The document summarizes Stephen Anderson's presentation at IA Summit 2016 on creating concept models. It discusses playing a numbers game to add up to 15 as an example of a simple concept model. It then presents magic squares as a more complex concept model and compares it to tic-tac-toe. The document lists various models used to reveal patterns and concepts. It notes that while visual models are useful, the ones provided may not always fit the problem well and few know how to create new visual models. However, it suggests that all visual models are built upon common visual elements that can be used to make sense of complex ideas.
This document provides an overview of UX fundamentals for startups. It discusses what UX is, how it differs from UI, and how UX works with data. Lean UX approaches for startups are explained, including techniques like user research, personas, card sorting, wireframes, prototypes, and A/B testing. A variety of free and affordable UX tools are also listed.
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.
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Today we all live and work in the Internet Century, where technology is roiling the business landscape, and the pace of change is only accelerating.
In their new book How Google Works, Google Executive Chairman and ex-CEO Eric Schmidt and former SVP of Products Jonathan Rosenberg share the lessons they learned over the course of a decade running Google.
Covering topics including corporate culture, strategy, talent, decision-making, communication, innovation, and dealing with disruption, the authors illustrate management maxims with numerous insider anecdotes from Google’s history.
In an era when everything is speeding up, the best way for businesses to succeed is to attract smart-creative people and give them an environment where they can thrive at scale. How Google Works is a new book that explains how to do just that.
This is a visual preview of How Google Works. You can pick up a copy of the book at www.howgoogleworks.net
This document discusses UX strategy and its importance. A UX strategy helps a business solve problems through coordinated UX choices that define a desired experience. It discusses elements of strategy, including challenges, aspirations, focus areas, guiding principles, and activities. UX strategy is needed for several reasons, such as business shifts, ecosystem design challenges, and ensuring cohesion between high-level vision and daily actions. Strategic learning is also discussed, where strategy emerges through learning rather than being purely deliberate. The document provides examples and emphasizes that strategy and execution are interconnected.
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...
25 stats—13 positive, 12 negative—that reflect the marketing world, including content marketing, social media, email newsletters, analytics, blogging, digital video, and more.
Keep these stats in mind when crafting your marketing strategy.
Your guide to picking the right User Interface (UI) and creating the best User Experience (UX) in just a short amount of time. Learn how to quickly create mockups, landing pages, and build mock integrations that turn into large ideas.
Have more questions about UX/UI? Contact mvp@koombea.com for additional information or questions and we will get back to you shortly.
This document contains slides from a presentation by Andre Woolery on designing effective presentations by making slides visually appealing. The presentation covers various design elements like fonts, color, composition, shapes, and images that can be manipulated to grab audiences' attention and keep them engaged. It provides examples and tips for using these elements like using bold text or different font sizes to create emphasis, leveraging color to attract the eye or accentuate points, and guiding the viewer's eye through slide composition and alignment.
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.
15 Quotes To Nurture Your Creative Soul!DesignMantic
Every now and then, we all crave inspiration to get started. but often times, inspiration is hardest is to find when it is needed the most. but powerful words almost always do the trick. They have power that is undeniable. So for all the creative souls out there, here we share some remarkable sayings from legends to feed your mind and strengthen your design game ...
Remember, sharing is caring! :)
Discover The Top 10 Types Of Colleagues Around YouAnkur Tandon
The best part being with different colleagues is we learn a lot from them. Good or bad, sooner or later, better or best, we learn something unique from the different personalities working with and around us at our workplace. Read more interesting content, at www.thecareermuse.co.in - We intend to inform and inspire recruiters, job seekers and anyone with an interest in the workplace and HR technology.
Hope you enjoyed reading the Infographic.
Feel free to share your feedback with us at @CareerBuilderIn
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
https://www.wrike.com/blog - We surveyed creative teams to discover their biggest challenges and bottlenecks, from conception to completion. And what we discovered was: creative teams have to organize requests, listen to feedback, and seek approvals, all while trying to incorporate their own creative vision, making it difficult to prioritize and meet deadlines. Check out the details in our Slideshare.
Big Data is one of the most prominent disruptive technologies available today. The potential it offers for business is truly astounding.
But what is it? Time for a crashcourse!
This document outlines a solution concept diagram with 4 phases: Phase A focuses on developing an architecture vision. It then discusses solution concept diagrams for membership, conferences, attendance, certification and publications which would be supported by a reliable self-service infrastructure allowing customers to learn about, consider, join or renew professional memberships and certifications.
Introduction to Enterprise Architecture Leo Shuster
Enterprise architecture is a discipline for proactively managing organizational change and complexity by aligning business strategy, goals, and processes with information technology solutions. It provides a framework for governing technology decisions and guiding the organization from its current to future state. Benefits include improved business-IT alignment, increased agility, standardization, and cost savings. Enterprise architecture frameworks like TOGAF provide common vocabulary, models, and processes to develop the current and target architecture states and transition plans.
