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/
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.
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 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
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 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 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.
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.
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 author argues that the web is dead, killed by the rise of mobile apps. Apps are now how most people access online content through their phones, as typing URLs is cumbersome. Apps are focused on single tasks and keep users engaged through notifications and social features. However, apps follow an "economics of numbers" model where their success depends on acquiring and retaining large user bases. The author believes this makes apps feel like annoying "Tamagotchis" and that the web's distributed nature means it is not truly replaceable despite the current app trend.
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.
This presentation shows the affects that AIDS has on women and children in Sub-Saharan Africa. It shows the emotional consequences, and it presents some possible solutions.
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.
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.
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.
These are the slides from the presentation I gave at The Platform, Leeds, for World Interaction Design Day 2018.
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 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.
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.
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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.
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.
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.
The document provides an overview of mobile user experience design. It discusses why mobile is important due to rising smartphone usage. It defines key aspects of mobile like its personal, convenient nature. It also considers how tablets relate to mobile. The document outlines best practices for mobile design including native apps, responsive design. It discusses design principles like usability on small screens and during interruptions. It provides examples of common mobile UI elements and gestures. It also covers navigation frameworks and design patterns.
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
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.
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
Slides from my talk at Generate London on the 23 September 2016 http://www.generateconf.com/london-2016 #generateconf ABSTRACT There was a time when we did glossy page designs and those designs were pretty much what we saw in our desktop browsers. With the rise of smartphones, tablets and smartwatches, there isn’t one view of our designs any more. With further developments in technology and screens, our content could go anywhere. As a result we need to move away from designing for specific devices to solutions that are device-agnostic. For UX designers that means means letting content guide layouts, and moving away from designing pages to focusing on the modules that those views are made up of. In this talk Anna will walk through why device-agnostic design matters, what it means and how we go about it.
User Experience/User Interaction explained in simple illustrations
Looking deeper than the celebratory rhetoric of information quantity, at its core, Big Data makes possible unprecedented awareness and insight into every sphere of life; from business and politics, to the environment, arts and society. In this coming Age of Insight, ‘discovery’ is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments. To provide architects and designers with an effective starting point for creating satisfying and relevant user experiences that rely on discovery interactions, this session presents a simple analytical and generative toolkit for understanding how people conduct the broad range of discovery activities necessary in the information-permeated world. Specifically, this session will present: • A simple, research-derived language for describing discovery needs and activities that spans domains, environments, media, and personas • Observed and reusable patterns of discovery activities in individual and collaborative settings • Examples of the architecture of successful discovery experiences at small and large scales • A vocabulary and perspective for discovery as a critical individual and organizational capability • Leading edge examples from the rapidly emerging space of applied discovery • Design futures and concepts exploring the possible evolution paths of discovery interactions
Frédéric Mauger (@fmauger) and Géraud de Laval (@geraudch) talk about enterprise mobility. The arrival of mobile devices in the companies brings new challenges for developers and for IT managers as well. Along this talk, you'll find the various need and issues related to the mobility. You'll discover technologies which can help you in this process: MDM, MAM, Sandbox, VPN, ... We end the presentation with the overview of our solution SENSE which uses several technologies and mix them together. --------------------------------------------------------------- Frédéric Mauger (@fmauger) et Géraud de Laval (@geraudch) de chez Sysmosoft à propos de la mobilité en entreprise : "L'arrivée des appareils mobiles dans les entreprises entraîne de nouveaux challenges, pour les développeurs comme pour les responsables informatiques. Nous présenterons les différents besoins et enjeux liés à la mobilité des entreprises ainsi que les familles de technologie qui y répondent. Nous traiterons notamment: MDM, MAM, Sandbox, SDK et VPN. Nous finirons par un aperçu de SENSE notre solution de sécurité mobile qui utilise plusieurs de ces technologies."
The document discusses research and design methods in healthcare. It begins by outlining the challenges of designing for healthcare due to its complex nature with many coordinated parts. It then discusses different research methods like usability testing, interviews, and ethnography to understand users and inform design. Journey mapping is presented as a way to synthesize research into narratives of user experiences over time. The document advocates for design studios with cross-functional teams to quickly generate, discuss, and refine ideas through an iterative process of sketching, presenting, and critiquing concepts. This helps build consensus around solutions.
Using Games and Narative in Behavior Change Design - HXR 2016 - Samantha Dempsey & Ciara Taylor
This document provides examples and best practices for search and filter interfaces. It discusses types of searches, considerations for search interface design, examples of different search interfaces, and guidelines for presenting search results and ensuring relevancy. The document is intended as a reference for designing effective search functions on websites and applications.
The document provides an overview of designing effective workshops. It discusses how workshops can generate ideas, allow sharing of perspectives, and build consensus around solutions. However, effective workshops require more planning than simply putting people in a room. The document then covers exploring and practicing different workshop activities, when to use each type, best practices for planning, and tips for facilitation. Specific activities discussed include challenge mapping to reframe problems and free listing to gather understanding of a topic.
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.
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.
The document discusses emerging technologies and their impact on society. It notes that automation, globalization, and a "winner take all" economy have changed how people sell their labor and buy goods. Other trends discussed include the sharing of free information, a transition to meaningful work, and the need to create new systems using technologies like crowdfunding and decentralized digital identities. The document raises questions about what should be built next and how emerging technologies should be regulated to benefit society.
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.
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
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.
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.
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.
The document presents several statistics that highlight the growing importance of mobile optimization for businesses: - 3 out of 5 consumers search for local businesses using their smartphone - 51% of consumers are more likely to purchase from a mobile-optimized site - By 2016, mobile searches are projected to overtake PC searches for local searches - 95% of smartphone users have searched for local information on their device
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.
Mobile development opportunities and challenges for start-ups . Presented in ValoStartup 2011, Oulu. http://www.valostartup.com
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.
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.
Native web vs industry musical : comment fonctionne la musique et les droits d'auteur sur Internet et les réseaux mobiles. Les sonneries iphones gratuites et la gestion des droits d'auteur.
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.
These are the slides from my keynote talk at the Mobile App Europe conference 2014 in Potsdam. Unfortunately, I was not able to give the talk because of sickness, but nevertheless I want to share the slides with you guys. If you have any questions, don't hesitate to get in contact with me.
This document discusses emerging technologies in libraries, focusing on digital delivery of content and services through streaming, apps, and mobile platforms. It notes that over 419 million mobile devices were sold in the first quarter of 2013, with over half being smartphones. Apps and responsive web design are becoming key delivery mechanisms for library services on mobile devices. The document also explores options for libraries to provide streaming video and audio content as well as apps for their users.
Mobile web presentation to American Advertising Federation of Ft. Worth (AAF FW) on February 17, 2010. We discussed mobile trends for advertisers, opportunities to develop and utilize mobile applications and strategically grow your brand through the mobile web.
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.
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.
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.
Slides from my talk at GeekGirl where the theme was 'From Web to Watch-Designing a multiplatform UX system' http://www.geekgirlmeetup.co.uk/blog/
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.
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.
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.
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.
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.
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.
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.
Slides from my 45min crash course workshops that I ran with General Assembly at the Dublin Web Summit 2013
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 book on strategy design.
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A Green City is an urban area that prioritizes sustainability in its development, operation, and maintenance.
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