We live in a Multiscreen-World. Everything needs to work across devices. This requires a holistic strategy. +++ People today use technology on different devices in different locations. Users expect to access information on all relevant screens and across multiple channels through smartphones, tablets, laptops/desktops, smart (internet-connected) TVs, and other devices, such as smartwatches for example. Multiscreen is no longer a nice add-on, it’s a requirement. In this environment, user experience needs to cater to multiple devices. +++ These slides are a summary of the book. More via www.msxbook.com/en
Type on the web has many roles: it is an interface, a brand, sets tone, and directs the user. Typography has many roles and can either add or take away from User Experience. In this beautiful and exciting talk we’re going to look at various ways type is used, implemented, and dissect the role that it plays in user experience on the web.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
Content Design and UI Architecture for Multiscreen Projects (compact)Wolfram Nagel
These days, each project is a project for multiple screens. Multiscreen has become digital reality and requires a continuous information flow, a central hub for contents and a system for the definition of user interface (UI) elements. Content and user interface should basically be independent, but there's a correlation. Content and user interfaces can be built and planned modularly and structured according to a similar pattern - comparable to the bricks in a building block system.
You can find more information on that topic in the book "Multiscreen UX Design": http://www.msxbook.com/enbook
Type on the web has many roles: it is an interface, a brand, sets tone, and directs the user. Typography has many roles and can either add or take away from User Experience. In this beautiful and exciting talk we’re going to look at various ways type is used, implemented, and dissect the role that it plays in user experience on the web.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
Content Design and UI Architecture for Multiscreen Projects (compact)Wolfram Nagel
These days, each project is a project for multiple screens. Multiscreen has become digital reality and requires a continuous information flow, a central hub for contents and a system for the definition of user interface (UI) elements. Content and user interface should basically be independent, but there's a correlation. Content and user interfaces can be built and planned modularly and structured according to a similar pattern - comparable to the bricks in a building block system.
You can find more information on that topic in the book "Multiscreen UX Design": http://www.msxbook.com/enbook
This was a presentation done for a basics of UI/UX for basecode.
For more informaton, you can reach out to me on
Aroyewun Babajide
aroyewunbabajide@gmail.com
https://twitter.com/damaroy
https://www.linkedin.com/in/aroyewunbabajide/
https://www.behance.net/damaroy
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
In the modern day when people develop hundreds of software applications, websites or mobile apps the term UX (User Experience) is getting more and more significant, particularly in the IT industry.
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
Every website or mobile application’s sole purpose is user engagement and interaction. Relying on the UI/UX expert designers in the industry and their methodology, we help you create UI/UX strategy and visual style that is unique and connects with your users.
This presentation was made by me for a basic level UI and UX training in my company. The presentation has also been designed from a UI and UX perspective and has been kept minimalistic. The presentation also contains several other important topics like the work culture in my company, Our process of developing a presentation and a short brief on E commerce platforms.
Mobile apps have become an inseparable part of every smart phone. Mobile apps are designed and popularized by different business organizations as it is an ideal medium for business promotion and taking a product to the customers.The UX design principles have come up with revolutionary ideas for sustaining the usage of mobile apps. Learn more: http://suyati.com/the-ux-design-principles-for-an-engaging-mobile-application/
Content Design, UI Architecture and Content-UI-MappingWolfram Nagel
When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps.
This is the extended slides version on the topic.
There's also an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
What’s the difference between a UX and UI designer? (Part one)iFactory Digital
There’s a bit of confusion around what kind of designer you might need for any given project. Do you need a UX designer? Or a UI designer perhaps? If you’re not really sure what either of these designers do, don’t fret. This two-part series is dedicated to helping you understand the mysteries of UX and UI design and spotting the difference between the two.
https://ifactory.com.au/news/whats-difference-between-ux-and-ui-designer-part-one
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
Mobile App UI UX Design Improvement Proposal PowerPoint Presentation SlidesSlideTeam
If your company needs to submit a Mobile App UI UX Design Improvement Proposal PowerPoint Presentation Slides look no further. Our researchers have analyzed thousands of proposals on this topic for effectiveness and conversion. Just download our template, add your company data and submit to your client for a positive response. https://bit.ly/34KJOKA
A word “design” has a very broad meaning and is used in nearly every business or industry. We always have an intuitive awareness of what this is about though. But when we talk about UX and UI design terms, everything is getting a lot more complicated.
