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.
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.
What's makes the difference between good and great design? Or for that matter, between good and great designers?
I don't pretend to know the answer. I've been designing for 10+ years and I still don't consider myself a great designer. What this presentation offers, however, are a few principles I've learned along the path to becoming a great designer.
This document summarizes Day 4 of a creativity and design workshop. It provided ideation techniques like brainstorming, SCAMPER, and the 6-3-5 method. Participants engaged in activities applying these techniques. Recommendations for effective ideation included introducing diversity, exploring problems and solutions, documenting ideas, and avoiding criticism. The document also discussed facilitation best practices and evaluating ideas. It outlined individual and team assignments to reflect on lessons learned and apply them.
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.
What's makes the difference between good and great design? Or for that matter, between good and great designers?
I don't pretend to know the answer. I've been designing for 10+ years and I still don't consider myself a great designer. What this presentation offers, however, are a few principles I've learned along the path to becoming a great designer.
This document summarizes Day 4 of a creativity and design workshop. It provided ideation techniques like brainstorming, SCAMPER, and the 6-3-5 method. Participants engaged in activities applying these techniques. Recommendations for effective ideation included introducing diversity, exploring problems and solutions, documenting ideas, and avoiding criticism. The document also discussed facilitation best practices and evaluating ideas. It outlined individual and team assignments to reflect on lessons learned and apply them.
Design thinking is an iterative process that involves empathizing with users, defining problems from their perspective, ideating solutions, prototyping ideas, and testing prototypes with users. It focuses on understanding user needs through observation and interviews to identify root problems. Potential solutions are then explored through brainstorming techniques and low-fidelity prototyping before gathering user feedback through testing techniques like card sorting and the "Wizard of Oz" method to further refine solutions. The goal is to generate a wide range of ideas and learn through iterative prototyping and user testing.
1. Design thinking is an innovation process that uses empathy, definition, ideation, prototyping, and testing to solve problems in a human-centered way.
2. The document outlines the five steps of design thinking and describes how to conduct each step, from understanding users through empathy to improving prototypes based on testing feedback.
3. Resources for learning design thinking include MOOCs from Stanford University and France Business School, books on the topic, videos from YouTube and TED talks, and websites with tools and case studies.
Introduction to Design Thinking and finding True Lovecoleman yee
This document provides an introduction to design thinking and discusses finding true love. It outlines the design thinking process, which involves defining problems from a human-centered perspective, diverging to generate many potential solutions, converging to prototype and refine ideas, and implementing solutions to observe outcomes and further refine. While discussing true love, the document acknowledges that the author has not found true love and its definition may be unclear or even non-existent.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
The document discusses various tips for PhD students to establish effective relationships and communication with their supervisors. It suggests that students should clarify roles and expectations with their supervisor, gain autonomy over their project gradually, understand their supervisor's incentives and communication style, and be proactive in providing updates, setting deadlines, organizing meetings, and documenting progress. Regular communication through writing reports and keeping supervisors informed is important for successful supervision.
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
How does a designer fit into an organization as a leader alongside their client service, project management, and financial management peers? Or, as happens in many cases, how does a solo designer, studio owner, or in-house group determines that fine balance between the health of the studio from an operational perspective and nurturing a strong creative vision that guides both the client work and the studio culture?
This document provides an overview of design thinking and its 5 stages: empathize, define, ideate, prototype, and test. It discusses how each stage is used to understand user needs, generate solutions, and test prototypes. Examples are given for conducting user interviews and creating user flows, personas, and prototypes. The goal is to generate many solutions to complex problems by understanding user experiences and testing ideas iteratively. Resources are listed for learning more about design thinking methodology.
Getting Personal: Do Personas Help or Hinder Content Design? Kelly Wondracek
Personas are tricky things. While their intent is to understand a user and effectively speak to their needs, they can often lead us astray if we’re not careful. Under the hood, there are often misunderstandings, missed opportunities, and wonky assumptions.
