The document discusses how mobile devices enable new experiences and applications beyond the devices themselves. It notes that long queues at device launches provide opportunities for user research. While devices have impressive numbers of apps and downloads, people use apps for communication, entertainment, work and a variety of other aspects of modern life. The document advocates developing for the open web in addition to apps so content can reach all devices and browsers.
Midway through a project, a client of ours recently said "One thing I'm learning is that it's ok to give up on the desktop experience once it stops making sense". This wasn't an isolated incident. In fact, i'm beginning to think desktop web sites stopped making sense quite a while ago. We've just had nothing viable to replace them with. Mobile apps have given us a glimpse, but I think they're merely a glimpse into something bigger. Mobile isn't merely a new stage in the evolution of the web, it's not even merely a new context, it's the very early stages of an entirely new system. A system that has already started to shape our environment, affect the way we live, how we choose to connect with others, and how we're able to spend our time. A system that is also slowly unravelling our assumptions and causing us to question the very reason we build web sites, why people visit them, and where the true value of the web actually lies. Presented by Stephanie Rieger at Breaking Development in Orlando, Florida on April 17, 2012.
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.
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of device.
The document discusses personal electronic devices in libraries. It begins by introducing the topic and noting the problems libraries are trying to solve regarding gadgets. It then provides details on the rise of iOS and Android devices and discusses how libraries can manage these operating systems. It concludes by covering legal issues like digital rights management and licensing terms for content on devices like Kindles.
This document discusses improving mobile user experiences. It notes that mobile is the primary way people access the internet in some countries. Constraints on mobile like form factor and battery life must be considered. Simple interfaces work best for mobile. Native apps have advantages over mobile web, but the line is blurring. Windows Mobile was replaced by Windows Phone 7 which improved the user experience. The document emphasizes understanding user behaviors and focusing on usability.
Mobile internet usage is larger than most estimates. Usage of mobile internet and apps is growing exponentially through smartphones and mobile browsers. The app store gold rush led to tens of thousands of apps but the market is very challenging with low retention and discovery rates for most apps. While iPhones are popular, the mobile market includes many platforms and regions beyond Apple. Developing cross-platform mobile apps faces difficulties across the many platforms and form factors.
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 the concept of mobile first design. It argues that web products should be designed with mobile in mind first due to the massive growth of mobile usage and opportunities it provides. Constraints of mobile such as small screens require a focus on simplicity and essential features. Mobile capabilities can also drive innovation if designers challenge themselves to make full use of sensors, location detection and other mobile features.
It took 16 years for smartphone penetration to reach 1 billion people. Analysts believe it will take only 3 years to reach the next billion. The devices these consumers buy will be incredibly diverse, yet many will run on Android; a platform that now sees more than 1.5 million activations per day. In this presentation, we explore the fascinating rise of Android around the globe. From dual SIM phones in Indonesia, to dual screen e-ink devices in Russia and crowd-sourced platform modifications in China, we will discover the role open source has played in Android's popularity and how to design for such a diverse environment.
The document discusses the choices and tradeoffs between developing native mobile apps, mobile web apps, and hybrid apps. It notes that while native apps have advantages like performance and access to device features, the mobile web is more open and has lower costs. Hybrid apps attempt to combine the best of both by using web technologies like HTML and JavaScript with APIs that allow accessing device capabilities. The performance of mobile web technologies is improving but some applications still require native development.
Examining the landscape of the mobile development, the hidden challenges of the iPhone app store, and the middle way provided by hybrid applications. Presented at Where 2.0 in San Jose, March 31, 2010
The document discusses moving from design-time to runtime when developing applications. It notes that the job is not done until the application runs well on the actual device, and that it is a shared responsibility between developers and others. It provides an example of an original design versus how it may run on a device.
This video features a performance of the song "What a Wonderful World" by Louis Armstrong from 1970. It shows Armstrong singing the iconic song about appreciating all the wonders in the world. The video ends by thanking the viewer for watching.
Presentation by Bryan Rieger for Mobile Persuasion event hosted by Human Factors International, 19 January 2009.
Information systems (IS) are organized combinations of people, hardware, software, networks, and data that collect, process, store, and distribute information to support business processes, decision making, and competitive advantage. IS components include technologies, software, data management, and networks. IS support business functions like operations, decision making, and gaining competitive advantages. Challenges include developing effective IS solutions while managing technology issues and user needs. As trends evolve, IS have expanded from processing transactions to supporting strategic objectives through e-business and knowledge management.
The document provides an overview and analysis of a marketing campaign for POM Wonderful pomegranate products. It discusses the target market of active women ages 25-45, and the campaign's objectives to increase brand awareness, understanding, conviction, and purchase intent. The proposed strategy is to position POM Wonderful as providing health benefits and convenience to empower busy women. Advertising will emphasize the slogan "Powerful POM for a more powerful you" across various media targeting women. An evaluation of the campaign's success will also be conducted.
This short video features beautiful nature images set to the song "What a Wonderful World" by Louis Armstrong and Kenny G. The video creator thanks viewers for watching and credits the source of the nature images and music.
