Our UX Designer Nádia Ferreira attended this year's EuroIA conference in Brussels. This debrief offers a glimpse on the topics that were discussed and sums up our most important learnings.
Working Better Together: Characteristics of Productive, Creative OrganizationsAdam Connor
A presentation on the common characteristics of productive and creative organizations based on observing a wide variety of organizations and team structures over my career as a designer.
“The Five Meetings You Meet in Web Design” by Kevin Hoffman (Now What? Confer...Blend Interactive
This document provides suggestions for improving meetings through better design. It discusses 5 types of meetings: beginnings (getting started), presentations (telling the user's story), middles (keeping people moving forward), explorations (helping people find their way), and endings (finding closure and learning). For each type, it offers recommendations like using visual tools, lean coffee approaches, and treating meetings as design problems to be solved. The goal is to manage assumptions, visualize ideas, and actively design meetings to better facilitate collaboration and outcomes.
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.
Next Level Collaboration: The Future of Content and Design by Rebekah Cancino...Blend Interactive
The document discusses the importance of open collaboration in content and design. It outlines four types of openness that enable effective collaboration: 1) personal openness through humility, 2) active openness by contributing across roles, 3) outward openness through understanding user needs, and 4) exponential openness where cross-discipline teams co-design. Creating a culture of openness sets the stage for successful collaboration and co-design, which are essential to building interconnected experiences.
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
September 2015 KLA/KASL Conference - Librarians in the 21st Century: Designin...Lisa Chow
"Librarians in the 21st Century: Designing a Career Strategy for Evolving Roles and Opportunities" Keynote Presentation at September 2015 KLA/KASL Kentucky Library Association Special Library Section in Louisville, Kentucky
The document outlines an agenda for a talk on fostering creativity within processes. It begins with the speaker's experience starting as the second project manager at Huge, where they had to quickly learn skills like wireframing. It then discusses how Huge's process has evolved from a very flexible approach to balancing structure with adapting to each project's needs. Ten tips are provided for fostering creativity within processes, such as embracing critique and rework, being fearless, and understanding your impact.
The document outlines the design thinking process which includes five steps: empathize, define, ideate, prototype, and test. It uses the example of redesigning a shopping cart to illustrate the process. In the empathize step, designers observe users and conduct interviews to understand their behaviors and identify needs. In define, they determine specific design challenges and goals. In ideate, they generate many ideas without judgment. In prototype, they create physical representations of ideas. And in test, they refine solutions by testing prototypes in the context of users' lives.
Design Thinking: The one thing that will transform the way you thinkDigital Surgeons
What's the one thing that will transform the way you think? Design Thinking. The startups, trailblazers, and business mavericks of our world have embraced this process as a means of zeroing in on true human-centered design.
Design Thinking is a methodology for innovators that taps into the two biggest skills needed in today’s modern workplace: critical thinking & problem solving.
Of course, if you ask 100 practitioners to define it, you’ll wind up with 101 definitions.
Pete Sena of Digital Surgeons believes that Design Thinking is a process for solving complex problems through observation and iteration. At its core, he describes it as a vehicle for solving human wants and needs.
Minds are like parachutes; they only function when open. Thomas Dewar was a Scottish whiskey distiller.
Communicating ideas or insights is often the hardest part of the design process. And PowerPoint and Excel spreadsheets are limited in their ability to do this. But the communication tools used in Design Thinking—maps, models, sketches, and stories—help to capture and express the information required to form and socialize meaning in a very straightforward, human way.
The Five things that all definitions of Design Thinking have in common:
1. Isolating and reframing the problem focused on the user.
2. Empathy. A design practitioner from IDEO, the popular design and innovation firm strapped a video camera to his head and it was only then that he recognized why the ceiling is such an important factor when working with hospital patients. As a patient you lay in bed and stare at it all day. It’s these little details and true empathy that can only be realized by putting oneself in the user’s shoes.
3. Approach things with an open mind and be willing to collaborate. Creativity with purpose is a team sport.
4. Curiosity. We have to harness our inner 5-year-old here and really be inquisitive explorers. Instead of seeing what would be or what should be, consider what COULD be.
5 - Commitment. Brainstorming is easy. It’s easy to want to start a business or solve a problem. Seeing it into market and making it successful is not for the faint of heart. We’ve all read about big “wins” (multi-billion dollar acquisitions like Instagram and WhatsApp). What we don’t read about are people like Tony Fadell and Matt Rogers, who work for years before becoming industry sensations.
Pete describes what he refers to as the “Wheel of Innovation” as a process that continuously focuses on framing, making, validating, and improving on your concept. Be it as small as a core feature in your product down to the business model and business idea itself.
Design is about form and function, not art.
What are the business benefits for Design Innovation?
