Week 3 of 6 Virtual Sprint school sessions.
This week we covered the following:
Guest Speaker - Andrew Siu: Journey Mapping
Sprint Journey Map
Setting Goals
Embrace Failure
Week 2 of 6 Virtual Sprint school sessions.
This week we covered the following:
Guest Speaker - Ariel Sims: Problem Framing
Setting the Stage
How Might We
Lightning Talks
Week 1 of 6 Virtual Sprint school sessions.
In this session we covered the following:
Guest speaker, Zayna Khayat, talked about why innovation & design thinking is needed in healthcare
Overview of what a Healthcare Sprint is
Benefits of Healthcare Sprints
History of Healthcare sprint
Real world applications of Healthcare Sprints
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Andréa Crofts
League
Overview
Examining our responsibility as creators to design for disconnection.
The “restore connection” alert isn’t just for devices– it applies to people too. And it’s more important now than ever before.
Digital creators, we need to talk. The rise in mental health as a result of situational stress is a prevailing theme in today’s society, and some of the products we’re building are the root cause. But we have the power to change this. As creators of digital products, how might we enable our users to be more present in their lives? How might we invest in features like Instagram’s activity timer, despite the fact that they’re fundamentally counterintuitive to the usage metrics most behemoth tech companies are driving towards?
We have a responsibility as creators of digital products to enable others to disconnect …and re-connect with themselves, physically and mentally. This intersection is an emerging category Andrea likes to call digital health, and it’s something we can create together.
Objective
To share actionable strategies, principles and considerations for designing with digital health top of mind. Andrea will get into some #realtalk about how we can collectively create more balance and presence for the humans using our products.
Target Audience
Designers and digital creators of all kinds – especially those building digital products at scale!
Level
Open to audience members of any skill level (this is a more high-level talk)
Five Things Audience Members Will Learn
Tips and best-in-class examples of designing for digital health
Design guidelines and principles for designing with digital health in mind
Evidence-based practices to ground your future design decisions
Strategies for re-framing the success metrics of digital products
Design ethics resources
Everyday innovation is defined as a daily process of introducing new ideas, devices, or methods through small improvements. There are different types of innovation, including empowering, sustaining, efficiency, and disruptive innovation. Everyday innovation focuses on making incremental improvements through collaboration, identifying opportunities by listening for user needs, and building habits of innovation. Effective collaboration and feedback are important to driving everyday innovation, with feedback working best when it is specific, goal-oriented, organized, relevant and timely.
The Build, Measure, Learn loop is at the center of the Lean Startup approach, which is becoming increasingly popular among companies of all sizes. While the framework calls for very UX-friendly processes, such as collecting iterative feedback and focusing on building a Minimal Viable Product (MVP) required for doing so, the way most companies implement Build, Measure, Learn is broken and reinforces bad old habits of building first, assuming later. Many engineering teams use Build Measure Learn as an excuse to jump into building a skeleton version of a product, assuming that they can only get good feedback once they have working code. While most of us know you should incorporate research earlier, and the Lean Startup approach actually calls for it, it can be hard to change the minds of development-centered thinkers.
In this session, I’ll provide an overview of the Lean Startup and Build Measure Learn framework, pros and cons of these approaches, and tips for teams to utilize these approaches to infuse learning into their process as soon as possible.
Slides from Amanda Stockwell's talk at Agile2015, "Research is not just for the UX team: Strategies for everyone to understand end-users." Covers an an overview of the key goals of user research, the key methodologies that any team member can employ, concrete tips for how to select the best method given your goal, and advice to craft your research plans the best way to get the information you’re looking for.
What is asked of UX and Dev to create Digital Accessibility is what most people needs under different circumstances! We don't need to re-invent the wheel! We just need to consider Journey Maps for exceptional scenarios and states, such as error states, or abused states! Consider all the frictions that we each experience during our life and how they effect our performance. If we can design for such exceptions, we will deliver a product that is usable by all of users.
Week 2 of 6 Virtual Sprint school sessions.
This week we covered the following:
Guest Speaker - Ariel Sims: Problem Framing
Setting the Stage
How Might We
Lightning Talks
Week 1 of 6 Virtual Sprint school sessions.
In this session we covered the following:
Guest speaker, Zayna Khayat, talked about why innovation & design thinking is needed in healthcare
Overview of what a Healthcare Sprint is
Benefits of Healthcare Sprints
History of Healthcare sprint
Real world applications of Healthcare Sprints
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Andréa Crofts
League
Overview
Examining our responsibility as creators to design for disconnection.
