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.
Often, without realizing, we commit mistakes that as UX professionals we shouldn't do. This list is a reminder of what are common UX mistakes we should avoid in our process so we don't set up the time bomb on the product.
Parallax, responsive, card, and flat design are only a few modern Web Design trends that have taken the web by storm. I have listed 40 in this article, though I’m quite certain there’s more. So if you guys have spotted any modern trends that I’ve missed, just holla in the comments.
http://www.equinetacademy.com/latest-web-design-trends/
The document outlines 5 disruptive marketing ideas for launching a new high-end laptop brand aimed at women. The ideas include:
1) An ad showing a woman disposing of old cosmetics and accessories by burning them, implying the new laptop replaces these items.
2) An ad showing inappropriate uses of laptops to emphasize the laptop is meant for productive tasks.
3) Ads implying the new laptop empowers women and marks the "end of the era of pink male laptops".
4) An ad depicting male superheroes becoming female to suggest women's future domination made possible by the new laptop.
5) Ads promoting the laptop's environmental friendliness, showing it "grown"
This document provides an overview of adaptive enterprise practices and examples of companies that exemplify these practices. It lists examples like Apple's product development process, Xiaomi's speed of iteration, and Vizio's supply chain management. It also outlines tools and techniques for adapting best practices across different industry verticals, including business model canvases, lean startup methodologies, and innovation processes. Blockchain technology is highlighted as potentially transformative. The document advocates applying principles of agility, customer focus, and virtual collaboration across organizations.
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.
Microsoft is enabling Collaborative Disruption ... there are (at least) 7 applications that everyone should have on their devices ... and they are all FREE.
Every SharePoint and Office 365 deployment has immense capabilities right at their fingertips and most of it is FREE. In this session I will discuss 7 Tips that will improve anyone's ability to get more done, do more with data, and share it with the team.
I'll discuss some tools that many people have never heard of or didn't realize were available across all devices - Android, iOS and Windows.
I'll discuss Office Lens, SWAY, OneNote, Yammer, Outlook, Power BI and Delve and two bonus points.
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.
The document provides guidance on pitching and launching a startup business. It discusses the components of an effective elevator pitch, including being concise, answering key questions about the business, and telling a compelling story. Tips are provided on public speaking, slide design, and using metrics when pitching to investors. The document also covers launch strategies, emphasizing the importance of generating buzz and having early adopters who will spread the word about the new product or service.
Mobile engagement is notoriously tough. 22% of mobile apps are opened just once and never used again while nearly 70% of users typically churn off an app within the first month. With all the money and effort being poured into mobile, why is engagement so difficult?
Learn to recognize and avoid many of the common mistakes that app developers and entrepreneurs make that turn off users, ranging from poorly thought-out product and business decisions to confusing UI patterns. Analyze both market research as well as user behavior to build a methodical, data-driven approach to better mobile app design.
MHA2018 - Validate It Before You Build It: The Experiment Canvas - Brad Swanson
Validated Learning is the core of the Lean Startup philosophy and it tells us to run low-cost experiments to validate our product ideas. The Experiment Canvas is a one-page simple tool that guides you through the process from articulating the problem (the market opportunity), identifying risks & uncertainties, and selecting the most appropriate experiments to address the biggest risks. Participants will learn about a variety of techniques for running low-cost product experiments to measure gauge the market and ultimately to build the Right Thing.
As a developer here at Doghouse I have to always keep accessibility in mind, constantly reminding myself that there is no ‘average’ user and no such thing as ‘normal’.
ALERT! 7 TOP USER FRUSTRATIONS ON WEB & HOW TO RESOLVE THEM
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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.
It is my try to shed light on two often heard but little understood or confused acronyms and its impact on overall brand experience. The presentation originally designed to address a group of entrepreneurs who have little knowledge in design and it's technical jargons.
https://www.linkedin.com/in/jayan-narayanan/
Have you ever come across a mobile app that is intense and eye-catchy? It is all because of mesmerizing UX/UI design that stops you to browse that mobile app. UI and UX design plays a crucial role in mobile app development. A mobile app is nothing without these two aspects basically. AppClues Infotech is one of the best company to develop a creative & dynamic mobile app designs.
Lean UX applies lean startup principles to user experience design to help teams iteratively design products through experimentation and frequent releases of minimum viable products. It encourages UX designers to form hypotheses about new features, test them with real users through minimal efforts, learn from the results, and quickly iterate on the designs. The goal is to disrupt existing practices, fail fast and often to discover the best solutions, and continuously refine the product based on what is learned from users with each new release.
Visitor Intent: Smart clues for understanding customer journeys
The document discusses using visitor intent to better understand customer journeys. It provides examples of how to segment visitors based on their behaviors, such as segmenting those who take immediate purchasing actions separately from extensive researchers. Segmenting based on the variety and amount of behaviors, such as those who view multiple product categories, can also help identify high value customers. Inferring visitor intent from behaviors can help optimize the customer experience and match it to their goals at different stages.
The document describes a methodology called "The Channel Compass" to evaluate and improve a company's channel management. It involves mapping out key areas like cooperation, alignment, capability and capacity across both the company's internal channel team and external partners. Representatives from different internal teams then discuss strengths, weaknesses and prioritize actions like recruiting new partners or training during a facilitated workshop. The tool provides a structured way to get alignment, identify priorities for improvement and create an action plan to drive the channel forward.
Increase healthcare social media engagement with content strategy (Geisinger ...
Increase channel participation by 30% by implementing a content strategy. We also demonstrate Facebook engagement increase by 314%. A great presentation for a healthcare marketer who wants to improve your content strategy.
Contribution Modelling using Conversion Path Coverage
This document discusses contribution modelling using conversion path coverage (CPC). It addresses some of the challenges with existing CPC metrics, such as not accounting for frequency of touches. It also provides examples of how to calculate CPC, filter data, and ask specific questions about conversion paths to better understand customer journeys and attribute credit to different marketing channels.
The document discusses design technology for embedded systems. It covers several key topics:
- There is a tradeoff between hardware and software implementation based on metrics like performance, power, size, and flexibility. Hardware and software design are now viewed together.
- Improving productivity involves automation through synthesis and reuse using predesigned components like processor cores. Verification ensures designs are correct and complete.
- Emulators can simulate systems faster than software simulation by mapping designs to FPGAs. This allows testing in real environments. Intellectual property cores provide predesigned processors and components for reuse.
The document discusses customer journey mapping and provides an example of a customer journey map for Rail Europe. It begins with an overview of customer journey mapping, explaining that it describes how a service is experienced through different touchpoints. It then provides a sample customer journey map for Rail Europe, mapping out the stages a customer goes through from research and planning to post-travel and highlighting feelings, thoughts, and actions at each stage. The document concludes by providing guidance on how to successfully conduct customer journey mapping through principles like using evidence from qualitative research and ensuring collaboration from all stakeholders.
The document discusses embedded system platforms and architecture. It describes key components of embedded systems including the embedded processor, memory map, interrupt controller and timers. Memory hierarchies are also discussed, including different memory technologies like SRAM, DRAM and mass storage. The system memory map defines the physical addresses of all resources from the processor's perspective. It includes the memory space covering DRAM and I/O, as well as the smaller input/output space accessed via instructions.
