A basic overview of User Experience principles for research, strategy, and design. Includes a little on history, cognitive sciences, gamification, information architecture, LeanUX, research tips, and work samples.
Originally gave talk at HackingAsbury on June 22, 2013
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Research shows that we think like we speak. The first step in Visual Design Thinking, then, is learning visual language. Come learn Glyph™, a language that balances verbal and visual elements to improve the way you learn, remember, create, and communicate. After this 2.5 hour workshop, you will be bursting through that “I can’t draw” trap and stepping into your new role as a standout visual problem solver.
Come join Stanford’s Alli McKee for a workshop that will build your creative confidence and amplify your communication. With extensive experience in both business (Bain & Company + Stanford GSB) and design (IDEO.org + Stanford d.school), Alli has come from Silicon Valley to bring you the best of both worlds to deliver a unique experience that is challenging, fun, and fulfilling.
Interested in teaching this workshop: http://visualdesignthinking.co/join-us/
Open Your Mind, Open Your Library (Slides): Texas Library Association 2016M.J. D'Elia
As libraries face new technologies, shifting priorities, and ever-increasing competition for resources, they must learn to respond creatively to problems. You'll leave this active, hands-on session with activities and strategies you can take back to your library to make it a more creative organization (see handout for more).
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Research shows that we think like we speak. The first step in Visual Design Thinking, then, is learning visual language. Come learn Glyph™, a language that balances verbal and visual elements to improve the way you learn, remember, create, and communicate. After this 2.5 hour workshop, you will be bursting through that “I can’t draw” trap and stepping into your new role as a standout visual problem solver.
Come join Stanford’s Alli McKee for a workshop that will build your creative confidence and amplify your communication. With extensive experience in both business (Bain & Company + Stanford GSB) and design (IDEO.org + Stanford d.school), Alli has come from Silicon Valley to bring you the best of both worlds to deliver a unique experience that is challenging, fun, and fulfilling.
Interested in teaching this workshop: http://visualdesignthinking.co/join-us/
Open Your Mind, Open Your Library (Slides): Texas Library Association 2016M.J. D'Elia
As libraries face new technologies, shifting priorities, and ever-increasing competition for resources, they must learn to respond creatively to problems. You'll leave this active, hands-on session with activities and strategies you can take back to your library to make it a more creative organization (see handout for more).
(Key) A special professional development presentation for the American Advertising Federation of Northeast Arkansas on kick-starting the creative process using a variety of techniques and tips. New in this version are excerpts from a recent global study by Adobe, a few cartoons as well as tips on what makes for a good creative environment.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
Imaginopedia for Skills Building by LEGO GroupMarko Rillo
Imaginopedia for Skills Building - The Brochure that was Included in early LEGO Serious Play Starter Kits prior to 2010. The Starter Kits were then square-shaped. Since 2010, the LEGO Group redesigned their booklets that they include with LEGO Serious Play starter kits and now those kits include a slightly modified brochure called "Imaginopedia for Core Process"
On how designers can find more joy and fulfillment in working for other clients than large consumer brands, while inspiring them to take better control over the creative process, by implementing design thinking as a mindset to create more and better human centered solutions with their teams.
This workshop had 5 main goals:
1) Overview about design thinking
2) Understand a bit about how our mind works through the 30 circles exercise
3) Work deep on the problem definition
4) Brainstorming through using Disney Method to stimulate the creative side of the mind
5) Prototype something tangible
A workshop given by Joe Fournet of Ideas & MORE to the Professional Development for Marketers SIG of the American Marketing Association Houston. It covers tips and techniques for idea generation and sparking creativity.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
Design Thinking: The one thing that will transform the way you thinkDigital Surgeons
What's the one thing that will transform the way you think? Design Thinking. The startups, trailblazers, and business mavericks of our world have embraced this process as a means of zeroing in on true human-centered design.
