Explanation on what is a hand sketch prototype? why it is important? What you need to successfully get ideas from the complete team?
Reference video: https://youtu.be/dxG5tQ7PlfA
This document discusses the evolving roles of designers and developers on technology teams. It notes that user interface and experience have become more important assets than algorithms alone. Designers are now involved earlier in the product development process. Small teams typically have developers and designers working closely together, while medium and large teams involve more specialized roles like product managers, multiple designers and developer teams, and centralized design groups.
In this webinar hosted by MURAL, our own Jim Kalbach discusses each in more detail, with specific tips and techniques, as well as examples from IBM, McBeard and others.
Facilitating Remote Design Thinking: IBM WebinarMURAL
Like most large enterprises, IBM’s success relies heavily on teams spread all around the globe. More important, their success relies on the ability of these distributed to effectively collaborate as well as they would in person. They still demand highly productive remote design meetings, as well as workshops and sessions focused on Design Thinking.
Perhaps no one knows this better than Jordan Shade and Eric Morrow, design coaches and facilitators at IBM. Eric, who is also a certified LUMA instructor, and Jordan help teams around the world implement best practices to facilitate engaging and productive remote design sessions, and they recently shared their secrets with us.
Remote work requires strong facilitator who knows what makes it easier for teams to collaborate across distances and time zones. We believe you can be that facilitator. In webinar, we’ll look at techniques for improving your facilitation skills with MURAL.
Here’s what we’ll cover in this 45-minutes session:
- Preparing to collaborate
- Managing roles and participants
- Tools for collaboration
- Processes and techniques for facilitation
In the occasion of World Usability Day 2014, I presented 11 lessons on UX in the UAE during a session by @UX_UAE at New York University Abu Dhabi, UAE. These lessons were drawn from my observations and experiences over the past few years. What other UX lessons did you learn?
Designers Vs Developers—Can't we all just get alongHollie Lubbock
Teams working across disciplines often suffer from misunderstandings, which creates tension. Let’s look at ways we can better understand each other to create products that users love <3
From Openfest 2015, Sofia https://www.openfest.org/2015/en/schedule/
This document discusses the evolving roles of designers and developers on technology teams. It notes that user interface and experience have become more important assets than algorithms alone. Designers are now involved earlier in the product development process. Small teams typically have developers and designers working closely together, while medium and large teams involve more specialized roles like product managers, multiple designers and developer teams, and centralized design groups.
In this webinar hosted by MURAL, our own Jim Kalbach discusses each in more detail, with specific tips and techniques, as well as examples from IBM, McBeard and others.
Facilitating Remote Design Thinking: IBM WebinarMURAL
Like most large enterprises, IBM’s success relies heavily on teams spread all around the globe. More important, their success relies on the ability of these distributed to effectively collaborate as well as they would in person. They still demand highly productive remote design meetings, as well as workshops and sessions focused on Design Thinking.
Perhaps no one knows this better than Jordan Shade and Eric Morrow, design coaches and facilitators at IBM. Eric, who is also a certified LUMA instructor, and Jordan help teams around the world implement best practices to facilitate engaging and productive remote design sessions, and they recently shared their secrets with us.
Remote work requires strong facilitator who knows what makes it easier for teams to collaborate across distances and time zones. We believe you can be that facilitator. In webinar, we’ll look at techniques for improving your facilitation skills with MURAL.
Here’s what we’ll cover in this 45-minutes session:
- Preparing to collaborate
- Managing roles and participants
- Tools for collaboration
- Processes and techniques for facilitation
In the occasion of World Usability Day 2014, I presented 11 lessons on UX in the UAE during a session by @UX_UAE at New York University Abu Dhabi, UAE. These lessons were drawn from my observations and experiences over the past few years. What other UX lessons did you learn?
Designers Vs Developers—Can't we all just get alongHollie Lubbock
Teams working across disciplines often suffer from misunderstandings, which creates tension. Let’s look at ways we can better understand each other to create products that users love <3
From Openfest 2015, Sofia https://www.openfest.org/2015/en/schedule/
With the increasingly rapid rate of change in technology, it comes with no surprise that we've seen a significant shift in what clients expect from user experience designers. Remember when UX was traditionally a deliverables-based practice? As a Director of User Experience, I’m always re-evaluating how I articulate what I do, how I deliver what I create, and how that output adds value to any given project. Designing user interfaces still requires the same amount of thinking and attention, but our typical UX deliverables (site map, user flows, wireframes) are often no longer as useful or even needed to quickly realize a finished product. At a recent presentation at FLUPA UX Day in Paris, I discussed the principles and methods I’ve found helpful in uncovering the "new UX deliverable.”