This presentation reflects about lessons learned through audience targeting, particularly in the realm of UX content strategy. How do we avoid personal biases and pave the way for sincere empathy? Is it better to be broad or specific? Is it even possible to assess the unique needs of everyone who will be experiencing your product or design?
Design Principles: The Philopsohy of UX –- Higher Ed EditionWhitney Hess
The document outlines design principles from various organizations and individuals. It discusses establishing principles to guide design work, including researching other principles, gathering goals and needs, and brainstorming with collaborators. Principles should be memorable, avoid conflicts, and help say "no" often. The document provides examples of principles from Google, Facebook, Microsoft, Burning Man, Starbucks and universities to show how principles can be tailored to different contexts. It also discusses when and how to use principles during a design process.
Design Thinking is an iterative exercise on Inspiration, Insight, Ideation & Implementation.
Fail early, Test Often and be creative about your mistakes... never a repeated one!
Workshop at UXBristol by Caroline Jarrett and Francis Rowland. Builds on 'But the lightbulb has to want to change' by Steve Krug and Caroline Jarrett.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This document provides an overview of design thinking and its human-centered approach. It discusses key aspects of the design thinking process such as empathizing to understand user needs, ideating potential solutions, prototyping ideas, and testing prototypes with users. The goal of design thinking is to address real problems through innovative solutions by gaining insights into people's needs and experiences.
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
This document provides tips from 31 experts on how to create an effective presentation. It discusses conducting research on the audience and topic, conceptualizing the presentation around a central message or story, structuring the content visually and in an outline, designing the presentation deck with visuals and formatting, and practicing the speech through multiple dry runs. The tips emphasize understanding the audience, defining the key takeaway, using storytelling principles, removing unnecessary content, and rehearsing frequently to improve delivery.
This document provides an overview of DIY user experience (UX) design techniques that organizations can use to improve their digital products and services without hiring external UX professionals. It discusses design research methods like user interviews and analytics to understand user needs. It also covers usability testing, A/B testing of design variations, and establishing a culture of continuous experimentation and iteration. The document emphasizes listening to users, using both qualitative and quantitative data to inform decisions, testing designs, and completing the feedback loop to ensure ongoing improvements.
The document outlines a 5-step design process of observe, understand, ideate, iterate and implement. It provides tips for each step such as bug booking and interviewing stakeholders for observation and understanding. For ideation it suggests brainstorming, going big, and dirty little prototypes. The document also shows the evolution of a product from 1999-2005 and encourages getting started by keeping an open mind, questioning what you see, and being willing to try ideas through small prototypes and iteration.
Design thinking for Education, AUW Session 1Stefanie Panke
The document provides information about design thinking, including its origins at Stanford University in 2005. It discusses design thinking as a problem-solving method for wicked problems that involves analyzing, synthesizing, diverging and generating insights from different domains. The document outlines a design thinking cycle that participants can work through, including defining the problem, finding ideas and getting feedback, iterating based on feedback, and implementing a prototype. It prompts participants to work through this cycle by designing a surprise for a partner to receive, gathering information about the partner, sketching and developing ideas, and creating a prototype for the partner to interact with.
This document discusses design thinking and provides an overview of its methodology. It introduces IDEO as an iconic example of design thinking and discusses its founder David Kelley. The core principles of design thinking are then outlined, including understanding the problem, observing and researching, generating ideas through prototyping and testing, getting feedback, and implementing solutions. An example is provided of how not applying design thinking caused water filters to fail in the field, despite removing pathogens in the laboratory. Participants are then asked to redesign a street taco stand using design thinking principles.
Why designers fail and what to do about itguest2b0958f
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
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.
