Scott Berkun gave a presentation on why designers fail and what can be done about it. Some of the key points he discussed included:
- All designers fail 95% of the time, both with designs that never make it past the drawing board as well as failures in implemented designs.
- Common reasons why designers fail include setting the wrong goals, failing to meet goals, and having designs that never had a chance of success due to external factors.
- To address failure, designers need to own their mistakes, study why failures occur and common failure situations, and identify ways to avoid or mitigate failures.
He then discussed specific psychological, skill-based, and organizational reasons for design failures and took a survey
User Experience Design Final Presentations : Including topics like AI Artificial Intelligence, Charities, Business Coaching, Medical Doctor Appointments, Magazines, Opal, Education, Vaping, Pole Dancing, Magazines, Hackathons and Location Based Tracking and more.
This document discusses saboteurs in projects and what can be done about them. It defines a saboteur as someone who wants a project to fail, change direction, or be undermined. Saboteurs do this because they care more about other things like their job, career, expertise or visibility. Saboteurs can be identified by what they say and do, like avoiding documentation, focusing on fringe issues, or questioning decisions. While sabotage is different than disagreement, saboteurs can be effective if left unchecked. The document provides strategies for dealing with saboteurs, such as ignoring those with little influence, closely monitoring task completion, helping redirect focus for those challenged by change, or replacing strongly opposed influential people.
Maria Ruotolo at IBM shared her journey from traditional media into the digital media. Also included tips and resources to get more information on the how-tos.
This document summarizes a presentation on managing UX teams without losing your mind. It discusses hiring the right people by looking for skills like passion, communication abilities, and technical competence. It also covers inspiring teams through clear direction, feedback, and opportunities for learning and growth. When problems arise, the document recommends having regular check-ins, addressing issues directly but respectfully, and being prepared to part ways if needed. Overall, it provides guidance on building effective UX teams through staffing, development, and performance management.
UXPA Lean UX Bridging the gap between UX and DevelopersAndrew Mottaz
Lean UX is an approach that bridges UX and development by focusing on early and frequent user testing of prototypes. This helps build a shared understanding across teams through discovering user needs together. Key aspects include embedding UX in cross-functional Agile teams, prototyping at varying levels of fidelity, and testing assumptions with real users regularly throughout the design and development process. The goal is to iteratively learn and improve the product based on direct user feedback.
Stop Thinking Like an Instructional Designer, Start Thinking Like a Game Desi...Aggregage
Instructional designers tend to think content first and action second. Game designers tend to think action first. Simply changing your mindset from instructional designer to game designer will help you to create engaging and effective instruction. In this unique gamified webinar, Karl Kapp will help you make that shift.
What happens when you have the luxury of leading software projects without trade-offs and you're a Domain-Driven Design fanatic? You start stretching DDD concepts until it hurts and make experiments un uncharted territory.
In this talk, we'll see a few unconventional approached to Context Mapping and what happens when you fully embrace CQRS and Small Aggregates as a modeling paradigm.
User Experience Design Final Presentations : Including topics like AI Artificial Intelligence, Charities, Business Coaching, Medical Doctor Appointments, Magazines, Opal, Education, Vaping, Pole Dancing, Magazines, Hackathons and Location Based Tracking and more.
This document discusses saboteurs in projects and what can be done about them. It defines a saboteur as someone who wants a project to fail, change direction, or be undermined. Saboteurs do this because they care more about other things like their job, career, expertise or visibility. Saboteurs can be identified by what they say and do, like avoiding documentation, focusing on fringe issues, or questioning decisions. While sabotage is different than disagreement, saboteurs can be effective if left unchecked. The document provides strategies for dealing with saboteurs, such as ignoring those with little influence, closely monitoring task completion, helping redirect focus for those challenged by change, or replacing strongly opposed influential people.
Maria Ruotolo at IBM shared her journey from traditional media into the digital media. Also included tips and resources to get more information on the how-tos.
This document summarizes a presentation on managing UX teams without losing your mind. It discusses hiring the right people by looking for skills like passion, communication abilities, and technical competence. It also covers inspiring teams through clear direction, feedback, and opportunities for learning and growth. When problems arise, the document recommends having regular check-ins, addressing issues directly but respectfully, and being prepared to part ways if needed. Overall, it provides guidance on building effective UX teams through staffing, development, and performance management.
