Applying Perceptual Control Theory (PCT) to UX design to break out of the stimulus-response trap. Users have ultimate goals: by testing and designing for their purpose instead of simple design response, UX professionals can better promote our products.
Design involves understanding customer needs and creating new processes and products to satisfy those needs. Invention creates something new, while innovation implements something new for customers. Effective design starts with understanding students and their abilities, challenges, and motives, rather than just focusing on content coverage. Good design requires more front-end planning to engage students, which increases learning, while poor design leads to more back-end remediation. The design process involves understanding needs, brainstorming ideas, prototyping solutions, and measuring engagement and achievement.
Presentation by Grant Young at Design Thinking Sydney meetup, Feb 2016. Looks at some of the differences in applying common UX, design thinking and lean startup methods in a for-purpose context. Touches on defining value, flearning, engaging stakeholders, behaviour change, metrics and traction.
This document discusses solution thinking and the design of development. It presents a model of solution development that involves four stages: exploration, expectation, modeling, and experimentation. Each stage addresses five key issues: cases, instances, circumstances, proofs, and acceptance. The stages help mature the solution towards final acceptability. Design is considered part of the development process, where the goal is to progress the solution from a problem state to an agreed-upon solution state. Solution thinking uses design to guide this development process.
Miles introduces himself as a graphic designer and problem solver who grew up in Fond du Lac, Wisconsin. He studied graphic arts in college with minors in studio arts and gender studies, and spent a semester abroad in Australia. Miles has experience with photography as a student photographer for Marian University sports and performances. He also has experience in graphic design and videography. Miles emphasizes that he is a creative problem solver who is adaptable, flexible, and always learning. He includes that he works hard and considers himself a funny person.
This document contains a list of random words with no clear meaning or connection between them. It provides no coherent ideas, story, or message to summarize in 3 sentences or less.
These slides argue for a rigorous Design Process to make work better within the shot-first-edit-second world of media production. Developed by Kit Laybourne for the MA Program in Media Studies at the New School, in NYC.
As designers the most important question we can ask ourselves is "why?" Asking why helps us to understand our purpose and a clear purpose ensures that we know our own value and our contributions are meaningful. Design with purpose.
Packaging and labeling serve several important purposes. Packaging protects products during shipping and storage, prevents tampering, and aids in product promotion and sales. Labeling provides key information to customers about product contents and use. Effective labels feature graphics and fonts that attract attention, communicate the brand, and describe the product through colors, shapes, and clearly presented contact and contents information. Together, packaging and labeling are an essential part of marketing strategy and ensuring safe and appropriate product use.
10 Principles of Design by Dieter Rams for Data Visualization
Guest Lecture for the Data Visualization class at Ateneo de Manila University. Basic design principles for Computer Science students. For educational purposes only, no copyright infringement intended.
Week 12, Introduction to Package Design
Presentation from Introduction to Graphic Design, Columbia College Chicago. Much of the content taken from readings, including the textbooks: Timothy Samara's "Design Elements" and "Design Evolution." Other references cited in presentation. Please note: many slides are intended for class discussion and might not make sense out of context.
In the open market, the train of thought that goes
from Competition to “Advantage” to “Special”
runs at over 100mph to Design.
But if competitiveness is likely
to come from design that way,
why aren't more companies already good at it?
The document provides 10 lessons learned from experience in filmmaking, entrepreneurship, and UX design. The lessons emphasize focusing on the user rather than the stakeholder; using research, analytics and testing to inform design; building prototypes to validate ideas before running out of resources; designing with constraints and intention; solving problems through an iterative process of learning from failures; and delivering value to users.
Beyond fun - Principles for designing games with purpose Phil Stuart
The document outlines six principles for designing games with purpose:
1. Work with what games do best like engagement, role-playing, and learning through doing.
2. Involve experts as key members of the design team to validate designs and provide ideas.
3. Test designs early and often and consider how players will behave.
4. Simplify complexity by utilizing expert knowledge and understanding the audience.
5. Ensure the mechanics, dynamics, and aesthetics embody the purpose so winning strategies achieve transformational goals.
6. Have ambitious goals to change behaviors, perceptions, and ways of thinking through the games.
Design involves understanding customer needs and creating new processes and products to satisfy those needs. Invention creates something new, while innovation implements something new for customers. Effective design starts with understanding students and their abilities, challenges, and motives, rather than just focusing on content coverage. Good design requires more front-end planning to engage students, which increases learning, while poor design leads to more back-end remediation. The design process involves understanding needs, brainstorming ideas, prototyping solutions, and measuring engagement and achievement.
