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.
This document discusses various ways that brands can engage customers through digital disconnect, retail innovation, education, happiness apps, and storydoing. Some key points discussed include merging online and in-store shopping experiences; brands investing in education by teaching skills to customers and employees; apps and tools that aim to increase happiness and mindfulness; and marketing through actions rather than just words by becoming a "storydoing" company.
This document provides guidance on effectively breaking bad news to patients. It begins with introducing the SPIKES protocol, a six-step approach to breaking bad news. The six steps are: setting, perception, invitation, knowledge, emotion, and subsequent. Each step is then defined and best practices are outlined. Examples of bad news, why it should be done properly, what makes it difficult, and other models are also discussed. The document concludes with dos and don'ts, considerations for language barriers, and references.
This document discusses drugs used on the skin, mucous membranes, eyes, ears, and nose. It covers corticosteroids like glucocorticoids and mineralocorticoids which suppress inflammation. It also discusses antipruritics for itching including anti-inflammatories, antibacterials, antifungals, and others. Specific drugs are provided for various conditions affecting the skin, eyes, ears, nose, and treatment of scabies and lice. Nursing responsibilities are outlined like monitoring for side effects and ensuring proper application of topical medications.
This document discusses opioid analgesics, focusing on tramadol and butorphanol. It defines opioids and their receptor types. Tramadol is described as a centrally acting atypical analgesic that is a racemic mixture with both enantiomers contributing to its analgesic effects. Its mechanisms of action and pharmacokinetics are outlined. Butorphanol is introduced as a synthetic agonist-antagonist opioid with greater agonist and antagonist effects than pentazocin. Its proposed mechanisms of analgesia and adverse effects are summarized. Clinical uses of both drugs for various acute and postoperative pain conditions are mentioned.
THERE ARE VARIOUS FACTORS AFFECTING DRUG ACTION.
THEY MAY BE SUBJECT OR DRUG RELATED AND ARE AS FOLLOWS :
• BODY SIZE
• BODY WEIGHT OR BODY SURFACE AREA
• AGE
• SEX
• RACE OR SPECIES
• DOSE
• PHYSIOLOGICAL STATE
• PATHOLOGICAL STATE
• PSYCHOLOGICAL STATE
• GENETIC FACTOR
An intravenous injection is defined as giving medication directly into a vein. It allows for rapid absorption and is used when oral administration is not possible. The main types are peripheral and central lines. IV injection ensures the full dosage is received and can administer medications that cannot be taken orally. Proper procedure and aseptic technique are required to prevent infection. Potential risks include pain, infection, fluid overload and embolism. It provides complete bioavailability but requires technical ability and carries more risk than other routes of administration.
Atropine is an alkaloid derived from the belladonna plant that acts as a competitive antagonist at muscarinic acetylcholine receptors. It has widespread clinical effects due to its lack of receptor specificity, including mydriasis, cycloplegia, tachycardia, dry mouth, difficulty swallowing, and constipation. While useful for certain conditions, atropine's nonspecific actions and long duration of action motivated the development of other anticholinergic drugs with improved selectivity and shorter durations.
Design with IDEO: Designing Sustainable Human Centered Business ModelsPemo Theodore
The document discusses the process of business design and the business model canvas. It emphasizes that design involves considering technical, business, and human factors holistically. An effective business model incorporates perspectives on offerings, operations, economics, marketing, and growth strategy. The business model canvas is a tool to design these perspectives and test assumptions through simple early experiments. The process involves clearly defining customer needs and value propositions, and designing how value will be operationally delivered. It highlights that business design requires continually exploring options, testing assumptions empirically and keeping the model hypothesis simple and elegant.
It will provide you a complete journey through the routes of drug administration, with all the basics covered I hope this presentation will make your fundamentals crystal clear.
Methylprednisolone is a potent corticosteroid used to treat conditions requiring its anti-inflammatory and immunosuppressive effects. It is slightly more potent than prednisolone. Methylprednisolone is indicated for diseases like rheumatoid arthritis, systemic lupus erythematosus, asthma, and inflammatory bowel disease. Common side effects include weight gain, mood changes, and increased risk of infection. It can interact with other drugs like NSAIDs and antibiotics.
Cognitive psychology and design, they are two closely related fields. Cognitive bias should be a powerful tool in the designer’s belt. Because we can take advantage of it.
Ondansetron
Class
• Seratonin ( 5-HT3) antagonist.
Uses
1. The management of nausea and vomiting induced by chemotherapy and
radiotherapy .
2. In the prevention and treatment of PONV
Main action
• Antiemetic.
