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 discusses learner experience design and mapping learner journeys. It begins by outlining some challenges in education. It then discusses experience design concepts like user experience design, interaction design, and service design. It introduces learner journey mapping and provides examples. The document discusses conducting user research and mapping the learner path, touchpoints, and emotions. It outlines opportunities and barriers identified in a mapping process. The document concludes by discussing adopting learner experience design practices through expanded toolkits, collaboration, and a commitment to the learner experience.
Abby York Covert is an independent information architect based in New York City. She has extensive experience leading information architecture projects for companies such as Prismacolor, Kraft, Sharpie, Herman Miller, Nike, and IHOP. Abby prides herself on being an active member and leader in the information architecture community through volunteering, mentoring, and speaking at conferences. She currently serves as the President of the Information Architecture Institute.
The document summarizes IDEO's Human Centered Design Toolkit, which is an open-source resource provided for free to help organizations better understand community needs and develop innovative solutions. The toolkit consists of a 3 step process - Hear, Create, Deliver - to conduct field research, gain insights, and create and test prototypes. It is intended to be flexible and allow for customization based on each user's situation. The toolkit is currently in its second version and is being improved based on user feedback.
Open collaboration formats offer insights on how to engage, collaborate and bring ideas. This talk, presented at EuroIA 2010 (http://www.euroia.org/Programme.aspx) explores how co-creation formats like hackdays or design challenges can be used to enhance a co-design process, involving (lead) users, colleagues or clients.
The document discusses human-centered design and how user experience design should be focused on understanding users and designing experiences based on how people think and work. It provides guidance on concepts like only presenting necessary information, using images over words when possible, reducing choices to minimize decision time, and providing feedback to guide desirable behaviors. The document also includes examples of good and poor UI design practices.
The document discusses leveraging design thinking and human-centered design approaches to innovation in humanitarian action. It outlines three phases of the design process - Empathize, Create, and Deliver. The Empathize phase involves understanding user needs through observation, engagement, and immersion. The goals are to understand who to talk to, how to gain empathy, and how to capture stories. The Create phase takes the insights from research to identify opportunities and brainstorm solutions. The Deliver phase focuses on identifying capabilities, sustainability, piloting solutions, and measuring impact. The overall document provides guidance on applying a human-centered design process to innovation in humanitarian contexts.
This document discusses design pattern libraries, including why they are useful, how to create them, and who is responsible for them. A design pattern library is a collection of common interface elements and interactions that provide consistency, efficiency, and a shared vocabulary for a team. It should include the purpose, visual example, usage context, and code for each pattern. The library owner ensures patterns are updated across products when changed. Designers collect and design patterns while developers handle technical implementation.
Get hands-on advice for rapid Agile prototyping in a product team. You'll learn: - How to determine the right depth and breadth for MVP prototypes. - How to prioritize use cases for prototyping. - How to elicit the right stakeholder and user feedback. - How to correctly annotate prototypes for dev and QA.
The document discusses lean UX practices for software development, including collaborative user interviews. It recommends that teams plan interviews together by discussing goals and preparing questions. Both provisional and revised personas should be created to represent different types of users. During interviews, multiple people take notes, insights are synthesized as a group, and findings are shared visually. Continuous user engagement is important through methods like weekly interviews and prototypes tests. The overall approach emphasizes collaboration, visualization, and frequent customer feedback to guide an iterative development process.
The document provides an overview of next steps after successfully deploying IBM Connections 4.x. It recommends beginning with scenario analysis to understand user pain points and develop example workflows demonstrating how Connections can address these issues. It also stresses the importance of building out user profiles with data from across systems and learning to use Connections tools for the project rather than relying on email. The presentation emphasizes engaging with early adopters, embracing the community aspects of Connections, and providing opportunities for administrators and developers to enhance their skills.
How well do you think your product team takes what they learn from their users and puts it into the next iteration of the product? How well does your team come to a common understanding of what the next iteration of the product will look like and then build a product that reflects that common understanding? These two problems — improving your product with user research and effective team collaboration — can both be solved with a design tool called User Story Mapping. In this session, attendees will hear how to apply User Story Mapping to connect user research to user stories for Design Thinking and Agile Development and the experience our teams have with the method. Attendees will get a taste of going through running a simple user story mapping workshop so that they will feel comfortable taking the process back to their business.
With Philips we tried to crows source ideas and questions for sustainability research. This powerpoint details how we evaluated the first steps.
