Metaverse has become ae buzzword in the tech industry. Not a single day goes by without a mention of it
in the media, especially around investments, startups building components, new platforms being
announced and large companies entering this world of digital engagement. There is undeniably a huge momentum of an almost real 3D virtual world, and the clarion call was perhaps Facebook rebranding itself
as Meta which will perhaps be remembered as a red letter moment in the evolution of the Metaverse.
Debapriya Basu is a Principal Product Manager at Zillow who specializes in AI products and technology. The presentation covers designing user experiences for AI-infused systems, including principles of design such as embracing customer needs and building trust. Guidelines are provided for user interaction stages like before first interaction, during interaction, and when things go wrong. A framework is outlined for the design process, including determining how AI can help, identifying user needs, collecting and analyzing data, designing prototypes, and incorporating feedback.
The Hero's Journey (For movie fans, Lego fans, and presenters!)Dan Roam
Joseph Campbell reviewed hundreds of myths from around the world. He found that they all shared a common underlying story. Let's see if this story holds true in today's blockbuster films. (Hint: it does.) Told with a little help from some little people...
This document discusses how psychology can be used by UX designers. It covers cognitive psychology, social psychology, and the three areas of the brain - the reptilian brain which governs basic functions, the middle brain which handles emotions, and the new brain which enables higher cognitive functions. It also discusses how fast and slow thinking work and how principles like visual perception, motivation, decision making, and expectations impact user experience. The document provides recommendations for applying concepts like visibility, grouping, color contrast, capitalization, images, engagement, and load times to design.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
The document discusses best practices for UX deliverables. It emphasizes that UX deliverables should be adapted to the intended audience and add value. Deliverables should have a clear narrative and tell a story. Creating visually engaging deliverables that keep the audience's attention is important, especially when presenting to clients who may not have a background in UX. The document also stresses that UX is about collaboration between different roles and that effective deliverables facilitate common understanding between teams.
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
The document outlines the agenda and content for a UX research methods meetup. The schedule includes socializing, introductions from the presenter about his background and jobs, a brief presentation on why research is important and common methods used, and a workshop. The presentation covers qualitative methods like focus groups, interviews, design ethnography and usability studies. It also discusses quantitative methods such as surveys, metrics, and usability studies with numbers. Examples of each method are provided. The meetup will conclude with a workshop and optional afterparty.
This document provides an overview of user research methods for UX design. It discusses why user research is necessary, describing iterative design based on user testing. A variety of research methods are presented, including interviews, card sorting, usability testing, and A/B testing. Guidance is given for which methods to use at different stages and for different goals. Both in-lab and remote testing approaches are covered. Best practices are also outlined, such as only needing 5 users to test with and recording everything from interviews and tests. The document concludes with an activity where participants pair up to interview each other and report back.
This document discusses visualizing data with code and provides information on tools and techniques for data visualization. It lists relevant fields like information design, data science, and cartography. It also lists example visualization tools and techniques like D3, Processing, network graphs, and mapping. Finally, it outlines a process for developing data visualizations that involves looking at the data, creating initial visualizations, asking questions, getting inspiration, refining ideas, and publishing visualizations.
The document discusses the metaverse, which is described as a hypothetical iteration of the Internet as a single, universal virtual world facilitated by virtual and augmented reality headsets. It will be a network of 3D virtual worlds focused on social connection. Various metaverse platforms already exist, like Second Life, while companies like Meta, Microsoft, and Epic Games are working to develop the technologies to fully realize the vision of integrating virtual and physical spaces with virtual economies and identities. However, Meta still has much work to do developing its virtual reality technologies and addressing user safety issues.
In this update of his past presentations on Mobile Eating the World -- delivered most recently at The Guardian's Changing Media Summit -- a16z’s Benedict Evans takes us through how technology is universal through mobile. How mobile is not a subset of the internet anymore. And how mobile (and accompanying trends of cloud and AI) is also driving new productivity tools.
In fact, mobile -- which encompasses everything from drones to cars -- is everything.
UX Strategy - the secret sauce that defines the pixie dustEric Reiss
My opening keynote at UX Riga, 2016
UX strategy is about analyzing an organization’s business strategy and outlining what needs to be done from a UX perspective to ensure that the goals of the business strategy are achieved.