In the following presentation, I offer some examples and recommendations on how to successfully evolve your practice and process in response to new client expectations.
1) The document discusses building agile creative teams and outlines foundational beliefs for collaborative creative processes. It emphasizes listening to all team members, respecting others' opinions, and avoiding ego.
2) An agile approach is recommended, allowing creative guardrails instead of rigid rules to provide flexibility for different projects, clients, and users. The core elements of discovery, creative work, and coding should still be included.
3) Discovery is an important phase to understand the audience and objectives. Tools can help identify project details and learn about the users to ensure the design meets their needs.
IXDA PHX Experience Design Roundtable May 2017GoDaddy
The document summarizes an experience design (XD) roundtable meeting hosted by IXDA Phoenix on May 11, 2017. The 6:00-8:00pm meeting included discussions on what experience design is, examples of XD, who should be involved in XD projects and how to get started, research practices for XD, how to communicate XD findings, and best practices. The document provided an agenda, references, and encouraged attendees to join the discussion on experience design.
How to Act Like an Agency within a Company: UX for the EnterpriseFlashGuy13
Your typical medium sized international enterprise will typically outsource to smaller agencies that specialize in Internet marketing, design, and development. By bringing that type of talent in-house, an enterprise can communicate their marketing strategies and messages with greater speed to market and more collective creative control. While the initial capital investment may be greater than simply outsourcing, the long-term benefit of having immediate and direct contact with an in-house team will lead to a greater understanding of company culture and values reflected within the framework of your digital properties.
This document discusses why product teams should build design systems. It notes that as product teams grow, inconsistencies can emerge across products without standardized processes. A design system creates a single source of truth for visual assets and interactions. It allows for more efficient development, faster iteration, and increased product consistency. The document provides recommendations for creating a design system, such as defining design principles, unifying visual design, and creating an interactive component library. It also lists additional resources on design systems.
Neil Everette led the product design for Red Hat Marketplace, which aimed to create a software store where developers could discover, purchase, and deploy applications to any cloud with just a few clicks. Everette created an initial story map and wireframes to plan the user experience. He then worked with partners to develop a product demo for IBM leadership that secured approval and funding for the project. The marketplace aimed to help IBM compete in the multi-cloud market by enabling applications to be built once and deployed anywhere.
ShrinkRay is a platform that allows businesses to create and distribute mobile applications without programming. It provides templates and tools to easily create apps, customize their look and feel, publish and distribute them across devices and social networks, and track analytics on usage. ShrinkRay takes away the complexity of app development so businesses can attract, engage, and convert customers on any mobile device.
From insight to idea, to implementation.
Design Thinking helps us create value-driven innovation.
Lean UX secures success through testing and iterations.
These key ingredients make up a winning combination.
Lillian Ayla Ersoy, BEKK
This document discusses design thinking and lean UX processes. It begins by defining design thinking as a human-centered approach to problem solving that helps organizations become more innovative. It then outlines some key aspects of design thinking like being empathetic, iterative, and daring. The document discusses how design thinking involves gaining insights into user needs and then testing solutions through quick iterations. It introduces lean UX as building the smallest viable product and getting frequent user feedback to learn what works and what doesn't. The overall process involves understanding user needs, generating ideas, rapidly prototyping solutions, and learning through testing with users.
This document summarizes a UX workshop presentation. It includes sections on what UX is, the difference between UI and UX, a case study on the development of the Timble app, and tools that can be used in UX design like personas, user journeys, and analytics. The presentation emphasizes the importance of testing early prototypes with users, gathering feedback in an iterative design process, and measuring product usage to continuously improve the user experience.
This document provides an overview of the mobile app development process. It discusses what app development entails, including front-end development focused on user interface and experience design, and back-end development focused on connecting servers, databases, and applications. The key steps in app development outlined are the discovery session, where the developer understands the app idea, scoping and deep dive to refine details, and considering users, platforms, and revenue models. Prototyping and testing are also mentioned as important parts of the process to refine the app design before full development.
The document provides an overview of the app development process. It discusses what app development entails, including front-end and back-end development. It outlines the key steps in app design and development such as discovery sessions, scoping, defining user experience and interface, revenue models, and prototyping. The document recommends defining goals, conducting market research, and getting started with UI/UX design before development begins. It also lists and describes several popular desktop-based and online prototyping tools.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
The document discusses various topics related to UI/UX design including design principles, tools, methodologies, and best practices. It provides an overview of strategies like the 5S approach to design, user-centered design processes, wireframing and prototyping tools. It also discusses specific design topics such as responsive design, material design, use of icons, fonts, and color palettes. Comparisons are made between approaches like native vs. hybrid apps and adaptations vs. responsiveness. Career goals, responsibilities and qualifications for UI/UX roles are also outlined.