UXPA Lean UX Bridging the gap between UX and DevelopersAndrew Mottaz
Lean UX is an approach that bridges UX and development by focusing on early and frequent user testing of prototypes. This helps build a shared understanding across teams through discovering user needs together. Key aspects include embedding UX in cross-functional Agile teams, prototyping at varying levels of fidelity, and testing assumptions with real users regularly throughout the design and development process. The goal is to iteratively learn and improve the product based on direct user feedback.
Stop Thinking Like an Instructional Designer, Start Thinking Like a Game Desi...Aggregage
Instructional designers tend to think content first and action second. Game designers tend to think action first. Simply changing your mindset from instructional designer to game designer will help you to create engaging and effective instruction. In this unique gamified webinar, Karl Kapp will help you make that shift.
What happens when you have the luxury of leading software projects without trade-offs and you're a Domain-Driven Design fanatic? You start stretching DDD concepts until it hurts and make experiments un uncharted territory.
In this talk, we'll see a few unconventional approached to Context Mapping and what happens when you fully embrace CQRS and Small Aggregates as a modeling paradigm.
This document discusses exploratory testing and provides definitions and concepts related to testing. It defines testing, quality, bugs, and why we test. It then discusses exploratory testing and how it is about continuous learning. Elements of exploratory testing discussed include test design, careful observation, critical thinking, diverse ideas, and rich resources. Specific techniques like session-based testing, heuristics, oracles, and fractals are also covered. The importance of context and skills like communication, courage, and self-esteem for testers are emphasized.
A Workshop on how ot teach UX design, based on a one day workshop model. We cover exercise design, how people learn, and how to design the day. Originally Given at General Assemb.ly 12/15/13
Please feel free to reuse with credit.
CTO Universe Leadership Series: The Six Principles of PersuasionBrittanyShear
As senior tech leaders, we often fall prey to thinking that a “good idea” and logical case is sufficient to get the desired response and result. We might be trying to get our CEO on-board with investment in a new technology or a rearchitecture effort, or we might want culture or process changes by our team. Our “good idea” is simply the beginning. An idea must be communicated; a case must be made; and ultimately other people must be persuaded to get onboard.
Michael Carducci brings a fascinating background to this webinar. He’s a technologist and regularly works to help senior leaders improve their results. He’s also a professional mentalist and has been a student of psychology, human behavior and the principles of influence for nearly two decades.
This document summarizes a presentation about improving tasks on a website. It discusses identifying the top 4 tasks that users want to complete, testing the "Find a person" task and finding a 44% failure rate. It emphasizes that improvements should focus first on increasing success rates and reducing failures for the most important tasks before focusing on speed optimizations. Testing with real users is recommended to identify issues and inform iterative improvements.
This is a 'workbook' or a journal used to teach design in Engineering and Architecture programs, first year undergraduate. It reinforces key concepts from lectures, defines activities for students, and 'scaffolds' the design journey aiming to be more flexible as the course progresses. this journal has been reviewed after using it at multiple courses, including 3.007 Introduction to Design at Singapore University of Technology and Design
This document discusses a joint research project between Straits Knowledge in Singapore and Innotecture in Sydney to study how organizations manage expertise. The researchers are using narrative collection, workshops, and an online survey to understand challenges around expertise. Over 180 stories have been collected on the project blog. Workshops have been held in several countries. The survey has received 132 responses so far from knowledge management and related fields. Typologies of expertise and challenges in retaining expertise are presented.
ISPI - Feb 2010 - Performance EnhancingMatthew Moore
The document discusses performance enhancing learning and organizational maturity. It begins with word association exercises related to training, knowledge management, organizational learning, and performance improvement. It then presents a four stage maturity model covering strategic perspective, structure and staffing, methods, and technology. The rest of the document involves discussing where organizations are at currently and providing options for improving in areas like staff skills, roles, methods, and tools.
User-centered UX: Bringing the User into the Design ProcessDave Cooksey
During every design project, everyone involved loves to talk about users. But how often are users actually involved in the design process? In this presentation, we look at practical steps for involving users in the design process and how to employ tried and true user-centric techniques to inform and evaluate our designs.
Learning Solutions 2011 #LS2011 presentation on Learner Experience Design. Address what instructional design can learn from Ux (User Experience Design).
Sometimes, they just don’t get it.
We’re just trying to do the right thing here. Isn’t our success dependent on our users being able to shop, buy, apply or contact us through our web site or app? So if we’re dependent on our users, shouldn’t we at least involve them somehow in the design process?
Not so easy.
