Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
UX 101: The secrets of good (web & mobile) designMary Lan
User experience design is about more than just being pretty. In this presentation, I talk about form and function and provide quick tips for evaluating your own designs and products.
Ladies that UX - CPH
We had our #2 meetup Wednesday, January 11th where we dived into the question "What the F*** is UX" and the different roles of the UX Designer.
The entire thing is always in a state of flux because the field of technology and people is always changing.
So look at this more as guidelines than something that's set in stone!
We want to thank Momondo for hosting us and their wonderful UX ladies to share insights into their work!
#LTUXCPH #CPHFTW
LUXr 1-day workshop, Wed November 07, 2012 [San Francisco]LUXr
User Experience is one of the most challenging and least understood aspects of creating a product...and yet it will make or break your product. This deck is from the LUXr 1-day workshop, UX for Lean Startups.
Join Tristan Kromer (@trikro), Master Coach and Co-Founder at LUXr, to learn Lean Startup methods that help you both make the right product, and make your product right.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
Presented at Iowa Code Camp, May 2010: Iterative and Agile development mean shorter cycles and a desperate need for quick feedback. Luckily, improving the user experience of your software doesn’t require days in a lab. This session will present more than twenty-five tools and techniques for gaining insight into your users’ minds and actions.
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
BAM! POW! Beloved superhero Daredevil squelches his enemies with speed and precision, completely uninhibited by his blindness. Overcoming adversity, discovering superpowers, and saving the world are common themes in comics and graphic novels. Our mission is to bring those themes into the world of accessible design.
The World Heath Organization and the World Bank report that nearly 1 out of 7 of the world's population has some form of disability. Creating products and services that don't include alternate interaction models is a failure on a global scale. Designers and engineers are the middlemen between disability and super-ability, and it is our duty to help break interface barriers. This session will explore examples and methods for understanding and practicing accessible design.
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
UX 101: The secrets of good (web & mobile) designMary Lan
User experience design is about more than just being pretty. In this presentation, I talk about form and function and provide quick tips for evaluating your own designs and products.
Ladies that UX - CPH
We had our #2 meetup Wednesday, January 11th where we dived into the question "What the F*** is UX" and the different roles of the UX Designer.
The entire thing is always in a state of flux because the field of technology and people is always changing.
So look at this more as guidelines than something that's set in stone!
We want to thank Momondo for hosting us and their wonderful UX ladies to share insights into their work!
#LTUXCPH #CPHFTW
LUXr 1-day workshop, Wed November 07, 2012 [San Francisco]LUXr
User Experience is one of the most challenging and least understood aspects of creating a product...and yet it will make or break your product. This deck is from the LUXr 1-day workshop, UX for Lean Startups.
Join Tristan Kromer (@trikro), Master Coach and Co-Founder at LUXr, to learn Lean Startup methods that help you both make the right product, and make your product right.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
Presented at Iowa Code Camp, May 2010: Iterative and Agile development mean shorter cycles and a desperate need for quick feedback. Luckily, improving the user experience of your software doesn’t require days in a lab. This session will present more than twenty-five tools and techniques for gaining insight into your users’ minds and actions.
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
BAM! POW! Beloved superhero Daredevil squelches his enemies with speed and precision, completely uninhibited by his blindness. Overcoming adversity, discovering superpowers, and saving the world are common themes in comics and graphic novels. Our mission is to bring those themes into the world of accessible design.
The World Heath Organization and the World Bank report that nearly 1 out of 7 of the world's population has some form of disability. Creating products and services that don't include alternate interaction models is a failure on a global scale. Designers and engineers are the middlemen between disability and super-ability, and it is our duty to help break interface barriers. This session will explore examples and methods for understanding and practicing accessible design.
UCD / IxD Introduction - User centric design, interaction designsdavis6b
An introductory talk on User Centric Design / Interaction Design (IxD). This covers Alan Cooper's ideas about effective role and goal modeling to facilitate smoother software development, and ultimately, better software.
Undeniably 2020 has been an unpredictable year. This originated some creativity for innovation as much as adaptation and acceleration of existent ideas.
