Slides from my talk at UX Ireland on 10 November 2016
http://uxireland.net/sessions/index.php?session=108
Abstract:
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Storytelling In Design - Conversion Hotel, Texel NL, 20 Nov 2016Anna Dahlström
Slides from my talk at Conversion Hotel on 20th November 2016 about how we can apply principles from traditional storytelling to our design process to help define and create better multi-device experiences.
http://conversionhotel.com/
Storytelling In A Multi Device Landscape - Amuse, Budapest 30 Oct 2015Anna Dahlström
Slides from my talk at the Amuse conference in Budapest 28 - 30 October 2015. http://amuseconf.com/ #amuseconf
ABSTRACT
As the number of devices we use are increasing, considering each device's role at different times, situations and context is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design are becoming less and less. But the one we can still understand is what a user wants, and needs. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape.
Optimising Landing Pages Through Narrative Structure - Digital Growth Unleash...Anna Dahlström
Slides from my talk at Digital Growth Unleashed in London on the 17 October 2018.
ABSTRACT
In all good stories things happen for a reason. Every prop and character that is present, every line that is spoken and song that is played has a role to play in making the story come together. In this talk Anna takes us on a journey of what we can learn from traditional storytelling methods when it comes to optimising landing pages and how narrative structure is key in ensuring we're telling the right story to the right audience, at the right time.
https://digitalgrowthunleashed.co.uk/agenda/?rmid=session57101#s-session57101
Storytelling In Design - DXN, Nottingham, 8 Feb 2017Anna Dahlström
Slides from my talk about Storytelling In Design at Design Exchange Nottingham on 8 Feb 2017.
http://dxnevent.com/
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and nudges at the right time, and on/via the right device. Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design, in this talk Anna shares how the increasingly complex world we’re designing for is our biggest asset and how storytelling in design can help us instil a bit of everyday magic in the work we do, for our users, and for us.
Using Storytelling To Craft Multi-device Experiences That Convert - CXL Live,...Anna Dahlström
This document discusses using storytelling techniques to design multi-device experiences that optimize conversion. It emphasizes understanding users' journeys through dramaturgy and defining characters, plots, and environments. By mapping the experience ecosystem and asking fundamental questions, designers can move from data-driven mechanics to architecting experiences grounded in users' needs and contexts. This approach facilitates clearer, more accurate understanding from the start of a project.
Storytelling In Design - SXSW, 13 March 2017Anna Dahlström
Slides from my two talks at SXSW 2017 about my upcoming book 'Storytelling in design'.
http://schedule.sxsw.com/2017/events/PP65833
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Ms. Dahlstrom shares how we can instil a bit of magic in the work we do and hereby ensure that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
The Future of Design is Not Just the Web - Web Visions Workshop 2011Samantha Starmer
The document discusses designing cross-channel experiences. It begins by explaining that customers experience brands across multiple touchpoints and channels, both digital and physical. The key is to design experiences that are convenient, connected, consistent, contextual, and span across time.
The document then provides five principles and five methods for cross-channel design. The principles are to make experiences convenient, connected, consistent, contextual, and spanning across time. The methods are to think in terms of services, share design work across teams, start by observing customer behaviors, be comfortable with ambiguity, and focus on customer needs rather than specific solutions.
Finally, the document discusses various discovery and solution activities for cross-channel design, such as stakeholder interviews
How To Use Storytelling To Craft Experiences That Engage - IIeX EU, Amsterda...Anna Dahlström
The document discusses using storytelling to craft engaging experiences. It provides examples of how stories influence our beliefs and behaviors more than facts or arguments. The presentation outlines principles of storytelling like plot, characters, and setting to understand problems, deliver solutions, and present outputs. It emphasizes applying dramaturgy to visualize experiences and map customer journeys through different stages with touchpoints.
The document summarizes a presentation on cross-channel design given by Jess McMullin and Samantha Starmer. The presentation covered what cross-channel design is, why organizations should care about it, how to sell the need for it within an organization, using a case study and field research experience to discover touchpoints across channels, and various tools and methods for designing cross-channel solutions such as journey mapping, touchpoint matrices, and paper prototyping.