What is UI UX design? Is it a generic term? Or UX and UI are two separate concepts? If they are autonomous notions, so why are they always used together? In this article I want to answer all your questions concerning this topic.
https://spdload.com/blog/ux-vs-ui-design/
What UX is, how it works and why it matters. Train your teams to recognize and strengthen the links between customer experience indicators and your overall business performance. Learn how to work with your customers to design successful products, services and experiences.
Content Design, UI Architecture and UI MappingWolfram Nagel
When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps. There's also an extended version with more and detailed slides available. And here's an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
This was a presentation done for a basics of UI/UX for basecode.
For more informaton, you can reach out to me on
Aroyewun Babajide
aroyewunbabajide@gmail.com
https://twitter.com/damaroy
https://www.linkedin.com/in/aroyewunbabajide/
https://www.behance.net/damaroy
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
In the modern day when people develop hundreds of software applications, websites or mobile apps the term UX (User Experience) is getting more and more significant, particularly in the IT industry.
This presentation is an introduction to the fields of User Experience and User Interface design that I created for a Google Hangout talk for Saigon CoWorkshop.
Every website or mobile application’s sole purpose is user engagement and interaction. Relying on the UI/UX expert designers in the industry and their methodology, we help you create UI/UX strategy and visual style that is unique and connects with your users.
This presentation was made by me for a basic level UI and UX training in my company. The presentation has also been designed from a UI and UX perspective and has been kept minimalistic. The presentation also contains several other important topics like the work culture in my company, Our process of developing a presentation and a short brief on E commerce platforms.
Mobile apps have become an inseparable part of every smart phone. Mobile apps are designed and popularized by different business organizations as it is an ideal medium for business promotion and taking a product to the customers.The UX design principles have come up with revolutionary ideas for sustaining the usage of mobile apps. Learn more: http://suyati.com/the-ux-design-principles-for-an-engaging-mobile-application/
Content Design, UI Architecture and Content-UI-MappingWolfram Nagel
When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps.
This is the extended slides version on the topic.
There's also an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
What’s the difference between a UX and UI designer? (Part one)iFactory Digital
There’s a bit of confusion around what kind of designer you might need for any given project. Do you need a UX designer? Or a UI designer perhaps? If you’re not really sure what either of these designers do, don’t fret. This two-part series is dedicated to helping you understand the mysteries of UX and UI design and spotting the difference between the two.
https://ifactory.com.au/news/whats-difference-between-ux-and-ui-designer-part-one
The Overview and basic guidance on User interface designing and User experience designing for designer and developers, The Difference in User Interface designing and User Experience Designing.
Mobile App UI UX Design Improvement Proposal PowerPoint Presentation SlidesSlideTeam
If your company needs to submit a Mobile App UI UX Design Improvement Proposal PowerPoint Presentation Slides look no further. Our researchers have analyzed thousands of proposals on this topic for effectiveness and conversion. Just download our template, add your company data and submit to your client for a positive response. https://bit.ly/34KJOKA
A word “design” has a very broad meaning and is used in nearly every business or industry. We always have an intuitive awareness of what this is about though. But when we talk about UX and UI design terms, everything is getting a lot more complicated.
What is UI UX design? Is it a generic term? Or UX and UI are two separate concepts? If they are autonomous notions, so why are they always used together? In this article I want to answer all your questions concerning this topic.
https://spdload.com/blog/ux-vs-ui-design/
What UX is, how it works and why it matters. Train your teams to recognize and strengthen the links between customer experience indicators and your overall business performance. Learn how to work with your customers to design successful products, services and experiences.