In brief, UX strategy is the glue that binds the company vision (goals) with the day-to-day UX tactics (execution). Without a clear UX strategy, it is entirely possible to design killer UX concepts, yet fail miserably in the marketplace. That happens a lot.
This talk aims to help companies and designers avoid costly yet easily avoidable pitfalls.
Using ChatGPT can be helpful in presentations to explain concepts in easy-to-understand terms.
Pairing that with Dall-E 2 can make your slides fun and interesting.
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"From Design Thinking to Design Doing" Suzanne Pellican's presentation from the O'Reilly Design conference on January 21, 2016 at Fort Mason in San Francisco, CA.
Top 3 ways to use your UX team - producttank DFW MeetupJeremy Johnson
As a product owner or manager how should you be using your User Experience team? In this quick talk I go over the top three ways to use your UX team to support you in building better products.
17 Ways to Design a Presentation People Want to ViewJim MacLeod
Tired of boring PowerPoint presentations? Me too. Here are 17 tips to help you create a presentation that not only engages the audience, but forces them to remember what you want them to remember.
My presentation focusing on building your best design team, and providing a framework for framing your team. As prepared exclusively for the Leading Design Conference in London.
Finding Our Happy Place in the Internet of ThingsPamela Pavliscak
In the future, technology will work together and make decisions for us, though it may not truly understand humans. Currently, technology can have negative effects like distracting and isolating people. However, if designed well with a focus on empathy, emotional intelligence, and human well-being, technology could have positive impacts like strengthening relationships and empowering personal growth. Creating technology with emotional sensitivity, transparency, and a wellness model may lead to a more human future.
We suddenly live in a strange and wonderful nexus of digital and physical. Touchscreens let us hold information in our hands, and we touch, stretch, crumple, drag, and flick data itself. Our sensor-packed phones even reach beyond the screen to interact directly with the world around us. While these digital interfaces are becoming physical, the physical world is becoming digital, too. Objects, places, and even our bodies are lighting up with with sensors and connectivity. We’re not just clicking links anymore; we’re creating physical interfaces to digital systems. This requires new perspective and technique for web and product designers. The good news: it’s all within your reach. With a rich trove of examples, Designing for Touch author Josh Clark explores the practical, meaningful design opportunities for the web’s newly physical interfaces.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
Resonance - When Interaction Design meets Music TechJason Mesut
In this presentation Jason connects the world of music technology to professional design practice. He shares some of his inspiration from midi controllers to hard and soft synths. He explores how academia, music technology and the design world can learn from each other. Then he shares some potential trajectories, opportunities and challenges for the future.
If you like interaction design, musical instruments and classic synths, you will love this.
---------------------------
Jason studied Industrial Design at Brunel University. Since then, his 17 year career in User Experience led him to running regular community events as a local leader for the Interaction Design Association (IxDA) and founding the design and innovation consultancy, Resonant, where he works on physical-digital products and services. When he was younger, he started making music on the Commodore 64, and then on the Amiga with OctaMed. Jason has substituted his lack of musical training with ongoing investments in music technology. He justifies this by connecting his personal passion of music technology with his professional career.
This is the updated version of my successful Interaction 14 talk: http://www.slideshare.net/folletto/the-shift-ux-designers-as-business-consultants
UX is a broad field and designers are increasingly playing a strategic role in many companies. Be that designer.
Businesses are increasingly adopting user-centered approaches to create experiences, moving UX design to be one of the core activities driving the company strategy and operations.
This is an incredibly valuable opportunity that we designers can take to step up and contribute to create the great experiences and services they envision, taking our vision, tools and understanding to a different level. But we need to learn the new skills to play at this table, a table that's often speaking a different language with a lot of politics and different stakeholders.
Design Thinking: Finding Problems Worth Solving In HealthAdam Connor
Ideas for new devices and services can come from anywhere. But great ideas come from aligning solutions with real value and desirability for people. Design thinking provides a set of principles and structure that can act as scaffolding for teams to find and understand challenges and opportunities to focus on fan find solutions for.