Design thinking is an iterative process that involves empathizing with users, defining problems from their perspective, ideating solutions, prototyping ideas, and testing prototypes with users. It focuses on understanding user needs through observation and interviews to identify root problems. Potential solutions are then explored through brainstorming techniques and low-fidelity prototyping before gathering user feedback through testing techniques like card sorting and the "Wizard of Oz" method to further refine solutions. The goal is to generate a wide range of ideas and learn through iterative prototyping and user testing.
1. Design thinking is an innovation process that uses empathy, definition, ideation, prototyping, and testing to solve problems in a human-centered way.
2. The document outlines the five steps of design thinking and describes how to conduct each step, from understanding users through empathy to improving prototypes based on testing feedback.
3. Resources for learning design thinking include MOOCs from Stanford University and France Business School, books on the topic, videos from YouTube and TED talks, and websites with tools and case studies.
Introduction to Design Thinking and finding True Lovecoleman yee
This document provides an introduction to design thinking and discusses finding true love. It outlines the design thinking process, which involves defining problems from a human-centered perspective, diverging to generate many potential solutions, converging to prototype and refine ideas, and implementing solutions to observe outcomes and further refine. While discussing true love, the document acknowledges that the author has not found true love and its definition may be unclear or even non-existent.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
The document discusses various tips for PhD students to establish effective relationships and communication with their supervisors. It suggests that students should clarify roles and expectations with their supervisor, gain autonomy over their project gradually, understand their supervisor's incentives and communication style, and be proactive in providing updates, setting deadlines, organizing meetings, and documenting progress. Regular communication through writing reports and keeping supervisors informed is important for successful supervision.
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
How does a designer fit into an organization as a leader alongside their client service, project management, and financial management peers? Or, as happens in many cases, how does a solo designer, studio owner, or in-house group determines that fine balance between the health of the studio from an operational perspective and nurturing a strong creative vision that guides both the client work and the studio culture?
This document provides an overview of design thinking and its 5 stages: empathize, define, ideate, prototype, and test. It discusses how each stage is used to understand user needs, generate solutions, and test prototypes. Examples are given for conducting user interviews and creating user flows, personas, and prototypes. The goal is to generate many solutions to complex problems by understanding user experiences and testing ideas iteratively. Resources are listed for learning more about design thinking methodology.
Getting Personal: Do Personas Help or Hinder Content Design? Kelly Wondracek
Personas are tricky things. While their intent is to understand a user and effectively speak to their needs, they can often lead us astray if we’re not careful. Under the hood, there are often misunderstandings, missed opportunities, and wonky assumptions.
This presentation reflects about lessons learned through audience targeting, particularly in the realm of UX content strategy. How do we avoid personal biases and pave the way for sincere empathy? Is it better to be broad or specific? Is it even possible to assess the unique needs of everyone who will be experiencing your product or design?
Design Principles: The Philopsohy of UX –- Higher Ed EditionWhitney Hess
The document outlines design principles from various organizations and individuals. It discusses establishing principles to guide design work, including researching other principles, gathering goals and needs, and brainstorming with collaborators. Principles should be memorable, avoid conflicts, and help say "no" often. The document provides examples of principles from Google, Facebook, Microsoft, Burning Man, Starbucks and universities to show how principles can be tailored to different contexts. It also discusses when and how to use principles during a design process.
Design Thinking is an iterative exercise on Inspiration, Insight, Ideation & Implementation.
Fail early, Test Often and be creative about your mistakes... never a repeated one!
Workshop at UXBristol by Caroline Jarrett and Francis Rowland. Builds on 'But the lightbulb has to want to change' by Steve Krug and Caroline Jarrett.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This document provides an overview of design thinking and its human-centered approach. It discusses key aspects of the design thinking process such as empathizing to understand user needs, ideating potential solutions, prototyping ideas, and testing prototypes with users. The goal of design thinking is to address real problems through innovative solutions by gaining insights into people's needs and experiences.