IDEO started an idea revolution when they coined this phrase DESIGN THINKING. Organizations ranging from early-stage startups up to Fortune 50 organizations have capitalized on this iterative appr
In order for us to fix our broken education system, we must move beyond just focusing on curriculum and delivery methods. In this talk, originally delivered at the RE:DESIGN Brooklyn conference on April 29, 2014, I discuss the methods and elements of designing great learning experiences.
Imagine we need to sell UX to an organization. Not all organizations have the same level of interest and receptiveness to UX. Some just don’t care.
What should we know about an organization that will help us sell UX more effectively? What sort of questions should we ask about the organization, its people and its culture? What can we learn from organizations where UX has become part of the corporate DNA? What factors can increase our chances of promoting UX successfully to an organization now and in the future?
This presentation will tap into more than 10 years of experience in selling UX into different markets and organizations. We will share the successes, pitfalls and failures.
Thank you UX Australia 2009
http://www.uxaustralia.com.au/conference-2009/selling-ux
Tips on how to make your UX Design portfolio impressive by demonstrating your UX skills, strong understanding of User, adding value to business and team while being results-oriented and at the same time making your story compelling to your target audience.
Building Character: Creating Consistent Experiences With Design PrinciplesAdam Connor
Inconsistency is one of the most common points of breakdown and frustration in the interactions and experiences we have. Whether we’re interacting with other people, applications, our bank, our doctor, our government, anyone, we form expectations and understandings of what someone or something will do based on our previous experiences and their past behaviors. When something happens that doesn’t fit with those expectations–that seems out of character–we’re caught off guard. What do we do next? What should we expect now?
Principles act as rules that guide how we think and act. Formed by our motivations, values and beliefs, we use them as “lenses” through which we examine information in order to make decisions on what to do. And because of their persistent influence on our behavior, they influence other’s views and expectations of us. Using these same kinds of constructs throughout the design process we can design interactions and consistent behaviors that set and live up to expectations for our audiences.
Getting Started in Project Management for Librarians - Metropolitan New York ...Lisa Chow
Whether you’re organizing an event, renovating or rearranging a space, creating a program, or implementing a grant, you’re managing a project. Project management can help you manage projects more effectively and efficiently. Learn tools and techniques for successfully planning, organizing, and administering projects. To best respond to the constantly changing library world we will be sharing principles and concepts from design thinking and agile project management.
By the end of this workshop, participants will:
Receive a basic overview of iterative and agile-like project management from a design thinking perspective
Gain knowledge to successfully manage a project cycle from start to finish through hands-on activities and exercises
Receive a project management toolkit
Learn about tools, strategies, and techniques to manage projects and teams better
The hitchhiker's guide to UXing without a UXer - Chrissy Welsh - Codemotion M...Codemotion
The document provides tips for designing user experiences without a dedicated UX designer. It recommends having a clear vision, thinking like the intended users by researching who they are and what goals they are trying to achieve. It also recommends wireframing designs quickly using tools like pen and paper, creating throwaway prototypes to test designs, gathering user feedback to evaluate work, and being willing to scrap ideas that are not working and start over. The overall message is that iterative design and usability testing are important to create great experiences for users.
Build The Right Thing With The RITE Method | Rapid Usability TestingKyle Soucy
How can you test your designs faster and more cheaply?
How do you gain valuable user experience insights from one test subject?
To answer these questions and more, CTUXPA is proud to introduce Kyle Soucy from Usable Interface, who will take us through what's involved in rapid turnaround testing (aka RITE—Rapid Iterative Testing & Evaluation).
You’ll learn:
how to utilize RITE to test quickly and cheaply
how to evaluate your test results to iterate to your next solution
how to conduct a through observer debrief and report findings quickly
"The Self-Directed Strategist: Building a Practice and Managing Organizationa...Blend Interactive
This document is a presentation by Corey Vilhauer on being a self-directed strategist and managing organizational change. Some of the key points discussed include:
- Being self-directed means deciding what work to do and directing projects.
- Effective communication, managing expectations, and clear deliverables are important for managing change.
- A methodology was presented that includes discovery, governance, strategy, and execution phases for content strategy projects.
- Inclusion, deliberate practice, and explaining tracks are important for communicating and leading change.
- Self-direction involves defining goals and carrying a project through to completion as a leader.
Usability testing involves planning studies to test a digital product. Key steps in planning include defining goals and participants, designing tasks, scheduling tests, and determining testing methods. Tests can be conducted remotely or in-person. Moderated tests involve a moderator guiding participants through tasks while they think aloud. Unmoderated tests use automated tools to gather metrics from participants remotely. Findings are analyzed to identify usability issues and improve the product's design. Mobile testing requires adaptations for its form factor. Fitting research into agile development requires parallel or staggered sprints.
Tom Van de Zande is an internet architect, UX consultant, information designer, and web developer based in the Netherlands. The document provides a brief history of media and technology, from early experiments with moving images in the 1830s to the development of radio in the 1890s-1900s and the Arpanet/Internet in the 1960s-1970s. It discusses the concepts of imitation, resistance, amazement, and authenticity over the evolution of new technologies.