Content Design, UI Architecture and UI MappingWolfram Nagel
When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps. There's also an extended version with more and detailed slides available. And here's an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
Content Design und UI Architektur für Multiscreen-Projekte (Usability Profess...Wolfram Nagel
Methoden und Regelwerke für die Konzeption, Gestaltung und Umsetzung von Layout, Inhalt und Workflows im Baukasten-Prinzip.
Digitale Inhalte können heute überall erscheinen. Wir nutzen täglich digitale Services auf verschiedensten Geräten und Medien. Informationen fließen in alle Kanäle. Multiscreen ist inzwischen digitale Realität geworden. Um ein einheitliches Nutzungserlebnis zu erschaffen, benötigt es einen durchgängigen Informationsfluss. Voraussetzung dafür sind ein zentraler Knotenpunkt für Inhalte, ein System zur Definition von UI Elementen und Regeln wann welche Inhalte in welcher Kombination wo und wie angezeigt werden. Damit dies technisch gelöst werden kann, ist es erforderlich Inhalte, User Interfaces und Workflows nach einem jeweils ähnlichen Muster modular und strukturiert zu planen und aufzubauen – vergleichbar mit den Bausteinen in einem Baukastensystem.
Das Thema wurde in ähnlicher Form auch auf dem World Usability Day in München präsentiert. Die Folien hier wurden am 13.11.2015 aktualisiert.
Mehr zu diesem Content Design und UI Architektur und allgemein zum Thema Multiscreen findet sich auch in meinem neuen (englischen) Buch "Multiscreen UX Design": http://www.msxbook.com/enbook
Tools und Anwendungen allein reichen für die Arbeit von heute nicht mehr aus. Der Mitarbeiter benötigt Informationen, Prozessunterstützung und Funktionalitäten genau dort wo er arbeitet. Nur mit der zusammenhängenden Betrachtung des Nutzers, der Inhalte und der Prozesse können wir einen intelligenten Informationsarbeitsplatz schaffen.
Content Design and UI Architecture for Multiscreen-projectsWolfram Nagel
We live in a Multiscreen world. Content and services have to be outputted and displayed across various devices and channels. This requires a holistic strategy. When you want to gather, manage and publish content and display it independently on any user interface and/or target channel you need a system that supports “Content Design and Content UI Mapping”. Content and user interfaces can be planned and assembled modularly and structured in a similar manner — comparable to bricks in a building block system. Content basically runs through three steps until it reaches its recipient: Gathering, management and output. A mapping has to occure at the intersections of these three steps. Wolfram Nagel (Senior UX Designer at TeamViewer and responsible for the Blizz UX) presented challenges and approaches in the multiscreen-context at World Usability Day 2017.
There's also an article on the topic: https://medium.com/@wolframnagel/content-design-and-ui-mapping-a35af8cac3f6#.3ylkxrakf
Multiscreen UX Design - Developing for a multitude of devices (summary) Wolfram Nagel
We live in a Multiscreen-World. Everything needs to work across devices. This requires a holistic strategy. +++ People today use technology on different devices in different locations. Users expect to access information on all relevant screens and across multiple channels through smartphones, tablets, laptops/desktops, smart (internet-connected) TVs, and other devices, such as smartwatches for example. Multiscreen is no longer a nice add-on, it’s a requirement. In this environment, user experience needs to cater to multiple devices. +++ These slides are a compact summary of the book. More via www.msxbook.com/en
Multiscreen and Beyond – Topics and Focus Areas (Wolfram Nagel)Wolfram Nagel
Wolfram Nagel is a Senior User Experience Designer, UI Architect and Concept Developer. He's mainly responsible for conception and design in close collaboration with product owners, product managers, front-end and back-end developers.
His goal is to solve users’ problems, consider and address strategic and economic goals, and to help developers to implement potential solutions in a pragmatic and feasible way.