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
This document provides tips from 31 experts on how to create an effective presentation. It discusses conducting research on the audience and topic, conceptualizing the presentation around a central message or story, structuring the content visually and in an outline, designing the presentation deck with visuals and formatting, and practicing the speech through multiple dry runs. The tips emphasize understanding the audience, defining the key takeaway, using storytelling principles, removing unnecessary content, and rehearsing frequently to improve delivery.
This document provides an overview of DIY user experience (UX) design techniques that organizations can use to improve their digital products and services without hiring external UX professionals. It discusses design research methods like user interviews and analytics to understand user needs. It also covers usability testing, A/B testing of design variations, and establishing a culture of continuous experimentation and iteration. The document emphasizes listening to users, using both qualitative and quantitative data to inform decisions, testing designs, and completing the feedback loop to ensure ongoing improvements.
The document outlines a 5-step design process of observe, understand, ideate, iterate and implement. It provides tips for each step such as bug booking and interviewing stakeholders for observation and understanding. For ideation it suggests brainstorming, going big, and dirty little prototypes. The document also shows the evolution of a product from 1999-2005 and encourages getting started by keeping an open mind, questioning what you see, and being willing to try ideas through small prototypes and iteration.
Design thinking for Education, AUW Session 1Stefanie Panke
The document provides information about design thinking, including its origins at Stanford University in 2005. It discusses design thinking as a problem-solving method for wicked problems that involves analyzing, synthesizing, diverging and generating insights from different domains. The document outlines a design thinking cycle that participants can work through, including defining the problem, finding ideas and getting feedback, iterating based on feedback, and implementing a prototype. It prompts participants to work through this cycle by designing a surprise for a partner to receive, gathering information about the partner, sketching and developing ideas, and creating a prototype for the partner to interact with.
This document discusses design thinking and provides an overview of its methodology. It introduces IDEO as an iconic example of design thinking and discusses its founder David Kelley. The core principles of design thinking are then outlined, including understanding the problem, observing and researching, generating ideas through prototyping and testing, getting feedback, and implementing solutions. An example is provided of how not applying design thinking caused water filters to fail in the field, despite removing pathogens in the laboratory. Participants are then asked to redesign a street taco stand using design thinking principles.
Why designers fail and what to do about itguest2b0958f
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
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 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.
The document provides tips for how to be a good developer. It emphasizes soft skills like communication, taking responsibility for relationships, understanding expectations, and asking questions. It also stresses the importance of technical aptitude, experience, and a willingness to learn. The main points are that software development relies on collaboration, complex problems are often people problems, and being a good developer means prioritizing relationships and communication over just technical skills alone.
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
Blind mountain climbing: design processNathan Kane
Nathan Kane discusses his process for UI design and how to get input from various experts. He advocates for a mixture of instinct and input in the design process. Input comes from consulting experts like product managers, engineers, other designers, data analysts, senior leaders, customers, and real usage data. Instinct comes from the designer's experience, education, and gut feelings. The best time to get input varies - more input is needed early to define problems, while later refinement relies more on instinct. The designer's role is deciding when to trust instinct versus seeking input from experts. The advice is to frame challenges, not solutions, and understand design is imperfect and iterative.
Developers, you're designing experiences (and you didn't even know it)P.J. Onori
Designers are from Venus, developers are from Mars. For far too long, the two groups have had difficulties working together. At best, it is dysfunctional, at worst, impossible. In return, we have been drowned in a sea of horrible products.
Great experiences come from design and technology working together to complement each other. In this presentation, the focus in on how developers can be integrated into the design process earlier and more effectively.