Every so often at Cocoon we feel the need to review these technologies and approaches and filter what we feel is relevant for us and our clients into a document that we share internally and externally.
This year we gave this document a linear context: Digital Global Humanism.
Up until recently people were the central focus in digital businesses and ecosystems.
Businesses started by embracing humanism to achieve their results and to enable clients to access their products in the easiest ways possible.
But now we also need to remind people about their own responsibility for the Earth. We added this to our process of business transformation.
Jon Mann and I conducted kinetic brainstorming workshop at APDF. We were asked to combine our view with five other design leaders representing four design firms; Gavin Kelly, Rob Girling, Steve Portigal and Scott MacInnes.
An excellent primer explains the fundamentals essential to creating an intuitive, user-centered interface for web sites, mobile apps and virtually any digital media publication
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
This essential primer distills the critical principles of User Interface (UI) design to 20 fundamental rules. Created by Josh Porter (Director of UX at HubSpot), this guide is a must-have for UX / UI professionals.
These principles are equally valuable to those looking to understand User Experience and User Interface best practices in a quick, well-written and comprehensive deck.
Examples:
01 - Clarity is job #1
02 - Interfaces exist to enable interaction
03 - Conserve attention at all costs
04 - Keep users in control
05 - Direct Manipulation is best
These and the rest of the 20 principles offer basic rules supported by reasoning that is intuitive, makes sense and builds on the information in preceding slides.
The Cliff Notes Bible of delivering great, effective & powerful UI experiences.
I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, and Affordance.
Additionally, this presentation contains a few slides with what you can say are closed captions because I felt they were needed in order to help explain a few items.
Parte da semana de mentoria online do UX Online Team.
Falamos sobre negócios e UX, com a sensibilidade de falar a língua de Business e olhar para dentro da empresa em momentos de crise. Usar o momento e as ferramentas de design para fazer projetos decolarem.
Assistam ao vídeo em:
https://www.facebook.com/watch/live/?v=266111651436322&ref=watch_permalink
Entrando em contato com valor: experiências de onboarding em produtoBruno Canato
Produtos existem para entregar soluções para pessoas reais - entregar valor, em outras palavras. E o momento de onboarding deveria ser o menor caminho para conectar a pessoa ao valor desejado. O que separa as boas táticas de onboarding das más?
Apresentação da aula aberta na FESPSP - Organização da vida cotidiana: Como design ajuda a economizar o esforço e o pensamento das pessoas.
Uma aula aberta sobre design, UX design, tecnologia e biblioteconomia.
Jogando com a vida: Gamificação ≠ Comunicação
Desde que games se ficaram mainstream, as indústrias do marketing e do design se tornaram fascinadas pelo que a lógica dos jogos pode oferecer em motivação e ação das pessoas para assuntos complexos ou pouco agradáveis. É comum, entretanto, ver o emprego de elementos de game sem a efetividade dos mesmos. Como realmente podemos usar o melhor dos jogos com o intuito de explicar e nos conectar com os usuários?
Palestra minha para o World Information Architecture Day 2018, na EBAC.
Arquitetura de informação, sistemas de recuperação e pequenos ecossistemas de...Bruno Canato
Palestra ministrada na 10a. Semana de Biblioteconomia da USP - falando sobre arquitetura de informação, user experience design e como pensar em memória e o impacto que erros podem ter para melhorar as experiências digitais.
World Information Architecture Day: Enquadrando a vida em agência via AIBruno Canato
Agências de propaganda digital normalmente têm vagas e departamentos de Arquitetura de Informação - e, dadas as convenções de funcionamento, acabamos com um escopo bem específico. O quanto será que podemos usar AI para compreender e, de certa forma, acelerar processos e discussões em um ambiente corporativo?
Design Reflexivo como foco de esforços da comunidadeBruno Canato
Apresentação para a primeira edição do Interaction Redux, em 19 de maio de 2012. Discuto a importância de pensarmos em Design Reflexivo e não só em Design Comportamental como uma maneira de validarmos nossa profissão.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
3. Kindle and iPhone have made the term UX globally
famous. All the time, online or offline, we interact.
As we dive deeper into more complex ecosystems,
our experiences are what count. Digital advertising
is all about experiences.