Social Business: Frameworks for Next-Gen Organizational Structure | Enterpris...Dion Hinchcliffe
The document discusses frameworks for next-generation organizational structures using social business. It summarizes that while social business has matured, lessons are not well codified. It discusses challenges in connecting internal and external social efforts. Frameworks need to treat social engagement as a continuum across customers, partners and employees. Decentralized and adaptive approaches seem most effective. Most organizations build their own informal frameworks with community input to guide their journey and leverage lessons from others.
The $38.3 million Mining and Engineering Centre will be built at TAFE SA's Regency Campus to provide vocational training in geo science, heavy vehicle transport, mechanical and civil engineering, and automotive. The new center will support growth in mining, engineering, manufacturing, transport and defense industries. It will be completed by July 2014 in three phases, and will include workshops, laboratories, and a student learning and administration hub to support flexible training delivery methods.
Integrating It Frameworks, Methodologies And Best Practices Into It Delivery ...Alan McSweeney
The document proposes an integrated IT solution and operations management approach consisting of two pillars: 1) Architecture and Realisation, which is concerned with enterprise vision, strategy, architecture, implementation and operation. 2) Management and Processes, which addresses management of initiatives, programmes, projects and associated processes. It suggests grouping relevant frameworks under these pillars to provide guidance on core functions. Frameworks can help organizations quickly develop core competencies across functions like quality management, resource management, and financial management.
This document explores the synergies between The Open Group Architecture Framework (TOGAF) and the TeleManagement Forum's Frameworx. It provides a mapping of the Frameworx Business Process Framework (eTOM), Information Framework (SID), and Application Framework (TAM) to the phases of the TOGAF Architecture Development Method (ADM). It also discusses how various TOGAF guidelines and techniques can be applied within the context of Frameworx, such as iteration, security architecture, architecture principles, and migration planning. Finally, it examines areas of overlap between the TOGAF Architecture Content Framework and Frameworx. The goal is to demonstrate how the two frameworks can be used together to develop enterprise architectures.
- O documento discute frameworks front-end para desenvolvimento web, com foco no Bootstrap. Apresenta conceitos de design de interface, User Interface, User Experience e a importância dos frameworks para facilitar a criação de sites responsivos.
O documento discute um trabalho da disciplina de Frameworks para Desenvolvimento Web, ministrada pelo professor MSc. André Costa, cujo e-mail é andre.costa@unifacs.br.
This document provides an overview of the Architecture Development Method (ADM), which is a framework for developing enterprise architectures. It describes the phases of the ADM, including the Preliminary Phase, Requirements Management, Architecture Vision, Business Architecture, Data Architecture, Application Architecture, Technology Architecture, Opportunities & Solutions, and Migration Planning. For each phase, it lists the objectives, typical steps, common inputs, and expected outputs to provide guidance on executing that phase of the architecture development lifecycle.
This document outlines the phases and steps of The Open Group Architecture Framework (TOGAF) architecture development method (ADM). The ADM consists of 8 phases (A through H) that guide the development, implementation and governance of an enterprise architecture. Each phase contains several numbered steps to carry out key architecture activities like developing visions, roadmaps and implementation plans. Requirements management is also described as running throughout the ADM process.
Data Stream Processing - Concepts and FrameworksMatthias Niehoff
An overview on various concepts used in data stream processing. Most of them are used for solving problems in the field of time, focussing on processing time compared to event time. The techniques shown include the Dataflow API as it was introduced by Google and the concepts of stream and table duality. But I will also come up with other problems like data lookup and deployment of streaming applications and various strategies on solving these problems.
In the end I will give a brief outline on the implementation status of those strategies in the popular streaming frameworks Apache Spark Streaming, Apache Flink and Kafka Streams.
Bridging business analysis and business architecture - The Open Group webinarCraig Martin
The document discusses bridging business analysis and business architecture. It notes that lines of responsibility around enterprise cohesion and business architecture are often unclear in large organizations. Business stakeholders are seeking more value from business architecture but often receive more complexity. The value and skills required of business analysis and business architecture roles depends on the mandate from the business, whether it is to improve projects, programs/portfolios, business performance, or products/services. A lack of opportunity exists currently for these roles to operate at a high strategic level due to various organizational and political factors. Strategies are discussed for moving these roles up the curve to open more opportunities, such as aligning more closely to planning, providing strategic insights, creating unified cross-discipline teams,
The Net Promoter Score process involves a number of parameters which when worked together can provide the best outcome and can be very tricky to execute. This infographic highlights some pitfalls to avoid when running your next NPS campaign to churn out the best results out of it.
Complete Business Frameworks Toolkit - Strategy, Marketing, Operations, Consu...Flevy.com Best Practices
Download this primer now from slideshare.
Full version here:
https://flevy.com/browse/business-document/complete-consulting-frameworks-toolkit-644
This is a very comprehensive document with over 350+ slides--covering 51 common management consulting frameworks and methodologies (listed below in alphabetical order). A detailed summary is provided for each business framework. The frameworks in this deck span across Corporate Strategy, Sales, Marketing, Operations, Organization, Change Management, and Finance.