This rough overview on the focus areas of Wolfram Nagel has been presented at the "UX Thinking Seminar" by artop (https://www.artop.de/akademie/seminare/ux-thinking/)
Inmobi is an Indian global provider of enterprise platforms for marketers. The challenge was to provide a user interface that lets users customize the phone’s home screen and launch apps. It should display stories of interest to the user on the mobile’s Home screen.
Interactivity with devices of all sizes in a digital home setting. Learn how to leverage the AIR runtime across platforms and screens to create engaging user experiences. Come play with cool applications across AIR for Android, iOS, PlayBook and TV, and then get a deep dive into the code and technology behind the applications.
Flash is everywhere now. On the desktop, in pockets, and even on TVs. The key to making your application uniquely valuable is to provide a consistent user experience by focusing on context. While we have the tools to create/author 80% of the code and interface, we must capitalize on the uniqueness of each device and platform to deliver an optimal experience that is mobilized, not minimized. Discover how screen resolution, portability, native interface controls, and use-case - the context of your app - dictate how the last 20% of the experience needs to be tailored. In this session, we'll explore the new range of capabilities you should consider when planning to deploy applications across a variety of contexts including web (Flash Player 10.1), mobile (Android phone) and the litl OS.
Second Screen Strategy: Planning For (And Against) A Multi-Screen WorldBen Grossman
Today, 90% of media consumption is screen based. In 2014, the number of mobile devices in the world will exceed the global population. By 2018, there will be 1.4 connected mobile devices per person. That means that, as people move through the world, they will increasingly move with at least one other screen in hand (and even more devices on hand).
While the Second Screen revolution may have started with distracted television viewers, today, the multi-screen world demands marketers who know how to plan for it. This presentation breaks down second screen strategy into actionable advice for brands and marketers. These trends in consumer behavior apply to all brands that seek to connect with the people who matter most to them in an increasingly screen-based world. It has been presented at the Nordic Media Summit (Copenhagen) and the Event Marketing Summit (Salt Lake City).
On July 15, 2015, Taiwan Startup Stadium welcomed more than two dozen Taiwan-based startups to present their products for 2 minutes for the chance to join TSS at RISE Conference in Hong Kong July 31-August 1. A total of 29 teams pitched, including 3 teams remotely presenting via video. Here's a rundown of each of the teams presenting, as well as the 4 winners!
A strategic overview of developing for Chrome on Android and native on Android. Touching on the migration from the open web to walled gardens of applications.
Similar to Multiscreen UX Design - Developing for a multitude of devices (20)
Customer-Centric Value Creation (with a Jobs-To-Be-Done Mindset)Wolfram Nagel
This topic was presented on May 22, 2022 at the "UX Festival by German UPA" in Erfurt. Original German title of the talk: "UX FTW – Pragmatische Wertschätzung durch Nutzerfokus mit Jobs To Be Done".
The official English title is "Customer-Centric Value Creation with a Jobs-To-Be-Done Mindset".
In the talk I explained how we create value for our customers and your company by applying Jobs-To-Be-Done. I introduced the respective UX mindset, Jobs To Be Done, some examples, our self-developed Research Tool (the User Focus Program), and the CCVC Framework.
There is also an article on the topic available: https://wolframnagel.medium.com/customer-centric-value-creation-b71ac49172b6
Wie funktioniert ein System zur Erfassung, Verwaltung, regelbasierten Ausgabe und Darstellung von Informationen in unterschiedlichsten Zielkanälen?