Design Thinking is a methodology for innovators that taps into the two biggest skills needed in today’s modern workplace: critical thinking & problem solving.
Of course, if you ask 100 practitioners to define it, you’ll wind up with 101 definitions.
Pete Sena of Digital Surgeons believes that Design Thinking is a process for solving complex problems through observation and iteration. At its core, he describes it as a vehicle for solving human wants and needs.
Minds are like parachutes; they only function when open. Thomas Dewar was a Scottish whiskey distiller.
Communicating ideas or insights is often the hardest part of the design process. And PowerPoint and Excel spreadsheets are limited in their ability to do this. But the communication tools used in Design Thinking—maps, models, sketches, and stories—help to capture and express the information required to form and socialize meaning in a very straightforward, human way.
The Five things that all definitions of Design Thinking have in common:
1. Isolating and reframing the problem focused on the user.
2. Empathy. A design practitioner from IDEO, the popular design and innovation firm strapped a video camera to his head and it was only then that he recognized why the ceiling is such an important factor when working with hospital patients. As a patient you lay in bed and stare at it all day. It’s these little details and true empathy that can only be realized by putting oneself in the user’s shoes.
3. Approach things with an open mind and be willing to collaborate. Creativity with purpose is a team sport.
4. Curiosity. We have to harness our inner 5-year-old here and really be inquisitive explorers. Instead of seeing what would be or what should be, consider what COULD be.
5 - Commitment. Brainstorming is easy. It’s easy to want to start a business or solve a problem. Seeing it into market and making it successful is not for the faint of heart. We’ve all read about big “wins” (multi-billion dollar acquisitions like Instagram and WhatsApp). What we don’t read about are people like Tony Fadell and Matt Rogers, who work for years before becoming industry sensations.
Pete describes what he refers to as the “Wheel of Innovation” as a process that continuously focuses on framing, making, validating, and improving on your concept. Be it as small as a core feature in your product down to the business model and business idea itself.
Design is about form and function, not art.
What are the business benefits for Design Innovation?
IDEO started an idea revolution when they coined this phrase DESIGN THINKING. Organizations ranging from early-stage startups up to Fortune 50 organizations have capitalized on this iterative appr
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
(Key) A special professional development presentation for the American Advertising Federation of Northeast Arkansas on kick-starting the creative process using a variety of techniques and tips. New in this version are excerpts from a recent global study by Adobe, a few cartoons as well as tips on what makes for a good creative environment.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
Imaginopedia for Skills Building by LEGO GroupMarko Rillo
Imaginopedia for Skills Building - The Brochure that was Included in early LEGO Serious Play Starter Kits prior to 2010. The Starter Kits were then square-shaped. Since 2010, the LEGO Group redesigned their booklets that they include with LEGO Serious Play starter kits and now those kits include a slightly modified brochure called "Imaginopedia for Core Process"
On how designers can find more joy and fulfillment in working for other clients than large consumer brands, while inspiring them to take better control over the creative process, by implementing design thinking as a mindset to create more and better human centered solutions with their teams.
This workshop had 5 main goals:
1) Overview about design thinking
2) Understand a bit about how our mind works through the 30 circles exercise
3) Work deep on the problem definition
4) Brainstorming through using Disney Method to stimulate the creative side of the mind
5) Prototype something tangible
A workshop given by Joe Fournet of Ideas & MORE to the Professional Development for Marketers SIG of the American Marketing Association Houston. It covers tips and techniques for idea generation and sparking creativity.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
Design Thinking: The one thing that will transform the way you thinkDigital Surgeons
What's the one thing that will transform the way you think? Design Thinking. The startups, trailblazers, and business mavericks of our world have embraced this process as a means of zeroing in on true human-centered design.
Design Thinking is a methodology for innovators that taps into the two biggest skills needed in today’s modern workplace: critical thinking & problem solving.
Of course, if you ask 100 practitioners to define it, you’ll wind up with 101 definitions.