Presentation by Grant Young at Design Thinking Sydney meetup, Feb 2016. Looks at some of the differences in applying common UX, design thinking and lean startup methods in a for-purpose context. Touches on defining value, flearning, engaging stakeholders, behaviour change, metrics and traction.
Solution Thinking and the Design of DevelopmentMalcolm Ryder
This document discusses solution thinking and the design of development. It presents a model of solution development that involves four stages: exploration, expectation, modeling, and experimentation. Each stage addresses five key issues: cases, instances, circumstances, proofs, and acceptance. The stages help mature the solution towards final acceptability. Design is considered part of the development process, where the goal is to progress the solution from a problem state to an agreed-upon solution state. Solution thinking uses design to guide this development process.
Miles introduces himself as a graphic designer and problem solver who grew up in Fond du Lac, Wisconsin. He studied graphic arts in college with minors in studio arts and gender studies, and spent a semester abroad in Australia. Miles has experience with photography as a student photographer for Marian University sports and performances. He also has experience in graphic design and videography. Miles emphasizes that he is a creative problem solver who is adaptable, flexible, and always learning. He includes that he works hard and considers himself a funny person.
This document contains a list of random words with no clear meaning or connection between them. It provides no coherent ideas, story, or message to summarize in 3 sentences or less.
These slides argue for a rigorous Design Process to make work better within the shot-first-edit-second world of media production. Developed by Kit Laybourne for the MA Program in Media Studies at the New School, in NYC.
As designers the most important question we can ask ourselves is "why?" Asking why helps us to understand our purpose and a clear purpose ensures that we know our own value and our contributions are meaningful. Design with purpose.
Packaging and labeling serve several important purposes. Packaging protects products during shipping and storage, prevents tampering, and aids in product promotion and sales. Labeling provides key information to customers about product contents and use. Effective labels feature graphics and fonts that attract attention, communicate the brand, and describe the product through colors, shapes, and clearly presented contact and contents information. Together, packaging and labeling are an essential part of marketing strategy and ensuring safe and appropriate product use.
10 Principles of Design by Dieter Rams for Data VisualizationMika Aldaba
Guest Lecture for the Data Visualization class at Ateneo de Manila University. Basic design principles for Computer Science students. For educational purposes only, no copyright infringement intended.
Week 12, Introduction to Package Design
Presentation from Introduction to Graphic Design, Columbia College Chicago. Much of the content taken from readings, including the textbooks: Timothy Samara's "Design Elements" and "Design Evolution." Other references cited in presentation. Please note: many slides are intended for class discussion and might not make sense out of context.
Dieter Rams, 10 Principles of Good DesignGavin McMahon
Dieter Rams, an industrial designer in the late 1970s, created 10 principles of good design in response to growing concerned by the increasing clutter and chaos of the world around him. The principles focus on design being innovative, useful, aesthetic, understandable, unobtrusive, honest, long-lasting, thorough, environmentally-friendly, and simple. Rams' principles have since gained renewed recognition due to Apple's public admiration of his philosophies of design.
Design revolutions - A short history of designSnook
A presentation we've been giving regularly on why design thinking and service design exists. Now and through the ages of professionalised design to an open series of tools and methods for organisations to put people first.
Join as we explore the history of graphic design. From 10,000 BC to the work of Saul Bass – we will uncover today's modern conception of “design” and how creative minds are building meaningful brands.
Simon Mainwaring - Better By Design Summit, March 13, 2017 - New ZealandSimon Mainwaring
The document discusses how purpose-driven leadership and innovation are increasingly important for companies to engage consumers. It provides examples of how purpose can positively impact business, employees, communities and culture. The key messages are that strategic purpose can drive sustainable profit; engaging employees' humanity can inspire advocacy; and brands must lead conversations that shape positive consumer thinking and behavior.
History Of Design Overview Of Movement And DesignersJanet Ellis
Design history involves understanding and evaluating the past from different perspectives rather than just presenting facts. The Industrial Revolution in the 18th-19th centuries influenced everyday life. In response, the Arts and Crafts Movement from 1880-1910 promoted traditional craftsmanship and using natural materials, led by William Morris. Art Nouveau in the late 19th century was influenced by Morris' emphasis on nature and craft. The Bauhaus school in Germany in the 1920s embraced industry while influenced by Arts and Crafts, promoting simplicity and absence of ornamentation.