Der Artikel zum Thema: http://www.msxbook.com/CUIMUP16txt
Zusammenfassung: Inhalte und User Interfaces lassen sich nach einem jeweils ähnlichen Muster modular und strukturiert planen und zusammenbauen — vergleichbar mit den Bausteinen in einem Baukastensystem. Inhalt durchläuft von der Entstehung bis zur Rezeption in verschiedensten Kanälen grundsätzlich drei Stufen: Erfassung, Verwaltung und Ausgabe. An den beiden Übergängen muss jeweils ein Mapping stattfinden. Zum einen müssen Inhalte zur definierten Inhaltsstruktur passen (Inhalt Struktur Mapping). Zum anderen müssen die einzelnen Bausteine der strukturierten Inhalte auf die Ausgabe-Bausteine zur Darstellung in verschiedenen Zielkanälen gemappt werden (UI Mapping). Das Baukasten-Prinzip und die methodische Herangehensweise lassen sich mit Hilfe von intelligenter Software unterstützen. Wolfram Nagel (Head of UX / SETU GmbH) stellt in dem Vortrag hilfreiche und in der Praxis bewährte Prinzipien, Muster, Methoden und Erkenntnisse vor.
Content Design und UI Architektur fuer Multiscreen-Projekte (kompakt)Wolfram Nagel
Multiscreen ist inzwischen digitale Realität und erfordert einen durchgängigen Informationsfluss, einen zentralen Knotenpunkt für Inhalte und ein System zur Definition von UI Elementen. Inhalte und User Interfaces sollten grundsätzlich unabhängig voneinander sein. Es besteht aber eine Korrelation. Inhalt und User Interfaces lassen sich (beginnend mit dem Inhalt) nach einem jeweils ähnlichen Muster modular und strukturiert planen und zusammenbauen – vergleichbar mit den Bausteinen in einem Baukastensystem.
Mehr zu diesem Thema findet sich im (englischen) Buch "Multiscreen UX Design": http://www.msxbook.com/enbook
Die Folien einer ausführlicheren Version von der Usability Professionals Konferenz 2015 gibt es hier: http://de.slideshare.net/wolframnagel/content-design-und-ui-architektur-fr-multiscreenprojekte-usability-professionals-2015
Next Generation Information Experience – Gedanken über die Zukunft von Conten...Wolfram Nagel
Digitale Informationen und Services müssen zukünftig aus unterschiedlichsten Quellen zum Abruf auf verschiedenen Geräten, in unterschiedlichsten Medien, für mehrere Screens und Ausgabekanäle zur Verfügung stehen. Wolfram Nagel (Autor des Buchs „Multiscreen Experience Design“) beschäftigt sich mit zukünftigen „Content-Szenarien“, den potentiellen Anforderungen von Nutzern und den Herausforderungen für Content-Ersteller und -anbieter, Website-Betreiber, Publisher, Journalisten und Medienunternehmen. Er stellt sich die Frage: Wie gehen wir als Ersteller, Verwalter und Nutzer zukünftig mit Inhalten, Informationen und Wissen um? In dem Vortrag stellt er seine Erkenntnisse und ausgewählte Quellen vor und skizziert, wie der Umgang mit Informationen und Content Management zukünftig aussehen könnte.
Artikel dazu hier: https://wolframnagel.wordpress.com/2014/12/09/next-generation-information-experience-trends-und-herausforderungen-von-morgen/
Oder hier: https://medium.com/@wolframnagel/next-generation-information-experience-trends-und-herausforderungen-von-morgen-9929b17d8b5e
Multiscreen Experience Design – Strategy and concept development for digital services for multiple screens (executive summary / short presentation). July 2013. English short presentation of the book and project by Wolfram Nagel and Valentin Fischer (authors) and digiparden (publisher/editor, an imprint of SETU GmbH). More information via info@msxbook.com
Vortrag von Wolfram Nagel (digiparden GmbH) zum Thema "Multiscreen Experience Design" auf der Usability Professionals Konferenz 2012 in Konstanz.