The document outlines policies and procedures for Do Not Resuscitate (DNR) orders. It states that CPR will be administered to patients unless a DNR order is written by a physician. The physician must discuss the decision with the patient and family. If the patient cannot participate, the physician obtains opinions from interested parties about the patient's wishes. A DNR order is written on the patient's record and other measures are taken to communicate it to staff.
This document provides information on subcutaneous injections including:
1) It defines subcutaneous injection as administering medication into the subcutaneous tissue and lists purposes such as rapid systemic effect and for medications that cannot be taken orally.
2) It identifies common injection sites such as the outer arm, abdomen, front of thigh, and upper back/buttock and notes the abdomen has the fastest absorption rate.
3) It outlines the nursing procedure for administering a subcutaneous injection including assembling supplies, preparing the patient and site, correctly inserting and administering the medication, and documenting the injection.
Checkout How IBM is thriving a sustainable culture of design at IBM.
You will know about the IBM Design Heritage and how a bootstrap team refactor IBM Design in 2013 with the mission to create a design culture.
You will know more about the Core77 Award Winner IBM Design Education + Activation program which is the core for scaling design through out a 430,000 employes company.
Nitroglycerin is a vasodilator used to treat angina pectoris, heart failure, and myocardial infarction. It works by relaxing blood vessels, reducing the workload on the heart. It is rapidly absorbed through the skin or oral mucosa and has a quick onset of action within 1-3 minutes. Nitroglycerin is administered sublingually for acute angina attacks or before exertion. It can also be given intravenously to treat heart attacks or control blood pressure during surgery. Common side effects include headaches, dizziness, and hypotension.
The document discusses local anesthetics, including their definition, classification, mechanisms of action, pharmacokinetics, clinical applications, and adverse effects. Specifically, it notes that local anesthetics reversibly block sodium channels to produce localized numbness, and are classified based on their chemical structure as esters or amides. Common examples like lidocaine, bupivacaine, and benzocaine are also mentioned.
This is my first word document, converted into pdf format!
This document deals with AMOXICILLIN drug profile in brief.
It includes significant pharmacological headings, including an additional heading, stating important catchpoints with respect to amoxicillin!
Chemotherapy uses antineoplastic drugs to destroy tumor cells by interfering with cell function and reproduction. The goal is to kill as many tumor cells as possible while minimizing harm to healthy cells. Chemotherapy is used in different settings such as adjuvant therapy after tumor removal to prevent recurrence, neoadjuvant therapy before surgery to shrink tumors, and for palliation of metastatic disease. Higher drug doses over shorter periods may be more effective due to acquired resistance in tumor cells. Chemotherapy is administered via several routes including oral, intravenous, intramuscular, and intrathecal routes.
How to re-frame business problems to customer-centric opportunity spaces that drive value. Design thinking is your shortcut to customer empathy. A good understanding on how this method could help you identify real customer problems and unmet needs is essential. Moreover we will share techniques and tools that you can implement directly after this crash course. Start inventing the future.
This document provides an excerpt from slides for a 2-3 day professional training on design thinking and innovation management. The slides cover the basics of design thinking, including its origins and nature, how it is portrayed in the media, and how it relates to strategic thinking. Design thinking is presented as a way to take an outside-in perspective focused on customer needs and experiences to drive value creation and innovation. The training is intended to help participants better understand design thinking and apply it to innovating without unrealistic expectations. The facilitator also provides strategy advisory and training on other topics beyond design thinking.
I gave a talk on the role of Design Thinking to leaders in the financial industry. The focus was on user centric thinking to innovate financial products and digital services. (all case material is removed)
Designing the Future: When Fact Meets FictionDean Johnson
Updated version now available > http://www.slideshare.net/activrightbrain/designing-the-future-when-fact-meets-fiction-updated
From Hoverboards to smartwatches, Jetpacks to autonomous cars, AI, AR and VR. Hollywood sets the bar high, then we try to deliver against this with real design, technology and innovation.
First presented at Smart IoT London, April 2016. This keynote references:
Apple
FBI
Her
The Terminator
I, Robot
2001: A Space Odyssey
Back To The Future
Tomorrowland
Minority Report
Lawnmower Man
The Void
Star Wars
Demolition Man
Disclosure
Johnny Mnemonic
Star Trek
Murder She Wrote
Mission Impossible
TRON: Legacy
Oblivion
BMW
Lotus
Roborace
James Bond
Total Recall
Tesla
Dick Tracy
Knight Rider
Iron Man
PYRO
Oculus Rift
How does this help you? Watch the presentation...
Este documento discute varios métodos para determinar el presupuesto de publicidad, incluyendo recursos disponibles, porcentaje sobre ventas, paridad competitiva, objetivos y tareas, maximización de beneficios y elasticidad. También cubre la planificación temporal de las acciones publicitarias y el pronóstico de la demanda basado en el análisis de registros históricos de ventas.