This document provides an overview and summary of a seminar on managing your tech career and providing leadership. The seminar covers finding your career path, building your personal brand, evolving your mindset, and providing leadership. For finding your path, it discusses understanding the industry landscape, common roles and titles, compensation factors, and developing a career narrative. For personal branding, it addresses authenticity, performance, using LinkedIn, participating in communities, and asking for help. Evolving your mindset involves developing a technology radar, aligning with core values, embracing growth and learning, and managing imposter syndrome. Providing leadership emphasizes the importance of leadership, leveraging knowledge and experience, serving an evolving role in an ecosystem, achieving
The document discusses lessons learned from transitioning collaborative modelling practices like EventStorming to remote formats. It describes how the author initially stopped all in-person workshops and trainings due to COVID-19. Through experimentation with online tools over 18 months, the author discovered both challenges and opportunities of the remote format. Some key lessons included the outsized impact of digital divides, the importance of asynchronous contributions alongside synchronous sessions, and the ability to leave modelling sessions permanently visible and accessible online. The author outlines various formats and how they may be used remotely or in hybrid formats going forward.
I'm Graduating Soon. Help! How Do I Get into the Tech Field?Tessa Mero
The tech field is booming and more and more companies are moving to be fully remote, giving more options to work at different tech companies. There are so many software engineering jobs open, but it seems so difficult to achieve! A big dream so close, but yet so far away. Whether you are still in college or freshly graduated, the earlier you start the process, the better your chances of getting hired are.
I've been in the tech field for 9 years now, and part of it was teaching programming at a college, working with students, and also being a student myself, I clearly see a pattern of how you can become "zero to successful" if you follow a very simple plan. I've mentored countless students as well as junior developers throughout my career. So, what's the plan?
Mentorship.
Personal Projects/Learning
Contributions.
Building a Personal Brand.
Networking.
Mock Interviews.
I'm going to go over these key points into more detail and how you can get started with it. I'll also have plenty of resources to provide for you that will help you with your next steps.
You will gain a lot of knowledge from this session and will feel not only more confident, but you'll feel the fire in your soul to want to make your dreams come true.
Are you ready to get hired?
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.
Structured soft skills (not only) for Technical Leaders - Agilia Brno 2014BNS IT
You are not a born leader. You haven't been prepared to be one but you were chosen to be. And then everything changed. Now you should be a good communicator, negotiator, mediator, facilitator, motivator. You have heard that you should be a servant leader, should prefer collaboration over contract negotiation, people over processes but … you think: „What the heck should I exactly do?“ Most of the leadership hints are general, fuzzy and unstructured. If it sounds familiar to you, this is a talk for you.
We will talk about fundamental soft skills in a structured way. You will see a lot of schemas, diagrams, algorithms, dependencies you weren't aware of before. This way misty soft world will become familiar and easier to understand for left-brainers (people loving to think in an analytical way).
What we will talk about?
How to resolve tough (conflict) situations.
How to find a problem solution.
How to conduct effective meetings in a way nobody told you about earlier.
Who will benefit from this?
Technical leaders, team leaders, any other kind of leaders working dealing with software development.
Leaders and all technical folks interested in developing their soft skills.
Technical guys (developers, testers, ux designers) at least having clue that soft skills might be really important in their work.
Building A Successful Technology Career. Surviving and thriving in a technology career can be quite difficult. First you need to focus on your technical chops. Then you have to figure out how to work with your team members and manage your boss. We will cover the steps it takes to make a tech career successful.
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.
This document provides advice and perspectives on management and leadership from Diego Pacheco. Some of the key points discussed include:
- Ego can distort reality and inhibit innovation, so leaders should suppress ego with humility.
- Not all communication needs to happen between all people; structured teams are better models than rigid organization charts.
- Feedback is difficult to give and receive but is important for growth if approached without emotion or defensiveness.
- Scenario modeling and role playing exercises can help train leaders by anticipating problems before they occur.
This document summarizes a meetup for DC-based product managers. It introduces the organizers and objective to create a local PM community. It then discusses what makes an excellent PM, including empathy, articulating a vision, rallying a team, and iterating. Etiquette tips emphasize respecting others and assuming good intentions. Gaining respect involves removing roadblocks, building relationships, and admitting mistakes. Achieving buy-in requires transparency and involving others in decision making. When disagreeing, save "no's" for what matters and get allies. Creating empathy involves involving engineers and establishing accountability. The document also covers writing good user stories, designs, and bugs.