Darefest 2014: how to prototype your organisationNascom
Jo Martens from NASCOM discusses how to prototype an organization's culture. Prototyping involves creating culture, experiments, and habits. To create culture, small, repeated actions are used to push tools, methods, and an organizational identity. Experiments are also important to prototype and test new ideas. Regular habits help reinforce the developing culture over time. The goal is to shape people's mental models of the organization through prototyping different aspects of culture.
This document discusses the projects and accomplishments of a Drupal and Symfony development team in 2013, including making Drupal faster through techniques like New Relic, Varnish, and CDNs; creating complex content workflows; making Drupal responsive for mobile; building central data APIs; integrating Drupal with other platforms via APIs; developing applications with Symfony; and using Drupal for e-commerce sites. It was authored by a senior Drupal/Symfony developer at their company and thanks the reader at the end.
Dirk Bollen introduced the Nascom in-crowd to the magic world of perception. This gave us a better understanding of how things are perceived. It challenged us to dig a little deeper and find out how we can use this knowledge in our daily work.
We use the term ‘experience’ daily around (and outside) the office. But do we really understand what constitutes such an experience? And how can this understanding help us to create even better experiences for our customers and end users?
The document summarizes highlights from the 10th annual EuroIA conference in Brussels from September 25-27, 2014. It includes summaries of various workshops and presentations on topics related to information architecture, user experience, and interaction design. Attendees had opportunities to participate in workshops led by experts and learn about designing for liminal spaces, service design, expert evaluations, and more. The document shares insights and lessons from the various sessions through pictures and anecdotes from Brussels.
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
This deck covers:
What is user experience design?
How lean concepts changed our approach to UXD
How to begin a successful UX project
How to implement user research to get actionable insight
Website Usability & User Experience: Veel bezoekers, weinig klanten?Johan Verhaegen
This document introduces a user experience framework and discusses various UX methods and principles. It discusses establishing a user experience framework that includes a value proposition canvas, customer insight map, customer journey, and experience map. It emphasizes the importance of usability testing with real users to validate assumptions and gather insights. The document also covers design principles like putting the user in control and making designs simple and clear based on how people think, feel, see, interact and behave.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
1. The document introduces a user experience framework and discusses various tools and methods for understanding user needs and testing usability, including value proposition canvases, customer journey maps, and A/B testing.
2. It emphasizes the importance of usability principles and design guidelines grounded in research on human cognition, perception and behavior.
3. Case studies and examples from projects illustrate how to apply usability testing and design thinking to improve products and services.
Working together: Agile teams, developers, and product managersDanielle Martin
I spoke to students at Ada Developer Academy in Seattle, WA about how product managers and software engineers work together. In the presentation I cover: what's an agile team and how do they work; case studies of real work by my agile product development team; advice about behaviors that create successful product manager and developer working relationships; and other career/life advice for students starting their careers as software engineers.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
How Product Managers & Developers Deliver Value at AvvoDanielle Martin
I gave a talk at Code Fellows' Partner Power Hour series about how product managers and developers work together at Avvo -- including lessons we've learned and tips for dev students starting their careers.
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.
Design for Covid-19 Challenge Webinar 2: Ideation Phase Aqeela A. Somani
This is our second webinar from Design for Covid-19 Challenge. Our focus for this webinar is on the Ideation Phase. It provides participants with frame works and tools on how to create a solution.
User Experience Research: Deriving Insights for Customer DevelopmentNoreen Whysel
Workshop on deriving insights for Customer Development with user experience research techniques. Presented to Project 2.8 cohort of entrepreneur women hosted by the Columbia Venture Community.
Doors are our common language for passing into a place for commerce, socialization or pleasure. Passing from one experience to the next. Doors are our refuge at the end of a long day, they are the start to every work day, every meeting, every meal.
Search is the closest thing we have to a front door, yet it is so often forgotten in the design of user experiences.
Our digital world is becoming more and more like a real place, where we spend our time rather than a tool that we use and put down.
This short talk for Search Love Boston 2013 covers some ways in which user experience and search professionals can better work together to make the internet a better place.
The document summarizes a presentation about using design thinking to help library staff build empathy, think through problems, and design innovative solutions. It discusses how the presenters' library used various design thinking tools and techniques over two years to engage staff and users in the design process. These included forming working groups, creating service blueprints and journey maps, holding design sandboxes and workshops, and employing personas and experience mapping. The presentation aims to teach attendees how design thinking approaches can improve project problem-solving by centering users and boosting creativity.
Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
The document discusses personas and scenarios, which are tools used in user experience design. It defines a persona as a fictional user archetype that represents patterns found in research. Personas help designers make decisions by putting a human face to research findings. Scenarios depict typical tasks or journeys a persona might undertake. They outline the steps in a process and how the persona would feel at each step and what they would want to accomplish. The document provides guidance on developing personas and scenarios through exercises and examples. It explains how these tools can help identify problems and opportunities to improve the user experience.
