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.
Slides from my talk at The Bulgaria Web Summit on 20 Feb 2016 http://bulgariawebsummit.com/ ABSTRACT As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk Anna will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
The document discusses the need for ubiquitous and holistic information architecture across channels to create integrated experiences for users. It notes that information is blurring the lines between digital and physical experiences, and that users expect consistency as they transition between platforms. To meet these expectations, information architecture must be designed holistically rather than by channel, and must focus on the overall user journey rather than individual touchpoints. Bridges between experiences like on-ramps and off-ramps are needed to make information architecture truly integrated.
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.
Slides from my talk at Funkas Tillgänglighetsdagar 12 April 2016 http://www.funka.com/vi-erbjuder/funkas-tillganglighetsdagar/ ABSTRACT As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
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.
The document provides advice for building teams to design holistic experiences across all touchpoints and channels. It recommends expanding one's perspective, creating a compelling vision, clearing obstacles, and starting with small wins to iteratively improve experiences. The overall message is that experiences must be designed holistically rather than focusing on individual digital or physical elements.
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.
Numbers on their own don't tell us much but put into context they start develop a meaning and can help us make informed decisions, guide the design and development process as well as bring aspects to life that we otherwise wouldn’t be able to see. Using data and numbers we can create meaningful connections and something to relate to. But it can also help us build experiences that surprise and delight and go further towards achieving our objectives.
The document discusses designing experiences for multiple devices. It notes that people use different devices throughout the day, switching between them, so experiences need to be consistent across platforms. It also highlights that mobile experiences now drive a large portion of online activity and commerce. Designing for the capabilities of each device, rather than just focusing on mobile, is important to provide the best user experience on all platforms. Human: Thank you, that is a concise 3 sentence summary that captures the key points of the document.
This document discusses experience design and outlines three paths - structural, community, and customer - for designing digital experiences. It emphasizes making websites easy to navigate, fostering real conversation and connections in online communities, and mapping the customer journey to improve the digital experience. The document recommends connecting with customers, creating experience stages, focusing on conversation, and improving the ordinary aspects of digital experiences.
This document discusses experience design and three paths to creating digital experiences: structural, community, and customer. The structural path focuses on site organization and usability. The community path involves creating digital spaces for conversation and participation. The customer path examines a customer's journey and looks for ways to improve and surprise customers through the digital experience. The overall goal is to connect customers and facilitate real conversation through the design of the digital experience.
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/
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.
Slides from my talk at Reasons:London on the 20th of Feb where I talked about 10 things you need to know about mobile. http://reasons.to/
The document discusses three paths to designing the digital experience for libraries: the structural path which focuses on planning, usability testing, and community involvement; the community path which centers around digital conversations, participation, and storytelling; and the customer path which emphasizes understanding customer journeys and improving touchpoints. It encourages libraries to listen to customers, focus on the experience as a destination, and ensure interaction is key.
Despite the prevalent mythology of the lone creative genius, many of the most innovative contributions spring from the creative chemistry of a group and the blending of everyone’s ideas and concepts. How can we best leverage this collective wisdom to generate creative synergy and co-create? Let’s look at the process of recognizing and removing our personal creative blocks, connecting and communicating with others, combining ideas using play, and constructing a collaborative environment to discover effective methods for tapping into a group’s creative brilliance. Through these steps, you’ll learn to capitalize on the super-linearity of creativity to embrace and leverage diversity to create better together.
This document provides guidance on interview skills and managing impressions during a job interview. It discusses how first impressions are formed within the first few seconds and are difficult to change. Body language, dress, grooming, and other non-verbal cues influence perceptions. The document also outlines common interview questions and tips for preparing, including researching the company, rehearsing responses, and arriving early. During the interview, candidates are advised to speak clearly, provide examples in responses, remain positive and enthusiastic.
1) Holistic information architecture is about designing integrated experiences across channels, platforms, and the digital and physical worlds. 2) Information, not technology, should be the foundation to connect experiences as users transition between different touchpoints. 3) An effective information architecture provides consistent and predictable pathways of information to tie together a user's experience holistically as they engage with a brand through various channels over time.
What's next for Interaction Design? The future is now! Robots, autonomous machines, AI, IoT, sensors, data, networks and intelligent systems. Here's a whirlwind review of some of the more transformational aspects of Interaction Design in the coming years, as portrayed by a select few of the fantastic speakers at interaction16 in Helsinki earlier this month. #IXDASYD #IXD16
The Perfectionist’s Bathroom What does it take to get a User Focused Design process introduced into a large Australian Health Insurer – some pitfalls, some observations and just a little bit about bathroom design.