Materials from "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014. http://2014.uxlondon.com/speakers/lane/#workshop You can find the opportunity statement and persona 4x4 worksheets at bit.ly/uxl-worksheets, and the set of six UX Recipe Cards at bit.ly/ux-recipe
The document discusses customizing user profiles in IBM Connections. It notes that profiles are the core feature and backbone for connecting users. While many features are available out of the box, real power comes from customizing profiles to suit the organization. The session will cover options for customizing profile attributes and fields to display important information from HR systems or social profiles. It will also discuss customizing profiles for different user types and share best practices from real implementations.
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
Presentation by invitation of CILT centre at University of Cape Town, South Africa. Moved to different location due to student protests. October 2015.
This talk presents five specific, actionable tactics to shore up design processes ravaged by the vagaries of your organization. You will gain the tools necessary for managing problematic stakeholders; analyzing your organization’s design tolerance; and defining problems in ways that design can successfully address.
The Chicago chapter of the Interaction Design Association (IxDA Chicago) co-hosted an event with General Assembly on February 4, 2016, that featured a dynamic panel and lively Q+A. Local UX leaders discussed everything from leveling-up in a current UX/UI role to transitioning to UX from another role to getting started in the field. In this presentation, Chicagoland UX Directors note what they look for when recruiting UX talent, recommend UX resources (books and training) and identify examples of great UX work.
This document provides a summary of qualifications and experience for Nayoon (Emma) Sams, including over 13 years of experience in various IT positions with a focus on software development using languages like C#, Java, and ABAP. Her experience includes 7 years developing wireless radio communication systems and over 7 years experience with financial institutions and an electronic games company. She provides details of several software engineering projects for Motorola Solutions involving radio communication systems.
User Experience for Lean Startups Saturday, May 23, 2012 Coport, Newport Beach CA Instructor: Lane Halley This workshop contains four topics: - Lean UX Basics - Customer Development Interviews & Generative Research - Developing product and interface ideas - Quantitative and Qualitative Evaluation http://luxr.co/programs/workshops/ http://ux4leanstartupsmay23.eventbrite.com/
The document summarizes a 12-week intensive program called DESIGNATION that trains people to become digital designers. The program consists of 6 weeks of online prep work followed by 12 weeks of in-person immersion training covering topics like UX design, front-end development, and UI design. Students then spend their final weeks working on team and individual projects to build their portfolios before receiving post-graduation career support and mentorship from DESIGNATION.
Sean Lynch has over 15 years of experience leading teams that deliver software projects on time and under budget. He currently works as a Senior System Analyst and Solutions Architect at Blue Cross Blue Shield, where he has helped design and implement their large national data warehouse system. Previously he has worked as a consultant for several insurance and financial companies, managing projects and teams. He has a focus on quality results and extensive experience across the software development lifecycle.
This document discusses how technology has changed how people consume content and information. It notes how people now access content through mobile devices and digital platforms like iTunes, Netflix, Hulu Plus and more rather than traditional analog methods. It also discusses how content and user experience are related, with user experience referring to how people consume and interact with relevant information.
The document discusses challenges with formal negotiations and hierarchies that can get in the way of policy objectives. It emphasizes the importance of transparency in reasoning, recognizing when community objectives diverge, and embracing freedom of speech and humility. Strategic testing of responses and standards against the views of outsiders is recommended to maintain progress.
This document discusses guerrilla UX research methods. It begins by establishing that guerrilla research methods are faster, less expensive, and rigorous enough to provide useful insights. It then provides examples of specific guerrilla research techniques like 6-8-5, man on the street interviews, and rapid iterative prototyping. Throughout, it addresses common objections to guerrilla research by arguing that some insights are better than none and these methods can be a valuable supplement to more traditional research.
I. The document discusses how CareerBuilder uses Solr for search at scale, handling over 1 billion documents and 1 million searches per hour across 300 servers. II. It then covers traditional relevancy scoring in Solr, which is based on TF-IDF, as well as ways to boost documents, fields, and terms. III. Advanced relevancy techniques are described, including using custom functions to incorporate domain-specific knowledge into scoring, and context-aware weighting of relevancy parameters. Personalization and recommendation approaches are also summarized, including attribute-based and collaborative filtering methods.
This document summarizes the skills and experience of a software developer with expertise in Java, C#, .NET, and other programming languages and frameworks. The developer has over 10 years of experience designing and developing complex web applications, including experience leading development teams. Areas of strength include Java EE, .NET, SQL, version control systems, and Agile methodologies.
This document provides a summary of the qualifications and experience of Ibrahim Elhag. He has over 20 years of experience in areas such as Java/J2EE development, cloud technologies, databases, and agile methodologies. He currently works as a Senior Consultant for IBM where he provides solutions for application development, data migration, and technical support. Previously he held positions as a faculty member and research assistant where he taught courses and conducted research related to data analytics and distributed systems.
