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.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
The document discusses strategies for increasing user engagement and retention through seductive design. It provides examples of how music application iLike used feedback loops, challenges, and social proof to increase user interaction. It also discusses how delivering unexpected value like games helped motivate continued use. The document advocates designing for human psychology by leveraging curiosity, control, and novelty to remove friction and increase motivation for using a product or service.
As interaction designers we do well at facilitating the complex dialogue between people and the interactive products they use. But we often neglect to consider the story that evolves through the interactions people have with the things we make. Designing with a narrative in mind can make a difference between a product that merely functions well and a product that engages the minds, emotions and imaginations of users.
Drawing on personal experience, narrative theory and examples ranging from interactive products to film, this presentation is a call to action for designers to equip themselves with a deeper understanding of narrative techniques. We’ll focus on core aspects such as theme, scene-making, and sequencing to illustrate how thinking like a storyteller can make you a better designer. You’ll also learn how this approach can be a powerful basis for holistic design.
Link to video: http://www.ixda.org/resources/cindy-chastain-thinking-storyteller
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.
(Don't) Use Your Words: Visual Communicators Rock!Katie Laird
Visuals are pretty. And they are crucial to creating data filled presentations that won't lull your audience to sleep.
This slide deck takes a look at basic techniques, tools and strategy anyone who has ever wanted to communicate just a little better visually can grow from.
Want to learn more - or want to have a presentation like this presented to your organization? Visit me at www.schipul.com/happykatie.
Outcomes Over Process : Mike Atherton : Collaborate BristolNomensa
The Road Less Travelled
I've found a new passion in teaching the next generation of UXers. I remind them always to keep their eyes on the road. Outcomes over process. The tools help us get there, but ultimately what we're working on is so much more important than how we work.
How do we design more distinctive, credible, and memorable products? Should we work more responsibly, more ethically? What does it mean to solve the problems worth solving?
It comes down to understanding who we are and what we stand for; as organisations, and thus as individuals. Our core values, our personal missions, and our distinctive personalities combine. This is our brand.
As user experience designers we get excited about new tools, new methodologies, new books in the scripture of the holy church of UX. You've got to learn the rules before you can break them. But so often the world becomes saturated by well-meaning, well-crafted products which fail to be distinctive or daring, or want to speak to us with a personality we don't believe. Does the world need another iOS photo filter app or a bank who wants to be our best mate?
Brand is our compass in navigating the road less travelled. When our values are aligned to the things we create, work doesn't feel like work. We're happier, and better rewarded. What's the work you'll one day be proudest of? How will the work you do make a difference?
Why do you do what you do?
This document contains information about Jason Theodor, including his contact details, online profiles, and roles. It discusses concepts like brands, creativity, capabilities, artifacts, values, and purpose. There are exercises to help the reader identify their own capabilities, artifacts, values, personality traits, passions, and life purpose. The overall message is about finding one's creative ignition and unlocking their potential to help others.
The document discusses developing a creative culture in an organization. It suggests that creativity will be an important leadership quality for CEOs in the coming years. To foster creativity, organizations should focus on culture rather than technology. The document advocates sparking "knowledge accidents" by opening communication, discussing work in a social context, and listening to employees' ideas. This can help leverage the insights of employees who have useful "hunches".
This is a transcription of the Business901 Podcast, An Inquiry into the Meaning of Making. Seung Chan Lim, nicknamed Slim discusses his journey and finally his project, Realizing Empathy. Through this project Slim hopes to share ideas, tools, and other ways to facilitate a meaningful, sustainable, and constructive conversations between and among diverse perspectives whether that’s between people or between people and materials or between people and machines by using “making” as the shared metaphor.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
Joyce Hostyn discusses how storytelling can be used to influence people and effect change. She outlines three aspects of story - listening, thinking, and telling. For listening, she recommends practicing empathy, seeking to understand others, and assuming good intentions. For thinking, she discusses how stories can be used to think through problems and perspectives. For telling, she emphasizes using emotional language and visual elements to craft stories that create experiences and evoke responses in others. The overall message is that stories are powerful ways to communicate and reframing issues, as people prefer stories over facts alone.
This is an "about me" presentation I'm working into my blogs (jasontheodor.com and thereisnobox.ca). It is a work in progress and some items require explanation and/or context. Please feel free to ask questions.
How to Produce Content that People Will ShareMark Johnstone
So you've had your brainstorm, now what? You need to assess your ideas in the cold light of day. Discover the 5 ways the criteria for sticky ideas can improve the creative process, and give you the best chance of creating something that people will want to share.
