presentation exploration.
As with most design endeavors, I continually strive to clarify a set of ideas, both for myself and for others.
This presentation continues on with the concept of using a StoryFirst approach to user-centered design and specifically delves into what I've been thinking of as Behavior Modes. Behavior Modes are just one of many forces that influence the perception and use of an experience. My theory here is that the device type itself is one such influence and can have an interesting impact on whether or not an experience comes across successfully or not.
Much of the presentation as seen here on SlideShare only provides the visual content as displayed live in the room as accompaniment to my high energy, slightly improvised and performative delivery of the actual mindshare information and concepts behind Behavior Modes, StoryFirst design methodologies, the embeddedStory system that most wanted consultants design, developed, tested, refined and deployed for the MassArt Made retail venue on MassArt's Boston campus, and so on.
A little lecture I gave at Colin Owens' RISD course 'Design for Dynamic Media' on Tuesday, April 9, 2013. I talk about: my work as Senior User Experience and Innovation Architect at Mobiquity; how I leverage satire, parody and various degrees of humor in my design approach; and my thesis work and research into cyberSurrealism out at Dynamic Media Institute — MassArt's future-forward MFA graduate degree program for design, technology, creativity and innovation.
Although the presentation on its own sans live talk may provide little value after the event, I thought I'd post this series of PDF presentations as a current example of my presentation design chops and to show the slideshare community what I'm up to in the after-hours wile working at Mobiquity.
At the end of my first year at The Dynamic Media Institute I realized a deep concern that through our progressively increased digital progress in life leaves us with a loss of texture and natural organic quality of surface. Our tactile experiences become more and more contained or limited by the surface of our computer monitors and devices. By exploring the conceptual prototype described in this presentation I am attempting to regain that textural innocence by cartoonishly magnifying the natural text of crayon, pen and pencil marks made by my son Maceo through an interactive projection loosely controlled by an easel-like interface \'kiosk\'.
On August 8, 2008 ... as part of the interview process to get in the door at the local virtual gift firm Viximo ... I had the distinct pleasure of presenting my passions to about a dozen amazing people on the Viximo team.
Long story short, I didn\'t get the gig. But I decided to post this PDF of my Keynote as a way to introduce myself, show you a few of the important colleagues, friends and faces that have inspired and influenced my work and professional life, and give you a peek into my eclectic interests and personality.
Enjoy!