Presented at Agile Australia 2016. My team has spent 5 years figuring out how best to follow Agile methodologies and maximise the opportunities we have through design. This journey has had many ups and downs. Along the way we have tried many new methods, evaluated, twisted and turned to get where we are today. My guess (and hope) is that there will be many more twists and turns in the future. One thing I have learned is that the ability to communicate the value of what we do and the way we do it is paramount to the continuous improvement in our practices. In this presentation I will step through 5 diagrams I frequently draw on whiteboards that not merely explain the way we work as designers but help others to understand why we design. These will be our “designer mindset”. Take away clear visualisations around experience, design thinking, process, expertise, collaboration and the effectiveness of design. Recreate and iterate these visualisations to enhance your own designer’s mindset.
Opher Yom-Tov works at a bank designing customer experiences. He outlines 10 lessons learned from applying service design within a large, conservative organization. First, change happens gradually through small steps. Second, service design can help break down silos between different parts of the bank. Third, not every customer needs a "journey"; their needs may be simple. Finally, leadership support and a focus on both technology and human elements are needed to transform service design within an established institution.
People often have hidden agendas that cause conflicts and problems due to ineffective communication. To uncover these agendas, one should make people comfortable, brainstorm what motivates each person's point of view, find common themes in the different positions, formulate an action plan to address these themes, and maintain visibility of the process.
Design transparency is the most effective way to communicate with your stakeholders and give them insight into your design process. This presentation focuses on cultural changes, ways to share, and how to collaborate with stakeholders. To hear the audio, visit http://www.uxaustralia.com.au/uxaustralia-2012/potholes-on-the-journey-to-design-transparency
Ten minute presentation that attempts to distill a handful of IxD14 talks down into 30 second snippets then questions what it means when people say design is part art and part science. Special thanks to the legends: Bernard Lahousse, Christina Wodtke, Klaus Krippendorff, Stephanie Akkaoui Hughes, Giles Colborne, Dan Rosenberg, Irene Au, Peter Bil’ak, Antonio de Pasquale, Jason Mesut and Dave Malouf.
This document discusses why management is becoming dispensable and how organizations will become more agile and decentralized. It argues that under the right conditions, people enjoy and are motivated by work, seek responsibility, and have creativity that is underused. Traditional hierarchical management structures are described as mechanical and dividing work from thinking. Alternative structures are proposed that integrate thinking and doing, are alive, and work with an outside-in perspective. The document advocates reinventing work for the current century by establishing principles like freedom to act, responsibility through connected cells rather than departments, leadership instead of management, and purpose-driven resource usage over status-oriented practices.
1. Set clear targets for the desired user experience by understanding user context and behavior. 2. Keep designs and solutions simple. 3. Play to the strengths of the product or service when designing experiences. 4. Constantly gather feedback to improve the user experience. The approach is to plan ambitious goals but start with small tests and iterations.
Exploring why belief can trump evidence, superstition can defeat logic, and emotion can beat reason hands down, any day of the week.
This document discusses the importance of trust. It notes that since the beginning of time, people have been taking advantage of others through practices like price fixing and monopolies. However, with greater technology, it will become harder for companies to get away with untrustworthy behaviors. The document emphasizes that trust is crucial in banking relationships and transactions, and that protecting customer trust is essential for companies' survival. It also cites a statistic showing millennials' high level of trust in banks compared to other institutions. Throughout, it stresses the central role of trust in commercial relationships and interactions.
Exploring some of the common weaknesses in our reasoning for the TEDx Canberra conference in 2010. Video: http://www.youtube.com/watch?v=NqONzcNbzh8
How do you change something as endemic in Australian culture as excessive alcohol consumption? This isn’t a typical consulting job. It requires a design partnership. Hello Sunday Morning approached Tobias & Tobias to help them better understand their users and find more effective ways of helping them change the relationship they have with alcohol. In this presentation, we’ll walk through how we’ve been working together to do research, analysis and design: Forming a design partnership Immersing everyone in research Using Behaviour Design to create design hypotheses Working with multi-disciplinary teams to define and carry out experiments Evolving the platform
A QSuper case study, looking at the approach to discovering how to engage members in their retirement savings
This document discusses how human behavior and decision making can be influenced through choice architecture and environmental design. It explains that System 1 thinking is fast, automatic, and emotional while System 2 thinking is slow, logical, and effortful. The document advocates using known cognitive biases and perceptual tendencies to intentionally design environments that shape behaviors and attitudes. The goal is to change behaviors by changing environments rather than trying to change people directly.