The document discusses Walt Disney's approach to placemaking at Disneyland. It explains that Disneyland was designed with a compelling vision, coherent structure, and emphasis on creating a sense of place. The park was divided into themed lands like Main Street, U.S.A, Frontierland, and Adventureland. Each land had its own attractions, restaurants, retail, and services to immerse visitors. Disney also incorporated Kevin Lynch's urban design elements of paths, edges, districts, nodes, and landmarks to guide visitors and reinforce the themes.
The document discusses direct memory access (DMA) and DMA-controlled I/O. It describes how DMA allows direct access to memory while temporarily disabling the microprocessor. It also explains how disk and video systems often use DMA transfers. The document focuses on the basic operation of DMA, including the HOLD and HLDA control signals. It provides details on the 8237 DMA controller, including its pin definitions and programming. It explains how the 8237 facilitates high-speed data transfers between memory and I/O devices.
This document discusses best practices for customer relationship management (CRM) implementation in the luxury retail sector. It provides an overview of current CRM challenges in luxury retail, including identifying customers across disparate channels and measuring salesperson effectiveness. It then summarizes findings from reports on CRM practices in retail, including the use of loyalty programs and real-time customer data. Finally, it proposes a conceptual framework for CRM in luxury retail based on providing personalized customer experiences and generating customer insights to refine business actions.
1) Embedded systems are computer systems designed to perform dedicated functions within larger mechanical or electrical systems, often with real-time computing constraints.
2) Hardware platforms for embedded systems include microcontrollers optimized for control applications, digital signal processors for data-intensive applications, and programmable hardware or ASICs.
3) System specialization is important for embedded systems, through techniques like application-specific instruction sets, optimized memory architectures, and heterogeneous registers. This improves properties like performance, power efficiency, and predictability.
This document discusses distributed embedded systems and their applications. It provides an overview of digital cameras, including image resolution, capture methods, and formats. It also discusses MP3 audio, including quality, bit rate, and operations. Embedded systems are programmed devices that control or monitor things, and are widely used in applications like digital cameras and MP3 players.
Direct Memory Access (DMA) allows certain hardware subsystems to access main system memory independently of the CPU. DMA controllers temporarily borrow the address, data, and control buses from the microprocessor to transfer data directly between an I/O port and memory locations. This allows fast transfer of data to and from devices while the CPU performs other tasks, improving overall system performance. DMA transfers can occur via block transfers where the DMA controller controls the bus for an extended period, or via cycle stealing where it uses the bus for one transfer then returns control to the CPU.
This document provides an overview of embedded systems and trends in three paragraphs:
It defines an embedded system as any electronic device that incorporates a microprocessor to perform dedicated tasks. It discusses the history of embedded systems from early military and calculator applications to today where they are ubiquitous. It lists some common applications of embedded systems like ATMs, phones, vehicles, industrial equipment, and medical devices.
Creating truly personal omni-channel customer experiences by Brian Solis and ...
An exclusive ebook written by Brian Solis for SmartFocus. Customers are more connected and more informed than ever. Digital marketers now need an entirely fresh perspective to succeed in a world where customers and prospects experience their brand in multiple ways – online ads, websites, blogs, email, social and more. In retail, the customer journey might also include a visit to a real world store. This eBook, with exclusive video insights from Brian Solis, will explain how to build those journeys and develop an omni-channel marketing strategy by covering topics such as:
What is omni-channel marketing and why is it important?
How to be human and stay tech savvy and the importance of social media
How email marketing is more important than ever
This document discusses embedded systems. It defines an embedded system as a microprocessor-based system designed to perform dedicated functions. Embedded systems are found in devices ranging from household appliances to spacecraft. The document discusses the history of embedded systems and how they have evolved from using microprocessors to typically using microcontrollers. It also discusses the hardware and software components of embedded systems as well as common programming languages. Examples of different types of embedded systems are provided.
This presentation provides an overview of embedded systems and describes a collision avoidance robot project. It introduces embedded systems and gives examples. It then describes the key components of embedded systems like processors and memory. It discusses the software used for the project. It introduces the collision avoidance robot project, describing its sensors, control unit, actuators and working. It provides code snippets to show how the robot's movement is controlled based on sensor input to avoid collisions.
It is a presentation for the Embedded System Basics. It will be very useful for the engineering students who need to know the basics of Embedded System.
How to Design for the Future - Cross Channel Experience Design
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.
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.
This is a presentation I prepared for UXMad 2013. It is pretty much the 3rd presentation in a series for 2013. It has similar themes to "The Long Tail of User Experience" and to "Dream Jobs." I covers how you build a UX culture in anengineering or software development environment.
This session explores why choosing a good responsive framework, while assisting in development and ensuring a consistent look-and-feel, is just one piece of the much larger process of creating a truly engaging website or web application. Topics include why using the latest swiping motion du jour may not immediately make sense to all users, how a site's layout and content must truly be thought of as an architecture project to get the most "bang for the buck", and what problems that interactivity in the form of form entry can result in driving potential users and customers away, never to be seen again.
Twin Redheaded Stepchildren of a Different Mother: The Usability of Accessibi...
This document summarizes a presentation given by Michael Fienen and Dylan Wilbanks on the topic of accessibility and usability. The presentation argues that accessibility and usability have many similarities and should be considered together from the beginning of a project. It provides recommendations for making templates, forms, and videos accessible. It also discusses testing for accessibility and strategies for getting buy-in for accessibility within an organization, emphasizing an early and iterative approach. The overall message is that accessibility should be a priority from the start of any project to create a better experience for all users.
This document summarizes key points about optimizing for mobile experiences. It discusses how mobile device usage has evolved from single screens to multi-screen interactions across smartphones, tablets and other devices. It highlights that the majority of media consumption is now via mobile screens. The document also outlines important design considerations for mobile like touch targets, network performance and responsive design. It provides examples of organizations that have optimized their digital presence for mobile.
At Startup Weekend (Fashion Technology) at WeWork in London, Danny from Cyber-Duck created a quick guide that explains how UX fits in to todays connected world and what UX's role is. The keynote focus on lean UX and also covers UX principles and tactics.
Users First: UX Basics for Websites that Serve People (staff presentation at ...
Workshop for web design, web development, and marketing staff at UC Santa Barbara on user experience (UX) basics. Introduction to UX. Emphasis on the planning through design concepts of UX. Presented 12/17/14 by Melissa Van De Werfhorst, hosted by the UCSB Web Standards Group.
Supercharge your application with the best UX practices
I've given this talk as a guest lecturer at Bogazici University Software Design Process graduate class (SWE530) in Spring 2015.
This talk introduces key concepts of user experience design to software engineering graduate students and outlines the process of integrating design and engineering. Starting from ideation, it goes through all the steps including but not limited to user research, sketching, prototyping, user testing, design validation and iteration.
Hand on best practices are also shared as case studies part of this presenation.
- The document provides an introduction to human-computer interaction (HCI) and discusses its history and principles.
- HCI is concerned with designing interactive computing systems for human use, studying the relationship between users, tasks, technology, and environments.
