Great design comes from good decisions and excellent execution.
Design Research informs those Design Decisions.
What we think we know… is it actually valid? or is just a collection of stereotypes and prejudices? What do we really need to know? Who can we get that information from? How can we get it without contaminating the sample?
This presentation introduces the essential techniques that answer these questions, that need to be addressed along the Design process.
This document provides an overview of semiotic analysis and key semiotic concepts. It begins by defining semiotics as the study of signs and sign systems. Some key points made include:
- Semiotics examines how meaning is constructed through signs such as words, images, sounds, gestures and objects.
- Ferdinand de Saussure distinguished between the signifier (form of the sign) and the signified (concept represented).
- Charles Sanders Peirce developed a triadic model of the sign consisting of the representamen (sign vehicle), object (referent), and interpretant (sense made of the sign).
- Signs can function as icons, indexes or symbols depending on their relationship to what they
Saussure's dyadic model views the sign as consisting of the signifier and the signified, where the relationship between the two is arbitrary. Pierce expanded on this with his triadic model, which includes an interpretant component. The interpretant is how a sign is understood or interpreted. Umberto Eco categorized signs into natural and artificial signs. Natural signs are not intentionally produced, while artificial signs are. He further breaks down artificial signs based on their intended function. Logical codes are more static and have a single meaning, while social and aesthetic codes are more fluid and open to various interpretations.
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.
The document discusses the origins and key figures in the development of semiotics. It introduces Ferdinand de Saussure, Charles Sanders Peirce, and Roland Barthes as originators who made important contributions. Saussure founded modern linguistics and introduced the concepts of langue and parole. Peirce began writing about semiotics in the 1860s and defined it as involving signs, their objects, and interpretants. He described semiosis as the triadic relationship between these. The document also provides definitions and examples of how semiotics is used in literary analysis to study symbols and their meanings.
Consumers making product & brand choices are increasingly turning to computer-mediated communication for information on which to base their decisions. Besides perusing advertising & corporate websites, consumers are using newsgroup, chat rooms, email & other online formats to share ideas, build communities & contact fellow consumers who are seen as more objective information source.
Marketing researchers use a variety of methods to study consumers. NETNOGRAPHY is one such qualitative & explorative research approach to analyse the consumer dialogue in online communities in order to gain unbiased consumer insights. These consumer insights in turn are converted into solutions. If these solutions are implemented in the product or service , it can capture lot of market.
My seminar focuses on research methodology tool , Netnography, the procedure to conduct Netnograhy online along with the example of Apple i-pod nano, the various online solutions which do this Netnography survey along with the case of Listerine and finally the review of netnography, its scope and limitations , conclusion and the ethical considerations to use this tool to survey online communities.
This document provides an introduction to semiotics, which is the study of signs and their meanings. It explains that a sign consists of a signifier, which is the form the sign takes, and the signified, which is the concept it represents. An example given is that a stop sign's physical shape is the signifier and the concept of stopping is the signified. The document also notes that signifiers can have multiple signifieds and that the relationship between signifiers and signifieds is arbitrary. It outlines the three steps of semiotic analysis as analyzing verbal signs, visual signs, and the symbolic message. Finally, it provides an example of a semiotic analysis of an advertisement.
This document discusses social semiotics as an analytical perspective for understanding everyday objects and their meanings. It explains key concepts in social semiotics, comparing it to structural semiotics. Social semiotics examines how people use signs and make meaning in social contexts, focusing on situated practices rather than abstract structures. It explores dimensions of social semiotic analysis like discourse, genre, style and modality. Research in this area looks at semiotic resources, rules, and transformations over time and across contexts.
This document discusses Aristotle's three modes of persuasion - ethos, logos, and pathos - and provides examples of each in advertising, public relations, and event management. Aristotle developed these rhetorical elements to convince audiences. Ethos appeals to credibility, logos to facts and logic, and pathos to emotions. The document analyzes examples like corporate ads building trust, commercials stating product benefits, and events raising awareness through emotional stories. It argues that effective communication combines all three modes to create memorable promotions that impact audiences.
This document provides an overview of semiotic analysis and key semiotic concepts. It begins by defining semiotics as the study of signs and sign systems. Some key points made include:
- Semiotics examines how meaning is constructed through signs such as words, images, sounds, gestures and objects.
- Ferdinand de Saussure distinguished between the signifier (form of the sign) and the signified (concept represented).
- Charles Sanders Peirce developed a triadic model of the sign consisting of the representamen (sign vehicle), object (referent), and interpretant (sense made of the sign).
- Signs can function as icons, indexes or symbols depending on their relationship to what they
Saussure's dyadic model views the sign as consisting of the signifier and the signified, where the relationship between the two is arbitrary. Pierce expanded on this with his triadic model, which includes an interpretant component. The interpretant is how a sign is understood or interpreted. Umberto Eco categorized signs into natural and artificial signs. Natural signs are not intentionally produced, while artificial signs are. He further breaks down artificial signs based on their intended function. Logical codes are more static and have a single meaning, while social and aesthetic codes are more fluid and open to various interpretations.
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.
The document discusses the origins and key figures in the development of semiotics. It introduces Ferdinand de Saussure, Charles Sanders Peirce, and Roland Barthes as originators who made important contributions. Saussure founded modern linguistics and introduced the concepts of langue and parole. Peirce began writing about semiotics in the 1860s and defined it as involving signs, their objects, and interpretants. He described semiosis as the triadic relationship between these. The document also provides definitions and examples of how semiotics is used in literary analysis to study symbols and their meanings.
Consumers making product & brand choices are increasingly turning to computer-mediated communication for information on which to base their decisions. Besides perusing advertising & corporate websites, consumers are using newsgroup, chat rooms, email & other online formats to share ideas, build communities & contact fellow consumers who are seen as more objective information source.
Marketing researchers use a variety of methods to study consumers. NETNOGRAPHY is one such qualitative & explorative research approach to analyse the consumer dialogue in online communities in order to gain unbiased consumer insights. These consumer insights in turn are converted into solutions. If these solutions are implemented in the product or service , it can capture lot of market.
My seminar focuses on research methodology tool , Netnography, the procedure to conduct Netnograhy online along with the example of Apple i-pod nano, the various online solutions which do this Netnography survey along with the case of Listerine and finally the review of netnography, its scope and limitations , conclusion and the ethical considerations to use this tool to survey online communities.
This document provides an introduction to semiotics, which is the study of signs and their meanings. It explains that a sign consists of a signifier, which is the form the sign takes, and the signified, which is the concept it represents. An example given is that a stop sign's physical shape is the signifier and the concept of stopping is the signified. The document also notes that signifiers can have multiple signifieds and that the relationship between signifiers and signifieds is arbitrary. It outlines the three steps of semiotic analysis as analyzing verbal signs, visual signs, and the symbolic message. Finally, it provides an example of a semiotic analysis of an advertisement.
This document discusses social semiotics as an analytical perspective for understanding everyday objects and their meanings. It explains key concepts in social semiotics, comparing it to structural semiotics. Social semiotics examines how people use signs and make meaning in social contexts, focusing on situated practices rather than abstract structures. It explores dimensions of social semiotic analysis like discourse, genre, style and modality. Research in this area looks at semiotic resources, rules, and transformations over time and across contexts.
This document discusses Aristotle's three modes of persuasion - ethos, logos, and pathos - and provides examples of each in advertising, public relations, and event management. Aristotle developed these rhetorical elements to convince audiences. Ethos appeals to credibility, logos to facts and logic, and pathos to emotions. The document analyzes examples like corporate ads building trust, commercials stating product benefits, and events raising awareness through emotional stories. It argues that effective communication combines all three modes to create memorable promotions that impact audiences.
Originally designed for a webinar in collaboration with Cynopsis Media, this presentation details the power and influence of Gen Z, also known as Gen Edge, in the household.
Entrepreneur's guide to building a memorable startup brandIryna Nezhynska
This guide is my contribution to the global startup community.
The goal: to change the overall early business’s mindset that branding is “always a long and expensive process that is available for big companies only”. It used to be, but it is no longer a truth. Moreover I wanted to remind startups that in the era of product overload, your success depends on how people will perceive you and what emotions will turn them into your customers.
That is why I created this step-by-step guide to building a Minimum Viable Brand for startups. It will help you to create product that people will love.
The document discusses pragmatic markers. It begins with an agenda that includes defining pragmatic markers, activities to analyze their use, and examining markers in different languages. It then defines pragmatic markers based on their phonological, syntactic, semantic, functional, and sociolinguistic features. Their textual and interpersonal functions are also defined. Examples are provided to categorize the functions of markers. The discussion then explores markers in languages such as Chinese, Japanese, and Thai, noting common markers and their frequencies and uses in each language.