These frameworks and templates are the same used by top tier consulting firms. With this comprehensive document in your back pocket, you can find a way to address just about any problem that can arise in your organization.
The level of detail varies by framework, depending on the nature of the management model. Examples, templates, and case studies are provided.
FULL LIST OF MANAGEMENT CONSULTING FRAMEWORKS & METHODOLOGIES:
1. ABC Analysis
2. Adoption Cycle ( Consumer Adoption Curve)
3. Ansoff Market Strategies
4. Balanced Scorecard
5. BCG Growth-Share Matrix
6. Benchmarking
7. Blue Ocean Strategy
8. Break-even Analysis
9. Business Unit Profitability
10. Economics of Scale
11. Environmental Analysis
12. Experience Curve
13. Cluster Analysis
14. Company & Competitor Analysis
15. Consumer Decision Journey ( McKinsey Consumer Decision Journey)
16. Core Competence Analysis
17. Cost Structure Analysis
18. Customer Experience
19. Customer Satisfaction Analysis
20. Customer Value Proposition
21. Fiaccabrino Selection Process
22. Financial Ratios Analysis
23. Gap Analysis
24. Industry Attractiveness & Business Strength Assessment
25. Key Purchase Criteria
26. Key Success Factors (KSF)
27. Market Sizing & Share
28. McKinsey 7-S
29. Net Present Value
30. PEST Analysis
31. Porter Competition Strategies
32. Porter's Five Forces
33. Portfolio Strategies
34. Price Elasticity
35. Product Life Cycle
36. Product Substitution
37. Relative Cost Positioning
38. Rogers' Five Factors
39. Scenario Techniques
40. Scoring Models
41. Segment Attractiveness
42. Segmentation & Targeting
43. Six Thinking Hats
44. Stakeholder Analysis
45. Strengths & Weaknesses Analysis
46. Structure-Conduct-Performance (SCP)
47. SWOT Analysis
48. SWOT Strategies
49. Treacy / Wiersema Market Positioning
50. Value Chain Analysis
51. Venkat Matrix
Visual Data Representation Techniques Combining Art and DesignLogo Design Guru
Visually representing data is becoming increasingly popular. Companies are investing thousands of dollars in getting their data created using design elements. From large enterprises to small businesses, everyone is hunting for techniques to help them make dull and monotonous data into something attractive.
Designers thoroughly study data and then invest all these imagination into making it simpler for everyone to understand it. Minimizing information and making it universal is the key to data visualization.
From infographics to presentations and software to tools, there are many techniques one can use to enhance the look of spreadsheets, Big Data and analytics.
Here are visual techniques to help you display your data in an aesthetically pleasing way. You can use some of these or all of them. These tips are not limited to the web or print, but can also be used for television. In fact, weather forecasting channels use visuals like maps, icons and GIFs to represent information.
Want your data to stand out? Use these techniques to uplift your data.
Management consultant toolkit in Powerpoint & Excel created by ex-Deloitte & McKinsey Consultants. Huge time saver.
Download the toolkit at www.slidebooks.com
Taken from the Future of Web Design, San Francisco 2015 Conference. https://futureofwebdesign.com/san-francisco-2015/
Site analytics. The quantified self. Big data. Human activity is creating more and more measurable data. But is more data really helping designers make better decisions? Human problems often require illogical approaches. In order to meet real human needs, we need to approach the data we collect with empathy and find the story in the facts.
PowerPoint Presentation On giving effective PowerPoint PresentationsAmanda Gilmore
This document discusses presentation design techniques and tools such as PowerPoint. It provides tips on simplifying presentations by eliminating waste and focusing on key messages. Visual elements like images, diagrams and white space can help audiences understand and retain information. The document also reviews best practices for using fonts, colors, bullet points and other design elements to create effective presentations.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
What's a design framework? What goes in the making of an iconic design? Learn the nuances behind the most popular designs in this interesting and detailed presentation.
Data Visualization is widely used in industries in info-graphics design, business analytics, data analytics, advanced analytics, business intelligence dashboards, content marketing. It is the 1st part of 3 part series on data visualization. These techniques will enable you to create a good design UI/UX. It contains r codes useful for programmers to create good visual charts and depict a story to clients, customer, senior management, etc ...
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
Design principles philopsohy of ux -Whitney Hesswww.usarte.co
The document discusses design principles for user experience (UX). It begins by introducing Whitney Hess as a UX designer and consultant. It then provides examples of principles from various companies and organizations, such as Google, Facebook, Microsoft, Burning Man, Starbucks, and others. Finally, it offers tips for crafting one's own design principles, including researching competitors, gathering business goals and user needs, brainstorming, ensuring principles don't overlap, and testing meanings. The overall message is that principles provide consistency, shared vision, and a basis for objective evaluation in UX design.
