Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
Hi, this deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan.These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
Slides on Norman, Salen and Zimmerman, Haraway are based on the articles by these authors included in Design Studies.A reader. Edited by Hazel Clark and David Brody, Berg, Oxford and New York, 2009. Please see all other sources at the bottom of the slides and at the end of each section.
Images are all credited to their creators and copyright holders, to the best of my knowledge and care. If you are unhappy with the fact that they are used here, of if you think that someone’s rights have not been fully respected in any manner, please mail me to lgalli at pobox dot com and I will promptly remove them
CLASSIFICATION OF SMART ENVIRONMENT SCENARIOS IN COMBINATION WITH A HUMANWEAR...csandit
The development of computer technology has been rapid. Not so long ago, the first computer
was developed which was large and bulky. Now, the latest generation of smartphones has a
calculation power, which would have been considered those of supercomputers in 1990. For a
smart environment, the person recognition and re-recognition is an important topic. The
distribution of new technologies like wearable computing is a new approach to the field of
person recognition and re-recognition. This article lays out the idea of identifying and reidentifying
wearable computing devices by listening to their wireless communication
connectivity like Wi-Fi and Bluetooth and building a classification of interaction scenarios for
the combination of human-wearable-environment.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
Hi, this deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan.These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
Slides on Norman, Salen and Zimmerman, Haraway are based on the articles by these authors included in Design Studies.A reader. Edited by Hazel Clark and David Brody, Berg, Oxford and New York, 2009. Please see all other sources at the bottom of the slides and at the end of each section.
Images are all credited to their creators and copyright holders, to the best of my knowledge and care. If you are unhappy with the fact that they are used here, of if you think that someone’s rights have not been fully respected in any manner, please mail me to lgalli at pobox dot com and I will promptly remove them
CLASSIFICATION OF SMART ENVIRONMENT SCENARIOS IN COMBINATION WITH A HUMANWEAR...csandit
The development of computer technology has been rapid. Not so long ago, the first computer
was developed which was large and bulky. Now, the latest generation of smartphones has a
calculation power, which would have been considered those of supercomputers in 1990. For a
smart environment, the person recognition and re-recognition is an important topic. The
distribution of new technologies like wearable computing is a new approach to the field of
person recognition and re-recognition. This article lays out the idea of identifying and reidentifying
wearable computing devices by listening to their wireless communication
connectivity like Wi-Fi and Bluetooth and building a classification of interaction scenarios for
the combination of human-wearable-environment.
A presentation regarding the Human-Computer Interaction (2015): Design Methodologies.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2014 (10 of 10): Natural User Interfaces. Ubiquitous ComputingSabin Buraga
Key concepts about sensorial experience, natural user interfaces, multimodal interaction, and ubiquitous computing. See also http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
HCI: Design Patterns for Social Web InteractionSabin Buraga
A presentation about social (Web) interaction in the context of HCI (Human-Computer Interaction), with a focus on specific design patterns & several case studies.
For more details, visit http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
A presentation regarding the Human-Computer Interaction (2015): Information Architecture. Design Patterns. Layout, Actions, Data Editing
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2018 (9/10) Affective Factors. From Emotion to Persuasive TechnologiesSabin Buraga
A lecture delivered for Human-Computer Interaction, a post-graduate level discipline taught by Dr. Sabin Buraga at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania.
Visit also https://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2015 (4/10) Visual Design. Information Architecture. Design PatternsSabin Buraga
A presentation regarding the Human-Computer Interaction (2015): Visual Design. Information Architecture. Design Patterns.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
Изучение карьерных ориентаций учащихся школ города ЛангепасаVladimir
Венкова Ксения, Цвирко Евгения, учащиеся 11 социально-экономического класса. Тема работы «Изучение карьерных ориентаций учащихся школ города Лангепаса». Секция «Культурология и психология». Руководитель: Устюжанина Ирина Васильевна, учитель истории МОУ «Гимназия №6»
A presentation regarding the Human-Computer Interaction (2015): Design Methodologies.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2014 (10 of 10): Natural User Interfaces. Ubiquitous ComputingSabin Buraga
Key concepts about sensorial experience, natural user interfaces, multimodal interaction, and ubiquitous computing. See also http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
HCI: Design Patterns for Social Web InteractionSabin Buraga
A presentation about social (Web) interaction in the context of HCI (Human-Computer Interaction), with a focus on specific design patterns & several case studies.