This document discusses the importance of customer experience for businesses. It notes that customer expectations have increased as markets have become more competitive and experiences have become a key differentiator. While both consumers and marketers recognize the value of unique experiences, there is often a gap between perceived and actual customer experiences. The document provides recommendations for improving customer experience, including going back to basics by focusing on customers, mapping the end-to-end customer journey, listening to customers, empowering employees to drive experiences, and making customer experience a strategic priority.
How EdGE Networks AI-Fied their ProductEdGE NetWorks
EdGE Networks developed an AI-powered talent platform to alleviate search friction for job seekers and employers. They analyzed 3.9 million job descriptions and 22 million profiles to build an 800,000 skill database. The platform started with a search and matching feature for their first customer, Wipro, and has since expanded to 4 service lines with over 15 features. EdGE Networks reinvests in innovation through a data science lab and pipeline to continuously improve the platform using deep neural networks.
What industries have been digitally disrupted? What are being disrupted? What types of digital disruption are there? Where should you focus your digital disruption/transformation efforts?
When you hear “digital” most people start to think about Google, Facebook or other technology companies. But now transforming into a digital company is the strategic objective for many companies across multiple sectors. We see digitisation as the driving strategy for many global business; GE’s strategy is to become the first digital industrial company and is moving its headquarters to Boston to be closer to MIT (Massachusetts Institute of Technology). Deutsche Bank wants to transform into a digital bank, and Sephora is digitising the world of beauty. The transformation is not just how these companies manage clients and deliver services through the web and smart phone apps, but back office processes, enhancing organisational agility, speeding up supply chains and recreating whole service offerings to make life easier or better for clients.
New-age HR in times of massive digitizationEdGE NetWorks
The document discusses how HR processes have become more digitized and efficient, moving away from traditional paper-intensive practices. It notes that HR now leads organizations' digital transformations and addresses issues like workforce optimization and talent development. It provides examples of how HR is using digital transformation in five key areas: developing user-friendly HR systems, bridging communication gaps between employees and managers, transforming learning and development with AI and analytics, improving performance reviews and feedback processes, and facilitating employee goal setting. The conclusion urges HR and learning professionals to embrace digital changes to meaningfully impact employees and business.
Design thinking is a process that focuses on empathy, collaboration, and experimentation to solve problems in a human-centered way. It begins with deep understanding of users' needs through observation and engagement to gain insights. Teams then work together to synthesize learnings and define the key issues to address. The process is iterative, testing ideas and getting feedback to develop better solutions. Design thinking provides optimism that positive change is possible through a creative approach.
An Introduction to Design ThinkingPROCESS GUIDEWHAT is t.docxgalerussel59292
An Introduction to Design Thinking
PROCESS GUIDE
WHAT is the Empathize mode
Empathy is the centerpiece of a human-centered design process. The Empathize mode is
the work you do to understand people, within the context of your design challenge. It is your
effort to understand the way they do things and why, their physical and emotional needs, how
they think about world, and what is meaningful to them.
WHY empathize
As a design thinker, the problems you are trying to solve are rarely your own—they are those of
a particular group of people; in order to design for them, you must gain empathy for who they
are and what is important to them.
Observing what people do and how they interact with their environment gives you clues about
what they think and feel. It also helps you learn about what they need. By watching people,
you can capture physical manifestations of their experiences – what they do and say. This will
allow you to infer the intangible meaning of those experiences in order to uncover insights.
These insights give you direction to create innovative solutions. The best solutions come out
of the best insights into human behavior. But learning to recognize those insights is harder
than you might think. Why? Because our minds automatically filter out a lot of information
without our even realizing it. We need to learn to see things “with a fresh set of eyes,” and
empathizing is what gives us those new eyes.
Engaging with people directly reveals a tremendous amount about the way they think and
the values they hold. Sometimes these thoughts and values are not obvious to the people
who hold them, and a good conversation can surprise both the designer and the subject by
the unanticipated insights that are revealed. The stories that people tell and the things that
people say they do—even if they are different from what they actually do—are strong indicators
of their deeply held beliefs about the way the world is. Good designs are built on a solid
understanding of these beliefs and values.
HOW to empathize
To empathize, you:
- Observe. View users and their behavior in the context of their lives. As much as possible
do observations in relevant contexts in addition to interviews. Some of the most powerful
realizations come from noticing a disconnect between what someone says and what he does.
Others come from a work-around someone has created which may be very surprising to you as
the designer, but she may not even think to mention in conversation.