This document discusses learner experience (LX) design and provides an overview of its methodology. It begins by framing LX design around transcending the material to create meaningful experiences. It then discusses how learning experiences are changing and introduces the LX pyramid as a framework. The document goes on to cover key aspects of LX design methodology including user research techniques like interviews and journey mapping. It also discusses defining challenges and developing solutions through sketching, storyboarding and prototyping. The goal of LX design is to deliver optimized learning experiences through iterative testing and feedback loops.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Data visualization & Story Telling with DataDr Nisha Arora
Storytelling with data using the appropriate visualization is a skill that is well sought-after for data-driven decision making and it spans many industries and roles (technical/non-technical).
In this presentation, we will briefly discuss the importance of understanding the context, selecting the right visuals, key points for effectively using those for storytelling, design dos, and don’ts, etc.
Companies and other organisations know they need to switch perspective: from inside-out to outside-in, from optimising productivity and operations to understanding their customer's experience and spotting opportunities. Beyond measuring satisfaction or getting creative for new products and services, how to inform our strategic choices by looking at the enterprise from the customer's eye?
Modelling customer experience helps organisations change their perspective. But answers don't magically fall out of a map or a persona. Instead, we must facilitate conversations with all relevant co-creators to establish a shared understanding of what really matters to customers – and what that means for our own priorities, activities and desired outcomes as an enterprise.
In this webinar, Jim Kalbach and Milan Guenther will show how to use an experience lens to identify customer priorities and needs, and how to collaboratively interpret and map out these insights to create a common understanding. Starting out from strong customer-driven approaches such as Jobs-to-be-Done and Top Task Identification, they will demonstrate how to use align on value created to make the link to key choices in product and service design, business architecture and organisational change.
The document discusses the development of a digital graphic narrative project. It includes evaluations of different image creation techniques, such as using shapes, rotoscoping, text, and comics. Ideas were generated and a proposal was created that outlined the story, production methods, audience, and other details. Feedback was provided on the strengths and areas needing improvement for the idea generation and proposal. Storyboards and original and final scripts were also included.
Designing for web & beyond – don’t get caught with your browser down finalcleanDuaneClare
The document discusses strategies for designing modern, responsive websites. It emphasizes the importance of progressive, adaptive, and responsive (PAR) design principles to ensure a great customer experience across different devices. PAR involves using modern web standards, semantic HTML5 and CSS3, responsive layouts, and optimizing for performance and usability on any device. The document also highlights challenges like working across silos and relying too heavily on rigid processes. It promotes techniques like lean UX, early iteration, and understanding user needs to build intuitive, enjoyable experiences.
The document discusses digital storytelling and engagement in museums. It emphasizes that every story begins with a question and encourages seeking answers together with an audience. Storytelling starts by asking questions and going on a journey to find answers. Engagement is a process that can bring audiences from simply visiting a museum to becoming more involved with the institution. The document provides questions to guide developing an identity, projects, social engagement strategies, and business models for museums.
This document discusses learner experience design and mapping learner journeys. It begins by outlining some challenges in education. It then discusses experience design concepts like user experience design, interaction design, and service design. It introduces learner journey mapping and provides examples. The document discusses conducting user research and mapping the learner path, touchpoints, and emotions. It outlines opportunities and barriers identified in a mapping process. The document concludes by discussing adopting learner experience design practices through expanded toolkits, collaboration, and a commitment to the learner experience.
From 6 to 126 in 4 Years: The Story Behind Atlassian Designuxpin
You'll learn:
- How to lead design teams through periods of rapid growth
- How to change design processes, build design culture, and scale teams over time
- How to engage engineering and product teams to create a customer-focused organization
Jake Truemper and Morgan Noel from XperienceLab discuss Human-Centered Design. What is it? How is it applied? and what are some tools and methods that the audience can take away and apply in their own businesses?
Costanoa Expert Series: What Business Leaders Should Know About Design- Order 1Costanoa Ventures
What do you measure to make sure your user experience improvements move the needle for your product and go to market strategies? How do you invest in UX wisely?
Audrey Crane from DesignMap presents the first of the four orders of design: Typography and Details.
The document discusses various types of user experience deliverables including stories, personas, scenarios, analytics, surveys, wireframes, prototypes, reports, and presentations. It notes that each deliverable serves a different purpose such as helping people understand user problems, motivate action, or guide the design and development process. The deliverables are organized based on their audience, content, context, and whether they describe a process, problem, or solution.
Similar to Place in Space (AKA "How to Design A Concept Model") (20)
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
The document discusses how Medium prioritized quality in its design and launch. It summarizes how Medium:
1) Designed the interface and user experience to invite high-quality content by making writing and publishing feel polished and professional.
2) Launched with established authors who set a high bar for content quality, and hired an editor to curate content.
