Now that people experience the web across multiple screens and on many devices, we need a UX strategy that helps us design and deliver those experiences in a way that is both consistent and contextual. Designing for motivation, behavior, emotion, and creativity ensures that we put people first and use technology to the fullest advantage.
Keynote presentation from Mobile+Web DevCon in San Francisco, July 2012.
"Click to Continue" by Sam Otis, from Content+Design Meetup, Oct. 4, 2017Blend Interactive
Graphical interfaces help make powerful technology intuitive and accessible. They give us super powers. Join Sam Otis, Lead Designer at Blend Interactive, as the Sioux Falls Content + Design Group joins up with Sioux Falls Design Week for a fun look at how GUIs (Graphical User Interfaces) have developed, what makes an interface good today, and what challenges the future holds.
SiiCS is a wearable and portable device that can convert any surface into an interactive touch screen and users can interact using natural finger gestures. SiiCS can recognize many objects from the real world and extract related information from the internet and either display it on the object itself or speak it out to the user in case of Visually impaired people. SiiCS derives its motivation from MIT Sixth sense technology, Microsoft surface and Nintendo Wii. The difference here is that SiiCS is dedicated to Visually impaired people and handicapped people apart from regular users.SiiCS represents the intersection of the Computer Science most significant concepts like Human Computer Interaction, Surface independent computing, Machine Vision & Object detection, Gestural computing and Text to speech systems. SiiCS is winner of Microsoft Imagine Cup Software Design Accessibility Innovation Award 2010 and is still in the pre beta stage.
Mika Saastamoinen: Spatial computing - extending reality. Presentation at Kela Conference on Social Security 2019 – Equality and wellbeing through sustainable social security system, 10.12.2019.
Lecture given by Mark Billinghurst on May 21st 2015 as part of the Gibbon's Lecture series on Human Computer Interaction. See https://www.cs.auckland.ac.nz/gibbons_lectures/
On how computer interfaces have evolved from interaction to systems that understand users
Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017calmr.io
In 2005 I had a complex dream about 2060 ... It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
Microsoft Surface Computing and BlueJackingMohitgupta8560
This slide is about the surface computing technology and also a another topic include in it which is related to the Bluetooth security i.e. BlueJacking
"Click to Continue" by Sam Otis, from Content+Design Meetup, Oct. 4, 2017Blend Interactive
Graphical interfaces help make powerful technology intuitive and accessible. They give us super powers. Join Sam Otis, Lead Designer at Blend Interactive, as the Sioux Falls Content + Design Group joins up with Sioux Falls Design Week for a fun look at how GUIs (Graphical User Interfaces) have developed, what makes an interface good today, and what challenges the future holds.
SiiCS is a wearable and portable device that can convert any surface into an interactive touch screen and users can interact using natural finger gestures. SiiCS can recognize many objects from the real world and extract related information from the internet and either display it on the object itself or speak it out to the user in case of Visually impaired people. SiiCS derives its motivation from MIT Sixth sense technology, Microsoft surface and Nintendo Wii. The difference here is that SiiCS is dedicated to Visually impaired people and handicapped people apart from regular users.SiiCS represents the intersection of the Computer Science most significant concepts like Human Computer Interaction, Surface independent computing, Machine Vision & Object detection, Gestural computing and Text to speech systems. SiiCS is winner of Microsoft Imagine Cup Software Design Accessibility Innovation Award 2010 and is still in the pre beta stage.
Mika Saastamoinen: Spatial computing - extending reality. Presentation at Kela Conference on Social Security 2019 – Equality and wellbeing through sustainable social security system, 10.12.2019.
Lecture given by Mark Billinghurst on May 21st 2015 as part of the Gibbon's Lecture series on Human Computer Interaction. See https://www.cs.auckland.ac.nz/gibbons_lectures/
On how computer interfaces have evolved from interaction to systems that understand users
Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017calmr.io
In 2005 I had a complex dream about 2060 ... It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
Microsoft Surface Computing and BlueJackingMohitgupta8560
This slide is about the surface computing technology and also a another topic include in it which is related to the Bluetooth security i.e. BlueJacking
SXSW 2015 - Storytelling Engines for Smart Environmentscalmr.io
The Information Age moved us into a Connected Economy but didn’t fully restored the relational Poetry it had conceiled. The Sensor Age is finally here. We can now fully awake the Poetic Potential of the Internet of things. The physical world is the new platform (again).