This document provides an overview of project management and leadership. It discusses the roles and responsibilities of a project manager, including working with stakeholders, translating requirements, managing expectations, and communicating status. It introduces common project management frameworks like waterfall and agile methodologies. It emphasizes the importance of vision, managing expectations through the triple constraint of scope, time and cost, and focusing on people over processes through effective leadership and communication.
Design Thinking to Co-Design Solutions: Presented at ACMP 2018Enterprise Knowledge
This presentation from EK's Rebecca Wyatt and Claire Brawdy details how the Design Thinking process can be applied to facilitate sessions and engage end users in the design process. Originally presented at the ACMP Change Management 2018 Conference in Las Vegas.
Slides from Minnebar 2015 and 2016. Targeted to managers who have never lead a tech team before, or technologist new to management. Primary focus is software development and start-up / entrepreneurs.
Taurus Zodiac Sign: Unveiling the Traits, Dates, and Horoscope Insights of th...my Pandit
Dive into the steadfast world of the Taurus Zodiac Sign. Discover the grounded, stable, and logical nature of Taurus individuals, and explore their key personality traits, important dates, and horoscope insights. Learn how the determination and patience of the Taurus sign make them the rock-steady achievers and anchors of the zodiac.
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
3 Simple Steps To Buy Verified Payoneer Account In 2024SEOSMMEARTH
Buy Verified Payoneer Account: Quick and Secure Way to Receive Payments
Buy Verified Payoneer Account With 100% secure documents, [ USA, UK, CA ]. Are you looking for a reliable and safe way to receive payments online? Then you need buy verified Payoneer account ! Payoneer is a global payment platform that allows businesses and individuals to send and receive money in over 200 countries.
If You Want To More Information just Contact Now:
Skype: SEOSMMEARTH
Telegram: @seosmmearth
Gmail: seosmmearth@gmail.com
Industrial Tech SW: Category Renewal and CreationChristian Dahlen
Every industrial revolution has created a new set of categories and a new set of players.
Multiple new technologies have emerged, but Samsara and C3.ai are only two companies which have gone public so far.
Manufacturing startups constitute the largest pipeline share of unicorns and IPO candidates in the SF Bay Area, and software startups dominate in Germany.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
The Evolution and Impact of OTT Platforms: A Deep Dive into the Future of Ent...ABHILASH DUTTA
This presentation provides a thorough examination of Over-the-Top (OTT) platforms, focusing on their development and substantial influence on the entertainment industry, with a particular emphasis on the Indian market.We begin with an introduction to OTT platforms, defining them as streaming services that deliver content directly over the internet, bypassing traditional broadcast channels. These platforms offer a variety of content, including movies, TV shows, and original productions, allowing users to access content on-demand across multiple devices.The historical context covers the early days of streaming, starting with Netflix's inception in 1997 as a DVD rental service and its transition to streaming in 2007. The presentation also highlights India's television journey, from the launch of Doordarshan in 1959 to the introduction of Direct-to-Home (DTH) satellite television in 2000, which expanded viewing choices and set the stage for the rise of OTT platforms like Big Flix, Ditto TV, Sony LIV, Hotstar, and Netflix. The business models of OTT platforms are explored in detail. Subscription Video on Demand (SVOD) models, exemplified by Netflix and Amazon Prime Video, offer unlimited content access for a monthly fee. Transactional Video on Demand (TVOD) models, like iTunes and Sky Box Office, allow users to pay for individual pieces of content. Advertising-Based Video on Demand (AVOD) models, such as YouTube and Facebook Watch, provide free content supported by advertisements. Hybrid models combine elements of SVOD and AVOD, offering flexibility to cater to diverse audience preferences.