The “restore connection” alert isn’t just for devices– it applies to people too. And it’s more important now than ever before.
Digital creators, we need to talk. The rise in mental health as a result of situational stress is a prevailing theme in today’s society, and some of the products we’re building are the root cause. But we have the power to change this. As creators of digital products, how might we enable our users to be more present in their lives? How might we invest in features like Instagram’s activity timer, despite the fact that they’re fundamentally counterintuitive to the usage metrics most behemoth tech companies are driving towards?
We have a responsibility as creators of digital products to enable others to disconnect …and re-connect with themselves, physically and mentally. This intersection is an emerging category Andrea likes to call digital health, and it’s something we can create together.
Objective
To share actionable strategies, principles and considerations for designing with digital health top of mind. Andrea will get into some #realtalk about how we can collectively create more balance and presence for the humans using our products.
Target Audience
Designers and digital creators of all kinds – especially those building digital products at scale!
Level
Open to audience members of any skill level (this is a more high-level talk)
Five Things Audience Members Will Learn
Tips and best-in-class examples of designing for digital health
Design guidelines and principles for designing with digital health in mind
Evidence-based practices to ground your future design decisions
Strategies for re-framing the success metrics of digital products
Design ethics resources
Everyday innovation is defined as a daily process of introducing new ideas, devices, or methods through small improvements. There are different types of innovation, including empowering, sustaining, efficiency, and disruptive innovation. Everyday innovation focuses on making incremental improvements through collaboration, identifying opportunities by listening for user needs, and building habits of innovation. Effective collaboration and feedback are important to driving everyday innovation, with feedback working best when it is specific, goal-oriented, organized, relevant and timely.
The Build, Measure, Learn loop is at the center of the Lean Startup approach, which is becoming increasingly popular among companies of all sizes. While the framework calls for very UX-friendly processes, such as collecting iterative feedback and focusing on building a Minimal Viable Product (MVP) required for doing so, the way most companies implement Build, Measure, Learn is broken and reinforces bad old habits of building first, assuming later. Many engineering teams use Build Measure Learn as an excuse to jump into building a skeleton version of a product, assuming that they can only get good feedback once they have working code. While most of us know you should incorporate research earlier, and the Lean Startup approach actually calls for it, it can be hard to change the minds of development-centered thinkers.
In this session, I’ll provide an overview of the Lean Startup and Build Measure Learn framework, pros and cons of these approaches, and tips for teams to utilize these approaches to infuse learning into their process as soon as possible.
Slides from Amanda Stockwell's talk at Agile2015, "Research is not just for the UX team: Strategies for everyone to understand end-users." Covers an an overview of the key goals of user research, the key methodologies that any team member can employ, concrete tips for how to select the best method given your goal, and advice to craft your research plans the best way to get the information you’re looking for.
What is asked of UX and Dev to create Digital Accessibility is what most people needs under different circumstances! We don't need to re-invent the wheel! We just need to consider Journey Maps for exceptional scenarios and states, such as error states, or abused states! Consider all the frictions that we each experience during our life and how they effect our performance. If we can design for such exceptions, we will deliver a product that is usable by all of users.
The document outlines the design process for an app called Beehappy, which aims to improve employee health, wellbeing, and career progression. It discusses conducting research through interviews, questionnaires, and competitor analysis to develop user personas and stories. Low- and high-fidelity prototypes were created and tested to refine the simple but colorful design of the app before its completion. The outcome enables a more meaningful user experience by addressing a gap in the market for apps combining mental wellbeing and career tools.
The Athens We Need - Service Design for Sustainable Urban DevelopmentDesign4Future
Using a human-centered design approach to create services for sustainable urban development.
Using community led interventions and initiatives to create sustainable cities. Test this model in the area of Kerameikos (Athens), see if & how it can be implemented in other urban areas and create a strategic road-map.
The project is run in collaboration with Organization Earth (http://www.organizationearth.org/) and is developed under the World Urban Campaign, a United Nation's world-wide initiative about the sustainable development in cities.
Nancy Wojack is a user experience researcher looking for opportunities to help companies develop easy-to-use products that meet customer needs. She has experience leading research for an operational intelligence software platform, developing usability tools and training, and researching customer needs for industrial marking solutions.