Mary Shelley was a British novelist born in 1797 who is best known for her novel Frankenstein. Ada Lovelace was the daughter of Lord Byron and is considered the first computer programmer. Florence Nightingale was a nurse who founded modern nursing with her work during the Crimean War.
The document provides an introduction to the basic elements and concepts of architecture. It discusses key spatial elements like points, lines, planes and volumes that define architectural space. It describes different types of planes such as vertical wall planes, horizontal base planes that can be elevated or depressed, and overhead planes like ceilings and roofs. It explains how these different planes are used to define, articulate and organize interior and exterior spaces. Linear elements like columns, walls and structural frames are also summarized as defining edges and corners of spaces while providing structure.
The document discusses varying sentence structure to make writing more interesting. It provides examples of simple sentences with one clause, compound sentences with two independent clauses joined with coordinating conjunctions or semicolons, and complex sentences with one independent and one dependent clause. The second paragraph is more effective because it uses a variety of sentence structures including compound and complex sentences rather than just simple sentences.
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors. 2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience. 3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
TEDx Manchester talk on artificial intelligence (AI) and how the ascent of AI and robotics impacts our future work environments. The video of the talk is now also available here: https://youtu.be/dRw4d2Si8LA
Presented at Tokyo iOS Meetup https://www.meetup.com/TokyoiOSMeetup/events/234405194/ Video here: https://www.youtube.com/watch?v=lJlyR8chDwo
Slides from a talk given at Manchester Institute for Science, Ethics and Innovation on 13 October 2009. Focusses on the reasons why there is public funding of science and the issues that need to be tackled to insure this in the future.
This document discusses using social media for learning, teaching, and research. It presents social media as more than just tools, but as an approach to doing things differently by highlighting creativity, collaboration, participation and learning through experience. Examples provided include using social media for profiling research, creating contexts for learning, exploring learning autonomously or through collaboration, and assessing learning in new ways. It also shares a few stories of social media projects and considerations for its use like privacy, copyright and ethics. The overall message conveyed is that social media allows for innovative learning when approached as a space for interaction rather than just information consumption.
Hi guys, I got this informative presentation at Slide share and I am uploading it again for my network reference. Thanks
This document discusses innovative methodologies for creating meaningful learning contexts. It presents a variety of images and quotes about learning with technology and online spaces. Some key ideas presented include learning through exploration, autonomy, collaboration, mentoring, active participation, creativity, and socialization. The document also discusses changing assessment methods to have students communicate their learning through blogs, photo stories, and other informal means. It acknowledges possible hurdles but emphasizes that the path is made by walking.
2015 Edition is out -> http://www.slideshare.net/tojulius/10-event-trends-for-2015 What will be the trends in social media and technology influencing event planners? It looks like it will be more social, mobile and tech. A presentation I prepared for the Slideshare community.
The document discusses how rapid technological disruption and the democratization of knowledge through the Internet have challenged traditional models of design, business, and control over products and ideas. It argues that successful design going forward will require flexibility, simplicity, enabling user customization and experiences rather than strictly defined products, and building platforms that can evolve beyond their original contexts. Complexity and interdependence may no longer confer advantages if they limit responsiveness to constant change.
The document discusses how rapid technological disruption and the democratization of knowledge through the Internet have challenged traditional models of design, production and consumption. It notes that users can now easily adapt, improve and compete with products in ways that were previously impossible. As a result, the most successful designs going forward may be those that are simple, flexible and enable users to create their own experiences, rather than fully defining the experience themselves. Complex, tightly controlled systems may be more vulnerable to abrupt changes, so the best designs will set the stage for users but not dictate every aspect of the experience.
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.
The document discusses designing holistic experiences that span both digital and physical channels. It recommends designing for the "space between" interactions by considering the full customer journey. Five principles are outlined for cross-channel design: convenient, connected, consistent, contextual, and cross-time. Five methods and tools are also presented: thinking in terms of services; sharing design work; starting with observations; embracing discomfort; and focusing on customer needs over specific solutions. The overall message is that customers experience brands through all touchpoints, so design must consider the integrated experience.
The document discusses developing a digital identity as an educator. It suggests starting with a blog for reflective practice, using Twitter for spontaneous sharing, and LinkedIn to be found in Google searches. Quality, relevant contributions are more important than the number of accounts. Relationships and reputation combine to form one's digital identity. Social media should be used differently than old systems, with emotional intelligence at the core.
Thirty minute talk given at the fourth Portugese Open Access Meeting in Braga in late 2009. This talk draws from previous similar talks focussing on advocacy for open data and how to make it work for researchers on the ground.
This document discusses various topics related to categorization, metadata, and mapping locations and places. It describes how categorization involves political and worldview decisions. It also discusses using an "Alpha shape" algorithm to construct polygons from tagged points of location data, in order to map neighborhoods and places. Various online tools and APIs for geocoding and mapping are also mentioned.