The document provides an overview of pixels and digital storytelling. It discusses how people now consume 72 hours of video per minute and share 4 million photos per hour online. Stories are how people and organizations learn, so it is important to represent others and their needs online. The creator believes in describing experiences rather than prescribing to others, and that beauty, learning and wonder should come first. Images were then shared as examples of digital storytelling and archiving online content. In conclusion, students are now able to create videos and tell stories using images in new ways.
The document discusses the concept of "whuffie", which refers to social capital and reputation within online communities. It provides 5 keys to increasing one's whuffie: 1) focus inward and understand community needs, 2) become part of the community served, 3) create amazing customer experiences, 4) embrace chaos and change, and 5) find a higher purpose beyond profits. Following these principles can help one gain influence, trust, and access to resources within online communities.
Jason Theodor's Creative Method and SystemsJason Theodor
[Download PDF version at JasonTheodor.com]
What are the core elements of Creativity and how can they be applied? Jason Theodor crams 5 years of (ongoing) research and thinking into this presentation given first at FITC Toronto. A richer audio version will appear in a few weeks.
The document discusses how gifted students today are increasingly curious about technology and how it can be used for creative purposes. It provides examples of how students can explore their interests through remixing content, using different technologies like virtual reality and movie making software, and being exposed to various fields through online resources. The goal is to help students develop their curiosity and creativity by making learning an engaging experience.
Design for dreams not needs: who do you want your customers to become?Joyce Hostyn
Who do you want your customer to become? Who do you want your coworkers, your organization, your employees, your children, your community, your country, the world to become? What gifts do you have? What gifts do they (those you are designing for) have? To answer these questions well is to discover your own dream. To answer these questions well is to uncover the dreams of those you are designing for.
Who do I want you to become? Someone who dreams beautiful dreams. Someone who helps others dream beautiful dreams. Someone who designs for dreams.
For it is through beautiful dreams that we will create more beautiful organizations, communities, and the more beautiful world our hearts know is possible.
Lectures 15 and 16: Learning From The Masters, Storytelling, Worldbuilding, ...Fahri Karakas
Art Description/Synopsis:
In this class that is designed as collective performance art, we review some of the biggest names in the landscapes of entertainment, creativity, and business.
From space to magic, from basketball to fashion, from animation to computer games, from film music to architecture we have a trans-disciplinary tour of storytelling and creative careers.
We have a lot of puzzles. We have a series of exercises in asset creation and imagination.
In one of these exercises, you will have the opportunity to practice screenwriting, world-building, and storytelling.
However, the main actor in all of this experience (the connecting thread/anchor) is a squash.
Contents:
Review of Last Class
Puzzles: This week in review
Puzzles & Improv Adventures
Workshop: Heroes of Entertainment & Imagination
Exercise: Six Adventures and Six Challenges
Exercise: Screenwriting, World-Building, and Storytelling
Workshop: Creating Assets
Exercise: You are a Super-hero
Key Takeaways
Here are The Squash articles:
https://medium.com/datadriveninvestor/7-brainstorming-exercises-and-7-lessons-inspired-by-a-yellow-squash-9f9e0df3f236
https://medium.com/datadriveninvestor/what-a-yellow-squash-can-teach-you-about-creativity-3ea5e26cb28a
Daniel Warren Wieden + Kennedy Old Spice Challenge Master Case StudyDaniel Warren
W+K star in a fictional quest involving George Takei and Dan Savage. The document discusses various social media challenges undertaken by Daniel Warren to improve his online profile, including getting recommendations on LinkedIn, posting pictures of his armpits to Instagram with the hashtag #mypits, creating a Pinterest board about inline skating, and providing answers about dream catchers on Quora. Overall the challenges are meant to showcase different skills and personalities for potential opportunities but do not always go as planned.
The document announces that The Cobb School, a Montessori school, is expanding several of its programs for Fall 2012, including adding an upper elementary program for grades 4-6, an all-day toddler class, and a parent/infant community class. It encourages interested parties to call admissions at 860-658-1144 to learn more about the expanding programs.
West Hills Montessori prepares students to excel academically while developing into successful and compassionate world citizens. The school believes that children learn best in a kind, respectful environment. Montessori education fosters independence, leadership skills, passion for learning, empathy, and respect for others that stays with students throughout their lives. Graduates of Montessori schools have gone on to influential careers and make positive impacts in the world.
This document contains definitions of environmental science terms. It defines 74 terms related to topics like air pollution, acid rain, biodiversity, climate change, ecosystems, and more. The definitions are part of an environmental quiz reviewer intended to highlight key roles and concepts.