- The graphical user interface (GUI) was pioneered by researchers at Xerox PARC and SRI in the 1970s, leading to the development of early GUIs like the Apple Macintosh in 1984 and Microsoft Windows starting in 1985.
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 author's journey to move faster in UX design. It emphasizes lean and agile principles like rapid prototyping, frequent customer validation through testing prototypes, and shipping ideas quickly through short iteration cycles. Combining UX, product, and development teams allows for fast collaborative idea generation, prototyping, testing, and refinement to determine what is valuable to customers.
Travailler dans le présent - Chris Heilmann - Paris Web 2008
Dans cette présentation, Chris Heilmann nous parlera des problèmes liés à l'adoption de standards du web récents, et décrira des façons de contourner ces difficultés. Un exemple simple est le manque de prise en charge native de l'audio et de la vidéo, et les problèmes des implémentations actuelles.
La session illustrera concrètement comment régler des problèmes a priori sans solution en les attaquant sous un autre angle. Il s'agit essentiellement de trouver une façon pragmatique de vendre, implémenter et utiliser les standards plutôt que d'attendre que le marché adopte des technologies dont l'utilisation devrait être d'une évidence complète.
Présentation originale : http://www.slideshare.net/cheilmann/working-in-the-now-presentation/
This document provides links to resources about Lean UX, product design, user experience research methods, and data-informed product development. It emphasizes embracing failure as part of the design process, collaborating across teams, and experimenting to validate ideas rather than following prescribed paths to success. The links cover topics like the evolution of Behance, Lean UX principles, the hype cycle, waterfall vs agile development, design feedback, and using data to inform rather than drive decisions.
Trends are the natural changes in behaviours or proceedings. We like to be aware of those indicators for inspiration and guidance. At the beginning of every year we look at UX, UI trends and emerging technologies to get that guidance from.
ETUG Spring 2013 - Designing for Touch: Not Just for Mobile Anymore
While student use of tablets and mobile phones continues to experience tremendous growth, touchscreens are destined for even broader use with the release of such products as Windows 8 and the Google Chomebook Pixel. In this session user experience consultant Paul Hibbitts shares some of his core design techniques and principles to create touch-friendly websites. Techniques such as user stories and responsive design sketching will be explored, along with touchscreen interaction design principles.
In addition to discussion, participants will undertake several workshop activities. While not required, participants are encouraged to bring a touch-enabled device along with a notebook to the session.
Taxonomy Bootcamp 2012 Keynote - Improving Information Interactions
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.
EIA2016Nice - David Lamas. Paper prototyping: Why, when & how?
Sketches and prototypes are early versions of ideas or concepts that are created to refine and communicate those ideas. They allow designers to test and improve concepts before developing finished designs. Prototypes in particular are meant to demonstrate how an idea might work in practice. Both sketches and prototypes are iterative processes that involve gathering feedback to further develop and refine ideas into final products.
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.
Designing Customer Centered AI experiences - Dialogkonferansen 2018
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.
Innovation for Store 4.0- Seamless Retail Africa 2018
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.
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.
Building and Evangelizing Holistic Experience Design - DMI Seattle 2011
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.
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.
The Future of Design is Not Just the Web - Web Visions Workshop 2011
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
Get a Seat at the Strategy Table - WebVisions 2011
To get a seat at the strategy table, one must understand the organization's strategic goals and objectives, know how decisions are made, and think about long term changes. It is important to build relationships with allies, know potential opponents, and have important conversations before proposing new ideas. One should pick their battles wisely, help others' goals, and offer solutions, preferably with proposed solutions or already implemented solutions. It is also important to learn how executives communicate, listen more than speaking, and become comfortable discussing strategy with executives.
Create Successful Cross Channel Experiences - IA Summit 2011
The document discusses the importance of designing cross-channel experiences that are convenient, consistent, connected, contextual, and span time. It provides 5 principles and 5 methods for holistic experience design across digital and physical touchpoints. The principles are to think of services, share resources openly, gain diverse perspectives, address discomfort, and focus on user needs over solutions. Methods include documenting journeys, mapping experiences, understanding backend systems, storytelling, and cross-training teams. Tools involve using experience maps, getting different perspectives, telling stories, and cross-training teams in other disciplines. The talk encourages designing for the holistic experience rather than any single channel.
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.
Quantitative Information Architecture - Oz IA 2010
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.
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.
Don't Be a Digital Dinosaur: Design for the Space Between - Infocamp 2010 Ple...
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 how to incorporate user experience (UX) design principles into agile development processes. It recommends conducting quick user interviews to understand user needs, creating low-fidelity prototypes to test early with users, and iterating the prototypes based on user feedback to refine the design. Conducting rapid and frequent user testing is important to iteratively improve the design and ensure it meets user needs. Adopting an agile mindset of frequent collaboration, iteration and user feedback is key for meaningful UX work.
Usability: whats the use? Presented by We are Sigma and PRWDNexer Digital
For websites, good usability is a matter of survival. If a website is difficult to use, people leave. If the homepage fails to clearly state what a company offers and what users can do on the site, people leave. If users get lost on a website, they leave. For intranets and applications the question is one of productivity. In many organisations employees waste inordinate amounts of time searching for and assimilating the information they need to do their jobs. This lost time has a real, tangible value so ROI for designing internal systems with User Experience in mind, and spending some time testing and improving the usability of the system, is pretty compelling.
As people with a strong User Experience focus we don’t need to be convinced of the value of good usability, but for many companies who are thinking of revamping their site, intranet or portal it isn’t quite so clear cut.
Presented by Chris Bush, www.wearesigma.com and
Paul Rouke, www.prwd.co.uk
This document discusses various user experience (UX) patterns and antipatterns for multiplatform mobile app design. It begins with definitions of UX and provides overviews of common mobile navigation patterns like side drawers and tab menus. The document then covers antipatterns to avoid such as splash screens, forcing registration, and excessive confirmation messages. It also discusses dark patterns designed to mislead users. Throughout, it provides examples and recommendations for implementing positive patterns and avoiding antipatterns to create a good user experience.
Failing Fast & Learning Along the Way - Big Design 2013Jeremy Johnson
Mantras of startups: "fail fast", "move fast and break things", "keep shipping" - these are all great slogans, but unknown to many - these are really all about learning. It's about getting things in front of your customers early, and often. Watching - and learning. Finding what ideas were not quite as brilliant as you once thought - and finding this out as fast and cheap as possible.
How are modern product teams making this happen? Where does User Experience and customer research fit in this model? Taking from Agile, Lean, and User Centered Design - this talk will go over the build-measure-learn process, and how you can start to shape your organization to move fast, without leaving your customers behind.
This talk was given at Big Design 2013 #bigd13
Often, without realizing, we commit mistakes that as UX professionals we shouldn't do. This list is a reminder of what are common UX mistakes we should avoid in our process so we don't set up the time bomb on the product.
Parallax, responsive, card, and flat design are only a few modern Web Design trends that have taken the web by storm. I have listed 40 in this article, though I’m quite certain there’s more. So if you guys have spotted any modern trends that I’ve missed, just holla in the comments.
http://www.equinetacademy.com/latest-web-design-trends/
The document outlines 5 disruptive marketing ideas for launching a new high-end laptop brand aimed at women. The ideas include:
1) An ad showing a woman disposing of old cosmetics and accessories by burning them, implying the new laptop replaces these items.
