Slides from my talk Beyond the Hamburger Menu at UX In The City Oxford
http://uxinthecity.net/2017/oxford/sessions/index.php?session=109
ABSTRACT
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behind the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Optimising Landing Pages Through Narrative Structure - Digital Growth Unleash...Anna Dahlström
Slides from my talk at Digital Growth Unleashed in London on the 17 October 2018.
ABSTRACT
In all good stories things happen for a reason. Every prop and character that is present, every line that is spoken and song that is played has a role to play in making the story come together. In this talk Anna takes us on a journey of what we can learn from traditional storytelling methods when it comes to optimising landing pages and how narrative structure is key in ensuring we're telling the right story to the right audience, at the right time.
https://digitalgrowthunleashed.co.uk/agenda/?rmid=session57101#s-session57101
Storytelling In Design - Conversion Hotel, Texel NL, 20 Nov 2016Anna Dahlström
Slides from my talk at Conversion Hotel on 20th November 2016 about how we can apply principles from traditional storytelling to our design process to help define and create better multi-device experiences.
http://conversionhotel.com/
Beyond the hamburger menu - Digital Doughnut, London 25 Nov 2014Anna Dahlström
The document discusses designing experiences for multiple devices. It notes that people use different devices throughout the day, switching between them, so experiences need to be consistent across platforms. It also highlights that mobile experiences now drive a large portion of online activity and commerce. Designing for the capabilities of each device, rather than just focusing on mobile, is important to provide the best user experience on all platforms.
Human: Thank you, that is a concise 3 sentence summary that captures the key points of the document.
Storytelling For Multi-device Design - Bulgaria Web Summit, 20 Feb 2016Anna Dahlström
Slides from my talk at The Bulgaria Web Summit on 20 Feb 2016
http://bulgariawebsummit.com/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk Anna will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In Design - Funkas Tillgänglighetsdagar, 12 Apr 2016Anna Dahlström
Slides from my talk at Funkas Tillgänglighetsdagar 12 April 2016
http://www.funka.com/vi-erbjuder/funkas-tillganglighetsdagar/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Beyond The Hamburger Menu, UX Ireland, 10 Nov 2016Anna Dahlström
Slides from my talk at UX Ireland on 10 November 2016
http://uxireland.net/sessions/index.php?session=108
Abstract:
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Storytelling In A Multi Device Landscape - Amuse, Budapest 30 Oct 2015Anna Dahlström
Slides from my talk at the Amuse conference in Budapest 28 - 30 October 2015. http://amuseconf.com/ #amuseconf
ABSTRACT
As the number of devices we use are increasing, considering each device's role at different times, situations and context is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design are becoming less and less. But the one we can still understand is what a user wants, and needs. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape.
Optimising Landing Pages Through Narrative Structure - Digital Growth Unleash...Anna Dahlström
Slides from my talk at Digital Growth Unleashed in London on the 17 October 2018.
ABSTRACT
In all good stories things happen for a reason. Every prop and character that is present, every line that is spoken and song that is played has a role to play in making the story come together. In this talk Anna takes us on a journey of what we can learn from traditional storytelling methods when it comes to optimising landing pages and how narrative structure is key in ensuring we're telling the right story to the right audience, at the right time.
https://digitalgrowthunleashed.co.uk/agenda/?rmid=session57101#s-session57101
Storytelling In Design - Conversion Hotel, Texel NL, 20 Nov 2016Anna Dahlström
Slides from my talk at Conversion Hotel on 20th November 2016 about how we can apply principles from traditional storytelling to our design process to help define and create better multi-device experiences.
http://conversionhotel.com/
Beyond the hamburger menu - Digital Doughnut, London 25 Nov 2014Anna Dahlström
The document discusses designing experiences for multiple devices. It notes that people use different devices throughout the day, switching between them, so experiences need to be consistent across platforms. It also highlights that mobile experiences now drive a large portion of online activity and commerce. Designing for the capabilities of each device, rather than just focusing on mobile, is important to provide the best user experience on all platforms.
Human: Thank you, that is a concise 3 sentence summary that captures the key points of the document.
Storytelling For Multi-device Design - Bulgaria Web Summit, 20 Feb 2016Anna Dahlström
Slides from my talk at The Bulgaria Web Summit on 20 Feb 2016
http://bulgariawebsummit.com/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk Anna will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In Design - Funkas Tillgänglighetsdagar, 12 Apr 2016Anna Dahlström
Slides from my talk at Funkas Tillgänglighetsdagar 12 April 2016
http://www.funka.com/vi-erbjuder/funkas-tillganglighetsdagar/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Beyond The Hamburger Menu, UX Ireland, 10 Nov 2016Anna Dahlström
Slides from my talk at UX Ireland on 10 November 2016
http://uxireland.net/sessions/index.php?session=108
Abstract:
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Storytelling In A Multi Device Landscape - Amuse, Budapest 30 Oct 2015Anna Dahlström
Slides from my talk at the Amuse conference in Budapest 28 - 30 October 2015. http://amuseconf.com/ #amuseconf
ABSTRACT
As the number of devices we use are increasing, considering each device's role at different times, situations and context is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design are becoming less and less. But the one we can still understand is what a user wants, and needs. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape.
Storytelling In Design - DXN, Nottingham, 8 Feb 2017Anna Dahlström
Slides from my talk about Storytelling In Design at Design Exchange Nottingham on 8 Feb 2017.
http://dxnevent.com/
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and nudges at the right time, and on/via the right device. Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design, in this talk Anna shares how the increasingly complex world we’re designing for is our biggest asset and how storytelling in design can help us instil a bit of everyday magic in the work we do, for our users, and for us.