Content acquisition strategies are also discussed, highlighting the dual approach of purchasing broadcasting rights for existing films and TV shows and investing in original content production. This section underscores the importance of a robust content library in attracting and retaining subscribers.The presentation addresses the challenges faced by OTT platforms, including the unpredictability of content acquisition and audience preferences. It emphasizes the difficulty of balancing content investment with returns in a competitive market, the high costs associated with marketing, and the need for continuous innovation and adaptation to stay relevant.
The impact of OTT platforms on the Bollywood film industry is significant. The competition for viewers has led to a decrease in cinema ticket sales, affecting the revenue of Bollywood films that traditionally rely on theatrical releases. Additionally, OTT platforms now pay less for film rights due to the uncertain success of films in cinemas.
Looking ahead, the future of OTT in India appears promising. The market is expected to grow by 20% annually, reaching a value of ₹1200 billion by the end of the decade. The increasing availability of affordable smartphones and internet access will drive this growth, making OTT platforms a primary source of entertainment for many viewers.
The 10 Most Influential Leaders Guiding Corporate Evolution, 2024.pdfthesiliconleaders
In the recent edition, The 10 Most Influential Leaders Guiding Corporate Evolution, 2024, The Silicon Leaders magazine gladly features Dejan Štancer, President of the Global Chamber of Business Leaders (GCBL), along with other leaders.
SATTA MATKA SATTA FAST RESULT KALYAN TOP MATKA RESULT KALYAN SATTA MATKA FAST RESULT MILAN RATAN RAJDHANI MAIN BAZAR MATKA FAST TIPS RESULT MATKA CHART JODI CHART PANEL CHART FREE FIX GAME SATTAMATKA ! MATKA MOBI SATTA 143 spboss.in TOP NO1 RESULT FULL RATE MATKA ONLINE GAME PLAY BY APP SPBOSS
Zodiac Signs and Food Preferences_ What Your Sign Says About Your Tastemy Pandit
Know what your zodiac sign says about your taste in food! Explore how the 12 zodiac signs influence your culinary preferences with insights from MyPandit. Dive into astrology and flavors!
How MJ Global Leads the Packaging Industry.pdfMJ Global
MJ Global's success in staying ahead of the curve in the packaging industry is a testament to its dedication to innovation, sustainability, and customer-centricity. By embracing technological advancements, leading in eco-friendly solutions, collaborating with industry leaders, and adapting to evolving consumer preferences, MJ Global continues to set new standards in the packaging sector.
Discover timeless style with the 2022 Vintage Roman Numerals Men's Ring. Crafted from premium stainless steel, this 6mm wide ring embodies elegance and durability. Perfect as a gift, it seamlessly blends classic Roman numeral detailing with modern sophistication, making it an ideal accessory for any occasion.
https://rb.gy/usj1a2
IMPACT Silver is a pure silver zinc producer with over $260 million in revenue since 2008 and a large 100% owned 210km Mexico land package - 2024 catalysts includes new 14% grade zinc Plomosas mine and 20,000m of fully funded exploration drilling.
Company Valuation webinar series - Tuesday, 4 June 2024FelixPerez547899
This session provided an update as to the latest valuation data in the UK and then delved into a discussion on the upcoming election and the impacts on valuation. We finished, as always with a Q&A
Company Valuation webinar series - Tuesday, 4 June 2024
Whydesignersfail fin
1. User Interface Conference 13
October 15th, 2008
Scott Berkun
www.scottberkun.com
Why designers
fail and what to
do about it
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
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 "User centered design" 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 "User centered design" 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
69. 0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
5
Unwilling to
Lack of
Big Ego /
Do not realize
General apathy
Poor
Poor
Over-reliance
Little interest/
Weak
Lack of
Difficulty
Limited
Managers do
Managers
People in non-
Organizational
Design team
There is too
Designers are
No time is
DesignersNon-Designers
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? "Optimal staffing" 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