This document provides an introduction to a course on user experience (UX) design. It includes biographies of the instructor and teaching assistant. It outlines the weekly topics to be covered in the course, including strategy, scope, structure, unique contexts, visual design, and a final project. It discusses grading criteria, software/books recommended, and concludes with introducing the concept of UX and usability testing as homework.
Understanding User Experience Design & Why It MattersChristina Wodtke
This document provides an overview of user experience design. It begins with a slide introducing the topic and defining user experience as encompassing all aspects of a customer's interaction with a company, its services, and products. It then discusses several user experience thought leaders including Don Norman and Jesse James Garrett. Norman describes user experience as meeting customer needs without fuss while Garrett defines it as designing anything with human experience and engagement as explicit goals. The document emphasizes that user experience requires a seamless merging of multiple disciplines. It also notes that startups are seeking generalist user experience professionals who can fill multiple roles. Overall, the document introduces key concepts in user experience design and thought leaders in the field while emphasizing the cross-disciplinary nature of creating
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
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Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Visual design is more than styling. It is function. And not only because it communicates, but also because it makes us feel. And between feeling and communication, people find things easier to use.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Introduction to User Experience Design 10/07/17Robert Stribley
The document outlines an introduction to user experience design workshop, including an overview of the history and principles of UX design, the design process, common deliverables, and an example project of redesigning an events website. The workshop agenda covers topics such as user research, information architecture, wireframing, and usability testing. The goal is for participants to understand basic UX concepts and experience the design process.
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
This document provides an overview of critical thinking skills for UX designers. It discusses how critical thinking is not about tools but the thinking process that leads to tools. It encourages writing an "obituary" for your ideas to test their viability. It explores concepts like the limbic system in the brain and different thinking shapes like 'Z' thinkers who reframe problems. It advocates understanding context, current problems, and desired outcomes. It presents design thinking activities like role playing a browser, seeing through different perspectives, and using classical invention techniques. The overall message is that critical thinking opens up new opportunities by solving problems in novel ways.
DFA Social Media Class at AgConnect 2013Don Schindler
This document provides an introduction to social media and getting started with a social media presence. It discusses defining who you are and your brand, establishing a blog and website as a central hub, and using platforms like Facebook, Twitter, YouTube, and third-party apps. It emphasizes listening first before posting, having a personality, and building trust. The goal is to tell your story and expand your reach through an online presence while driving traffic back to your own website and content.
Presentations As Social Media In (talk at Portland Presentation Camp)Rashmi Sinha
This document discusses the use of presentations as social media for businesses. It provides a brief history of PowerPoint and discusses how sharing presentations online differs from traditional media. Businesses are increasingly using social platforms like Facebook, LinkedIn, and Twitter to share video, presentations, and documents. On SlideShare, about 25% of content is business-related and many users have a business goal in mind when sharing. SlideShare's business model allows free sharing but charges for targeted promotion and lead generation capabilities. The document encourages businesses to utilize visuals and presentations to both inform and inspire while achieving their communication goals.
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
Half-day workshop presented by Michelle Caldwell and Ruven Gotz on getting to shared understand and better requirements for your SharePoint projects through the use of Visual Tools (such as mind mapping, wireframing, and card sorting) and Gamestorming (also called Innovation Games)
This document discusses viewing one's career or work as a game to be played. It suggests adopting a playful mindset and explores concepts like player types, goals, and choosing how to play the game. The document provides tips on developing curiosity, self-awareness, critical thinking skills, and autonomy to help one approach their career in a more engaged and self-directed manner. Overall, it promotes finding joy and passion in one's work to make the job feel more like a fun game being played.
Redesigning the Drupal Issue Queue (Codename Prairie: a Social Architecture P...leisa reichelt
The document discusses redesigning the Drupal issue queue to make it more effective, findable, and inclusive. It proposes benchmarking the current system, defining the problem space, exploring solutions through an open and collaborative process, and rapidly implementing a new system approach that supports modes of participation and planning. The goal is to encourage productive collaboration online like at Drupal conferences through a social architecture project called "Prairie" that measures success based on community satisfaction.
This document summarizes a presentation about designing intuitive SharePoint sites. It discusses defining intuitiveness based on users' current and target knowledge. Visual design principles like usability best practices, organization, color, and contrast are covered to improve how readily users can understand and learn to use a SharePoint site. The presentation was given by Marcy Kellar and is based on her experience consulting on SharePoint design.