Ginger A. Peterson has over 15 years of experience as a graphic designer. She has worked for healthcare, printing, and sporting goods companies. She is proficient in Adobe Creative Cloud programs and has a Bachelor's degree in graphic communications. She is skilled in visual communication design, team collaboration, and meeting client needs and deadlines.
Design Thinking for Library Innovation Workshop SlidesWiLS
Design Concepts, a product design and innovation consulting firm based in Madison, is pleased to partner with WiLS to present a Design Thinking for Library Innovation workshop at WiLS World 2016. Design Thinking is a creative approach to solving problems in a holistic and human-centered way. In this hands-on workshop, we will apply Design Thinking methods to address the challenges facing libraries. Participants will gain an understanding of a framework and process for innovation, and practice techniques including research, analysis, brainstorming, and storytelling to generate inspired solutions.
Background on what infographics are. How they're being used (or not) in higher education. Challenges and suggestions for success and improved outcomes.
Big Data and Big Ideas: Quantitative Modeling in UX Research - T.S. BalajiUXPA International
This presentation will bring big data into the context of UX research by describing how big data can inform usability in three ways, focusing primarily on strategy and quantitative models. A case study involving field research will be explained and the audience will act as the UX team to help build the model at each stage to better understand the theory and final product that resulted. Quantitative models help make product research more interpretable by developing testable, causal relationships between product features and business outcomes (e.g., feel of product and product satisfaction), going beyond descriptive statistics for each feature and attribute. In this way, stakeholders know not just what features are performing or underperforming, but whether those are impacting the overall performance of the product on key outcomes.
UXPA 2015 Big Data & Big Ideas: The Changing Landscape of UX ResearchTS Balaji
The document discusses the changing landscape of UX research and how a UX team at Cox utilizes research and analytics in their design process. The team combines research and analytics functions to generate insights to inform design. They use an iterative design process involving research, prototyping, and analytics to create solutions that meet customer needs and business goals. The presentation outlines their approach to research, analytics, design, and the roles of various team members.
Virtual Sprint School - Week 5 Prototype & TestDesign Lab
Week 5 of 6 Virtual Sprint school sessions.
This week we covered the following:
Breakout: What is the difference between a prototype and a pilot?
Guest Speaker: Robin Hooijer: Prototyping & Testing
Storyboarding
Prototyping
Testing
Sprint Outcomes
This document provides an overview of a project report on a social media application called Eywry. The report was submitted by Hridam Dhimal and Priyanka Sharma to the Department of Computer Application at DAV College to fulfill the requirements for a Bachelor's degree in Computer Application. It includes recommendations from their supervisor, approval letters, acknowledgments, and an abstract describing the project's goal of developing a social media application focused on spreading positivity. The report is organized into chapters covering introduction and background, system analysis and design, implementation and testing, and conclusions.
Experience may be the best teacher, but how does a team experience accessibility? We generally learn best by doing or feeling for ourselves. An accessibility workshop has the power to bring that immediate sense of understanding to teams – and personal understanding results in better solutions. In this session, Jess Vice outlines why accessibility is a strategic investment. With her expertise in UX and design responsibility, she will walk the audience through a framework for a tactical accessibility workshop to make equitable design a priority for every team.
The document outlines the steps for conducting user research through a usability study. It discusses planning the study, including defining goals, questions, metrics, methodology, participants and script. For the study, participants are asked to complete tasks with a prototype and provide feedback. Moderated studies involve a moderator guiding participants, while unmoderated are self-guided. The goals are to understand usability issues and identify areas for improvement prior to product launch.
The basic objective of every firm is to boost sales and overall corporate growth. The importance of UX/UI design in accomplishing this aim is critical. The program's UX/UI design enhances the user experience and customer happiness, which eventually helps grow the number of users of the given application. Check out the UI UX design courses in Bangalore for more information.
Gage Rowe provides his contact information and resume. He has experience in graphic design programs like Photoshop, Illustrator, and InDesign. He completed an Associate's degree in graphic design. Samples of his work include an infographic resume, flyers, a vector image, and a movie poster. The document also includes a work order form and contact information for Crawford Hoying, a property management company.
Mindbowser provides design sprints for clients to test ideas through rapid prototyping. Their design process involves 6 steps: understand user and business needs, define strategy and user journey, generate ideas, review and select top ideas to prototype, create prototypes to test with users, and validate ideas with user and technical testing. They use tools like UI design, prototyping, and project management. Their portfolio includes apps for searching activities, mindfulness meditation, connecting people with similar interests, finding local venues, and competing in sports video challenges.