2) An ad showing inappropriate uses of laptops to emphasize the laptop is meant for productive tasks.
3) Ads implying the new laptop empowers women and marks the "end of the era of pink male laptops".
4) An ad depicting male superheroes becoming female to suggest women's future domination made possible by the new laptop.
5) Ads promoting the laptop's environmental friendliness, showing it "grown"
This document provides an overview of adaptive enterprise practices and examples of companies that exemplify these practices. It lists examples like Apple's product development process, Xiaomi's speed of iteration, and Vizio's supply chain management. It also outlines tools and techniques for adapting best practices across different industry verticals, including business model canvases, lean startup methodologies, and innovation processes. Blockchain technology is highlighted as potentially transformative. The document advocates applying principles of agility, customer focus, and virtual collaboration across organizations.
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.
Microsoft is enabling Collaborative Disruption ... there are (at least) 7 applications that everyone should have on their devices ... and they are all FREE.
Every SharePoint and Office 365 deployment has immense capabilities right at their fingertips and most of it is FREE. In this session I will discuss 7 Tips that will improve anyone's ability to get more done, do more with data, and share it with the team.
I'll discuss some tools that many people have never heard of or didn't realize were available across all devices - Android, iOS and Windows.
I'll discuss Office Lens, SWAY, OneNote, Yammer, Outlook, Power BI and Delve and two bonus points.
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.
The document provides guidance on pitching and launching a startup business. It discusses the components of an effective elevator pitch, including being concise, answering key questions about the business, and telling a compelling story. Tips are provided on public speaking, slide design, and using metrics when pitching to investors. The document also covers launch strategies, emphasizing the importance of generating buzz and having early adopters who will spread the word about the new product or service.
Common Mobile Design FAILS (And How To Fix Them)xanadumobile
Mobile engagement is notoriously tough. 22% of mobile apps are opened just once and never used again while nearly 70% of users typically churn off an app within the first month. With all the money and effort being poured into mobile, why is engagement so difficult?
Learn to recognize and avoid many of the common mistakes that app developers and entrepreneurs make that turn off users, ranging from poorly thought-out product and business decisions to confusing UI patterns. Analyze both market research as well as user behavior to build a methodical, data-driven approach to better mobile app design.
MHA2018 - Validate It Before You Build It: The Experiment Canvas - Brad SwansonAgileDenver
Validated Learning is the core of the Lean Startup philosophy and it tells us to run low-cost experiments to validate our product ideas. The Experiment Canvas is a one-page simple tool that guides you through the process from articulating the problem (the market opportunity), identifying risks & uncertainties, and selecting the most appropriate experiments to address the biggest risks. Participants will learn about a variety of techniques for running low-cost product experiments to measure gauge the market and ultimately to build the Right Thing.
As a developer here at Doghouse I have to always keep accessibility in mind, constantly reminding myself that there is no ‘average’ user and no such thing as ‘normal’.
ALERT! 7 TOP USER FRUSTRATIONS ON WEB & HOW TO RESOLVE THEMPixel Crayons
Read the full blog here: https://bit.ly/3b9L3HO
Connect with us through:
Contact us : https://bit.ly/2IpPX7w
Facebook : https://www.facebook.com/PixelCrayons
Twitter : https://twitter.com/pixelcrayons
LinkedIn : https://www.linkedin.com/company/pixelcrayons
Instagram : https://www.instagram.com/pixelcrayons/
Pinterest : https://in.pinterest.com/pixelcrayons/
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.
UX Design + UI Design: Injecting a brand persona!Jayan Narayanan
It is my try to shed light on two often heard but little understood or confused acronyms and its impact on overall brand experience. The presentation originally designed to address a group of entrepreneurs who have little knowledge in design and it's technical jargons.
https://www.linkedin.com/in/jayan-narayanan/
Have you ever come across a mobile app that is intense and eye-catchy? It is all because of mesmerizing UX/UI design that stops you to browse that mobile app. UI and UX design plays a crucial role in mobile app development. A mobile app is nothing without these two aspects basically. AppClues Infotech is one of the best company to develop a creative & dynamic mobile app designs.
Lean UX applies lean startup principles to user experience design to help teams iteratively design products through experimentation and frequent releases of minimum viable products. It encourages UX designers to form hypotheses about new features, test them with real users through minimal efforts, learn from the results, and quickly iterate on the designs. The goal is to disrupt existing practices, fail fast and often to discover the best solutions, and continuously refine the product based on what is learned from users with each new release.
Visitor Intent: Smart clues for understanding customer journeysCarmen Mardiros
The document discusses using visitor intent to better understand customer journeys. It provides examples of how to segment visitors based on their behaviors, such as segmenting those who take immediate purchasing actions separately from extensive researchers. Segmenting based on the variety and amount of behaviors, such as those who view multiple product categories, can also help identify high value customers. Inferring visitor intent from behaviors can help optimize the customer experience and match it to their goals at different stages.
The document describes a methodology called "The Channel Compass" to evaluate and improve a company's channel management. It involves mapping out key areas like cooperation, alignment, capability and capacity across both the company's internal channel team and external partners. Representatives from different internal teams then discuss strengths, weaknesses and prioritize actions like recruiting new partners or training during a facilitated workshop. The tool provides a structured way to get alignment, identify priorities for improvement and create an action plan to drive the channel forward.
Increase healthcare social media engagement with content strategy (Geisinger ...Ahava Leibtag
Increase channel participation by 30% by implementing a content strategy. We also demonstrate Facebook engagement increase by 314%. A great presentation for a healthcare marketer who wants to improve your content strategy.
Contribution Modelling using Conversion Path CoverageCarmen Mardiros
This document discusses contribution modelling using conversion path coverage (CPC). It addresses some of the challenges with existing CPC metrics, such as not accounting for frequency of touches. It also provides examples of how to calculate CPC, filter data, and ask specific questions about conversion paths to better understand customer journeys and attribute credit to different marketing channels.
The document discusses design technology for embedded systems. It covers several key topics:
- There is a tradeoff between hardware and software implementation based on metrics like performance, power, size, and flexibility. Hardware and software design are now viewed together.
- Improving productivity involves automation through synthesis and reuse using predesigned components like processor cores. Verification ensures designs are correct and complete.
- Emulators can simulate systems faster than software simulation by mapping designs to FPGAs. This allows testing in real environments. Intellectual property cores provide predesigned processors and components for reuse.
The document discusses customer journey mapping and provides an example of a customer journey map for Rail Europe. It begins with an overview of customer journey mapping, explaining that it describes how a service is experienced through different touchpoints. It then provides a sample customer journey map for Rail Europe, mapping out the stages a customer goes through from research and planning to post-travel and highlighting feelings, thoughts, and actions at each stage. The document concludes by providing guidance on how to successfully conduct customer journey mapping through principles like using evidence from qualitative research and ensuring collaboration from all stakeholders.