Designing Intuitive SharePoint Sites: The Science of "Easy to Use" Marcy Kellar
The document discusses how to make a SharePoint site intuitive by defining three things: the user, the task, and metrics for measuring success. It covers usability best practices like minimizing cognitive load on users and leveraging users' expectations by following design patterns and conventions. Visual design is important for communicating the site's purpose and guiding users through their tasks. Defining specific success metrics up front helps ensure a site is truly easy to use.
The document discusses "Z-shaped thinkers" and their approach to challenges. Z-shaped thinkers challenge assumptions, reframe problems, explore multiple perspectives, and synthesize information to envision new opportunities. They approach problems in different ways compared to traditional linear thinkers. The document provides examples of how z-shaped thinkers might reframe design problems from focusing solely on form and function to exploring user needs and experiences.
This document discusses various aspects of design including distributed cognition, world modeling, design teams, markets, and students learning with prototypes, post-its, and walls. It emphasizes setting clear expectations and providing feedback. It also touches on "wicked problems", courage, and designing worlds. The overall message is about the process of design thinking.
The document provides an overview of a web design intensive course. It includes objectives for the course, which focuses on usability assessment, building a portfolio, and the business aspects of web design. It outlines several workshops and topics that will be covered, including usability principles and testing, user-centered design, and Nielsen's 10 usability heuristics. Students are asked to complete tasks like analyzing websites and providing usability reviews for a blog.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
A series of talks I gave sponsored by the Yahoo! Developer Network, in London and Berlin, reviewing the history of UX design patterns and delving into the social design patterns project, isolating 5 principles, 96 patterns, and 5 anti-patterns
Coop First: how non-zero-sum games are reshaping our digital landscapeAmy Jo Kim
Non-zero-sum games that emphasize cooperation over competition are shaping the digital world. These "coop games" see players as partners rather than opponents, encouraging win-win scenarios through activities like collaborative problem-solving. Three disruptive trends are driving this change: 1) ubiquitous connected devices enabling new forms of social play, 2) games appealing to mainstream all-ages audiences through social and cooperative mechanics, and 3) user-generated content that facilitates mutual entertainment through player interaction and expression. Emerging best practices for coop game design include using large, meaningful challenges to inspire collective action; having players compete against the system rather than each other; and allowing talented players to extend the game world.
Expert Strategy ™ Series Virtual Seminar Presentation
1 hour 30 minutes, Presentation + Q&A. Wednesday, May 16th, 10 am PDT.
* Create “Magic Moments” in your own mobile and tablet app.
* Learn the new Cross Channel UX Design framework.
* Take advantage of all sensors and capabilities of the mobile platform
http://www.designcaffeine.com/virtual-seminars/designing-magic-mobile-moments/
Here are the key points about brand consistency:
- The brand identity (mission, promise, personality) should be clearly defined and consistently communicated internally and externally.
- Visual elements like logo, colors and graphics should be used uniformly across all marketing materials, websites, stores, etc.
- The customer experience should consistently reflect the brand promise at every touchpoint.
- Hiring and training ensures all employees understand and embody the brand for a consistent customer experience.
- Leadership must model and live the brand values for the organization to truly internalize and consistently demonstrate the brand.
So in summary - consistent definition, communication, customer experience, visuals and culture are all important to maintain a coherent brand identity.
This document discusses prototyping as a design philosophy. It provides guiding principles for prototyping, including knowing your audience and intent, planning a little and prototyping the rest, setting expectations, prototyping only what is needed, and prototyping early and often. It also discusses different prototyping techniques like paper prototyping and their pros and cons. The document encourages the reader to create a prototype for a geotagging photo sharing application and provides criteria to include in the prototype.
The document provides a brief history of user experience (UX) design from its roots in communication and early forms of writing to modern developments in computing, the internet, and experience design. It traces key innovations from printing presses and telegraphs to mice, web browsers, and the concept of experience realms. The history shows how UX design has evolved from a focus on usability and human factors to encompass creating immersive experiences that engage users at different levels of participation.
This document is a presentation by Prince Pal about common mistakes in UX design. It provides humor and levity by listing signs of a "stupid UX designer" including claiming wireframes are complete design work, only learning during live use, and prioritizing creativity over technical skills. It also shares jokes about problematic design decisions like prioritizing certain colors in testing or demanding cross-browser compatibility with outdated browsers. The presentation concludes by crediting various sources for the UX humor and jokes.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
The Future of UX: Designing Data ExperiencesEva Willis
A funny thing happens when you open up your design process to consider the increasing number of devices people use: the importance of each individual device diminishes. That’s a significant shift for the user experiences community to adjust to. The future of UX is the user who begins a task on one device, continues through many more interfaces across many platforms and many more devices and completes their task with little recognition of, or interest in the complexity involved. To stay relevant in the development of digital products, we need think at a higher level than screens or sites or devices. The future of UX is designing data experiences.