For some of “those” people, design is easy. Don’t we already know what the problem is and what design we can use to fix it? Can’t we just leverage best practices? Why do we even need to test the design if we’re experts? No one ever says these things, right?
In the real world, user-centered design and usability is ironically, not that easy to adapt. It’s counterintuitive because it’s such hard work to make things easy. What we have to do is to make what we do easy to understand and easy to choose. This session may not change your reality, but by sharing in some lessons learned, hopefully you’ll have the tools to help change some minds.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
The usability testing document discusses various methods for conducting usability testing, including remote screen sharing, recording user interactions, and analyzing task completion times, errors, and user feedback. It describes card sorting, task elicitation, and enhanced analytics as alternatives if an evaluator prefers machines over people. The document also provides recommendations for open-ended questioning, eye tracking, and using prototypes during testing. Overall, the summary emphasizes different approaches to usability testing and gaining user feedback.
"Content First." Presentation - 2014 MSU IT ConferenceTrevor Barnes
"Content Strategy" and how it relates to a modern front-end web development workflow. Topics covered included content strategy, responsive web design, atomic design, pattern libraries, semantic HTML5 code, Sass, and UX. A focus was put on building and designing sites based on the client’s most important content goals. Content should drive design, not the other way around.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
2010 cognitive science informing the design of attention aware social systemsThierry Nabeth
Presented at the Workshop:
“Management and Governance of Online Communities”
27 May 2010, Paris
Organized by the Orange’s Chair "Innovation and regulation in digital services“
of Ecole Polytechnique, and Télécom ParisTech
The document provides an overview of fundamentals of user interface design. It discusses basic building blocks like lines, shapes, size, color, and texture. It then covers basic design principles such as balance, repetition, alignment and symmetry, contrast, and closure. It uses an example of designing a financial report to demonstrate how to apply these concepts. The example walks through iteratively refining the design by grouping and aligning elements, establishing a visual hierarchy and rhythm, removing redundancy, and highlighting important details. The goal is to design a clear and easily readable interface.
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
Scott Berkun gave a presentation on why designers fail and what can be done about it. He made three key points: 1) designers fail 95% of the time, both with initial designs and when designs are implemented; 2) designers fail because they set the wrong goals, fail to meet goals, or never had a chance at success; 3) to address failure, designers should own their mistakes, study past failures and common causes, and learn how to avoid or mitigate future failures. Berkun discussed psychological, skill-based, and organizational reasons for design failure and presented survey results on the top issues.
This document discusses exploratory testing and provides definitions and concepts related to testing. It defines testing, quality, bugs, and why we test. It then discusses exploratory testing and how it is about continuous learning. Elements of exploratory testing discussed include test design, careful observation, critical thinking, diverse ideas, and rich resources. Specific techniques like session-based testing, heuristics, oracles, and fractals are also covered. The importance of context and skills like communication, courage, and self-esteem for testers are emphasized.
A Workshop on how ot teach UX design, based on a one day workshop model. We cover exercise design, how people learn, and how to design the day. Originally Given at General Assemb.ly 12/15/13
Please feel free to reuse with credit.
CTO Universe Leadership Series: The Six Principles of PersuasionBrittanyShear
As senior tech leaders, we often fall prey to thinking that a “good idea” and logical case is sufficient to get the desired response and result. We might be trying to get our CEO on-board with investment in a new technology or a rearchitecture effort, or we might want culture or process changes by our team. Our “good idea” is simply the beginning. An idea must be communicated; a case must be made; and ultimately other people must be persuaded to get onboard.
Michael Carducci brings a fascinating background to this webinar. He’s a technologist and regularly works to help senior leaders improve their results. He’s also a professional mentalist and has been a student of psychology, human behavior and the principles of influence for nearly two decades.
This document summarizes a presentation about improving tasks on a website. It discusses identifying the top 4 tasks that users want to complete, testing the "Find a person" task and finding a 44% failure rate. It emphasizes that improvements should focus first on increasing success rates and reducing failures for the most important tasks before focusing on speed optimizations. Testing with real users is recommended to identify issues and inform iterative improvements.
This is a 'workbook' or a journal used to teach design in Engineering and Architecture programs, first year undergraduate. It reinforces key concepts from lectures, defines activities for students, and 'scaffolds' the design journey aiming to be more flexible as the course progresses. this journal has been reviewed after using it at multiple courses, including 3.007 Introduction to Design at Singapore University of Technology and Design
This document discusses a joint research project between Straits Knowledge in Singapore and Innotecture in Sydney to study how organizations manage expertise. The researchers are using narrative collection, workshops, and an online survey to understand challenges around expertise. Over 180 stories have been collected on the project blog. Workshops have been held in several countries. The survey has received 132 responses so far from knowledge management and related fields. Typologies of expertise and challenges in retaining expertise are presented.