The document summarizes the key aspects of the Montessori educational philosophy, including:
- Montessori education is divided into four main developmental planes: Early Childhood (ages 3-6), Lower Elementary (ages 6-9), Upper Elementary (ages 9-12), and Adolescent (ages 12-15).
- Sensitive periods, the absorbent mind, and hands-on learning are emphasized in the early years to facilitate optimal development.
- Individualized and self-directed learning allows children to follow their interests within a prepared environment.
- Multi-age classrooms and life skills are incorporated to foster independence, responsibility, and community.
Introduction to the Montessori Method in the Primary Classroomguest5e5c40
The document provides an introduction to Montessori primary classrooms. It discusses how Dr. Maria Montessori developed her educational method while working with special needs children in the late 19th/early 20th century. Some key Montessori principles are choice of activities, movement, and repetition to aid learning. The prepared environment features child-sized furniture and hands-on materials to engage the senses and develop practical life, language, math, and sensorial skills.
The document outlines the key areas of the Montessori curriculum, including practical life, sensorial arts, language, math, and cultural arts. Practical life aims to make children independent through activities like caring for themselves and their environment. Sensorial arts educates children's senses using materials related to visual, tactile, auditory, gustatory, and olfactory experiences. Language focuses on absorbing natural speech and a second language through materials like sandpaper letters and storytelling. Math aims to develop a mathematical mind using numbers, operations, fractions, and more. Cultural arts presents keys to the universe through geography, history, botany, zoology, arts, and music.
Discovery Montessori School Strategic PlanKim Bednarek
This document summarizes the strategic planning process of Discovery Montessori School from 2010-2011. An inclusive committee met over several months to analyze the school's strengths, weaknesses, opportunities and threats. They conducted research through parent surveys and visits to other schools. The committee's goals were to guide the school's development, improve programs, foster community involvement, and ensure a successful transition to middle schools. Their work resulted in new partnerships with the city and plans to strengthen the curriculum.
This document provides an overview of Montessori education. It discusses how Montessori viewed the development of a child's brain and intelligence. Key aspects of the Montessori method are explained, including the prepared environment, focus on practical life skills, and use of hands-on multi-sensory materials. The document also compares Montessori's views to those of theorists like Piaget, highlighting their shared belief that children learn through independent exploration and interaction with their environment.
The document provides a detailed biography of Maria Montessori, the founder of the Montessori method of education. It chronicles the major events in her life and career, including her education and early work with disabled children, the opening of her first Casa dei Bambini in 1907, the expansion of the Montessori movement internationally, and her continued work and writings until her death in 1952. The Montessori method emphasizes respecting each child's individuality, allowing freedom within structured limits, and using hands-on materials to facilitate spontaneous, self-directed learning.
The document discusses parenting styles and how they have changed over time. It describes different parenting styles identified by Diana Baumrind, including permissive, authoritarian, and assertive-democratic parenting. It notes that while parenting advice has changed, the basic job of keeping children safe and helping them grow remains the same. Effective parenting requires consistency but also adapting styles as children age and situations change. Communication, understanding boundaries, and adapting approaches are important for positive parenting.
This powerpoint presentation is about career and career choices including what a career is,how to choose a career what to consider when choosing a career.
Redesign Your Career With (Business Model You)Mohamed Yasser
Replace your career plan with the personal business model, whether you want to improve in your career, change jobs, or start your own business. This methodology teaches you step-by-step how to define and redesign your Personal Business Model "the logic by which you create and deliver value". Business model you Book founded by Dr. Tim Clark.
This document provides an overview of definitions related to philosophy and the philosophy of man. It discusses:
- Two types of definitions - nominal (based on name) and real (based on essence). Real definitions can be intrinsic (essential or descriptive) or extrinsic (based on origin, cause, purpose).
- Pre-Socratic views of human nature including that man has water, air, or fire essence. Pythagoras viewed man as body and immortal soul.
- Socrates defined man as a being that thinks and wills, emphasizing the attitudinal level of human nature over the somatic.
The document provides an overview of the Montessori method. It describes some key principles of Montessori education including natural development, creativity, problem solving, and critical thinking. It also discusses the Montessori triangle which emphasizes the relationship between the student, teacher, and prepared environment. Several types of Montessori materials are then outlined, including practical life materials, sensorial materials, math materials and language materials. The document concludes by listing sources for further information on Montessori education.