- Engage. Sometimes we call this technique ‘interviewing’ but it should really feel more like
a conversation. Prepare some questions you’d like to ask, but expect to let the conversation
deviate from them. Keep the conversation only loosely bounded. Elicit stories from the
people you talk to, and always ask “Why?” to uncover deeper meaning. Engagement can come
through both short ‘intercept’ encounters and longer scheduled conversations.
- W.
An Introduction to Design ThinkingPROCESS GUIDEWHAT .docxdaniahendric
An Introduction to Design Thinking
PROCESS GUIDE
WHAT is the Empathize mode
Empathy is the centerpiece of a human-centered design process. The Empathize mode is
the work you do to understand people, within the context of your design challenge. It is your
effort to understand the way they do things and why, their physical and emotional needs, how
they think about world, and what is meaningful to them.
WHY empathize
As a design thinker, the problems you are trying to solve are rarely your own—they are those of
a particular group of people; in order to design for them, you must gain empathy for who they
are and what is important to them.
Observing what people do and how they interact with their environment gives you clues about
what they think and feel. It also helps you learn about what they need. By watching people,
you can capture physical manifestations of their experiences – what they do and say. This will
allow you to infer the intangible meaning of those experiences in order to uncover insights.
These insights give you direction to create innovative solutions. The best solutions come out
of the best insights into human behavior. But learning to recognize those insights is harder
than you might think. Why? Because our minds automatically filter out a lot of information
without our even realizing it. We need to learn to see things “with a fresh set of eyes,” and
empathizing is what gives us those new eyes.
Engaging with people directly reveals a tremendous amount about the way they think and
the values they hold. Sometimes these thoughts and values are not obvious to the people
who hold them, and a good conversation can surprise both the designer and the subject by
the unanticipated insights that are revealed. The stories that people tell and the things that
people say they do—even if they are different from what they actually do—are strong indicators
of their deeply held beliefs about the way the world is. Good designs are built on a solid
understanding of these beliefs and values.
HOW to empathize
To empathize, you:
- Observe. View users and their behavior in the context of their lives. As much as possible
do observations in relevant contexts in addition to interviews. Some of the most powerful
realizations come from noticing a disconnect between what someone says and what he does.
Others come from a work-around someone has created which may be very surprising to you as
the designer, but she may not even think to mention in conversation.
- Engage. Sometimes we call this technique ‘interviewing’ but it should really feel more like
a conversation. Prepare some questions you’d like to ask, but expect to let the conversation
deviate from them. Keep the conversation only loosely bounded. Elicit stories from the
people you talk to, and always ask “Why?” to uncover deeper meaning. Engagement can come
through both short ‘intercept’ encounters and longer scheduled conversations.
- ...
This document provides an overview of the design thinking process, focusing on the Empathize, Define, and Ideate modes.
The Empathize mode involves understanding users through observation and engagement to gain insights about their needs, behaviors, and perspectives. In the Define mode, insights are synthesized to craft a problem statement called a point of view that frames the design challenge. Finally, the Ideate mode is about generating a wide range of solution concepts by combining user understanding with imagination.
D.school's design thinking process mode guideGeoffrey Dorne
The document provides an overview of the design thinking process, which includes the key modes of Empathize, Define, Ideate, Prototype, and Test. It describes each mode in terms of what it is, why it is important, and how to execute it. The Empathize mode involves understanding users through observation and engagement to gain insights. Define is about synthesizing research to craft a problem statement. Ideate is the generation of ideas. Prototype creates artifacts to test ideas. Test gets feedback on prototypes from users.
EO Innovation Workshop Craig Rispin Business FuturistCraig Rispin
This document outlines an interactive session on innovation that uses gamification elements like teams, points, and time limits. Participants are instructed to get into teams, come up with team names and shields, and identify the roles needed for innovation. The document discusses learning from mistakes, ensuring the right people and permissions are in place. It also outlines challenges for identifying innovation roles and mapping an innovation plan for the year. The session aims to have participants learn about innovation in a fun way through competition and collaboration.
Design thinking is a creative process that uses design to conceptualize solutions to complex problems. It involves empathizing with users to understand their needs and point of view, defining the core problem, and then ideating potential solutions through brainstorming before prototyping and testing ideas. The design thinking process is iterative, with the goal of developing solutions that meet user needs. It can be applied in business, education, technology development and other fields to help tackle challenges and find innovative answers.
Σήμερα, με το πάτημα ενός κουμπιού έχουμε πρόσβαση σε όλο τον κόσμο, εξοπλισμένοι με ποικίλα εργαλεία , έχουμε την ευκαιρία, να εξερευνήσουμε νέες δυνατότητες , νέες ιδέες , νέες τελετουργίες και λύσεις . Έχουμε όμως ακόμα όνειρα; Με αφετηρία τη διαδικασία της σχεδιαστικής σκέψης ( ‘designerly’ ways of thinking), θα μελετήσουμε βήμα προς βήμα τα στάδια μετάβασης από την ιδέα στην υλοποίηση της δικής σας δράσης.