ISPI - Feb 2010 - Performance EnhancingMatthew Moore
The document discusses performance enhancing learning and organizational maturity. It begins with word association exercises related to training, knowledge management, organizational learning, and performance improvement. It then presents a four stage maturity model covering strategic perspective, structure and staffing, methods, and technology. The rest of the document involves discussing where organizations are at currently and providing options for improving in areas like staff skills, roles, methods, and tools.
User-centered UX: Bringing the User into the Design ProcessDave Cooksey
During every design project, everyone involved loves to talk about users. But how often are users actually involved in the design process? In this presentation, we look at practical steps for involving users in the design process and how to employ tried and true user-centric techniques to inform and evaluate our designs.
Learning Solutions 2011 #LS2011 presentation on Learner Experience Design. Address what instructional design can learn from Ux (User Experience Design).
Sometimes, they just don’t get it.
We’re just trying to do the right thing here. Isn’t our success dependent on our users being able to shop, buy, apply or contact us through our web site or app? So if we’re dependent on our users, shouldn’t we at least involve them somehow in the design process?
Not so easy.
For some of “those” people, design is easy. Don’t we already know what the problem is and what design we can use to fix it? Can’t we just leverage best practices? Why do we even need to test the design if we’re experts? No one ever says these things, right?
In the real world, user-centered design and usability is ironically, not that easy to adapt. It’s counterintuitive because it’s such hard work to make things easy. What we have to do is to make what we do easy to understand and easy to choose. This session may not change your reality, but by sharing in some lessons learned, hopefully you’ll have the tools to help change some minds.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
The usability testing document discusses various methods for conducting usability testing, including remote screen sharing, recording user interactions, and analyzing task completion times, errors, and user feedback. It describes card sorting, task elicitation, and enhanced analytics as alternatives if an evaluator prefers machines over people. The document also provides recommendations for open-ended questioning, eye tracking, and using prototypes during testing. Overall, the summary emphasizes different approaches to usability testing and gaining user feedback.
"Content First." Presentation - 2014 MSU IT ConferenceTrevor Barnes
"Content Strategy" and how it relates to a modern front-end web development workflow. Topics covered included content strategy, responsive web design, atomic design, pattern libraries, semantic HTML5 code, Sass, and UX. A focus was put on building and designing sites based on the client’s most important content goals. Content should drive design, not the other way around.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
2010 cognitive science informing the design of attention aware social systemsThierry Nabeth
Presented at the Workshop:
“Management and Governance of Online Communities”
27 May 2010, Paris
Organized by the Orange’s Chair "Innovation and regulation in digital services“
of Ecole Polytechnique, and Télécom ParisTech
The document provides an overview of fundamentals of user interface design. It discusses basic building blocks like lines, shapes, size, color, and texture. It then covers basic design principles such as balance, repetition, alignment and symmetry, contrast, and closure. It uses an example of designing a financial report to demonstrate how to apply these concepts. The example walks through iteratively refining the design by grouping and aligning elements, establishing a visual hierarchy and rhythm, removing redundancy, and highlighting important details. The goal is to design a clear and easily readable interface.
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
Scott Berkun gave a presentation on why designers fail and what can be done about it. He made three key points: 1) designers fail 95% of the time, both with initial designs and when designs are implemented; 2) designers fail because they set the wrong goals, fail to meet goals, or never had a chance at success; 3) to address failure, designers should own their mistakes, study past failures and common causes, and learn how to avoid or mitigate future failures. Berkun discussed psychological, skill-based, and organizational reasons for design failure and presented survey results on the top issues.
Partnering with Key Stakeholders in UX Strategyuxhow
Before your work will ever reach the end users you are designing for, there is another audience: stakeholders. As a User Experience (UX) professional, you need to partner effectively with product owners, engineers, executives and other key stakeholders.
Improving your site's usability - what users really wantleisa reichelt
Improving your site's usability by understanding what users want. The document discusses conducting user research through methods like usability testing, focus groups, and field research to understand user needs and design websites accordingly. User-centered design is highlighted as an approach that involves both strategic and tactical elements to understand why people use a site and how well they can use it. User research helps uncover real user requirements and avoid making assumptions about what users want.