This document provides information about how to get the career you want. It discusses common frustrations people experience in their jobs and work environments. It emphasizes the importance of deciding what you want in your career and life, as well as identifying your skills and interests. The document recommends writing daily journal entries, thinking about the problems you solve at work, and taking small steps like discussing career goals with friends. It introduces Human Workplace as a company that helps people take charge of their careers through virtual courses on topics like setting a career direction, writing cover letters focused on solving business problems, and obtaining jobs that match one's interests and skills.
Icebreakers and games for training and workshops - My website moved now to Bo...Boxolog.com
My preferred icebreakers and games for mid-level workshops and training. I like very much the 10 dollar auction game!
My website moved now to Boxolog.com
Business Origami - UX Week 2011 WorkshopJess McMullin
Originally presented at UX Week 2011. Business Origami is a method invented by the Hitachi Design Center. Since I only learned about it over dinner conversation, all method how-to & details have been added by myself and any faults here are my own.
Here's the workshop description:
Business origami is a simple, powerful method for modelling services and systems that you can learn to use quickly and get great results in your own design projects. The simplicity is on the surface. Business origami uses stylized paper cutouts to represent the different parts of a system: the people, the locations, and channels used as well as the specific touchpoints and interactions of individual scenarios. These cutouts are arranged on a horizontal whiteboard, which allows participants to show relationships in the system, including different venues, the flow from one area to another, and the value exchanged at each interaction.
The power comes from participation. Business origami shines in a codesign workshop setting. Since it offers direct, hands-on tokens it’s easy for everyone to contribute instead of requiring skill with diagramming software or flowchart conventions. By involving a cross-section of business representatives, users, and members of the design team you can quickly capture models of current experiences and then explore opportunities for improvement or create entirely new designs. Because the model is immediate and tangible it creates a shared visual reference that builds common understanding, unifying the team and the vision for the project.
This participation increases buy-in, creates common ground, and helps you facilitate a successful solution. The sessions themselves are powerful experiences for participants, but you can also use business origami models to document journey maps, scenarios, service blueprints and other downstream design deliverables.
In this session with Jess McMullin you’ll learn the fundamentals of service design (so we’re on the same page), participate in a modeling exercise yourself for current and future systems, and then analyze that model to document new opportunities. We’ll also share tips and tricks that make for successful business origami sessions and discuss how this method fits neatly into your current design process, whether you’re consciously doing cross-channel design or not.
Having the right career is important as it can determine pride, self-image, living standards, and social circles. Standard of living refers to quality of goods and services affordable and can be minimal for basic needs or high for additional wants. Choosing a career involves considering personality, interests, skills, life goals, and current job trends in fields like health, computers, education and business which are in demand now and foreseeably.
This document discusses how improvisation techniques can be applied in business settings. It begins by addressing common misconceptions about improv, noting that improv is about living in the moment rather than just comedy. It then discusses how improv focuses on listening, agreeing, and building on others' ideas rather than dwelling on the future. The document provides examples of how major companies like Twitter and Spanx have used improv training to create more collaborative cultures. It outlines several basic improv tools like connecting, listening, agreeing and adding on to ideas that can improve communication and creativity in the workplace. Press coverage is cited that has praised how improv can help create a culture of openness and new idea generation in businesses.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
Game Thinking is an approach that focuses on driving customer engagement through skill-building and mastery. The key techniques include finding super-fans as early customers, designing a learning loop for skill progression, and mapping out a customer's journey from discovery to mastery. When building an MVP, the document recommends focusing on the core learning loop to engage customers in an activity that satisfies needs and provides feedback. Iterative testing with super-fans and tuning the skill-building experience is important for learning and improving the product.
The document provides guidance on reflecting on one's unique genius and dream business through simple exercises. It encourages participants to craft a "Vision Blueprint" by May 1st summarizing their unique talents and interests. Additionally, it emphasizes taking "baby steps" in practices like unique genius worksheets and blogging to have fun exploring ideas through small, enjoyable actions with the help of others.
3. ncce 2019 micro:bit make code slidedeckAaron Maurer
This document provides an agenda for a workshop on play, creativity, and hands-on learning. It includes introductions, challenges to think differently and try new things, discussions of the benefits of play for learning skills like problem-solving and collaboration, and demonstrations of hands-on activities using tools like Microbits. The overall message is that traditional school environments and practices can stifle creativity, while play-based, experiential learning allows students to directly engage with ideas and truly learn.
Everyone sells, even you. Learn a simple, easy way to sell by thinking like a buyer, not a seller. Every sales cycle has four phases, but learn why the second one – educating your buyer – can make or break the deal. I’ll teach you the 5 step CM!(tm) process, set you up with a toolbox full of ideas, and get you started on how to become a convincing expert.