Designing Around Storytelling - UCD2013, London 08 Oct 2013Anna Dahlström
Slides from my talk around storytelling in design at the UCD 2013 Conference in London http://2013.ucduk.org.
Stories have played an important part in our societies and development through history. In the last few years it's gained attention as a tool for and important aspect in communication, and rightfully so. But it's also an integral part of the design process and at UCD 2013 I talked about why as well as how we can use it, from the start, during definition and development as well as going forwards.
Don't Be a Digital Dinosaur: Design for the Space Between - Infocamp 2010 Ple...Samantha Starmer
The document discusses the need for experience designers to design holistic experiences that span both digital and physical channels, as well as multiple platforms. It notes that traditional boundaries are blurring as technology becomes ubiquitous and information can be accessed anywhere. The author advocates designing for the "space between" interactions by focusing on consistency of information and user journeys across channels to create a seamless overall experience. Experience design must look beyond individual websites or apps to consider all points of customer contact.
The gap between physical and digital has blurred: we use Wiis to get in shape, computers to order a pizza, or our smartphone’s GPS to find hot dates. People want to interact with products and services when they want to and how they want to – and that’s not always on the web.
The future of design is everywhere the customer touches our product or service - digital or physical. User experience practitioners must move beyond the screen to designing a holistic customer experience that is seamless across channels and devices.
Using Storytelling to Create Experiences that Convert - Conversion Elite, Lon...Anna Dahlström
The document discusses using storytelling to create experiences that convert. It provides examples of how stories can motivate people and influence their beliefs and behaviors. The key aspects of storytelling discussed are the plot, characters, and setting of the story. The document advocates mapping out customer journeys to understand how stories and experiences are structured at each stage.
Beyond The Hamburger Menu - MOBX, 13 Sep 2014Anna Dahlström
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of device.
The document provides details on various designs for mobility aids and crutches. It includes classifications for different types of crutches from the US Patent Classification system, including crutches that have pivoting or non-pivoting movement, curved or straight bases, means for grasping objects, and those that can convert between arm and forearm models or between crutch and cane. It also notes classifications for crutch tips, shock absorbers, arrangements for storing crutches, and wheeled walking aids. The document gives an overview of different categories and sub-categories of mobility aid designs.
The document discusses the history and evolution of the One Laptop Per Child (OLPC) initiative, which aimed to provide affordable laptop computers to children in developing countries. It traces OLPC's development of the $100 laptop from 2005 onward, and discusses both praise and criticism for its designs. While OLPC had ambitious goals of connecting children globally and changing education, it struggled with technical limitations, lack of teacher training, and questions around whether laptops were actually needed or useful for all students. After over a decade, OLPC programs have wound down in most countries as other technologies like smartphones became more prevalent.
The Future of Design isn't Just the Web - WebVisions 2011 WorkshopSamantha Starmer
Cross-channel design aims to provide a seamless experience for customers across digital and physical touchpoints. The document discusses the need for designing experiences that are convenient, connected, consistent, and contextual across channels over time. It provides five principles and five methods for cross-channel design, including thinking in terms of services, sharing design processes, starting with small experiments, embracing discomfort, and focusing on customer needs over specific solutions. Discovery activities like interviews, research, and experience mapping are recommended to understand the current customer journey. Solution techniques include mental models, storytelling, service blueprints, and touchpoint matrices to holistically design experiences across channels.
Building and Evangelizing Holistic Experience Design - DMI Seattle 2011Samantha Starmer
The document provides guidance on designing holistic experiences by outlining strategies across four areas: expanding your mind, creating a vision, building a path, and just doing it. It suggests expanding one's mind by breaking out of silos, making new friends outside one's usual circles, getting outside of one's comfort zone, and finding comfort in discomfort. It recommends creating a vision by understanding the big picture, following a clear goal, storytelling to excite others, and leading change. It advises building a path by listening holistically, understanding executives' goals, managing stakeholders, and removing obstacles. Finally, it suggests just doing it by not waiting for permission, trying new things, using metrics, and starting small.
