Organizations face seven barriers to designing effective user experiences: not valuing design, inability to focus on design activities, lack of time for design, no memory of design decisions, low design quality, lack of understanding of what good design requires, and inability to validate design improvements. The presentation discusses tactics to help overcome each barrier, such as telling stories to increase value of design, protecting design tasks with a "UX bucket", documenting design rationale, and using "UX health checks" to evaluate experiences.
A Guide to Farming Miracles (for UX teams in tough environments)Austin Govella
Designers don't really design anything. Organizations design everything. So, what if your organization sucks? Seriously. What do you do then? And then -- while you're at it -- do it "agile". Do it "lean".
Organizations face seven barriers when trying to design create better products and services: value, focus, time, memory, quality, understanding, and improvement.
We'll look at seven approaches you'll be able to use on Monday to help your company overcome these seven barriers. Instead of changing what you do, you'll learn to change how you do it. It's changing the how that enables better design. You'll be able to build better, more balanced teams, better interfaces, and better experiences.
Presented at the Big Design conference in Dallas, TX on Friday, July 15th, 2011 at 1:00pm.
Dr.* Truemper, Or: How I learned to Stop Being Wasteful and Love Lean UXJake Truemper
Introduction to Lean UX, presented Nov 15 2013 at the St. Louis Days of .Net
In this presentation, Jake ("Dr. Truemper") speaks to Lean UX: what it is, why it should matter to you, basic tenants, and how it can be applied.
UX + Agile: The Good, The Bad, and The UglyJoshua Randall
There's a rumor going around that user experience (UX) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! I will draw on my experiences at three large Cleveland companies.
Design is all about value. It helps transfer value from one person to another. Design insures you have an experience: that at the end, you’re different than when you started. Design makes this difference, and like Babbage’s Difference Engine of yore, specific knobs and levers control how much value you can create with design.
In this presentation, we’ll learn how five levers — models, fidelity, audience, annotation, and velocity — work together. We’ll see how agile, lean, and waterfall teams apply these levers differently at different times to create different value from design.
Friday at work, you won’t be able to stop yourself from asking five, simple questions. You’ll be maximizing design value for every project you encounter.
User Experience Architecture in a Cross-Channel WorldAustin Govella
One of the dirty secrets about cross-channel user experience is that we've always worked cross-channel. What's changed is how much—and how well—we can impact the experience across these channels.
In this presentation, we’ll examine three guiding principles for working cross-channel. With those principles in mind, we’ll look at four tools you can use to help guide and improve cross-channel user experiences at your organization.
A Guide to Farming Miracles (for UX teams in tough environments)Austin Govella
Designers don't really design anything. Organizations design everything. So, what if your organization sucks? Seriously. What do you do then? And then -- while you're at it -- do it "agile". Do it "lean".
Organizations face seven barriers when trying to design create better products and services: value, focus, time, memory, quality, understanding, and improvement.
We'll look at seven approaches you'll be able to use on Monday to help your company overcome these seven barriers. Instead of changing what you do, you'll learn to change how you do it. It's changing the how that enables better design. You'll be able to build better, more balanced teams, better interfaces, and better experiences.
Presented at the Big Design conference in Dallas, TX on Friday, July 15th, 2011 at 1:00pm.
Dr.* Truemper, Or: How I learned to Stop Being Wasteful and Love Lean UXJake Truemper
Introduction to Lean UX, presented Nov 15 2013 at the St. Louis Days of .Net
In this presentation, Jake ("Dr. Truemper") speaks to Lean UX: what it is, why it should matter to you, basic tenants, and how it can be applied.
UX + Agile: The Good, The Bad, and The UglyJoshua Randall
There's a rumor going around that user experience (UX) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! I will draw on my experiences at three large Cleveland companies.
Design is all about value. It helps transfer value from one person to another. Design insures you have an experience: that at the end, you’re different than when you started. Design makes this difference, and like Babbage’s Difference Engine of yore, specific knobs and levers control how much value you can create with design.
In this presentation, we’ll learn how five levers — models, fidelity, audience, annotation, and velocity — work together. We’ll see how agile, lean, and waterfall teams apply these levers differently at different times to create different value from design.
Friday at work, you won’t be able to stop yourself from asking five, simple questions. You’ll be maximizing design value for every project you encounter.