Pete Sena of Digital Surgeons believes that Design Thinking is a process for solving complex problems through observation and iteration. At its core, he describes it as a vehicle for solving human wants and needs.
Minds are like parachutes; they only function when open. Thomas Dewar was a Scottish whiskey distiller.
Communicating ideas or insights is often the hardest part of the design process. And PowerPoint and Excel spreadsheets are limited in their ability to do this. But the communication tools used in Design Thinking—maps, models, sketches, and stories—help to capture and express the information required to form and socialize meaning in a very straightforward, human way.
The Five things that all definitions of Design Thinking have in common:
1. Isolating and reframing the problem focused on the user.
2. Empathy. A design practitioner from IDEO, the popular design and innovation firm strapped a video camera to his head and it was only then that he recognized why the ceiling is such an important factor when working with hospital patients. As a patient you lay in bed and stare at it all day. It’s these little details and true empathy that can only be realized by putting oneself in the user’s shoes.
3. Approach things with an open mind and be willing to collaborate. Creativity with purpose is a team sport.
4. Curiosity. We have to harness our inner 5-year-old here and really be inquisitive explorers. Instead of seeing what would be or what should be, consider what COULD be.
5 - Commitment. Brainstorming is easy. It’s easy to want to start a business or solve a problem. Seeing it into market and making it successful is not for the faint of heart. We’ve all read about big “wins” (multi-billion dollar acquisitions like Instagram and WhatsApp). What we don’t read about are people like Tony Fadell and Matt Rogers, who work for years before becoming industry sensations.
Pete describes what he refers to as the “Wheel of Innovation” as a process that continuously focuses on framing, making, validating, and improving on your concept. Be it as small as a core feature in your product down to the business model and business idea itself.
Design is about form and function, not art.
What are the business benefits for Design Innovation?
IDEO started an idea revolution when they coined this phrase DESIGN THINKING. Organizations ranging from early-stage startups up to Fortune 50 organizations have capitalized on this iterative appr
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
Using Design thinking to create great customer experiencesWendy Castleman
Slides used in a webinar given on January 19 2016 for Medallia. Learn what design thinking is, how to do it, and hear many examples from different fields.
In December 2010 we held an 'Inspiration Day' for our client Capitec Bank. As CCO my role was to define our point of view on creativity and provide examples of how the agency embodies this creative spirit internally. It was a good day and the work was well received.
Strategic design tools - patterns, frameworks and principlesoli shaw
Presented at UX Scotland June 2013.
"This talk covers how to create a strategic vision for a product / service, and then take that vision though a series of strategic design tools to guide its journey though production to release.
We will cover:
What strategic design is and why its important
How to create design principals for a project which can be used to aid feature ideas, prioritisation and design
Working with stakeholders to translate solutions back into requirements
Frameworks for collaborative design"
Sustainable Practices, Art and Design Thinkingdrbastiaan
Building a foundation for the future requires radical thinking, creative solutions, and collaborative action to navigate beyond today’s economic and global challenges.
Rapid Prototyping Learning Launch
Visualization Journey Mapping Value Chain Analysis
Customer Co-Creation
Assumption TestingConcept DevelopmentBrainstormingMind Mapping
8
4640 16_21.qxp:Layout 1 7/26/11 1:00 PM Page 16
Rotman Magazine Fall 2011 / 17
WHEN DESIGNER HUGH DUBBERLY asked Tim Brennan of Apple’s
CreativeServicesgrouptodefinedesign forhisbook, How Do You
Design?,Brennandrewthe followingpicture:
While many business people appreciate the power of design,
a formal process for its practice has been elusive; until now.
by Jeanne Liedtka and Tim Ogilvie
Designing for Growth:
A Tool Kit For Managers
? $
Design, this drawing asserts, is simply magic – a mysterious
no-man’s land where only the brave dare tread. Such a definition
mocksthe ideathata formalprocesscouldpossiblyexist fornavi-
gating itsmanyhairpin turns.