The Importance of Storytelling in Web Design, WordCamp Miami 2013Denise Jacobs
The document discusses the importance of storytelling in web design. It argues that storytelling is how humans naturally gather and process information, and that websites should incorporate story elements like characters, plots, and settings to effectively engage users. Specific examples of websites that successfully use stories are provided. The presentation encourages designers to think of themselves as modern storytellers and to integrate narrative elements into their design process from the beginning of a project.
A framework for workshop facilitation - UX Ireland 2016Matthew Ovington
How many workshops have you been to that are poorly thought out or badly run, that drift aimlessly or have vague outcomes?
Workshop facilitation is a design skill that you can apply in all kinds of situations including ideation, gathering requirements and building consensus with cross functional teams. It's also an essential skill for anyone trying to reconcile differing viewpoints or align diverse needs.
This session will provide you with:
an understanding of what facilitation is and when to use it
an easy to remember framework for planning workshops
tips and tricks for making workshops go smoothly
ways to build trust, encourage participation and stay focused on outcomes
UX Ireland - Designers, take yourselves more seriously.Hi Interactive
The document discusses a study that found design-driven companies outperformed the S&P 500 by 228% over a ten-year period. The Design Management Institute's Design Value Index tracked 60 publicly traded companies known for their strong design capabilities and found their collective stock growth far exceeded that of the broader stock market during the period examined.
PDF, audio, and voiceover are now available on designintechreport.wordpress.com
Today’s most beloved technology products and services balance design and engineering in a way that perfectly blends form and function. Businesses started by designers have created billions of dollars of value, are raising billions in capital, and VC firms increasingly see the importance of design. The third annual Design in Tech Report examines how design trends are revolutionizing the entrepreneurial and corporate ecosystems in tech. This report covers related M&A activity, new patterns in creativity × business, and the rise of computational design.
As Australia's largest super fund, our size and scale gives members access to some of the world's best investments which have delivered strong long-term investment returns and help us keep fees low.
Responsivt - Inte bara för mobilen + Webbdagarna Växjö, 04 Dec 2014Anna Dahlström
Slides from my talk at Webbdagarna Växjö on the 4 December 2014.
http://www.webbdagarna.se/vaxjo-2014/program
Video (in Swedish): http://internetworld.idg.se/2.1006/1.600683/responsivt---inte-bara-for-mobilen
Abstract:
Responsiv design ses av många som ett sätt att anpassa sina sajter till att användare surfar på mobilen eller surfplattan. Men responsivt är mycket mer än så. Det är ett sätt att framtidssäkra sina digitala tjänster för en framtid med nya enheter av alla olika storlekar.
Penn potomac independent audit - karen linKaren T. Lin
Karen Lin conducted an audit of the Penn-Potomac Avenue intersection to observe pedestrian behaviors and identify safety issues. She documented multiple pedestrian paths showing people crossing streets at various angles, as well as issues like an incorrectly placed pedestrian sign, lack of barriers to prevent jaywalking, and unclear road markings confusing drivers. Her report makes recommendations to address these problems through measures like properly placing pedestrian signs, adding barriers to discourage unsafe behaviors, and clarifying road markings.
Search marketing: cuando el SEO ya no es suficienteHuman Level
Presentación de Fernando Maciá en el Search Day de la OMWeek de Madrid el 5 de noviembre de 2013, en la que se destaca la importancia de considerar el contexto en todos los aspectos de la optimización para búsqueda.
El documento presenta una introducción a la cultura de datos en las empresas. Hace referencia a varios expertos en el campo y conceptos clave como objetivos, marketing, análisis web, IT, diseño, usabilidad, negocio, captación de clientes, conversión, fidelización, dashboards, análisis de datos, aportar valor e innovación. Finaliza agradeciendo la atención y proporcionando enlaces para más información.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
You have an idea, lot of motivation and some skills. That’s a great beginning if you want to build a product but you might find a few issues on the way of making it successful.