User insights gathered through design research help inform the design process. Fieldwork such as interviews and other methods are used to understand users. It is important to analyze the data gathered from fieldwork to synthesize insights and inform design decisions. Planning the study design, recruiting criteria, field guides and analysis are essential parts of conducting user research.
This document summarizes and debunks 22 common myths and misconceptions about user experience (UX) design. It discusses myths such as people only reading content on the web in 3 clicks, people not scrolling down pages, and more design choices always leading to higher user satisfaction. The document also aims to clarify definitions for terms like visual design, interaction design, and information architecture to provide appropriate contexts for UX practices.
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.
UX Design + UI Design: Injecting a brand persona!Jayan Narayanan
It is my try to shed light on two often heard but little understood or confused acronyms and its impact on overall brand experience. The presentation originally designed to address a group of entrepreneurs who have little knowledge in design and it's technical jargons.
https://www.linkedin.com/in/jayan-narayanan/
This document provides tips and advice for navigating a career in user experience (UX) design. It discusses key aspects of UX like defining UX versus UI, conducting user research, creating wireframes and prototypes, and effective project planning and workflow. Specific tips include talking to clients to understand needs, using agile methods, conducting card sorting and user interviews, and the importance of sketching, wireframing and iteration. Recommended books and tools are also provided.
Faced with an industry-wide talent drought, HUGE took drastic measures to snare new prospects for our UX department. The solution? One summer, 10 Trainees from around the globe, and some good ol’ UX Fundamentals. If we can't find people, we will create them. This presentation covers how we built an unprecedented school to teach trainees the basics of interaction design and the way HUGE approaches challenges of all kinds. It includes how we designed the program: what’s in the curriculum (and what’s not), other aspects of the training experience, and how we worked the best minds at HUGE into the mix.
Presented at Internet Week in London 2011.
The document discusses information architecture and its role in organizing information to support findability. It provides examples of different types of information seeking and how information architecture can help address each type through techniques like tagging, organizing, navigation systems, and search optimization. Finally, it discusses how information architecture can help realize brands by creating good customer experiences through organized information. The summary is in 3 sentences as requested.
While Information Architecture took its name from architecture, it took very little else. This is not surprising, as the early days of the web were about making sites that supported the interaction between people and data. The obvious model back then was a library; a library is a space for humans to receive knowledge. But with the rise of social networks, and the integration of community into almost all online experiences, more architecture practices are directly transferable to design. Online spaces are no longer just about findability, but about falling in love, getting your work done, goofing around, reconnecting with old friends, staving off loneliness... humans doing human things.
As an early Information Architect who had been working in the search field, I found very little but entertainment from phenomenology's Gaston Bachelard or innovator Frank Gehry. But once I began working on social spaces, it all changed. We all know Christopher Alexander from his pattern-language approach to codifying design solutions, but if you go beyond the mere structure you find that in those patterns lies the answers to tricky privacy issues and the cold-start problem. Architects of buildings can help us form a new approach to the architecture of human spaces online. Poetics will go down easy with plenty of real world examples from current websites, shanty villages, air apps and cityscapes.
The document provides an overview of careers in user experience (UX) design. It defines UX as encompassing a user's interaction with products and services. The document discusses the different roles in UX, including UX designers, user researchers, interaction designers, and information architects. It encourages the reader to consider a career in UX due to high job satisfaction and outlines steps to get hired, including developing a portfolio to showcase skills and past work.
A lightening speed introduction to the world of digital design. Targeted at people from graphic design, advertising or marketing backgrounds who are looking to make the transition into the digital design world.
UX design involves all aspects of a user's interaction with a company's services and products. The goal is to meet user needs seamlessly and simply without frustration. Good UX requires merging insights from various disciplines like engineering, marketing, and design based on user research. It is about designing experiences, not just websites, to achieve emotional connections rather than just requested features. Content and UX both rely on the same user research to develop their respective tools to achieve the shared goal of user engagement.
This document provides an introduction to human-computer interaction (CHI). It discusses some key principles of CHI, including that systems should be designed from the user's perspective, with a focus on usability. Examples of usability guidelines provided include that the system should be effective, efficient and satisfying for users to achieve their goals. The document also lists some important references in the field of CHI, such as formative conferences and publications.
