http://skl.sh/uKPUx0 This was the presentation given at the SkillShare class "Guiding UX Principles".
My opening keynote at UX Riga, 2016 UX strategy is about analyzing an organization’s business strategy and outlining what needs to be done from a UX perspective to ensure that the goals of the business strategy are achieved. In brief, UX strategy is the glue that binds the company vision (goals) with the day-to-day UX tactics (execution). Without a clear UX strategy, it is entirely possible to design killer UX concepts, yet fail miserably in the marketplace. That happens a lot. This talk aims to help companies and designers avoid costly yet easily avoidable pitfalls.
The document discusses Leisa Reichelt's approach to prototyping, which involves quickly testing ideas through multiple prototypes rather than extensive documentation. She advocates forming a multidisciplinary team to create prototypes moving from sketches to HTML to test content and get early user feedback. Prototypes should be used to test both qualitative and functional aspects. Iterating quickly allows learning more. This approach can be used with startups, large conservative organizations, and governments to make new things less scary through experimentation.
Like it or not, more and more interactions between companies and their customers are occurring via an interface. Careful consideration of the interaction and visual design is of paramount importance to any company wishing to grow their customer base or loyalty. The importance of visual interface design has risen sharply since the introduction of smart phones and tablets and is becoming ever more complex. Executives now care more than ever about the visual interface and what it means to their brand. So how does one stand out? This talk will help designers create visual interfaces for dense, complex products and make their experiences memorable and useful. The talk highlights some of the key differences between more traditional visual design mediums and designing for the interface. It will also discuss how to design a unique visual interface but put the needs of users first, how to add surprise and delight to critical moments of the experience, and how craftsmanship and attention to detail can set you apart in a visually complex medium.
Presentation for NoVA UX Meetup Group on October 24th, 2012. Thanks to everyone for coming out! Looking forward to seeing you at the next event!
The document provides an overview of the design thinking process, which includes discovery, framing insights into direction, developing concepts, creating prototypes, gathering feedback, and iterating. It discusses methods for each stage like learning from users, experts, context immersion, and inspirations in discovery. In framing, important elements are analyzed and synthesized to determine direction. Concepts integrate analyzed elements into concrete solutions. Prototypes are created and feedback is gathered to integrate into the next iteration. The document outlines tools, methods, and pitfalls to consider at each stage of the process.
Agile is changing the way we create software. Design, and Design Thinking, is becoming pivotal to business success. The UX game is changing, and you need to step up! Daniel Oertli (CIO, REA Group) and Jason Furnell (Experience Design consultant, ThoughtWorks) will discuss the changing role of UX in fast moving, Agile development environments, presenting case studies demonstrating the impact that a design-led approach has had at Australia’s No.1 real estate site (www.realestate.com.au). This talk will present concepts that will challenge your thinking and introduce you to new methods that will increase your impact as a designer working on software and business strategy projects. The Agile development methodology dramatically changes the role of designers: the build is the design. Agile concepts like ‘working software over comprehensive documentation’ and the disciplines of ‘just enough’ and ‘just in time’, mean that traditional, heavy weight specification documentation is no longer effective – or even possible. Practitioners need to find ways to ‘power up’ their design impact. Jason and Daniel will discuss how to use collaborative design as a ‘force multiplier’, share the experience of designing in real-time, and show you how to let go, be fearless and take your team with you on a journey that builds trust, buy-in and design momentum. They will challenge you to shift your focus; to make the transition to design thinking, and focus on design facilitation in order to increase the scale and complexity of the things you design.
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators. Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market. This talk was given at UX Day.
This document provides an overview of DIY user experience (UX) design techniques that organizations can use to improve their digital products and services without hiring external UX professionals. It discusses design research methods like user interviews and analytics to understand user needs. It also covers usability testing, A/B testing of design variations, and establishing a culture of continuous experimentation and iteration. The document emphasizes listening to users, using both qualitative and quantitative data to inform decisions, testing designs, and completing the feedback loop to ensure ongoing improvements.