Design for Startups - Build Better Products, Not More FeaturesVitaly Golomb
Pre-order Vitaly's book "Accelerated Startup – The New Business School" http://golomb.net/book
Apple owes the title of the world’s most valuable company to its genius in design. Good design is never accidental and at the core of a successful product is an elegant solution to a painful problem. Design has earned a very important seat at the table with today’s companies especially in the world of software and apps. In this highly engaging presentation, Vitaly covers principles and business value of good design, design disciplines, how to hire and work with designers, and the design success formula.
5 tools for an awesome presentation-By Samid RazzakMd. Samid Razzak
Forget what you learned in Business schools. Here are 5 tips for an outstanding presentation from a TEDx Speaker. Make sure you remember each points and use it in your next presentation!
Sources: Flickr, Google, Presentation Panda
25 Festive Fonts For Women Oriented Businesses!DesignMantic
Fonts depict brand’s personality. Fonts must connect to the target audience. DesignMantic has scouted 25 variety of fonts that carry a feminine touch perfect for the women oriented business.
Creating the Perfect User Experience DesignerJason Mesut
I created this large poster in 2005 when I was working at Framfab, now Digitas LBi. It was created off the back of a bunch of research with project managers, designers, user experience folk (we called them experience architects at Framfab) and developers. It was used for many years at career events at Framfab/LBi.
What Would Steve Do? 10 Lessons from the World's Most Captivating PresentersHubSpot
The document provides 10 tips for creating captivating presentations based on lessons from famous presenters like Steve Jobs, Scott Harrison, and Gary Vaynerchuk. The tips include crafting an emotional story with a beginning, middle, and end; creating slides that answer why the audience should care, how it will improve their lives, and what they must do; using simple language without jargon; using metaphors; ditching bullet points; showing rather than just telling through images; rehearsing extensively; and that excellence requires hard work with no shortcuts.
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
As designers we’re searching for the best – the best method, the best look, the best font. We have a continuous battle to create brands that are unique but that have a longstanding presence. We make tough decisions constantly, question our instincts, and settle. We fight and we strive to make long lasting beautiful, smart and informed design. How do we get there?
In this talk, seasoned Creative Director Sara Cannon is going to dive deep into the designers struggle. She’s going to share different processes that can make our work better. We’re going to discuss philosophy, methodology, and execution from the creative mind stand point. Hopefully by the end of the talk, you will be inspired to push your own creative limits and learned some tips on how to get there.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
Bridging the Physical-Digital Divide: Industrial Designer EditionJason Mesut
This document discusses bridging the divide between physical and digital product design. It begins by defining the differences between industrial designers and digital/UX designers. Some of the key challenges preventing harmony are different delivery timelines, disciplines not understanding each other, and teams being separated. To bridge the divide, the document argues we must connect by finding common ground, calibrate by adapting our skills and processes, and collaborate by uniting on common purposes and prototyping together.
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
Bridging the Physical-Digital Divide: Industrial Designer EditionPlan
With the proliferation of touchscreens and a hardware revival driven by internet technologists, Industrial Design is at risk of becoming irrelevant.
How can Industrial Design engage with the technology, user experience and software communities to help create harmony across physical products and digital services?
From research with 30+ Industrial Designers, User Experience designers and technologists, I concluded that the divide can be broken down across a series of axes and bridged by connecting, calibrating and collaborating.
A cut-down Industrial Designer oriented version of a longer 45 minute presentation for Interactions 14.
The document discusses emerging interfaces for interacting with technology, including touchscreens, gesture recognition, augmented reality, and neural interfaces. It notes that mobile devices surpassed PCs for internet access in 2009 and interfaces will need to change to accommodate new technologies and form factors like touchscreens. Examples mentioned include augmented reality applications, Microsoft's Project Natal for gesture control without controllers, and neural interfaces being developed to allow communication via brain signals. The future of interfaces is predicted to involve more natural and intuitive interaction methods like touch, gestures, speech, and brain-computer interfaces.
Bridging the gap between Industrial and Interaction Design to develop better products and services for the physical-digital age.