Die Gerätelandschaft wird immer dynamischer und fragmentierter. Viele Anwender werden zukünftig mehrere verschiedene Endgeräte (gleichzeitig) benutzen. Deshalb müssen Informationen auf möglichst allen (relevanten) Screens und Ausgabekanälen verfügbar sein. Das wiederum bedeutet, dass jedes Projekt generell für mehrere Screens und Ausgabekanäle gedacht und konzipiert werden muss, um dem Anwender eine möglichst „fließende Multiscreen Experience“ zu bieten. Der Vortrag stellt Prinzipien, Muster und Empfehlungen vor, die man bei der Konzeption von Multiscreen Projekten berücksichtigen sollte. Zwei Schwerpunkte des Vortrags sind Content- und Informationsmanagement für verschiedene Screens, sowie Kommunikation und Nutzung von Informationen auf mobilen Endgeräten.
Multiscreen Experience (Mai 2012, IA Konferenz, Essen)Wolfram Nagel
Vortrag von Wolfram Nagel (digiparden GmbH) und Vorstellung des Projekts "Multiscreen Experience" auf der IA Konferenz 2012 in Essen (www.iakonferenz.org).
Die Gerätelandschaft wird immer dynamischer, fragmentierter und vernetzter. Zukünftig müssen Informationen und Services auf möglichst allen (relevanten) Screens und Ausgabekanälen verfügbar sein und geräteübergreifend funktionieren. In dem Vortrag stelle ich Prinzipien, Muster und Empfehlungen vor, die man bei der Konzeption von Multiscreen Projekten und der Entwicklung einer passenden Content Strategy berücksichtigen sollte.
Vorstellung des Projekts "Multiscreen Experience" beim Season Opening der IxDA Berlin am 11. Januar 2012.
Die Gerätelandschaft wird immer dynamischer und fragmentierter. Generell muss zukünftig jedes Projekt für mehrere Screens und Ausgabekanäle gedacht und konzipiert werden. Wolfram stellt in dem Vortrag Prinzipien, Muster und Empfehlungen vor (es sind keine Patentrezepte!), die Hilfestellung bei der Konzeption von Multiscreen Projekten bieten sollen. Er beschreibt die Kombinationsmöglichkeiten der verschiedenen Screens, empfiehlt unterschiedliche konzeptionelle Ansätze, beschreiben die potentiellen Anwender und geht auf die Parameter für den Nutzungskontext ein. In dem Vortrag stellt er sowohl die Entstehung des Projekts als auch neue Ansätze und Muster vor.
Multiscreen Experience (in 90 Sekunden)Wolfram Nagel
Im Rahmen des Studentenwettbewerbs des "World Usability Day Mannheim" haben wir im Finale am 10.11.2011 das Projekt in einem Elevator Pitch vorgestellt. Wir hatten maximal 90 Sekunden Zeit.
Multiscreen Experience - Prinzipien und Muster für das Informationsmanagement...Wolfram Nagel
Master-Thesis: Multiscreen Experience
Die Gerätelandschaft wird immer dynamischer und fragmentierter. Viele Anwender werden in unterschiedlichen Situationen zukünftig verschiedene digitale Endgeräte verwenden. Deshalb werden plattform- und geräteübergreifende Angebote in Zukunft sehr relevant sein. Mittelfristig stehen vier Geräteklassen im Fokus: Smartphones, Tablet-PCs, Laptops oder Desktop-PCs und internetfähige TV-Geräte.
Mit unserer Master-Thesis stellen wir Prinzipien, Muster und Definitionen vor, die für Multiscreen Projekte und das Informationsmanagement in der Digitalen Gesellschaft von Bedeutung sind. Unsere Empfehlungen und Anregungen (es sind keine Patentrezepte!) sollen Hilfestellung bei der Konzeption einer fließenden Multiscreen Experience bieten. Wir gehen auf die (zuvor genannten) vier Screens ein, beschreiben die potentiellen Anwender, empfehlen unterschiedliche konzeptionelle Ansätze und erklären die Parameter für den Nutzungskontext.
Multiscreen Experience bedeutet Informationen geräteübergreifend (für mehrere Screens) ansprechend anzubieten und maximal benutzerfreundlich aufzubereiten.
Einen Teil unserer Master-Thesis haben wir im Internet veröffentlicht unter www.multiscreen-experience.com.