For more details, visit http://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
A presentation regarding the Human-Computer Interaction (2015): Information Architecture. Design Patterns. Layout, Actions, Data Editing
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
HCI 2018 (9/10) Affective Factors. From Emotion to Persuasive TechnologiesSabin Buraga
A lecture delivered for Human-Computer Interaction, a post-graduate level discipline taught by Dr. Sabin Buraga at Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi, Romania.
Visit also https://profs.info.uaic.ro/~busaco/teach/courses/hci/hci-film.html
HCI 2015 (4/10) Visual Design. Information Architecture. Design PatternsSabin Buraga
A presentation regarding the Human-Computer Interaction (2015): Visual Design. Information Architecture. Design Patterns.
For details, visit the HCI discipline Website available at http://profs.info.uaic.ro/~busaco/teach/courses/hci/
Изучение карьерных ориентаций учащихся школ города ЛангепасаVladimir
Венкова Ксения, Цвирко Евгения, учащиеся 11 социально-экономического класса. Тема работы «Изучение карьерных ориентаций учащихся школ города Лангепаса». Секция «Культурология и психология». Руководитель: Устюжанина Ирина Васильевна, учитель истории МОУ «Гимназия №6»
Владислав Харчев, менеджер iSpreadNews.com по странам СНГ
«Практические советы по выбору ниши и аудитории приложений для AppStore
и подходы к созданию приложений»
User Experience - More Than Just a Pretty StickLane Goldstone
Presented at QconSF http://qconsf.com/sf2012/tracks/show_track.jsp?trackOID=678
What is user experience (UX)? Why does it matter? UX design is more than just making things look good. How do you create a compelling product that balances user and business needs, efficiently, using the resources you have?
This presentation provide a framework for thinking about the UX of your product and contains examples of my work as a product designer and UX coach for Agile and Lean Startup teams.
User Experience - More Than Just a Pretty StickC4Media
Video and slides synchronized, mp3 and slide download available at http://bit.ly/YLazIT.
Lane Halley advises on building and organizing a User Experience process based on the Lean Startup cycle. Filmed at qconsf.com.
Lane Halley uses lean design & agile development methods to create Web & mobile products. Prior to joining Carbon Five, Lane worked as a UX coach and trainer (LUXr), an in-house design manager (Liquidnet), an agency designer (Cooper, Hot Studio), a director of User Experience (SenSage) and a video game producer (Mindscape/Electronic Arts).
Los Angeles User Experience Meetup March 5, 2013. "Lean UX with Lane Halley, Jaime Levy and Chris Chandler" at Cross Campus, Santa Monica CA
http://www.meetup.com/ia-55/events/98595432/
Development Prototype Design of Virtual Assembly Application-Based Leap MotionIJAEMSJORNAL
Innovation in design engineering practice is very important in the world of manufacturing in the increasingly competitive global market. Prototyping and evaluation measures are inseparable from the design process in the manufacture of a product. And made one of many physical prototypes require very expensive and time consuming, so the technology of Virtual Reality (VR) is needed, so the industry can quickly and precisely in the decision. VR technology combines a human being with a computer environment visually, touch and hearing, so that the user as if into the virtual world. The goal is that users with hand movements can interact with what is displayed on the computer screen or the user can interact with the environment is unreal to be added into the real world. VR is required for simulations that require a lot of interaction such as prototype assembly methods, or better known as the Virtual Assembly. Virtual Assembly concept which was developed as the ability to assemble a real representation of the physical model, the 3D models in CAD software by simulating the natural movement of the human hand. Leap Motion (accuracy of 0.01mm) was used to replace Microsoft's Kinect (accuracy of 1.5cm) and Motion Glove with flex sensors (accuracy of 1°) in several previous research. Leap mot ion controller is a device that captures every movement of the hand to then be processed and integrated with 3D models in CAD software. And simulation of assembly process virtually in CA D software with hand gestures detected by the leap mot ion, assembly parts can be driven either in translation or rotation, zooming and adding the assembly constraint. It also can perform mouse functions (such as left-click, middle-click, right-click and move the mouse cursor position) to a virtual assembly process simulation on CAD software.