3) Focused extensively on typographic details, layout, and promoting substantive comments to differentiate the experience from other publishing platforms and compete with print.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
The Architecture of Understanding (World IA Day Chicago Keynote)Stephen Anderson
Keynote for World IA Day, answering the question "When, Where and How does Understanding occur?" Specifically, this talk discussed (1) interactions (and embodiement) (2) how new technology is changing the "information environments" we design for, and (3) a bit about perceptions and cognition.
1. Ignore initial requirements and user stories and keep questioning to understand the underlying problem through questions like "why?"
2. Define the desired outcomes of solving the problem.
3. Step back to look for complementary projects and people that could help resolve any conflicting desired outcomes or perceived constraints. Repeat the process of questioning and learning along the way.
The document discusses Walt Disney's early experiments with animation techniques from the 1920s to 1940s. It notes that Disney borrowed a stop motion camera from his boss in the early 1920s to create hand-drawn animated films called "Laugh-O-Grams". In 1928, Disney experimented with synchronizing audio with film animation. From 1929-1939, more than 75 "Silly Symphonies" were created to further explore advances in sound, color, and animation. The Walt Disney Studios was also the first to experiment with technicolor in 1932 for the animated short "Flowers and Trees".
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
Quest for Emotional Engagement: Information Visualization (v1.5)Stephen Anderson
The document discusses challenges with making sense of complex information and proposes better ways to visualize data relationships. It argues that common formats like lists, spreadsheets and grids often fail to help users understand relationships. Better approaches show how data is connected over time or through other attributes. The document also notes that "data" can include more than just numbers, and advocates displaying different data types together in contextualized views to aid comprehension.
For all our accumulated information there's a clear absence of understanding. Are sensemaking tools the next big thing?
(Keynote give at Big Design 12: http://bigdesignevents.com/sessions/to-boldly-go-from-information-to-understanding )
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
This document discusses viewing one's career or work as a game to be played. It suggests adopting a playful mindset and explores concepts like player types, goals, and choosing how to play the game. The document provides tips on developing curiosity, self-awareness, critical thinking skills, and autonomy to help one approach their career in a more engaged and self-directed manner. Overall, it promotes finding joy and passion in one's work to make the job feel more like a fun game being played.
How are stories constructed? // The things we buy, the decisions we make, how we spend our time— stories govern all these actions. But how are these stories constructed? Specifically, what have we learned about how our brains make sense of and integrate new information?
This document provides an overview of critical thinking skills for UX designers. It discusses how critical thinking is not about tools but the thinking process that leads to tools. It encourages writing an "obituary" for your ideas to test their viability. It explores concepts like the limbic system in the brain and different thinking shapes like 'Z' thinkers who reframe problems. It advocates understanding context, current problems, and desired outcomes. It presents design thinking activities like role playing a browser, seeing through different perspectives, and using classical invention techniques. The overall message is that critical thinking opens up new opportunities by solving problems in novel ways.
Long after the Thrill: Sustaining Passionate Users (SxSW Version)Stephen Anderson
This document discusses how to sustain passionate users over the long term by adding elements of gameplay to otherwise mundane activities. It suggests motivating consumer behavior through game mechanics like points, levels, badges etc. and maintaining user engagement through continual novel and delightful challenges that allow users to extend and exercise their capacities. The document also provides examples of how different attitudes and approaches can make the same content more interesting and fun for users.
Long After the Thrill: Sustaining Passionate UsersStephen Anderson
The document discusses how to sustain passionate users through challenges and continual updates. It notes that delight does not last, and that sustaining users long-term requires more than just delightful experiences. Some factors that motivate people to stick with web apps and services for many years include continual improvements, reliability, ease of use, functionality, and social aspects like friends using the same service. The document also discusses game mechanics and gamification, noting they can add fun layers but are an oversimplification of game design.
The document discusses how making minor user interface changes can have a big impact, such as breaking requests into simple steps, minimizing choices, and looking for "micromoments" to influence user behavior. It provides examples of how small nudges like default settings, social proof, and personalization increased user engagement and conversions. The presentation emphasizes examining subtle moments in a user's experience to subtly guide their actions.
This document discusses using game mechanics and feedback loops to motivate desired behaviors related to email habits and responses. It outlines a 9 step process:
1. Identify specific business goals and behaviors to encourage.
2. Translate behaviors into quantifiable data that can be tracked.
3. Attach points to tracked behaviors.
4. Translate points into a periodic score and other useful information.
5. Display the score in an engaging way.
6. Create rules to translate data into helpful feedback.
7. Set challenges and rewards.
8. Add social elements for comparison to others.
9. Make the experience fun and interesting overall.
The overall aim is to use principles from game design
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
The document discusses strategies for increasing user engagement and retention through seductive design. It provides examples of how music application iLike used feedback loops, challenges, and social proof to increase user interaction. It also discusses how delivering unexpected value like games helped motivate continued use. The document advocates designing for human psychology by leveraging curiosity, control, and novelty to remove friction and increase motivation for using a product or service.
Octalysis Prime Challenge - GamerTalesAIYu-kai Chou
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.
"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.
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.
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.