Our advice: don’t be put off by Brennan’s view of design.
Design has many different meanings, and the approach we will
describe here is more akin to Dorothy’s ruby slippers than to a
magicwand:you’vealreadygotthepower;you justneedtofigure
outhowtouse it.Can the averagemanagerbe transformed into
the next Jonathan Ive? No more than your local golf pro can
turn you into Tiger Woods. But can you improve your game?
Without adoubt.
If Managers Thought Like Designers
Whatwouldbedifferentifmanagersthoughtmorelikedesigners?
Wehave threewords foryou: empathy, inventionand iteration.
4640 16_21.qxp:Layout 1 7/26/11 1:00 PM Page 17
Designalwaysbeginswithempathy–establishingadeepunder-
standing of those for whom you are designing. Managers who
thought likedesignerswould consistentlyput themselves in their
customers’ shoes. We all know we’re supposed to be ‘customer-
centered’, but what we’re talking about is deeper and more
personal than that: trueempathyentailsknowingyourcustomers
asrealpeoplewithrealproblems,ratherthanastargetsforsalesor
as a set of demographic statistics around age or income level. It
involvesdevelopinganunderstandingofboththeiremotionaland
their ‘rational’ needsandwants.
In addition,managerswho thought likedesignerswould view
themselvesas creators.Forallourtalkaboutthe ‘artandscience’of
management, we have mostly paid attention to the science part.
Taking design seriously means acknowledging the difference
betweenwhat scientistsdoandwhatdesignersdo:whereas scien-
tists investigate today to discover explanations for what already
is, designers invent tomorrow to create something that isn’t.
Powerfulfuturesarerarelydiscoveredprimarilythroughanalytics.
Theyare,asWalt Disneyoncesaid,“Createdfirst inthemindand
next in theactivity.”
Finally, design insists that we prepare ourselves to iterate our
way to a solution, somanagerswho thought like designerswould
view themselves as learners. Most managers are taught a linear
problem-solving methodology: define the problem, identify vari-
ous solutions, analyze each, and choose the best one. Designers
aren’t nearly so impatient – or optimistic; they understand ...
Don't let assumptions kill good ideas web con 2021Lauren Liss
You know what they say happens to you and me when we assume. Let's not get caught in that trap. Find methods to help you challenge assumptions and uncover better ideas. These quick workflow fixes can help you address where you should ask more questions, find different answers, work better as a team, and - ultimately - create better products and services. We will walk through a series of activities that can be applied to your creative development process to build more functional, engaging, and user-centered work and help your teams be more productive, goal-oriented, and inquisitive. These activities will vary in complexity - some as quick as 5 minutes, some more in-depth that require a couple of hours of work - but all are geared at helping you find something actionable that you can add to your toolkit.
"Field Guide to Human-Centered Design: A Practical Handbook for Innovative So...Freelance, self-employed
Dive into the world of innovation with our comprehensive "Field Guide to Human-Centered Design." This handbook serves as a practical and invaluable resource for individuals and teams eager to embrace a human-centric approach in their creative processes. Explore actionable insights, methodologies, and case studies that demystify the principles of human-centered design, empowering you to create solutions that truly resonate with the needs and aspirations of your audience. Whether you're a seasoned professional or a newcomer to design thinking, this guide equips you with the tools and mindset to revolutionize your approach and deliver solutions that make a meaningful impact. Embark on a transformative journey of ideation, prototyping, and iteration, guided by the principles of empathy, collaboration, and innovation.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
4. @chrispalle
@wisdomandcraft
#hackingasbury
human-Centric
research
strategy
design
wisdom
+ craft
BASICUXPRINCIPLES
Monday, June 24, 13
When it comes to what UX is, ultimately there are basically two camps: Those who think we can design a person’s experience (this is called User Experience “Design”) and those who
think we can only design and build a thing – for someone to experience. I’m in the latter group. I believe the user owns their experience. This is important for two reasons: 1- i believe
it’s audacious to think we actually have the ability to manipulate the mind at the level of “experience” so much that we can claim to have designed it. 2 - it forces us to ask, “well, if i
don’t control the experience what can I do to understand it?” and simply, it begins with listening.