Being a Remote Product Manager by Groupon Sr PMProduct School
Main Takeaways:
- Working with 3 engineering teams in 3 timezones
- Aligning with a wider international team
- Tools and techniques I use to work remotely
Healthcare Mobile and Web Developed by Montarhealthtechalyzajohn08
Healthcare mobile app development, custom Healthcare web development projects. Take a brief overview of customized solutions. - https://www.montarhealthtech.com/case-studies
Mike delves into Reed's ongoing and dynamic research program, which serves as the foundation for all product and design initiatives within the organisation. He shares how they enable continuous deep research by democratising user research in product teams and creating a regular cadence. This then allows the centralised UX research team to take on larger, more complex and strategic research initiatives. In this session you’ll learn how they’re:
Enabling constant research in product teams
Planning for agile processes
Demonstrating research value
Prioritising larger initiatives
Communicating research for highest impact
Through these strategies, Mike and his teams have successfully created an environment where innovation, based on deep user knowledge, is at the forefront.
Virtual Design School 2020 - COVID Edition, Session 6Design Lab
Guest Speaker - Helen Bevan
Design and Change Agency
World-renowned health care rebel Helen Beven joins us for a candid conversation on the role of design in change agency.
The document discusses techniques for making quick decisions in meetings using a process called the Lightning Decision Jam (LDJ). It involves generating problems, clustering and voting on them, then generating solutions which are also clustered and voted on. Solutions are evaluated based on their potential impact and effort. The LDJ aims to cut through unnecessary discussions and take action. Example topics for problem solving are proposed, such as issues weighing an organization down. The summary concludes by providing contact details to discuss using these decision making techniques.
The document outlines the design process for an app called Beehappy, which aims to improve employee health, wellbeing, and career progression. It discusses conducting research through interviews, questionnaires, and competitor analysis to develop user personas and stories. Low- and high-fidelity prototypes were created and tested to refine the simple but colorful design of the app before its completion. The outcome enables a more meaningful user experience by addressing a gap in the market for apps combining mental wellbeing and career tools.
The Athens We Need - Service Design for Sustainable Urban DevelopmentDesign4Future
Using a human-centered design approach to create services for sustainable urban development.
Using community led interventions and initiatives to create sustainable cities. Test this model in the area of Kerameikos (Athens), see if & how it can be implemented in other urban areas and create a strategic road-map.
The project is run in collaboration with Organization Earth (http://www.organizationearth.org/) and is developed under the World Urban Campaign, a United Nation's world-wide initiative about the sustainable development in cities.
Nancy Wojack is a user experience researcher looking for opportunities to help companies develop easy-to-use products that meet customer needs. She has experience leading research for an operational intelligence software platform, developing usability tools and training, and researching customer needs for industrial marking solutions.
Ginger A. Peterson has over 15 years of experience as a graphic designer. She has worked for healthcare, printing, and sporting goods companies. She is proficient in Adobe Creative Cloud programs and has a Bachelor's degree in graphic communications. She is skilled in visual communication design, team collaboration, and meeting client needs and deadlines.
Design Thinking for Library Innovation Workshop SlidesWiLS
Design Concepts, a product design and innovation consulting firm based in Madison, is pleased to partner with WiLS to present a Design Thinking for Library Innovation workshop at WiLS World 2016. Design Thinking is a creative approach to solving problems in a holistic and human-centered way. In this hands-on workshop, we will apply Design Thinking methods to address the challenges facing libraries. Participants will gain an understanding of a framework and process for innovation, and practice techniques including research, analysis, brainstorming, and storytelling to generate inspired solutions.
Background on what infographics are. How they're being used (or not) in higher education. Challenges and suggestions for success and improved outcomes.
Big Data and Big Ideas: Quantitative Modeling in UX Research - T.S. BalajiUXPA International
This presentation will bring big data into the context of UX research by describing how big data can inform usability in three ways, focusing primarily on strategy and quantitative models. A case study involving field research will be explained and the audience will act as the UX team to help build the model at each stage to better understand the theory and final product that resulted. Quantitative models help make product research more interpretable by developing testable, causal relationships between product features and business outcomes (e.g., feel of product and product satisfaction), going beyond descriptive statistics for each feature and attribute. In this way, stakeholders know not just what features are performing or underperforming, but whether those are impacting the overall performance of the product on key outcomes.