Removing the friction between the various touchpoints of a typical daily human experience to create Meaningful Immersive Experience that doesn't isolate the user has proven to be a very challenging task.
The panel will be organized to navigate the limitless possibilities of the various services, products tools and mindsets that allows any Urban Planners, any changemaker, any Retail Strategist, any Creative Director, any Storyteller, any Poet to create Experiences that seamlessly incorporate Human Behaviors, the ever-growing types of wearables & connected objects, mobile devices & their applications, environmental media systems (sounds, video, special effects) and a vast array of Sensors and Sensors Networks.
Presenters
Jonathan Belisle
Chief Experience Architect
SAGA
Jonathan Bélisle has been a Relational Artist and Web entrepreneur for close to 20 years. He is an interactive production director, dedicated UX poet, creative techie, and an inspired teacher.
Lance Weiler
Storyteller
Connected Sparks
Lance Weiler is a storyteller, entrepreneur and thought leader. An alumni of the Sundance Screenwriting Lab, he is recognized as a pioneer because of the way he mixes storytelling and technology.
Meghan Athavale
CEO
Lumo Play
Meghan Athavale grew up in Northern Canada, in the mining community of Thompson, Manitoba. She spent her childhood running through forests, fishing, swimming, and climbing trees.
Vincent Routhier
CEO
SAGA
I am the Chief Storytelling Officer at SAGA, a wonderful living space of creativity where multidisciplinary and international teams share high knowledge and innovative approaches to foster positive change.
Designing Our Future: Technologies and Behaviors that Impact DesignMarci Ikeler
As our world becomes increasingly digital, experience design is more important than ever.
And, as experience design gains importance, the discipline and its tools are evolving. The very definition has broadened: rather than considering point-and-click interfaces, experience design is about the way that we engage with technology, the world, and ourselves. As such, it’s no longer the domain of a single expert (a UX designer, IA, or IxD); it’s a view of the broader world that every role must consider.
At Little Arrows, we’re passionate about identifying places where real behavior and technology intersect, and designing solutions to take advantage of these opportunities. These trends in experience design are what we’re excited about for the future.
Topics covered include:
- Everything is an Interface - new interfaces beyond the mouse and screen
- Friction-Free Commerce - evolving ways to pay
- Mobile First, Mobile Everywhere - how mobile interfaces impact design
- Physical / Digital - the disappearing boundaries between the physical and digital worlds
- Surfacing Data - new ways of understanding and consuming information
- Better, Faster, Stronger - how technology can improve our bodies and our selves
The name Surface comes from Surface Computing, and Microsoft envisions the coffee-table machine as the first of many such devices. Surface computing uses a blend of wireless protocols, special machine-readable tags and shape recognition to seamlessly merge the real and the virtual world — an idea the Milan team refers to as "blended reality." The table can be built with a variety of wireless transceivers, including Bluetooth, Wi-Fi and (eventually) radio frequency identification (RFID) and is designed to sync instantly with any device that touches its surface.
It supports multiple touch points – Microsoft says "dozens and dozens" -- as well as multiple users simultaneously, so more than one person could be using it at once, or one person could be doing multiple tasks.
The term "surface" describes how it's used. There is no keyboard or mouse. All interactions with the computer are done via touching the surface of the computer's screen with hands or brushes, or via wireless interaction with devices such as smartphones, digital cameras or Microsoft's Zune music player. Because of the cameras, the device can also recognize physical objects; for instance credit cards or hotel "Loyalty" cards.
For instance, a user could set a digital camera down on the tabletop and wirelessly transfer pictures into folders on Surface's hard drive. Or setting a music player down would let a user drag songs from his or her home music collection directly into the player, or between two players, using a finger – or transfer mapping information for the location of a restaurant where you just made reservations through a Surface tabletop over to a smartphone just before you walk out the door.
With this Future of Home Living report, PSFK Labs wants to provide our point of view on what life at home may look like in the coming months and years and how we might get there. This research seeks to uncover the emerging behaviors, technologies, products, services, and initiatives that are driving the evolution of the home.
In the following pages, we’ll provide a detailed look at 13 key trends that are directly influencing the future of urban life. Each trend has been brought to life through a mix of products and services, many of which you could purchase and use today. Alongside these best-in-class examples, we’ve spoken to experts and gathered supporting data to further highlight the impact of these ideas.
To examine our trends through a macro lens, we’ve organized them into three larger themes: Adaptive, On-Demand and Equilibrium, which point to the importance of a clean, efficient and responsive space that can flexibly conform to the ever-changing needs of its residents. This overarching framework is meant to inspire anyone who creates or markets products and services for the home.