An Introduction to Design Thinking with Sprint 52 Co-FounderProduct School
The document is about an introduction to design thinking course offered by Product School. It discusses the key stages of the design thinking process - Empathy, Define, Ideate, Prototype, and Test. It provides examples of how to apply each stage, such as brainstorming techniques during Ideation and the importance of user testing. The speaker is Bryan Williams from Sprint 52, who helps Connecticut businesses innovate using methods like design sprints and decision jams.
Words matter: Sharing Vocabulary to Strengthen TeamsAlex Britez
Design is complicated, but sometimes not as complicated as it feels when you are speaking about design with your cross-functional colleagues. In this workshop we will navigate key moments before, during, and after a project when wires tend to get crossed and expectations are poorly set due to miscommunication. We will discuss why it is important to kick off projects with a shared vocabulary that everyone on the team understands, and how not being intentional and concrete about the words we use can cause friction amongst your team, and increase the additional risk to the success of your project. Looking across the stages of design, we will start to layer on this vocabulary to help our teams make decisions, set expectations, and articulate how we arrived at our final designs.
The fun Self-Viraling skill for the Social Media professionalTai Tran
The document discusses networking skills and how to apply them in a social media context. It notes that networking is important for career opportunities as 85% of jobs come from referrals rather than applications. It then provides principles for how to effectively network in social media, including being valuable, identifiable, traceable, consistent, helpful, adaptive, assertive, and authentic when engaging with potential employer communities online. The goal is to develop an online personal brand that differentiates yourself and makes you appealing to potential employers through viral self-promotion in your social networks.
Tom Brinck discusses evolving UX processes to be more adaptive, streamlined, optimized, innovative, collaborative, and concrete. He advocates experimenting with process changes and adopting those that work while abandoning those that don't. Brinck also presents a UX capabilities model that outlines increasing levels of capability from reactive to transformative.
The document discusses the topic of web usability workshops. It covers several key areas:
1. An overview of usability and user-centered design.
2. The benefits of usability to businesses and how ensuring usability can help reduce customer frustration and improve satisfaction.
3. Additional topics covered include user research, design methodology, navigation and information architecture.
The document advertises an upcoming MSDN Developer Conference that will cover Microsoft's cloud computing platform, Windows 7, and .NET skills. It will take place in multiple cities and early registration costs $99. The conference will include sessions on soft skills like managing your career, communication, and creativity as well as organizational dynamics, strategies for success, and a presentation by Philip Wheat from Microsoft.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
User Experience Design: 5 Techniques for Creating Better Websites and Applica...nForm User Experience
The document discusses five techniques for improving user experience in website and application design:
1. Design early by incorporating user experience design into requirements gathering to better understand user needs.
2. Test early and often through prototyping, usability testing, and engaging users to iterate on designs before development is complete.
3. Make prototypes like sketches, flows, and mockups to generate ideas, get stakeholder buy-in, and test designs at low cost before implementing.
4. Focus on user behavior by asking open-ended questions about what users actually do rather than what they say they want.
5. Make "good mistakes" through exploratory prototyping to learn about problems and
This document provides an overview of the user experience design process. It discusses key concepts like human factors engineering, usability, user-centered design, and user experience design. The user experience design process involves gathering user research through contextual inquiry, creating personas and task analyses, designing wireframes and prototypes, testing designs through usability evaluations, and iterating based on user feedback to meet design goals. The overall goal is to understand users and design products that provide a positive experience.
The document discusses risk management in video game production. It tells the story of Crytek founder Cevat Yerli, who was so consumed by the video game Kick Off as a child that he crashed his bicycle into a brick wall. It then provides various tools and diagrams for managing risks in game development, such as mapping connected concepts, using robust triangles to represent relationships between risks and flexibility, and depicting the development process as a factory to identify bottlenecks. Key recommendations include minimizing unknowns, increasing flexibility, reducing dependencies, improving efficiency, addressing the biggest risk first, and using techniques like prototyping and applying the theory of constraints.
The document summarizes Day 1 of a creativity and design workshop. It includes activities to help participants understand creativity, including exploring definitions of creativity through photos and discussions with others. Participants reflected on how they have initiated disruptive change and shared their creative potential. The day addressed views of design through design cases and videos. Activities were aimed at challenging assumptions about creativity and expanding participants' perspectives.