In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives. For a future Internet of Things we need to better engage Industrial Designers in what we do. This talk will explore how we do that, from connecting between the two fields, calibrating individuals and teams, and collaborating towards a common purpose. Attendees should attend this session to get a better understanding of the needs and value offer of Industrial Design for a future of connected devices, and to find ways to work better alongside Industrial Designers.
Mobile first: A future friendly approach to UX designInVision App
Thinking "mobile" is not just about devices, it's about better usability, optimizing for screen real estate, and simplifying design elements and layouts. Asher Blumberg, Mobile UX Designer at StumbleUpon, walks us through creating a unique design language for your app that bridges the chasm between iOS and Android.
The document discusses invisible user interfaces (UIs) and how to design for them. It provides examples of invisible UIs like an elevator that knows a user's destination without input. The presenters are from Screen Interaction, a design agency working to improve digital experiences. Invisible UIs are interesting because technology is making devices more context-aware of users and their environments. To design invisible UIs, one must understand users' contexts, use prototypes, and define design principles.
The Consumer Electronics Show (CES) is an incredible source of information, and inspiration, for anyone involved in new product development. We enjoy scouting the show to identify emerging trends in technology and product design.
CES 2014 Review: 12 Principles & What Matters for MarketersDavid Berkowitz
The document summarizes key events and trends from CES 2014, the annual Consumer Electronics Show. Some of the major themes discussed include the growth of wearable technology like smartwatches and fitness trackers, the expanding "Internet of Things" with more devices connecting to each other and the cloud, and advances in 3D printing and connected cars. The document also lists 12 principles that were prominent at CES, such as sensors becoming cheaper and more ubiquitous, vehicles that can drive themselves, and 3D printers becoming mainstream consumer products.
Smart Glasses will be one of the next big things in technology. But the interaction paradigm is not yet well defined. This presentation gives an overview over different interaction schemes like speech, gesture, point-of-view, head cursor interaction etc.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
The document discusses UI/UX design for virtual reality experiences. It covers topics like capitalizing on VR's capabilities in marketing, education and gaming. It also discusses VR hardware, examples of VR apps, and guidelines for designing VR experiences like mitigating simulator sickness and using different depth zones. The overall message is that VR experience design needs to follow principles like awesome user experiences and ergonomics to be successful.
1) Users are now able to become designers of their own IT projects due to the increased ease of use of tools like content management systems and video editing software.
2) Parents and professionals supporting individuals with autism are interested in developing their own resources to meet specific needs, but often find research projects inaccessible.
3) New tools now allow non-programmers to more easily create their own apps and games through simplified coding platforms and drag-and-drop interfaces.
We recently ran an agency briefing session on interactive technology; the underlying theme of the presentation was the emergence of natural user interface or NUI.
Mobile-first is a simple idea with big implications: digital products should be designed for mobile first. Not the other way around.
These are the slides for my 12 minute presentation at IA day 2012. Just a quick introduction to the mobile-first concept.
Props to Luke Wroblewski and Brad Frost. I got most of the stuff in this presentation from their presentations and blogs.
Luke Wroblewski:
http://www.lukew.com/presos/preso.asp?26
Brad Frost:
http://bradfrostweb.com/blog/web/for-a-future-friendly-web/
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do on the web, in the past. Starting from understanding the rules of motion design and how people interact with it during the processes of interaction we'll discover through practical insights and examples what is "under the hood" and how to prototype and develop all this design patterns with a more integrated and efficient design to code workflow.
Conference link:
http://www.codemotion.es/talk/19-october/202
Material & Sample code:
http://simonelippolis.com/codemotion/
This document provides an overview of motion and gesture interactions in the digital age. It discusses the evolution of motion design from early games and web technologies to today's gesture-based interfaces. Key topics covered include the history of motion in digital products from Flash to mobile apps; principles of animation design applied to user experience categories; tools and techniques for building motion interactions with HTML, CSS, and JavaScript; and code examples demonstrating different motion patterns for extending interfaces, providing feedback, highlighting elements, and more. The document aims to help designers and developers shape next-generation experiences that leverage motion and gestures.
Undeniably 2020 has been an unpredictable year. This originated some creativity for innovation as much as adaptation and acceleration of existent ideas.
Every so often at Cocoon we feel the need to review these technologies and approaches and filter what we feel is relevant for us and our clients into a document that we share internally and externally.