This document provides an introduction to human-computer interaction (HCI). It discusses key concepts in HCI like usability, user-centered design, and that systems should be designed from the user's perspective. Examples of usability guidelines provided include that interfaces should be intuitive for users and "disappear" during use. Resources on HCI like conferences, journals, and example books are also listed.
This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points:
1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective.
2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing.
3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
June, 2010 Utah Product Management Association presentation, "Creating products that people love" by Steve Ballard, Director of User Experience for attask.com.
Agile and UX both put user's needs at their center, but their foundational beliefs have set them at odds over the years.
Presented at part of "24 Hours of UX" 2022.
Prototyping Physical & Immersive Environments for UX DesignersSusan Oldham
This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
An Introduction to User Experience for Dev's & TechiesScott Savage
Presented by Scott A. Savage (www.scottAsavage.com) for Web Content Mavens at General Assembly in Washington, DC on March 18, 2015.
This presentation provides an overview of how developers and non-user experience people can integrate good user experience ideas and methodologies into their professional processes and work.
User experience (UX) design involves creating a system, product, or service that provides a quality experience for users. UX designers conduct research to understand user needs and then create wireframes, prototypes, and visual designs to meet those needs. The goal is to make products intuitive and easy to use. UX design is informed by fields like psychology, graphic design, and user research. Designers use tools like Axure to create wireframes and site maps to plan interfaces before development. Usability testing involves user research methods like surveys and field studies to evaluate designs and identify areas for improvement.
Design Research (is not Market Research)Joyce Chou
The document discusses the differences between design research and market research. It explains that design research is used to encourage disruptive innovation before creating new products by getting outside assumptions and understanding customer perspectives. The document provides examples of design research methods like interviews, shadowing customers, and analyzing object usage to understand needs. It also discusses synthesizing findings by organizing data into themes, frameworks and personas to guide new product development.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
This document contains tweets from Christina Wodtke discussing game design fundamentals and concepts. It covers the 7 formal elements of games (players, objectives, outcomes, rules, procedures, resources, boundaries), mechanics and dynamics, and the MDA framework for understanding how games create experiences through their mechanics, dynamics and aesthetics. It also discusses elements that make games engaging like challenges, story, characters and conflict.
Comunication & Storytelling for Product Managers (and anyone else)Christina Wodtke
Half-Day Interactive Workshop
“Get ready to actively participate in your transformation from product manager to product leader”
A product manager rarely has any authority beyond what they can talk people into, thus we need to become really strong communicators. In this half-day interactive workshop, we’ll look at the three kinds of communication: managing up, team communications, and the very important roadshow for getting other groups onboard with your vision. We will use the power of story for formal communication and a combination of techniques from NVC (Harvard’s negotiation project) and the GSB’s “touchy feely” class to make sure your message gets through, and that we are listening effectively.
This special half-day training workshop, with product author and lecturer, Christina Wodtke, is specifically designed for product managers who are looking to really level up their communications skills and who want to use story-telling to effectively communicate with others.
This document provides advice on how to influence others without direct authority. It recommends first listening to understand others' needs, wants, and definitions of success and failure. Norm-setting exercises can establish expectations for how groups will work together. Understanding different cultural maps and communication styles is also important. Speaking the language of the environment and finding ways to frame individual and group goals as shared ("make an US") can help build influence. Self-awareness of strengths, weaknesses, body language and how one is perceived by others also plays a role in wielding soft power over hard power.
The document discusses different types of visual models for making sense of complex information and communicating concepts. It provides examples and descriptions of mind maps, concept maps, system maps, mental models, and concept models. For each model type, the document explains the purpose and provides one or more illustrative examples. It emphasizes that visual models are useful tools for gathering thoughts, organizing understanding, mapping systems, understanding mental models, and messaging complex ideas.
The problem with unexpected consequences is that they are unexpected. The time of "move fast and break things" is over, as we have broken everything from hearts to democracy.
It's time for designers, along with their partners - engineers and business - to embrace a new long term approach to bringing change into the world, that focuses less on disruption and more on evolution. In this talk, Christina will explore various approaches to designing more robust and compassionate change.
The document discusses how to reboot a team by setting goals, roles, and norms; checking in weekly; and evaluating and making corrections quarterly. It emphasizes establishing a common purpose, performance goals, and mutual accountability. Teams are encouraged to provide fast, frequent feedback and hold retrospectives to continuously improve. Individual and team feedback should be empathetic and help the group learn and grow over time.