6. wisdom
+ craft
NOT THE PRESENTATION LAYER
http://wirewax.wordpress.com/2012/03/27/smart-tv-just-got-smarter/
Monday, June 24, 13
it’s about the social interactions between person and machine and between other people.
7. wisdom
+ craft
BASICGOALSOFUX
Easy-to-Use
Useful
Memorable Desirable
Monday, June 24, 13
most basic: Easy-to-use, intuitive, User-Friendliness i.e. Do people even get it?
also fairly basic: useful. Does it provide value?
i put memorable and desirable on the same level because while most times we want our products and services to be memorable and desirable, sometimes, we just need to worry about
one.
11. wisdom
+ craft
THEARTS+ARCHITECTURE
Monday, June 24, 13
I personally think Da Vinci’s artwork is stunning, but also look at these sketches. think about the human-centeredness he instilled in our scientific thinking. Additionally, In architecture,
as we move away from gothic and move into the renaissance, the shapes become less harsh, more rounded. (from crosses to circles)
12. wisdom
+ craft
COGNITIVESCIENCES
get symbology from
early mediabisrto
Psychology
Anthropology
Artificial Intelligence
Education
Linguistics
Neuroscience
Philosophy
Monday, June 24, 13
But this is the core of where our understanding begins. The way people think as a consideration of User Experience is the most critical component to the foundation of our practice.
15. wisdom
+ craft
GAMIFICATION
Monday, June 24, 13
not.
Okay. I just have to get this out of the way. Yes, things like Reputation, Status, Achievements will motivate, but that’s just the shallow surface, it’s the underlying principles at work that
make these effective. Leveraging principles that we’ve learned from the cognitive sciences, motivate change in behavior by making the difficult more enjoyable. We’re aiming to create a
sense of flow through engagement with appropriate challenges & rewards.
Let’s not throw the baby out with the bathwater, though.
17. wisdom
+ craft
SOCIALPROOF
If someone else is doing it,
others are likely to follow –
especially in uncertain times.
E.G. Reviews, Demonstrations
Monday, June 24, 13
18. wisdom
+ craft
FEEDBACKLOOP
Ford Fusion Dashboard Nest Thermostat
Monday, June 24, 13
we understand our world better and are motivated to change when we know how we impact it.
19. wisdom
+ craft
KANO’SMODEL
Monday, June 24, 13
Blue– Performance is parity: theoretically, for every dollar we spend, we get two dollars of performance, but this just on-par with our competition.
Green– If we don’t meet the most basic needs of our users, they will never be satisfied.
Red– In order to break out of the “box of indifference,” we need create something exciting, stimulating e.g. Delighters
Surprises, Being Considerate, Gifting, etc.
20. wisdom
+ craft
HICK’SLAW
Monday, June 24, 13
time to make a decision increases with complexity
Related to the “Paradox of Choice” - more options can lead to a mental freeze.
Solution: try using 7 ± 2 (old rule of “Chunking”)
21. wisdom
+ craft
FITTS’LAW
What the???
Monday, June 24, 13
time required to move to target is a function of the size and distance
seems basic, but can lead to errors and slow performance (human) – Why in the world would we put the Power button next to the delete key???? I guess Apple believes they don’t make
mistakes. ;-)
22. wisdom
+ craft
AFFORDANCES
Learn more about: J.J. Gibson and Donald Norman
Monday, June 24, 13
Affordance is a concept first raised by 20th century psychologist J.J. Gibson and popularized by Donald Norman. It basically means that when we see something that interactive, we
should immediately understand what to do with it.