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 document discusses using the web to enhance teaching and learning. It advocates moving beyond simply using the web as a book and instead utilizing it to create contexts for active, social, and personalized learning. Learners can become co-producers by collaborating, participating creatively, and assessing each other through blogs, stories, and other online works. When implemented properly, this approach to learning online can empower students and encourage autonomy, trust, and lifelong learning.
The document discusses how associations can leverage social media to engage members and get their message out. It emphasizes the importance of creating a social network for the association, monitoring digital footprints online, and using tools like Google Alerts, Google Reader, Google News and Technorati to stay informed on discussions. The goal is to draw people in and better connect an association's members.
This document discusses leveraging technology to engage students in learning. It emphasizes that the goal is not just integrating technology for its own sake or "fixing" curriculum, but seeing opportunities with a fresh perspective and "lighting up learners". True engagement involves immersion, deeper understanding, better retention and successful application of knowledge. The document explores what motivates and engages learners through authentic tasks, choice, collaboration and allowing some risk-taking. While technology is not the goal, it can enhance engagement by allowing global collaboration and accessing current information.
This document discusses leveraging technology to engage students in learning. It emphasizes that the goal is not just integrating technology for its own sake or "fixing" curriculum, but seeing opportunities with a fresh perspective and "lighting up learners". True engagement involves immersion, deeper understanding, better retention and successful application of knowledge. The document explores what motivates and engages learners through authentic tasks, choice, collaboration and allowing some risk-taking. While technology is not the goal, it can enhance engagement by allowing global collaboration and access to expertise.
This document discusses adapting libraries to changing information environments and user expectations. It outlines how information access, knowledge creation, and publishing are evolving due to technological advances. The author proposes that libraries provide excellent services like mobile and multimedia resources, reference, and instruction to remain relevant. Positioning libraries for the future involves understanding user needs and developing strong online presences and services.
My presentation at EMTACL10, read more here: http://emtacl.com Blogpost from planning the presentation: http://idaaalen.wordpress.com/2010/03/29/hva-forventer-en-student-av-et-universitetsbibliotek/
The document discusses designing cross-channel experiences. It recommends designing for the holistic customer experience across channels rather than any single channel. It provides 5 principles for cross-channel design including convenience, consistency, and experiences that span time. It also offers 5 methods like thinking in terms of customer services and 5 tools including documenting experiences and experience mapping. The document advocates letting customers' experiences guide design rather than technology or design disciplines.
Presentation on the (so-called) end of unlimited bandwidth - for #MEX10 in London by Bryan Rieger of Yiibu.
Slides from the "What Would Picasso Do?" panel session from Over The Air 2010 #ota10 featuring Mathias Dahlström, Jason Fields, Tom Hume, mills™ and Filip Visnjic - moderated by Franco Papeschi and Bryan Rieger.
A selection of general thoughts on the 2010 mobile landscape by yiibu - prepared for TRC Media Cross Creative workshop in Glasgow, UK on 18/09/2010.
Presentation by Stephanie Rieger of Yiibu for Informa Mobile User Experience conference in London, UK 11/09 Officially called "Developing An Interface For The Future Of Mass Market Software Distribution"
This document discusses how AJAX (Asynchronous JavaScript and XML) can be used to improve the mobile web experience. It begins by explaining what AJAX is and how it works, allowing web pages and applications to be more responsive by updating parts of a page asynchronously without reloading the entire page. It then discusses how AJAX is used in mobile web sites, widgets, hybrid applications, and how some of the constraints of mobile devices can also present opportunities to enhance the user experience with AJAX. Finally, it provides some examples of common AJAX use cases for mobile and examples from sites like Wikipedia, Flickr, and Google.
This document provides a summary of Bryan Rieger's career and interests over the past few decades. It mentions his work in theatre design, web design, mobile design, animation, and more recently his interest in documentation, prototyping, and using unconventional materials and methods to explore ideas. It discusses how technology has advanced rapidly and how definitions of prototypes have varied. It emphasizes the importance of direct interaction and making things to fully understand them.
Presentation by Bryan Rieger of Yiibu on Modeling the Mobile User Experience, presented on June 4th at the Mobile Design UK event at the RSA in London.
A short presentation by Bryan Rieger of Future Platforms at MEX 2008 framing a discussion around fashion vs function.
This document discusses key considerations for mobile design. It notes that mobile devices have limited memory, small screens, and various platforms and technologies. Designing for mobile requires an understanding of indirect manipulation without mice, limited battery life, and usage in public contexts with possible distractions. The document provides tips on designing for human beings, doing research, iterating quickly, testing ideas, focusing on content over pixels, and understanding usage context. It also lists several resources for mobile design.
This document discusses creating casual games, content, and applications for the mobile long tail market. It begins by asking what constitutes content and provides some examples from the past like portraits, family photos, art, books, newspapers, and television. The document seems focused on exploring new forms of casual content and applications that can succeed in the large but less profitable mobile long tail market.
Over the Air presentation by Tom Hume and Bryan Rieger of Future Platforms about the PrimeSky project they did for the Royal Observatory at Greewich.