UXPA 2015 Big Data & Big Ideas: The Changing Landscape of UX ResearchTS Balaji
The document discusses the changing landscape of UX research and how a UX team at Cox utilizes research and analytics in their design process. The team combines research and analytics functions to generate insights to inform design. They use an iterative design process involving research, prototyping, and analytics to create solutions that meet customer needs and business goals. The presentation outlines their approach to research, analytics, design, and the roles of various team members.
Virtual Sprint School - Week 5 Prototype & TestDesign Lab
Week 5 of 6 Virtual Sprint school sessions.
This week we covered the following:
Breakout: What is the difference between a prototype and a pilot?
Guest Speaker: Robin Hooijer: Prototyping & Testing
Storyboarding
Prototyping
Testing
Sprint Outcomes
This document provides an overview of a project report on a social media application called Eywry. The report was submitted by Hridam Dhimal and Priyanka Sharma to the Department of Computer Application at DAV College to fulfill the requirements for a Bachelor's degree in Computer Application. It includes recommendations from their supervisor, approval letters, acknowledgments, and an abstract describing the project's goal of developing a social media application focused on spreading positivity. The report is organized into chapters covering introduction and background, system analysis and design, implementation and testing, and conclusions.
Experience may be the best teacher, but how does a team experience accessibility? We generally learn best by doing or feeling for ourselves. An accessibility workshop has the power to bring that immediate sense of understanding to teams – and personal understanding results in better solutions. In this session, Jess Vice outlines why accessibility is a strategic investment. With her expertise in UX and design responsibility, she will walk the audience through a framework for a tactical accessibility workshop to make equitable design a priority for every team.
The document outlines the steps for conducting user research through a usability study. It discusses planning the study, including defining goals, questions, metrics, methodology, participants and script. For the study, participants are asked to complete tasks with a prototype and provide feedback. Moderated studies involve a moderator guiding participants, while unmoderated are self-guided. The goals are to understand usability issues and identify areas for improvement prior to product launch.
The basic objective of every firm is to boost sales and overall corporate growth. The importance of UX/UI design in accomplishing this aim is critical. The program's UX/UI design enhances the user experience and customer happiness, which eventually helps grow the number of users of the given application. Check out the UI UX design courses in Bangalore for more information.
Gage Rowe provides his contact information and resume. He has experience in graphic design programs like Photoshop, Illustrator, and InDesign. He completed an Associate's degree in graphic design. Samples of his work include an infographic resume, flyers, a vector image, and a movie poster. The document also includes a work order form and contact information for Crawford Hoying, a property management company.
Mindbowser provides design sprints for clients to test ideas through rapid prototyping. Their design process involves 6 steps: understand user and business needs, define strategy and user journey, generate ideas, review and select top ideas to prototype, create prototypes to test with users, and validate ideas with user and technical testing. They use tools like UI design, prototyping, and project management. Their portfolio includes apps for searching activities, mindfulness meditation, connecting people with similar interests, finding local venues, and competing in sports video challenges.
Being a Remote Product Manager by Groupon Sr PMProduct School
Main Takeaways:
- Working with 3 engineering teams in 3 timezones
- Aligning with a wider international team
- Tools and techniques I use to work remotely
Healthcare Mobile and Web Developed by Montarhealthtechalyzajohn08
Healthcare mobile app development, custom Healthcare web development projects. Take a brief overview of customized solutions. - https://www.montarhealthtech.com/case-studies
Mike delves into Reed's ongoing and dynamic research program, which serves as the foundation for all product and design initiatives within the organisation. He shares how they enable continuous deep research by democratising user research in product teams and creating a regular cadence. This then allows the centralised UX research team to take on larger, more complex and strategic research initiatives. In this session you’ll learn how they’re:
Enabling constant research in product teams
Planning for agile processes
Demonstrating research value
Prioritising larger initiatives
Communicating research for highest impact
Through these strategies, Mike and his teams have successfully created an environment where innovation, based on deep user knowledge, is at the forefront.
Similar to Week 3 - Virtual Sprint School PPT (20)
Virtual Design School 2020 - COVID Edition, Session 6Design Lab
Guest Speaker - Helen Bevan
Design and Change Agency
World-renowned health care rebel Helen Beven joins us for a candid conversation on the role of design in change agency.