One of the criticisms we’ve all heard about the Agile methodology is that it encourages mediocrity. It clouds our long-term vision with small-scale “quick wins” and forces us to focus on gradual improvements on an unambitious existing product. This talk aims to dispel this myth by distinguishing the difference between vision and process. The truth is that Agile does not stifle creativity, it does not prevent us from looking further into the future. I’ll give real-world examples of ways teams can continue to foster their long-term ambitions whilst maintaining a process which focusses on the here-and-now.
Organizations use mental model diagrams to better understand how people think about different topics and situations. Mental models help organizations strategize, prioritize projects, skip writing large requirements documents, and help different teams work together effectively. They also allow organizations to better support people's needs and match how information is structured in people's minds.
This document discusses designing user experiences to persuade through various psychological techniques. It outlines six principles of persuasion according to Dr. Robert Cialdini: reciprocity, scarcity, commitment and consistency, authority, social proof, and liking. The Fogg Behavior Model is introduced as a way to understand how ability, motivation, and triggers interact to drive behaviors. Case studies of persuasive apps and websites are presented and a process for iterative testing and improvement of persuasive design elements is proposed. The goal is to guide users towards adopting desired behaviors by addressing what prevents them through ability, motivation, and well-timed triggers.
Wish you had more time to deeply understand customer reasoning before making communication and design decisions? Mental models diagrams represent the underlying philosophies and emotions that drive people's behavior, matched up with the ways you support them with your organization's products and services. Empathizing with people's underlying motivations opens up different avenues for supporting their behavior. A true model illuminates the users' world and allows you to generate better ideas and tell a more compelling story to product developers and business executives. In this presentation, Indi Young, author of Mental Models: Aligning Design Strategy with Human Behavior, discusses how to make sure this model truly represents the root of what is driving your users' natural behavior. It is easy to make assumptions; much research stops at a preference, task, or observation level. But there is so much more to find out about people. Indi addresses how to coax the model toward representing the true roots of people's behavior in order to provide a clear roadmap of where your organization should invest its energies, and also where it shouldn't, allowing you to stretch your limited resources and maximize your precious time. Mental models will also allow you to derive an information architecture from users' tasks that will last 10 years, and get everyone from discordant team members to busy executives on the same page with respect to design and planning. (Presentation given at the August 2012 meeting of a local San Francisco group of designers and writers.)
Presentation on designing for cross channel holistic customer experiences for Web 2.0 Expo, San Francisco
Slides 18-66 used in prior presentations, slides 77-160 largely from other presentations, but a few new examples.
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.
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 describes the need for designing cross-channel experiences that are consistent, convenient, connected, contextual, and span different touchpoints and times. It discusses examples of both good and bad cross-channel experiences, and outlines five principles for designing holistic experiences. Tools mentioned for mapping cross-channel experiences include stakeholder interviews, field research, touchpoint matrices, service inventories, and experience maps. The overall message is that users interact with brands through many different channels, so the design must consider the entire experience across all touchpoints.
This document discusses designing seamless customer experiences across digital and physical channels. It tells a story of a car accident victim's frustrating experience trying to get their car repaired due to a lack of integration between their insurance company's digital and physical systems. The document argues that as the physical and digital worlds collide, organizations must design holistic, interactive experiences that satisfy customers' information needs whenever, however, and wherever they engage with a brand. It encourages attendees to open their eyes to opportunities to improve customer experiences through better organization of information.
UX Israel Studio 2013 workshop. Much of the structure and content is similar to other workshop presentations I've posted, but there are some new examples and exercises.
The document provides a list of links to various free online tools for creating comics, recording audio, capturing screenshots, making slideshows and photostories, designing presentations, developing games and learning objects, collaborating online, editing webpages and images, converting file formats, organizing meetings, and more. The tools are intended to be helpful for students and teachers in developing projects, assessments and resources.