User Experience Architecture in a Cross-Channel WorldAustin Govella
One of the dirty secrets about cross-channel user experience is that we've always worked cross-channel. What's changed is how much—and how well—we can impact the experience across these channels.
In this presentation, we’ll examine three guiding principles for working cross-channel. With those principles in mind, we’ll look at four tools you can use to help guide and improve cross-channel user experiences at your organization.
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
Stone Ward Brand Management March Meeting: Brainstorming Tech FirstEmily Reeves Dean
This is part of a monthly meeting series with Stone Ward brand management to talk about integrating digital to overall communications planning. In this March meeting we talked about brainstorming technology first, based on a session that Emily Reeves listened to at SXSW 2013
Innovent presents 'Transmedia Activist' @ Producers Guide to the Galaxy | hos...Elise Baugh
Innovent's Presentation at The Transmedia Producers Guide to the Galaxy Hosted by Transmedia SF & PGA in San Francisco. Presentation by Elise Baugh with Special Thanks to Maya Zuckerman and Jeff Gomez
Adopting a Design Thinking methodology is critical to modern product design. Or so you’ve been told. Yet, a Design Thinking process doesn’t guarantee a transformation of your design culture, nor does it mean you’ll end up with a better product. Why is this? People. After interviewing local start-up designers and developers, Chris will delve into the common missteps that plague your fellow designers and team leaders. He’ll also share his philosophy on how designers can better position Design Thinking in their organizations to ensure it takes root and blossoms.
Kaleidoscope Executive Design Director Chris Collins shares Meaningful Aesthetics: Our Ultimate Guide to Getting Comfortable with Uncomfortable Design Decisions
Equip yourself with tips and tools to make decisions that connect with users and ignite growth. Kaleidoscope Design Director Chris Collins shares best practices that will help you discover:
* A deeper understanding of aesthetics and why they matter
* How to embrace the design process to make exceptional design decisions
* Top methods for creating a user lens using Inspirational Design Targets (IDTs), Personas and more
* Actionable step-by-step tips to make informed decisions on behalf of users
On September 17, 2018, Peter McNally presented the following talk to the Cardinals Startup club at Catholic University of America.
The user experience is a key aspect for startups as much of business today is conducted online. Senior User Experience consultant Peter McNally discussed why a good experience is not only good for your business, but important from a Catholic viewpoint. Moreover, Peter provided some practical techniques and tips for entrepreneurs to consider when thinking about how to design products and interact with customers in the digital world.
Scenarios For Design: Interaction10 Workshop by Elizabeth BaconElizabeth Bacon
This presentation supported a 4-hour workshop taught by Liz Bacon at the Interaction10 conference in Savannah, Georgia on February 4, 2010. It describes the nuts-and-bolts of applying a scenario-based approach to design. It also covers some of the theoretical underpinnings of this method as well as how it supports effective team communication and collaboration. Liz will be writing a book on this subject, and welcomes your comments here or directly via http://www.devise.com/contact.
Help your team discover needs and nurture your next great innovation. Discover proven methods for cultivating your team's full potential including:
* Essential ingredients for creating an optimal environment
* Tips for empowering all members to confidently contribute
* Expert insights to identify true user needs
In business and in life, we pursue the good stuff and champion people who are known for their good ideas. But when we place too strong an emphasis on just the good, we may neglect to consider the bad ones. In design and in brainstorming, deliberately seeking out bad ideas is a powerful way to unlock creativity. Generating bad ideas can reveal our assumptions about the difference between bad and good, and often seemingly bad ideas turn out to be good ones. Jotly and Cow Clicker were jokes or parodies—that is, not good ideas—that have been surprisingly successful. Neil Young and Crazy Horse have covered folk songs. An action blockbuster features a US president swinging a silver axe against vampires. In this talk, Steve will explore how opening up the bad idea valve can lead unexpectedly to the kind of success we aim for with our good ideas.