This document discusses how to identify and engage target audiences for transmedia storytelling projects. It explains that the audience can be identified based on their demographics, interests, and technology usage. It also discusses that audience engagement varies, with most people only passively engaging like watching a video, while fewer people highly engage through activities like content creation. It provides models for measuring engagement on a scale from low to high involvement. The goal is to provide the right content to attract, hold, and inspire different levels of engagement from the target audience.
This document discusses experience design and design thinking. It begins with an overview of the emergence of the experience economy and how it is changing business. It then discusses some key traits of design thinking and its implications. The document outlines aspects of designing experiences, including staging, backstaging, and the anatomy of experience design. It provides examples of experience design at MindTree, focusing on front staging and back staging, thinking of users as people, tasks as activities, and context. The document emphasizes thinking of offerings as experiences and discusses how this could change MindTree's approach.
The document discusses principles of user experience (UX) design from a psychological perspective. It introduces concepts like motivation, cognition, emotion, behavior, and consistency as frameworks for understanding how people think and interact with systems. The document advocates applying insights from fields like behavioral psychology to craft better user experiences and generate ideas by understanding common human capabilities, limitations, and biases.
1. The document discusses six principles of persuasion from media psychology research: reciprocity, commitment and consistency, social proof, liking, authority, and scarcity. It explains how each principle can be applied constructively in social media engagements.
2. For example, the principle of reciprocity suggests providing value to others without expectation of something in return to build influence over time. The principle of social proof indicates that gaining endorsements from others of similar interests can help build authority.
3. In conclusion, the document encourages applying these persuasion principles positively by focusing on creating value for others through helpful content and building relationships, rather than using them manipulatively. This leads to greater social media success.
The document provides an introduction to analyzing media language through semiotics. It discusses key concepts like denotation versus connotation, and signifiers and signifieds. Symbols, written codes, and technical codes are examined across different media formats. Examples are provided to illustrate analyzing the symbolic codes in a movie poster or magazine cover. Gender representations in advertising are also discussed using Goffman's theories. The document aims to teach media language analysis through identifying signs and their meanings at denotative and connotative levels.
In this peer-review decision making generation, creating memorable customer experience is crucial. The experience you deliver to your customers cannot be just ‘good’. Good is no longer enough to retain customers but it has to be memorable!
It has to be so fantastic that your customers want to tell their friends and family (or even strangers in online community) and invite them to try your products or services.
Maya Angelou, an American author, poet, dancer, actress, and singer once said “I’ve learned that people will forget what you said, people will forget what you did but people will never forget how you made them feel.”
UX STRAT USA 2016 Workshop: Jim Kalbach, "Mapping Experiences"UX STRAT
The document outlines an agenda and principles for experience mapping. It discusses different types of alignment diagrams like customer journey maps, experience maps, and service blueprints. The general process involves taking a holistic view of experiences, focusing on interactions between people and systems, and visually representing information in a self-evident way. Diagrams foster conversations and engagement within organizations. The facilitation of workshops to create and test artifacts is discussed, along with collaborating with diverse groups and identifying opportunities through assessment.
The document outlines a 3-step workshop on branding:
Step 1 provides a 30-minute overview of branding and marketing concepts, and framework for collaboration.
Step 2 involves participants filling out brand squares to analyze their brand message, crafting an emotional brand message, and presenting a brand vision.
Step 3 is about developing an engagement plan, mapping touchpoints to tell their story, scheduling marketing duties, and delivering consistent content across channels.
This document discusses Critical Discourse Analysis (CDA). It begins by defining key terms like discourse, language, and the branches of linguistics. Discourse is described as consisting of sentences with cohesion and coherence. Language is defined as a symbol system that is arbitrary, complex, and constantly changing. CDA examines how language shapes social relations and power structures. The document outlines different definitions of discourse and the relationship between text, context, and meaning.
Well, I was given an assignment wherein two groups were made and given the same topic to present upon the winning team would get full marks and the losing one gets 50%.... here i give you the best presentation I have ever made in the pressure of getting full marks
New Frontiers in Pattern Languages of Practices (Takashi Iba, PLoP2023)Takashi Iba
Lightning Talk by Takashi Iba, Ph.D. in media and governance, Professor at Faculty of Policy Management, Keio University.
at the30th Conference on Pattern Language of Programs (PLoP2023), IL, USA, Oct. 25, 2023
In this talk, I will present the new frontiers in pattern languages of practices. Historically, the concept of pattern languages originated in the 1970s as a design language for "Places" and was later applied to the domain of "Programs." Subsequently, it found applications in areas like education and organizational change, which can be considered as "Practices." In other words, the pattern language has evolved from Places, to Programs, and then to Practices. In the course of the development, we, Iba Lab and CreativeShift, Inc., have developed patterns across various fields within pattern languages of practices, writing over 3,000 patterns in more than 90 areas of practices over the past 20 years. Reflecting on our journey, we have identified five types within what is broadly labeled as "Practices": (1) Profession and Work, (2) Meta-Pattern Language, (3) Everyday Life, (4) Journey of Life, and (5) Forming Society. This talk will particularly focus on the last three types of pattern languages of practices — Everyday Life, Journey of Life, and Forming Society. We will share our own cases and experiences, including a pattern language for a good digital society, which was recently published by the Digital Agency of the Japanese Government.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
This document summarizes the key points of a letter from President Bill Clinton formally apologizing to Japanese Americans for their unjust internment during World War 2. It provides context on the 120,000 Japanese Americans who were relocated to internment camps in 1942. It then discusses the cultural differences between Japanese and American communication styles as it relates to politeness theory. Finally, it includes excerpts from Clinton's 1993 letter apologizing for the actions that denied Japanese Americans their liberties and pledged to renew the nation's commitment to equality and freedom.
This document provides an overview of semiotics, including its history, definitions, key figures, and concepts. Semiotics is the study of signs and symbols and their use or interpretation. It has its roots in ancient Greek philosophy and more recently in the work of Ferdinand de Saussure, Charles Sanders Pierce, and Roland Barthes. Saussure introduced key concepts like the signifier/signified relationship and the arbitrary nature of linguistic signs. Pierce explored signs in a broader context and classified three types of signs: symbols, icons, and indexes. Barthes studied how signs and images represent culture and ideology, introducing concepts like denotation, connotation, and myth. Semiotics provides tools for analyzing meaning in texts and
Today, many brands and businesses are looking for big ideas to focus and direct content marketing. But what makes an idea big and how can you improve your idea generation?
December 2017 presentation covering: What is design thinking? What does it look like in practice? What are some case stories of design thinking being used in the real world? How can we use design thinking in our organization? Where can I learn more?
This document provides guidance on developing a digital design strategy with an experiential perspective. It emphasizes that design should be thoughtfully considered rather than happen by chance, and should create a seamless experience across touchpoints that resonates with users. The strategy process involves analyzing a brand, competitors, market trends, and user research to define an experiential proposition, then developing design concepts and deliverables to bring the proposition to life through consistent experiences.
Originally designed for a webinar in collaboration with Cynopsis Media, this presentation details the power and influence of Gen Z, also known as Gen Edge, in the household.
Entrepreneur's guide to building a memorable startup brandIryna Nezhynska
This guide is my contribution to the global startup community.
The goal: to change the overall early business’s mindset that branding is “always a long and expensive process that is available for big companies only”. It used to be, but it is no longer a truth. Moreover I wanted to remind startups that in the era of product overload, your success depends on how people will perceive you and what emotions will turn them into your customers.
That is why I created this step-by-step guide to building a Minimum Viable Brand for startups. It will help you to create product that people will love.
The document discusses pragmatic markers. It begins with an agenda that includes defining pragmatic markers, activities to analyze their use, and examining markers in different languages. It then defines pragmatic markers based on their phonological, syntactic, semantic, functional, and sociolinguistic features. Their textual and interpersonal functions are also defined. Examples are provided to categorize the functions of markers. The discussion then explores markers in languages such as Chinese, Japanese, and Thai, noting common markers and their frequencies and uses in each language.
This document discusses how to identify and engage target audiences for transmedia storytelling projects. It explains that the audience can be identified based on their demographics, interests, and technology usage. It also discusses that audience engagement varies, with most people only passively engaging like watching a video, while fewer people highly engage through activities like content creation. It provides models for measuring engagement on a scale from low to high involvement. The goal is to provide the right content to attract, hold, and inspire different levels of engagement from the target audience.
This document discusses experience design and design thinking. It begins with an overview of the emergence of the experience economy and how it is changing business. It then discusses some key traits of design thinking and its implications. The document outlines aspects of designing experiences, including staging, backstaging, and the anatomy of experience design. It provides examples of experience design at MindTree, focusing on front staging and back staging, thinking of users as people, tasks as activities, and context. The document emphasizes thinking of offerings as experiences and discusses how this could change MindTree's approach.