This document provides an overview of using visual models and drawings to communicate complex ideas and concepts. It discusses different types of visual models like mind maps, concept maps, system maps, mental models, and concept models. It provides examples of each type of model and encourages the reader to practice different drawing exercises, like drawing processes, comparisons, and conceptual models. The overall message is that visual models are effective ways to organize thinking, understand relationships, and communicate complex topics in a simple manner.
The document discusses the history and importance of information architecture (IA). It notes that IA was initially an informal practice before becoming a recognized field. However, IA is now more crucial than ever to organize the massive amounts of digital information and data. The document warns that algorithms and search tools are not enough on their own. Effective IA requires considering how organization and classification can impact different groups, employing user-centered design, and acknowledging that IA decisions are political in nature. The overall message is that IA practitioners must work to make information structures meaningful, inclusive and support deeper understanding.
Given at Lean Startup 2017.
Using Lean to Create High-Velocity Teams (Until 2:00pm)
Great products come from great teams, yet very few companies try their hand at at team design. Too often we rip job descriptions off the web, throw people together without preamble, then simmer in passive-aggressive discontent until someone eventually fires the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits. Can Lean show us a better way to get things done?
Christina Wodtke teaches Lean Entrepreneurship at the university level and coaches executives how to create high-performing organizations. From this intersection she has helped a new kind of team emerge: the Lean Team.
What is the Lean Team?
-Hypothesizes about how we do our work, not just what work we’ll do.
-Holds no ao assumptions about the best way to get things done.
-Is constantly iterating.
-Commits to peer-to-peer accountability and coaching.
-Embraces diversity in experience and culture.
-Engages in formal reflection to increase learning velocity.
The best teams don’t just use Lean Startup methods to create breakthrough products. They use the learning cycle to reduce interpersonal conflict, communicate effectively, and get more done. In this breakout session, we’ll look at the best practices that high velocity, high-learning teams use, and how you can bring them back to your company.
#enterprise #startup #leanteams
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
In school we learn to write as a fundamental building block for communication, and drawing is shunted away to “art class.” But scientists like Darwin and Marie Curie, presidents from Jefferson to Obama, and mathematicians, choreographers, and composers all have used sketching to give form to their ideas. Words are abstract and ambiguous, and can lead to miscommunication. We say a picture is worth a thousand words, so why do we discard this critical tool?
Drawing is not just for so-called creatives. Drawing allows you to ideate, communicate, and collaborate with your team. Stop talking around your vision, and get it on the whiteboard where your team can see it! Whether you’re an entrepreneur, an engineer, or a product manager, drawing will make you better at your job. In this workshop, you will go from “can’t draw a straight line” to visually representing complex ideas. First, we’ll demystify the act of sketching. Through a series of activities and exercises, we’ll cover the fundamental building blocks of visual communication. You’ll learn easy ways to draw the most common images, from people to interfaces. Next, we’ll tackle making storyboards, product flows, and interfaces. We’ll finish by working with charts, mental models, and canvases. This is a hands-on workshop, so come with paper, pencils, and pens, and be ready to make your mark.
Given at UXDC
From Starchitects to Design Gurus, the lone designer-hero has been our model for creating impact. But it’s a complete lie. The complex software, smart devices and connected information environments we create require multidisciplinary teams. So we must spend a lot of time getting teamwork right, right?
Sadly, no.
Instead we rip job descriptions off the web, throw people together without preamble, simmer in passive-aggressive discontent until we eventually fire the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits.
It’s time to give teams the same attention and craft we give our products. Christina will share the lessons from top companies in the Silicon Valley for you to take back to your teams. It doesn’t matter if you are a manager or a peer leader, these approaches will make your team thrive. Awesome products come from awesome teams, so it’s time to stop doing business as usual and design a team for impact.
This document provides an overview and discussion of topics related to developing a business from an initial idea, including:
- Researching customer needs and validating ideas through frameworks and brainstorming techniques.
- Customer development processes like validating minimum viable products and creating shared visions with teams.
- Business model canvases, acquisition channels, revenue streams like marketplace, subscription and advertising models.
- Pricing strategies like determining the unit of exchange and capturing customer value while driving desired behaviors.
- Examples of pricing models for software and lessons on testing pricing through interviews and mockups.
The document discusses various methods for validating assumptions in product development, including landing pages, audience building, concierge testing, Wizard of Oz testing, fake doors, and selling. It provides examples of what each method is good for, how to implement it, and which types of assumptions (problem, solution, or implementation) it helps validate. The document encourages readers to identify the best validation method for their product and create a landing page or other test before the next class.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
This document discusses how teaching game design can be used to teach interaction design. It provides examples of exercises used in classes that have students create simple paper prototype games to explore mechanics like movement, conflict, and feedback. The document argues that game design and interaction design require many of the same skills, including considering affordances, direct manipulation, conceptual models, information architecture, iteration and playtesting. Teaching game design helps students explore difficult topics and stretch their thinking in new directions. Core concepts from game design like mechanics, dynamics and aesthetics can also be applied to interaction design.