Implementing a national vision. DigitalNZ presentation slides for JISC/UKOLN Survive or Thrive conference, Manchester, June 8th & 9th, 2010. Presented by Andy Neale
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
Stone Ward Brand Management March Meeting: Brainstorming Tech FirstEmily Reeves Dean
This is part of a monthly meeting series with Stone Ward brand management to talk about integrating digital to overall communications planning. In this March meeting we talked about brainstorming technology first, based on a session that Emily Reeves listened to at SXSW 2013
Innovent presents 'Transmedia Activist' @ Producers Guide to the Galaxy | hos...Elise Baugh
Innovent's Presentation at The Transmedia Producers Guide to the Galaxy Hosted by Transmedia SF & PGA in San Francisco. Presentation by Elise Baugh with Special Thanks to Maya Zuckerman and Jeff Gomez
Adopting a Design Thinking methodology is critical to modern product design. Or so you’ve been told. Yet, a Design Thinking process doesn’t guarantee a transformation of your design culture, nor does it mean you’ll end up with a better product. Why is this? People. After interviewing local start-up designers and developers, Chris will delve into the common missteps that plague your fellow designers and team leaders. He’ll also share his philosophy on how designers can better position Design Thinking in their organizations to ensure it takes root and blossoms.
Kaleidoscope Executive Design Director Chris Collins shares Meaningful Aesthetics: Our Ultimate Guide to Getting Comfortable with Uncomfortable Design Decisions
Equip yourself with tips and tools to make decisions that connect with users and ignite growth. Kaleidoscope Design Director Chris Collins shares best practices that will help you discover:
* A deeper understanding of aesthetics and why they matter
* How to embrace the design process to make exceptional design decisions
* Top methods for creating a user lens using Inspirational Design Targets (IDTs), Personas and more
* Actionable step-by-step tips to make informed decisions on behalf of users
On September 17, 2018, Peter McNally presented the following talk to the Cardinals Startup club at Catholic University of America.
The user experience is a key aspect for startups as much of business today is conducted online. Senior User Experience consultant Peter McNally discussed why a good experience is not only good for your business, but important from a Catholic viewpoint. Moreover, Peter provided some practical techniques and tips for entrepreneurs to consider when thinking about how to design products and interact with customers in the digital world.
Scenarios For Design: Interaction10 Workshop by Elizabeth BaconElizabeth Bacon
This presentation supported a 4-hour workshop taught by Liz Bacon at the Interaction10 conference in Savannah, Georgia on February 4, 2010. It describes the nuts-and-bolts of applying a scenario-based approach to design. It also covers some of the theoretical underpinnings of this method as well as how it supports effective team communication and collaboration. Liz will be writing a book on this subject, and welcomes your comments here or directly via http://www.devise.com/contact.
Help your team discover needs and nurture your next great innovation. Discover proven methods for cultivating your team's full potential including:
* Essential ingredients for creating an optimal environment
* Tips for empowering all members to confidently contribute
* Expert insights to identify true user needs
In business and in life, we pursue the good stuff and champion people who are known for their good ideas. But when we place too strong an emphasis on just the good, we may neglect to consider the bad ones. In design and in brainstorming, deliberately seeking out bad ideas is a powerful way to unlock creativity. Generating bad ideas can reveal our assumptions about the difference between bad and good, and often seemingly bad ideas turn out to be good ones. Jotly and Cow Clicker were jokes or parodies—that is, not good ideas—that have been surprisingly successful. Neil Young and Crazy Horse have covered folk songs. An action blockbuster features a US president swinging a silver axe against vampires. In this talk, Steve will explore how opening up the bad idea valve can lead unexpectedly to the kind of success we aim for with our good ideas.
Implementing a national vision. DigitalNZ presentation slides for JISC/UKOLN Survive or Thrive conference, Manchester, June 8th & 9th, 2010. Presented by Andy Neale
The future belongs to a very different kind of person who understands where design really fits in the web process. When it comes to Universal Design and Accessibility, we should be asking 'why not?' rather than 'why?' This session will discuss ways Universal Design overcomes the obstacles in basic human communication and interactions in order to move people to action. Learn to overcome the limitations of the traditional definition of design, engage people, as well as communities, and create meaningful 'organizational stories' that relate to people regardless of their abilities.
Digital Conversations - Agile Creative TechnologyReading Room
The next phase of the digital communications revolution; the great collision of open source cloud technologies with agile, creative delivery", we will explore how digital leaders in government around the world are driving down costs and improving engagement by;
• employing new rapid digital delivery models in favour of the "big bang"
• applying user-centric thinking
• embracing open source tools for digital personalisation, optimisation and increased engagement
• personalising content for anonymous website visitors without the cost of big commercial software
Wake-up Series: Empathy in a Business ContextOctavian Mihai
This is a short talk I gave about empathy in a business context.
more about me at www.octavianmihai.com and my company at www.jaimecandy.com
(CC) (BY:) do whatever you want and Attribution would be nice.