Defining Personas is an introduction to the usage of "Personas" in User Experience.
Helps identifying the user groups of the website we're developing...by selecting characteristics of those groups.
What is UX and Why should I care in Line of Business Applications?Will Tschumy
The document discusses user experience (UX) and its importance for software applications. UX seeks to understand user needs in order to improve productivity, reduce mistakes and training, and foster loyalty. Common UX techniques include user research through interviews and observations to develop personas and scenarios, as well as prototyping and collaborative design sessions. Prototyping solutions iteratively and testing them with users is important for refining the user experience. The document emphasizes understanding users and involving them in the design process.
how to discover requirement by identify problem
how to solve the problem by discovering requirement
how identify customer need
How to Capture Requirements Once They Are Discovered?
What Are Requirements?
There are Different types of requirements
There are Common types of requirements
Data Gathering
Probes
what is Probes
types of Probes
what is Contextual Inquiry
Brainstorming for innovation
Personas and scenarios
- Sensory memory (milliseconds to seconds) briefly stores impressions of sight, sound, and other senses.
- Short-term memory (seconds to minutes) actively holds a limited amount of information.
- Long-term memory (indefinitely) stores vast amounts of information for potential long-term recall, including facts, skills, experiences and associations. It is subdivided into declarative and non-declarative memory.
User Empathy: Prioritizing Users in your UX ProcessMary Fran Wiley
A discussion on what user empathy is and how you can make sure that your UX process prioritizes users. Includes tips for doing this in WordPress. From WordCamp Chicago 2017
* Differences between Websites and Web Applications
* Research Techniques for Knowing Your Users
* Task Analysis
* UI/UX Design Principles for Web Applications
Some insights into social media analytics tool, including a high-level overview of the technology behind the data configuration - or how the tools filter social media conversations.
Proactively Designing for Diversity, Equity, and InclusionVMware Tanzu
SpringOne 2021
Session Title: Proactively Designing for Diversity, Equity, and Inclusion
Speakers: Megan Peaslee, Lead UX Researcher at University of Washington - Masters Student; Meghna Nayak, Product Designer at N/A; Rachel Feltes, UX Designer at University of Washington; Sara Koeck, UX Researcher at University of Washington
Scott Dodson - The gamification of journalism - motivational designAlessandro Iacovangelo
Scott Dodson gave a presentation on motivational design and gamification. He discussed several key topics:
1. Common pitfalls to avoid like assuming one size fits all, rewards can backfire, and being manipulative.
2. Designing for sustained engagement through satisfying intrinsic needs of competence, autonomy and relatedness.
3. Applying motivational psychology and habit formation models to engage users through triggers, simple actions, and rewards.
Understanding a company's business culture is important because it influences online product design. Business factors like organizational structure, budget cycles, and leadership can impact the design solution and experience. To design optimally, user experience teams need to understand business stakeholders as well as they understand users. Spending time learning the business culture, building relationships, and advocating for the long view of products can help user experience teams ensure the best experience despite business influences.
Third Brain Studio specializes in user experience research for tech and healthcare. It conducts various types of qualitative research like interviews, focus groups, and observational studies to understand customer needs. Past clients include Intel, Providence Health, and Blue Cross Blue Shield. The company aims to transform clients' understanding of customers and help create compelling experiences through well-executed research.
This presentation aims to teach others how to use the user centered design methodology known as personas.
Personas are archetypes (models) that represent groups of real users who have similar behaviors, attitudes, and goals. A persona describes an archetypical user of software as it relates to the area of focus or domain you are designing for as a lens to highlight the relevant attitudes and the specific context associated with the area of work you are doing.
UXPA 2023: Learn how to get over personas by swiping right on user rolesUXPA International
This session walks through the concept of user roles as an alternative to personas as a means to generate and disseminate user insights for product development teams. We will describe the tools and methods used to create a research database organized by user roles, along with examples and short exercises to help attendees think through user roles within their own context.
By the end of the session, attendees should be aware of tools and approaches for:
Organizing user research information in a database
Disseminating user role information to product and design teams
Managing a user roles database as part of a long term UX Research program
If you’re ready to ditch personas but don’t know how, this session is for you!