What the numbers tell us - Dublin Web Summit, 18 Oct 2012Anna Dahlström
Numbers on their own don't tell us much but put into context they start develop a meaning and can help us make informed decisions, guide the design and development process as well as bring aspects to life that we otherwise wouldn’t be able to see. Using data and numbers we can create meaningful connections and something to relate to. But it can also help us build experiences that surprise and delight and go further towards achieving our objectives.
Using Storytelling To Craft Multi-device Experiences That Convert - CXL Live,...Anna Dahlström
This document discusses using storytelling techniques to design multi-device experiences that optimize conversion. It emphasizes understanding users' journeys through dramaturgy and defining characters, plots, and environments. By mapping the experience ecosystem and asking fundamental questions, designers can move from data-driven mechanics to architecting experiences grounded in users' needs and contexts. This approach facilitates clearer, more accurate understanding from the start of a project.
How To Use Storytelling To Craft Experiences That Engage - IIeX EU, Amsterda...Anna Dahlström
The document discusses using storytelling to craft engaging experiences. It provides examples of how stories influence our beliefs and behaviors more than facts or arguments. The presentation outlines principles of storytelling like plot, characters, and setting to understand problems, deliver solutions, and present outputs. It emphasizes applying dramaturgy to visualize experiences and map customer journeys through different stages with touchpoints.
Designing around storytelling - Design + banter, 09 April 2014Anna Dahlström
1) Storytelling is a powerful tool that can be used in UX design to capture users' imaginations, create emotional connections, and motivate actions.
2) Effective stories have a clear structure including setup, confrontation and resolution, as well as elements of surprise.
3) By understanding users and crafting stories around their experiences and goals, designers can guide users through a product or service in a compelling way.
Designing Around Storytelling - Breaking Borders, Reading 18 August 2015Anna Dahlström
Slides from my talk at Breaking Borders on the 18 August. http://breakingborde.rs/past-events/engagement/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Storytelling In Design - SXSW, 13 March 2017Anna Dahlström
Slides from my two talks at SXSW 2017 about my upcoming book 'Storytelling in design'.
http://schedule.sxsw.com/2017/events/PP65833
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Ms. Dahlstrom shares how we can instil a bit of magic in the work we do and hereby ensure that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Best Practice For UX Deliverables - Eventhandler, London, 22 Oct 2013Anna Dahlström
TAKE THIS WORKSHOP ONLINE & GET 20% OFF WITH CODE 'SLIDESHARE'
https://school.uxfika.co/p/best-practice-for-ux-deliverables/?product_id=325265&coupon_code=SLIDESHARE
---
Slides from my 'Best practice for UX deliverables' workshop that I ran for Eventhandler in London on the 22nd of October.
http://www.eventhandler.co.uk/events/uxnightclass-uxdeliverables
---
Please note that for copyright reasons & client privacy the examples in this presentation are slightly different than from the workshop. The examples included are for reference only in terms of what I talked through in the 'Good examples' section.
-----
ABSTRACT
Whilst the work we do is not meant to be hanged on a wall for people to admire, nor is meant to be put in a drawer and forgotten about. Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Who is it for?
This workshop is suitable for anyone starting out in UX, or who's worked with it for a while but is looking to improve the way they present their work.
What you'll learn
In this hands on workshop we'll walk through real life examples of why the UX of UX deliverables matter. We'll cover how who the reader is effects the way we should present our work, both on paper and verbally, and how to ensure that the work you do adds value. Coming out of the workshop you'll have practical examples and hands on experience with:
// How to adapt and sell your UX deliverable to the reader (from clients, your team, in house and outsourced developers)
// Guiding principles for creating good UX deliverables (both low and high fidelity)
// Best practice for presentations, personas, user journeys, flows, sitemaps, wireframes and other documents
// Simple, low effort but big impact tools for improving the visual presentation of your UX deliverables
Using Storytelling to Create Experiences that Convert - Conversion Elite, Lon...Anna Dahlström
The document discusses using storytelling to create experiences that convert. It provides examples of how stories can motivate people and influence their beliefs and behaviors. The key aspects of storytelling discussed are the plot, characters, and setting of the story. The document advocates mapping out customer journeys to understand how stories and experiences are structured at each stage.
Designing around storytelling - UX Oxford, 23 April 2014Anna Dahlström
Slides from my talk at UX Oxford on 23 April
http://www.meetup.com/UX-Oxford/events/172543682/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
The Future of Design is Not Just the Web - Web Visions Workshop 2011Samantha Starmer
The document discusses designing cross-channel experiences. It begins by explaining that customers experience brands across multiple touchpoints and channels, both digital and physical. The key is to design experiences that are convenient, connected, consistent, contextual, and span across time.
The document then provides five principles and five methods for cross-channel design. The principles are to make experiences convenient, connected, consistent, contextual, and spanning across time. The methods are to think in terms of services, share design work across teams, start by observing customer behaviors, be comfortable with ambiguity, and focus on customer needs rather than specific solutions.
Finally, the document discusses various discovery and solution activities for cross-channel design, such as stakeholder interviews
Beyond The Hamburger Menu - MOBX, 13 Sep 2014Anna Dahlström
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of device.