The Right Stuff: What's in YOUR Portfolio?Lane Goldstone
Presented at Tech Jobs LA at Blankspaces, July 21, 2012
The growth of the Web and proliferation of mobile devices has created a huge opportunity for people who can design the look and behavior of digital products. This work spans single-person-single-device interactions through experiences that include multiple people, devices and locations. User Experience Designer (UXD), Interaction Designer (IxD), Information Architect (IA), Web Designer (WD)--whichever way you pitch your skill-set, this is truly a GREAT time be working in our field.
But--How do you showcase your talents succinctly and persuasively? What do recruiters and hiring managers look for in a great portfolio? This presentation shows you how
[1 hr Lecture] Designing a Culture of Co-CreationTeresa Brazen
My talk at the Big (D)esign Conference 2012. Synopsis below.
Design doesn’t happen inside a vacuum. It happens inside teams, inside the context of relationships, inside physical spaces, inside organizations with very particular cultures. Ignore that intricate ecosystem, and you might as well give your project a death sentence.
Teresa Brazen will draw from her experience bringing this holistic outlook to the design process. Pulling from methods used in filmmaking, fine art, design research, facilitation, improv, and UX design, she crafts “intentional environments” for her teams and clients. These literal and figurative environments cultivate work that is actionable, co-created, co-owned, and much more likely to succeed in the world.
She’ll discuss the benefits of intentional environments, walk you through how to design them and share methods for keeping them activated throughout the design process. You’ll walk away understanding how to cultivate intentionality and inspire teams and clients along the way. But more importantly, you’ll have a powerful new framework that will enrich your entire design process.
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
For the Profit of Many – Designing Better For-Profit CompaniesChris Pallé
Talk was originally given at the RE:DESIGN Conference in Brooklyn, NY 4-28-2014 (redesignconference.com/conferences/uxd/)
The demand on businesses to think “socially” is evolving at a rapid pace. What was once good marketing to include something about a social cause on your Web site is no longer as impactful as threading it into the fabric of how you do business today. Come share in this conversation about B-Corporations and the implications pursuing this designation will have on your organization.
Presented by Mary Lukanuski at the Balanced Team Sunday Salon April 14, Pivotal Labs in NYC.
On the heels of The LeanUX Conference (#leanux14), Balanced Team held a one-day synthesizing symposium to share ideas, socialize, and continue the conversation.
For an event write-up, see http://pivotallabs.com/balanced-team-sunday-salon/
www.balancedteam.org
Bulletproof Communication Techniques; A UX Strategist's GuidesSarah B. Nelson
The practice of user experience has grown more sophisticated, produced higher quality online products, and gained wider acceptance beyond the design community. Still, so many potentially wonderful experiences disappoint and many talented design teams are excluded from decisions that fundamentally affect the experience. Why? Two words: ineffective communication.
Attendees will learn specific, proven techniques that can be applied in their own work environment to streamline communication and build more team cohesion. Sarah will present a variety of tools and strategies that have proven useful and highly effective for building arguments, communicating clearly with stakeholders, building trust, and gaining a seat at the strategic table.
Attendees will leave empowered to apply these techniques in their own practice and develop their own tools to suit their personality and work environment.
Start Empathy is a global
network of social entrepreneurs, educators, thought leaders, parents, young people, business leaders, journalists, universities, philanthropists and others who are connecting, collaborating, and aligning knowledge and resources to make empathy learning a norm, particularly in childhood.
Part I of the deck of slides from my workshop at UX Australia 2013 on place-making in cross-channel user experiences, previously a slightly different workshop at UX Lisbon 2012.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
UXPA 2023: UX Fracking: Using Mixed Methods to Extract Hidden InsightsUXPA International
Users do not always accurately describe what they mean or feel. There are many reasons for this, ranging from politeness to poor introspection, to lack of sufficient technical vocabulary. Fortunately, UX researchers have tools in their trade to deduce what was really meant. We call this UX Fracking, a mixed methods approach that is optimized for extracting hidden user insights. We will illustrate the dangers of inadequate, superficial research, and how this may lead to outcomes incapable of addressing the users’ core issues. We will explore ways to avoid these pitfalls by leveraging mixed research methods to test hypotheses about the users’ intent and needs. This starts with a thorough understanding of who the user is, their goals, and how they work today, to an approach that combines surveys, interviews, and comment analysis with behavioral observation, and finally, validating the newly discovered user insights with the users themselves.