The document discusses principles of user experience (UX) design from a psychological perspective. It introduces concepts like motivation, cognition, emotion, behavior, and consistency as frameworks for understanding how people think and interact with systems. The document advocates applying insights from fields like behavioral psychology to craft better user experiences and generate ideas by understanding common human capabilities, limitations, and biases.
1. The document discusses six principles of persuasion from media psychology research: reciprocity, commitment and consistency, social proof, liking, authority, and scarcity. It explains how each principle can be applied constructively in social media engagements.
2. For example, the principle of reciprocity suggests providing value to others without expectation of something in return to build influence over time. The principle of social proof indicates that gaining endorsements from others of similar interests can help build authority.
3. In conclusion, the document encourages applying these persuasion principles positively by focusing on creating value for others through helpful content and building relationships, rather than using them manipulatively. This leads to greater social media success.
The document provides an introduction to analyzing media language through semiotics. It discusses key concepts like denotation versus connotation, and signifiers and signifieds. Symbols, written codes, and technical codes are examined across different media formats. Examples are provided to illustrate analyzing the symbolic codes in a movie poster or magazine cover. Gender representations in advertising are also discussed using Goffman's theories. The document aims to teach media language analysis through identifying signs and their meanings at denotative and connotative levels.
In this peer-review decision making generation, creating memorable customer experience is crucial. The experience you deliver to your customers cannot be just ‘good’. Good is no longer enough to retain customers but it has to be memorable!
It has to be so fantastic that your customers want to tell their friends and family (or even strangers in online community) and invite them to try your products or services.
Maya Angelou, an American author, poet, dancer, actress, and singer once said “I’ve learned that people will forget what you said, people will forget what you did but people will never forget how you made them feel.”
UX STRAT USA 2016 Workshop: Jim Kalbach, "Mapping Experiences"UX STRAT
The document outlines an agenda and principles for experience mapping. It discusses different types of alignment diagrams like customer journey maps, experience maps, and service blueprints. The general process involves taking a holistic view of experiences, focusing on interactions between people and systems, and visually representing information in a self-evident way. Diagrams foster conversations and engagement within organizations. The facilitation of workshops to create and test artifacts is discussed, along with collaborating with diverse groups and identifying opportunities through assessment.
The document outlines a 3-step workshop on branding:
Step 1 provides a 30-minute overview of branding and marketing concepts, and framework for collaboration.
Step 2 involves participants filling out brand squares to analyze their brand message, crafting an emotional brand message, and presenting a brand vision.
Step 3 is about developing an engagement plan, mapping touchpoints to tell their story, scheduling marketing duties, and delivering consistent content across channels.
This document discusses Critical Discourse Analysis (CDA). It begins by defining key terms like discourse, language, and the branches of linguistics. Discourse is described as consisting of sentences with cohesion and coherence. Language is defined as a symbol system that is arbitrary, complex, and constantly changing. CDA examines how language shapes social relations and power structures. The document outlines different definitions of discourse and the relationship between text, context, and meaning.
Well, I was given an assignment wherein two groups were made and given the same topic to present upon the winning team would get full marks and the losing one gets 50%.... here i give you the best presentation I have ever made in the pressure of getting full marks
New Frontiers in Pattern Languages of Practices (Takashi Iba, PLoP2023)Takashi Iba
Lightning Talk by Takashi Iba, Ph.D. in media and governance, Professor at Faculty of Policy Management, Keio University.
at the30th Conference on Pattern Language of Programs (PLoP2023), IL, USA, Oct. 25, 2023
In this talk, I will present the new frontiers in pattern languages of practices. Historically, the concept of pattern languages originated in the 1970s as a design language for "Places" and was later applied to the domain of "Programs." Subsequently, it found applications in areas like education and organizational change, which can be considered as "Practices." In other words, the pattern language has evolved from Places, to Programs, and then to Practices. In the course of the development, we, Iba Lab and CreativeShift, Inc., have developed patterns across various fields within pattern languages of practices, writing over 3,000 patterns in more than 90 areas of practices over the past 20 years. Reflecting on our journey, we have identified five types within what is broadly labeled as "Practices": (1) Profession and Work, (2) Meta-Pattern Language, (3) Everyday Life, (4) Journey of Life, and (5) Forming Society. This talk will particularly focus on the last three types of pattern languages of practices — Everyday Life, Journey of Life, and Forming Society. We will share our own cases and experiences, including a pattern language for a good digital society, which was recently published by the Digital Agency of the Japanese Government.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
This document summarizes the key points of a letter from President Bill Clinton formally apologizing to Japanese Americans for their unjust internment during World War 2. It provides context on the 120,000 Japanese Americans who were relocated to internment camps in 1942. It then discusses the cultural differences between Japanese and American communication styles as it relates to politeness theory. Finally, it includes excerpts from Clinton's 1993 letter apologizing for the actions that denied Japanese Americans their liberties and pledged to renew the nation's commitment to equality and freedom.
This document provides an overview of semiotics, including its history, definitions, key figures, and concepts. Semiotics is the study of signs and symbols and their use or interpretation. It has its roots in ancient Greek philosophy and more recently in the work of Ferdinand de Saussure, Charles Sanders Pierce, and Roland Barthes. Saussure introduced key concepts like the signifier/signified relationship and the arbitrary nature of linguistic signs. Pierce explored signs in a broader context and classified three types of signs: symbols, icons, and indexes. Barthes studied how signs and images represent culture and ideology, introducing concepts like denotation, connotation, and myth. Semiotics provides tools for analyzing meaning in texts and
Today, many brands and businesses are looking for big ideas to focus and direct content marketing. But what makes an idea big and how can you improve your idea generation?
December 2017 presentation covering: What is design thinking? What does it look like in practice? What are some case stories of design thinking being used in the real world? How can we use design thinking in our organization? Where can I learn more?
This document provides guidance on developing a digital design strategy with an experiential perspective. It emphasizes that design should be thoughtfully considered rather than happen by chance, and should create a seamless experience across touchpoints that resonates with users. The strategy process involves analyzing a brand, competitors, market trends, and user research to define an experiential proposition, then developing design concepts and deliverables to bring the proposition to life through consistent experiences.
Design thinking is a process centered around understanding user needs through methods like observation and interviews to define problems and generate innovative solutions. It is an iterative process involving prototyping ideas and testing them with users to refine solutions. Organizations use design thinking to develop more user-centered products and services that better meet customer needs and reduce risks, which can lead to increased profits and differentiation from competitors. The Stanford design thinking process involves the phases of empathizing, defining, ideating, prototyping, and testing to manage projects with a user-focused approach.
UXPA 2023: UX Fracking: Using Mixed Methods to Extract Hidden InsightsUXPA International
Users do not always accurately describe what they mean or feel. There are many reasons for this, ranging from politeness to poor introspection, to lack of sufficient technical vocabulary. Fortunately, UX researchers have tools in their trade to deduce what was really meant. We call this UX Fracking, a mixed methods approach that is optimized for extracting hidden user insights. We will illustrate the dangers of inadequate, superficial research, and how this may lead to outcomes incapable of addressing the users’ core issues. We will explore ways to avoid these pitfalls by leveraging mixed research methods to test hypotheses about the users’ intent and needs. This starts with a thorough understanding of who the user is, their goals, and how they work today, to an approach that combines surveys, interviews, and comment analysis with behavioral observation, and finally, validating the newly discovered user insights with the users themselves.
The document describes the Design Sprint process, which allows teams to solve design problems and test ideas with customers in 2-5 days. The process involves 5 stages: 1) Understand the problem through research, 2) Diverge by generating many potential solutions through brainstorming techniques, 3) Converge by defining a prototype and assumptions to test, 4) Prototype quickly using paper or digital tools, and 5) Validate by testing the prototype with users and gathering feedback. Design Sprints use methods from Design Thinking to help teams break out of processes and focus on the user perspective to create innovative products.
The document provides an overview of user experience (UX) design for startups. It discusses:
1) What UX design is and how UX designers work to identify problems and find solutions to create a seamless user experience.
2) When to bring in UX designers, which should be early in the process to allow for collaboration with engineers.
3) The importance of user research through methods like focus groups, interviews and usability testing to understand users and inform the design.
4) How to develop personas, functions lists, information architecture and user scenarios/flows to map the optimal website structure and organization.
What is User Experience Design?
The Business Case for User Experience Design
What are the UX processes?
How can we measure its effectiveness?
Who needs to be involved?
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
This document outlines a user research plan with the objectives of understanding users, testing hypotheses, and gathering resources. It recommends conducting internal research, competitive analyses, and field studies to gather information. It also suggests using surveys, interviews, and testing to explore user pain points, preferences, and interactions. The final steps are to synthesize findings into documents, test designs, and iterate the research process.
Information architecture is the structural design of shared information environments. It involves organizing systems of information to help users find what they need. Key aspects of information architecture include site navigation systems, labeling schemes, search, and the relationships between different types of content. Information architecture provides an underlying framework that guides how users interact with and move through an information space.