The Creative Entrepreneur: Stanford Class2 NeedfindingChristina Wodtke
This document contains profiles of three potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites. It describes their personal backgrounds, technical proficiencies, histories with the websites, and opportunities for each website to engage them. The document aims to understand different types of users to help ideate new products or services.
The Creative Entrepreneur: Stanford Class4 From story to offeringChristina Wodtke
Our product and services help customers in a target segment by addressing their needs and jobs to be done, reducing pain points and increasing gains, in a way that differs from competitors or do-it-yourself solutions. The document discusses wireflows, one minute pitches, dotmocracy voting, key screens like upsell pages, participatory roadmaps to define minimum viable products, and testing with the target market using a business model canvas.
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Right Choice Landscaping offers exceptional villa landscape maintenance servi...rightchoicelandscapi
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Exploring Writer's Studio Interior Design: A Prototype Case StudyAditi Sh.
This PowerPoint presentation delves into a comprehensive case study and prototype study of a Writer's Studio, focusing on understanding the psychology of the writer through the spaces they use. The study emphasizes the innovative concepts of flexibility and small space optimization tailored specifically for the creative process. By analyzing the spatial dynamics, ergonomic considerations, and aesthetic choices within the studio, the presentation aims to uncover how environment influences creativity and productivity. Through detailed examination and visual documentation, it explores various design strategies employed to enhance functionality without compromising on comfort and inspiration. This presentation is ideal for architects, interior designers, and anyone interested in the intersection of psychology, design, and creative workspaces. It offers insights into designing spaces that foster concentration, creativity, and overall well-being for individuals engaged in intensive writing and creative endeavors.
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Portfolio of Family Coat of Arms, devised by Kasyanenko Rostyslav, ENGRostyslav Kasyanenko
The Ukrainian and German journalist Rostyslav Kasyanenko has dedicated himself to genealogical research and heraldry. Originally Ukrainian, now living in Munich (Bavaria) he working in Ukrainian Free University (Est. 1921) as archivist. Curator of Heraldic Teams, Member of Ukrainian Heraldry Society (UHS) R.Kasyanenko is Deviser of the Family and Municipal Coat of Arms and Author of the exhibition concept project: “Maritime flags and arms of the Black Sea countries vs. Mediterranean: what has changed in 175 years?”
Author of scientific articles (2023-24):
Parallels between the meaning of Symbol and Myth according to Hryhorii Skovoroda and heraldic systems
Heraldry as a marker of evolution of national identity in Ukraine and Slovakia: from the Princely era to the "Spring of Nations" (XI-XIX centuries)
Historical parallels in the formation of national awareness in Ukraine and Slovakia in modern times (1848-1992)
Proto-heraldry of Kievan Rus': dynastic symbols of the Princely era, and how does the Palatine Lion relate to this?
Symbols of the House of Romanovyches: the Bavarian influence in Ukrainian heraldry
Participant of Scientific Conferences (2023-24):
- XXХІІІ Heraldic Conference of the Ukrainian Heraldry Society, October 13, 2023, Lviv
- International Conference “Slovak-Ukrainian Relations in the Field of Language, Literature, and Culture in Slovakia and the Central European Space”, University of Prešov, Institute of Ukrainian Studies, Faculty of Arts, 18-20.10.2023
- International Conference „The Past, Present, and Future of Heraldry: Universality and Interdisciplinarity“, Vilnius, 12-13.06.24
- International Conference "Coats of Arms as Weapons – Heraldic Symbols in Political, Dynastic, Military, and Legal Conflicts of the Middle Ages and Early Modern Period”, Alfried Krupp Wissenschaftskolleg Greifswald.
According to the heraldist, he has worked with many heraldic artists over
the years. However, he developed the ideas for all the coats of arms himself, except for his own. The case of the Kasyanenko (from the Shovkoplias clan) family coat of arms — featuring an audacious Cossack riding a rhinoceros — deserves special attention. "After all, one could talk about one's own crest, just like one's ancestors, for an eternity," he says.