Das Projekt ist entstanden an der Hochschule für Gestaltung Schwäbisch Gmünd und wurde betreut von den Professoren Ulrich Schendzielorz und Steffen Süpple.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
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.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Multiscreen UX Design - Developing for a multitude of devices
1. MULTISCREEN UX DESIGN
Developing For A Multitude Of Devices
Executive summary of the book‘s topic
Wolfram Nagel | SETU GmbH (Germany)
All rights reserved.
2. These slides are a summary of the book „Multiscreen UX Design“ (Morgan Kaufmann)
More via www.multiscreen-ux-design.com
4. We are a nation
of multiscreeners.
Most of media time today
is spent in front of a
screen.
Google Study 2012
http://www.thinkwithgoogle.com/research-studies/the-new-multi-screen-world-study.html
5.
6. Device / Screen
Context of Use
User
Strategies
and Examples
From „Multiscreen UX Design“ (www.msxbook.com/enbook → ISBN: 978-0128027295)
9. From „Multiscreen UX Design“ (www.msxbook.com/enbook → ISBN: 978-0128027295)
Multiscreen
10. 10 – 30 cm
30 – 50 cm
1 m
3 m
Distance User <––> Screen
11. Smartwatch: Instant information, tracking, hands-free interaction
Smartphone: Communication, networking, entertainment
Tablet: Entertainment and communication
Desktop: Work- and free time usage
Smart TV: Visual informationen and simultaneous usage
18. Microjoyment Hybrid MediaGamification Storyfication Emotionality
Screen Sharing Coherence Fluidity Smart Content
Mobile First Simultaneity Social TV Device Shifting Complementarity
strategies and examples
Synchronisation
Mashability Communification
19. Mobile First
It is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
20. Design for the screen with the most constraints first. The small screen forces you into structuring your information. (Luke Wroblewski: Mo-
bile First, A Book Apart – http://bkaprt.com/mf)
21. SimultanEITY
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
23. Social TV
Spatially separated viewers can quasi watch TV together or directly participate. Broadcasts are recommended by user profiles.
24. Zeebox offers additional information to the current TV show including parallel watching friends and their other preferred shows.
→ http://www.youtube.com/watch?v=sPuAiA4O344
25. Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
26. With Apple AirPlay (and Apple TV) you can change devices in the middle of a film and continue obtaining information on another screen.
The film is shifted from one (e.g., the iPhone) to another device (e.g., the TV). → http://www.youtube.com/watch?v=sPuAiA4O344
27. Complementarity
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
28. Connect the smarthpone with the desktop browser and navigate the website via smartphone. → http://www.diplomatic-cover.com/multi
30. Flight booking on the laptop, flight information and boarding pass via smartphone, notifications and status updates on the smartwatch.
31. Screen Sharing
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
32. With the slot car racing game »Racer« you can use several screens
to expand the race track. (http://g.co/racer).
33. Coherence
Information is displayed in a manner that is device and screen independent, logical, and coherent. Individual features are optimised
for device capabilities. (→ Responsive Design, Atomic Design, Content Design, Content UI Mapping, etc.)
34. HOME PRODUKTE SERVICE KONTAKT Suchbegriff
SEITE DURCHSUCHEN
Suchen
More about coherent interfaces and smart content via → www.msxbook.com/CDUIM and www.msxbook.com/CDUIMtxt
35. Fluidity
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
36. Applications (e.g., smartphone apps) should generally offer the same functionality. That was previously not the case with the Facebook apps for
the iPhone and Android due to the different smartphones and operating systems (Workman, 2011).
37. Smart Content
Content should be as flexible as possible, to be easily used and published across different channels and devices.
38. National Public Radio (NPR) uses and provides an open API according to the COPE principle—create once, publish everywhere
(Jacobson, 2009). More about smart content and coherent interfaces via → www.msxbook.com/CDUIM and www.msxbook.com/CDUIMtxt
39. Mashability
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
40. Qwiki and Storify use(d) APIs of other services to aggregate various content (text, image, video) to a new information package.