Mary Wharmby provides tips for creating an effective UX portfolio. She recommends treating the portfolio like a UX design project and following the UX design process of discovery, strategy, design, testing and iteration. This includes discovering the audience and competitors, developing an identity and strategy, demonstrating problem-solving and thinking skills through case studies or process descriptions, testing designs with others, and continually updating the portfolio. The portfolio should tell a story, show evidence of work, and highlight the designer's skills, experiences and personality.
We will present a case study that details our approach for replacing user personas with user roles for a multi-national SAAS company. We will take the audience on a journey that starts with an executive request for personas, travels through the tribulations of realizing personas suck, and concludes with convincing others to accept a new and innovative way to understand the people who use the product. Our key message is that personas lack real value for organizations that already understand the importance of empathizing with users. Building user-centered products requires easily accessible and well organized user insights. We will discuss defining users through a process of stakeholder consultation and content review, and structuring data around Jobs to Be Done and product interactions. We will also discuss the dissemination of user roles in our organization using relational databases, interactive dashboards and online wikis. Spoiler alert, our stakeholders loved user roles!
Too busy to learn UX methods that can save you tons of time?
Wondering which UX techniques are most likely to provide useful results all along your project? Let's talk about some tactics we tried. Success stories and epic fails of methods we have tested to build digital products and interfaces consumers love to use.
User Experience professionals are commonly called upon to fix a problematic design or help drive product enhancements. There is a wealth of research methods to help assess the success of an existing interface. But what about the early phases of a new product or concept? Do these same methods still apply? How can you best tailor your approach to gather useful input when your product and/or company are still in the formative stages?
For this presentation, Dorothy M. Danforth will discuss various low overhead, high-impact research methods available to Web Designers and UX professionals when creating new products, scenarios for when and how to use these methods, as well as general insights on how to get the most out of early stage R&D processes. Some illustrative examples and ideas from past product-concept research efforts will be provided.
Talking points to include:
• considerations when developing a UX focused research plan for a new product or concept
• how brand and corporate culture can impact and possibly drive interface decisions
• how the research process can identify organizational knowledge gaps (and vice versa)
• integrating UX research within the creative (visual design) and engineering processes
Meetup Dare Devils: how to prototype your organisation?Nascom
In software development, a ‘prototype’ is what we describe as a rudimentary working model of a product or information system, which is usually built for demonstration purposes.
Here’s a crazy thought: Why not look at organizations in the same way? A working model that we can start from, but constantly revise as we move along? By using evidence-based practices to test, validate and improve our way of working?
Create culture. Create performers. Create habits.
What kind of company culture will nurture an experimental mindset and stimulate our willingness to keep learning? How do we adopt this culture, or even create it ourselves? Will it improve our performance in the long run? Can we prove it? How? How do cultural habits play a role in this story?
Adding context to your site using Drupal Organic GroupsNascom
Using Drupal Organic Groups to build communities is cool. But why not look a bit further? We started experimenting and found new ways to use the flexible built-in API. It is perfect for setting up very complex structures within a single Drupal environment. It lets you create small or larger sections that can start leading a life of their own.
Nascom update 1 - Recent realisations in Drupal & SymfonyNascom
The document discusses using Drupal and Symfony together for building websites. It covers using Drupal as a content management system with Symfony as an API, integrating Drupal with other platforms like Node.js and Silex, and building applications with Symfony that connect to the Drupal API. It also addresses questions to consider when deciding if and how to use Drupal and Symfony together based on content management needs, technical skills, and desired functionality.
The document discusses an update from Nascom about the state of their company and the mission of Drupal 8. It summarizes that Nascom has grown significantly with more developers, information architects, and interns. As a result, Nascom is reorganizing into dedicated Drupal and Symfony teams, as well as a content team, to improve delivery, response time, and client dedication. It also lists several community events and initiatives Nascom has gotten involved in to support open source.
This document provides an overview and agenda for Drupal 8, including its history and improvements from previous versions. Key points include Drupal 8 being rebuilt on Symfony components to be more modern, secure, and optimized for mobile/responsive design. It also has enhanced multilingual support and configuration to improve user and developer experiences.
Bram recently spoke at Drupalaton in Hungary and wants to share his learnings with the rest of us.
Drupalaton Hungary welcomed some 120 visitors. 70 of which attended Bram's talk on Display Suite and how it works in Drupal 8. He elaborated on why and how to use the module, explaining its possibilities and advantages.
This document discusses the changing landscape of content strategy. It notes that the number of touchpoints for content has exploded, and content strategy is about defining how content will be used to meet business goals and user needs across a brand's lifecycle. It advocates for treating content like a flow that can be published anywhere, and bringing structure to content through patterns, types and an API. The document stresses that content strategy is about people, processes and change management to get organizations adept at evolving with new approaches.
nascom.be - user based digital content marketing strategy flowNascom
This is a digital content marketing strategy flow: the strategy & different steps to a successful implementation of a digital roadmap into your company.