4. Write down the numbers 1 through 9 on a sheet of paper.
You will each take turns selecting numbers from the list
(crossing off each number once it has been selected).
The winner is the first person to have chosen exactly
three numbers which add up to 15.
For example if I selected 9, 6, 2 and you selected 3, 8, 4 then
you would win because 3 + 8 + 4 = 15.
Let’s play a game…
1
2
3
4
5
6
7
8
9
5. Let’s play a (different) game…
Consider a 3 x 3 magic square:
The rows, columns, and diagonals all add
up to 15, and moreover every way of
writing 15 as the sum of three numbers
from 1 to 9 is represented.
When you choose a number, draw an X
over it; when I choose a number, circle it.
4 9 2
3 5 7
8 1 6
8. Customer JourneysBusiness Model Canvas Gantt charts Site Maps
Models we use that reveal patterns:
9 Grids
Charts & Diagrams Data Visualizations Abstract Patterns
Models, Templates & Frameworks
X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph
23. …create Persistent,
Shareable Structures:
•Are persistent structures.
• Can be shared with others
• Can represent literal as we! as
conceptual ideas.
…provide Perceptual,
Computational Benefits:
• Relieve our short term memory
• Help us to spot patterns
•Are powerful as mental construction tools.
…allow us to more Easily
Interact with Information:
• Can be modified.
• Can be rearranged (making it easier to
explore many options)
• Can be “reformulated”
EXTERNAL VISUAL REPRESENTATIONS…
WHY?
36. List some things you’re working with that could benefit
from a good visual model:
37. The world of
Whiskeys, Bourbons,
Rye, Cocktails,
etc.
List some things you’re working with that could benefit
from a good visual model: Choosing which
board games do
I want to buy!
The world of
artisan cheeses
Gah! I enjoy the
Marvel movies. How
do I make sense of
all the different
comic book titles
and storylines!
shopping for a
good VPN service
how public key
encryption works
a way to assess
the presidential
candidates
making sense of
medical bills
how to prepare
the perfect cup
of coffee!
comparing Android
Phones
UX Prototyping
tools
understanding
Legal Proceedings
62. WHICH DATA
WHERE?
- Geolocation
- Places I’ve been / would like to visit
- If I went, *when* I went
- Places with good food
- Places that speak English (or not)
- Relative strength of the do!ar
- etc.
63. WHICH DATA
WHERE?
- Geolocation
- Places I’ve been / would like to visit
- If I went, *when* I went
- Places with good food
- Places that speak English (or not)
- Relative strength of the do!ar
- etc.
64. WHICH DATA
WHERE?
- Geolocation
- Places I’ve been / would like to visit
- If I went, *when* I went
- Places with good food
- Places that speak English (or not)
- Relative strength of the do!ar
- etc.
65. WHICH DATA
WHERE?
- Geolocation
- Places I’ve been / would like to visit
- If I went, *when* I went
- Places with good food
- Places that speak English (or not)
- Relative strength of the do!ar
- etc.
66. WHICH DATA
WHERE?
- Geolocation
- Places I’ve been / would like to visit
- If I went, *when* I went
- Places with good food
- Places that speak English (or not)
- Relative strength of the do!ar
- etc.
71. SHAPE COLOR: INTENSITY ICONOGRAPHY PERSPECTIVE
COLOR: HUE OPACITY OVERLAY OUTLINE OR SOLID
SPATIAL POSITION TEXTURE OVERLAP ASPECT RATIO
FORM: SIZE/AREA ROTATION JOIN FORM: ENCLOSURE
LINE LENGTH LINE TREATMENT
ETC!
IF OUTLINE,
THICKNESS OF STROKE
Visual Encodings
75. Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relational
position, placement yes infinite Good Good Good Good
1, 2, 3; A, B, C text labels optional
(alphabetical
or numbered)
infinite Good Good Good Good
length yes many Good Good
size, area yes many Good Good
angle yes medium/few Good Good
pattern density yes few Good Good
weight, boldness yes few Good
saturation, brightness yes few Good
color no few (< 20) Good
shape, icon no medium Good
pattern texture no medium Good
enclosure, connection no infinite Good Good
line pattern no few Good
line endings no few Good
line weight yes few Good
Properties and Best Uses of Visual Encodings
Noah Iliinsky • ComplexDiagrams.com/properties • 2012-06
Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relational
position, placement yes infinite Good Good Good Good
1, 2, 3; A, B, C text labels optional
(alphabetical
or numbered)
infinite Good Good Good Good
length yes many Good Good
size, area yes many Good Good
angle yes medium/few Good Good
pattern density yes few Good Good
weight, boldness yes few Good
saturation, brightness yes few Good
color no few (< 20) Good
shape, icon no medium Good
pattern texture no medium Good
enclosure, connection no infinite Good Good
line pattern no few Good
line endings no few Good
Properties and Best Uses of Visual Encodings
⋆
Representing
Categories
Representing
Precise Quantitative
Perception
Representing
General Quantitative
Perception
Showing
Sequence
Form: Orientation
! ! !