The document discusses embedded system platforms and architecture. It describes key components of embedded systems including the embedded processor, memory map, interrupt controller and timers. Memory hierarchies are also discussed, including different memory technologies like SRAM, DRAM and mass storage. The system memory map defines the physical addresses of all resources from the processor's perspective. It includes the memory space covering DRAM and I/O, as well as the smaller input/output space accessed via instructions.
The document discusses Walt Disney's approach to placemaking at Disneyland. It explains that Disneyland was designed with a compelling vision, coherent structure, and emphasis on creating a sense of place. The park was divided into themed lands like Main Street, U.S.A, Frontierland, and Adventureland. Each land had its own attractions, restaurants, retail, and services to immerse visitors. Disney also incorporated Kevin Lynch's urban design elements of paths, edges, districts, nodes, and landmarks to guide visitors and reinforce the themes.
The document discusses direct memory access (DMA) and DMA-controlled I/O. It describes how DMA allows direct access to memory while temporarily disabling the microprocessor. It also explains how disk and video systems often use DMA transfers. The document focuses on the basic operation of DMA, including the HOLD and HLDA control signals. It provides details on the 8237 DMA controller, including its pin definitions and programming. It explains how the 8237 facilitates high-speed data transfers between memory and I/O devices.
This document discusses best practices for customer relationship management (CRM) implementation in the luxury retail sector. It provides an overview of current CRM challenges in luxury retail, including identifying customers across disparate channels and measuring salesperson effectiveness. It then summarizes findings from reports on CRM practices in retail, including the use of loyalty programs and real-time customer data. Finally, it proposes a conceptual framework for CRM in luxury retail based on providing personalized customer experiences and generating customer insights to refine business actions.
1) Embedded systems are computer systems designed to perform dedicated functions within larger mechanical or electrical systems, often with real-time computing constraints.
2) Hardware platforms for embedded systems include microcontrollers optimized for control applications, digital signal processors for data-intensive applications, and programmable hardware or ASICs.
3) System specialization is important for embedded systems, through techniques like application-specific instruction sets, optimized memory architectures, and heterogeneous registers. This improves properties like performance, power efficiency, and predictability.
This document discusses distributed embedded systems and their applications. It provides an overview of digital cameras, including image resolution, capture methods, and formats. It also discusses MP3 audio, including quality, bit rate, and operations. Embedded systems are programmed devices that control or monitor things, and are widely used in applications like digital cameras and MP3 players.
Direct Memory Access (DMA) allows certain hardware subsystems to access main system memory independently of the CPU. DMA controllers temporarily borrow the address, data, and control buses from the microprocessor to transfer data directly between an I/O port and memory locations. This allows fast transfer of data to and from devices while the CPU performs other tasks, improving overall system performance. DMA transfers can occur via block transfers where the DMA controller controls the bus for an extended period, or via cycle stealing where it uses the bus for one transfer then returns control to the CPU.
This document provides an overview of embedded systems and trends in three paragraphs:
It defines an embedded system as any electronic device that incorporates a microprocessor to perform dedicated tasks. It discusses the history of embedded systems from early military and calculator applications to today where they are ubiquitous. It lists some common applications of embedded systems like ATMs, phones, vehicles, industrial equipment, and medical devices.
Creating truly personal omni-channel customer experiences by Brian Solis and ...Brian Solis
An exclusive ebook written by Brian Solis for SmartFocus. Customers are more connected and more informed than ever. Digital marketers now need an entirely fresh perspective to succeed in a world where customers and prospects experience their brand in multiple ways – online ads, websites, blogs, email, social and more. In retail, the customer journey might also include a visit to a real world store. This eBook, with exclusive video insights from Brian Solis, will explain how to build those journeys and develop an omni-channel marketing strategy by covering topics such as:
What is omni-channel marketing and why is it important?
How to be human and stay tech savvy and the importance of social media
How email marketing is more important than ever
This document discusses embedded systems. It defines an embedded system as a microprocessor-based system designed to perform dedicated functions. Embedded systems are found in devices ranging from household appliances to spacecraft. The document discusses the history of embedded systems and how they have evolved from using microprocessors to typically using microcontrollers. It also discusses the hardware and software components of embedded systems as well as common programming languages. Examples of different types of embedded systems are provided.
This presentation provides an overview of embedded systems and describes a collision avoidance robot project. It introduces embedded systems and gives examples. It then describes the key components of embedded systems like processors and memory. It discusses the software used for the project. It introduces the collision avoidance robot project, describing its sensors, control unit, actuators and working. It provides code snippets to show how the robot's movement is controlled based on sensor input to avoid collisions.
It is a presentation for the Embedded System Basics. It will be very useful for the engineering students who need to know the basics of Embedded System.
How to Design for the Future - Cross Channel Experience DesignOSCON Byrum
This document discusses cross-channel experience design. It begins by asking who the audience members are and what they hope to learn. It then discusses some key principles of cross-channel design such as providing a consistent, convenient, connected, and contextual experience across different channels over time. The document provides examples of both good and bad cross-channel experiences. It concludes by outlining five methods for designing cross-channel experiences, such as thinking in terms of services rather than individual channels, sharing resources between teams, starting with small experiments, embracing challenges, and focusing on why changes are being made rather than just what is being changed.
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.
This is a presentation I prepared for UXMad 2013. It is pretty much the 3rd presentation in a series for 2013. It has similar themes to "The Long Tail of User Experience" and to "Dream Jobs." I covers how you build a UX culture in anengineering or software development environment.
Responsive Design and Development "Gotchas"Andrew Malek
This session explores why choosing a good responsive framework, while assisting in development and ensuring a consistent look-and-feel, is just one piece of the much larger process of creating a truly engaging website or web application. Topics include why using the latest swiping motion du jour may not immediately make sense to all users, how a site's layout and content must truly be thought of as an architecture project to get the most "bang for the buck", and what problems that interactivity in the form of form entry can result in driving potential users and customers away, never to be seen again.
Twin Redheaded Stepchildren of a Different Mother: The Usability of Accessibi...Dylan Wilbanks
This document summarizes a presentation given by Michael Fienen and Dylan Wilbanks on the topic of accessibility and usability. The presentation argues that accessibility and usability have many similarities and should be considered together from the beginning of a project. It provides recommendations for making templates, forms, and videos accessible. It also discusses testing for accessibility and strategies for getting buy-in for accessibility within an organization, emphasizing an early and iterative approach. The overall message is that accessibility should be a priority from the start of any project to create a better experience for all users.
This document summarizes key points about optimizing for mobile experiences. It discusses how mobile device usage has evolved from single screens to multi-screen interactions across smartphones, tablets and other devices. It highlights that the majority of media consumption is now via mobile screens. The document also outlines important design considerations for mobile like touch targets, network performance and responsive design. It provides examples of organizations that have optimized their digital presence for mobile.
At Startup Weekend (Fashion Technology) at WeWork in London, Danny from Cyber-Duck created a quick guide that explains how UX fits in to todays connected world and what UX's role is. The keynote focus on lean UX and also covers UX principles and tactics.