Hi. My name is Neil, and I’m an addict. I’ll admit it, I’m addicted to technology, and you know what, I suspect that you are too. We’re all addicts now aren’t we? We’ve all become addicted to a very modern drug called technology. It’s not our fault that we’re addicted to technology, we're only human after all. You see technology is just too damn addictive. And why is it so addictive? Because it’s been designed to be so by designers like you and me. It’s been designed to engage, to demand our attention, to draw us in and to slowly but surely get us hooked. In this talk which was originally delivered at UCD 2016, I’m going to argue the case for why we as designers should be helping to break this cycle of addiction. Why we should be focusing on making a positive impact on peoples’ lives, rather than chasing ever greater usage of our products and designs. I’m going to show you how to create products that are more ethically engaging; that let people get on with their lives without becoming a slave to the machine!
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
This presentation explores the concept of Design Thinking, some of its problems, and how we can fix them.
Like it or not, the digital world has changed at a wicked pace and more and more interactions between companies and customers now happen via an interface. Careful consideration of the software's design is of paramount importance to any company wishing to grow their customer base or loyalty. At the center of this change sits the user experience, which has become a huge influence in how customers perceive a company's brand. Traditional marketing principles and practices aren’t effective in software. So how do you create an experience that is usable, desirable, and still stands out? Myers, an interface and brand specialist in design, marketing, and development for 16 years, will highlight the differences of software from other forms of media, you’ll gain insight for creating a truly unique experience that guides executives and teams, and can influence your company’s culture. You’ll learn new techniques such as defining the ideal experience, exploring first impressions with visual language studies, and designing signature interactions. These techniques build a memorable experience that’s hard for your competitors to mimic and your customers will fall in love with.
This document discusses strategic user experience and how to effectively prototype strategies to achieve organizational goals. It emphasizes that strategy is best executed through prototyping rather than abstract planning. Some key points made include prototyping in code instead of tools like Axure, using multidisciplinary teams to quickly test ideas iteratively, making evidence-based decisions through experimentation and analytics, and using prototypes to engage stakeholders and bring strategies to life. The overall message is that prototyping is crucial for translating strategies into reality and driving organizational alignment and change.
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
1. The document discusses UX design, including defining UX, the work of UX designers, and how to review UX. 2. It provides insights into how users interact with digital products and highlights truths about users, such as how they rely on habits and treat products as their property. 3. Examples are given of reviewing the UX of Snapchat for different age groups, finding that younger users prioritized fun over functions while older users focused more on understanding the product.
Presented by Jason Ulaszek and Brian Winters at Interactions '13 on January 28th, 2013. Have you ever been enlisted by your company or client to create a consumer “vision” for the evolution of their product or service? As design-thinking principles and activities continue to become centerstage in transforming business models, creating new products and services to meet consumer and market demand, we'll be counted on to leverage our skill to help inform business direction. So, how do you do it? Design research is critical. Creating foundational, living documentation about the needs, beliefs and behaviors of your customer is of the utmost importance. And, being able to identify needs, opportunities and the future direction for the business, based on both sound process and analytical thought, will be your keys to short and long-term success. In this session you'll learn how to turn design research activities into a mental model, identify potential new business opportunities and derive business and experience direction from your newly found consumer insight. And, you'll look like a freakin' rockstar in your company doing it.
User Experience (UX) principles for marketing team as presented by Danny Bluestone at Marketing Week Live 2014 in London. The presentation touches on the importance of UX and how it has to be engrained into an organisation's culture as opposed to being a bolt-on.
The document discusses what a UX strategy is and how to develop one. It explains that a UX strategy defines the big picture vision for a product by focusing on solving the users' problems rather than just designing individual screens. The levels of UX design are outlined from strategic goals down to individual interface objects. Examples of successful strategies like ProFlowers and Websense are provided that were built around understanding the users' needs rather than the company's existing solutions. The key aspects of developing a strategy are identifying the user's problem, desired outcome, knowledge, and knowledge gaps.