Usability testing involves having people complete tasks while thinking aloud to provide insight into their thought processes. It can be done using paper prototypes, websites, or existing sites. Benefits for designers include uncovering unexpected issues, testing assumptions, and getting stakeholder buy-in. Benefits for site owners are fixing problems early when cheaper, improving customer satisfaction, and increasing conversion rates. Guerilla or informal testing is quick, inexpensive, and provides qualitative insights that can immediately feed back into the design process. It involves recruiting your own test subjects and moderating the sessions yourself.
Executive Directors Chat- Artificial Intelligence - The Good, the Bad, and th...TechSoup
In this webinar, nonprofit Executive Directors how to harness the power of AI while remaining responsible stewards of the invaluable data entrusted to us as nonprofit leaders. Led by Deb Stuligross, a seasoned technology professional with extensive experience working alongside nonprofit organizations.
Similar to Why designers fail and what to do about it (20)
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?
Why designers fail and what to do about it
1. Why designers
fail and what to
do about it
User Interface Conference 13
October 15th, 2008
Scott Berkun
www.scottberkun.com
2. Hi. I’m Scott.
▪ 9 year MSFT veteran (1994-2003)
▪ IE 1.0 -> 5.0, Windows, MSN
▪ Since 2003: Author / Speaker
▪ Bestsellers:
▫ Making things happen, (O’Reilly 2008)
▫ The myths of Innovation, (O’Reilly, 2007)
▪ www.scottberkun.com
▫ Blog, essays, podcasts, videos
3.
4. All men are designers. All that we do, almost all the time,
is design, for design is basic to all human activity. The
planning and patterning of any act toward a desired,
foreseeable end constitutes the design process.
Any attempt to separate design, to make it a thing-by-
itself, works counter to the fact that design is the primary
underlying matrix of life. Design is composing an epic
poem, executing a mural, painting a masterpiece, writing
a concerto.
But design is also cleaning and reorganizing a desk
drawer, pulling an impacted tooth, baking an apple pie,
choosing sides for a backlot baseball game, and
educating a child.
Victor Papernak, Design for the Real World
5.
6. My three points
▪ All designers fail 95% of the time
▫ Failures on drawing board + failures in real world = ?
▪ Why designers fail
▫ Set the wrong goals, Fail to meet goals, Never had a
chance
▪ What to do about it
▫ Own your mistakes
▫ Study failure and common situations
▫ Study how to avoid / mitigate failures
19. Two kinds of failure
▪ Fundamental – system collapse, people
die, etc: Tacoma Narrows, Maginot line,
Microsoft Bob. Rare and dramatic.
▪ Partial / Subjective – Mixed results,
YMMV, basic functions work but to what
standard? Big Dig, Microsoft Vista.
Common and debatable.
22. The stigmas of language
▪ Embarrassing out we are taught to avoid at all costs:
Disaster, Failure, Mistake
▪ But there are many kinds of failure:
▫ Beautiful
▫ Interesting
▫ Unavoidable
▫ Necessary
▫ Breakthrough
▫ Stupid*
▪ We must Experiment to create new design knowledge
▪ We must reward those who find lessons in what we fear
32. I put the video together for a magazine design
workshop I run in Denmark… actually as an
example of things not going well but more
importantly to dismiss the myth with the students
that there is some sort of magical formula for
editorial design, and that sometimes, on a bad
day, you just move stuff around a page until it
feels ok, whilst drinking too much coffee and
cursing the client every time they change
something.
-Matt Wiley, http://www.studio8design.co.uk
33.
34.
35.
36. Questions of Psychology
▪ What am I responsible for?
▪ What are my problem solving tools?
▪ How do I know when I’m stuck?
▪ What are my tools for getting unstuck?
▪ Who can I talk to about this without
embarrassment?
▪ How can I see the problem from the best
perspective?
▪ What fulfils me about my work?
37. Psychological Issues
▪ Unwilling to take political risks
▪ Not enough research before design
▪ Takes limited responsibility for final outcome
▪ Lack of Conviction
▪ Desire to be safe / not stand out
▪ Big ego – expects others to worship
▪ Not receptive to good feedback
▪ Ignorant of their own skill limitations
▪ Unwilling to make firm commitments
40. Not enough influence
▪ Psychology: how hard will you work to get more
influence?
▪ Who has the power to determine your influence? (Your
boss, VP, Project manager, etc.)
▪ Have you talked to them?
▪ In their language? In terms of their goals?
▪ Who do you have the best reputation with? Can they be
your advocate/ally to managers?