The document discusses various user experience techniques that designers should know, including research methods like stakeholder interviews, card sorting, and usability testing. It explains techniques like affinity diagramming, brainstorming, and competitive analysis that are used to understand users and identify problems. The goal of user experience design is to focus on the user and provide functionality, reliability, usability, and pleasure. UX design involves identifying problems through research, crafting solutions, and testing designs.
Denver Startup Week 2019: Choosing a Direction Learning How to Test Ideas and...BrittanyRubinstein
As part of Denver's 2019 Startup Week, Crownpeak's Director of UX, Ari Weissman and Lys Maitland, Experience Research Manager at a national healthcare organization, presented a joint session on "Choosing a direction: Learning how to test ideas and designs."
Jacklyn Cohen conducted a UX bootcamp on designing grocery shopping apps. She began with introductions and an overview of UX design, usability, and UI. Cohen explained the differences between these concepts and emphasized that UX design focuses on the overall user experience. The bootcamp covered various topics related to the UX process like research methods, creating personas and empathy maps, wireframing, and user testing. Participants conducted user interviews on grocery shopping habits, created affinity diagrams to identify themes, and designed wireframes for a grocery shopping app home screen and shopping list screen. User testing of the wireframes was also practiced. The goal of the bootcamp was to provide hands-on experience with UX design methods through the
NELAUX Presents: UX Strategies for StartupsJon Fox
A presentation for Silicon Beach Fest Pasadena at Idealab deconstructing what UX is, how to apply it and why Startups will benefit from investing in UX strategy. Includes a case study on Dollar Shave Club.
Presented by Jon Fox, Petra Cesario Wennberg, Kristen Ding and Erik Wingren
Follow @NELAUX on Twitter
User experience (UX) design involves creating a system, product, or service that provides a quality experience for users. UX designers conduct research to understand user needs and then create wireframes, prototypes, and visual designs to meet those needs. The goal is to make products intuitive and easy to use. UX design is informed by fields like psychology, graphic design, and user research. Designers use tools like Axure to create wireframes and site maps to plan interfaces before development. Usability testing involves user research methods like surveys and field studies to evaluate designs and identify areas for improvement.
How did we sell DT, how did the workshops with clients and users, which methods work and which ones do not.
Examples of real projects: both successful and not very)
- What is DT and why everyone is talking about it
- Key DT elements
- How DT works in outsourcing
- How the theory differs in practice
- How to sell DT
- How a project with DT fails
The document provides a summary of Lawrence Charles Abrahamson's professional experience and qualifications. It outlines his 14 years of experience in strategic design and experience across various industries. It also lists some of his select projects, including work for clients such as Reebok, Memorial Sloan-Kettering, and Pokemon USA. The summary highlights his skills in design innovation methodologies, strategic planning, experience design, and collaborating with interdisciplinary teams.
Nuestros entregables son nuestra moneda: Luchando contra la devaluación de UXSantiago Bustelo
Presentación de Santiago Bustelo en Interaction Latin America 2021.
UX es una disciplina devaluada. Nuestros entregables son nuestra moneda. Y esa moneda no habla de lo q pasa delante de la pantalla (UX), sino dentro de ella (UI).
Necesitamos nuevos entregables.
Principios para nuevos entregables UX:
- Recuperar y defender el valor de la Experiencia de Usuario como resultado cualitativo, producto de decisiones.
- Revelar la calidad de las decisiones.
- Revelar la calidad del proceso.
- “Livianos”, rápidos y económicos de producir e iterar (por no decir “ágiles”, otro término devaluado… ya es suficientemente difícil trabajar de una devaluación a la vez).
Todos los entregables expuestos en la presentación han sido iterados y validados en nuestros proyectos, logrando avanzar en la dirección deseada.
El papel de los nuevos entregables:
La verdad es que nuevos entregables no pueden resolver, por sí mismos, el problema de la devaluación de la disciplina.
Porque diseñar no se trata de producir entregables, sino de decisiones que crean valor. La función de los entregables es nada más y nada menos, que facilitar y comunicar esas decisiones.
De cara a los clientes, los entregables son lo más evidente, y lo más rápido de producir. Lograr buenas decisiones de diseño es un proceso bastante más lento y menos evidente. Y mucho más lento y menos evidente aún, es el proceso de construcción de la disciplina.
Para revertir la devaluación de UX, tenemos que trabajar desde qué disciplina queremos construir, para luego plantearnos qué entregadores tenemos que producir.
Los criterios y ejemplos expuestos en esta presentación, quizás los inspiren para avanzar en esa dirección.
Metodología y Herramientas para diseñar sistemas de alta performance - XII J...Santiago Bustelo
Presentación de Santiago Bustelo en la apertura de las XII Jornadas Universitarias de Sistemas de Información en Salud realizadas en el Hospital Italiano, el 15 de noviembre de 2017.
Consolida contenidos presentados previamente:
- Caso de aplicación de KLM-GOMS para mejoras operativas en sistemas de gestión (presentado por primera vez en 2008 en el evento Microsoft RAF),
- Heurísticas entendidas desde principios de psicología cognitiva (presentado desde 2015 en Taller UX).
Diseño de Información Interactivo: Principios, Fundamentos y Casos - DG3 R...Santiago Bustelo
El documento presenta los principios fundamentales del diseño de información interactivo. Explica que la experiencia de usuario (UX) se refiere a lo que una persona experimenta al interactuar con un sistema, y que el diseño de UX busca lograr una experiencia determinada en los usuarios. También describe funciones clave del diseño de información como la presentación y representación efectiva de datos para apoyar decisiones.
Práctica profesional UX: ¿Qué podemos aprender de los errores del Marketing?Santiago Bustelo
Entre los años 50 y 90, el Marketing trabajó duro para posicionarse como el eslabón perdido entre las empresas y los clientes.
Hoy en día, lejos de esa posición, tiende a ser una de las disciplinas menos respetadas en el negocio, tanto por las empresas como por los clientes.
- ¿Cómo sucedió eso?
- ¿Cuáles son las promesas de marketing que UX está repitiendo ahora, poniendo en riesgo nuestra credibilidad?
- ¿Estamos cometiendo los mismos errores? (pista: sí)
- ¿Cómo podemos evitar caer en las mismas trampas?
LA PROMESA: LOS DÍAS DORADOS DEL MARKETING
Un breve resumen de los primeros grandes éxitos de Marketing, promesas, cómo cambió la forma de entender los negocios y se ganó un asiento en la mesa. Caso de estudio: Louis Cheskin y la aplicación del método científico.
LA DECEPCIÓN: LA CAÍDA EN DESGRACIA DEL MARKETING
Los pecados que hicieron que el Marketing no cumpliera su cometido como disciplina: Engreímiento, Complacencia y Superstición (Cargo Culting).
REFLEXIONANDO SOBRE UX
Un paralelismo entre los altibajos del Marketing y nuestra situación actual. Cómo al ignorar la historia del Marketing, estamos condenados a repetirla - y cómo ya estamos cayendo en las mismas trampas.
TOMANDO EL VOLANTE
No es demasiado tarde. Todavía podemos imaginar el camino a seguir y los riesgos de descarrilamiento, tomar decisiones y tomar medidas como profesionales y como comunidad.
- Identificar los errores que ya han comenzado (que deben ser detenidos) y anticipar nuevos errores (que deben ser prevenidos),
- Reconocer las buenas acciones ya en marcha (que deben ser apoyadas), y proyectar las buenas acciones aún no iniciadas (que tenemos que iniciar).
- Involucrarnos como profesionales y como comunidad con el futuro de nuestra práctica.
……………
Santiago Bustelo es Director de Experiencia de Usuario en Kambrica, una consultora de UX con sede en Buenos Aires. Preside el capítulo local de la Interaction Design Association (IxDA BA) y fue el primer Coordinador Regional de IxDA para América Latina.
Santiago comenzó su carrera como diseñador de interacción en 1996, diseñando simuladores de negocios para capacitación gerencial. En ese entonces, estaba en auge Calidad Total. No cumplió sus promesas. Hoy en día, estamos repitiendo el mismo ciclo con Lean y Agile.
UX professionalism: What can we learn from marketing's mistakes?Santiago Bustelo
Marketing made mistakes in the past by relying too heavily on customer surveys and not understanding unconscious customer reactions. In the 1950s, marketing spread widely but has since fallen from grace. Modern marketing sins include overconfidence without competence, complacency, and irrational superstitious beliefs rather than relying on data and understanding customer behavior. Marketers should strive for excellence, integrity, understanding patterns and principles, and focus on supporting good actions while preventing bad ones.
Core Design: Incorporando UX en la educación formal de diseñoSantiago Bustelo
Una iniciativa para que los miembros de IxDA puedan sumar a la educación y profesionalismo.