This document provides a collection of web tools and resources for the classroom, including links to Flickr photo galleries of classroom practices, a video about digital generation projects from Edutopia, and links to blogs and websites about digital storytelling, fashion design projects, and an "eyeplorer" tool. It encourages teachers to observe, experiment with, and remix their classroom practices, and provides contact information for the author.
The document summarizes a presentation given by Jess McMullin and Samantha Starmer titled "Beyond Digital: Designing for a Cross Channel Future" at the ASIS&T Information Architecture Summit 2011 in Denver, Colorado. The presentation discussed the importance of designing customer experiences across digital and physical channels, provided a case study example, and outlined various tools and methods for cross-channel design discovery and solution development, such as journey mapping, touchpoint matrices, paper prototyping, and service blueprints. Tips were also shared on how to start implementing cross-channel design within an organization.
This document discusses the emergence of the personal platform in 2010, as mobile devices, wireless speeds, screens, cameras, augmented reality, and wearable displays advance. It notes that by the 2000s, all the components for the next computing platform existed, and 2010 will bring "jedi computing" as these technologies converge. The personal platform will allow for always-on connectivity, enhanced access to information, hyper-social connectivity, and the ability to see multiple perspectives and capture rich digital histories. The conclusion asks what each person's personal platform will be like.
This document discusses how libraries can respond to changes in technology and customer engagement. It suggests that libraries should embrace a digital presence and focus on customer experience. Libraries need community managers, digital branch managers and other roles to engage patrons both inside and outside the library. The document provides examples of libraries interacting with patrons through social media, focus groups and visiting where patrons gather online. It emphasizes designing services around customers and improving customer journeys. Libraries should also gauge staff readiness for change and find champions to help lead transformations.
This document discusses redesigning public services like libraries for the 21st century. It notes that libraries now face more competition and must improve the user experience. It suggests three paths for the user experience: structural changes like ease of use, a community experience through participation and conversation, and understanding the customer journey. It recommends libraries listen to users, improve small things, meet users where they are, make the library a destination, focus on interaction and staff, and find champions to help change focus.
Agility is an organization’s ability to respond to change and take advantage of opportunities. Organizational agility is more about being able to inspect and adapt in the large. Introducing Agile frameworks into your IT department doesn’t magically make your organization more responsive to customers’ needs or the market competition–it makes problems visible. Join us as we explore the common barriers that become visible in organizations as development teams adopt Agile practices, including areas of your organization where problems may lie and indicators to recognize them. As a group, we will be discussing tips for overcoming barriers to making your organization more Agile and bringing your development teams closer to customers.
The document discusses how technology is increasingly woven into everyday life and the physical world. It describes several new technologies like smart connected objects, self-driving cars that collect data, smart forks that track eating habits and communicate with apps. It argues that the web needs to embrace these new technologies and find ways to connect physical systems to provide more seamless experiences, rather than trying to compete with native apps. The future may involve the web enabling discovery of physical objects and powering connections between various systems and technologies.
This document discusses emerging technologies and how they are blurring the lines between the digital and physical worlds. It explores concepts like smart connected objects, Internet of Things, and how the web can better integrate with native apps and experiences. The document advocates for a more seamless experience where the web enhances and complements other technologies instead of trying to replace them.
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.
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.
This document discusses the arguments for using technology in Jewish education. It argues that while technology can increase efficiency and possibilities, its use requires a mindful approach. Simply introducing new technologies into classrooms does not guarantee educational benefits. Educators must understand how to leverage technologies to connect lessons to their affordances and avoid "just-so" explanations that technology will automatically improve education. A thoughtful approach is needed to skillfully blend technology with deep understanding, ethical values, and community.
The document summarizes the evolution of web design from the early 1990s to the present day. It discusses how technical factors like improved code, browsers, devices and access have enabled the rise of responsive design. The key stages discussed are the World Wide Web era from 1992-1996, the dot-com boom from 1997-2001, the era of web standards from 2002-2007, and the modern era from 2008 onward. It emphasizes how current design approaches like responsive design have emerged from the confluence of technical capabilities and shifts in how people access the web from any device.
We carry a screen with us at all times, yet technology is already evolving beyond the screen. We must design beyond screens to ensure we can be leaders wherever, whenever and however interactions are going. This workshop provides examples of where expertise should be leveraged beyond where many designers are currently involved and how to begin.