This year we gave this document a linear context: Digital Global Humanism.
Up until recently people were the central focus in digital businesses and ecosystems.
Businesses started by embracing humanism to achieve their results and to enable clients to access their products in the easiest ways possible.
But now we also need to remind people about their own responsibility for the Earth. We added this to our process of business transformation.
Adapting to Reality [Starbucks Lunch & Learn]Aaron Gustafson
After enjoying more than a decade of relative stability in designing for the 'desktop' web, smartphones had to come along and throw a wrench in the works. It seemed that in an instant, everything changed and nothing was certain any more. The truth is, though, nothing was ever certain.
One of the web’s major strengths is its ability to adapt, to travel anywhere and everywhere in service of its users. All those years we were the ones restraining it with our desire to create a single monolithic experience. But experience is not monolithic. Every person is different, and we all bring our unique perspectives, experiences, and capabilities to the table. A one-size-fits-all approach rarely fits anyone well. When we embrace that, our designs, products, and experiences will be all the better for it.
This “white paper” slide deck discusses the critical issue in mobile device design relating to the increasing clutter on touchscreen displays from large numbers of icons, pop-up qwerty keyboards, app command bars and menus, etc. It then proposes a solution: the NeoKeys mixed media keypad.
Shaping Designers and Design Teams: IxDA Berlin 10th Anniversary additionJason Mesut
A first outing of a talk that covers some of the work that I am doing around the world to help people profile themselves and their teams to better reflect, focus development, hire the right people and retain them better.
Growing your UX Career through community interactionsJason Mesut
A talk I gave at the first UX Crunch for Junior UX practitioners. How you can grow your career through meetups, mapping, meetings, mentors and mastering modes. It was put together in a few hours as I was a last minute replacement. Hopefully i'll revisit at some point.
The world of design is getting ever more complex. There are an increasing number of different specialists to involve in conceiving new products and services. With each specialism comes more potential challenges for working together. How do we continually evolve our abilities to collaborate?
Jason Mesut explores some of his own experience in different design roles, as an event organiser, as a father, as a leader and as a a manager to offer a frameowrk for collaboration based on 3 key engagement strategies, 6 key behavioral principles, and 6 key skills to practice to help you on your voyage to master the craft of collaboration.
Sell yourselves better: What a UX employer looks forJason Mesut
A presentation I pulled together for General Assembly's UX Design Immersive course in London.
I pulled the presentation together in a morning from some old and emerging thinking. Hoping to progress soon, so any feedback greatly received.
Interactions 12 Redux - Beyond the screenJason Mesut
A redux of a number of talks at Interactions 12 that I saw connected by a theme of moving beyond the screen. Beyond the Natural User Interface. Beyond 'mobile.
Truth and Dare - Out of the echochamber into the fireJason Mesut
This document provides a summary of a presentation given by Jason Mesut on the topics of truth and dare in the field of user experience (UX). Some of the key points made in the presentation include:
1) There is no single universal truth in UX and celebrating individual "rockstars" can weaken the field by promoting dogma over practical techniques.
2) Most UX work is done by practitioners who are not well-known, and some of the quietest people have valuable insights to share.
3) The UX field is at risk of "eating itself" as the term becomes diluted and salaries increase disproportionately for junior practitioners providing lower quality work.
Stamping out "pre
The good, the bad, the ugly of UX RecruitingJason Mesut
This document summarizes the good, bad, and ugly aspects of UX recruiting based on the author's experience recruiting over 500 candidates for 87 interviews and 29 hires over the past 8 months. The good includes plenty of UX job opportunities and demand. The bad includes candidates sabotaging credibility by having no work samples, unclear roles, or lying. The ugly includes poor presentations, unprofessionalism, and slagging off past employers. The document provides tips for candidates such as bringing work samples, showing process, and emphasizing interests in the organization.
These are the slides for my Lightening UX Lisbon talk around User Experience people selling themselves better. There is a deeper focus on portfolios which are 80% bad in my experience, but not just for new jobs. See more at www.betteruxportfolios.com.