For audio and slides, go to http://theideamechanic.com/convince-me-indieconf-2010-soundslides
A talk for Melbourne Award School 2012 on how to come up with solutions and not ads for your clients marketing problems.
And some techniques to generate ideas
Linda Davis presented information on understanding social media. Some key points included: engaging in social media takes time, with 30 minutes a day recommended to start; knowing your audience is important; popular social networks include Facebook, Twitter, LinkedIn and YouTube; creating lists, pages and groups on networks can help engage your audience; and blogging can provide opportunities but requires regular posting. The presentation emphasized using social media as a conversation to become a resource and help others.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow, releases endorphins, and promotes changes in the brain which help enhance one's emotional well-being and mental clarity.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses the benefits of meditation for reducing stress and anxiety. Regular meditation practice can help calm the mind and body by lowering heart rate and blood pressure. Making meditation a part of a daily routine, even if just 10-15 minutes per day, can have mental and physical health benefits over time by reducing stress levels and promoting relaxation.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Collaboration, Publications, Community: Building your personal tech brandDr Janet Bastiman
This document discusses how to build a personal tech brand through collaboration, publications, and community involvement. It recommends asking how each activity benefits your career goals and end game. Suggestions include contributing to open source projects, writing a blog, joining professional organizations, public speaking, and networking at events. However, it warns to be aware of intellectual property restrictions in employment contracts. The overall message is to gain experience, showcase your skills, and get involved in order to prove your abilities and advance your career.
planning, creativity & planning for creative campaignsHeidi Hackemer
This document provides advice and reflections from a planner on creativity, planning, and culture. Some key points:
1) Divergent thinking from outside perspectives fuels exceptional creativity, but planners can lose this through institutionalization. Taking time for exploration and space for ideas to incubate is important.
2) Living a "dot life" of varied experiences, rather than a linear career path, allows for more creativity. Planners should question if they are bringing divergent perspectives to problems.
3) When setting processes and tones for projects, planners should respect the space others need for creation and focus on building ideas through positive, iterative discussions rather than "winning" sessions.
Simple creativity - what makes people creative?TMI
The document discusses how creativity can be developed in people. It argues that while some individuals may have innate creative personality traits, creativity is also shaped by many environmental factors. It suggests that creativity declines with age if not exercised, as people tend to conform more and consider fewer possibilities. However, creativity can be strengthened through practices like associating with diverse groups, relaxing the mind, and using creative thinking techniques regularly. Developing creativity requires ongoing effort but has no limits other than what we practice.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Craft a story that speaks to both the heart and mind. Generate ideas from diverse sources and collaborate with complementary talents to create memorable experiences. Master efficient workflows to focus on essential details, then seek feedback to improve the project before sharing it as an interesting press release that influences others. The opportunity is the one you have, so think big but start with small wonders.
Why and How Testers Should Act Like MarketeersRosie Sherry
1. The document discusses how testers should act more like marketers by sharing their stories and expertise to promote testing. It provides tips for testers to generate content, engage with communities, and infiltrate online spaces currently lacking testing perspectives.
2. Testers are encouraged to make things like models, blogs, and collaborations to tell their stories and gain experience. They should also get involved with existing communities, search for areas to contribute online, and continuously work to improve and share their work.
3. The overall message is that by creating and promoting high-quality content about testing, infiltrating online discussions, and engaging with others, testers can help change perceptions and grow the profession. But they must first
Place in Space (AKA "How to Design A Concept Model")Stephen Anderson
The document summarizes Stephen Anderson's presentation at IA Summit 2016 on creating concept models. It discusses playing a numbers game to add up to 15 as an example of a simple concept model. It then presents magic squares as a more complex concept model and compares it to tic-tac-toe. The document lists various models used to reveal patterns and concepts. It notes that while visual models are useful, the ones provided may not always fit the problem well and few know how to create new visual models. However, it suggests that all visual models are built upon common visual elements that can be used to make sense of complex ideas.
The Architecture of Understanding (World IA Day Chicago Keynote)Stephen Anderson
Keynote for World IA Day, answering the question "When, Where and How does Understanding occur?" Specifically, this talk discussed (1) interactions (and embodiement) (2) how new technology is changing the "information environments" we design for, and (3) a bit about perceptions and cognition.
1. Ignore initial requirements and user stories and keep questioning to understand the underlying problem through questions like "why?"
2. Define the desired outcomes of solving the problem.
3. Step back to look for complementary projects and people that could help resolve any conflicting desired outcomes or perceived constraints. Repeat the process of questioning and learning along the way.