Beyond Buzz - Web 2.0 Expo - K.Niederhoffer & M.Smithkategn
A framework to measure a conversation based on approaches from social psychology and sociology. Beyond quantity of buzz, we propose measuring the context of conversation: the signal, person, role, and ecosystem.
Requirements Elicitation is a technical and analytical process, but it is also a highly social and potentially emotive activity. All but the smallest software developments can have a wider organisational impact and the potential to change people’s working lives in positive and negative ways. Users’ reactions to such changes are shaped by their own personal values, motivations and emotions. Exploring and understanding such information can help requirements analysts in:
■Developing a deep understanding of users’ long term goals, working practices, preferences and problems
■Making design decisions
■Building a rapport with users
■Anticipating user wants and needs
Sarah Thew has been exploring these ideas during her PhD, carrying out a series of interviews with novice and experienced analysts investigating if and how they consider users’ values, motivations and emotions. These interviews contributed to the development of a method to support analysts in considering and exploring values, motivations and emotions during the requirements elicitation process, which she is currently evaluating.
Determine the sentiment of sentence that is positive or negative based on the presence of part of
speech tag, the emoticons present in the sentences. For this research we use the most popular microblogging sit
twitter for sentiment orientation. In this paper we want to extract tweets form the twitter related to the product
like mobile phones, home appliances, vehicle etc. After retrieving tweets we perform some preprocessing on it
like remove retweets, remove tweets containing few words with minimum threshold of length five, remove tweets
containing only urls. After this the remaining tweets are pre-processed like that transform all letters of the
tweets to the lower case then remove punctuation from the tweets because it reduces the accuracy of result.
After this remove extra white spaces from the tweets, then we apply a pos tagger to tag each word. The tuple
after the applying above steps contain (word, pos tag, English-word, stop-word). We are interested in only
tweets that contain opinion and eliminate the remaining non-opinion tweets from the data set. For this we use
the Naïve Bays classification algorithm. After this we use short text classification on tweets i.e., the word having
different meaning in different domain. In order to solve this problem we use two different feature selection
algorithms the mutual information (MI) and the X2 feature selection. At final stage predicting the orientation of
an opinion sentence that is positive or negative as we mentioned above. For this we use two model like unigram
model and opinion miner.
This document summarizes 4 papers on sentiment analysis of tweets. It discusses how the papers preprocess tweets by removing URLs, usernames, repeated characters, and applying part-of-speech tagging. It also discusses how the papers classify sentiment at the document, sentence, and entity levels. Classification algorithms discussed include Naive Bayes, SVM, maximum entropy. The papers achieve accuracies between 67-80% for binary and multi-class sentiment classification of tweets.
Thinking like Humans - Tools to improve how we solve problems for our usersLenae Storey
The document discusses the importance of using personas to think like humans when designing products and services. It argues that personas go beyond just being used by designers - they should be used throughout businesses. Personas are built from real user research through methods like field studies and interviews to understand users' goals, pains, behaviors and motivations. They help minimize risk by ensuring the problem is understood correctly. Personas also help establish empathy for users and create a shared understanding across organizations. The overall message is that personas are a tool to combat egocentric thinking and help product teams think more like the humans who will use their creations.
Thinking like Humans - Tools to improve how we solve problems for our users
Designing For Purpose
1. Designing for Purpose Applying Perceptual control theory (PCT) to better know, empower, and engage users Alex O’Neal UX strategist/architect
2. Under discussion What is Perceptual Control Theory? PCT and user experience Looking at experience from the inside out User-driven perceptual input Standard user “empowerment” IRL (in real life) interaction Empowerment correlated with loyalty Designing for purpose Distraction-based design Successful networks support goals Revealing purpose Testing for purpose User experience design as a contract References About this presentation
3. What is Perceptual Control Theory? * www.perceptualcontroltheory.org Perceptual Control Theory (PCT) steps away from treating people as subjects in a stimulus-response scenario, and focuses instead on how pre-conceptions and personal needs motivate perception and behavior. PCT focuses on how we look at and experience things, and the way these perceptions are compared with experiences we want. The difference produces action and physiology. Thus PCT explains how thoughts become actions, feelings and results, and its principles can be applied to any activity involving human experience.* Applied to UX, PCT assumes that user behavior is goal-driven, and seeks to find and leverage goals to increase engagement and usefulness.