Mastering the Art of Textures and Patterns in Interior Design.pdfFreixa Home Design
When it comes to enhancing your living space, interior design services play a crucial role in transforming mere rooms into personalized sanctuaries. From selecting the right textures and patterns to arranging furniture and accessories, interior design services encompass a broad spectrum of expertise aimed at creating harmonious and functional environments.
This PowerPoint presentation demonstrates my beginner skills in creating product showcases. It provides an overview of a specific product, showing my ability to gather key information and present it clearly. The presentation highlights my efforts to organize content logically and use basic visual aids effectively.
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2. YOU
• Five words on you
• Five words on why you are here
• Or a haiku
NOT YET! Think about it….
2
3. About Christina Wodtke
Why do we know what we know?
•Wrote Information Architecture: Blueprints for the Web
•Founded IAI
•Founded Boxes and Arrows
•Ran design teams, product teams in companies such as Yahoo,
Linkedin, Myspace, Zynga
•Currently advising a number of startups on UX
3
4. About Eric Bell
Why do we know what we know?
• Information Science at University of Washington
• IA for Microsoft, Zaaz, Concent
• Concent is located in Japan, where he worked at projects from
air conditioner interfaces to corporate governance website
•YOUR TA!
4
5. YOU
• Five words on you
• Five words on why you are here
• Or a haiku
5
6. syllabus
week 1 STRATEGY
•Introduction to UX, research, business requirements, Personas
week 3 SCOPE
•Requirements, Content and Feature Strategy
week 4 STRUCTURE
•Information Architecture, Interaction Design, Communicating Design
week 6 UNIQUE CONTEXTS
•Social, Games, Network Design, Offline and on, Mobile
week 10 SKELETON & SKIN
•Brand, Visual Design
6
7. Grading
Homework 25%
Get the most out of class by doing all your homework.
Participation 25%
Get to know your classmates and share your ideas with them.
Final Project 50%
Show off what you’ve learned.
7
8. final project
PRESENTATIONS DEC 19 & 20
Select from one of several start-ups
•Real World! Delivers lunch, matchmaking local restaurants with desk-bound office workers
•Social! Collecting materials from a variety of other services, from Flickr to Facebook ,to create
memory sites
•Entertainment! Fashion site that lets women post items they want to find, and other women find
them
•Gift! parents and grandparents subscribe their kids to monthly cooking delivery box
•Kids! online directory of out of school programs for children
Notes: if user research, brainstorming, etc you discover pivots, changes, or new opportunities you
are empowered to do them!
8
9. Software and Books
• you can get omnigraffle
• or Balsalmiq, or whatever…. Paper perhaps
• you’ll probably need Photoshop or something sexy when it
comes to the sexy part
• Recommended: Elements of User Experience, Don’t Make Me
Me Think, Designing Interactions, Designing the Social Web
and MY BOOK!
9
10. class 1 UX introduction
What is UX? – What makes up User Experience –
Requirements – Strategy – Principles
12. What experience do you
love?
What is it?
Why do you love it?
What’s your favorite part?
13. Don Norman
"User experience" encompasses all aspects of the end-user's
interaction with the company, its services, and its products. The first
requirement for an exemplary user experience is to meet the exact
needs of the customer, without fuss or bother. Next comes simplicity
and elegance that produce products that are a joy to own, a joy to
use. True user experience goes far beyond giving customers what
they say they want, or providing checklist features. In order to
achieve high-quality user experience in a company's offerings there
must be a seamless merging of the services of multiple disciplines,
including engineering, marketing, graphical and industrial design, and
interface design.
13
14. jesse james garrett
the design of anything
independent of medium
or across [device]
with human experience as an explicit outcome
and human engagement as an explicit goal
-Jesse James Garrett
14
33. Durability
“Durability will be assured when foundations are
carried down to the solid ground and materials
wisely and liberally selected” Vitruvius
34. Frank Lloyd Wright’s Imperial Hotel,
Japan, survived an earthquake
The reflecting pool provided a source of water
for fire-fighting;
Cantilevered floors and balconies provided extra
support for the floors;
A copper roof, cannot fall on people below the way
a tile roof can;
Seismic separation joints, located about every
20 m along the building;
Tapered walls, thicker on lower floors, increasing
their strength;
Suspended piping and wiring, instead of being
encased in concrete, smooth curves, making them
more resistant to fracture.
35. I’m searching for “my
architect, not “movies,
directors, actors”
Technical Earthquakes
Slow loading javascript fails on low bandwidth, and can cause users to accidently search for the label inside your
search box. Is your site designed to be robust when things break (for example, filter out the label from the query.
Or don’t place labels in fields; it reduces usage anyhow.)