Ezio Magarotto has over 15 years of experience as a senior user interface/user experience designer and information architect focused on e-commerce websites. He has expertise in design, usability, accessibility, and all phases of development. He is skilled at working independently as well as leading teams and high-priority projects. He is seeking a senior or management role where he can apply his skills and drive business success.
As a UX Practitioner, this is my portfolio and personal presentation deck. Examples of my deliverables, wireframes, process flows, personas, usability analysis, and overall value proposition of what I can bring to the table. I bring the value add of 30 years in business, actual Business Analyst and Project Management experience for major brands and companies like AT&T Mobility, Verizon, Verizon FiOS TV, GameStop, Hewlett-Packard, Wal-Mart, United Health Group, Microsoft, Copart, DAI, Eli Lilly, Verizon, First Choice Power, Nissan, Jackson Hewitt, Pep Boys, Miami Dolphins, Friendly’s Ice Cream, PepsiCo, Denny’s, BMW, Terminix, Sauza, Frito-Lay, Proctor & Gamble, Sabre, Worldspan, De Beers, Nestle, IBM and FEMA’s National Flood Insurance Program.
The candidate has over 10 years of experience in Java and J2EE technologies. They have extensive experience designing and developing web applications using technologies like AngularJS, Spring Framework, and RESTful web services. They have worked as a project lead and technical specialist on several large projects for clients in the banking and healthcare industries.
General Assembly and IxDA paired up to bring in the experts to discuss their thoughts on the subject in an effort to teach others how to do more of what we love in UX/UI and to stop doing what we don't. We discussed awesome and not-so-great examples of user experience and user interface design, straight from the experts themselves.
This document discusses the skills and competencies needed for effective collaboration in the future. It argues that collaboration, sharing, sustainability and consensus-based work will become more important. However, assessing these "soft" skills poses challenges. The document proposes that collaborative exercises and practices, including "re-co-venturing," can help develop these skills while also providing evidence of learning. Peer assessment and tracking actions on collaborative projects may also demonstrate competencies, though knowledge of self and subtle social skills remains difficult to evaluate.
This document discusses providing constructive criticism and reviews. It begins by discussing the presenter's background growing up in a family where her father taught woodworking and emphasized the importance of critique as a way to improve one's skills. The presenter then discusses how critique is an important skill in design and code development, allowing people to separate themselves from their work and learn from feedback. The rest of the document focuses on how to provide useful reviews and critiques, emphasizing that a framework is needed, the reviewer must be objective, and the creator must not take criticism of their work personally. Key elements of good and bad feedback are also outlined.
This document discusses qualities of the Ruby developer community, including a focus on collaboration both within and across organizational boundaries, an emphasis on aesthetics in work environments and personal style, and an inheritance from open source culture where planning and work are closely connected. It suggests being aware of these qualities, considering how they are supported or blocked, and whether other communities speak the same "language".
The document discusses the origins of NextDesign's sensemaking framework called NextD Geographies. It explains that over many years of conducting sensemaking conversations with design experts, NextDesign sought to make sense of what they were seeing and hearing. They realized an ordering system would be needed to structure the research findings. Existing frameworks in design and other fields did not fully fit the research. NextDesign adapted concepts like complexity ladders and applied creativity models to create their own four-part framework - Design 1, 2, 3 and 4 - to depict different scales and types of design challenges from products to societies.
Summary of activities we did during the Lean User Experience Intensive weekend at Pivotal NYC July 9-10, 2011.
Version of slides used in 2013 online HCI course Adoption and appropriation are about actually getting things used.