41. Communification
Social networking and creating a community can make an information service more attractive for the users.
Users create, share, rate, and comment on content.
42. Example Nike+ mit iPhone app, social network itegration, own community and gamification features.
43. Gamification
Game mechanics simulate a competitive environment. A game factor can motivate people if it is challenging and provides relevant goals.
44. With the Heineken Star Player iPhone app, viewers can predict live the outcome of individual game situations during a soccer match and
accumulate points. The app expands the live event on TV with offerings that are beneficial exclusively parallel to the game.
45. Storyfication
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
46. Who Will Save Dina Foxx” was initially broadcast on ZDF (a German public-service TV broadcaster). The viewers became investigators
and had to solve small mysteries. The information to be communicated about the data protection theme was embedded in the story.
47. Emotionality
A service is emotionally more attractive, if it is fun and supports a device fragmented daily routine.
48. The Instagram iPhone app for social photo sharing is a fast, pleasant, and entertaining way to allow your friends to take part in your life
and personal experiences through photos. (http://instagram.com)
49. Microjoyment
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
50. mytaxi app: Find and order a nearbby taxi. Reduced interface for the watch screen. At the end of the taxi ride the passenger can easily rate
the taxi driver and pay by one tap on his watch (cf. mytaxi, 2015).
51. Hybrid Media
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
52. PhoneBook: Combination of a digitale und analogue medium. For every page, there is a suitable little
background film. (http://www.creativeapplications.net/iphone/phonebook-ride-ride-iphone).
59. If you have a bunch of unsorted elements (e.g. LEGO bricks, UI elements or a lot of content) take the time to organize these parts. Make
an inventory. Then you can create the whole in a more deliberate and efficient way. → www.msxbook.com/CDUIMtxt
60. name (1 day ticket)
price
date of purchase
[...]
TICKET (TYPE)
title
date
description
[...]
EVENT
title
date
body
[...]
NEWS ITEM
name
photo
biography
URL
company
[...]
SPEAKER
name (e.g. usability)
description
time
[...]
SESSION
title
abstract
description
start time
duration
[...]
PRESENTATION
name
address
URL
[...]
VENUE
held at
featured in
valid for about
featured in presented by
title
abstract
description
start time
duration
max. attendee
prior knowledge
[...]
WORKSHOP
variation of
Content Model
61. 1 2 4 53
brickLEGO bumper bar truck fire truckdriving cab
CONTENT
USER
INTERFACE
ELEMENT COMPONENT TYPE INSTANCE /
OBJECT
SEGMENT
generic / strukture
(MADE from)
concret / specific
(IS)
atomAtomic Design molecule template pageorganism
real content
information object
incl. tone of voice
real page
instance of the template
incl. visual design
content wireframe
article, recipe,
application for leave,
product specification
(semantic structure)
UI template (+IxD)
touchpoint-dependent
and preview-relevant
module group
text section,
paragraph, chapter,
rubric
layout area
(e.g. header with
search form, logo,
navigation)
brick group
(combination of smallest possible elements)
content module
image + caption
quote + author
teaser with headline,
image and description
search form
(consisting of label,
input field and button)
smallest possible
unit / brick
title, subtitle,
description,
reference, date,
image, caption,
metainfo, author
label, input field,
button
correlation
Five-Step Building Block Principle
62. UI MAPPING
Structured content is mapped
for presentation in various target
channels.
content structure mapping
Content from any source is mapped to
defined content structure.
1 2 3
Input manage Output
various sources various channelsContent Hub
Three-Step Content Flow
63. Content UI Mapping: More about the topic via → www.msxbook.com/CDUIM and www.msxbook.com/CDUIMtxt
64. The essence of
content design is to
create units of content
that can address diverse
needs successfully.
Michael Andrews
http://storyneedle.com/what-is-content-design/
65. SETU 3.0: Content Modeling Software according to the building block principle (Demo moodscreen)
→ www.setusoft.de