Don't Be a Digital Dinosaur: Design for the Space Between - Infocamp 2010 Ple...Samantha Starmer
The document discusses the need for experience designers to design holistic experiences that span both digital and physical channels, as well as multiple platforms. It notes that traditional boundaries are blurring as technology becomes ubiquitous and information can be accessed anywhere. The author advocates designing for the "space between" interactions by focusing on consistency of information and user journeys across channels to create a seamless overall experience. Experience design must look beyond individual websites or apps to consider all points of customer contact.
The gap between physical and digital has blurred: we use Wiis to get in shape, computers to order a pizza, or our smartphone’s GPS to find hot dates. People want to interact with products and services when they want to and how they want to – and that’s not always on the web.
The future of design is everywhere the customer touches our product or service - digital or physical. User experience practitioners must move beyond the screen to designing a holistic customer experience that is seamless across channels and devices.
The document provides details on various designs for mobility aids and crutches. It includes classifications for different types of crutches from the US Patent Classification system, including crutches that have pivoting or non-pivoting movement, curved or straight bases, means for grasping objects, and those that can convert between arm and forearm models or between crutch and cane. It also notes classifications for crutch tips, shock absorbers, arrangements for storing crutches, and wheeled walking aids. The document gives an overview of different categories and sub-categories of mobility aid designs.
The Importance of Storytelling in Web Design, WordCamp Miami 2013Denise Jacobs
The document discusses the importance of storytelling in web design. It argues that storytelling is how humans naturally gather and process information, and that websites should incorporate story elements like characters, plots, and settings to effectively engage users. Specific examples of websites that successfully use stories are provided. The presentation encourages designers to think of themselves as modern storytellers and to integrate narrative elements into their design process from the beginning of a project.
Your inner critic is an unconscious deterrent that stands between the seeds of great ideas and the fruits of achievement, keeping you stuck by telling you you’re just faking it, that others have more talent, that you’ll never achieve the success you seek. Let's discover how to anatomize this pernicious inner force, and then learn techniques to banish this critic so that you can have the mental space and energy to let your true talents emerge -- and help you be a badass with your work.
The document summarizes a presentation on cross-channel design given by Jess McMullin and Samantha Starmer. The presentation covered what cross-channel design is, why organizations should care about it, how to sell the need for it within an organization, using a case study and field research experience to discover touchpoints across channels, and various tools and methods for designing cross-channel solutions such as journey mapping, touchpoint matrices, and paper prototyping.
The Importance of Being a Good Storytellermtrabakino
The document discusses the importance of being a good storyteller. It states that stories are essential to humans and are important for success in entertainment careers. A good story is what sells products or services. One's reputation as a storyteller will follow them and impact who they meet and how they progress in their industry. Being able to craft compelling narratives can benefit one's future both personally and professionally.
Building and Evangelizing Holistic Experience Design - DMI Seattle 2011Samantha Starmer
The document provides guidance on designing holistic experiences by outlining strategies across four areas: expanding your mind, creating a vision, building a path, and just doing it. It suggests expanding one's mind by breaking out of silos, making new friends outside one's usual circles, getting outside of one's comfort zone, and finding comfort in discomfort. It recommends creating a vision by understanding the big picture, following a clear goal, storytelling to excite others, and leading change. It advises building a path by listening holistically, understanding executives' goals, managing stakeholders, and removing obstacles. Finally, it suggests just doing it by not waiting for permission, trying new things, using metrics, and starting small.
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of screen size or input type.
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
The document discusses device agnostic design, which aims to create content that can be accessed and displayed well on any device. It emphasizes building with reusable modular components rather than bespoke designs for each device. The key aspects are understanding content stacking strategies across screens, using content-based rather than device-based breakpoints, and designing interactive elements that work for both touch and non-touch interfaces. The goal is to provide users with a continuous experience regardless of the device they use.
Storytelling In Design - DXN, Nottingham, 8 Feb 2017Anna Dahlström
Slides from my talk about Storytelling In Design at Design Exchange Nottingham on 8 Feb 2017.
http://dxnevent.com/
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and nudges at the right time, and on/via the right device. Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design, in this talk Anna shares how the increasingly complex world we’re designing for is our biggest asset and how storytelling in design can help us instil a bit of everyday magic in the work we do, for our users, and for us.
What the numbers tell us - Dublin Web Summit, 18 Oct 2012Anna Dahlström
Numbers on their own don't tell us much but put into context they start develop a meaning and can help us make informed decisions, guide the design and development process as well as bring aspects to life that we otherwise wouldn’t be able to see. Using data and numbers we can create meaningful connections and something to relate to. But it can also help us build experiences that surprise and delight and go further towards achieving our objectives.
Using Storytelling To Craft Multi-device Experiences That Convert - CXL Live,...Anna Dahlström
This document discusses using storytelling techniques to design multi-device experiences that optimize conversion. It emphasizes understanding users' journeys through dramaturgy and defining characters, plots, and environments. By mapping the experience ecosystem and asking fundamental questions, designers can move from data-driven mechanics to architecting experiences grounded in users' needs and contexts. This approach facilitates clearer, more accurate understanding from the start of a project.
How To Use Storytelling To Craft Experiences That Engage - IIeX EU, Amsterda...Anna Dahlström
The document discusses using storytelling to craft engaging experiences. It provides examples of how stories influence our beliefs and behaviors more than facts or arguments. The presentation outlines principles of storytelling like plot, characters, and setting to understand problems, deliver solutions, and present outputs. It emphasizes applying dramaturgy to visualize experiences and map customer journeys through different stages with touchpoints.