The document discusses techniques for making quick decisions in meetings using a process called the Lightning Decision Jam (LDJ). It involves generating problems, clustering and voting on them, then generating solutions which are also clustered and voted on. Solutions are evaluated based on their potential impact and effort. The LDJ aims to cut through unnecessary discussions and take action. Example topics for problem solving are proposed, such as issues weighing an organization down. The summary concludes by providing contact details to discuss using these decision making techniques.
Virtual Design School 2020 - COVID Edition, Session 5Design Lab
The document describes a virtual design sprint session hosted by AHS Design Lab on prototyping. It includes the following:
- An introduction from the guest speaker Tai Huynh on the importance of prototyping and when and how to prototype at different levels of fidelity.
- Examples shown of prototyping a service for people who use drugs alone to reduce overdose risks.
- Discussion of different types of prototypes like product, service, and policy prototypes.
- Questions and comments in the chat about prototyping.
- Key takeaways around showing not telling with prototypes and how learning is a form of success.
Virtual Design School 2020 - COVID Edition, Session 4Design Lab
The document discusses ideas for improving the experience of elderly patients and their caregivers attending medical appointments at a hospital clinic. It outlines some of the challenges they currently face, such as difficulty finding parking and ensuring the elderly patient is comfortable while the caregiver parks. Brainstorming ideas are provided to address these problems, such as designating a drop-off area for elderly patients, providing valet assistance, and reserving closer parking spots for caregivers. The goal is to make the process of attending appointments safer, less stressful and easier for all involved.
Virtual Design School 2020 - COVID Edition, Session 2Design Lab
The document describes a virtual design school session on reframing problems. It includes a chat discussion with a guest speaker, Margriet Buseman, who discusses empathizing with users and reframing challenges as opportunities. She provides tips on interviewing users and defining problems from their perspective. Participants then practice reframing problems and generating "How might we" questions to explore opportunities. The session models reframing problems and encourages a human-centered approach to design thinking.
This Friday Shift is a conversation with Marlies van Dijk about leading during these troubling times: dealing with fear, adding value, and how to raise uncomfortable topics.
The 3 T’s of Great Virtual Meetings - TechniqueDesign Lab
This document provides an overview of techniques for effective virtual meetings. It discusses the importance of tools, trust, and technique for great virtual meetings. It also lists different types of meetings and provides tips for problem framing, brainstorming, decision making, and action planning in a virtual context. Meeting must-haves include picking the best facilitator, debriefing, working backwards from the desired outcome, encouraging participants to unmute, and having an outcome-driven agenda with high energy.
The 3 T’s of Great Virtual Meetings - TrustDesign Lab
This document provides guidance for creating effective virtual meetings. It emphasizes establishing trust by setting clear expectations, being honest, and asking for help. It recommends keeping meetings short, holding frequent check-ins and retrospectives, and engaging participants through good visuals and different participation methods. The key lessons are to avoid transferring bad in-person meeting habits, make meetings shorter and more frequent, and use virtual time purposefully for action.
Virtual Health + Care Design School - Week 7: Bring it all TogetherDesign Lab
Review of Activity of the Week 6
Guest Speaker: Dr. Alika Lafontaine
Where is a world out there we don't see: Scotoma
Short video: You are listening to real patients
Momentum vs. Moments
What happens after?
Tools for Inspiration
Pro-tips
Key Takeaways
Virtual Health + Care Design School - Week 6: PrototypingDesign Lab
This document discusses prototyping and provides tips for prototyping. It emphasizes that prototyping is important for innovating in evidence-based cultures and is better than many meetings for proving concepts. Prototyping allows for failing quickly and learning, and should be embraced even if only at a basic "good enough" level. A realistic prototype facade is enough to get useful feedback from users. The document encourages showing concepts not just explaining them. It promotes being humble and tells the reader the difference between testing and piloting will be discussed next week.
D4AHS Virtual Health + Care Design School - Week 2: Starting With EmpathyDesign Lab
Review of Activity of the Week 1
Guest Speaker: Paolo Korre
Follow, Interview, Observe your user
Homework for Week 2
Empathize with your user
Key Takeaways
This document discusses co-design in healthcare. It begins by introducing the authors and their organization, the AHS Design Lab. It then contrasts the current reactive healthcare system with the future vision of a more proactive, personalized system designed around the user. The document asks for examples of when systems have not been designed for users and the conditions needed for effective co-design. It provides questions to encourage discussion around using co-design to address issues like senior nutrition. Overall, the document aims to promote the use of co-design and design thinking to create a more patient-centered healthcare system.