Artificial Intelligence seems to be all around us, and many organizations are feeling the pressure to implement AI solutions. But like with any technology, especially the emergent ones that get a lot of buzz, it’s critical to let your business and consumer needs lead the technology, not the other way around. I believe that it is the IA practitioners in an organization who can and should be the ones leading when AI and machine learning makes sense, which interactions it can best support, and how to architect and design those interactions so that they best support humans – whether those humans are employees, end consumers or citizens. In this talk I will ensure we all understand why we should be forefront in creating AI experiences, why they are exciting and yet challenging (and even risky) and how we can immediately get involved.
This presentation discusses why artificial intelligence (AI) needs to be designed from a customer centered point of view, and provides three pillars to use as a foundation for how to do so.
Presentation for Seamless Retail Middle East 2017. Focuses on how to create and execute exceptional retail customer experiences that maximize revenue, increase exposure, and drive consumer satisfaction.
Samantha Starmer is a former VP of Global Digital Experiences who is now passionate about creating great customer experiences across channels. She discusses how retail is being disrupted by new technologies like chatbots, voice shopping, augmented reality, and concept stores without staff. However, the physical store is not dead and remains important for discovery and experiences. Store 4.0 requires focusing on five pillars: starting with the customer, staying integrated across channels, breaking out of silos, using technology wisely, and focusing on the customer experience.
People centered design for Artificial Intelligence. Presentation for "AI and Machine Learning World', London Tech Week 2017.
Presentation for eTail West 2013. Includes 6 key omnichannel attributes and 6 ways to start designing for omnichannel today.
The document discusses the future of experience design and the concept of omnichannel experiences. Omnichannel experiences integrate digital and physical touchpoints to provide seamless, interconnected experiences for customers anytime and anywhere. The future of experience design lies in creating holistic experiences across all channels that understand customer context and needs. Omnichannel experiences enhance the physical with digital and move customers through a brand's spaces and services effortlessly.
Samantha Starmer provides a framework for structuring presentations with 4 key principles: 1) Start with yourself by identifying your goal and style. 2) Learn the environment by understanding the audience and constraints. 3) Build the structure by freeing your mind and keeping the narrative. 4) Leave time to adjust through rehearsal and ensuring your main point is clear. She emphasizes remembering the one key thing you want the audience to take away and practicing well in advance of the presentation date.
Samantha Starmer discusses designing for a holistic customer experience across channels. She recommends starting by using metrics to understand customer journeys, mapping experiences, and listening holistically across channels like call centers, social media, and stores. Designing for a holistic experience means coordinating brand and information consistency and optimizing each channel's capabilities. It requires leaving one's comfort zone, collaborating cross-functionally, and letting go of control so the entire organization can focus on improving the customer experience.
This document discusses how quantitative analytics can help drive information architecture (IA) decisions. It provides examples of the types of metrics that can be measured, such as traffic to different sections of a website, and how these metrics can be used to understand user behavior and improve the user experience. Quantitative data is presented as complementing, not replacing, qualitative research methods. The document advocates starting analytics efforts by clearly defining business questions and goals in order to focus measurement efforts and ensure the collected data will provide actionable insights.
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Professional design drives turnover, return, and growth. How to strengthen the power of design in your domain? The key is to introduce, specialize, and organize critical capabilities. Design capacity thus becomes a strategic advantage: valuable, unique, and organized. Cases from construction, manufacturing, and servicing provide proof. Achieve your ambition faster with our subject expertise. Call on us for instruction, support, or execution. Request a free quick scan* to start. *) Ask for our conditions. https://designimpulse.nl
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In these times of increasing political polarization, many people feel a deep concern for the health of American democracy. If you're one of them, then the "With Fear For Our Democracy, I Dissent" shirt might be the perfect way to express your convictions. https://dribbble.com/shots/24472856-With-Fear-For-Our-Democracy-I-Dissent-Shirt
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“Fear and Faith” contrasts the different effect of each of these, showing the quality of faith as opposed to the emotion of fear.
This comprehensive PDF explores the definition and fundamental core of housing neighborhoods, tracing the evolution of housing from prehistoric times 2.5 million years ago to the early 19th century Industrial Revolution. It delves into the various stages of housing development, highlighting key innovations, cultural influences, and technological advancements that shaped the way humans have built and inhabited homes throughout history. This document serves as an essential resource for understanding the dynamic history of human habitation and the ongoing transformation of housing neighborhoods.
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.
A Green City is an urban area that prioritizes sustainability in its development, operation, and maintenance.
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