Core Design es una iniciativa colaborativa y abierta de IxDA para adaptar conceptos, técnicas y metodologías de UX (Experiencia de Usuario), de forma que puedan ser incorporados a las dinámicas existentes de la educación universitaria de Diseño.
Pueden constribuir a esta iniciativa (en orden creciente de complejidad):
- Dictando alguno/s de los módulos ya creados en eventos y escuelas de Diseño.
- Creando, validando y sumando nuevos contenidos a la iniciativa, bajo licencia Creative Commons.
- Facilitando sesiones con docentes para encontrar nuevos contenidos a crear, y compartiendo las conclusiones con la comunidad.
Core Design: Taller de definición de roles, trabajo en equipo, ideación.Santiago Bustelo
Core Design es una iniciativa colaborativa y abierta de IxDA BA para adaptar conceptos, técnicas y metodologías de UX (Experiencia de Usuario), de forma que puedan ser incorporados a la formación universitaria “tradicional” de Diseño (Gráfico, Industrial, Multimedia, Indumentaria, Interiores, Arquitectura, etc).
¿Querés colaborar con el proyecto, o necesitás apoyo para incorporar módulos de Core Design a tu cátedra? Contactanos a buenosaires@ixda.org
El módulo “Taller de definición de roles, trabajo en equipo, ideación“, presentado en el XIII Encuentro Latinoamericano de DIseño UP, se compone de:
- Ejercicio de autoevaluación (aptitudes generales y personales),
- Definición de roles y organización del trabajo en equipo,
- Puesta en práctica: taller de ideación.
Autores: Santiago Bustelo, Lorena Maceratesi, Mariana Fiorillo y Rocío Doukler.
Core Design: Design Research - Cómo realizar las preguntas correctas para el ...Santiago Bustelo
El buen diseño es producto de buenas decisiones y excelente ejecución. Design Research comprende a las técnicas que informan a las decisiones de Diseño.
Lo que creemos saber ... ¿es realmente válido? ¿O es sólo una colección de estereotipos y prejuicios? ¿Qué es lo que realmente necesitamos saber? ¿De quién podemos obtener esa información? ¿Cómo podemos obtenerlo sin contaminar la muestra?
Esta presentación hace una introducción de las técnicas esenciales para responder a estas preguntas a lo largo del proceso de diseño. Desarrolla un caso real de aplicación de estas técnicas en un proyecto de rediseño de imagen institucional.
Versión en castellano persentada por primera vez el 1 de Agosto, 2017 en el XII Encuentro Latinoamericano de Diseño, Facultad de Diseño y Comunicación, Universidad de Palermo.
TEMARIO
- Objetivos vs. Requerimientos.
- Los Objetivos encuadran decisiones de diseño. Design Research informa esas decisiones.
- Qué lugar tienen los requerimientos y por qué son problemáticos cuando no son resultado de un proceso de diseño previo.
- Proceso de diseño iterativo: las decisiones de diseño siempre abren nuevas preguntas.
- Dimensiones de métodos de Design Research: Cualitativo vs. Cuantitativo; Conductual vs. Actitudinal; Contexto de uso.
- Qué necesitamos saber? Validar lo que creemos saber que sabemos; Investigar lo que sabemos que no sabemos; explorar lo que no sabemos que no sabemos.
- Sujetos de investigación: ¿De quién podemos obtener qué información?
- Decisiones informadas en cada iteración vs. “estómago”. Involucrar al cliente en las decisiones y en el proceso de diseño.
- Caso: Jorge Frascara, Seguridad vial en Alberta (Canadá). Impacto de esa investigación 25 años después.
- Técnica #1: Procesar información disponible. Fuentes de información. Construcción de sentido: de Datos a Información, Conocimiento e Inteligencia.
- Técnica #2: Entrevista. Cómo evitar contaminar la muestra. 7 pasos desde la planificación hasta la obtención de insights. Cómo empezar a practicar. Entrevistas cualitativas, entrevistas contextuales, desarrollo de Arquetipos (Personas).
- Técnica #3: Mapeo. Características y posibilidades. Mapeo de requerimientos, Card sorting, mapeo improvisado.
- Caso real: rediseño de imagen institucional. Definición de objetivos. Primeras entrevistas. Ajuste de objetivos, definición de estrategia. Investigación de lenguaje de diseño: elementos característicos y lenguaje establecido en el mercado. Primeros prototipos: presentación y conclusiones. Exploración morfológica. Investigación de diseño: paletas de color. Exploración combinatoria. Iteración final y satisfacción de objetivos del proyecto.
Core Design: Taller de definición de roles, trabajo en equipo, ideación.Santiago Bustelo
Core Design es una iniciativa colaborativa y abierta de IxDA BA para adaptar conceptos, técnicas y metodologías de UX (Experiencia de Usuario), de forma que puedan ser incorporados a la formación universitaria “tradicional” de Diseño (Gráfico, Industrial, Multimedia, Indumentaria, Interiores, Arquitectura, etc).
¿Querés colaborar con el proyecto, o necesitás apoyo para incorporar módulos de Core Design a tu cátedra? Contactanos a buenosaires@ixda.org
El módulo “Taller de definición de roles, trabajo en equipo, ideación“, presentado en el XIII Encuentro Latinoamericano de DIseño UP, se compone de:
- Ejercicio de autoevaluación (aptitudes generales y personales),
- Definición de roles y organización del trabajo en equipo,
- Puesta en práctica: taller de ideación.
Autores: Santiago Bustelo, Lorena Maceratesi, Mariana Fiorillo y Rocío Doukler.
Las metodologías ágiles como problema de diseñoSantiago Bustelo
Santiago Bustelo presenta sobre las metodologías ágiles como un problema de diseño. Explica que las metodologías son marcos para organizar procesos que involucran personas y no reemplazan la toma de decisiones. Luego discute Lean Software Development, identificando desperdicios en el producto y proceso. Finalmente, propone diseñar una metodología propia basada en la complejidad del proyecto con fases de investigación, diseño y gestión.
Principios, procesos y herramientas UX para la enseñanza del DiseñoSantiago Bustelo
Taller para Docentes Universitarios de Diseño.
Santiago Bustelo, Lorena Maceratesi, Mariana Fiorillo
Jue 7/jun CCGSM, Laboratorio 2
Mie 13/jun CCGSM, Aula 2
Con la intención de poder construir una mejor experiencia en las aulas, queremos divulgar las prácticas y las metodologías que aplicamos día a día.
La experiencia de Usuario propone una mirada centrada en la necesidad del individuo, planteando recorridos únicos para diferentes perfiles. Entender la individualidad nos permite reconocer la variedad de metodologías que podemos aplicar para cada grupo.
En este workshop proponemos explorar algunas herramientas y una mirada diferente acerca de la educación.
Experiencia de Usuario: Diseñar más allá de las pantallas - GoogleLaunchPadBASantiago Bustelo
El documento presenta información sobre el diseño centrado en el usuario (UX) y la importancia de diseñar experiencias que vayan más allá de las pantallas. Explica que el valor de un producto digital está en la experiencia del usuario antes, durante y después de interactuar con la interfaz. También destaca la necesidad de utilizar métodos iterativos como construir prototipos, medir resultados con usuarios reales y aprender de esos hallazgos para mejorar continuamente la experiencia.
Experiencia de Usuario y Política Pública: Incorporando UX a Ingeniería de s...Santiago Bustelo
Presentación de Santiago Bustelo en Experiencia de Usuario y Política Pública, organizado por Centro Cultural San Martín, IxDA La Plata + Buenos Aires en el marco de la Semana del Diseño BA.
Cual es el valor del diseño, y como está involucrado el diseño en el proceso de desarrollo de software para función pública a nivel mundial. Cuáles son los nuevos roles, disciplinas, necesidades y cómo se integran evolucionando los existentes. Cómo lograr la incorporación práctica de nuevos procesos, técnicas y metodologías para mejores resultados.
¿Cómo ser un líder innovador en el mundo digital?Santiago Bustelo
Presentación de Santiago Bustelo, Invitado de Honor al XII Encuentro Latinoamericano de Diseño organizado por la Facultad de Diseño y Comunicación, Universidad de Palermo.
Design Research: cómo realizar las preguntas correctas para el proceso de diseñoSantiago Bustelo
El buen diseño es producto de buenas decisiones y excelente ejecución. Design Research comprende a las técnicas que informan a las decisiones de Diseño.
Lo que creemos saber ... ¿es realmente válido? ¿O es sólo una colección de estereotipos y prejuicios? ¿Qué es lo que realmente necesitamos saber? ¿De quién podemos obtener esa información? ¿Cómo podemos obtenerlo sin contaminar la muestra?
Esta charla presenta las técnicas esenciales para responder a estas preguntas a lo largo del proceso de diseño. Desarrolla un caso real de aplicación de estas técnicas en un proyecto de rediseño de imagen institucional.
Versión en castellano persentada el 1 de Agosto, 2017 en el XII Encuentro Latinoamericano de Diseño, Facultad de Diseño y Comunicación, Universidad de Palermo.