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
Lecture series on Multi-touch. Topic covers; History of HCI, Environment computing, Introduction to tangible interface, IT Project management, and multi-touch workshop. Created in Q1 2010
We’re seeing a potential devaluation of the term UX as lots of inexperienced designers and developers make the slow (and often incomplete) move into user experience.
Looking at how crafts transform into professions by charting the history of Architecture, Andy will explain what the discipline really is, how it evolved, and the skills you need to call yourself a user experience designer.
Andy will outline 10 key traits of a user experience professional and argue that we need to evolve in order to face the challenges ahead. He will also state that user experience doesn't just belong to one role, but is everybody's responsibility. So you don't have to switch careers and become a UX designer in order to influence a product's experience.
Den här presentationen är från ett blixttal jag höll på Lean Tribe Gathering 12 i Växjö.
Jag fösöker svara på frågan: hur funkar det att införa UX-arbete i en Agil utvecklingsmetodik.
Similarities in Perfection Between Magic & Design
Ultimately, we want to provide a perfect experience -- one devoid of flaws and full of delight. This is where experience design and professional magic have much in common, as our desire for perfection is behind what's driving us.
What you may not realize, however, is professional magic has a hundred year jump on experience design. That field's drive for perfection started before the time of Houdini, in the late 1800s. The methods, philosophies, and culture behind their drive has gone through many years of refinement and maturation. There's a lot that today's experience designers can learn from how professional magicians approach their craft.
In this one-of-a-kind presentation, Jared Spool (who studies design) and Reed Spool (who studies and practices professional magic) will discuss the similarities of these two fields and their drive for perfection.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
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.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Expert Accessory Dwelling Unit (ADU) Drafting Services
What is Interaction Design?
1. What is Interaction Design?
Random House Digital Publishing Group
by
Michael Katayama
Colleen Miller
School of Visual Arts
MFA Interaction Design Program Class of 2011
2.
3. FROM IXDA:
“ Interaction Design (IxD) defines the structure and
behavior of interactive products and services.
Interaction Designers create compelling
relationships between people and the interactive
systems they use, from computers to mobile
devices to appliances; Interaction Designers lay
”
the groundwork for intangible experiences.
http://www.ixda.org/
4. “
Information design is the skeleton; visual design is
the flesh, and interaction design is the muscle that
”
joins the two.
-VALERIE CASEY
5. -GILLIAN CRAMPTON-SMITH
founder, Interaction Design Institute Ivrea
http://designinginteractions.com/interviews/GillianCramptonSmith
6. Interaction Design begins
as a discipline. IDEO
designers Bill Moggridge
and Bill Verplank created
Command-line interface like the name.
WordStar were the first pieces
Punch cards were the first of software that were not The world wide web
interace with computers. designed by programmers for brought the need for
ENIAC, UNIVAC programmers better interaction design.
1940 1960 1970 1980 1990 2000 to present
Future?
Henry Dreyfuss created the Sensors and microprocessors
new field of human factors. getting smaller, cheaper and
powerful were placed into
Engineers added Computers designed for physical objects that could
control panels to people beyond computer display awareness.
the front and scientists and trained
experimented with operators. Apple Smart phones and wifi that is
monitors changing the types of interac-
tions we can have.