Design thinking is not “us versus them or us”, but on behalf of them. It’s close to user’s experience and mind. Let’s Design thinking, before development leads to a dead end.
This document provides an overview of the Design Thinking process, which includes the key phases of Empathize, Define, Ideate, Prototype, and Test. It describes each phase in 3 sentences or less:
The Empathize phase is focused on understanding users and gaining empathy through observation and engagement. The Define phase is about making sense of research findings to craft a problem statement. The Ideate phase is aimed at generating a wide range of potential solutions through techniques like brainstorming. The Prototype phase is focused on building quick, low-fidelity prototypes to test ideas and learn. The Test phase involves getting user feedback on prototypes to refine solutions and further understand users.
IDEO - Field Guide To Human Centered Designprojectoxygen
n April 2015, IDEO.org launched an exciting new evolution of the HCD Toolkit the Field Guide to Human-Centered Design. The Field Guide is the latest in IDEO.org’s suite of teaching tools and a step forward in sharing the practice and promise of human-centered design with the social sector.
This document provides a summary of the key information and guidelines for using The Field Guide to Human-Centered Design by IDEO.org. It discusses that the guide is meant to provide problem solvers with a process and set of tools to design solutions with and for communities through empathy, creativity, and iteration. The guide outlines the three phases of the human-centered design process - Inspiration, Ideation, and Implementation. It also discusses seven important mindsets for human-centered designers: empathy, optimism, iteration, creative confidence, making, embracing ambiguity, and learning from failure.
The document provides an overview of the d.school's design thinking bootcamp bootleg guide. It outlines the human-centered design process modes of empathize, define, ideate, prototype, and test. It then describes dozens of specific methods that can be used within each mode, such as assuming a beginner's mindset, using what/how/why questions, and conducting user camera studies and interview preparation. The bootleg is intended as an active toolkit for practitioners to try these tools and share their experiences using the methods.
"Field Guide to Human-Centered Design: A Practical Handbook for Innovative So...Freelance, self-employed
Dive into the world of innovation with our comprehensive "Field Guide to Human-Centered Design." This handbook serves as a practical and invaluable resource for individuals and teams eager to embrace a human-centric approach in their creative processes. Explore actionable insights, methodologies, and case studies that demystify the principles of human-centered design, empowering you to create solutions that truly resonate with the needs and aspirations of your audience. Whether you're a seasoned professional or a newcomer to design thinking, this guide equips you with the tools and mindset to revolutionize your approach and deliver solutions that make a meaningful impact. Embark on a transformative journey of ideation, prototyping, and iteration, guided by the principles of empathy, collaboration, and innovation.
The document provides an overview of a course on human-centered design. It discusses key aspects of the human-centered design process including inspiration, ideation, and implementation phases. It also provides a case study on Clean Team, a sanitation system developed in Ghana that delivers and maintains toilets for subscribers. The system was developed using human-centered design principles of deep user understanding, prototyping ideas, and iterating based on user feedback.
Ann Herrmann-Nehdi, CEO of Herrmann International, explores the connection between thinking preferences and different phases of the innovative and strategic thinking processes, discussing the implications for building skills in these areas.
Similar to Design Thinking: Finding Problems Worth Solving In Health (20)
Why is this so hard? Understanding the challenges that inhibit design in your...Adam Connor
Design has been heralded as the savior of product and service offerings, and lately companies are scrambling to pick up designers everywhere they can find them. Innovation centers are springing up like mushrooms and it seems everybody is talking about the importance of knowing and understanding their audience. However, these new ways of working and thinking don’t seem to take hold, so people keep doing things the way they´ve always done them and users continue to suffer.
What causes these organizations with such good intentions and great talent to struggle?
An organization may be aware that it needs to change, but knowing what and how to change is hard. And for change to happen, organizations have to be ready for change. Using culture as a lens, we examine how people work together, how they believe things should work, and which values they share.
Hands on collaboration has become a dominant approach to designing new solutions whether they be for products, services, environments, etc. But bringing people who have different perspectives of a topic, ways of expressing themselves, and levels of comfort in working together can be tricky. Taking the time to think through why, how, and when to best bring people together and intentionally design your design workshops helps to ensure that at the end of your event you walk away with the information and answers you need.