Users First: UX Basics for Websites that Serve People (staff presentation at ...Melissa Van De Werfhorst
Workshop for web design, web development, and marketing staff at UC Santa Barbara on user experience (UX) basics. Introduction to UX. Emphasis on the planning through design concepts of UX. Presented 12/17/14 by Melissa Van De Werfhorst, hosted by the UCSB Web Standards Group.
Supercharge your application with the best UX practicesGercek Karakus
I've given this talk as a guest lecturer at Bogazici University Software Design Process graduate class (SWE530) in Spring 2015.
This talk introduces key concepts of user experience design to software engineering graduate students and outlines the process of integrating design and engineering. Starting from ideation, it goes through all the steps including but not limited to user research, sketching, prototyping, user testing, design validation and iteration.
Hand on best practices are also shared as case studies part of this presenation.
- The document provides an introduction to human-computer interaction (HCI) and discusses its history and principles.
- HCI is concerned with designing interactive computing systems for human use, studying the relationship between users, tasks, technology, and environments.
- The graphical user interface (GUI) was pioneered by researchers at Xerox PARC and SRI in the 1970s, leading to the development of early GUIs like the Apple Macintosh in 1984 and Microsoft Windows starting in 1985.
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 author's journey to move faster in UX design. It emphasizes lean and agile principles like rapid prototyping, frequent customer validation through testing prototypes, and shipping ideas quickly through short iteration cycles. Combining UX, product, and development teams allows for fast collaborative idea generation, prototyping, testing, and refinement to determine what is valuable to customers.
Dans cette présentation, Chris Heilmann nous parlera des problèmes liés à l'adoption de standards du web récents, et décrira des façons de contourner ces difficultés. Un exemple simple est le manque de prise en charge native de l'audio et de la vidéo, et les problèmes des implémentations actuelles.
La session illustrera concrètement comment régler des problèmes a priori sans solution en les attaquant sous un autre angle. Il s'agit essentiellement de trouver une façon pragmatique de vendre, implémenter et utiliser les standards plutôt que d'attendre que le marché adopte des technologies dont l'utilisation devrait être d'une évidence complète.
Présentation originale : http://www.slideshare.net/cheilmann/working-in-the-now-presentation/
Do Learn Repeat: The Startup Way of DesignHarris Rodis
This document provides links to resources about Lean UX, product design, user experience research methods, and data-informed product development. It emphasizes embracing failure as part of the design process, collaborating across teams, and experimenting to validate ideas rather than following prescribed paths to success. The links cover topics like the evolution of Behance, Lean UX principles, the hype cycle, waterfall vs agile development, design feedback, and using data to inform rather than drive decisions.
Trends are the natural changes in behaviours or proceedings. We like to be aware of those indicators for inspiration and guidance. At the beginning of every year we look at UX, UI trends and emerging technologies to get that guidance from.
ETUG Spring 2013 - Designing for Touch: Not Just for Mobile AnymorePaul Hibbitts
While student use of tablets and mobile phones continues to experience tremendous growth, touchscreens are destined for even broader use with the release of such products as Windows 8 and the Google Chomebook Pixel. In this session user experience consultant Paul Hibbitts shares some of his core design techniques and principles to create touch-friendly websites. Techniques such as user stories and responsive design sketching will be explored, along with touchscreen interaction design principles.
In addition to discussion, participants will undertake several workshop activities. While not required, participants are encouraged to bring a touch-enabled device along with a notebook to the session.
Taxonomy Bootcamp 2012 Keynote - Improving Information InteractionsSamantha Starmer
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.
Sketches and prototypes are early versions of ideas or concepts that are created to refine and communicate those ideas. They allow designers to test and improve concepts before developing finished designs. Prototypes in particular are meant to demonstrate how an idea might work in practice. Both sketches and prototypes are iterative processes that involve gathering feedback to further develop and refine ideas into final products.
Similar to Designing for Holistic Cross Channel Experiences (20)
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.
Designing Customer Centered AI experiences - Dialogkonferansen 2018Samantha Starmer
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.
Innovation for Store 4.0- Seamless Retail Africa 2018Samantha Starmer
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.
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.
Building and Evangelizing Holistic Experience Design - DMI Seattle 2011Samantha Starmer
The document provides guidance on designing holistic experiences by outlining strategies across four areas: expanding your mind, creating a vision, building a path, and just doing it. It suggests expanding one's mind by breaking out of silos, making new friends outside one's usual circles, getting outside of one's comfort zone, and finding comfort in discomfort. It recommends creating a vision by understanding the big picture, following a clear goal, storytelling to excite others, and leading change. It advises building a path by listening holistically, understanding executives' goals, managing stakeholders, and removing obstacles. Finally, it suggests just doing it by not waiting for permission, trying new things, using metrics, and starting small.
Structuring your Presentation - Cranky Talk 2011Samantha Starmer
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.
The Future of Design is Not Just the Web - Web Visions Workshop 2011Samantha Starmer
The document discusses designing cross-channel experiences. It begins by explaining that customers experience brands across multiple touchpoints and channels, both digital and physical. The key is to design experiences that are convenient, connected, consistent, contextual, and span across time.
The document then provides five principles and five methods for cross-channel design. The principles are to make experiences convenient, connected, consistent, contextual, and spanning across time. The methods are to think in terms of services, share design work across teams, start by observing customer behaviors, be comfortable with ambiguity, and focus on customer needs rather than specific solutions.
Finally, the document discusses various discovery and solution activities for cross-channel design, such as stakeholder interviews
Get a Seat at the Strategy Table - WebVisions 2011Samantha Starmer
To get a seat at the strategy table, one must understand the organization's strategic goals and objectives, know how decisions are made, and think about long term changes. It is important to build relationships with allies, know potential opponents, and have important conversations before proposing new ideas. One should pick their battles wisely, help others' goals, and offer solutions, preferably with proposed solutions or already implemented solutions. It is also important to learn how executives communicate, listen more than speaking, and become comfortable discussing strategy with executives.
Create Successful Cross Channel Experiences - IA Summit 2011Samantha Starmer
The document discusses the importance of designing cross-channel experiences that are convenient, consistent, connected, contextual, and span time. It provides 5 principles and 5 methods for holistic experience design across digital and physical touchpoints. The principles are to think of services, share resources openly, gain diverse perspectives, address discomfort, and focus on user needs over solutions. Methods include documenting journeys, mapping experiences, understanding backend systems, storytelling, and cross-training teams. Tools involve using experience maps, getting different perspectives, telling stories, and cross-training teams in other disciplines. The talk encourages designing for the holistic experience rather than any single channel.
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.
Quantitative Information Architecture - Oz IA 2010Samantha Starmer
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.
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.
Don't Be a Digital Dinosaur: Design for the Space Between - Infocamp 2010 Ple...Samantha Starmer
The document discusses the need for experience designers to design holistic experiences that span both digital and physical channels, as well as multiple platforms. It notes that traditional boundaries are blurring as technology becomes ubiquitous and information can be accessed anywhere. The author advocates designing for the "space between" interactions by focusing on consistency of information and user journeys across channels to create a seamless overall experience. Experience design must look beyond individual websites or apps to consider all points of customer contact.