The document discusses Walt Disney's early experiments with animation techniques from the 1920s to 1940s. It notes that Disney borrowed a stop motion camera from his boss in the early 1920s to create hand-drawn animated films called "Laugh-O-Grams". In 1928, Disney experimented with synchronizing audio with film animation. From 1929-1939, more than 75 "Silly Symphonies" were created to further explore advances in sound, color, and animation. The Walt Disney Studios was also the first to experiment with technicolor in 1932 for the animated short "Flowers and Trees".
Quest for Emotional Engagement: Information Visualization (v1.5)Stephen Anderson
The document discusses challenges with making sense of complex information and proposes better ways to visualize data relationships. It argues that common formats like lists, spreadsheets and grids often fail to help users understand relationships. Better approaches show how data is connected over time or through other attributes. The document also notes that "data" can include more than just numbers, and advocates displaying different data types together in contextualized views to aid comprehension.
For all our accumulated information there's a clear absence of understanding. Are sensemaking tools the next big thing?
(Keynote give at Big Design 12: http://bigdesignevents.com/sessions/to-boldly-go-from-information-to-understanding )
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
How are stories constructed? // The things we buy, the decisions we make, how we spend our time— stories govern all these actions. But how are these stories constructed? Specifically, what have we learned about how our brains make sense of and integrate new information?
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.
The document discusses how making minor user interface changes can have a big impact, such as breaking requests into simple steps, minimizing choices, and looking for "micromoments" to influence user behavior. It provides examples of how small nudges like default settings, social proof, and personalization increased user engagement and conversions. The presentation emphasizes examining subtle moments in a user's experience to subtly guide their actions.
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"
Sorting Things Out: An Introduction to Card SortingStephen Anderson
Card sorting is a user-centered design method to help organize a website's content in a way that matches how users think. It involves having participants sort cards with content or functions into logical groups. This provides insights into how users mentally organize information and suggests an overall website structure and navigation. Key aspects include selecting representative content for the cards, choosing participants, and determining whether an open or closed sort is most appropriate based on the goal of validating an existing structure or discovering a new one. The results should be taken as input rather than defining the final structure, and conversations during sorting provide more valuable insights than numerical groupings alone.
What do rock bands have to do with management? Groups and organizations, just like musicians, don’t all work and behave in the same way. In this presentation, I to the music industry to describe four organizational archetypes—each with a different set of values and way of working. By understanding each of these work cultures, the culture you work in, and the work style that best fits you personally, we can make sense of the conflicts we face at work and become more effective at our job, whether we’re employees, managers or—rock stars!
We all work with information. In our web sites. Our web apps. Print communications. Graphs, and charts. But how exactly do you present information in a way that simplifies the complex, communicates powerfully, and actually delights people?
In this presentation, Travis Isaacs and I share some of our information design secrets. From travel plans to search results to quarterly earnings statements—here's a handful of information design and data visualization case studies, identifying principles that apply to just about any project.
Learn how to identify and group related information, create a visual hierarchy, draw focus to the most important content, use images appropriately, see familiar data in a fresh new way, and much more!
Leading the Rebellion: Turning Visionary Ideas into RealityStephen Anderson
(My presentation from Adaptive Path MX)
You’ve got an idea. Maybe it’s a better process that’s a bit unorthodox. Or maybe it’s a new product idea you need to push through your organization. The question is: How does that idea become reality? Between procedure, politics, and other pushbacks, implementing visionary ideas — however promising — requires a lot more than a good prototype or story.
To understand how unorthodox ideas can make it through an organization, we’ll look outside the design industry to filmmaking. Specifically, we’ll look at what it took to make the one of the most influential — and disruptive — films of all time: the original Star Wars movie. If we look behind the scenes, what did it take to get George Lucas’s space fantasy from script to screen? From assembling the right team to navigating the Hollywood corporate studio environment to tapping into powerful universal patterns, speaker Stephen P. Anderson will share six lessons that we as UX Managers — and leaders — can all learn from Lucas’ adventure.
Inspiration from The Edge: New Patterns for Interface DesignStephen Anderson
(My presentation from the IA Summit 2008)
Want a fresh perspective on UI design? Look around. Not at other web sites or desktop applications but at other interactive media. Tivo, the iPhone, the Wii software interface, the ‘Sugar’ OS for the XO Laptop… there’s a world of new UI inspiration that is already being proven out in other devices.
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.