How to maximize user experience on a multi touch interface. We go through the various technologies on the market and draft a list of best practices, ending on some relevant cases created by Nascom.
A brief methodology overview and series of Touch cases by Nascom.
"A purchase or experience is more than a singular event, it's a series of touchpoints that result in a sale or feeling."
How to approach iphone/ipad game development? How much work does a Mobile game typically represent? And then, how does a finished app fit within the Appstore? These are questions that 3 members of the Nascom team responsible for the Studio 100 games answer in this talk given at the Puntkom event, held in Genk on the 19th of January 2012.
This presentation includes planning and operational recommendations for IPv6 Deployment along with associated security best practices. As more as more networks are planning to deploy IPv6, this session could be a useful one to avoid gotchas and prevent re-doing the v6 deployment because of the known issues.
Top 50 Telephone Conversation Sample Examples For IT Industries.pdfKrishna L
The "Top 50 Telephone Conversation Sample Examples For IT Industries" offers a comprehensive set of scripted dialogues illustrating typical interactions in IT settings. Covering technical support, customer service, sales, and more, these examples provide practical scenarios for handling software issues, sales inquiries, training requests, security concerns, and software upgrades. They are designed to help IT professionals effectively manage phone conversations, ensuring efficient problem-solving and customer satisfaction in various IT industry roles.
Threat intelligence involves the collection and analysis of data about current and emerging threats, providing organizations with actionable insights to proactively defend against cyberattacks. By understanding the tactics, techniques, and procedures of threat actors, businesses can enhance their security posture, improve incident response, and make informed decisions to protect their critical assets. In essence, threat intelligence is crucial for anticipating and mitigating potential threats, ensuring a more robust and proactive cybersecurity strategy. Partner with Lumiverse Solutions to stay ahead of cyber threats and secure your organization's future. Contact us at 9371099207 for more information.
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This presentation about Software Defined Networking including Understanding the problem, Traditional network vs. SDN,Basic Concepts,Role of OpenFlow Protocol
SisAi World - Software is AI - Providing AI as Software - Protecting the Inte...QingjieDu1
**SisAi = Software is AI**
SisAiWorld is a versatile software platform based on AI models. By using templates provided by AI experts, users can effectively utilize various software functions and services.
**Benefits for General Users:**
Users can instantly apply expert knowledge to their own needs and business, and customization to fit their requirements is easy. By entering background information in advance, efficiency is improved, and collaborative work with other users is possible. Additionally, users can share their own ideas.
**Benefits for AI Experts:**
By hiding critical parts of the prompt from users, intellectual property rights are protected, and the service is used continuously rather than just once. Improvements can be quickly provided to users, and multi-language support makes it available to users worldwide. The platform supports both public and restricted access to specific users or organizations. Upcoming features will include support for both pay-per-use and subscription models.
Effective Tips for Creating the Best Rich Media Ads .pptxAirtoryInc
In a fast-paced digital world today, capturing attention is the key. Rich media ads go beyond static banners, using features like video, animation, and interactivity to engage viewers. Let's look at some key points for creating high-performing rich media ads that drive results.
Career Development Advice for Network Engineers across the Pacific, presented...APNIC
Terry Sweetser, Training Delivery Manager (South Asia and Oceania) at APNIC delivered a presentation on 'Career Development Advice for Network Engineers across the Pacific' at PacNOG 33 held in Tumon, Guam from 24 to 28 June 2024.
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7. Homepage is not a core page
Idea from Eric Reiss and Ida Aalen.
● User lands on a website via Google
keyword search, Shared link, etc.
● Most of the users will never see the
Homepage.
● Good navigation allows users to
leave the homepage.
8. Homepage is not a core page
Idea from Eric Reiss and Ida Aalen.
● User lands on a website via Google
keyword search, Shared link, etc.
● Most of the users will never see the
Homepage.
● Good navigation allows users to
leave the homepage.
“Designing the homepage first is like
wrapping before even having a gift.”
Ida Aalen
10. Core Model
Template at http://iallenkelhet.no/wp-content/
uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.
pdf
A.K.A. Core & Paths, presented by Ida
Aalen
Where users solve their taks and you
reach your objectives.
Core pages
11. Core Model
Template at http://iallenkelhet.no/wp-content/
uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.
pdf
Step 1 - Identify Core pages where
Business goals and User tasks meet
Step 2 - Identify Users top tasks
12. Core Model
1 2
3
Step 3
How will the users get
there?
How will they find this
content?
13. Core Model
1 2
3
4
Step 4
What content elements do we need to make
sure the user solves their task while respecting
our objectives?
14. Core Model
1 2
3
4
5
Step 5
After the user has solved
their task, where do we want
to send them next?
15. Core Model (in new page)
6
Step 6
Prioritise Core content and Outwards paths
E.g. use mobile analogy
17. UX review as a Story
Idea by David Fiorito
● Kill the long website reviews
spreadsheets checklists.