Rapid Prototyping Learning Launch Visualization Journey Mapping Value Chain Analysis Customer Co-Creation Assumption TestingConcept DevelopmentBrainstormingMind Mapping 8 4640 16_21.qxp:Layout 1 7/26/11 1:00 PM Page 16 Rotman Magazine Fall 2011 / 17 WHEN DESIGNER HUGH DUBBERLY asked Tim Brennan of Apple’s CreativeServicesgrouptodefinedesign forhisbook, How Do You Design?,Brennandrewthe followingpicture: While many business people appreciate the power of design, a formal process for its practice has been elusive; until now. by Jeanne Liedtka and Tim Ogilvie Designing for Growth: A Tool Kit For Managers ? $ Design, this drawing asserts, is simply magic – a mysterious no-man’s land where only the brave dare tread. Such a definition mocksthe ideathata formalprocesscouldpossiblyexist fornavi- gating itsmanyhairpin turns. Our advice: don’t be put off by Brennan’s view of design. Design has many different meanings, and the approach we will describe here is more akin to Dorothy’s ruby slippers than to a magicwand:you’vealreadygotthepower;you justneedtofigure outhowtouse it.Can the averagemanagerbe transformed into the next Jonathan Ive? No more than your local golf pro can turn you into Tiger Woods. But can you improve your game? Without adoubt. If Managers Thought Like Designers Whatwouldbedifferentifmanagersthoughtmorelikedesigners? Wehave threewords foryou: empathy, inventionand iteration. 4640 16_21.qxp:Layout 1 7/26/11 1:00 PM Page 17 Designalwaysbeginswithempathy–establishingadeepunder- standing of those for whom you are designing. Managers who thought likedesignerswould consistentlyput themselves in their customers’ shoes. We all know we’re supposed to be ‘customer- centered’, but what we’re talking about is deeper and more personal than that: trueempathyentailsknowingyourcustomers asrealpeoplewithrealproblems,ratherthanastargetsforsalesor as a set of demographic statistics around age or income level. It involvesdevelopinganunderstandingofboththeiremotionaland their ‘rational’ needsandwants. In addition,managerswho thought likedesignerswould view themselvesas creators.Forallourtalkaboutthe ‘artandscience’of management, we have mostly paid attention to the science part. Taking design seriously means acknowledging the difference betweenwhat scientistsdoandwhatdesignersdo:whereas scien- tists investigate today to discover explanations for what already is, designers invent tomorrow to create something that isn’t. Powerfulfuturesarerarelydiscoveredprimarilythroughanalytics. Theyare,asWalt Disneyoncesaid,“Createdfirst inthemindand next in theactivity.” Finally, design insists that we prepare ourselves to iterate our way to a solution, somanagerswho thought like designerswould view themselves as learners. Most managers are taught a linear problem-solving methodology: define the problem, identify vari- ous solutions, analyze each, and choose the best one. Designers aren’t nearly so impatient – or optimistic; they understand ...
This document discusses the author's journey in coaching musicians and software developers in agile practices. It describes how the author started with small music coaching projects and producing bands [1]. It then discusses how the author helped form coding communities and applied agile principles to software development [2]. The rest of the document outlines various agile practices like iterations, stand-ups, and retrospectives that the author has used and evolved in their work coaching different communities [3].
Using social proof as a guide to participation, design and facilitation in communities of practice and elearning.
Watch the video here: https://www.youtube.com/watch?v=Zl4QTr8YkhE This talk takes you on a journey to understand what a 'discovery' period in your design and tech project currently looks like, through to what it could be. Spoiler: It can be so much more, but you need to be prescriptive in the way you put together your team, and let go when you're going through the process. Oh and make specific time for non-specific things to happen.
We face problems in our day-to-day work that we don't have all the necessary information to solve. In addressing those problems, we can guess, estimate, experiment, or even try to "fail fast" our way to success (good luck to you brave souls who choose this). But, especially where users are concerned, we can also choose understand what we're trying to accomplish, identify where the risks & gaps are, and develop our high priority questions for the work at hand. This is what we need to shape effective research. In this talk, we'll cover: the idea of research as it applies to user experience / interaction work, the unusual nature of the User / UX Researcher specialist role, the type of questions we ask & evidence we gather in user research, how to use that to make the work work. It's a mostly-practical and slightly theoretical look at research and the mindset that can turn interesting human data into successful products and services.
The document summarizes research from Steelcase on the topics of work, learning and physical space. It discusses how they take a human-centered design approach to gain insights through methods like observations, interviews and prototyping. It provides examples of research projects on classrooms, knowledge workers and the social aspects of learning. The goal is to understand how physical space can better support work and learning by facilitating interaction, visibility of thinking and ease of sharing information.
At the Interaction12 Redux on the 18th of May in Utrecht, I spoke about why the conference was such a great experience.
David Duffett's CommCon 2019 Keynote Speech The founders of 10 Open Source projects were asked to complete a survey. This talk was based on the results of that survey.
This document discusses the need for creativity in change management. It notes how business thinking has stayed the same while the external environment has changed significantly. It then covers different aspects of creativity like brain hemispheres, design thinking processes, mind mapping techniques, and creative exercises. The document provides examples of using creativity in a change management project for sustainability at a university. It concludes with a creative assignment to design a logo for a fictional company.
This document outlines techniques for effective collaboration, including brainstorming and consensus building. It discusses the importance of collaboration for benefits like team building, communication, and gaining different perspectives. Effective brainstorming requires preparing the right people, having rules like deferring judgment and building on others' ideas, using tools like sticky notes, and appointing a facilitator. The KJ method is presented for building consensus, with steps of sorting ideas into groups, naming groups, voting on importance, and ranking. Examples are given of collaborating on developing a concept for a pizza restaurant's iPhone app.