This document summarizes the Interactions 2011 conference, which brought together top interaction designers from around the world. It describes some of the workshops and presentations over the 3-day event, including sessions on self-ethnography, idea generation techniques, and the application of filmmaking tools to interaction design. Key speakers such as Bill Verplank, Lisa Strausfeld, Richard Buchanan, Brenda Laurel, and Bruce Sterling provided thought-provoking talks on topics like design fundamentals, information art, design's role in society, and the future of interactive media. Site visits were also made to design studios at Disney, Wall Street On Demand, and Crispin Porter + Bogusky.
Inspiring Interaction Design - From the world of music technologyJason Mesut
The slides from my talk on how Interaction Design can be inspired by Music Technology. I presented this version at London IA event at Sense Loft on 11th January 20112. I have tried to insert urls from the various videos on the slides themselves to help, but it doesn't replace the experience of being there - sorry.
Apologies for the recruitment plug. Yes it is genuine, but I forgot to take it out. Will try and upload a newer version if I get a chance.
This came out for day 16 of RMA Consulting's UX Advent Calendar of 2010.
A quick introduction to Kano for User Experience / Design folk. Can be used for Agile as well. It allows you to classify different levels of innovation within a product or service. There are some simple questions you can use to classify certain features e.g. for an Agile project.
Inspiring Music Technology for Physical Interaction DesignJason Mesut
Static slides from Jason Mesut's talk at MEX on December 1st 2010. Jason explores how physical controls and modularity so prevalent in music technology can influence interaction design of the future.
This document provides guidance and principles for using play and creativity techniques to engage stakeholders in experience architecture work. It discusses using icebreakers, future visions, rich pictures, prototyping, and games to involve stakeholders and make the work more fun. Specific techniques mentioned include an icebreaker activity, writing future obituaries, creating cereal box proposals for products or services, prioritization exercises like dot sticking and paired comparisons, clustering requirements into groups, and competitive mobile map challenges. The document emphasizes treating stakeholders like children by keeping them engaged and setting time limits. It also discusses introducing playfulness into designs through ideas like talking cash machines and playful error messages.
This document summarizes a session from UX Camp London in 2010 on how to get a better job. Jason Mesut and Marcvus Mustafa, who have reviewed thousands of CVs and portfolios and interviewed hundreds of candidates, discussed factors for assessing candidates such as first impressions, skills, salary demands, efficiency, and team/company fit. They noted that getting a job depends on standing out from similar CVs, the use of recruiters, lack of proper trial periods for candidates, being junior or senior, referrals, take-home design challenges, and demonstrating involvement through portfolios rather than just finished products.
The document discusses how the field of UX (user experience) design risks becoming obsolete if practitioners do not adapt to changing times. Specifically, it notes that developers, designers, marketers, and business analysts are starting to take on UX work. It argues UX professionals need to widen their perspectives, embrace new disciplines like service design, and focus on timely delivery. The document also questions what UX practitioners should call themselves and proposes they specialize in certain areas like experience strategy, interaction design, or information architecture to stay relevant in a dynamic landscape.
Ego vs. Empathy - the challenges of a UX designerJason Mesut
1. The document discusses the challenges of balancing ego and empathy as a UX designer. It explores how both ego and empathy can have positive and negative impacts on design work.
2. Ego traits like confidence and vision can enable disruptive designs but can also make designers arrogant and selfish, while empathy traits like reassurance and altruism support collaboration but may lead to indecisiveness.
3. The author argues the most effective designers balance both ego and empathy by using their expertise and self-confidence to take risks and make quick decisions, while also deeply understanding users, business needs, and technology constraints.
Transform your outdoor space with Melbourne's premier landscape gardeners. Combining expert design, local knowledge, and sustainable practices, they create beautiful, functional gardens tailored to your needs. Utilizing high-quality materials and offering comprehensive services from design to maintenance, these professionals enhance your home's curb appeal and value. Experience exceptional landscaping that thrives in Melbourne’s unique environment.
"Explore the essentials of graphic design through a comprehensive presentation covering its introduction, scope, key elements, fundamental principles, and essential tools. Gain insights into the artistry and functionality behind compelling visual communication."
Content marketing is a pivotal aspect of digital marketing that focuses on creating, publishing, and distributing valuable content to attract and engage a target audience. Unlike traditional advertising, content marketing aims to build a lasting relationship with potential customers by providing them with useful and relevant information.