Designing around storytelling - Design + banter, 09 April 2014Anna Dahlström
1) Storytelling is a powerful tool that can be used in UX design to capture users' imaginations, create emotional connections, and motivate actions.
2) Effective stories have a clear structure including setup, confrontation and resolution, as well as elements of surprise.
3) By understanding users and crafting stories around their experiences and goals, designers can guide users through a product or service in a compelling way.
Designing Around Storytelling - Breaking Borders, Reading 18 August 2015Anna Dahlström
Slides from my talk at Breaking Borders on the 18 August. http://breakingborde.rs/past-events/engagement/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Storytelling In Design - SXSW, 13 March 2017Anna Dahlström
Slides from my two talks at SXSW 2017 about my upcoming book 'Storytelling in design'.
http://schedule.sxsw.com/2017/events/PP65833
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Ms. Dahlstrom shares how we can instil a bit of magic in the work we do and hereby ensure that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Best Practice For UX Deliverables - Eventhandler, London, 22 Oct 2013Anna Dahlström
TAKE THIS WORKSHOP ONLINE & GET 20% OFF WITH CODE 'SLIDESHARE'
https://school.uxfika.co/p/best-practice-for-ux-deliverables/?product_id=325265&coupon_code=SLIDESHARE
---
Slides from my 'Best practice for UX deliverables' workshop that I ran for Eventhandler in London on the 22nd of October.
http://www.eventhandler.co.uk/events/uxnightclass-uxdeliverables
---
Please note that for copyright reasons & client privacy the examples in this presentation are slightly different than from the workshop. The examples included are for reference only in terms of what I talked through in the 'Good examples' section.
-----
ABSTRACT
Whilst the work we do is not meant to be hanged on a wall for people to admire, nor is meant to be put in a drawer and forgotten about. Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Who is it for?
This workshop is suitable for anyone starting out in UX, or who's worked with it for a while but is looking to improve the way they present their work.
What you'll learn
In this hands on workshop we'll walk through real life examples of why the UX of UX deliverables matter. We'll cover how who the reader is effects the way we should present our work, both on paper and verbally, and how to ensure that the work you do adds value. Coming out of the workshop you'll have practical examples and hands on experience with:
// How to adapt and sell your UX deliverable to the reader (from clients, your team, in house and outsourced developers)
// Guiding principles for creating good UX deliverables (both low and high fidelity)
// Best practice for presentations, personas, user journeys, flows, sitemaps, wireframes and other documents
// Simple, low effort but big impact tools for improving the visual presentation of your UX deliverables
Using Storytelling to Create Experiences that Convert - Conversion Elite, Lon...Anna Dahlström
The document discusses using storytelling to create experiences that convert. It provides examples of how stories can motivate people and influence their beliefs and behaviors. The key aspects of storytelling discussed are the plot, characters, and setting of the story. The document advocates mapping out customer journeys to understand how stories and experiences are structured at each stage.
Designing around storytelling - UX Oxford, 23 April 2014Anna Dahlström
Slides from my talk at UX Oxford on 23 April
http://www.meetup.com/UX-Oxford/events/172543682/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
The Future of Design is Not Just the Web - Web Visions Workshop 2011Samantha Starmer
The document discusses designing cross-channel experiences. It begins by explaining that customers experience brands across multiple touchpoints and channels, both digital and physical. The key is to design experiences that are convenient, connected, consistent, contextual, and span across time.
The document then provides five principles and five methods for cross-channel design. The principles are to make experiences convenient, connected, consistent, contextual, and spanning across time. The methods are to think in terms of services, share design work across teams, start by observing customer behaviors, be comfortable with ambiguity, and focus on customer needs rather than specific solutions.
Finally, the document discusses various discovery and solution activities for cross-channel design, such as stakeholder interviews
Beyond The Hamburger Menu - MOBX, 13 Sep 2014Anna Dahlström
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of device.
Don't Be a Digital Dinosaur: Design for the Space Between - Infocamp 2010 Ple...Samantha Starmer
The document discusses the need for experience designers to design holistic experiences that span both digital and physical channels, as well as multiple platforms. It notes that traditional boundaries are blurring as technology becomes ubiquitous and information can be accessed anywhere. The author advocates designing for the "space between" interactions by focusing on consistency of information and user journeys across channels to create a seamless overall experience. Experience design must look beyond individual websites or apps to consider all points of customer contact.
The gap between physical and digital has blurred: we use Wiis to get in shape, computers to order a pizza, or our smartphone’s GPS to find hot dates. People want to interact with products and services when they want to and how they want to – and that’s not always on the web.
The future of design is everywhere the customer touches our product or service - digital or physical. User experience practitioners must move beyond the screen to designing a holistic customer experience that is seamless across channels and devices.
The document provides details on various designs for mobility aids and crutches. It includes classifications for different types of crutches from the US Patent Classification system, including crutches that have pivoting or non-pivoting movement, curved or straight bases, means for grasping objects, and those that can convert between arm and forearm models or between crutch and cane. It also notes classifications for crutch tips, shock absorbers, arrangements for storing crutches, and wheeled walking aids. The document gives an overview of different categories and sub-categories of mobility aid designs.
The Importance of Storytelling in Web Design, WordCamp Miami 2013Denise Jacobs
The document discusses the importance of storytelling in web design. It argues that storytelling is how humans naturally gather and process information, and that websites should incorporate story elements like characters, plots, and settings to effectively engage users. Specific examples of websites that successfully use stories are provided. The presentation encourages designers to think of themselves as modern storytellers and to integrate narrative elements into their design process from the beginning of a project.