Let’s discuss together about what is a product.
Don’t expect the magic formula but tools and questions to help you transform your idea into something valuable.
Talk given at Softshake 2015
This document provides a brief history of graphic design and typefaces. It notes that Gutenberg's Bible was set in Gothic script called Textura. Roman letters emerged in Venice in the 1460s based on a Renaissance humanist handwritten script known as Humanist Minuscule. Bembo and Garamond, two early Old Style fonts, were influential designs from the late 15th and early 16th centuries. The first grid-based font was commissioned by King Louis XIV in 1692. Point size was invented by Pierre Simon Fournier in 1737. William Caslon designed the influential English typeface Caslon in 1725. John Baskerville devised new printing techniques like inks, paper, and pressing
El documento habla sobre analítica web. Explica las métricas básicas como visitas, usuarios únicos y tiempo medio. También cubre temas como fuentes, keywords, contenidos y conversión. Describe las etapas de análisis, optimización y personalización. Además, enfatiza la importancia de emparejar objetivos con KPI medibles, alcanzables y relevantes para lograr un incremento del 10% en el gasto por cliente.
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of screen size or input type.
Device Agnostic Design - UCD2014, London 25 Oct 2014Anna Dahlström
Slides from my Device Agnostic Design talk at UCD London
http://2014.ucduk.org/session/device-agnostic-design-how-to-get-your-content-to-go-anywhere/
ABSTRACT:
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn’t one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we’ve learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk I walk through why device agnostic design matters, what it means and how we go about it.
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
The document discusses device agnostic design, which aims to create content that can be accessed and displayed well on any device. It emphasizes building with reusable modular components rather than bespoke designs for each device. The key aspects are understanding content stacking strategies across screens, using content-based rather than device-based breakpoints, and designing interactive elements that work for both touch and non-touch interfaces. The goal is to provide users with a continuous experience regardless of the device they use.
1. Mobile devices have become the primary way people access media through smartphones, tablets, and other screens. Most media interactions are with mobile screens and smartphone ownership continues to rise rapidly.
2. Opportunities on mobile go beyond apps to considering how mobile usage has changed user behavior and discovering the paths users take to content across multiple devices. User research is key to understanding this.
3. Design for mobile must optimize for thumb and eyeball-only interactions, use touch targets large enough for fingers, and consider network limitations. Images should be optimized for recognition or description.
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
How to Design for the Future - Cross Channel Experience DesignOSCON Byrum
This document discusses cross-channel experience design. It begins by asking who the audience members are and what they hope to learn. It then discusses some key principles of cross-channel design such as providing a consistent, convenient, connected, and contextual experience across different channels over time. The document provides examples of both good and bad cross-channel experiences. It concludes by outlining five methods for designing cross-channel experiences, such as thinking in terms of services rather than individual channels, sharing resources between teams, starting with small experiments, embracing challenges, and focusing on why changes are being made rather than just what is being changed.
How to Design for the Future - Cross Channel Experience DesignSamantha Starmer
This document discusses cross-channel experience design. It begins by asking who the audience members are and what they hope to learn. It then discusses some of the key challenges of designing experiences across multiple channels like websites, mobile apps, physical stores, etc. The document presents five principles for cross-channel design: providing a consistent experience, making the experience convenient across channels, ensuring transitions between channels are connected, tailoring the experience to the user's current context, and designing experiences that span time across different touchpoints. It concludes by offering five methods for approaching cross-channel design, such as thinking in terms of services rather than individual channels, collaborating across organizational boundaries, testing designs by observing user behaviors, being comfortable with ambiguity and iteration
The document discusses the challenges facing the progressive web and introduces progressive web apps (PWAs) as a solution. PWAs are built using modern web standards to provide native app-like experiences through features like push notifications, offline support, and app installation. They address issues with native apps like high installation friction, lack of control for publishers, and app store policies. PWAs are gaining adoption from companies like Alibaba and Housing.com who saw increases in user engagement metrics after implementing PWAs. The document outlines the core components of PWAs and provides an overview of browser and platform support.