Building Character: Creating Consistent Experiences With Design PrinciplesAdam Connor
Inconsistency is one of the most common points of breakdown and frustration in the interactions and experiences we have. Whether we’re interacting with other people, applications, our bank, our doctor, our government, anyone, we form expectations and understandings of what someone or something will do based on our previous experiences and their past behaviors. When something happens that doesn’t fit with those expectations–that seems out of character–we’re caught off guard. What do we do next? What should we expect now?
Principles act as rules that guide how we think and act. Formed by our motivations, values and beliefs, we use them as “lenses” through which we examine information in order to make decisions on what to do. And because of their persistent influence on our behavior, they influence other’s views and expectations of us. Using these same kinds of constructs throughout the design process we can design interactions and consistent behaviors that set and live up to expectations for our audiences.
Building Creative, Collaborative CulturesAdam Connor
Organizations can struggle to make use of its employee's talent and creativity. The culture of an organization acts as a lens through which we can examine whether an organization is set up support or hinder innovation, creativity, and collaboration.
Redesigning the Table: The Case For Organizational DesignAdam Connor
As design talent becomes more sought after and designers achieve higher levels of leadership in organizations, it's becoming more and more apparent that having design talent does not ensure design success. An organization's culture - its shared beliefs and behaviors - have a tremendous effect on how that company utilizes and capitalizes on design talent. If we want our organizations to make the most of not only designers, but the creative talent and innovative ideas of all and any of it's people, then we must make a focused effort to change our organizations culture and the various aspects and facets of an organization in which culture manifests. This is Organizational Design, a practice focused on optimizing the structures of an organization to achieve a desired outcome.
Working Better Together: Characteristics of Productive, Creative OrganizationsAdam Connor
A presentation on the common characteristics of productive and creative organizations based on observing a wide variety of organizations and team structures over my career as a designer.
These slides are from a short talk I was asked to give about influences on my own aesthetic interests. I chose to talk about storytelling and narrative structure. The slides won't mean much without the talk itself. But there some good nostalgia here.
Discuss Design Without Losing Your MindAdam Connor
This is an updated version of Discussing Design: The Art of Critique.
We’ve all struggled at times in sharing our designs with teammates and stakeholders and collecting feedback on them. The comments we receive can seem to more about personal preference or indicate some misalignment of goals and vision for the project.
Our ability to critique and to facilitate critique with others speaks directly to the quality of these conversations. Designers frequently complain about the quality and uselessness of the feedback they are given, but we rarely take a step back and examine how to collect useful feedback and make our discussions around our designs more productive.
With this talk we look deeper into the various aspects of critique, not just as an activity for collecting feedback, but as a key skill in our ability to communicate and collaborate. We examine the language, rules and strategies for critique and provide participants with takeaways that can immediately be put to work to create a useful, collaborative environment for discussing designs.
Slides from my talk on the things I've learned by comparing the collaborative process as it is carried out in many modern organizations to the creative process of artists and makers.
Lights! Camera! Interaction! What Designers Can Learn From FilmmakersAdam Connor
I began college as a film student. I’ve always loved storytelling, particularly visual storytelling in the forms of film and animation. Well-made films show us that they can drive engagement, communicate in subtle ways, change attitudes, and inspire us to try to change our lives.
Films succeed in evoking responses and engaging audiences only with a combination of well-written narrative and effective storytelling technique. It’s the filmmaker’s job to put this together. To do so they’ve developed processes, tools and techniques that allow them to focus attention, emphasize information, foreshadow and produce the many elements that together comprise a well-told story.
We’re responsible for creating products that aren’t just easy to use, but that people appreciate using. It stands to reason that the methods used in films to communicate with and engage audiences can serve as inspiration for designers.
With this presentation, we'’ll revisit the topic of using stories in design and expand on the technical aspects used in film to communicate. We’ll look at some tools used in film such as: cinematic patterns, beat sheets, and storyboards. We’ll consider why they’re used and how we might look to them for inspiration.
This document announces a virtual seminar on design studios as a method for idea generation, critique, and iteration. The seminar will be hosted by Adam Connor, an experience design director, on June 20, 2013 at 1:30 PM EST. It will cover preparing and setting up an effective studio, balancing idea generation with refinement and editing, the importance of critique in the design studio process, activities that can be paired with a studio, and incorporating studio as more than just a workshop activity.
Stop It! Taking on the bad habits that hurt design discussions.Adam Connor
In this presentation I discuss 10 bad habits that we've found in teams and organizations that inhibit their ability to critique and hold productive, meaningful design discussions.
Research & Design Methods, Mad*Pow - HxD2013Adam Connor
This document discusses research and design methods for healthcare. It begins by outlining the challenges of healthcare design due to complex systems and interconnected stakeholders. It then discusses different research methods like ethnography, interviews, and usability testing to understand users and inform design. Journey mapping is presented as a way to synthesize research into narratives. The document concludes by discussing techniques for refining solutions through design studios, with rounds of sketching, presenting, and critiquing ideas.