Your inner critic is an unconscious deterrent that stands between the seeds of great ideas and the fruits of achievement, keeping you stuck by telling you you’re just faking it, that others have more talent, that you’ll never achieve the success you seek. Let's discover how to anatomize this pernicious inner force, and then learn techniques to banish this critic so that you can have the mental space and energy to let your true talents emerge -- and help you be a badass with your work.
The document summarizes a presentation on cross-channel design given by Jess McMullin and Samantha Starmer. The presentation covered what cross-channel design is, why organizations should care about it, how to sell the need for it within an organization, using a case study and field research experience to discover touchpoints across channels, and various tools and methods for designing cross-channel solutions such as journey mapping, touchpoint matrices, and paper prototyping.
The Importance of Being a Good Storytellermtrabakino
The document discusses the importance of being a good storyteller. It states that stories are essential to humans and are important for success in entertainment careers. A good story is what sells products or services. One's reputation as a storyteller will follow them and impact who they meet and how they progress in their industry. Being able to craft compelling narratives can benefit one's future both personally and professionally.
Building and Evangelizing Holistic Experience Design - DMI Seattle 2011Samantha Starmer
The document provides guidance on designing holistic experiences by outlining strategies across four areas: expanding your mind, creating a vision, building a path, and just doing it. It suggests expanding one's mind by breaking out of silos, making new friends outside one's usual circles, getting outside of one's comfort zone, and finding comfort in discomfort. It recommends creating a vision by understanding the big picture, following a clear goal, storytelling to excite others, and leading change. It advises building a path by listening holistically, understanding executives' goals, managing stakeholders, and removing obstacles. Finally, it suggests just doing it by not waiting for permission, trying new things, using metrics, and starting small.
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of screen size or input type.
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
The document discusses device agnostic design, which aims to create content that can be accessed and displayed well on any device. It emphasizes building with reusable modular components rather than bespoke designs for each device. The key aspects are understanding content stacking strategies across screens, using content-based rather than device-based breakpoints, and designing interactive elements that work for both touch and non-touch interfaces. The goal is to provide users with a continuous experience regardless of the device they use.
Device Agnostic Design - UCD2014, London 25 Oct 2014Anna Dahlström
Slides from my Device Agnostic Design talk at UCD London
http://2014.ucduk.org/session/device-agnostic-design-how-to-get-your-content-to-go-anywhere/
ABSTRACT:
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn’t one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we’ve learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk I walk through why device agnostic design matters, what it means and how we go about it.
The document presents several statistics that highlight the growing importance of mobile optimization for businesses:
- 3 out of 5 consumers search for local businesses using their smartphone
- 51% of consumers are more likely to purchase from a mobile-optimized site
- By 2016, mobile searches are projected to overtake PC searches for local searches
- 95% of smartphone users have searched for local information on their device
Mobile internet usage is larger than most estimates. Usage of mobile internet and apps is growing exponentially through smartphones and mobile browsers. The app store gold rush led to tens of thousands of apps but the market is very challenging with low retention and discovery rates for most apps. While iPhones are popular, the mobile market includes many platforms and regions beyond Apple. Developing cross-platform mobile apps faces difficulties across the many platforms and form factors.
Mobile Web vs. Native Apps | Design4MobileJason Grigsby
This document provides an overview of a presentation on native mobile apps versus mobile web apps. It includes slides on why developers were fighting over the two approaches, Apple's announcement allowing third-party apps on the iPhone, and the surprise success of the iPhone App Store. It also discusses factors that contributed to the App Store's success like its openness, revenue split, and fewer restrictions compared to mobile carriers. The document debates questions around whether apps create platform lock-in, if app stores are essential to a platform's success, and challenges of developing for multiple mobile platforms. It suggests that HTML5 and WebKit may become the dominant mobile platform.
1. Mobile devices have become the primary way people access media through smartphones, tablets, and other screens. Most media interactions are with mobile screens and smartphone ownership continues to rise rapidly.
2. Opportunities on mobile go beyond apps to considering how mobile usage has changed user behavior and discovering the paths users take to content across multiple devices. User research is key to understanding this.
3. Design for mobile must optimize for thumb and eyeball-only interactions, use touch targets large enough for fingers, and consider network limitations. Images should be optimized for recognition or description.
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
Are you interested in learning more about mobile marketing? If so, then this mobile marketing SlideShare deck is for you. It was compiled by Jamie Turner from the 60 Second Marketer and Jeanne Hopkins while she was at HubSpot.
Here are just some of the amazing facts you'll learn in this SlideShare deck:
• 91% of adults have their mobile devices within arm's reach 24/7
• 25% of Americans only use mobile devices to access the internet
• There are 5 times as many cell phones in the world as there are PCs
If you're interested in learning more about mobile marketing, this deck is for you.
PCI Webinar - Emerging Technologies in Libraries Part 1: Digital ContentSamantha Chada
This document discusses emerging technologies in libraries, focusing on digital delivery of content and services through streaming, apps, and mobile platforms. It notes that over 419 million mobile devices were sold in the first quarter of 2013, with over half being smartphones. Apps and responsive web design are becoming key delivery mechanisms for library services on mobile devices. The document also explores options for libraries to provide streaming video and audio content as well as apps for their users.
Speed really matters on the mobile web, but how fast your website feels, the perception of speed is just as important. If we balance real speed and perceived speed as you design your website, and you’ll have a winning combination!
In this talk at TechFest Bucharest 2018, I talked about Progressive Web Apps and the future of Mobile Web development.