Mobile Web vs. Native Apps | Design4MobileJason Grigsby
This document provides an overview of a presentation on native mobile apps versus mobile web apps. It includes slides on why developers were fighting over the two approaches, Apple's announcement allowing third-party apps on the iPhone, and the surprise success of the iPhone App Store. It also discusses factors that contributed to the App Store's success like its openness, revenue split, and fewer restrictions compared to mobile carriers. The document debates questions around whether apps create platform lock-in, if app stores are essential to a platform's success, and challenges of developing for multiple mobile platforms. It suggests that HTML5 and WebKit may become the dominant mobile platform.
Presentation to:
Madison Web Design & Development Meetup - February 11, 2013.
Web Content Mavens, Washington, DC - January 8, 2013.
NYC Web Design Meetup -January 24, 2013.
This document discusses improving mobile user experiences. It notes that mobile is the primary way people access the internet in some countries. Constraints on mobile like form factor and battery life must be considered. Simple interfaces work best for mobile. Native apps have advantages over mobile web, but the line is blurring. Windows Mobile was replaced by Windows Phone 7 which improved the user experience. The document emphasizes understanding user behaviors and focusing on usability.
Mobile internet usage is larger than most estimates. Usage of mobile internet and apps is growing exponentially through smartphones and mobile browsers. The app store gold rush led to tens of thousands of apps but the market is very challenging with low retention and discovery rates for most apps. While iPhones are popular, the mobile market includes many platforms and regions beyond Apple. Developing cross-platform mobile apps faces difficulties across the many platforms and form factors.
When responsive web design meets the real worldJason Grigsby
The document discusses responsive web design and some of the challenges it faces. It recommends adopting a mobile first approach where the mobile styles are defined first before desktop styles, allowing for a progressive enhancement. It also emphasizes the importance of performance and ensuring responsive designs are not just focused on layout but also on optimizing for speed. Key techniques discussed include building mobile first, reordering media queries, keeping basic styles outside queries, and scoping images within media queries to avoid unnecessary downloads.
This document provides detailed research and information on Mobile Revolution going around. It also showcase the mobile opportunities for agencies serving clients and how we can support them in execution.
This is a short slide show that goes throught the history of cell phone technology and how it has progressed through the mobile marketing stage into the machine it has become.
No matter how much we try to put ourselves into a mobile first mentality, it is hard for us to do so fully. Our access to PCs prevents us from experiencing mobile the way many in the world do.
We're currently fighting for parity among experiences. We're arguing that the mobile version shouldn't be a dumbed down version of the desktop site.
But we've set our sights too low. In a true Mobile First world, the mobile version should be the best experience. Mobile shouldn't just match the desktop experience, it should exceed it.
Why Mobile Marketing is Essential for 21st Century Business SuccessMorgan Liu
The document discusses how mobile marketing is essential for 21st century business success. It notes that the increasing use of mobile phones is changing how marketing is done, with the mobile web reaching 2 billion users and mobile video ads attracting $2.6 billion this year. Effective mobile marketing involves inviting focus with interesting ads, making content shareworthy, and getting personalized by using customer information.
how to make Google Chrome number one mobile browser George Achillias
The document discusses strategies for increasing market share of the Google Chrome mobile browser. It notes that 63% of mobile owners go online using their phones and mobile internet usage is predicted to surpass desktop usage by 2014. Currently, Apple's Safari browser has about 60% of the mobile browser market share. The document recommends creating exclusive perks for using Chrome, running Facebook campaigns promoting Chrome, and using smart app banners and intents on iOS to prompt users to open links and URLs in Chrome. The overall goal is to make Chrome the preferred browser across devices by enhancing the mobile experience.