▪ Recognize: everyone wants more power. You are not
alone.
▪ If you can’t design a path towards the influence you
want: accept it or leave.
41.
42. Design traps
▪ Category trap – making assumptions without
realizing.
▪ Puzzle trap – problem solving for its own sake.
▪ Numbers trap – believing what’s measured is all
there is.
▪ Drawing trap – Love of the sketch / prototype instead
of what the drawing represents.
Ref: How designers think, Bryan Lawson, pg.227-240
44. Questions of Skill
▪ What am I responsible for?
▪ What skills do I need to fulfill each
responsibility?
▪ How do I evaluate my proficiency at each skill?
▪ Who does X well and how can I learn?
▪ Do other design fields have better techniques for
this than my own?
▪ What are my weakest skills and how do I own
them? (Do I deny them or help them improve?).
▪ Who will give me honest feedback about my
work and work habits?
45. Skill Issues
▪ Poor collaboration skills
▪ Poor understanding of domain
▪ Poor understanding of technology
▪ Poor communication skills
▪ Poor persuasion / pitching skills
▪ Weak interaction design skills
▪ Lack of awareness of user-research methods
▪ Unaware of business strategy
▪ Poor schedule estimation skills
▪ Difficulty bonding with non-design team members
▪ Design complexities: missed requirement, blown
assumption, failed case, blown prioritization
46. What does the What skills do I How will we
project need? have? close the gap?
X
?
47. How to pitch ideas
▪ Persuasion is a skill: It can be learned
▪ It explains that idiot who always gets more budget
than you do
▪ Half of persuasion: willingness to pitch again and
again
▪ Every creative faces 10 to 1 rejection ratio:
▫ Frank Lloyd Wright, Rem Koolhaas, Hemmingway...
▫ Artists, painters, programmers, writers, you name it
▪ Learn something in every pitch
▫ “What could I have done differently that might have
helped me convince you?”
48. How to pitch ideas
▪ Sometimes you have to pitch the same person,
multiple times, with different arguments
▫ Business, Customer, Technology, By-Association
▪ 3 parts: Enthusiasm, clarity, knowing your
audience
▪ Best tip ever – apply design process to the pitch:
▫ Get video camera
▫ Pitch your idea on video
▫ Watch & critique, alone & with co-workers
▫ Revise pitch
▫ Repeat
▪ Google “pitch an idea”
51. Question of O
▪ What power do I need vs. what I have?
▪ How will I make up the difference?
▪ Who has the power I need and how do I
get it from them?
▪ How can I work around the system?
(Maignot)
▪ How can I translate what I want into terms
of what my boss wants?
▪ How much responsibility do I take?
52. Organizational issues
▪ Too much chaos for good design to happen
▪ It's never made safe to fail or experiment
▪ Managers are completely incompetent
▪ Wrong people given power to make design decisions
▪ No real power (staff/budget) granted to designers
▪ Insistence on using latest technology despite UX impact
▪ Managers insist on conservative design (make it blue)
▪ Organizational pressure to use first solution, not a good
solution
▪ Only lip service is paid to “user centered” or “usability”
55. Force tradeoffs from day 1
▪ Is <thing you want> explicitly stated in goals?
▪ If not, do not expect it to happen
▪ If yes, ask:
▫ Will the schedule be slipped to make this goal?
▫ What engineering resources will be dedicated 100% to
user experience tasks? (at discretion of UX team)
▫ How will we prioritize UI bugs against others?
▫ What assurance do I have this goal will be defended by
non-UX management?
59. The Approach
▪ Goal: provoke conversation, provide baseline
▪ Survey of 300: Approx breakdown
▫ 35.2% designers
▫ 16.5% Project managers
▫ 13% Programmer / Tester
▫ 8% usability
▫ 6% Group managers
▫ 3% Marketing
▫ 18.3% Other
▪ 49% manage or lead a team
▪ Sources: IXda mailing list, pmclinic list, my blog
60. Disclaimers
▪ Not intended for rigorous quantitative
analysis – purely qualitative
▪ Some issues overlap, by design
▪ Some questions are leading, by design
▪ This presentation edits issue descriptions
to fit on screen
61. Top Psychological Issues
Do not seek enough data before designing
3.86
Not receptive to critical feedback
3.68
Do not realize their own skill limitations 3.4
Expect others to cater to their whims 3.38
Lack of willingness to fight for a position 3.09
Each issue was rated on 1 to 5 scale, 5 = most
significant
62. Top Skill Issues
Lack of awareness of the business fundamentals 3.64
Poor persuasion / idea pitching skills 3.53
Over-reliance on one kind of design style 3.52
Poor understanding of domain 3.5
Poor communication / collaboration skills 3.47
Poor schedule estimation skills 3.37
Unaware of informal user-research methods 3.22
Weak bonds with non-design team members 3.16
Weak interaction design skills 3.15
63. Top Organizational Issues
Non-designers making design decisions 4.17
Untrained managers making design decisions 4.12
No time is provided for long term thinking 3.78
Only lip-service is paid to quot;User centered designquot; 3.64
Dilution of design by letting everyone have their say 3.62
It's never made safe to fail or experiment 3.61
Pressure to use first solution, not a good solution 3.43
Design team is understaffed 3.33
64.