We hope that you find inspiration in every section of PSFK's Future of Home Living report. For a full copy, please visit: http://www.psfk.com/publishing/future-of-home-living
SXSW 2015 - Storytelling Engines for Smart Environmentscalmr.io
The Information Age moved us into a Connected Economy but didn’t fully restored the relational Poetry it had conceiled. The Sensor Age is finally here. We can now fully awake the Poetic Potential of the Internet of things. The physical world is the new platform (again).
Removing the friction between the various touchpoints of a typical daily human experience to create Meaningful Immersive Experience that doesn't isolate the user has proven to be a very challenging task.
The panel will be organized to navigate the limitless possibilities of the various services, products tools and mindsets that allows any Urban Planners, any changemaker, any Retail Strategist, any Creative Director, any Storyteller, any Poet to create Experiences that seamlessly incorporate Human Behaviors, the ever-growing types of wearables & connected objects, mobile devices & their applications, environmental media systems (sounds, video, special effects) and a vast array of Sensors and Sensors Networks.
Presenters
Jonathan Belisle
Chief Experience Architect
SAGA
Jonathan Bélisle has been a Relational Artist and Web entrepreneur for close to 20 years. He is an interactive production director, dedicated UX poet, creative techie, and an inspired teacher.
Lance Weiler
Storyteller
Connected Sparks
Lance Weiler is a storyteller, entrepreneur and thought leader. An alumni of the Sundance Screenwriting Lab, he is recognized as a pioneer because of the way he mixes storytelling and technology.
Meghan Athavale
CEO
Lumo Play
Meghan Athavale grew up in Northern Canada, in the mining community of Thompson, Manitoba. She spent her childhood running through forests, fishing, swimming, and climbing trees.
Vincent Routhier
CEO
SAGA
I am the Chief Storytelling Officer at SAGA, a wonderful living space of creativity where multidisciplinary and international teams share high knowledge and innovative approaches to foster positive change.
Designing Our Future: Technologies and Behaviors that Impact DesignMarci Ikeler
As our world becomes increasingly digital, experience design is more important than ever.
And, as experience design gains importance, the discipline and its tools are evolving. The very definition has broadened: rather than considering point-and-click interfaces, experience design is about the way that we engage with technology, the world, and ourselves. As such, it’s no longer the domain of a single expert (a UX designer, IA, or IxD); it’s a view of the broader world that every role must consider.
At Little Arrows, we’re passionate about identifying places where real behavior and technology intersect, and designing solutions to take advantage of these opportunities. These trends in experience design are what we’re excited about for the future.
Topics covered include:
- Everything is an Interface - new interfaces beyond the mouse and screen
- Friction-Free Commerce - evolving ways to pay
- Mobile First, Mobile Everywhere - how mobile interfaces impact design
- Physical / Digital - the disappearing boundaries between the physical and digital worlds
- Surfacing Data - new ways of understanding and consuming information
- Better, Faster, Stronger - how technology can improve our bodies and our selves
The name Surface comes from Surface Computing, and Microsoft envisions the coffee-table machine as the first of many such devices. Surface computing uses a blend of wireless protocols, special machine-readable tags and shape recognition to seamlessly merge the real and the virtual world — an idea the Milan team refers to as "blended reality." The table can be built with a variety of wireless transceivers, including Bluetooth, Wi-Fi and (eventually) radio frequency identification (RFID) and is designed to sync instantly with any device that touches its surface.
It supports multiple touch points – Microsoft says "dozens and dozens" -- as well as multiple users simultaneously, so more than one person could be using it at once, or one person could be doing multiple tasks.
The term "surface" describes how it's used. There is no keyboard or mouse. All interactions with the computer are done via touching the surface of the computer's screen with hands or brushes, or via wireless interaction with devices such as smartphones, digital cameras or Microsoft's Zune music player. Because of the cameras, the device can also recognize physical objects; for instance credit cards or hotel "Loyalty" cards.
For instance, a user could set a digital camera down on the tabletop and wirelessly transfer pictures into folders on Surface's hard drive. Or setting a music player down would let a user drag songs from his or her home music collection directly into the player, or between two players, using a finger – or transfer mapping information for the location of a restaurant where you just made reservations through a Surface tabletop over to a smartphone just before you walk out the door.
With this Future of Home Living report, PSFK Labs wants to provide our point of view on what life at home may look like in the coming months and years and how we might get there. This research seeks to uncover the emerging behaviors, technologies, products, services, and initiatives that are driving the evolution of the home.