Designing Around Storytelling - Breaking Borders, Reading 18 August 2015Anna Dahlström
Slides from my talk at Breaking Borders on the 18 August. http://breakingborde.rs/past-events/engagement/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Designing around storytelling - UX Oxford, 23 April 2014Anna Dahlström
Slides from my talk at UX Oxford on 23 April
http://www.meetup.com/UX-Oxford/events/172543682/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Designing around storytelling - Design + banter, 09 April 2014Anna Dahlström
1) Storytelling is a powerful tool that can be used in UX design to capture users' imaginations, create emotional connections, and motivate actions.
2) Effective stories have a clear structure including setup, confrontation and resolution, as well as elements of surprise.
3) By understanding users and crafting stories around their experiences and goals, designers can guide users through a product or service in a compelling way.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
The document discusses best practices for UX deliverables. It emphasizes that UX deliverables should be adapted to the intended audience and add value. Deliverables should have a clear narrative and tell a story. Creating visually engaging deliverables that keep the audience's attention is important, especially when presenting to clients who may not have a background in UX. The document also stresses that UX is about collaboration between different roles and that effective deliverables facilitate common understanding between teams.
Selling UCD - how to get buy-in & measure the value - Eventhandler, London 26...Anna Dahlström
This document provides an overview of measuring the value and success of user experience design (UXD). It discusses the importance of measuring UXD work and outlines some common metrics used, including conversion rates, average revenue per user, support costs, user performance, and net promoter score. The document emphasizes that measuring UXD is not an exact science but provides a framework for developing a UX metrics plan by defining criteria, methods, and tools. It also notes that metrics can be captured at different stages of a project from the start of design through ongoing use. The overall message is that measurement allows UXD work to be managed and validated, demonstrating its value to stakeholders.
Designing Around Storytelling - Digital Pond, London 06 Feb 2014Anna Dahlström
Slides from my talk around storytelling in design at the Digital Pond meet up on 06 Feb 2014
http://www.meetup.com/The-Digital-Pond/events/159211742/
Stories have played an important part in our societies and development through history. In the last few years it's gained attention as a tool for and important aspect in communication, and rightfully so. But it's also an integral part of the design process and at the Digital Pond I talked about why as well as how we can use it, from the start, during definition and development as well as going forwards.
Three part series: Designing for multiple devices - GA, London, 20 Jan 2014Anna Dahlström
Slides from my three-part series Designing for Multiple Devices class run on the 20th of January with General Assembly in London.
The rise in mobiles and tablets have not only changed the way we consume and interact with content, but also the way we design and what we base our design approach on.
This series of classes will cover how user expectations as well as behaviour and consumption patterns have shifted—and what that means for designing products that will be used on multiple devices. Coming out of these classes, you'll be equipped with the essential principles and tools to tackle the multiple device jungle.
Three part series: Designing for multiple devices - GA, London, 26 Nov 2013Anna Dahlström
Slides from my three-part series Designing for Multiple Devices class run in one evening on the 26th of November with General Assembly in London.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series
The rise in mobiles and tablets have not only changed the way we consume and interact with content, but also the way we design and what we base our design approach on.
This series of classes will cover how user expectations as well as behaviour and consumption patterns have shifted—and what that means for designing products that will be used on multiple devices. Coming out of these classes, you'll be equipped with the essential principles and tools to tackle the multiple device jungle.
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.
Gender Equity in Architecture: Cultural Anthropology in Design IdeologiesAditi Sh.
This PowerPoint presentation offers a comparative analysis between a female and a male architect, focusing on their ideologies, approaches, concepts, and interpretations for a mixed-use building project. This study prompts a reconsideration of architectural inspiration and priorities, advocating for gender equity and cultural anthropology in architectural design.
Right Choice Landscaping offers exceptional villa landscape maintenance servi...rightchoicelandscapi
"Right Choice Landscaping offers exceptional villa landscape maintenance services in Dubai. Our dedicated team ensures that your villa’s outdoor spaces are beautifully maintained, enhancing both the aesthetic appeal and the value of your property. We offer landscaping and Garden design services to commercial property owners and homeowners all over the UAE.