An overview of how UX Research is conducted in entrepreneurial Lean UX organizations. Principles and practices of Lean/Agile UX teams in high-tech, mostly Silicon Valley, settings.
Presented by Susan Wilhite to startupUCLA, an accelerator for UCLA students, on June 7, 2012 on the campus. Watch the startupUCLA web site for a video of the live presentation.
An intensive workshop for Startup Institute from March 2015.
Aimed at teaching high-level concepts and approaches to user experience design. The workshop serves as an introduction to:
* Lean UX
* Collaborative & Iterative design
* User-centered design
* Jobs To Be Done (JTBD)
* Design Sprints
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Agile and UX both put user's needs at their center, but their foundational beliefs have set them at odds over the years.
Presented at part of "24 Hours of UX" 2022.
User Experience Design: The Past, The Present, The FutureCharbel Zeaiter
In our mostly true exploration of the history of UX and the current space we're in, we look to how UX Designers will be called upon in the future to create experiences that matter.
This was a presentation made to Refresh Boyne in which Patrick discusses why User Experience design can fail. How not to engage with UX teams. Too often UX is done last or it's a rubber stamp step - especially around accessibility. That's when it fails. Patrick will show how to get it right.
This is the slidedeck I used for my talk about UX for the 2016 cohort of Venture for Canada at Queen's University, Kingston, ON. In it, I go over what I've learned about UX over the past 3 years, including a brief history of UX, a look at the design landscape today, and a glimpse into what we can expect in the future. I followed this talk up with a quick hands-on workshop on UX design.
If you feel like this is something your organization or team can benefit from, feel free to reach out to me to coordinate something!
A 45min workshop sponsored by General Assembly Boston at the 2015 BostInno State of Innovation conference
The presentation discusses factors that naturally occur as a product startup grows and how the user experience design process offers a path to continued success.
http://www.generalassemb.ly/boston
http://bostonstateofinnovation.com
A big thanks to @johnmaeda of @kpcb whose "Design in Tech" deck was an inspiration in creating this. Check it out here: http://www.slideshare.net/kleinerperkins/design-in-tech-report-2015
Description from the UX-Lx wbsite:
More and more UX projects deal with agile development in one way or another. For an interaction designer / project lead, this makes the projects themselves sometimes rather complex systems to control. In order to succeed, the projects themselves need to be designed to possibly evolve throughout the project.
How does this work? How to carry through the different phases from research to implementation? What types of phases can or should be even involved directly w/ agile teams? What are the roles of different stakeholders?
When Austin teaches how to run great workshops, designers worry most about facilitation. What if participants won’t join the discussions? What if attendees won’t participate? What if you can’t manage the room?
But facilitation skills are rarely the problem. Regardless of the type of workshop you want to run, good workshops depend almost entirely on how you structure the activities.
In this presentation, we’ll look at two strategies that maximize participation and guarantee clear outcomes and decisions. Attendees walk away with two checklists: one for guiding facilitation and another for structuring workshop activities.
Architect Taxonomy Systems to Support Organizational ChangeAustin Govella
A global Fortune 500 company needed an experience marketing platform that would support any number of business units marketing any number of products to any number of customers across multiple channels with an unknown mix of static and dynamic content and complex personalization yet to be determined—because the company knew it was in transition, the platform would need to evolve without any new development. How do you design a sustainable information architecture when organization, labels, navigation, and metadata are guaranteed to change? Hear lessons from designing this and other flexible organizational systems, and learn approaches to use when architecting sustainable, complex, enterprise platforms.
BOOM Units: Four steps to turn you team into a lean, product development machineAustin Govella
In the agricultural age, it took 182 years to build Notre Dame cathedral. In the industrial age, it took Bell Labs 22 years to design the push-button telephone. In the design age, you can build big, huge systems as fast as you can connect different frameworks. You no longer have 22 years — much less 182 years. To succeed in the design age, product development has to evolve.