Mounded storage has proved to be safer compared to above ground storage as it provides passive & safe environment & eliminates possibility of boiling liquid expanding vapor explosion.
This PPT provides some details regarding design guideline for mounded storage vessels.
"Why Hire Selcuk Ozmumcu? Your Project Partner."Selcuk OZMUMCU
The "Why Hire Selcuk Ozmumcu?" presentation is a compelling showcase of my extensive experience and unique qualifications as a design professional. With over 20 years in industrial design and CAD work, I am passionate about creating innovative and functional products that resonate with users. This presentation emphasizes my commitment to human-centered design principles and the application of design thinking methodologies to ensure that every project addresses real user needs.
Structured for engagement, the presentation begins with my innovative design approach, highlighting how I leverage creativity and originality to deliver tailored solutions. It showcases my versatile skill set, which spans diverse industries, including aerospace, automotive, and brand identity. This breadth of expertise enables me to adapt to various project requirements and effectively tackle diverse challenges.
A key focus of the presentation is my proven leadership abilities, drawn from my experience as the former Vice President of Design & Engineering. I emphasize my dedication to fostering collaboration and innovation within teams, as well as my commitment to mentoring the next generation of designers. This aspect not only highlights my leadership skills but also my investment in the growth and development of team members.
Additionally, I discuss my commitment to quality, illustrating how I integrate a thorough understanding of manufacturing considerations and parametric design techniques to optimize production efficiency without compromising on quality. My approach ensures that every project is executed with precision and attention to detail, providing clients with confidence in the outcomes.
The presentation also emphasizes my global expertise, showcasing my ability to collaborate with clients across various industries and regions. My academic background, which includes a full scholarship in Industrial Design and an MBA, has further enhanced my communication and leadership abilities, allowing me to effectively engage with diverse stakeholders. I am adept at navigating cultural nuances and adapting design practices to meet local needs, ensuring that my solutions are relevant and impactful.
Overall, this presentation serves as a powerful tool to demonstrate why I am the ideal partner for any design project. By combining creativity, technical proficiency, and a collaborative spirit, I am dedicated to achieving exceptional results that align with your vision and objectives. Join me in exploring how my skills and experience can contribute to your next project.
Revolutionizing architecture: how 3D printing simplifies model makingarc3dprintingdubai
Making architectural models with 3D printing, which is also called additive manufacturing, has changed the way different industries work and architecture is one of them. This technology makes it easier to make detailed and precise architectural models. It provides many advantages compared to traditional methods.
37. 4years
Local leader
Interaction Design
Association
L o n d o n
Subjects over 4 years
Internet of Things
Future of publishing
Urban environment
Smart materials
Mobility / Automotive
Clinical applications
Smart home
Upcoming…
Music interfaces
Consumer healthcare
38. Working on a new transportation
service for past 2 years
Icons created by Vicons Design from the Noun Project
?
– Helps people unlock London
– Mobile apps and wider digital services
– Spaces, places, people, vehicles, interactions
– Various connected things
39. – Design trends and strategy
– Interaction design
– Visual inspiration
– Animations
– Video
Also conceiving future
UI for vehicles
40. 2015 2017 2019 2021 2023 2025 2027 20292016 2018 2020 2022 2024 2026 2028 2030
Targeting a long term future
95. A recipe for connected products?
+ +Physical
Product
Physical/ Digital
Interface
Digital
Services
Connected
product
=
96. Aesthetic
Visceral. Visual, sonic, feel.
Interactive
Behavioural. Distribution of inputs and controls.
Experiential
Reflective. Fit with person’s context and ecosystems.
Key levels
of harmony
Components of integrated experience
+ +Physical
Product
Physical/ Digital
Interface
Digital
Services
Connected
product
=
97. What are the possible futures?
The future possible
166. Almost anything can be done physically or
digitally now. Now it’s about choice.
Understanding industrial Design
167. The Future of User Interfaces?
It’s like today, with
some small differences
— Politer interactions
— Evolved touch, gesture, voice, sound
— New screen form factors
— Physical controls augmenting displays