We are overwhelmed with things these days and our lives are cluttered. Everyone is always hurrying and usually just a little late. If you meet people on the streets, nearly all of them have a strained, harassed look, and anyone you meet will tell you there is no time for anything anymore.
The document discusses the applicant's experience in various roles related to user experience design and new media design. It summarizes their education background including a master's degree in New Media Design and bachelor's degree in computer science and engineering. It then provides details of the applicant's work experience in senior UX design roles at various companies working on projects related to financial data products, web and mobile applications, and medical devices. It lists the applicant's skills in areas like UI/UX design, prototyping, research, and software tools. Finally it provides a brief summary of some of the applicant's past projects and qualifications.
Designing Windows 8 application - Microsoft Techdays 2013Markus Jönsson
Presenting the design and UX paradigms when designing for Windows 8. The presentation is focused around the 5 design principles from the Microsoft design guidelines for Windows 8 applications.
The presentation was performed during the Microsoft TechDays 2013 in Helsinki, Finland by Markus Jönsson & Arturs Polis.
Architectural designers create technical drawings, building architecture plans, and documentation. They compose drawings that visually communicate how buildings function and are constructed. They design and plan buildings through architecture plans, which contain drawings, specifications, calculations, and time planning. They also produce other documentation.
Jani Momolu Anderson is a user experience designer and front-end developer with over 20 years of experience in UX/UI design, web design, and development. They have worked on projects for companies such as Playboy Enterprises, Northern Trust, and Supernova Lending. Their portfolio includes the design of an interactive HR tool, a responsive Vue.js app, UX design briefs, marketing websites, a mobile timetracking app, and a content discovery platform.
With the increasingly rapid rate of change in technology, it comes with no surprise that we've seen a significant shift in what clients expect from user experience designers. Remember when UX was traditionally a deliverables-based practice? As a Director of User Experience, I’m always re-evaluating how I articulate what I do, how I deliver what I create, and how that output adds value to any given project. Designing user interfaces still requires the same amount of thinking and attention, but our typical UX deliverables (site map, user flows, wireframes) are often no longer as useful or even needed to quickly realize a finished product. At a recent presentation at FLUPA UX Day in Paris, I discussed the principles and methods I’ve found helpful in uncovering the "new UX deliverable.”
In the following presentation, I offer some examples and recommendations on how to successfully evolve your practice and process in response to new client expectations.
1) The document discusses building agile creative teams and outlines foundational beliefs for collaborative creative processes. It emphasizes listening to all team members, respecting others' opinions, and avoiding ego.
2) An agile approach is recommended, allowing creative guardrails instead of rigid rules to provide flexibility for different projects, clients, and users. The core elements of discovery, creative work, and coding should still be included.
3) Discovery is an important phase to understand the audience and objectives. Tools can help identify project details and learn about the users to ensure the design meets their needs.
IXDA PHX Experience Design Roundtable May 2017GoDaddy
The document summarizes an experience design (XD) roundtable meeting hosted by IXDA Phoenix on May 11, 2017. The 6:00-8:00pm meeting included discussions on what experience design is, examples of XD, who should be involved in XD projects and how to get started, research practices for XD, how to communicate XD findings, and best practices. The document provided an agenda, references, and encouraged attendees to join the discussion on experience design.
How to Act Like an Agency within a Company: UX for the EnterpriseFlashGuy13
Your typical medium sized international enterprise will typically outsource to smaller agencies that specialize in Internet marketing, design, and development. By bringing that type of talent in-house, an enterprise can communicate their marketing strategies and messages with greater speed to market and more collective creative control. While the initial capital investment may be greater than simply outsourcing, the long-term benefit of having immediate and direct contact with an in-house team will lead to a greater understanding of company culture and values reflected within the framework of your digital properties.
This document discusses why product teams should build design systems. It notes that as product teams grow, inconsistencies can emerge across products without standardized processes. A design system creates a single source of truth for visual assets and interactions. It allows for more efficient development, faster iteration, and increased product consistency. The document provides recommendations for creating a design system, such as defining design principles, unifying visual design, and creating an interactive component library. It also lists additional resources on design systems.
Neil Everette led the product design for Red Hat Marketplace, which aimed to create a software store where developers could discover, purchase, and deploy applications to any cloud with just a few clicks. Everette created an initial story map and wireframes to plan the user experience. He then worked with partners to develop a product demo for IBM leadership that secured approval and funding for the project. The marketplace aimed to help IBM compete in the multi-cloud market by enabling applications to be built once and deployed anywhere.