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5. “ 70% of users check their
smartphone within an hour of
getting up. ”
- Source: Zerohedge
Source: https://www.thinkwithgoogle.com/articles/device-use-marketer-tips.html
18. Source Creative Market
“ 64% of smartphone shoppers turn to mobile search for
ideas about what to buy before heading into stores. ”
- Source: Think with Google
20. MobileSearchMoMentSUnderStandinghowMobiledriveSconverSionS
3of4mobilesearches
triggerfollow-upactions
Mobile searches drive valuable
outcomes for businesses
Actions triggered by mobile search
also happen very quickly
ofconversions(storevisit,
phonecallorpurchase)
happeningwithinanhour55%
On average, each mobile search triggers
nearly 2 follow-up actions
Product&shoppingsearcheshavea
highernumberofoutcomes
Number of follow-up actions per mobile search
Mobile search is always on, happening
on the go, at home and at work
ofmobilesearches
occurathomeor
work;17%onthego77%
2.082.523.56
Travel FoodAutoBeauty Tech
2.072.20
36%
Continued
Research
18%
Shared Information
17%
Made a Purchase
25%
Visited a Retailer’s
Website
17%
Visited a Store
7%
Called a Business
Mobile searches are strongly tied to specific contexts
Shopping queries are 2x more likelyto be in store
Source: http://www.thinkwithgoogle.com/infographics/creating-moments-that-matter-infographic.html - FROM MARCH 2013
In March 2013
Google came out with this
37. “ The hottest app among
Silicon Valley early adopters
right now is Secret.
You use it to post anonymous
secrets. For the past two days
it's all anyone is talking about
on Twitter. ”
- Nicholas Carlson, Business Insider
38. “ The good news for Apple
is that it's available on iPhone.
The bad news for Apple is
that it's really hard to find
Secret through the App Store
app on your iPhone. ”
- Nicholas Carlson, Business Insider
47. www.flickr.com/photos/dougbelshaw/4360008898
” Money spent developing a pretty but limited iPhone
app only benefits [...] the few, but money spent on
the website UI would have benefitted everyone. ”
- Gary Marshall on ‘The app trap’ in .net Magazine
56. Source & images from Smashing Mag- https://www.smashingmagazine.com/2016/09/the-thumb-zone-designing-for-mobile-users/
It gets harder the
larger our devices are
75. “ One third of Americans who already
own some sort of wrist-mounted device
stop wearing theirs after six months” ”
- Source: FastCompany
https://www.flickr.com/photos/djkeino/8667722768
76. Screenshot: http://www.apple.com/uk/
“ In order for any wearable to be successful it has to
disappear from the foreground, and its utility in your life has
to far outweigh any small inconvenience. ”
- Source: Mashable
95. Screenshot: https://blog.intercom.com/the-end-of-apps-as-we-know-them/
“ The idea of an app as an
independent destination is
becoming less important, and
the idea of an app as a
publishing tool, with related
notifications that contain
content and actions, is
becoming more important. ”
- Source: The End of Apps As We Know Them
96. It’s one of the
ideas behind iOS 10
Screenshot: Apple.co.uk
97. Less about pages &
more about building blocks
www.flickr.com/photos/boltofblue/4418442567
115. 1. Don’t look at mobile too narrowly
2. Play to each device’s strengths
3. Consider all platforms
4. Look at app rational
5. Cater for different input methods
6. Think about the individual
7. Context + content = king
8. Build a system of components
9. Evaluate design & navigations patterns
10. It’s all about navigation
119. - Wilson Minor
“We’re not just making pretty interfaces.
We’re actually in the process of making an
environment where we’ll spend most of
our time, for the rest of our lives.
We’re the designers. We’re the builders.
What do we want that environment to
feel like? What do we want to feel like.”
http://www.flickr.com/photos/funch/4679422945/