7. DESIGN
Information Graphic
Design Design
Interaction
Industrial
Architecture Design Design
Human
Computer RESEARCH
ENGINEERING Mechanical Interaction
Engineering Ergonomics PSYCHOLOGY
Computer Human
Science Factors
Electrical Cognitive
Engineering Psychology
http://www.slideshare.net/KMcGrane/week-1-ixd-history-course-overview
8. The Disciplines of User Experience
by Dan Saffer
COLLEEN and
MICHAEL
http://www.kickerstudio.com/blog/2008/12/the-disciplines-of-user-experience/
10. The Nine Pillars of Successful Web Teams
by Jesse James The Nine Pillars
Garrett, 2003
of Successful Web Teams
Jesse James Garrett <jjg@jjg.net>
project management
9 July 2003
The most successful Web teams build their team structures and their
processes on these nine essential competencies:
Project Management: The hub that binds all the tactical competencies
together as well as the engine that drives the project forward to completion,
project management requires a highly specialized set of skills all its own. concrete
Neglecting this area often results in missed deadlines and cost overruns.
d i
design
Concrete Design: Before the abstract design can become a fully realized
user experience, you must determine the specific details of interfaces,
navigation, information design, and visual design. This realm of concrete
design is essential to creating the final product.
tactical
Content Production: Knowing what content you need isn't enough. You also technology content
need to know how you'll produce it. Gathering raw information, writing and
editing, and defining editorial workflows and approvals are all part of content
implementation production
production.
Technology Implementation: Building technical systems
Information architecture and interaction involves a lotand design
hard work and specialized knowledge: languages and protocols, coding
of
debugging, testing and refactoring. The more complex your site, the more
translate strategic objectives into a conceptual
important a competency in technology implementation becomes. abstract
bstra
d
design
framework for the final user experience. design translate
Abstract Design: Information architecture and interaction
strategic
strategic objectives into a conceptual framework for the final user
experience. These emerging disciplines addressing abstract design are
increasingly recognized for their value in the Web development process.
Content Strategy: Content is often the reason users come to your site. But
what content can you offer to meet your users' expectations? How much technology content
content is appropriate, and what form should it take? What style or tone
should it have? Before you can produce that content, you need to answer
strategy strategy
fundamental content strategy questions such as these.
Technology Strategy: Web sites are technologically complex, and getting
more intricate all the time. Identifying the technology strategy for the site –
platforms, standards, technologies, and how they can all interoperate – is
essential to avoiding costly mistakes. site
Site Strategy: Defining your own goals for the site can be surprisingly strategy
trateg
tricky. Arriving at a common understanding of the site's purpose for your
organization, how you'll prioritize the site's various goals, and the means by
which you'll measure the site's success are all matters of site strategy.
User Research: User-centered design means understanding what your
users need, how they think, and how they behave – and incorporating that
understanding into every aspect of your process. User research provides the
raw observations that fuel this insight into the people your site must serve.
user research
adaptive path http://www.jjg.net/ia/pillars/
http://www.adaptivepath.com/
http://www.adaptivepath.com/ideas/essays/archives/000242.php
11. Design Process
DISCOVER DEFINE DESIGN DEVELOP DEPLOY DOCUMENT
Not committed strategy brief 1st iteration detailed launch scope next
to a medium statement (set direction) (skeleton sketches) construction version version
What are users’ primary goals, and
how can they achieve them?
Which information is of higher
importance? How do I draw
users’ attention to them?
How should I incorporate the
user feedback?
Prototyping offers a huge
opportunity for increasing
process efficiency.
12. The 5 Competencies
of User Experience Design
http://uxmatters.com/mt/archives/2007/11/the-five-competencies-of-user-experience-design.php
13. Research Methods Brainstorming Concept model
Observations (contextual inquiry, Gathering the data and finding Creating visualizations of research
fly on the wall, shadowing) patterns using post-its, findings.
whiteboards, sketching of all
Interviews types.
Journals and Surveys
Sources:sheknows.com, onewhiteboardaday.com,
derekchan.com
14. Personas Storyboards Task analysis
A documented set of archetypal people Sketching to illustrate what the
A list of activities that the final design
who are involved with a product of experience of the product or service
will have to support.
service. will be like.
Sources:messagefirst, iainsitute.org
15. Paper prototypes Wireframes User Journey
Low-fidelity testing with the users, Mid-fidelity view of a particular Shows the path of accomplishing a
stakeholders…allowing the users to part of a product. specific goal.
comment on the prototype.
Sources: beyondthekeeboard.com, digitalweb.com,
tigerxtiger.com