The document discusses giving and receiving critique or feedback. It addresses how to give feedback that helps, where critique fits in the process, how to introduce critique to people, how to turn bad feedback into good critique, and how to improve at listening to feedback. The overall topic is providing and receiving critique in a constructive manner.
An overview of the approach and some of the design methods and tools we use at Mad*Pow. Presented at the 2012 Healthcare Experience Design Conference by Michael Hawley, Megan Grocki and myself.
Critique is a vital skill for any good designer. Here we talk about it's application in everyday life as well as the formal work we do with clients as UX Designers.
This talk has been given at a number of conferences by myself and the amazing Aaron Irizaryy (http://www.thisisaaronslife.com/)
We'll be keeping the most up-to-date version of the slides uploaded here. If you'd like a copy from a previous iteration, please get in touch with either Aaron or myself, and we'll happily get one to you.
Updated 5/55 to the version used at WebVisions Portland in 2012.
Applying Filmmaking Tools and Techniques to Interaction DesignAdam Connor
This document discusses applying filmmaking techniques to interaction design. It introduces concepts like beat sheets, which provide scene-by-scene outlines including plot points, actions, and how it affects the audience. Beat sheets can be used to annotate task flows in software design to keep the user's emotional state and goals in focus. Film techniques like mise en scène, motion, and rack focus are also discussed, with suggestions for how they could inform interaction design approaches. The overall goal is to bring more emotion and storytelling into the design process.
Critique is a type of structured feedback that examines what works and doesn't work in a design from the perspective of the audience and goals. It should provide specific, actionable feedback. Incorporating critique into the design process provides benefits like new ideas, improved communication skills, and collaboration. Critiques can be done internally at different stages of a project or with clients. They work best with 3-6 diverse participants and last 30-60 minutes. Ground rules and clear goals help critiques run effectively. With practice, critique is a skill that can improve design work.
The Value of Critique and Integrating it into Your Design ProcessAdam Connor
Slides from my presentation with Alla Zollers at Boston UPA's 2010 Conference
Foe an updated version of this presentation please see: http://www.slideshare.net/adamconnor/ready-set-critique
Short-Tail Keywords:
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Long-Tail Keywords:
Long-tail keywords are longer and more specific phrases that visitors are more likely to use when they're closer to a point-of-purchase or when using voice search.
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The Octalysis Group is looking for UX Designers who have an understanding of Octalysis.
We are looking for UX designers who can take an existing Strategy Dashboard, and create a short Brainstormand visually make it come to life. This is step 2 (Brainstorm) and step 5 (Wireframes) of the 5-Step Octalysis design process. If you are hired, you would work with a senior TOG specialist, getting information on which screens to be done and executing these. All the while working with the general principles of Octalysis in these screens.
You’ll be working with Figma to deliver high fidelity wireframes at a high pace.
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3. “There is surely nothing quite so useless
as doing with great efficiency that which
should not be done at all.”
Peter Drucker
Management Consultant,
Author, & Educator
4. “If you build it, they will come…”
-Disembodied Voice, Field of Dreams
5. “If you build it, they will come…”
-Disembodied Voice, Field of Dreams
IS A MISQUOTED, BULLSHIT LINE
FROM A MOVIE THAT HAS WASTED
THE TIME OF COUNTLESS PEOPLE
AND ORGANIZATIONS FOR FAR TOO
DAMN LONG.
(the actual line is: “If you build it, he will come.”)
6. Things that
are desirable.
People want them
because they are
beneficial.
Things that
are feasible.
They can be made
using the skills,
knowledge and
technology that we
have or can acquire.
Things that
are viable.
The “consumption” of
these things will
provide us with means
to continue to
produce/provide them.
Things that
are innovative.
7. Things that
are desirable.
People want them
because they are
beneficial.
Things that
are feasible.
They can be made
using the skills,
knowledge and
technology that we
have or can acquire.
Things that
are viable.
The “consumption” of
these things will
provide us with means
to continue to
produce/provide them.
Things that
are innovative.
Obligatory
Venn DiagramP
11. is an abstraction of
the principles and process that
designers use to solve problems.
Design Thinking
12. Great design is based on observed, human need (human centricity).
Great design comes from understanding people’s behaviors, thoughts
(cognitive empathy) and emotions (emotional empathy).
In order to make good design decisions, we must first create
possibilities to choose from.
Great design comes from a desire to create real outcomes.
Great design is iterative. It leverages continuous learning and never
truly ends.