● Story instead:
Plot
o -> Flow/ context of use
Characters
o -> Persona
Point of view
o -> Heuristics narrative
18. UX review as a Story
Core User journey of what she:
o Sees
o Understands
o Does
Structure:
o Persona presentation
o Story case (Journey)
o Strengths
o Negative points
o Screenshots
o Recommendations
20. The Competing Values Framework
Presented by Kim Goodwin
"How we decide"
● Clan - UX as Coaches
Involvement, Slow, Everyone involved,
meetings with more people
● Adhocary - UX as Generalists
Hate process, not too structured, start-up
culture, use of white board for quick
experiments
● Hierarchy - UX as Process &
Design experts
Check-ins, styles guides, minimise
disruption
● Market - UX as Scientists Quantitate
data driven, in need of proof,
measurements, minimise risk.
22. Social types
Presented by Birgit (UX team of two)
Relater
● “I feel”
● People-oriented, Slow Pace
● Issues: Reluctant to change, avoid risks,
undisciplined in use of time
Socializer
● “I want”
● People-oriented, Fast Pace
● Issues: Personal opinion decisions, little
concern for details, struggle with
commitment
Director
● “I will”
● Task-oriented, Fast Pace
● Issues: Forcefull, impatient, do not show
emotions
Thinker
● “I think”
● Task-oriented, Slow Pace
● Skeptical, critical, avoid risks, study before
opinion
23. Social types
How to communicate with:
Relater
● Develop relationship. Spend time.
● Inform early about changes.
Socializer
● Show appreciation and support
● Don’t ignore them
Director
● Provide options and benefits
● Clear, short, precise. Get to the point
Thinker
● Give a lot of information beforehand.
● Provide deadlines and time to process
● Dont misinterprect lack of enthusiam.
25. Improve UX process
Presented by Peter Boersma (UX Team of
Two)
Rethink deliverables and process:
1. List current UX deliverables
2. Diagram deliverables in phases
3. Describe the input needed for a
deliverable and what is the output
generated
4. Present, discuss and prioritise
5. Templates for 80 % of the cases
6. Repeat
28. Improve UX process
Objectives
● Identiy who can influence the UX of
a project.
● Understand who are the people to
communicate the UX process inside
the organization.
29. UX, UI and what it matters
“Don’t be stuck with the UI. There is
more than that.
Look around and design the present,
the interaction.”
Petr & Jiri
30. UX, UI and what it matters
“Don’t be stuck with the UI. There is
more than that.
Look around and design the present,
the interaction.”
Petr
“Maybe UX is just Educated
Marketing”
Lutz Schmitt
31. UX, UI and what it matters
“Don’t be stuck with the UI. There is
more than that.
Look around and design the present,
the interaction.”
Petr
“Maybe UX is just Educated
Marketing”
Lutz Schmitt
“IA, we still suck at it.”
Abby C.
morning workshops (4hrs)
light talks 5mins
talks 20/30 mins
opening. middle big talks
Famous people too!
Kim Goodwin
Steve portigal
People get surprised when i tell i ux the homepage the last.
not every user checks the homepage - google keyword, fb shared article, etc
focus on the flow and not on the less important page
anyway all stakeholders of the client side want there photo on the homepage
it is good that users leave the homepage. People leave the homepage via googd navigation
many users will never see the homepage
Designing the homepage first is like wrapping before having a gift.
NF - Let’s stop with the homepage fetish.
People get surprised when i tell i ux the homepage the last.
not every user checks the homepage - google keyword, fb shared article, etc
focus on the flow and not on the less important page
anyway all stakeholders of the client side want there photo on the homepage
it is good that users leave the homepage. People leave the homepage via googd navigation
many users will never see the homepage
Designing the homepage first is like wrapping before having a gift.
NF - Let’s stop with the homepage fetish.
Core pages - where users solve their taks and you reach your objectives.
Therefore, Homepage is NOT a core page
Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf
Step 1 - identify Core pages where Business goals and User tasks meet
Step 2 - identify top task
Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content?
Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives?
Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next?
Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
Core pages - where users solve their taks and you reach your objectives.
Therefore, Homepage is NOT a core page
Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf
Step 1 - identify Core pages where Business goals and User tasks meet
Step 2 - identify top task
Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content?
Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives?
Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next?
Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
Core pages - where users solve their taks and you reach your objectives.
Therefore, Homepage is NOT a core page
Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf
Step 1 - identify Core pages where Business goals and User tasks meet
Step 2 - identify top task
Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content?
Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives?
Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next?
Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
Core pages - where users solve their taks and you reach your objectives.
Therefore, Homepage is NOT a core page
Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf
Step 1 - identify Core pages where Business goals and User tasks meet
Step 2 - identify top task
Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content?
Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives?
Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next?
Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
Core pages - where users solve their taks and you reach your objectives.