The Force Behind Star Wars: Turning Design Ideas into RealityStephen Anderson
You’ve got an idea. Maybe it’s a new idea for a web application. Maybe it’s a new product idea you need to push through your organization. The question is: How do you turn an idea into reality?
To answer this question, we’ll look at the making of Star Wars. We’ll look behind the scenes at what it took to get George Lucas’s space fantasy from script to screen. From assembling the right team to navigating the Hollywood corporate studio environment to tapping into powerful universal patterns—this presentation suggests more than a dozen lessons UX designers (and developers!) can all learn from this adventure.
The Chartered Facilities Manager.PREVIEW.pdfGAFM ACADEMY
The Chartered Facilities Manager (ChFM) is a gold-standard certification exclusively from the Global Academy of Finance and Management ®. Earning this certification demonstrates that you have skills and experience in facilities management which include the maintenance of buildings, road maintenance, manufacturing plants, tools and machineries, heating, ventilation and air-conditioning systems, ensuring that the facilities meet statutory requirements and comply with occupational health and safety standards.
It forms the basis of the assessment that individuals must pass to earn the Chartered Facilities Manager status and inclusion in the Directory of The GAFM Academy of Finance and Management Certified Professionals. Individuals with several years of experience in facilities management are encouraged to acquire this certification.
https://gafm.com.my/digital-certification/gafm-book-shop/
https://gafm.com.my/digital-certification/application-for-certification/
SEO Audit Checklist for SEO ProfessionalMohamed Askaf
Making sure your website performs well and is easy to find on search engines can be challenging. That's why having a clear and complete SEO plan is crucial. A great tool to help with this is the "Comprehensive Free SEO Audit Checklist" downloadable template. This resource is carefully designed to guide you step-by-step through the process of checking your website's SEO. It covers all the important parts that affect how your site ranks on search engines and its overall performance.
https://askaf.in/free-seo-audit-checklist/
Certified Quality Engineer.PREVIEW .pdfGAFM ACADEMY
The Certified Quality Engineer (CQE) is a gold-standard certification for an experienced individual who has earned the accredited credential from The Global Academy of Finance and Management ®. Earning the CQE designation demonstrates that you have experience in quality engineering that includes monitoring and testing the quality of manufacturing products, ensuring compliance with quality standards, identifying quality issues, recommending solutions, and creating quality documentations.
It forms the basis of the assessment that candidates must pass to gain the Certified Quality Engineer status and inclusion in the Directory of Certified Professionals of The Global Academy of Finance and Management ®.
https://gafm.com.my/digital-certification/gafm-book-shop/
https://gafm.com.my/digital-certification/application-for-certification/
Rissa May at 19_ A Rising Star in Entertainment and Environmental Activism.pptxashishkumarrana9
Fresh talent is usually sought for in the entertainment business, and Rissa May Age 19, surely drew its attention. This young actress and model is rapidly making herself a force to be reckoned with with her mesmerizing screen presence and varied acting range. But it’s not just her skill in front of the camera that’s drawing attention—May’s fervent environmental campaigning and dedication to sustainable development are also getting her much praise.
Certified Cybersecurity Compliance Professional.PREVIEW.pdfGAFM ACADEMY
The Certified Cybersecurity Compliance Professional (CCCP) is a gold-standard certification from the Global Academy of Finance and Management ®. Earning this credential demonstrates that you have skills and experience in implementing cybersecurity systems, ensuring compliance with the cybersecurity policies, guidelines, procedures, and the organization’s cybersecurity regulatory requirements.
To purchase, visit: https://gafm.com.my/gafm-book-shop/
2. JUST FOR FUN:
List as many words as you can answering the question:
“Why do people love/leave a job?”
Only use words that start with the letter “P”
Pay
Projects
etc.
3. STEPHEN P.
ANDERSON
poetpainter.com
I help businesses with
@stephenanderson
‘Product Strategy
& Design’ needs
6. My Book!
How to “get to
first base” with
our users.
The book is divided into four sections:
• AESTHETICS, BEAUTY, AND BEHAVIOR
• PLAYFUL SEDUCTION
• THE SUBTLE ART OF SEDUCTION
• THE DATING GAME
7. I know it is not the
usual type of talk that
you do, but…
Brian Sullivan
20. explore new ideas and skills...
make lots of
use worlds of different things
based on activities fantasy to inspire
and objects already
familiar
a vital part of the creative
process is to ʻmakeʼ something
learn how things are made
try out your own ideas learn from our failures
experiment
express creativity by drawing
pictures, writing stories… play on their own... or with
a group of real friends
inspiration for creativity comes from many different sources
look outside your own experience
versions of everyday things allow
children to create their own worlds
36. Once the basic skills have been mastered,
designers can use their imaginations to
explore and create their own masterpieces.