17. Discover Synthesize Generate Refine
Diverge
Diverge
Converge
Converge
Initial
Insight
Reframed
Opportunity
New
Solution
Principles give rise to process.
Great design comes from a desire to create real outcomes.
18. Discover Synthesize Generate Refine
Diverge
Diverge
Converge
Converge
Evaluate & Iterate
Initial
Insight
Reframed
Opportunity
New
Solution
Principles give rise to process.
Great design is iterative. It leverages continuous learning and never
truly ends.
24. What someone
says they think,
feel, and do…
What someone
actually does…
What someone
really thinks and
feels…
Discovered through
interviews, focus groups,
surveys, etc.
Discovered through
observation and immersion in
real life contexts
Discovered through
meaningful human
connections, conversation,
and immersion
25. Used to gather deeper
information on individual’s
thinking, feeling and
motivations.
EXAMPLES
Interviews
Journal Studies
Used to identify and measure
patterns in thinking and
behavior among groups of
people.
EXAMPLES
Surveys
Data Mining
Quantitative Qualitative
26. Used to gather deeper
information on individual’s
thinking, feeling and
motivations.
EXAMPLES
Interviews
Journal Studies
Used to identify and measure
patterns in thinking and
behavior among groups of
people.
EXAMPLES
Surveys
Data Mining
WHAT WHY
Quantitative Qualitative
27. “I had to employ a very
advanced, scientific
approach to make the
diagnosis…
…I sat down on her
bed and asked her
about her family.”
Doogie Howser
Doogie Howser, M.D. - Episode 58
31. Synthesis is the process of making sense
of data and insights through analysis like
comparison, categorization, pattern
recognition, and pruning.
32. Characters
Personas
Archetypes that describe the average
behaviors, needs, goals, expectations,
senses, knowledge, etc. of the people who
will interact with your creation.
Empathy Maps
A framework to explore and capture a
persona’s initial thoughts, feelings, senses
and actions when faced with a situation.
33. Stories
Task Flows & Scenarios
Describe a task (or tightly linked set of
tasks) that someone will accomplish by
interacting with your creation.
Journey Maps
Illustrate the collection of experiences of
one or more archetypes across multiple
touch points and channels.
39. Goals
Desired, measurable outcomes from someone interacting with the creation. Can
be user oriented, business oriented, or both.
Ex: Increase utilization of internal learning resources by 20%.
Principles
Rules for “behavior” that reflect desired qualities or characteristics of the solution.
Ex: Shift from thinking to doing. Shift the focus of the experience from the content
and knowledge-gain to applying the ideas and lessons to my job.
Future-state Narratives
Scenarios, journey maps or other constructs that describe the desired experience of
an individual using the system/service/etc. in the future.
42. Often organizations struggle to come up
with ideas because they focus on coming
up with the solution before coming up
with any solution.
43. “The best way to have good ideas is to
have lots of ideas.”
Linus Pauling
Chemist, Author,
Educator, & Activist
44. “It is better to have enough ideas for some
of them to be wrong, than to be always
right by having no ideas at all.”
Edward de Bono
Author, Inventor, & Physician
45. The goal of the generation phase is to
come up with as many potential solutions
as you can, no matter their validity.
To do this, we must be methodical in how
we use the mortal enemy of the
imagination: critical thinking.
46. 3 Forms of Creativity: Copying
Reproducing a concept to be used in the same or a new context.
47. 3 Forms of Creativity: Extending
Building on or expanding concepts to address new or larger contexts.
48. 3 Forms of Creativity: Combining
Putting concepts or components of multiple ideas together in new arrangements.
50. Discover Synthesize Generate Refine
Diverge
Diverge
Converge
Converge
Initial
Insight
Reframed
Opportunity
New
Solution
Principles give rise to process.
51. Prototyping is the act of determining the
details of a creation along the various types
of fidelity through the creation of a
representation of the end creation that
people can interact with.
52. Prototyping is a process of evolution that
aligns to the overall design process.
56. Once we’ve got something prototyped, we
put it out into the world, observe it and
begin the cycle again.
57. Discover Synthesize Generate Refine
Diverge
Diverge
Converge
Converge
Evaluate & Iterate
Initial
Insight
Reframed
Opportunity
New
Solution
Principles give rise to process.
58. Collaboration
Working effectively with others allows us to harness diversity and volume to generate
a wider array of insights and ideas
Visual Communication & Distributed Cognition
By representing information and ideas visually, we allow for easier sharing of
concepts and more opportunities for individuals to build from other’s thoughts.
Critique
Discussion during creative endeavors can be tricky. Critique focuses discussion on
analysis and critical thought rather than preferences and territory.
Making it all Work