Form: Line Length
!
Form: Line Width
! ! limited
Form: Size / Area
! !
Form: Enclosure
!
Form: Shape
! limited
Form: Curvature
!
Form: Proximity
!* !*
Form: Added Marks
! limited
Pattern Density
! limited ! limited
Line Pattern
!
Line Endings
! !
Color: Hue
! !
Color: Intensity
(Saturation, Brightness, Opacity) ! !
Spatial Position: 2-D Position
! ! !
Motion
limited !*
Texture
! limited
Rotation
! limited limited
Perspective
! limited
Iconography
! !
76. Encoding Ordered Useful values Quantitative Ordinal
Properties and Best Uses of Visual Encoding
Representing
Categories
Representing
Precise Quantitative
Perception
Representing
General Quantitative
Perception
Showing
Sequence
! ! !
!
! ! limited
! !
77. Encoding Ordered Useful values Quantitative Ordinal
Properties and Best Uses of Visual Encoding
Representing
Categories
Representing
Precise Quantitative
Perception
Representing
General Quantitative
Perception
Showing
Sequence
! ! !
!
! ! limited
! !
78. Encoding Ordered Useful values Quantitative Ordinal
Properties and Best Uses of Visual Encoding
Representing
Categories
Representing
Precise Quantitative
Perception
Representing
General Quantitative
Perception
Showing
Sequence
! ! !
!
! ! limited
! !
79. Things arranged into territories.
OBJECTS
Visual Encodings
Things
CATEGORY
PRECISE QUANTITATIVE INFO.
GENERAL QUALITATIVE INFO
SEQUENCE
Visual Encodings
80. OBJECTS
Things arranged into territories.
Spatial Positioning: Spatial Properties:
CATEGORY
PRECISE QUANTITATIVE INFO.
GENERAL QUALITATIVE INFO
SEQUENCE
Visual Encodings
84. Before the page, there was space itself.
Perhaps the simplest way to use space
to communicate is to arrange or
rearrange things in it.”
“
%om “Visualizing Thought” Barbara Tversky
85. “Close’’ family members and friends sit nearer to one
another than strangers.
The flatware tray in a drawer of most kitchens allows
arranging the knives together in one pile and separating
them from the pile of forks and the pile of spoons.
Written text is spatially arranged to reflect the organization
of thought, spaces between words and sentences, larger
spaces between paragraphs.
[We put] the letters to be mailed by the door or the bills to
be paid on the top of the desk
[We line] up the ingredients for a recipe in order of use
%om “Visualizing Thought” Barbara Tversky
86. “Close’’ family members and friends sit nearer to one
another than strangers.
The flatware tray in a drawer of most kitchens allows
arranging the knives together in one pile and separating
them from the pile of forks and the pile of spoons.
Written text is spatially arranged to reflect the organization
of thought, spaces between words and sentences, larger
spaces between paragraphs.
[We put] the letters to be mailed by the door or the bills to
be paid on the top of the desk
[We line] up the ingredients for a recipe in order of use
%om “Visualizing Thought” Barbara Tversky
LITERAL MODELS
—VS—
CONCEPTUAL MODELS
(IT’S THE SAME VISUAL LANGUAGE)
138. Identify “the thing(s)”1.
Inspect the properties
of each thing
2.
Arrange the things
(based on identified properties)
3.
Clarify the territories4.
Keep (or remove) the things,
as appropriate
5.
139. comparing Android
Phones
Samsung Galaxy S6
Samsung Galaxy S7
Samsung Galaxy S6 Edge
Samsung Galaxy S7 Edge
Samsung Galaxy Note 5
Google Nexus 6P
Sony Xperia Z5 Compact
LG V10
Alcatel OneTouch Idol 3 (5.5)
Motorola Moto G Late 2015
etc.
Identify “the thing(s)”1.
140. how to prepare
the perfect cup
of coffee!
comparing Android
Phones
Samsung Galaxy S6
Samsung Galaxy S7
Samsung Galaxy S6 Edge
Samsung Galaxy S7 Edge
Samsung Galaxy Note 5
Google Nexus 6P
Sony Xperia Z5 Compact
LG V10
Alcatel OneTouch Idol 3 (5.5)
Motorola Moto G Late 2015
etc.
beans:water ratio
water temperature
brew time
sugar?
cream?
- Chemex
- Aeropress
- French Press
- Syphon
- Hario V60
- Moka pot
- Percolator
beans
grind size
brew method / filter
Identify “the thing(s)”1.