38. The more things designers know
about, the more they can use them in
creative thinking and play
39. Gain experience in as many
specialties as possible to round
out your understanding of the
moving parts…
Justin Talerico
co-founder Ion Interactive
http://www.commarts.com/insights/moving-upstream.html
41. The fewer materials and choices
available, the more imagination is
needed by the maker.
43. What p erson would
you like to be like in
your c areer? How
would the y do your
job?
45. Do you think you ever grow out of
imaginary play?
46. Google’s founders Larry Page
and Sergei Brin
Amazon’s Jeff Bezos
Wikipedia founder Jimmy Wales
Julia Child
rapper Sean “P.Diddy” Combs
videogame pioneer Will Wright
48. the Montessori educational
approach might be the surest route
to joining the creative elite
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
49. A number of the innovative entrepreneurs
also went to Montessori schools, where
they learned to follow their curiosity
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
50. Similarly, Amazon’s culture breathes
experimentation and discovery. !Mr. Bezos
often compares Amazon’s strategy of
developing ideas in new markets to “planting
seeds” or “going down blind alleys.” !
Amazon’s executives learn and uncover
opportunities as they go. !Many efforts turn out
to be dead ends, Mr. Bezos has said, “But every
once in a while, you go down an alley and it
opens up into this huge, broad avenue.”
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
52. most highly creative achievers don’t begin
with brilliant ideas, they discover them.
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
53. Montessori taught me the joy of
discovery… It’s all about learning on
your terms, rather than a teacher
explaining stuff to you. SimCity
comes right out of Montessori…
videogame pioneer Will Wright
http://blogs.wsj.com/ideas-market/2011/04/05/the-montessori-mafia/
54. We both went to Montessori school,
and I think it was part of that training
of not following rules and orders, and
being self-motivated, questioning
what’s going on in the world, doing
things a little bit differently.
Google’s founders Larry Page
and Sergei Brin
55. I’ve always felt that there’s a
certain kind of important
pioneering that goes on from an
inventor like Thomas Edison
Amazon’s Jeff Bezos
65. How does work
become play?
Most importantly, find the
thing that ignites your passion.
When you tap into that energy,
work becomes play and you
enjoy every minute of it. Once
you’re in that mode, you’re
destined to do great things.
Justin Talerico
co-founder Ion Interactive
http://www.commarts.com/insights/moving-upstream.html
66. WORK AS PLAY
PLAYER TYPES
PLAYERS
WORLDS
GOALS
CHOOSING TO PLAY
THE GAMEPLAN
72. When have you been
happies t? List 5-10
moments.
What kind s of work
excite you most?
(Not anything spec ific, but rather the
underlying nature of the activity)
89. When I play pool, I tend to
overthink the angles to make a shot.
I've found that if I scan the table,
see where I want it to go, then
shoot, I get much better results.
–Jay Morgan
http://www.flickr.com/photos/pichead/
105. For the last five-some years, I’ve given
up making New Year’s Resolutions.
Instead I have what I call the New
Year’s Project. Each year I pick a large
topic, and spend my time on and off
throughout the year teaching myself
about it.
http://www.eleganthack.com/?p=2809
Christina Wodtke
Practical Tip!
106. What do w ant learn
about? Who knows
all about that? Go
m eet them.
Practical Tip!
107. 1. To develop the expertise, reputation, influence, and
means to create (and bring to market) product or service
experiences that dramatically improve peoples' lives.
2. To inspire and share the means by which
organizations can create better customer experiences.
129. WHAT DO YOU
LOVE DOING?
FIGURE OUT
HOW TO PRACTICE
SELL IT AND LEARN!
WHAT ARE LEARN TO WHAT ARE
YOU REALLY SAY NO
PEOPLE
GOOD AT? BUYING?
with some credit to Bud Caddel (whatconsumesme.com) and Jim Collins Good to Great.
131. BIG Wa rning:
My object in living is to unite
My avocation and my vocation
–Robert Frost
132. BIG Wa rning:
My object in living is to unite
My avocation and my vocation
–Robert Frost
If you end up doing what you
love for a living, a work-life
balance & work-life boundaries
are very difficult to establish.
133. Wo r k to li v e . B u t d o n ʼt li v e to w o r k .
134. The "best" investment you can
make isn't gold. It's the people
you love, the dreams you have,
and living a life that matters.
Umair Haque
http://blogs.hbr.org/haque/2011/06/the_best_investment_you_can_ma.html