TEMARIO
- Objetivos vs. Requerimientos.
- Los Objetivos encuadran decisiones de diseño. Design Research informa esas decisiones.
- Qué lugar tienen los requerimientos y por qué son problemáticos cuando no son resultado de un proceso de diseño previo.
- Proceso de diseño iterativo: las decisiones de diseño siempre abren nuevas preguntas.
- Dimensiones de métodos de Design Research: Cualitativo vs. Cuantitativo; Conductual vs. Actitudinal; Contexto de uso.
- Qué necesitamos saber? Validar lo que creemos saber que sabemos; Investigar lo que sabemos que no sabemos; explorar lo que no sabemos que no sabemos.
- Sujetos de investigación: ¿De quién podemos obtener qué información?
- Decisiones informadas en cada iteración vs. “estómago”. Involucrar al cliente en las decisiones y en el proceso de diseño.
- Caso: Jorge Frascara, Seguridad vial en Alberta (Canadá). Impacto de esa investigación 25 años después.
- Técnica #1: Procesar información disponible. Fuentes de información. Construcción de sentido: de Datos a Información, Conocimiento e Inteligencia.
- Técnica #2: Entrevista. Cómo evitar contaminar la muestra. 7 pasos desde la planificación hasta la obtención de insights. Cómo empezar a practicar. Entrevistas cualitativas, entrevistas contextuales, desarrollo de Arquetipos (Personas).
- Técnica #3: Mapeo. Características y posibilidades. Mapeo de requerimientos, Card sorting, mapeo improvisado.
- Caso real: rediseño de imagen institucional. Definición de objetivos. Primeras entrevistas. Ajuste de objetivos, definición de estrategia. Investigación de lenguaje de diseño: elementos característicos y lenguaje establecido en el mercado. Primeros prototipos: presentación y conclusiones. Exploración morfológica. Investigación de diseño: paletas de color. Exploración combinatoria. Iteración final y satisfacción de objetivos del proyecto.
¿Cuál es la relación entre Tecnología y Diseño? XI Encuentro Latinoamericano ...Santiago Bustelo
Presentación de Santiago Bustelo como Invitado de Honor en el cierre del XI Encuentro Latinoamericano de Diseño organizado por la Universidad de Palermo, 28 de julio 2016.
Tecnología es una palabra cargada de valores que nos hacen pensar en el futuro, en lo inalcanzable. La realidad es que la imprenta, el telar, también son tecnologías. En el siglo XIX, la Arts & Crafts nació como respuesta a una producción industrial macanicista, deshumanizada y que inundaba el mercado de productos que insultaban a los sentidos. La Tecnología había avanzado por su cuenta hasta un punto en el que no podía satisfacer su promesa de un futuro (o presente) mejor, y ello llevó al Diseño a dar el paso que faltaba. Este es sólo uno de los muchísimos casos; a lo largo de la historia, el Diseño co-evolucionó con la tecnología.
Ahora bien, si aceptamos que la imprenta y el telar son tecnologías aunque ya no nos sorprendan, también tenemos que reconocer que las primeras herramientas de piedra también son tecnologías. Y aquí surge una conclusión más interesante: no sólo el diseño, sino que en realidad el ser humano, co-evolucionó con la tecnología.
La tecnología, cuya construcción y uso forma parte de la condición humana, se trata de satisfacer necesidades humanas amplificando capacidades humanas. Por ello, tiene dos partes: una parte que se ajusta al problema, y otra que se ajusta a la persona. La parte que se ajusta al problema, es usualmente dominio de la Ingeniería. La parte que se ajusta a la persona, es usualmente dominio del Diseño. El Diseño es y será siempre fundamental para el ser humano.
Los próximos 20 años, el Diseño tendrá que responder a problemas de mayor complejidad y nivel de abstracción, que involucran mayor responsabilidad. Una tendencia ya iniciada, es la aparición del Chief Design Officer: el Diseño a la cabeza de una organización, a la par de CEOs y CFOs.
Para asumir esa responsabilidad, no es posible limitarse a hacer lo que un cliente pide. Es necesario un compromiso ético:
1. Resolver un problema real que tiene gente real.
2. No crear nuevos problemas para nadie como efecto secundario.
Creo que esta visión del Diseño como factor social, como factor ecológico, será fundamental en este siglo.
UX Touch vs. Ouch! User Experience para dispositivos móviles - XI Encuentro...Santiago Bustelo
Presentado en el XI Encuentro Latinoamericano de Diseño UP el 27 de julio de 2016.
Además de desafíos técnicos particulares, el desarrollo de software para dispositivos táctiles y móviles requiere satisfacer necesidades y contextos de uso muy diferentes a las que se dan en entornos de escritorio.
Conocer estas dimensiones es esencial para lograr software que los usuarios finales puedan realmente aprovechar y valorar. Las guías oficiales de diseño de interfaces para cada plataforma son un paso indispensable, y a la vez son sólo la punta del iceberg.
Esta presentación muestra el proceso de diseño y desarrollo centrado en el usuario necesario para lograr buenos resultados.
El futuro del Diseño y UX: los 15 años que se vienen (Tendencias de diseño UX...Santiago Bustelo
El documento presenta 8 tendencias clave en diseño de experiencia de usuario (UX) y diseño para la próxima década (2020-2030), incluyendo el desarrollo de experiencias consistentes en múltiples canales, el diseño de relaciones en lugar de conversiones, y el dominio de la inteligencia artificial para crear sistemas sensibles a las emociones.
devconchile 2015 - Introducción a UX para desarrolladores: Caso software de ...Santiago Bustelo
Este documento presenta un caso de ejemplo sobre el desarrollo de un software de gestión para un videoclub. Comienza describiendo el enfoque de tres roles ("Programador cavernario", "Diseñador cavernario" y "Emprendedor cavernario") que toman un enfoque tradicional sin considerar la experiencia del usuario. Luego, propone un enfoque centrado en el usuario, realizando entrevistas y observaciones para comprender mejor los procesos y necesidades reales de los usuarios, priorizar funcionalidades e iterar sobre prototipos para medir y mejor
Sobre ganarnos el respeto para hacer lo que amamos (Interaction South America...Santiago Bustelo
¿Cómo lograr obtener la valoración por nuestro trabajo y el respeto que queremos?
Esta charla explora varios conceptos y modelos que pueden ayudar a nuestro desarrollo particular y al de la comunidad profesional.
Santiago Bustelo
Coordinador Regional Latinoamérica, IxDA
Dirección de Diseño, Kambrica
Interaction South America 2014: 20 de noviembre, 2014
…………
- Breve historia de IxDA
- La escala y niveles del respeto profesional: profesionalismo, liderazgo, emprendedorismo.
- Profesionalismo:
1. El criterio de aceptación.
2. Comunicación profesional.
3. Planificación y gestión.
4. Evitar el apego a decisiones y resultados.
- Liderazgo:
1. Hablar el lenguaje de la organización,
2. Mantener problemas fuera de la relación
3. Responsabilidad y el arte de decir "no"
4. Tratando con gente difícil.
- Emprendedorismo:
1. Establecer una visión.
2. Establecer cliente y oferta
3. Estilos de gestión.
4. El ciclo de acción con clientes.
Diseñando nuestra carrera:
- Nuestra carrera como un problema de diseño.
- Esfuerzos individuales y esfuerzos colectivos.
- ¿Qué conversaciones tenemos que tener entre nosotros?
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
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.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
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.
Design Research: How to frame the right questions for your design process
1. How to frame the right questions
for your design process
Santiago Bustelo
February 9, 2017
Lamar University, Houston, Texas
DESIGN
RESEARCH
This presentation is released under a Creative Commons
Attribution-ShareAlike 4.0 International license
2. SANTIAGO BUSTELO
Santiago is UX Director at Kambrica, a User
Experience consultancy based in Buenos Aires.
He chairs the local chapter of the Interaction
Design Association (IxDA BA) and served as the
first IxDA Regional Coordinator for Latin America.
Santiago had his first contact with interaction
design in 1996 – designing business
simulations. Since then, he has participated in
design and development projects for Argentina,
Chile, Spain, the United States and England.
Santiago holds a degree in Graphic Design from
the University of Buenos Aires, where he also
started his design teaching career. Since 2001,
he has given presentations and workshops on
UX, Usability, Interaction Design and Design
Professionalism in three continents.