This document discusses improving mobile user experiences. It notes that mobile is the primary way people access the internet in some countries. Constraints on mobile like form factor and battery life must be considered. Simple interfaces work best for mobile. Native apps have advantages over mobile web, but the line is blurring. Windows Mobile was replaced by Windows Phone 7 which improved the user experience. The document emphasizes understanding user behaviors and focusing on usability.
Beyond The Mobile Web By Yiibu 110412113255 Phpapp01Therese Kokot
Mobile internet access is becoming ubiquitous, with over 1.3 billion people now using their mobile devices to access the internet. Context for how the internet is accessed has changed dramatically, with people now commonly using their phones, tablets, and other devices to engage in many online activities both brief and extended. This has disrupted traditional models of web design which focused on desktop access with predictable contexts. A new approach is needed to create engaging mobile content in this environment of tremendous diversity and unpredictability.
The document discusses how the internet and mobile technology have become integrated into everyday life. Key points include:
- The internet is no longer an activity confined to desktop computers, but something that people access constantly through mobile devices.
- There are now over 5 billion mobile subscribers globally, and mobile phones are becoming as powerful as computers were a few years ago.
- People use their mobile devices to engage in many activities like chatting, scheduling, shopping, and following up on things looked up on other devices.
- Mobile internet usage is shifting from just short activities to complementing and facilitating longer tasks like research, transactions, and important decisions.
Presented by Stephanie Rieger at Breaking Development in Dallas, April 11 2011 and Mobilism in Amsterdam, May 12, 2011.
Context is often cited as the single most important factor in design for the mobile medium. Mobile devices are of course 'mobile', but they are also small, always on, always with us, and can instantly connect us to the people we love. Mobile services must therefore be simple, social, and well-focussed--enabling us to quickly get things done on even the smallest screens.
This is all well and good, but mobile devices have changed. They may be mobile, but many have already stopped being 'phones'—nor do they resemble what we traditionally think of as computers. This presentation will explore how our use, and perception of mobile devices is changing, and how these changes may impact how we should design for them going forward.
The document discusses how the internet and mobile technology have become integrated into everyday life. Key points include:
- The internet is no longer an activity confined to desktop computers, but something that people access constantly through mobile devices.
- There are now over 5 billion mobile subscribers globally, and mobile phones are becoming as powerful as computers were a few years ago.
- People use their mobile devices to engage in many activities like chatting, scheduling, shopping, and following up on things looked up on other devices.
- Mobile internet usage is shifting from just short activities to complementing and facilitating longer tasks like research, transactions, and important decisions.
This document discusses smartphone and tablet trends and opportunities. It notes that iPod Touches flooded the market in 2009, with 40% of iPhone/iPod devices being Touches. The iPad saw strong initial sales of 2 million units in its first 2 months. The app market is largest on Apple's platform, though other stores are growing. Emerging trends include mobile lifestyle technologies focused on communication, commerce, and connectivity between online and offline lives. Mobile commerce is an area poised for growth, including mobile shopping, travel booking, and banking. The document provides strategies for developing successful mobile apps and businesses.
Speed really matters on the mobile web, but how fast your website feels, the perception of speed is just as important. If we balance real speed and perceived speed as you design your website, and you’ll have a winning combination!
In this talk at WordCamp Lausanne 2018, I talked about web performance and the future of Mobile Web development.
What is responsive design? Why does it exist? How do we implement it? What challenges lie ahead in the world of responsive design? This presentation was given at WordPress Tel Aviv meetup to discuss these issues.
Semelhante a Beyond The Hamburger Menu - UX In The City Oxford, 21 Apr 2017 (20)
Slides from my talk at Generate London on the 23 September 2016 http://www.generateconf.com/london-2016 #generateconf
ABSTRACT
There was a time when we did glossy page designs and those designs were pretty much what we saw in our desktop browsers. With the rise of smartphones, tablets and smartwatches, there isn’t one view of our designs any more.
With further developments in technology and screens, our content could go anywhere. As a result we need to move away from designing for specific devices to solutions that are device-agnostic. For UX designers that means means letting content guide layouts, and moving away from designing pages to focusing on the modules that those views are made up of.
In this talk Anna will walk through why device-agnostic design matters, what it means and how we go about it.
Responsivt - Inte bara för mobilen + Webbdagarna Växjö, 04 Dec 2014Anna Dahlström
Slides from my talk at Webbdagarna Växjö on the 4 December 2014.
http://www.webbdagarna.se/vaxjo-2014/program
Video (in Swedish): http://internetworld.idg.se/2.1006/1.600683/responsivt---inte-bara-for-mobilen
Abstract:
Responsiv design ses av många som ett sätt att anpassa sina sajter till att användare surfar på mobilen eller surfplattan. Men responsivt är mycket mer än så. Det är ett sätt att framtidssäkra sina digitala tjänster för en framtid med nya enheter av alla olika storlekar.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
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.
Selling UCD - how to get buy-in & measure the value - Eventhandler, London 26...Anna Dahlström
This document provides an overview of measuring the value and success of user experience design (UXD). It discusses the importance of measuring UXD work and outlines some common metrics used, including conversion rates, average revenue per user, support costs, user performance, and net promoter score. The document emphasizes that measuring UXD is not an exact science but provides a framework for developing a UX metrics plan by defining criteria, methods, and tools. It also notes that metrics can be captured at different stages of a project from the start of design through ongoing use. The overall message is that measurement allows UXD work to be managed and validated, demonstrating its value to stakeholders.