The document discusses how to incorporate user experience (UX) design principles into agile development processes. It recommends conducting quick user interviews to understand user needs, creating low-fidelity prototypes to test early with users, and iterating the prototypes based on user feedback to refine the design. Conducting rapid and frequent user testing is important to iteratively improve the design and ensure it meets user needs. Adopting an agile mindset of frequent collaboration, iteration and user feedback is key for meaningful UX work.
2. NOTE: These are the slides from a
workshop given for UXI Studio.
The structure and content is similar
to other workshops I have already
posted; there are some updated
examples and exercises
3. today
what is cross channel design?
why care about cross channel design
how to think about cross channel design
try cross channel design
sell cross channel design
start cross-channel design now
4. (loose) agenda
9-9:15am introductions
9:15-10:30am what and why of cross channel
10:30-11am break
11:00-12pm how to think about cross channel
12-1pm cross channel experience tools
1-2pm lunch
2-3pm cross channel experience tools
3-3:30pm break
3:30-4:30pm cross channel experience tools
4:30-4:45pm how to sell and start now
4:45-5pm final questions and wrap up
10. but anytime…
http://www.flickr.com/photos/baggis/4701908515
11. me
VP Customer Experience - Razorfish
Director, Customer Experience - REI
Microsoft, Amazon
Teach at University of Washington
13. single channel experience
B A N K
single touchpoint available
diagram adapted from http://retail-industry.blogspot.com
14. multi channel experience
B A N K
multiple touchpoints operating independently
diagram adapted from http://retail-industry.blogspot.com
15. cross channel experience
B A N K
cross multiple touchpoints as part of same brand
diagram adapted from http://retail-industry.blogspot.com
16. omni channel experience
B A N K
customer interacts with brand anytime, anywhere – not a
channel within a brand
diagram adapted from http://retail-industry.blogspot.com
18. needed progression as technology becomes ubiquitous
single multi cross omni
Single touchpoint Multiple touchpoints operating Cross multiple touchpoints as Customer interacts with brand
available separately part of same brand anytime, anywhere – not a
channel within a brand
diagram adapted from http://retail-industry.blogspot.com
19. “The omnichannel approach
is one where physical and
virtual channels come
together to enable a
seamless experience...”
Cisco
IBSG Omnichannel Study: Winning Strategies for OmniChannel Banking
http://www.cisco.com/web/about/ac79/docs/Cisco-IBSG-Omnichannel-Study.pdf
20. but crawl, walk, run
http://www.flickr.com/photos/joeshlabotnik/3251113755
http://www.flickr.com/photos/vastateparksstaff/5330849194
http://www.flickr.com/photos/n_corboy/4921290518
21. previous cross channel experience?
Managing 18 points of services in library
building
Background of creating digital content and
experiences across platforms.
Designing customer experience using digital
tools
None
Have some exprience
Mobile and web, with some offline CRM
22. what do you hope to learn?
Better match and coordination between virtual
and physical services
Choosing right channel for target audience
Guidelines to each channel
Basic principles and hands-on
Examples from abroad and how to implement
them in Israeli market and Israeli companies
Connecting between virtual & physical
What skills do I need? What kind of
background is preferred?
23. what do you hope to learn?
Process of customer experience and how to design
customer experience
Practical tools for designing cross channel
What are the best practices of X-sell - which channels
should we use?
How to communicate the added value of cross
channel upon only digital ux
Be the 'go-to' person for ux stuff
Is it a stand alone "job position" ?
How to do it right!
Everything I can
24. Let’s share our knowledge and
expertise – we are all learning…
25. meet your group
http://www.flickr.com/photos/n_corboy/4921290518
53. THIS Valley Medical Center
http://cdn.assets.sites.launchrocketship.com/7a019f65-a5c3-4d32-930
0640affd6f7b/files/de97003a-2719-4f24-bf02-3771bcfd0a72/zvm-east_exterior-afternoo
84. fridge alarm via social media
Virtual Fridge Lock: http://www.bangstyle.com/wp-content/uploads/2012/05/e06fc2b0a04a0b1f4c0ad1bc21bcf820-621x465.jpg
95. integrated
experiences
are
few and far
between
Alexandra Deschamps-Sonsino
http://www.slideshare.net/designswarm/creating-the-internet-of-things
96. entire industries are in
their customer experience
infancy
(…health insurance, TV service, Internet
Service providers, PC manufacturers,
wireless service providers, airlines and credit
card providers.)
2011, Forrester Research, Inc.
97. consumers cited their greatest
frustration as when the
experience does not match the
promise a company made to
them up front.
The New Realities of “Dating” in the Digital Age: Are Customers
Really Cheating, or Are You Just Not Paying Enough Attention?
Accenture 2011 Global
Consumer Research Study
98. 86% of consumers will
pay more for a better
customer experience
Customer Experience Impact Report. Oracle
99. only 1% of consumers feel
their expectations for a
good customer experience
are always met
Customer Experience Impact Report. Oracle
183. street bump
residents use Street Bump to record “bumps” which are
identified using the device’s accelerometer and located using
its GPS
http://www.flickr.com/photos/topsy/188144452
http://www.newurbanmechanics.org
187. which context makes sense?
Not sure how to cancel a class I
registered for online. The
cancellation policy just says what
time frame I need to cancel in, but
not how to do it online. Only
suggestion is to call the store.
Doesn't seem worth the hassle.
REI customer comment
200. 5 minutes
individually
think of a recent poor experience
across channels or devices (e.g.
banking, traveling, shopping)
Write or sketch the main story points
and interactions
201. 5 minutes
in your group
agree on one story. be sure to
define the beginning and end.
hint – choose one that is
straightforward, but with multiple
interactions across digital and
physical
202. the person in your group
whose story you have chosen
moves to the next table…
203. 10 minutes
interview & identify…
1. The existing story.
2. The stages of the story. Try to boil it down to no more than
8 stages. Write down on post its.
3. The corresponding interactions. Write/sketch on post its.
4. The corresponding emotions. Write/sketch on post its.
205. 10 minutes
interview & identify…
1. The existing story.
2. The stages of the story. Try to boil it down to no more than
8 stages. Write down on post its.
3. The corresponding interactions. Write/sketch on post its.
4. The corresponding emotions. Write/sketch on post its.
212. save on shipping?
From: seattlefluevog@cablespeed.com
To: sstarmerj@hotmail.com
Subject: Fluevog order 20110211-00072873
Date: Fri, 11 Feb 2011 16:52:38 -0800
Hey Samantha,
We have both shoes you ordered online here at the Seattle store. If you’d like to pick them up this
weekend and save on shipping let us know otherwise they will ship out Monday.
Thanks,
Leah
John Fluevog Shoes
205 Pine St.
Seattle, WA 98101
phone: (206)441-1065
fax : (206)728-7955
seattle@fluevog.com
www.fluevog.com
www.myspace.com/fluevogseattle
"There are two kinds of people: those who shy away from attention, and those who wear Fluevogs." - JF
213. visit the store? don’t mind if I do
http://www.flickr.com/photos/trufflepig/4370405501
227. from one of my employees
“an interesting thing
happened today – we were
invited to help Visual Merch
decide what shelf labels to
use in the retail stores .”