The document discusses defining and building strategy, describing it as a creative exercise to design a way to overcome key challenges and reach desired outcomes through interlocking choices, and providing examples of strategic questions and elements that can be used to develop a strategy blueprint for a user experience.
Learn how to create a winning strategy and design concepts through strategy workshops and design studios. Find out how UX is at the heart of hot concepts such as LeanUX, Design Thinking and Agile Development.
http://skl.sh/py9AdK This was the presentation given at the SkillShare class "Simulating Your Ideas & Designs".
Appsterdam Milan meetup 15/10/2015 How to become a happy Agile developer... and never feel lost Discover more at http://blog.zigolab.it
The document outlines the principles of Lean UX, which are inspired by Lean Startup and Agile Development theories. It emphasizes bringing products to light faster through cross-functional collaboration with less emphasis on deliverables. Key principles include forming small, dedicated, co-located cross-functional teams; focusing on outcomes over outputs; removing waste; using small batch sizes; continuous discovery; getting out of the building to engage customers; emphasizing shared understanding; allowing for permission to fail through experimentation; and getting out of the deliverables business to focus on outcomes. The overall goal is to sustain innovation, agility, and feedback to develop solutions through a collaborative process.
This document discusses Laban Movement Principles and how they can be applied to UX/UI design. It introduces Rudolf Laban, the creator of the first dance notation system and movement theorist. It then explains some of Laban's key concepts including kinesphere, spatial harmony, and the Effort Graph which analyzes the dynamics of movement. The document provides examples of how these principles correlate to gestures and qualities of intention. It concludes by examining applications of Laban's work for graphical interface motion, interaction metaphors, and examples like gestural interfaces.
UserZoom hosted a webinar with UX strategy expert Paul Bryan. In the webinar, Paul covered 7 important elements for developing a successful UX strategy.
Stakeholder analysis is used to identify an organization's stakeholders, assess how they may be impacted by or influence the organization, and develop strategies for managing stakeholder relationships. The document defines stakeholders as any person or group that can be positively or negatively affected by an organization's actions. It then discusses different frameworks for categorizing stakeholders, such as internal vs. external, primary vs. secondary, and mapping stakeholders based on attributes like power, interests, and urgency. Performing a stakeholder analysis helps an organization develop strategies to meet stakeholder needs and create value, thereby gaining acceptance and managing risks from stakeholders.
The document summarizes key aspects of a workshop on developing user experience (UX) strategy. It discusses understanding the current customer experience through pain point mapping and principles for envisioning improved future experiences. Workshop exercises guide participants in collaboratively defining goals, stakeholders, pain points, experience principles and roadmaps. The goal is to help organizations transform culture and align all customer touchpoints with business and brand strategies through a holistic UX strategy.
The document defines various artistic elements and concepts used in visual art including: - Line: Different types of lines including outlines, contours, expressive, sketch, and calligraphic lines. Characteristics of lines like width, length, direction, focus, and feeling. - Shape: Geometric, organic, positive, negative, static, and dynamic shapes. - Color: Primary, secondary, tertiary colors. Analogous, complementary, monochromatic, warm, and cool colors. - Space: Positive and negative space, picture plane, composition, and focal point. - Perspective: Linear and nonlinear perspective using techniques like size variation, overlapping, and convergence of lines. - Texture: Real
The document discusses tools and processes for designing and testing value propositions for businesses. It describes using the Value Proposition Canvas tool to iteratively search for value propositions that customers want through designing, testing, and evolving propositions. It emphasizes managing the non-linear process of value proposition design by systematically applying tools like the Canvas to reduce risk.
