The document discusses proposed designs for a new user interface to address usability issues. It identifies issues such as search taking up too much space, unclear next steps, and complicated configurations. The proposed design simplifies screens by grouping configurations in wizards and replacing social features. Users are invited to share their ideas to further improve the new design. The goal is to simplify the interface while removing nothing.
My slides for the head conference 2008 explaining how hard it is to write JavaScript solutions that cater for all the users out there and what can be done to avoid us creating a lot of material that is outdated as soon as it comes out.
This presentation is aimed at teams who either do not have the luxury of a designer on their team, or they have a designer that works in silo to their team. Small teams of developers, BAs and QAs will benefit from understanding the finer details of design. Developers will gain empathy for design and a better understanding of how to display content. QAs will leave knowing how to quickly notice problems with a design before release. You will also learn how to ensure the product you are building is ‘on brand’ and ‘user-centric’, and why this is important to ensure the success of your product. Some people have the misconception that design is just creating ‘pretty pictures’. This is not the case; there is a science to creating the right ‘pretty picture’.
Some people have the misconception that design is just creating ‘pretty pictures’. This is not the case; there is a science to creating the right ‘pretty picture’. This presentation is aimed at teams who either do not have the luxury of a designer on their team, or they have a designer that works in silo to their team. Small teams of developers, Business Analysts and Quality Analysts will benefit from understanding the finer details of design. Developers will gain empathy for design and a better understanding of how to display content. Quality Analysts will learn how to quickly notice problems with a design before release. It also demonstrates how to ensure the product you are building is ‘on brand’ and ‘user-centric’, and why this is important to ensure the success of your product.
design process what is scenario and how we use them purpose of navigation in devices or in web pages user focus how we can know our user
A talk from the Design Track at AWE EU 2018 - the World's #1 XR Conference & Expo in Munich, Germany 18 -19, October, 2018. Filip Healy (Threesixty Reality): Making immersive tech more usable: Involving target users in your design process Understanding user needs, design research and usability testing are common practice today for most digital products. It's rare for a mobile app or website from any serious company to go live without some degree of testing with users. The benefits of involving users in the design process are well known to UX professionals and digital product managers: improved usability, reduced dropouts, optimised conversion rates, higher engagement and better user advocacy. In this talk I'll discuss how this applies to immersive tech and why it's more important than ever to understand actual user behaviour and develop new interaction paradigms that deliver on the potential of VR and AR platforms. I'll talk through the process of running studies with users, when to test the design, how to set things up and what data to focus on in order to get the most benefit from testing with users. What can we learn from this type of research and why is it important for ensuring the success of our product? http://AugmentedWorldExpo.com
The document provides information and advice for a Media Studies exam, including: - The exam is worth 25% of the final grade and has two sections - theoretical evaluation of productions and contemporary media issues. - Section A asks students to describe and evaluate the development of their skills over their AS and A2 production work, focusing on areas like digital technology, creativity, research and planning, and post-production. - Advice is given on what to discuss for each skill area, with examples of how skills have progressed. Higher grades require evaluating the impact and importance of skill development rather than just describing it.
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
This document discusses design prototyping and the importance of testing ideas early. It provides three key points: 1) Prototyping allows designers to get feedback on ideas early in the design process when changes are cheaper to make. This helps uncover problems and leads to better products. 2) Low-fidelity prototypes like paper prototypes or wireframes can be used to test overall concepts and workflows before investing in more advanced prototypes. User testing of prototypes provides critical feedback. 3) An iterative process of prototyping, testing, refining and retesting ideas helps designers "fail fast" and home in on the best solutions through learning what doesn't work. This process of building to think is important for
This document provides biographical information about Nicholas Mauro, including his work experience at PwC, reasons for leaving to pursue a career in design and human-computer interaction, hobbies such as writing a blog and volunteering as an ESL tutor, and goal of becoming a better friend and citizen through learning. It also lists his favorite design software and hardware used.
I recently attended the Interaction Design training at Cooper (http://www.cooper.com/#training:interaction_design). This presentation is a brief overview of the training and Cooper process from the perspective of a software developer.
I am glad I have the chance to teach how to do innovation for design and link to marketing in the university to share and sharp my skill of guiding students of innovation. Very grateful to have such experience in my life. This user experience innovation material is for small objects and quit for shot.
This is the talk I gave at Agile 2010 detailing how TheLadders.com UX team has been integrating UX practice into a new Agile environment.