228. eek – I don’t know store design
http://www.twobackpackers.com/wp-content/uploads/2009/07/REI-Backpacks.jpg
229. my employee was smarter
“an interesting thing happened
today – we were invited to help
Visual Merch decide what shelf
labels to use in the retail stores .”
“This is a great win for us”
230. 5. why vs. what
http://www.flickr.com/photos/segozyme/3105128025/
235. 10 tools
Discovery Solution
1. employee research 1. design games
2. environment research 2. co-design
3. touchpoint inventory 3. body storming
4. service inventory 4. business origami
5. experience map 5. service blueprint
236. tips
do early in project
focus on ideation and brainstorming
can be used with many development
methodologies
best to do in cross divisional groups
break down the silos
everyone has valuable perspective
240. employee research
front line employees
ecosystem other employees have to
work within
uncover training issues
uncover system issues
uncover priority user needs
get great ideas
gain buy in
249. 2. environment research
hand in hand with employee research
understand issues with physical
environment
discover experience blockers
find cheaper resolutions than new
technology
also can be conceptual to understand
organizational silos
259. uniform and store room issues
“It is usually in my pocket
and gets caught on the
ladder all the time… I’ve
started leaving it here on
the shelf instead”
260. 3. service inventory
http://farm5.static.flickr.com/4023/4526736556_3b5a628b7f.jpg
261. service inventory
inventory all services customer
encounters
similar to a process map but focuses on
the customer and their service needs
good to build after mapping customer’s
journey
illuminates areas where you can surprise
& delight (or royally screw up)
263. touchpoint inventory
track all ways customers interact with your
organization
can use both for as-is and to-be states
excellent for corralling complex programs and
products across channels
great to use for mapping out needed system
architectures
helpful for non-web/non-technology people to
understand impacts
269. touchpoint = checkout
channels: retail store, mobile
app, website, contact center
slide from Erin Hawk, REI
270. so why talk channels?
Ultimately you want to recognize that
in any interaction with a customer,
what you’re trying to support is a
conversation.
Identifying a channel through which
Chris Risdon
the conversation takes place is just a
means of understanding what
constraints and opportunities enable
the conversation.
http://adaptivepath.com/ideas/there-is-no-spoon-the-construct-of-channels
278. experience mapping
customer perspective, actions and reactions
throughout interactions
triggers and touchpoints
intangible and qualitative motivations,
frustrations and meanings
helpful for non-web/non-technology people
can get all points of view on the table (e.g. is
your experience my experience?)
about the process, not just the result
288. 1. design games
http://www.flickr.com/photos/elitatt/4959931
232 http://www.flickr.com/photos/centralasian/4099680559
289. design games
great with non-designers
bar is low, nothing is wrong
think of as more play than work
can bring out quieter types
new ways of thinking
290. gamestorming - the book
http://www.flickr.com/photos/elitatt/4959938630
292. co-design
sketch with project team
draw with stakeholders
diagram with support teams
sticky note with customers
less about the outcome, more about the
conversation
294. body storming
sketching not with a pencil and paper, but with
our bodies (Dave Gray)
physically act out possible experiences
often used for designing services, especially
within physical environment
start with scenario or task, improvise the
customer and support roles (including products
or objects)
296. 10 minutes
Narrow the story
1. Pick no more than 4 stages from your story.
2. Think of each stage, with its corresponding
interactions and emotions as a scene.
3. Brainstorm ideas for the ideal story.
4. Note dialog, new interactions, new emotions.
Hint: Think of fairy tales. Objects can talk, animals
have emotion. Magic can happen. Nothing is
impossible.
297. 20 minutes
Act it out…
1. No sitting
2. Use words, sounds, gestures
3. Make sure someone plays the customer, others
play products, touchpoints, employees, etc.
(e.g. the cats, the cat carrier, the website, the
airplane, the service agent)
4. Don’t worry about being silly! The point is to free
your brain and to experiment.
299. 4. business origami (@jessmcmullin
http://www.flickr.com/photos/benry/4101687804
300. business origami
http://www.flickr.com/photos/benry/4101687804
http://www.thechickentest.com/canux2009/132.jpg
301. business origami
3 dimensions helps envision experience
solutions
can be easier than sketching for non-
designers to feel creative
great for services and experiences that
involve crossing locations
easy to move pieces lessen any feeling of
commitment or making a mistake
303. service blueprint
start with the desired experience – the story
track the customer interactions
include needed touchpoints
define optimal channels
determine how service components link
determine how internal people, processes and
systems support
304. Service Blueprint
http://lovelearn.wordpress.com/2009/07/11/initial-blueprint/
305. SCAD Service Design Project
http://servd.us/The_Project_files/Screen%20shot%202010-02-03%20at%2011.38.26%20PM.png
310. 40 minutes
create your service blueprint
1. Start with the story stages
2. Define the new, desired experience
3. Identify the needed touchpoints
4. Identify the optimal channel for each touchpoint
5. Identify needed support (people and/or systems)
stage stage stage stage stage stage stage stage
desired desired desired desired desired desired desired desired
experience experience experience experience experience experience experience experience
touchpoint touchpoint touchpoint touchpoint touchpoint touchpoint touchpoint touchpoint
optimal optimal optimal optimal optimal optimal optimal optimal
channel channel channel channel channel channel channel channel
support support support support support support support support
people & people & people & people & people & people & people & people &
systems systems systems systems systems systems systems systems
314. 5 ways to sell
1. understand the executives
2. use metrics
3. start at the grassroots - but
work towards top-down
4. watch for the bodies
5. cultivate patience
316. understand the executives
what incentives are driving the
executives?
what do they think is important?
what language do they use?
what style are they comfortable
with? (blue sky? numbers?)
make friends with assistants
317. 2. use metrics
http://www.flickr.com/photos/iliahi/2606645766/
318. use metrics
get comfortable with quantitative
find out behavior as well as attitude
and perceptions (do they do what
they say?)
track measures like conversion,
abandonment, visits
where does experience design add
value?
319. 3. start at the grassroots…
http://www.flickr.com/photos/cobalt/282227013
320. …but work towards top-down
http://www.flickr.com/photos/flickrmarcus/3382920952
321. start at the grassroots
get allies at all levels
find what resonates for each person,
team and role
tell the story
generate buzz at the bottom
work towards a direction from the
top
323. watch for the bodies
others have gone before you –
where did they misstep?
are some terms too politically
charged?
decide what hills you want to die on
build on top of previous successes
325. cultivate patience
understand how change is accepted (or fought)
in the organization
complete some tiny things before starting any
big things
focus on bringing people along
prioritize your efforts
learn to let some stuff go until a better time
Image source: State Farm Mutual Automobile Insurance (http://www.statefarm.com/)
Buying a tentWhy?
Buying a tentWhy?
Customers now use many devices to engage across multiple touchpoints.Our work will include building an inventory of touchpoints, cataloging all possible touchpoints throughout the stages of the experience.At each touchpoint, the map defines customers needs and identifies how we currently meets those needs. A good experience map helps the audience feel what it is like to experience every touchpoint.
Another example of a touchpoint across channels.
The map is just a tool…this isnt the end goal. The work of analyzing and improving the experience is the most important part.