This document outlines the basic principles of user-centered design (UCD). It discusses how UCD prioritizes users by putting them at the center of design decisions through iterative testing and research. The goal is to optimize the user experience. Key aspects of UCD include discovering user needs through research, defining concepts based on personas, designing prototypes, and evaluating designs through usability testing to identify problems and continually improve the design.
This document discusses 7 methods for conducting user research: field studies, desirability studies, surveys and polls, usability studies, remote testing, A/B testing, and researching without users. It provides an overview of when each method should be used, how to implement it, and tips/tools for each. The document emphasizes that user research is important because designers are not users, and it should be conducted at different stages of the product development process to inform, optimize, and assess the user experience.
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.
Learn about the Design Thinking methodology used at Blackboard to empathise with our users and solve problems. In this workshop we will apply Design Thinking to evaluate the Learn interface and user experiences when logging into Blackboard. Together we will ideate and wireframe suggested solutions.
This document provides an introduction to Lean UX and UserTesting. It defines UX and Lean UX, discusses the benefits of user testing such as increased revenue and decreased costs, and outlines the UserTesting process including defining objectives, writing tasks, analyzing results, and using metrics and notes. UserTesting allows remote, unmoderated usability testing of digital products through video recordings of testers interacting with designs. The document provides tips for effective user testing through UserTesting.
Designers are from Venus, developers are from Mars. For far too long, the two groups have had difficulties working together. At best, it is dysfunctional, at worst, impossible. In return, we have been drowned in a sea of horrible products. Great experiences come from design and technology working together to complement each other. In this presentation, the focus in on how developers can be integrated into the design process earlier and more effectively.
User Interface Design- Module 2 Uid Process Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
Surely you've attended them: all those design meetings full of high-temperature discussions about product pages, search queries and checkout flows. Everybody has their own opinion and preference, everyone refers to another big name with: “Let's do it like they do, surely they've got it right”. More often than not it ends up in a chaotic mishmash. It doesn't have to be that way. By creating a design vision specifically tailored to your website or mobile app, you will enter your future design meetings with much more confidence and efficiency. And armored with an up-to-date selection of e-commerce usability best practices, you will be ready to design like a pro. In this talk you will learn: - How to create a design vision, tailored to your specific goals. - Which usability best practices are relevant to improve your conversion rates.
The document provides an overview of the design thinking process through two case studies. It begins with an introduction to design thinking and covers the main stages of the process - discovery, definition, development, and delivery. The first case study examines improving automotive infotainment systems based on field observations and user insights. The second case study looks at designing a platform to better connect volunteers with nonprofit opportunities. The document concludes with a workshop on user research skills like interviewing and making sense of user data.
Collaboration within a multidisciplinary team: working together to solve design problems more effectively. These slides are from a workshop at UX Cambridge 2012 presented with Andy Morris and Revathi Nathaniel from Red Gate. The workshop aimed to promote the role of UX practitioners as facilitators and gave participants the opportunity to try out the KJ-Method and Design Consequences game.
This document discusses web usability for designers. It begins with an introduction to usability, providing examples of usability guidelines and techniques for do-it-yourself usability testing. Some of the key guidelines discussed include consistency and standards, error handling, recognition over recall, and limiting unnecessary content. The document also provides a navigation stress test technique for testing usability without user recruitment. Resources for learning more about usability include research firms, books, and organizations.
"A scenario is a description of a person’s interaction with a system. Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements. Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
The document discusses five techniques for improving user experience in website and application design: 1. Design early by incorporating user experience design into requirements gathering to better understand user needs. 2. Test early and often through prototyping, usability testing, and engaging users to iterate on designs before development is complete. 3. Make prototypes like sketches, flows, and mockups to generate ideas, get stakeholder buy-in, and test designs at low cost before implementing. 4. Focus on user behavior by asking open-ended questions about what users actually do rather than what they say they want. 5. Make "good mistakes" through exploratory prototyping to learn about problems and