ShrinkRay is a platform that allows businesses to create and distribute mobile applications without programming. It provides templates and tools to easily create apps, customize their look and feel, publish and distribute them across devices and social networks, and track analytics on usage. ShrinkRay takes away the complexity of app development so businesses can attract, engage, and convert customers on any mobile device.
From insight to idea, to implementation.
Design Thinking helps us create value-driven innovation.
Lean UX secures success through testing and iterations.
These key ingredients make up a winning combination.
Lillian Ayla Ersoy, BEKK
This document discusses design thinking and lean UX processes. It begins by defining design thinking as a human-centered approach to problem solving that helps organizations become more innovative. It then outlines some key aspects of design thinking like being empathetic, iterative, and daring. The document discusses how design thinking involves gaining insights into user needs and then testing solutions through quick iterations. It introduces lean UX as building the smallest viable product and getting frequent user feedback to learn what works and what doesn't. The overall process involves understanding user needs, generating ideas, rapidly prototyping solutions, and learning through testing with users.
This document summarizes a UX workshop presentation. It includes sections on what UX is, the difference between UI and UX, a case study on the development of the Timble app, and tools that can be used in UX design like personas, user journeys, and analytics. The presentation emphasizes the importance of testing early prototypes with users, gathering feedback in an iterative design process, and measuring product usage to continuously improve the user experience.
This document provides an overview of the mobile app development process. It discusses what app development entails, including front-end development focused on user interface and experience design, and back-end development focused on connecting servers, databases, and applications. The key steps in app development outlined are the discovery session, where the developer understands the app idea, scoping and deep dive to refine details, and considering users, platforms, and revenue models. Prototyping and testing are also mentioned as important parts of the process to refine the app design before full development.
The document provides an overview of the app development process. It discusses what app development entails, including front-end and back-end development. It outlines the key steps in app design and development such as discovery sessions, scoping, defining user experience and interface, revenue models, and prototyping. The document recommends defining goals, conducting market research, and getting started with UI/UX design before development begins. It also lists and describes several popular desktop-based and online prototyping tools.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
The document discusses various topics related to UI/UX design including design principles, tools, methodologies, and best practices. It provides an overview of strategies like the 5S approach to design, user-centered design processes, wireframing and prototyping tools. It also discusses specific design topics such as responsive design, material design, use of icons, fonts, and color palettes. Comparisons are made between approaches like native vs. hybrid apps and adaptations vs. responsiveness. Career goals, responsibilities and qualifications for UI/UX roles are also outlined.
We are overwhelmed with things these days and our lives are cluttered. Everyone is always hurrying and usually just a little late. If you meet people on the streets, nearly all of them have a strained, harassed look, and anyone you meet will tell you there is no time for anything anymore.
The document discusses the applicant's experience in various roles related to user experience design and new media design. It summarizes their education background including a master's degree in New Media Design and bachelor's degree in computer science and engineering. It then provides details of the applicant's work experience in senior UX design roles at various companies working on projects related to financial data products, web and mobile applications, and medical devices. It lists the applicant's skills in areas like UI/UX design, prototyping, research, and software tools. Finally it provides a brief summary of some of the applicant's past projects and qualifications.
Designing Windows 8 application - Microsoft Techdays 2013Markus Jönsson
Presenting the design and UX paradigms when designing for Windows 8. The presentation is focused around the 5 design principles from the Microsoft design guidelines for Windows 8 applications.
The presentation was performed during the Microsoft TechDays 2013 in Helsinki, Finland by Markus Jönsson & Arturs Polis.
Architectural designers create technical drawings, building architecture plans, and documentation. They compose drawings that visually communicate how buildings function and are constructed. They design and plan buildings through architecture plans, which contain drawings, specifications, calculations, and time planning. They also produce other documentation.
Jani Momolu Anderson is a user experience designer and front-end developer with over 20 years of experience in UX/UI design, web design, and development. They have worked on projects for companies such as Playboy Enterprises, Northern Trust, and Supernova Lending. Their portfolio includes the design of an interactive HR tool, a responsive Vue.js app, UX design briefs, marketing websites, a mobile timetracking app, and a content discovery platform.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
3. Let’s define HOW
User story helps us understand WHAT is required, for WHOM is it required
and WHY is it required.
Hand Sketch prototyping is a way to convey, the HOW.
Once the user stories are ready, each member of the team could create
their own sketch for different screens and user flows. This brings in lot of
ideas on the table. Later team can collaborate to vote the best out of all
collected ideas
4. Stationary required
Stationary:
1. Download printable sheets
from: http://sneakpeekit.com/. Chose whether you
want to do it for phone, tablet or web
2. Pencils
3. Eraser
4. Sharpener
5. Scale/Ruler
6. Sharpie