Designing Around Storytelling - Digital Pond, London 06 Feb 2014Anna Dahlström
Slides from my talk around storytelling in design at the Digital Pond meet up on 06 Feb 2014
http://www.meetup.com/The-Digital-Pond/events/159211742/
Stories have played an important part in our societies and development through history. In the last few years it's gained attention as a tool for and important aspect in communication, and rightfully so. But it's also an integral part of the design process and at the Digital Pond I talked about why as well as how we can use it, from the start, during definition and development as well as going forwards.
Three part series: Designing for multiple devices - GA, London, 20 Jan 2014Anna Dahlström
Slides from my three-part series Designing for Multiple Devices class run on the 20th of January with General Assembly in London.
The rise in mobiles and tablets have not only changed the way we consume and interact with content, but also the way we design and what we base our design approach on.
This series of classes will cover how user expectations as well as behaviour and consumption patterns have shifted—and what that means for designing products that will be used on multiple devices. Coming out of these classes, you'll be equipped with the essential principles and tools to tackle the multiple device jungle.
Three part series: Designing for multiple devices - GA, London, 26 Nov 2013Anna Dahlström
Slides from my three-part series Designing for Multiple Devices class run in one evening on the 26th of November with General Assembly in London.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series
The rise in mobiles and tablets have not only changed the way we consume and interact with content, but also the way we design and what we base our design approach on.
This series of classes will cover how user expectations as well as behaviour and consumption patterns have shifted—and what that means for designing products that will be used on multiple devices. Coming out of these classes, you'll be equipped with the essential principles and tools to tackle the multiple device jungle.
Designing Around Storytelling - UCD2013, London 08 Oct 2013Anna Dahlström
Slides from my talk around storytelling in design at the UCD 2013 Conference in London http://2013.ucduk.org.
Stories have played an important part in our societies and development through history. In the last few years it's gained attention as a tool for and important aspect in communication, and rightfully so. But it's also an integral part of the design process and at UCD 2013 I talked about why as well as how we can use it, from the start, during definition and development as well as going forwards.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
5. “ 70% of users check their
smartphone within an hour of
getting up. ”
- Source: Zerohedge
Source: https://www.thinkwithgoogle.com/articles/device-use-marketer-tips.html @annadahlstrom
18. Source Creative Market
“ 64% of smartphone shoppers turn to mobile search for
ideas about what to buy before heading into stores. ”
- Source: Think with Google
@annadahlstrom
20. MobileSearchMoMentSUnderStandinghowMobiledriveSconverSionS
3of4mobilesearches
triggerfollow-upactions
Mobile searches drive valuable
outcomes for businesses
Actions triggered by mobile search
also happen very quickly
ofconversions(storevisit,
phonecallorpurchase)
happeningwithinanhour55%
On average, each mobile search triggers
nearly 2 follow-up actions
Product&shoppingsearcheshavea
highernumberofoutcomes
Number of follow-up actions per mobile search
Mobile search is always on, happening
on the go, at home and at work
ofmobilesearches
occurathomeor
work;17%onthego77%
2.082.523.56
Travel FoodAutoBeauty Tech
2.072.20
36%
Continued
Research
18%
Shared Information
17%
Made a Purchase
25%
Visited a Retailer’s
Website
17%
Visited a Store
7%
Called a Business
Mobile searches are strongly tied to specific contexts
Shopping queries are 2x more likelyto be in store
Source: http://www.thinkwithgoogle.com/infographics/creating-moments-that-matter-infographic.html - FROM MARCH 2013
In March 2013
Google came out with this
@annadahlstrom
27. Commute
Sequential usage
Morning Work
Simultaneous usage
+
Multi-tasking
+
Extending
+
Complementing
OR
“ 90% of users start a task on one device and then complete it on another. ”
- Source: Google
@annadahlstrom
28. Users expect an equal & continuous
experience across each one
www.flickr.com/photos/joachim_s_mueller/7110473339 @annadahlstrom
41. “ The hottest app among
Silicon Valley early adopters
right now is Secret.
You use it to post anonymous
secrets. For the past two days
it's all anyone is talking about
on Twitter. ”
- Nicholas Carlson, Business Insider
@annadahlstrom
42. “ The good news for Apple
is that it's available on iPhone.