Successful product teams have evolved into something akin to an emergency service:
Triage to identify what needs fixing
Treat acute, urgent problems as quickly and safely as possible
Prescribe actions to prevent future problems
Successful teams launch new products with big impacts quickly like a bomb going off: Boom. Successful teams are B.O.O.M. Units. In this presentation, we’ll examine the four attributes of these high-performing teams:
Balanced teams: activate the talents of every team member
Outcome-focused: teams focus relentlessly on the experience
On-time delivery: each team member delivers their part just-in-time
Maximized impact: team members choose the smallest change that creates the largest impact
To illustrate these behaviors, we’ll look at four stories that show BOOM Units in action, and for each behavior, we’ll look at a tool you can start using when you go back to work on Monday morning.
For developers, UXers, and project managers who want to deliver more innovation, you can transform your team for the inside out into high-performing BOOM Units.
In this presentation, learn how to hack UX Zombies to pieces using two tools: models and fidelity. You’ll be introduced to how to control the fidelity of our models, to hack UX for the right design.
There’s a dirty secret in the turf war between agile, lean, and waterfall: they each use the same product development process. What’s different isn’t their process, but how they apply design activities in different ways to eke out different design value.
So how can you alter the design process? Even better, how can you customize the process to provide more value for the way your organization works? How should you change the design process from sprint to sprint to get the most value out of your design activities?
How do you hack user experience?
The problem isn't waterfall. It's not deliverables. And, big upfront design is a big, straw bogey man trotted out to scare young UXers.
Agile and lean promise fundamental changes to your process, so you can improve your outcomes. Like other approaches, agile and lean bring their own sets of problems and barriers. Oddly, for bringing such fundamental change, they often bring the same problems and barriers your teams faced before they were agile and lean.
This is because agile and lean don't really change your process. They change your focus. I'll say that again because I think it's important: agile and lean don't change your process; they change your focus.
And the problems inherent with your process don't have to do with focus. You won't fix your problems by becoming agile or lean. You fix your problems by understanding when to be agile, when to be lean, and when to focus on the experience.
In this presentation, we'll tear agile and lean and UX apart to see what makes them work, and what makes them fail. We'll explore the universal activities teams use to get products out the door. And we'll understand the constraints that drive the effectiveness of those activities.
Once we're done, you'll go back to work knowing how to adjust what your team does. But more important, you'll know when to make what adjustment when. You'll be able to create better teams, better products, and better experiences.
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.
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.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
3. THE INSPIRATION
Strategy and the Fat
Smoker
— David Maister
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
4. THE FAT SMOKER
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
6. THE BACKCHANNEL
Use the hashtags to follow the conversation:
#gtdesigned
(Or catch me on Twitter: @austingovella)
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
7. THE FRONTCHANNEL
Grab the slides from SlideShare
and follow along:
http://www.slideshare.net/austingovella/ux-the-power-of-getting-things-designed
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
8. THE NEXTCHANNEL
Austin Govella
@austingovella
austin.govella@gmail.com
My blog:
www.thinkingandmaking.com
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
9. THE MANIFESTO
Designers don't really design anything. Organizations design everything.
What if your organization sucks? Seriously. What do you do then? And then — while
you're at it — do it “agile”, do it “lean”.
Organizations face seven barriers when designing better products and services:
value, focus, time, memory, quality, understanding, and improvement.
We'll look at seven tactics you can use to help overcome these seven barriers.
Instead of changing what you do, change how you do it.
Change the how and enable better design. You can build better, more balanced
teams; better interfaces; and better experiences.
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
10. THE INSPIRATION
Don’t look for the next
opportunity.
The one you have in
hand is the
opportunity.
— Paul Arden
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
11. MORE THINKING
Undercover UX Design UX Team of One
Cennydd Bowles & James Box Leah Buley
New Riders, 2010 Rosenfeld Media, 2012
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
12. WHAT IS UX?
User experience is
understanding context to improve effectiveness.
1. Where will your audience use the interface? From work? From home? The car?
2. How often will they interact? Once. Every hour. Once a month?
3. What do they need to know? Can they learn it? Or will they not have the time?
4. How long will they interact?
5. How critical is the interaction? What happens if they fail? (A nuclear reactor?)
6. How important is it? Likes on Facebook? Signing up for health insurance?
7. How complex is the interaction? One obvious step? Several complex steps?
8. How focused will they be? In a state of flow? At home juggling two kids and dinner?
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
13. SEVEN BARRIERS
Organizations face
seven barriers to designing better experiences.