3. User Experience
Design
Interaction
Design
Industrial
Design
Human
Computer
Interaction
Usability
Engineering
Ubiquitous
Computing
Interactive
Controls
Mechanical
Engineering
Electrical
Engineering
Psychology
Cognitive
Science
Sociolo
Philosophy
Human Factors
& Ergonomics
Architecture
Information
Architecture
Communication
Design
Motion
Design
Spatial
Experience
Contextual
Requirements
Data & Info
Visualization
Functional
Requirements
Generative
Design
Marketing
Audio
Engineering
Sound
Design
Writing
Computer
Science
Interactive
Environments
User Interface
DesignApplication
Design
Software
Development
Navigation
Design
Guidance
Systems
User Interface
Scenography
Scenario
Design
Digital
Signage
Media
Installations
USER EXPERIENCE
(ISO 9241-210:2010)
• Person’s perceptions and responses resulting from the
use and/or anticipated use of a product, system or
service.
• User experience includes all the users' emotions,
beliefs, preferences, perceptions, physical and
psychological responses, behaviours and
accomplishments that occur before, during and after
use.
• User experience is a consequence of brand image,
presentation, functionality, system performance,
interactive behaviour and assistive capabilities of the
interactive system, the user's internal and physical
state resulting from prior experiences, attitudes, skills
and personality, and the context of use.
• Usability, when interpreted from the perspective of the
users' personal goals, can include the kind of perceptual
and emotional aspects typically associated with user
experience. Usability criteria can be used to assess
aspects of user experience.
Dan Saffer: The Disciplines of User Experience
8. kambrica.com •
OBJECTIVES REQUIREMENTS
• Why are we doing this
project?
• Focus on problems to
solve, not functionalities or
solutions.
• Frame design decisions.
• What are we going to do?
• Describe visible features or
attributes of a proposed
solution.
• Frame design execution.
8
9. IF WE ASK CLIENTS FOR DESIGN REQUIREMENTS…
Maurizio Pesce, Elon Musk, Tesla Factory in Fremont - CC BY 2.0
I’m starting a luxury car
company… I’d like a classic
logo… Something like
Mercedes…
10. kambrica.com •
…THEY MAY GET JUST WHAT THEY ASKED FOR
10
Musk Motors
Re: Logo
Hi Elon,
Here is the logo based
in your specifications.
I’ll send you the
invoice in a separate
email.
xoxo
14. kambrica.com •
ITERATIVE DESIGN PROCESS BECAUSE DESIGN
DECISIONS ALWAYS OPEN NEW QUESTIONS
14
Ideas
ProductData
EXECUTE
RESEARCH
IDEATE,
DECIDE
15. kambrica.com •
DIMENSIONS OF DESIGN RESEARCH METHODS
15
Behavioral
What people do
Attitudinal
What people say
Qualitative
What, why &
How to fix
Quantitative
How many &
How much
Not using the
product or service
Natural use
Context of Product Use
Scripted use
Christian Rohrer:
When to Use Which User-Experience
Research Methods
17. kambrica.com •
RESEARCH SUBJECTS:
WHO CAN WE GET INFORMATION FROM?
Client & stakeholders (interested in the project’s
outcome)
• Client: project objectives, brand values &
aspirations (always needed!)
• High level positions: brand/org values &
aspirations
• Personnel: experiences with users /
customers, actual enacted values
• Stakeholders’s needs
Competition
• Offerings
• Established design language
Target audiences & users (segments*)
• Those who don’t know the brand
• Those aware of the brand
• Aware & interested
• First-time users
• Regular users
• Passionate users
• Extreme users
• Domain experts (may not be users)
(*) You may or not be able to segment your
sample before interviewing.
Some times you would end knowing which
group people belongs to, after interviewing
them.
17
18. kambrica.com •
INFORMED DECISIONS ON EACH ITERATION
VS. GROWLING GUT-FEELING
1. Manage expectations (your client’s, and yours)
• Downgrade every “known” from certainty/requirement, to assumptions/hypothesis.
• Assume that the results will challenge established beliefs. In the end, that’s why we are doing
research: because we know we don’t have the ultimate truth!
2. Plan and document (write down): what are the objectives, known knowns & known unknowns? What
do we want to achieve? How will we know if we succeeded? What do we want to learn or validate?
3. If applicable, create the prototype(s) needed to get feedback on.
4. Get information as objective and unbiased as possible.
5. Evaluate if the information is valid, or if you should go one or more steps back.
• It is OK to rationally decide not to take some gathered information into account.
E.g. attending a discovered issue may fall out of the project’s scope or the client’s allocated
budget.
• Remember that it’s always difficult to move away from beliefs challenged by research results.
• Something may not “sound right” at the time, regardless of if it’s valid or not. If your gut
feeling (or the client’s) growls before evidence, it’s better to take some time to digest the
information.
• You or your client may be tempted to invalidate the research (contest the sample,
methodology, etc), in an attempt to hold on to challenged beliefs. Refine the sample or
methodology, and try again.
6. Decide how to act upon the insights (what the information tells you).
• Turn insights into design decisions.
18
19. CASE: TRAFFIC SAFETY
IN ALBERTA, CANADA
Problem: traffic-related injuries and fatalities
Objective: behavioral change
Questions:
• Who needs to change a risky behavior?
• Which behavior is that?
• How can we make this target population consider
this behavioral change?
Design research:
• Qualitative research
• Quantitative research
Design decisions:
• Focus the communication on the harm people can do
others, while feeling omnipotent behind the wheel.
Jorge Frascara (Buenos Aires, Argentina,
1939). Professor Emeritus at the University of
Alberta, advisor to the ISO (International
Standards Organization).
Frascara, Jorge, Finn, Adam, Jenzen, Henri L., Paterson, John G.
and Strickler-Wilson, Zoe (1992) Traffic Safety in Alberta/
Casualty Collision and the 18-24 Year Old Male Driver: Criteria for
a Targeted Communication Campaign, Edmonton: Alberta Motor
Association/Alberta Solicitor General.
20. NORTHERN IRELAND'S
DOE ROAD SAFETY
• Those most at risk of causing speed-
related deaths and serious injuries are
17-24 year old males, followed by males
25-34 years old.
• Research found that drivers tend to blame
unexpected events rather than their own
behaviour in the aftermath of road
accidents.
• The fear of killing a child was one of the
few factors that could influence drivers to
cut their speed.
Daily Mail: The road safety advert so
shocking it's been banned from screens
until after 9pm
22. kambrica.com •
SOURCES
• Public data (e.g. available to Google)
• Design language
• Competitors
• History, symbols…
• Comments on customer’s website
• Blogs, Social Media (e.g. search for brand’s name)
• Private data
• Emails, Call Center (recordings / attending)
• Analytics
22
23.
24.
25. kambrica.com •
FROM GATHERING DATA TO
PRODUCING INSIGHTS
25
Data
Connectedness
Understanding
Information
Knowledge
Wisdom
Understanding
relations
Understanding
patterns
Understanding
principles
Gene Bellinger, Durval Castro, Anthony Mills: Data, Information, Knowledge, and Wisdom
32. kambrica.com •
STEPS
1. Planning. What do we want to validate/investigate/explore (topics)?
Sample questions.
2. Dress up & attitude.
3. Recruit or approach. Break ice, ask for permission to record or take notes.
4. Conduct interview. Open questions, active listening, don’t judge the subjects,
make everything add up. Record or take notes unobtrusively (with permission).
5. After the interview, dump & check notes before the memories of the
conversation evaporates. Take notes of any emerging “hot” conclusions,
patterns, insights and new hypothesis.
6. Rinse and repeat. Adjust the sample, questions, etc if necessary.
7. Organize, look for patterns, produce insights.
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START PRACTICING WITH…
First steps
• Friends & family
• Other students (not your friends – yet?)
Getting serious
• Client’s staff (you will have good excuses / openers)
• People used to be approached on a daily basis, e.g. clerks and waiters
• Random strangers (intercept interviews)
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36. Jake is a
market-
ing man-
ager for a
medium
sized
univer-
sity. He’s
been at his job for 3 years now and
has been tasked with a complete
overhaul of the university’s student-
facing web sites.
He’s got a general idea of his budget
and a pretty good idea of what serv-
ices he needs as well as what re-
sources he has in house.
His project has been pretty well
scoped, however, he still has ques-
tions and is looking for a full service
vendor who can help direct the proc-
ess as well as do the work.
Web Savvy - 7 out of 10
Jake is our primary“Looking for Serv-
ices”user. He’s typical of the folks
that turn to the RFP process when
looking for services. However, he is
also educated and web savvy enough
to look for a smarter, less time con-
suming alternative.
Goals:
- Find the right vendor for his project
in as easy a way as possible.
- Get his process questions answered.
Mike is a
project
manager
and ac-
count
rep. for a
12 person
interac-
tion design firm. He’s responsibili
include managing projects, dealin
with existing clients, leading mark
ing efforts, sales and much more.
He often doesn’t have time to exp
new work and the traditional RFP
process is simply too much work.
company is doing fairly well, so of
a“difficult”sale will be tossed asid
regardless of how great the job
would be--if the process to land th
job is to cumbersome.
Web Savvy - 8 out of 10
Mike represents the primary vend
persona. His goals would be cutti
down on time spent doing biz de
and bringing in clients who are a
ter“fit”for he and his team.