The bad news for Apple is
that it's really hard to find
Secret through the App Store
app on your iPhone. ”
- Nicholas Carlson, Business Insider
@annadahlstrom
52. www.flickr.com/photos/dougbelshaw/4360008898
” Money spent developing a pretty but limited iPhone
app only benefits [...] the few, but money spent on
the website UI would have benefitted everyone. ”
- Gary Marshall on ‘The app trap’ in .net Magazine
@annadahlstrom
56. Source & images from UX Matters - www.uxmatters.com/mt/archives/2013/02/how-do-users-really-hold-mobile-devices.php
…and easy to
interact with
@annadahlstrom
61. Source & images from Smashing Mag- https://www.smashingmagazine.com/2016/09/the-thumb-zone-designing-for-mobile-users/
It gets harder the
larger our devices are
@annadahlstrom
62. It’s making us
rethink navigation
Tumblr Google Calendar Task Rabbit Pinterest
@annadahlstrom
83. “ One third of Americans who already
own some sort of wrist-mounted device
stop wearing theirs after six months” ”
- Source: FastCompany
https://www.flickr.com/photos/djkeino/8667722768 @annadahlstrom
84. Screenshot: http://www.apple.com/uk/
“ In order for any wearable to be successful it has to
disappear from the foreground, and its utility in your life has
to far outweigh any small inconvenience. ”
- Source: Mashable
@annadahlstrom
89. Smart homes are
the new smartphones
Screenshot fromThe Next Web http://thenextweb.com/insider/2015/12/23/2016-predictions-for-iot-and-smart-homes/#gref @annadahlstrom
106. Screenshot: https://blog.intercom.com/the-end-of-apps-as-we-know-them/
“ The idea of an app as an
independent destination is
becoming less important, and
the idea of an app as a
publishing tool, with related
notifications that contain
content and actions, is
becoming more important. ”
- Source: The End of Apps As We Know Them
@annadahlstrom
107. It’s one of the
ideas behind iOS 10
Screenshot: Apple.co.uk
115. Magic & ‘stop’
all in one
https://www.flickr.com/photos/wlodi/3085157011 @annadahlstrom
116. If we’re not careful
we’ll be swimming in pieces
https://www.flickr.com/photos/wwworks/2472230611 @annadahlstrom
117. Sooner or later you’ve
got to clearn up the mess
https://www.flickr.com/photos/clement127/28800579010/ @annadahlstrom
118. Allows our content to adjust to different
devices & screen sizes
@annadahlstrom
119. Define views & key templates
Header& Nav
Products
Footer
Filter & search
Product listing Product pageCategoriesHome
Header& Nav
Features
Footer
Featured products
Featured categories
Header& Nav
Footer
Categories
Header& Nav
Gallery
Descrip-
tion
Footer
Additional info
Related products
@annadahlstrom
121. Home - large
Header& Nav
Features
Footer
Featured products
Featured categories
1 Header& Nav
2
Features
11 Footer
3
Category
4 Category
6
Categ
6
Categ
10
Prod
9
Prod
8
Prod
7
Prod
1 Header& Nav
2
Features
10 Footer
3 Category
4
Categ
5
Categ
6
Product
7
Product
8
Product
9
Product
Header& Nav
Features
Footer
Home - small
Featured
categories
Featured
products
Do the same across screen sizes
@annadahlstrom
122. Break down each module into elements
Home - large
Header& Nav
Features
Footer
Featured products
Featured categories
1 Header& Nav
2
Features
11 Footer
3
Category
4 Category
6
Categ
6
Categ
10
Prod
9
Prod
8
Prod
7
Prod
1 Header& Nav
2
Features
10 Footer
3 Category
4
Categ
5
Categ
6
Product
7
Product
8
Product
9
Product
Header& Nav
Features
Footer
Home - small
Featured
categories
Featured
products
123. Feature - large Feature - small
Featured products - large
Single product - large
Featured products - small
Single product- small
Views Modules
Home - large Home - small
Start identifying your building blocks & variations
@annadahlstrom
124. Iterate & refine across views & key templates
Header& Nav
Products
Footer
Filter & search
Product listing Product pageCategoriesHome
Header& Nav
Features
Footer
Featured products
Featured categories
Header& Nav
Footer
Categories
Header& Nav
Gallery
Descrip-
tion
Additional info
Related products
10
Prod
9
Prod
8
Prod
7
Prod
7
Prod
6
Prod
5
Prod
4
Prod
Footer
6
Prod
5
Prod
4
Prod
3
Prod
10
Prod
9
Prod
8
Prod
7
Prod
14
Prod
13
Prod
12
Prod
11
Prod
18
Prod
17
Prod
16
Prod
15
Prod
@annadahlstrom
125. Gradually build your module library
Feature - large Feature - small
Featured products - large Featured products - small
Single product - large Single product- small
Also used for:
• Module REL01 - Related products
1
3
4
1
2
3
1
2
1
2
3
4
2
3
1
2
3
1
2
1
1
@annadahlstrom
127. “ The site you build is not dependent on
knowing what device it is being displayed on. ”
- Sarita Harbour, WDD
Image courtesy of Shutterstock @annadahlstrom
128. 1. Take 2 pieces of A4 paper
2. Fold one in half and rip it
into two pieces
3. Continue until you have 5
uniquely sized pieces of paper, the
intact A4 piece of paper included
4. Consider their physical size to
be the size of the screen you’re
designing for
4. Sketch your main pages and
views onto each one
https://www.flickr.com/photos/skynoir/8825832242/ @annadahlstrom
137. “ More and more sites and
apps are experimenting with
alternative, more efficient
solutions for this very problem.
None of the ideas listed here is
better than the others, their
viability and performance
obviously depend on the
content and the context. ”
- Source: Alternatives to hamburger menu
Screenshot: https://medium.com/@kollinz/hamburger-menu-alternatives-for-mobile-navigation-a3a3beb555b8
Tabs
Tabs with ‘more’ option
Progressively collapsing menu
Scrollable navigation
@annadahlstrom
142. 1. Don’t look at mobile too narrowly
2. Play to each device’s strengths
3. Consider all platforms
4. Look at app rational
5. Cater for different input methods
6. Think about the individual
7. Context + content = king
8. Build a system of components
9. Evaluate design & navigations patterns
10. It’s all about navigation
@annadahlstrom
146. - Wilson Minor
“We’re not just making pretty interfaces.
We’re actually in the process of making an
environment where we’ll spend most of
our time, for the rest of our lives.
We’re the designers. We’re the builders.
What do we want that environment to
feel like? What do we want to feel like.”
http://www.flickr.com/photos/funch/4679422945/
@annadahlstrom