The organization:
...doesn’t VALUE design
...can’t FOCUS on the design activities it needs to focus on
...doesn’t have TIME to design everything it needs designed
...has no MEMORY about its design decisions
...has a low QUALITY of design by non-designers
...has no UNDERSTANDING about what it takes to do UX
...can’t validate IMPROVEMENT in the user experience
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
14. SEVEN BARRIERS
Organizations face
seven barriers to designing better effectiveness.
The organization:
...doesn’t VALUE effectiveness
...can’t FOCUS on the effectiveness activities it needs to focus on
...doesn’t have TIME to effective everything it needs effective
...has no MEMORY about its effectiveness decisions
...has a low QUALITY of effectiveness by non-designers
...has no UNDERSTANDING about what it takes to do effectiveness
...can’t validate IMPROVEMENT in effectiveness
Learn more about the barriers in my series at Follow the UX Leader:
http://www.followtheuxleader.com/author/agovella
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
15. HOUSTON EXPERIENCE DESIGN
Houston Startup Design Workshop
Tuesday, October 11 (next Tuesday!)
7-10 PM
at
Caroline Collective
http://houstonexperiencedesign.wordpress.com/
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
16. BARRIER 1
The organization
doesn’t VALUE design.
A story about a brand
new UX department at
Comcast (the devil you
know is always better)
17. TRY: TELL A STORY
People understand the world through stories.
Tell a story about design that your coworkers
can use to understand what they can do.
Good stories:
...are TRUE
...use MEMORABLE words and images
...remember something IMPORTANT
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
18. Ex: DISCOVERMODELVALIDATE
By Livia Labate for Comcast Interactive Media, January 2006
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
19. Ex: UX HONEYCOMB
“The UX Honeycomb” by Peter Morville for Semantic Studios, June 2004
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
20. Ex: STUPID USERS
“Are your users S.T.U.P.I.D.” by Stephen Turbek, Boxes and Arrows, March 2011
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
21. END: TELL A STORY
Good stories are TRUE.
Good stories use MEMORABLE
words and images.
Good stories remember
something IMPORTANT.
Another tactic to explore:
Design vision (what one thought would you change in the minds of your coworkers)
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
22. BARRIER 2
The organization can’t
FOCUS on important
design activities.
A story about the
unsexy UX at Comcast.
23. TRY: UX BUCKET
Day-to-day user experience maintenance and
improvements are never as exciting or important
as this week’s newest priority.
So, protect your tasks with a UX bucket.
INVIOLABLE: the bucket is ONLY for UX activities
RESPONSIVE: schedule what you want when you want
IRRESPONSIBLE: no one is responsible; unless you want them to be
Another tactic to explore:
Strict roles (split team between strategic and tactical design)
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
24. BARRIER 3
The organization
doesn’t have TIME to
complete all designs.
A story about letting
dead design lie at
Convio.
25. TRY: SLOUGH WORK
If you don’t have time to do it all, then don’t.
Decide what UX you need to do. Leave the rest to
everyone else.
WHAT’S CRITICAL? Important designs want your love.
WHAT’S AWESOME? If it can be awesome, make it so.
WHAT’S HARD? Complex designs need your love.
WHAT FITS? If it fits, do it. If it doesn’t, don’t.
Advantages:
Level-up your team: more practice, more review, better designers.
Demonstrate value: your UX will be distinctly better
Illustrate impact: the interface reveals time trade-offs
More tactics to explore:
Overbook yourself; More, faster; Doc systems
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
26. ACTIVITY
Stop. Close your eyes and think for a
moment. What project are you working
on that you know needs better UX?
As we continue, think about what’s
stopping you.
27. BARRIER 4
The organization has
no MEMORY about its
design decisions.
A story about too many
cooks in the
preferences kitchen.
28. TRY: DOCUMENT RATIONALE
If you can’t remember, then forget it.
Record your rationale alongside your design so
you don’t need to remember.
Rationale includes:
WHY?
WHAT’S THE GOAL?
WHO’S IT FOR?
WHAT’S THE CONTEXT?
WHAT ARE THE CONSTRAINTS?
OPEN QUESTIONS?
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
29. Ex: DOCUMENT CONTEXT
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
30. Ex: DOCUMENT WHY
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
31. END: DOCUMENT RATIONALE
Record your rationale so everyone remembers.
Rationale includes (in order of importance):
WHY did you identify this need?
WHAT is this for the project’s or the user’s goal?