36. Social Earthquakes
If people post jobs in
discussion areas, any user can
move them to job board
If people
use
connection
invites to
37. Prepare for
Technical Tremors Social Faultlines
Execution Innocents/Idiots
Maintenance Trolls
Scale Spammers
Bandwidth Criminals
38. Convenience
“When the arrangement of the apartments is faultless and presents no hindrance
to use, and when each class of building is assigned to its suitable and appropriate
exposure” Vitruvius
Sound familiar?
We’re talking
usability!
39. Usonian houses were beautiful, human scaled.. And didn’t have closet
space. Should we choose beauty over usability sometimes?
“Early in life I had to choose between honest arrogance and hypocritical
humility. I chose honest arrogance and have seen no occasion to change.”
Frank Lloyd Wright
40. Hum
an
The Facebook
Inbox is chock full
of annoying non-
human mails,
despite the fact
they know who is
human and who I
Hum
am connected to.
Not convenient.
an
42. I call it the "Then What?"
Okay, you solved all the
problems, you did all the
stuff, you made nice, you
loved your clients, you
loved the materials, you
loved the city, you're a good
guy, you're a good person...
and then what? What do
you bring to it?
43. Beauty (delight)
“when the appearance of the work is pleasing and in good taste, and when its
members are in due proportion according to correct principles of symmetry.”
Vitrvius
45. SEAGRAM BUILDING (Philip
Johnson did interiors, 1957)
Seagram
This logical and Building
elegant 38-story
skyscraper (525' H) New York City
has alternating
horizontal bands of 1957
bronze plating and Is this
bronze-tinted glass Beautiful?
and decorative bronze
I-beams which
emphasize its
52. You can’t control the person, but you can design the
environment to change behavior
B=f(P+E)
Behavior is a function of a Person and his
Environment
- Lewin’s Equation
56. Andrei
Andrei Michael Herasimchuk has been designing world class
software across web browsers, desktop clients, mobile
smartphones and tablet computers for more than two decades.
He was the lead designer behind the Adobe Creative Suite and
the product lead for Adobe Lightroom. He was Chief Design
Officer for Involution Studios, a digital product design company
based in the United States and led the 2010 redesign of Yahoo!
Mail. In 2011, Andrei joined Twitter and is currently the Director
of Design. His writing and thoughts on design can be found at
Design by Fire (http://www.designbyfire.com).
56
57. homework
Watch Steve Krug’s Do it yourself Usability Test
http://www.sensible.com/rsme.html
Read the package
Select a particularly satisfying user experience.
Describe why, noting at least three touch points.
*without using search
57
Editor's Notes
Neolithic monument in present day Turkey Occupied between 6300 BC to 5400 BC Supported a population of up to 6000 people It was the largest and most cosmopolitan city of its time
Commodity, firmness, delight
The hotel had several design features that made up for its foundation: The reflecting pool (visible in the picture above) also provided a source of water for fire-fighting, saving the building from the post-earthquake firestorm; [1] Cantilevered floors and balconies provided extra support for the floors; A copper roof, which cannot fall on people below the way a tile roof can; Seismic separation joints, located about every 20 m along the building; Tapered walls, thicker on lower floors, increasing their strength; Suspended piping and wiring, instead of being encased in concrete, as well as smooth curves, making them more resistant to fracture. [2]
The MIT project, they were interviewing me for MIT and they sent their facilities people to Bilbao. I met them in Bilbao. They came for three days. W: This is the computer building. G: They were there for three days and it rained every day. And they kept walking around. I noticed they were looking under things and looking for things, and they wanted to know where the buckets were hidden, people putting buckets out. I was clean. There wasn't a bloody leak in the place. It was just fantastic. But you've got to -- yeah, well, up until then, every building leaked. W: Frank had a sort of -- sort of had a fame -- his -- his fame was built on that in L.A. for a while. You know, Frank, you've all heard the Frank Lloyd Wright story when the guy -- the woman called and said, "Mr. Wright, my -- I'm sitting in the couch and the water's pouring in on my head," and he said, "Madame, move your chair." G: So, some years later I was doing a little house on the beach for Norton Simon, and his secretary was kind of a hell-on-wheels type lady -- called me and said, Mr. Simon's sitting at his desk, and the water's coming in on his head, and I told him the Frank Lloyd Wright story. W: Didn't get a laugh. G: No. Not now either.
It's the "Then What?" that most clients who hire architects -- most clients aren't hiring architects for that. They're hiring them to get it done, get it on budget, you know, and not -- you know, be polite -- and they're missing out on the -- the real value of an architect.