In the following pages, we’ll provide a detailed look at 13 key trends that are directly influencing the future of urban life. Each trend has been brought to life through a mix of products and services, many of which you could purchase and use today. Alongside these best-in-class examples, we’ve spoken to experts and gathered supporting data to further highlight the impact of these ideas.
To examine our trends through a macro lens, we’ve organized them into three larger themes: Adaptive, On-Demand and Equilibrium, which point to the importance of a clean, efficient and responsive space that can flexibly conform to the ever-changing needs of its residents. This overarching framework is meant to inspire anyone who creates or markets products and services for the home.
We hope that you find inspiration in every section of PSFK's Future of Home Living report. For a full copy, please visit: http://www.psfk.com/publishing/future-of-home-living
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)Dave Hogue
Interfaces and devices are providing more and more power and functionality to people, and in many cases this additional power is accompanied by increasing complexity. Although people have more experience and are more sophisticated, it still takes time to learn new interfaces, information, and interactions. Although we are able to learn and use these often difficult interfaces, we increasingly seek and appreciate simplicity.
The Complexity Curve describes how a project moves from boundless opportunity and wonderful ideas to requirements checklists and constraints then finally (but only rarely) to simplicity and elegance. Where many projects call themselves complete when the necessary features have been included, few push forward and strive to deliver the pleasing and delightful experiences that arise from simplicity, focus, and purpose.
David M. Hogue, Ph.D. - VP of Experience Design, applied psychologist, and adjunct faculty member at San Francisco State University - introduces the Complexity Curve, discuss why our innovative ideas seem to fade over the course of a project, explain why "feature complete" is not the same as "optimal experience", and offer some methods for driving projects toward simplicity and elegance.
Comments on twitter at #SXsimplerUX
Audio available at:
http://schedule.sxsw.com/2012/events/event_IAP13657
PDF, audio, and voiceover are now available on designintechreport.wordpress.com
Today’s most beloved technology products and services balance design and engineering in a way that perfectly blends form and function. Businesses started by designers have created billions of dollars of value, are raising billions in capital, and VC firms increasingly see the importance of design. The third annual Design in Tech Report examines how design trends are revolutionizing the entrepreneurial and corporate ecosystems in tech. This report covers related M&A activity, new patterns in creativity × business, and the rise of computational design.
In the same way as the web is quickly extending onto the mobile platform, we are starting to see the web moving further into the physical world. Many emerging technologies are beginning to offer physical-world inputs and outputs; multi-touch iPhones, gestural Wii controllers, RFID-driven museum interfaces, QR-coded magazines and GPS-enabled mobile phones.
These technologies have been used to create very useful services that interact with the web such as Plazes, Nokia Sports Tracker, Wattson, Tikitag and Nike Plus. But the technologies themselves often overshadow the user-experience and so far designers haven’t had language or patterns to express new ideas for these interfaces.
This talk will focus on a number of design directions for new physical interfaces. We will discuss various ideas around presence, location, context awareness, peripheral interaction as well as haptics and tangible interfaces. How do these interactions work with the web? What are the potentials and problems, and what kinds of design approaches are needed?
CES Rewind
Fallon Creative Technologist Jacob Abernathy presents 10 trends you and your brands need to know about the gadgets revealed at this year's Consumer Electronic Show – ground zero for the future of consumer electronics and technology!
Jacob will put perspective on everything you missed in an engaging multimedia demonstration that details trends ranging from the rise of tablet computing, and gaming everywhere, to the explosion of car technologies powering our everyday driving.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
This talk looks at the future of AR/VR and the new and intimate relationship between humans and intelligent agents that XR - the next generation of AR/VR, makes possible. XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both.
UX Alive Conference speaker is Sophie Kleber (Huge) presentationsUX Alive Conference
About Anticipatory Design,
Part of Huge's applied innovation group, Sophie plays a leadership role in key stages of research, product definition and interaction design for some of Huge's largest clients. Previousy, she designed complex software applications in her hometown of Berlin, Germany. Sophie is a Fulbright alumna and holds an MFA in graphic design from Fachhochschule Potsdam and a master's in product design from Germany's University of the Arts.
Gilbane 2013 Boston - Are You Prepared to Create Content for the Internet of ...Christopher Carter
What are the principles that should guide your decisions when creating content for the internet of things? What types of content, where to place it, and how it should interact with the end-users?