Goals:
- Cut down on time spent on biz d
- Connect with the right clients an
projects.
- Educate potential clients about h
services.
- Never look at an RFP again.
Jake Mike
Deliverable
PERSONAS
Synthesis of research to illustrate the
“face” of a user / target audience.
The true value in personas is the
research that helps build empathy.
• Relatively easy to read and understand by
just about anyone.
• Focus on relevant information to the
project as user’s goals, activities and
expectations – not personal details.
• Cons / risks: Good data is often watered
down by useless detail. Can be distracting
as they tend to be haggled over. Don’t
usually leave room for edge cases.
D. Keith Robinson: Making The Translation,
Critical Web App Design Deliverables
39. MAPPING
• Visual arrangement: dump & organize
data.
• Two or more dimensions: X/Y,
columns, areas (e.g. venn diagrams),
colors, stacks (e.g. group synonyms).
• Allows both individual & group
activities – without falling into
groupthink.
• Example: KJ-Technique (affinity
diagram workshop)
IxDA Local Leaders Workshop,
Interaction 14
44. kambrica.com •
OBJECTIVES WE HELPED THE CLIENT DEFINE
(INTERVIEWS, MAPPING)
Objectives
• Convey professionalism.
• Attract new affiliates, either from or outside the Union.
44
Before redesign
45. kambrica.com •
FIRST RESEARCH: INTERVIEWS
• Client (President of the Organization)
• Middle management in direct contact with affiliates & prospects.
• Affiliates: mental model, perceived brand (experience).
What’s good, what’s bad, what’s ugly?
• Prospects: mental model, perceived brand (expectations).
Why are they moving away from their current provider? Why are they
considering offerings? What brought them to consider this particular offering?
• Prospects: validation information and insights obtained with Client & Middle
Management.
45
46. kambrica.com •
REFINED OBJECTIVES AGREED WITH THE
CLIENT AFTER FIRST RESEARCH INSIGHTS
Objectives
• Convey professionalism.
• Make the Union & affiliates proud of belonging.
• Attract new affiliates, either from or outside the Union.
Strategy / Refined objectives:
• Movie Industry as identity & selling point.
• Move away from old union-centric communication style, mindset & identity.
• Focus on health care quality: new deals with top-level health centers.
• Focus on reducing bureaucracy: service redesign, communication centered in user’s
needs.
• Position OSPIC as a serious while affordable healthcare for middle class workers, on par
with private offerings.
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47. kambrica.com •
RESEARCH: DESIGN LANGUAGE
• Containment: Circles, circular
arrangement of elements, or elements
containing or supporting another.
• Reliability: “solid” typography. The brand
is big & legible.
• Health: use of symbols such as cross,
heart…
Key insight for design direction (agreed
with the Client): OSPIC logo should have a
clear reference to Health, to avoid
competing with the identity of the Union.
47
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FIRST DESIGN PROTOTYPES
• High level execution (“rough around the edges”).
• Execution in this phase is aimed to explore concepts, and pros & cons from each one.
• Ensure the execution will be better & more detailed on time.
• Design for decisions.
• Be fair with each concept. Don’t fall in love with any option.
• “May be interpreted as…” are signals, not definitions: further research would show if that
concern is actually valid.
• Show, don’t tell.
• Let each concept stand on its own.
• Show the client’s ideas first.
• If we believe something is not going to work, show it to support the case.
• Execution should be sufficient to avoid blaming concept limitations on the execution level.
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49. kambrica.com •
PROPOSAL 1: FILMING
• Pros:
• Reference to Movie industry.
• Compact.
• Cons:
• No reference to health care.
• Could be interpreted as a
person filming in solitary,
instead of coordinated workers.
• Too complex for small sizes,
too many elements (person,
camera).
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OBRA SOCIAL DEL PERSONAL DE
LA INDUSTRIA CINEMATOGRÁFICA
OSPIC
OBRA SOCIAL DEL PERSONAL DE
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OSPIC
OBRA SOCIAL DEL PERSONAL DE
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OSPIC
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PROPOSAL 2: BOOM MICROPHONE ON SET
• Pros:
• Reference to Movie industry.
• Boom could refer to a filming
situation.
• Cons:
• No reference to health care.
• Boom could be interpreted not as
“universal” as a camera for the
industry. Could be interpreted as
referring only to sound operators?
• The boom figure, needed both big and
small elements (mic vs. pole) to be
recognized, may be troubling for
reductions.
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OSPICOBRA SOCIAL DEL PERSONAL DE
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PROPOSAL 3: CLAPBOARD
• Pros:
• Clear reference to Movie
industry.
• Contras:
• No reference to health care.
• Trite, which doesn’t help to a
professional image.
• Further synthesis to avoid
dullness, also makes the
symbol difficult to recognize.
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OSPICOBRA SOCIAL DEL PERSONAL DE
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PROPOSAL 4: MOVIE REEL
• Pros:
• Reference to Movie industry.
• Reference to health care, in a
very far second place.
• Can be seen as an evolution
from current isologo.
• Cons:
• It could be difficult to see either
the cross or the reel.
• Adding elements to highlight the
cross or connote “union”, makes
the reel impossible to recognize.
52
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OBRA SOCIAL DEL PERSONAL DE
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PROPOSAL 5. LIGHTS, CAMERA, ACTION!
• Pros:
• Reference to Movie industry.
• Reference to health care.
• Cons:
• It could be difficult to see the
Lighting Equipment.
• Chosen symbol could be
interpreted not as “universal” as
a camera for the industry.
Could be interpreted as referring
only to lighting operators?
53
OBRA SOCIAL DEL PERSONAL DE
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OBRA SOCIAL DEL PERSONAL DE
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OSPIC OSPIC
54. kambrica.com •
RESEARCH: VALIDATE ASSUMPTIONS, TEST
PERCEIVED RISKS
• Client (President of the Organization)
• Middle management in direct contact with affiliates & prospects.
• Affiliates.
After this research, a winner was chosen for the next design phase.
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DESIGN EXPLORATION: TYPOGRAPHY
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Opción 1
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OBRA SOCIAL DEL PERSONAL DE
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Opción 2
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kambrica.com •
Opción 6
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OSPICOBRA SOCIAL DEL PERSONAL DE
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kambrica.com •
Opción 7
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OSPICOBRA SOCIAL DEL PERSONAL DE
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OBRA SOCIAL DEL PERSONAL DE
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OBRA SOCIAL DEL PERSONAL DE
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OBRA SOCIAL DEL PERSONAL DE
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A
B
C
D
E
F
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FINAL VERSION
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LOGO OSPIC / Paleta de color
PANTONE 7461 C
C: 95 M: 41 Y: 6 K: 0
R: 0 G: 124 B: 186
Web: #007CBA
PANTONE 541 C
C: 100 M: 78 Y: 32 K: 21
R: 0 G: 59 B: 113
Web: #003B70
PALETA DE COLOR
OSPICOBRA SOCIAL DEL PERSONAL DE
LA INDUSTRIA CINEMATOGRÁFICA
64. kambrica.com •
APPLICATIONS
64
320077 88
APELLIDO Y NOMBRE
00/00/0000PLAN VTO.000
URGENCIAS:
4000 8888 / 4556 4556 / 0810 333 8888
Esta credencial es personal e intranferible para uso exclusivo del titular y deberá presentarse con
el documento de identidad. En caso de extravío se solicita remitirla a nuestra oficina más próxima.
Superintendencia de Salud Órgano de Control 0 800 222 SALUD (72583) - www.sssalud.gov.ar
Juncal 2029 - Ciudad Autónoma de Buenos Aires
Tel: 4808-0106 / 0800 555 0899 / 0800 888 7060
Las Obras Sociales no son una
empresa de medicina prepaga
ni son un “beneficio” otorgado
por la patronal.
Las Obras Sociales son una
conquista de los trabajadores
organizados.
Bienvenidos
a OSPIC
O S P I C • O B R A S O C I A L D E L P E R S O N A L D E L A I N D U S T R I A C I N E M AT O G R Á F I C A
¿Cómo funciona
OSPIC?
¿Qué es una Obra
Social Solidaria?
¿Qué porcentaje de mi
salario aporto a OSPIC?
Cartilla Médica 2016
Ciudad y Gran Buenos Aires
RNOS 10450-4
65. kambrica.com •
Objectives
✔ Convey professionalism.
✔ Make the Union & affiliates proud.
✔ Attract new affiliates, either from or outside the Union.
LOGO OSPIC / Paleta de color
PALETA
OSPICOBRA SOCIAL DEL PERSONAL DE
LA INDUSTRIA CINEMATOGRÁFICA
RESULTS
65
Before After
67. THANKS!
Design Research: How to frame the
right questions for your design process
Santiago Bustelo
February 9, 2017 • Lamar University, Houston, Texas