Home-spital presentation by Bregje van den HeuvelDesign Lab
The document discusses various "home-spital" solutions that bring aspects of hospital care into the home. It describes diagnostic tests that can be done at home like sample testing, home imaging, and sleep testing. It also outlines hospital-to-home solutions such as early discharge programs, palliative care, and surgeries being done at home. Mental health services are expanding to include cognitive testing, online therapy, and virtual reality therapy in the home as well. Market analyses are also presented for different remote monitoring and home-based care options that aim to reduce hospital admissions and healthcare costs.
Virtual Sprint School - Week 6 - Wrap-upDesign Lab
Week 6 of 6 Virtual Sprint school sessions.
This week we covered the following:
Guest Speaker: Richard Liebrecht
Sprint Details and Logistics
Sprint Facilitator Journey Map
Post Sprint Follow up
Sprint School Evaluation and Certificate
Week 4 of 6 Virtual Sprint school sessions.
This week we covered the following:
Breakout: Why does Brainstorming sucks?
#Ourfaves
Guest Speaker - Lucas Artusi: Analogous Thinking
Comparable Solutions
Crazy 8’s
Solution Sketch
Voting
Breakout: What was the best idea you had to let go off?
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
8. Andrew Siu
BC Patient Safety & Quality Council
Andrew Siu works for the BC Patient
Safety & Quality Council, a government
organization that advances the
improvement of health care quality
across the province.
His practice includes applying human-
centered design and design thinking
toward building products, services, and
experiences that accelerate patient
and quality of care.
#SprintSchool@Design4AHS
50. Key takeaways
•Journey Map is a simple way to help understand
your user journey
•We make decisions through note and vote
•Set a goal that is ambitious #smartgoalssuck
•Make failure fun a again!
#SprintSchool@Design4AHS
54. Next week…
o Guest Speaker: Lucas Artusi
o Comparable Solutions
o Sketching
#SprintSchool@Design4AHS
55. Call me maybe…
•Design Lab: design.lab@ahs.ca
•Twitter: @Design4AHS
#SprintSchool@Design4AHS
Editor's Notes
JM
JM
JM
JM
Pick 2
AA
5 minutes
AA
Day 1 you understand your problem, decide what part of the problem to solve and decide what solutions to test
Day 2: design prototype versions of your solution and test with real users to get their feedback
Day 1 you understand your problem, decide what part of the problem to solve and decide what solutions to test
Day 2: design prototype versions of your solution and test with real users to get their feedback
AA
AA 45 mi – 60 mins
Not perfect, a step of how the user interacts with your system.
People get worried during a journey map.. They hear the map, they think of extremely detailed swim lane, time points. We are not looking for every detail, just map the overall experience of the user.
Max 5-15 steps.
Then make your journey map – often the map is a current state of what’s happening or the lived experience so you can pinpoint your best opportunities to address and improve. You can also do a future state which takes you through the high level experiences you want your customer to have that they don’t currently. This shows you what you need to build and where you want to start on that desired experience / journey
List customers and key players on the left. Draw the ending, with your completed goal, on the right. Finally, make a flowchart in between showing how customers interact with your product. Keep it simple: five to fifteen steps. (p. 65)
Starting with the Problem Statement as the first step, as a group, use your understanding of the Problem Statement to map out the steps of the user's journey through solving that problem
The Facilitator should stand at the whiteboard and draw the flow.
Keep adding steps until you've reached a solution.
How can people in the community, learn about the current day program? We mapped it and we identify what were the biggest problems and challenge.
The biggest problem was , that there was only one way for the community to learn about theprogram. ***
JM- You have listened to lightning talks, you have done how might wes, you have done journ map, you, an awesome problem and you understand your user.
We went from problem identification to what you want to accomplish ?
We will build the strategic smart goal in 15 mins.
Who has been part of a a strategic 1-3-5 year planning meeting?
JJ The question is , and we get them to write or their own sticky notes.
Starting with In 2 years.
Goals and voted.
Energy, in the room, people feel that this is the first big decision in the room.
Faster than before.
Create a goal statement for your personal challenge
Pick one
Another thing that we do , we get pessimistic !!!! In a fun way
Its OK to talk about FAILURE!!!