Undeniably 2020 has been an unpredictable year. This originated some creativity for innovation as much as adaptation and acceleration of existent ideas.
Every so often at Cocoon we feel the need to review these technologies and approaches and filter what we feel is relevant for us and our clients into a document that we share internally and externally.
This year we gave this document a linear context: Digital Global Humanism.
Up until recently people were the central focus in digital businesses and ecosystems.
Businesses started by embracing humanism to achieve their results and to enable clients to access their products in the easiest ways possible.
But now we also need to remind people about their own responsibility for the Earth. We added this to our process of business transformation.
Prior to the start of the new year we published our 2017 trend framework (http://engage.epsilon.com/top-trends-for-2017) this document sets the foundation for how we identify macro trend territories that have the highest probability of creating new behaviors and empower consumers through the lens of Connection, Cognition & Immersion in the near future.
CES 2017 was our first opportunity to further validate the territories but more importantly identify some of the key tech trends that will have a major impact on marketing over the next few years. In the attached document you will find an in-depth review of key trends such as the impact a connected product ecosystem and how Alexa Voice Services are quickly positioning to scale quickly through 3rd party integrations. You will also find examples of new types of interfaces and input devices that may further lead to an ambient computing future.
2017 is also the turning point from “everything will be connected” to everything will be cognified”. The impact of artificial intelligence will be a big topic in 2017 and Epsilon is uniquely positioned to capitalize (look for more on this topic on January 19th via an industry AI op-ed). CES validated the idea of pervasive cognition as well as advancements via contextual assistants and object recognition. The rapidly developing immersion ecosystem built on full sensory immersion, spatial freedom and alternative interfaces also caught our attention.
"Human beings no longer have a monopoly
on memory, perception and the elaboration
of knowledge. In fact, we now find classically
human cognitive capabilities in many objects
that fill our homes and offices, or are even
worn around our necks or on our arms.
We are not talking about science fiction here,
but rather a very concrete vision of today’s
product design scenario."
2015 is on the edge between cloud computing and the Internet of Things era. Being connected is the natural state of mind for any smart object.
In fact, adding a personality to a digital product or connecting an already digital object to the Internet of Things provides a range of opportunities for business - very tempting for companies looking to bring their goods and services even closer to the needs of their customer base.
Placing an object in a pocket, in a car, on a desktop or in customers’ homes means building a personal, bi-directional, “always-on” communication channel.
-
Design Group Italia has been around since 1968 helping companies design and innovate their physical products.
We Don't Watch the Internet, We Live in ItDave Hogue
We live in a multi-screen world and spend much of our time with our various devices. How do we use our devices, and how do we design for different goals and behaviors?
When UX strategy drives innovation, the end result is more than technical capability and beautiful interfaces: it is an experience differentiated by helping people surpass their goals and exceeding their expectations while delivering engaging, motivating, enjoyable, and memorable experiences. How can we plan and work toward new products and services while keeping the user in mind? How can we adopt and implement UX strategy? And, most importantly, how can we change the way we identify and pursue new opportunities so that we are leading the pack rather than chasing the competition? Take UX out of the design studio and include it in strategic research and planning to drive innovation in your business.
Designs becomes more meaningful when we understand the people who use them. Studying sociocultural influences and the psychological fields of cognition, motivation, emotion, and more help us better identify, define, and frame the UX problems and craft better, more effective experiences delivered by our products and services.
Why limit ourselves to traditional quantitative metrics like visitor count, page weight, conversion, and revenue when there is so much valuable qualitative data available? We can turn qualitative data into quantitative data and use the same rigorous analysis techniques to help lead us to better designs, products, services, and experiences.
Brainstorming & Collaboration on Multi-Disciplinary TeamsDave Hogue
A technique for effective brainstorming that encourages everyone to participate and provides a method for quickly generating and identifying promising ideas then iterating as a team to improve them.
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.
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.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
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.
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.
4. 1.1B+
227 million
current generation video
game consoles
26.7 million
e-readers sold in the last
two years
personal computers 18 million
on Earth Kinect motion-sensing
systems
600 million
400 365
people around the
world have broadband
lines for Internet access,
about the same access
million Android million iOS the web through mobile
devices
devices devices
5. Smartphone
Tablet
Desktop / Laptop
e-Reader
Television
67. It will not be about what we
need to do.
It will be about what we
can do.
68. Mobile Today
New ways of doing common things.
News, books, music, photos, sharing,
buying, finding, learning, navigating,
scheduling, contacting…
All from our pockets.