4. However, when we talk of UX, we are looking
at a black box.
Still, as Steve Krug puts it, “It's not rocket surgery”.
15. IA
A discipline that emerged
from the need to identify &
classify information, creating
labels, hierarchies and the
sort.
How it’s organized
16. IXD
The disciplines of outlining
interactions that will happen
with an artifact. If IA is
concerned with structure,
IXD follows the logic of the
flow.
How it will work
IA
A discipline that emerged
from the need to identify &
classify information, creating
labels, hierarchies and the
sort.
How it’s organized
17. UI & VD
The disciplines of creating
the end-user interfaces for
an interaction. As with most
cultural interfaces, it is
usually known for being
visual - hence visual design.
How it looks
IXD
The disciplines of outlining
interactions that will happen
with an artifact. If IA is
concerned with structure,
IXD follows the logic of the
flow.
How it will work
IA
A discipline that emerged
from the need to identify &
classify information, creating
labels, hierarchies and the
sort.
How it’s organized
18. UCD
A philosophy and a series of
techniques that concern
themselves with focusing
the design on user’s needs
and capabilities.
Who it’s for
UI & VD
The disciplines of creating
the end-user interfaces for
an interaction. As with most
cultural interfaces, it is
usually known for being
visual - hence visual design.
How it looks
IXD
The disciplines of outlining
interactions that will happen
with an artifact. If IA is
concerned with structure,
IXD follows the logic of the
flow.
How it will work
IA
A discipline that emerged
from the need to identify &
classify information, creating
labels, hierarchies and the
sort.
How it’s organized
19. UX
The experiences people
have with the designed
artifact - it is considered it
cannot be designed, only
supported by the work of
other disciplines.
The subjective experience
UCD
A philosophy and a series of
techniques that concern
themselves with focusing
the design on user’s needs
and capabilities.
Who it’s for
UI & VD
The disciplines of creating
the end-user interfaces for
an interaction. As with most
cultural interfaces, it is
usually known for being
visual - hence visual design.
How it looks
IXD
The disciplines of outlining
interactions that will happen
with an artifact. If IA is
concerned with structure,
IXD follows the logic of the
flow.
How it will work
IA
A discipline that emerged
from the need to identify &
classify information, creating
labels, hierarchies and the
sort.
How it’s organized
20. What makes a good user experience?
Value
Why is it useful?
Usability
How easy it is to use?
Adoption
How is the adoption curve?
Desirability
What is the OMG-I-want-it-now
factor?
21. In the UX heart, lies a quest:
"If you can't explain it simply,
you don't understand it well enough."
22. NUI
The interface between user
and machine happens in a
direct manner. Even though
it might still use metaphors,
it gets rid of supporting aids.
There was a struggle for simplicity:
GUI
The interface between user
and machine happens in a
graphical interface that relies
deeply on metaphors.
CLI
The interface between user
and machine happens in
s p e c i fi c l a n g u a g e b y
e x c h a n g e o f w r i t t e n
command lines.
And it is a Interaction Design decision.
28. Goal definition
Intention to act Sequence
of actions
Execution of the
action sequence
Perceiving the
state of the world
Interpreting
the perception
Evaluation
of perceptions
29. An example:
Open the door
I want to open
the door
Get close
to the door
Raise my hand
Grab the knob
Turn the knob
Push the door
OK, let’s do so
Nope, it hasn’t opened? Maybe it’s
locked or jammed.
Have to check that
Has the door
first.
The door
31. How so?
Technology has removed long ago the clear relation
of cause and consequence. Ever since the NUI
were implemented in scale, we are aiming
at regaining clear notions of interaction.
32. Best practices change daily and ‘intuitive'
is the nicest word that will screw you up.
33. Guide and refine
Finally, ypu need to show
the consequence of his
actions while keeping the
interaction stable.
Create a funnel
Afterwards, you need to take
the user by the hand and
create a funnel - truly
narrowing the dos and
don’ts.
Lead the way
First off, you need to lead
the way to the interaction.
Let’s keep it short.
Visibility & mappings Affordances & constraints Feedback & consistency