WHO did you design this for?
WHEN+WHERE is the interaction’s context ?
WHAT are the constraints?
Do you have any OPEN QUESTIONS?
More tactics to explore:
Personas and sample users; Design goals
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
32. BARRIER 5
The organization’s
design QUALITY is too
low.
A story about good
engineers designing
bad things.
33. TRY: BETTER STORIES
Groups deliver the interaction they’re given. If
it’s not the interaction you expected, then you’re
reading different stories.
Stories have:
A MAIN CHARACTER The session attendee
EVENTS tweets a point from the presentation
OTHER ACTORS to their stream
MOTIVATION so they can share the point with their friends.
Shared stories have:
COMMON LANGUAGE The interaction should be like sharing something on Google+.
More tactics to try:
Sketching, Critiques, Guerilla testing, RITE testing, Patterns, Design seeds
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
34. BARRIER 6
The organization
doesn’t UNDERSTAND
what it takes to do UX.
A story about bouncing
off the walls at Convio.
35. TRY: USE THE WALLS
Make the invisible, visible. Photocopy your next
sketch. Print your next wireframe. Create your
next sitemap out of Post-Its on a public wall.
Choose a wall where key influencers will pass by frequently.
Scribble edits on the pages on your wall.
Post iterations on top of the previous version.
Other tactics to try:
Case studies, Viruses
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
36. Ex: THE LADDERS
From “Lean UX: getting out of the deliverables business” by Jeff Gothelf, 2011
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
37. BARRIER 7
The organization has
no way to VALIDATE
good UX.
A story about product
physicals at Comcast.
38. TRY: UX HEALTH CHECK
Evaluating the user experience is as easy said
as done. The UX Health Check lets you evaluate
any user experience.
Choose what you want to measure. (your features)
Choose your scale. (your comparison)
Set your target. (how good do you want to be?)
Measure yourself. (how good are you now?)
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
39. Ex: UX HEALTH CHECK
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
40. END: UX HEALTH CHECK
Evaluate every user experience.
Choose what you want to measure. (your features)
Choose your scale. (your comparison)
Set your target. (how good do you want to be?)
Measure yourself. (how good are you now?)
More tactics you can try:
System Usability Score, Experience value index
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
42. SEVEN BARRIERS
Although organizations face
seven barriers to designing better experiences.
The organization:
...can VALUE design
...can FOCUS on the important design activities
...can find enough TIME to accomplish all design
...can have a MEMORY about its design decisions
...can improve the QUALITY of design by others
...can have an UNDERSTANDING about what it takes to do UX
...can validate IMPROVEMENT
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
43. WORKING BETTER
Made to Stick Designing With Agile
Chip & Dan Heath, 2007 Anders Ramsey, 2011
Back of the Napkin Getting Real
Dan Roam, 2009 Jason Fried, 2009
The Effective Executive Storytelling for User
Peter Drucker, rev. 2006 Experience
Whitney Quesenbery & Kevin Brooks,
Zag 2010
Marty Neumeier, 2006
Information
Rocket Surgery Architecture: Blueprints
Made Easy for the Web
Steve Krug, 2009 Christina Wodtke & Austin Govella,
2009
The Trusted Advisor
David Maister, Charles Green, &
Robert Galford, 2001
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
44. “No” is only part of “Now”
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
45. SHARE!
What’s stopping you
from being a fit non-
smoker?
Let’s talk about your
projects.
46. A NOTE ABOUT AGILE & LEAN
One of the hottest memes in user experience land
continues to be agile+ux and its emerging, younger
sibling, lean+ux.
You’re overworked and under-appreciated. It’s your
job to make sure agile and lean don’t become
synonyms for creating skimpy, malnourished
experiences.
Instead of thinking agile and lean, think about how
you can make you organization a healthy
user experience culture.
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign
47. BALANCED TEAMS
The Balanced Team blog:
http://www.balancedteam.org/
Lean UX: getting out of the deliverables business
http://uxdesign.smashingmagazine.com/
2011/03/07/lean-ux-getting-out-of-the-
deliverables-business/
What is Lean UX?
http://luxr.posterous.com/what-is-lean-ux
UX: The Power of Design Getting Things Designed by Austin Govella • SchipulCon, Houston, TX, Oct 7, 2011 • www.thinkingandmaking.com • @austingovella • #gtdesign