23. wisdom
+ craft
AFFORDANCES
Monday, June 24, 13
I call this a “Norman Door.” This is a unidirectional door. Notice how confusing it is know whether, as a user, we Push or Pull? So much, the designer needed to spell it out - wasting
cognition and space by adding clutter and noise to the design.
24. wisdom
+ craft
To help gather (and share) information
about users, tasks, and goals
To put a human face on analytic data
To spark new design concepts and
encourage collaboration and innovation
To share ideas and create a sense of
shared history and purpose
STORYTELLING
Source: Storytelling for User Experience by Whitney Quesenbery & Kevin Brooks
Monday, June 24, 13
Storyboarding can bring raw research facts and data to life, or draw together disparate data into a cohesive whole that the team can act upon.
25. wisdom
+ craft
LEANUX
State your desired outcomes
Hypothesize; Write the test first
Design an Experiment
Make an Minimally Viable Product (MVP)
Get out of the Building
Team Synthesis
Repeat
Ideas
Build
Test
Measure
Data
Learn
Source: Either Josh Seiden, Jeff Gothelf, or Anders Ramsey (sorry guys, can’t remember where we saw this first)
Monday, June 24, 13
Most important on this list: (GET OUT OF THE BUILDING)
27. wisdom
+ craft
SCIENTIFIC METHODREVIEW
Retain or Reject Hypothesis
Develop Theory
Observation or Experience
Define Problem
Hypothesis
Gather Evidence
Monday, June 24, 13
Quick review.
28. wisdom
+ craft
• Stay Objective
• Be aware of your own interactions; may influence responses
• (Especially your initial greeting)
• Listening is a Gift
• Ask open ended questions
• Don't ask "leading questions"
• Don't Interrupt - two ears, one mouth :-)
• Take Awesome Notes
RESEARCH!
Monday, June 24, 13
Self-awareness. Don’t be too cold, though. You want to be comfortable, but most important, you want your subjects comfortable so they can be more candid.
(leading questions have the answer for which we’re looking baked into the question)
29. wisdom
+ craft
• Use the “5 Whys”
• Get to the Cause (not just the correlation)
• Body Language Speaks Volumes
• Be conscious of how you posture yourself
• Use it to your advantage to engage the interviewee
• Be Culture Conscious
• Don’t be assumptive, be careful of your own biases; myopia
• Look for key “action” words
• We’re trying to identify their tasks
RESEARCH!
Monday, June 24, 13
5 Whys
Remember we’re looking for motivations, goals, behaviors. So, get to the root: For every response to a “Why” question, ask “Why” to the response. The rule-of-thumb is that you’ll
get to the root with 5 “whys”
30. wisdom
+ craft
TENDENCIES+BIASES
“Not Invented Here”
Design by Committee and Personal Preference
(or my idea’s the best)
Disabilities (not having them)
Attractiveness Bias & Aesthetic Usability Effect
Monday, June 24, 13
32. discovery strategy design
Business Analysis
Technical Feasibility
User Research
Usability Studies
Ethnography
Card Sorting
Analytics
Planning + Scoping
Waterfall vs. Agile
Vision Articulation
Content
Messaging
Sketching
Prototyping
Information Architecture
Service Design
Detailed Design
Implementation
Monday, June 24, 13
There are really only two modes of activity, which you see in detail on the next slide, but when you’re not static, you’re either learning or generating; thinking or doing.
33. wisdom
+ craft
CONTINUOUSINNOVATION
This is part of w+c’s proprietary Design Research Framework™
Monday, June 24, 13
This is how we work together. Cycles can be short, cycles can be long.
34. wisdom
+ craft
EMPATHYMAPPING
http://www.gogamestorm.com/?p=42
Monday, June 24, 13
Empathy Maps, originally developed by XPLANE, is a quick and dirty way to get the institutional knowledge (what your organization already knows) about your end users out in front to
help the team build empathy for them. This can also be used to developed hypotheses for personas that can tested in the field with primary research.