Therefore, Homepage is NOT a core page
Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf
Step 1 - identify Core pages where Business goals and User tasks meet
Step 2 - identify top task
Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content?
Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives?
Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next?
Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
Core pages - where users solve their taks and you reach your objectives.
Therefore, Homepage is NOT a core page
Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf
Step 1 - identify Core pages where Business goals and User tasks meet
Step 2 - identify top task
Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content?
Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives?
Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next?
Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
New model story for ux reviews
by David Fiorito
Like a story: Plot become Flow/ context of use
Characters become Persona
Point of view becomes Heuristics narrative
See/Think/Do with screenshots
http://digitalanthropologist.com/docsNstuff/Heuristic%20Storytelling%20-%20David%20Fiorito%20EuroIA%202014.pdf
New model story for ux reviews
by David Fiorito
Like a story: Plot become Flow/ context of use
Characters become Persona
Point of view becomes Heuristics narrative
See/Think/Do with screenshots
FLOW To set the scene effectively, you must understand the context in which the software is used… and then you will be able to identify critical paths
PERSONA You do not need a detailed persona – just a plausible sketch of a typical user. The stakeholders must recognize the user as one of their own. You need to know enough to understand why they are using the software you are designing and in what context.
NARRATIVE The narrative is grounded in the heuristic categories, but those categories needed a slight tweak.replaced the categories from the card sorting exercise with phrases that would fit better in a narrative. Don’t panic, the detailed heuristics are still there. Just don’t reveal them to the audience
New model story for ux reviews
by David Fiorito
Like a story: Plot become Flow/ context of use
Characters become Persona
Point of view becomes Heuristics narrative
See/Think/Do with screenshots
FLOW To set the scene effectively, you must understand the context in which the software is used… and then you will be able to identify critical paths
PERSONA You do not need a detailed persona – just a plausible sketch of a typical user. The stakeholders must recognize the user as one of their own. You need to know enough to understand why they are using the software you are designing and in what context.
NARRATIVE The narrative is grounded in the heuristic categories, but those categories needed a slight tweak.replaced the categories from the card sorting exercise with phrases that would fit better in a narrative. Don’t panic, the detailed heuristics are still there. Just don’t reveal them to the audience
New model story for ux reviews
by David Fiorito
Like a story: Plot become Flow/ context of use
Characters become Persona
Point of view becomes Heuristics narrative
See/Think/Do with screenshots
She also talked about how to change company culture from ux pov
The Competing Values Framework, presented by Kim Goodwin
"How we decide"
design your design process and match different project management practices to fit the environment
Clan - UX as Coaches/Facilitators - Skill building, Collaborators, Harmony Involvement, Slow, Everyone involved meetings with more people
Adhocary - UX as Generalists / White board ninjas - Novelty, Experimentations, Hate Process, Not too structured, start up culture, use of white board for quick experiments
Hierarchy - UX as Process and Design experts - Efficiency, Technical expertise, prevent failure, consistency, Checkins, styles guide, minimise disruption
Market - Quantifiable results, assertiveness, beat competition Quantitate data driven, need of Proof, Measurements, minimise risk.
Adhocracy culture
Often found in startups, this kind of culture is constantly looking outside itself to learn. Processes and roles are flexible. There’s usually a lot of room for creativity, experimentation and risk-taking. The weak point of adhocracies is usually a lack of focus or clear ownership, which means it’s hard to get a decision and make it stick. Adhocracies love nothing better than a whiteboard ninja who can listen to users and internal stakeholders, then turn vague ideas into quick-but-concrete sketches. They’ll value your process skills for bringing order to the chaos, but only if it’s not called a ‘process’.
Clan culture
A clan culture is more focused on employee happiness and involvement than on the marketplace. Overt conflict is frowned upon. The design is pushed and pulled by multiple opinions before it eventually goes out the door. Frustrated designers often respond by keeping everyone out of the process, which only results in more explosions later on. Success in a clan means emphasising your role as a facilitator and coach. The fastest route to a decision that will stick really involves that huge group of people. This isn’t to say you should design by committee! Your best bet is to bring everyone out on field research to shake up the inward-facing perspective and build a shared understanding. If you don’t want ten-person design meetings, be sure to build in explicit checkpoints so everyone feels heard.
Hierarchy culture
Hierarchies value technical expertise, efficiency, consistency and compliance. A decisive leader in a hierarchy can move projects along quickly. Organisational silos and a focus on individual department efficiency tend to foster fragmented user experiences. Hierarchies like stability, so they may be slow to accept new ideas.Specs and process documents really do work. This is the only sort of culture where being an expert carries any weight. The key to success here is to be a good stakeholder stalker: learn how they make decisions; how and when they prefer to communicate; and what their big concerns are. Don’t accept organisational silos; use tools like scenarios to encourage a broader perspective.