65.
66. Top 10 overall issues
Non-designers making design decisions 4.17
Untrained managers making design decisions 4.12
Designers do not seek enough data before starting 3.86
No time is provided for long term thinking 3.78
Designers not receptive to critical feedback 3.68
Designers ignorance of business fundamentals 3.64
Only lip-service is paid to quot;User centered designquot; 3.64
Everyone on team has their say on design issues 3.62
It’s never made safe to fail or experiment 3.61
Designers have Poor persuasion / idea pitching skills 3.53
67.
68. 0.00
0.50
1.00
1.50
2.00
2.50
3.00
3.50
4.00
4.50
5.00
Unwilling to
Lack of
Big Ego /
Do not realize
General
Poor
Poor
Over-reliance
Managers
Little interest/
Weak
Lack of
Difficulty
Individual
Limited
Managers do
Managers
People in non-
Organizational
Design team
There is too
Designers are
No time is
69. 0.5
1.5
2.5
3.5
4.5
0
1
2
3
4
5
Unwilling to
Lack of
Big Ego /
Do not realize
General apathy
Poor
Poor
Designers
Over-reliance
Little interest/
Weak
Lack of
Non-Designers
Difficulty
Limited
Managers do
Managers
People in non-
Organizational
Design team
There is too
Designers are
No time is
70. In my oversimplified view, the keys are: passion,
dedication to the idea, willingness to see it
through technical implementation, and the skills
to share & convince people of your vision.
If there are a handful of problems, a good team
can compensate, [But] once you have issues at
too many levels in a team, then yes, the
designer is destined to fail.
- Project Manager
71.
72. Exploration vs. maintenance: if it takes the majority of
staff time to keep up with on-going (read: relentless)
maintenance, who will do the big (read: fun/inspiring)
design projects? quot;Optimal staffingquot; especially in
economically lean times, generally translates to the fun
stuff going to an outside agency, who will indeed have
great ideas and get lots of praise.
The design/dev staff, however, gets to sit on the
sidelines (rather righteously) sulking and go about fixing
broken links and designing another email banner.
Staffing models need a core element that tends to the
care and feeding of the design staff's creative needs or
they'll reap the heaps of burned out clock punchers.
Design is a muscle - you can't pop up off of the
maintenance couch and perform brilliantly in the
triathlon.
- Usability Engineer
73.
74. “In many organizations, design is not seen
as a critical thinking skill, it is thought of as
a process for execution once the hard
decisions are made. “
- Designer
75.
76. Survey: Next Steps
▪ Comparison to other disciplines:
▫ PM, Engineering, Management
▫ “How do PMs fail?”, etc
▪ Tactics per situation
▫ How to avoid each situation
▫ How to recover
▪ Proper data analysis and correlation
▪ Any volunteers?
77.
78. Conclusions
▪ Design is a failure prone activity
▪ We learn more from failures than
successes
▪ One frame: psychology, skill, organization
▪ Top issues: Persuasion skills, Defending
ownership, Design by Managers, Not
enough data
▪ Managers & Individuals share views
▪ Designers & Non-Designers share views
79. My three points
▪ All designers fail 95% of the time
▫ Failures on drawing board + failures in real world = ?
▪ Why designers fail
▫ Set the wrong goals, Fail to meet goals, Never had a
chance
▪ What to do about it
▫ Own your mistakes
▫ Study failure and common situations
▫ Study how to avoid / mitigate failures
81. Why designers Failure
fail: and what to Psychology
do about it Skills
Slides & survey data will be Organization
posted next week at:
www.scottberkun.com/blog
Research
and the IxDA mailing list Q&A