143. Identify “the thing(s)”1.
play, fun, and
games,
Kite-flying
Solitaire
Crossword puzzles
Racing
Wrestling
Athletics
Boxing
Billiards
Fencing
CheckersFootball
Chess
Contests, Sports in
general
Counting-out
rhymes
Heads or tails
Betting
Roulette
Lotteries
Children’s
initiations
Games of illusion
Tag
Disguises
Masks
Children
“whirling”
Horseback riding
Swinging
Waltzing
Skiing
Mountain
climbing Tightrope walking
Traveling
carnivals
Theater
146. Kite-flying
Solitaire
Racing
Wrestling
Athletics
Boxing
Billiards
Fencing
Football
Contests, Sports in
general
Counting-out
rhymes
Heads or tails
Betting
Roulette
Lotteries
Children’s
initiations
Games of illusion
Tag
Disguises
Masks
Children
“whirling”
Horseback riding
Swinging
Waltzing
Skiing
Mountain
climbing
Tightrope walking
Traveling
carnivalsTheater
Arrange the things
(based on identified properties)
3.
Checkers
Chess
Crossword puzzles
Tumult
Agitation
Immoderate
Laughter
ludus
structured activities with
explicit rules (games)
paidia
unstructured and spontaneous
activities (playfulness)
(not regulated)
*
*
*
147. Kite-flying
Solitaire
Racing
Wrestling
Athletics
Boxing
Billiards
Fencing
Football
Contests, Sports in
general
Counting-out
rhymes
Heads or tails
Betting
Roulette
Lotteries
Children’s
initiations
Games of illusion
Tag
Disguises
Masks
Children
“whirling”
Horseback riding
Swinging
Waltzing
Skiing
Mountain
climbing
Tightrope walking
Traveling
carnivalsTheater
Chance
Clarify the territories4.
Checkers
Chess
Crossword puzzles
Tumult
Agitation
Immoderate
Laughter
Mimicry VertigoCompetition
ludus
structured activities with
explicit rules (games)
paidia
unstructured and spontaneous
activities (playfulness)
(not regulated)
*
*
*
150. Identify “the thing”1.
Inspect the properties
of each thing
2.
Arrange the things
(based on identified properties)
3.
Clarify the territories4.
Keep (or remove) the things,
as appropriate
5.
151. Things arranged into territories.
OBJECTS
Spatial Positioning:
ARRANGMENT
PROXIMITY
Spatial Properties:
SHAPE
BOUNDARIES
RELATIONSHIPS
ATTRIBUTE INTENSITY
CATEGORY
PRECISE QUANTITATIVE INFO.
GENERAL QUALITATIVE INFO
SEQUENCE
Visual Encodings
152. poetpainter.com/tiles
Example Encoding
Ordered Useful values Quantitative Ordinal Categorical Relational
position, placement yes
infinite Good Good Good Good
1, 2, 3; A, B, C text labels
optional
(alphabetical
or numbered)
infinite Good Good Good Good
length
yes
many Good Good
size, area
yes
many Good Good
angle
yes
medium/few Good Good
pattern density yes
few Good Good
weight, boldness yes
few
Good
saturation, brightness yes
few
Good
color
no
few (< 20)
Good
shape, icon
no
medium
Good
pattern texture no
medium
Good
enclosure, connection no
infinite
Good Good
line pattern
no
few
Good
line endings
no
few
Good
line weight
yes
few
Good
Properties and Best Uses of Visual Encodings
Noah Iliinsky • ComplexDiagrams.com/properties • 2012-06
Example Encoding
Ordered Useful values Quantitative Ordinal Categorical Relational
position, placement yes
infinite Good Good Good Good
1, 2, 3; A, B, C text labels
optional
(alphabetical
or numbered)
infinite Good Good Good Good
length
yes
many Good Good
size, area
yes
many Good Good
angle
yes
medium/few Good Good
pattern density yes
few Good Good
weight, boldness yes
few
Good
saturation, brightness yes
few
Good
color
no
few (< 20)
Good
shape, icon
no
medium
Good
pattern texture no
medium
Good
enclosure, connection no
infinite
Good Good
line pattern
no
few
Good
line endings
no
few
Good
line weight
yes
few
Good
Properties and Best Uses of Visual Encodings
Noah Iliinsky • ComplexDiagrams.com/properties • 2012-06
⋆
1, 2, 3; A, B ,C
Representing
Categories
Representing
Precise Quantitative
Perception
Representing
General Quantitative
Perception
Showing
Sequence
Form: Orientation
! !
!
Form: Line Length
!
Form: Line Width
!
! limited
Form: Size / Area
! !
Form: Enclosure
!
Form: Shape
! limited
Form: Curvature
!
Form: Proximity
!*
!*
Form: Added Marks
! limited
Pattern Density
! limited ! limited
Line Pattern
!
Line Endings
!
!
Color: Hue
!
!
Color: Intensity
(Saturation, Brightness, Opacity)
! !
Spatial Position: 2-D Position
! !
!
Motion
limited !*
Texture
! limited
Rotation
! limited
limited
Perspective
! limited
Iconography
!
!
Outline or Solid
limited
Overlay
limited !
Overlap
!
limited
Join
limited !
Aspect Ratio
limited
limited
Labels
! ! ! !
Transformation
!
limited !
Quantity
limited !