Market culture
Market cultures are like adhocracies in that they focus on learning from the outside, but they’re much less likely to take a leap of faith. Markets like proof, preferably in the form of numbers, though they’ll sometimes believe it’s a good idea if competitors are doing it. The trickiest thing about design here is that you can’t prove you’re right before you at least test something.
Self-assessment http://smallworldalliance.com/
How to deal with difs Social types
Birgit Geiberger & Peter Boersma (UX Team of Two)
Self-assessment http://smallworldalliance.com/
Understand how to deal with different type of people
Relater, Socialiser, Director and Thinker
Self-assessment http://smallworldalliance.com/
How to deal with difs Social types
Birgit Geiberger & Peter Boersma (UX Team of Two)
Self-assessment http://smallworldalliance.com/
Understand how to deal with different type of people
Relater, Socialiser, Director and Thinker
Improve UX process
Birgit Geiberger & Peter Boersma (UX Team of Two)
Rethink deliverables and process:
list current deliverables
diagram deliverables in phases
describe the input needed for a deliverable and what is the output generated
present, dicuss and prioritise
templates fo 80 % of the cases
Repeat
Improve it:
"To improve X I will do X with X and change X before X."
Improve UX process
Birgit Geiberger & Peter Boersma (UX Team of Two)
Rethink deliverables and process:
list current deliverables
diagram deliverables in phases
describe the input needed for a deliverable and what is the output generated
present, dicuss and prioritise
templates fo 80 % of the cases
Repeat
Improve it:
"To improve X I will do X with X and change X before X."
why dont we have it yet?
beyond interface, computer, flat design
focus on real user interaction
Six things we still suck at plus four lessons to teach the kids by Abby http://abbytheia.com/2014/09/27/euroia/
Design is invisible by Lutz Schmitt http://www.slideshare.net/daslutz/design-is-invisible-euroia-2014-brussels?ref=http://www.slideee.com/slide/design-is-invisible-euroia-2014-brussels
Content against cancer by Ida Aalen http://iallenkelhet.no/2014/09/24/euroia2014-content-against-cancer/
Well, we’ve done all this research, now what? by Steve Portigal http://www.slideshare.net/steveportigal/portigal-euro-ia-workshop
Representing Information across channels by David Peter Simon http://www.slideshare.net/davidpetersimon/representing-information-across-channels
Modeling Structured Content - IAS13 workshop http://www.slideshare.net/reduxd/modeling-structured-content-ias13-workshop
End-users are not the only personas of your product or service by Karine Cardona http://fr.slideshare.net/KarineCardona/euroia-2014-personas-notonlyendusers
Expert review of a website user experience context by Tom Van de Zande http://www.slideshare.net/tomvdz/expert-review-of-a-website-user-experience-context-euroia-2014
The web you were used to is gone by Alberta Soranzo http://www.slideshare.net/atrebla/the-web-you-were-used-to-is-gone-euroia-2014?utm_content=buffere1e55&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer
Half designer, half politician by Clementina Gentile http://www.slideshare.net/gentilemc/euroia-clementina-gentile
http://digitalanthropologist.com/docsNstuff/Heuristic%20Storytelling%20-%20David%20Fiorito%20EuroIA%202014.pdf
5. Books and Articles referred
Designing for People by Henry Dreyfuss Link: http://www.amazon.co.uk/dp/1581153120
Usable Usability: Simple Steps for Making Stuff Better by Eric Reiss Link: http://www.amazon.co.uk/dp/1118185471
Personal Styles & Effective Performance: Make Your Style Work for You by David W. Merrill et al. Link: http://www.amazon.co.uk/dp/0801968992
Positive Intelligence: Why Only 20% of Teams & Individuals Achieve Their True Potential & How You Can Achieve Yours by Shirzad Chamine Link: http://www.amazon.co.uk/dp/1608322785
The Service-dominant Logic of Marketing: Dialog, Debate, and Directions by Robert F. Lusch et al. Link: http://www.amazon.co.uk/dp/076561491X
Pervasive Information Architecture: Designing Cross-Channel User Experiences by Andrea Resmini et al. Link: http://www.amazon.co.uk/dp/0123820944
Information Anxiety by Richard Saul Wurman http://books.google.be/books/about/Information_Anxiety.html?id=dKIVV_suO28C&redir_esc=y
Information Anxiety 2 (Hayden/Que) by Richard S Wurman Link: http://www.amazon.co.uk/dp/0789724103
Designing for the Digital Age: How to Create Human-Centered Products and Services by Alan Cooper et al. Link: http://www.amazon.co.uk/dp/0470229101
Fit’s law http://en.wikipedia.org/wiki/Fitts's_law
Lawrence, T. B., Dyck, B., Maitlis, S., & Mauws, M. K. 2006. The underlying structure of continuous change. MIT Sloan Management Review, 47(4): 59-66. Link http://www.sauder.ubc.ca/Faculty/People/Faculty_Members/Maitlis_Sally/~/media/Files/Faculty%20Research/OBHR%20Division/Maitlis/2006_lawrence2006.ashx