4. PCT and user experience PCT assumes that human behavior is purposeful, not simple stimulus-response. * www.perceptualcontroltheory.org Organisms do not produce behavior by computing output. Instead, they produce behavior by comparing inputs with desired inputs, and using the difference to drive output.* Let’s replace “input” with “experience.” Organisms do not produce behavior by computing output. Instead, they produce behavior by comparing [experience] with desired [experience], and using the difference to drive output.* In other words, humans are active, goal-driven participants in their experience. UX design should seek to understand and leverage user goals to increase engagement and usefulness.
5. Looking from the inside out User-driven perceptual input Standard user “empowerment” IRL (in real life) interaction Empowerment correlated with loyalty
6. User-driven perceptual input * www.thenetworkthinker.com From Valdis Krebs, social network guru. Krebs based this on Amazon book purchases combined with “also bought” data to demonstrate political polarization. I offer it as a prime example of how humans control our own perceptual input/ personal experience. 2004 2008 *
7. Standard user “empowerment” Most user empowerment appears in: Content privacy and sharing Profile appearance (skins, etc.) In most content control systems, the user is seen as the smallest piece in an ever-widening system. Standard design tactics include: Friending (trusting) Blocking Following Privacy levels: Private (self only) Sharing with friends Sharing with site members Sharing with the public Private/ Self Friends/ Connections Site members (optional) Public
8. IRL interaction In real life, a balance of purpose and need drives information sharing. For the user, personal experience is the world. Behavior comes from constant, underlying analysis of immediate needs and the ongoing goal of optimizing perceptual input. For example: Trust and sharing behavior varies among individuals, even in the same activity (work, play). Trust often occurs out of need, not closeness (e.g., doctors) Trusted, close friends may not get a share due to purpose considerations (e.g., not sharing insider work data) Even among close friends and family, purpose drives what we choose to share. Coworkers Trusted acquaintances (e.g., doctors) Family Private Self Close friends Self Professional network PURPOSE NEED
9. Empowerment correlated with loyalty Two major social networks greatly empower their users’ control of experience; not surprisingly, both have high user loyalty. Facebook Offers custom friend lists since Dec. 2007. Enhanced customizable friend viewing, May 2009. Highly personalized content & activities via apps. LiveJournal Offers custom friend groups (since at least 2003) and friend filters based on those groups. Offers customizable themes. Is steadily increasing in traffic (4.7 million unique visitors in July 2009 compared to 3.9 million in July 2008*). * www.compete.com
10. Designing for purpose Distraction-based design Successful networks support goals Revealing purpose Testing for purpose
11. Distraction-based design Much of design is based not on what users want to do on the page, but on what we want them to do next. Don’t miss the forest for the trees! Advertising, snipes, marketing Promoted content Content pages designed more like portals Can we actually distract users? Do we want to? Coming soon! Can users realize perceptual goals via online networks? Find out on the next slide!
12. Successful networks support goals Facebook Twitter LinkedIn MySpace Slashdot Google Groups LiveJournal Dating sites Social validation, networking Participating in the moment, being in the know Professional networking, career management Identity development, facade experimentation Discussion around shared interest, ego validation Browse, learn and share knowledge Personal expression with well-managed groups Matchmaking, romantic self-validation
13. Revealing purpose PCT can be useful in understanding your users’ perspective via web analytics. Survey, observe, and watch for reveals (purpose-displaying behavior). Good places to start: Study traffic flow, incoming and on-site Analyze internal search keywords and tagging to understand your users’ personal taxonomies. (Remember, taxonomy is context!) Conduct surveys Study patterns of behavior Remember that most users arrive with a goal, but some are more aware than others.
14. Testing for purpose Concept and site testing can also be improved by applying PCT principles. Break away from stimulus-response testing design. Actions speak louder than words. Weight behavior over self-reported opinion in analysis. Empower your test subjects. Start your testing a step in advance of the page/site/application you are testing.
15. Remember that user experience is a contract between you and the user. Analyze and test for purpose Empower your users Within the context of your business, make your goals meet your user’s goals Now what? My experience is what I agree to attend to. – William James
17. About this presentation This deck is the original work of Alex O’Neal, and does not include any material specific to any previous or current employer. Research comes from non-employer sources (see References slide). The customized template and photographs are the original work of Alex O’Neal. Alex (that’s me!) is a user experience designer with a summa cum laude degree in psychology, over eleven years of web design experience (IA, usability, strategy, and search), and online taxonomy & metadata experience as far back as 1991.