The document collects opinions from various people on the qualities of an ideal keynote talk, with descriptions ranging from "dynamic" and "inspiring" to "entertaining" and "informative". Many emphasize an engaging speaking style along with providing takeaways and being relevant to the conference topic. Overall the responses show a preference for a talk that is lively, educational, and leaves the audience with applicable insights.
The Art of Direct Observational Research at Scale by Making it a Team Sport!UXPA International
Karl Melder discusses how he scaled observational research as a team sport at Microsoft. He describes how his team used lightweight user testing to develop the PerfTips tool for developers. They started small with weekly in-lab usability tests and grew participation over time. Some key lessons included meeting teams where they are, using data and stories to advocate for customers, and enabling other teams to conduct their own user research. The talk provided many principles for scaling user research across an organization in an agile way.
As UX researchers and designers, we spend a lot of our time looking at qualitative insights – who people are, why they do what they do, what their unspoken needs are, etc. Often, in another part of the organisation, there are different people working with quantitative data and looking to understand things – what people are doing, patterns and trends in behaviour, the impact of changes on customer behaviour, and so on.
The two roles are often asked for other insights – UX people are asked to prove ROI, to predict the impact of recommendations being implemented, and to size opportunities. Data scientists are asked how to shift behaviour and patterns, and what is underlying the insights they gain.
Imagine what we could do if we joined forces! Data scientists could help UX people show ROI and predict trends. UX people could help data scientists figure out how to shift behaviour, and how to articulate why things are happening the way they are.
Let’s explore a few ways in which qualitative and quantitative insights can get together and help each other out.
Presented by Kat Hardisty
Great Voice Experiences Start with Listening: Best Practices in Research and ...UXPA International
Gartner predicts 75% of households will have a smart speaker like Amazon Echo, Google Home, or Apple HomePod by 2020. UX professionals will find increasing opportunities to design and test interactions for this new paradigm.
Attend this talk to hear findings from a two- part UX research study combining a quantitative survey of ~1000 smart speaker users and 10 in-home interviews to further understand device usage in context. I’ll share insights about smart speaker use cases, development opportunities for features and functionality, and design best practices for Voice User Interface (VUI) research and design. Further, I’ll cover the unique needs and considerations for conducting VUI research.
I’ll answer questions like:
* How will ‘Voice First” design affect the UX of other interfaces?
* What is Domino’s doing right? And what are they getting wrong?
* What’s the biggest difference between usability testing for voice and for graphic UIs?
* Attendees will learn what smart speaker users want and don’t want from their tiny assistants and best practices for conducting their own research with VUIs.
Presented by Chris Geison
This document discusses adaptive and assistive technologies and universal design. It notes that things created to help people with disabilities often end up benefiting everyone due to the "curb cut effect." By 2050, over 20% of the global population will be over 65 years old. Today, nearly 15% of people could benefit from assistive technologies. Products mentioned include those for smart homes, quantified self, caregiving, and community connected aging. The document advocates for creating experiences that are situationally appropriate and environmentally aware.
Understanding users without getting boredStefan Ivanov
This document discusses various user research techniques for understanding users without getting bored, including observation, listening, interviewing, photo elicitation, and reaction cards. Observation involves watching users without influencing them to understand context, assumptions, problems, and opportunities. Listening focuses on empathy, motivations, and reasoning through open-ended questions. Interviewing can be structured, semi-structured, or unstructured to understand goals, needs, and frustrations. Photo elicitation uses images to identify values and elicit associations and stories from stakeholders. Reaction cards summarize experiences and identify emotions to understand current and ideal states.
User experience doesn't happen on a screen: It happens in the mind.John Whalen
User experience is a vital component of mission-critical projects. The vast majority of experience is digital. We spend insane amounts of time and money designing UX for websites, apps and products to impress users. But the truth is UX isn’t a singular experience we can define. And it doesn’t happen on a screen – it happens in the mind. More specifically, the six minds.
Discover how UX is truly a collection of experiences occurring across six brain concentrations, each with their own processing styles and ideal states. And how, using psychological principles, you can uncover the conscious and subconscious needs of these six minds to appeal to users on cognitive and emotional levels.
Emergent UX: Seducing the Six Minds - IXDA-NYCJohn Whalen
Presented in New York at IXDA-NYC 03-20-2015
Startups and large organizations alike have to be nimble and react to market change faster than ever. The entrepreneurs and intrapreneurs within these organizations know that, but don’t always have the right methods at their disposal to be successful. Our team has increasingly been asked to support these innovators and their teams to create exceptional User Experience Designs and gain organizational support of the process.
Emergent UX is a process we use to (1) deeply understand the users’ currently unmet needs on a cognitive, behavioral and emotional level, (2) create an open platform for innovation using the best of User-Centered Design, Design Thinking, and Lean Startup, and (3) gather critical insights about stakeholders and harness persuasive psychology to positively align the team on goals, ultimately nurturing both the product and the team behind it.
Story mapping introduction short versionCraig Brown
This document provides an introduction to story mapping. It discusses concepts sourced from Jeff Patton, including user stories, roles, personas, and features. The document encourages creating story maps to organize user stories. It recommends reading more about story mapping on Jeff Patton and Better Projects' websites to learn about user stories, templates, and courses on the topic. The overall goal is to introduce story mapping and discuss key elements like user stories, roles, and personas to help structure product backlogs and development.
The Art of Direct Observational Research at Scale by Making it a Team Sport!UXPA International
Karl Melder discusses how he scaled observational research as a team sport at Microsoft. He describes how his team used lightweight user testing to develop the PerfTips tool for developers. They started small with weekly in-lab usability tests and grew participation over time. Some key lessons included meeting teams where they are, using data and stories to advocate for customers, and enabling other teams to conduct their own user research. The talk provided many principles for scaling user research across an organization in an agile way.
As UX researchers and designers, we spend a lot of our time looking at qualitative insights – who people are, why they do what they do, what their unspoken needs are, etc. Often, in another part of the organisation, there are different people working with quantitative data and looking to understand things – what people are doing, patterns and trends in behaviour, the impact of changes on customer behaviour, and so on.
The two roles are often asked for other insights – UX people are asked to prove ROI, to predict the impact of recommendations being implemented, and to size opportunities. Data scientists are asked how to shift behaviour and patterns, and what is underlying the insights they gain.
Imagine what we could do if we joined forces! Data scientists could help UX people show ROI and predict trends. UX people could help data scientists figure out how to shift behaviour, and how to articulate why things are happening the way they are.
Let’s explore a few ways in which qualitative and quantitative insights can get together and help each other out.
Presented by Kat Hardisty
Great Voice Experiences Start with Listening: Best Practices in Research and ...UXPA International
Gartner predicts 75% of households will have a smart speaker like Amazon Echo, Google Home, or Apple HomePod by 2020. UX professionals will find increasing opportunities to design and test interactions for this new paradigm.
Attend this talk to hear findings from a two- part UX research study combining a quantitative survey of ~1000 smart speaker users and 10 in-home interviews to further understand device usage in context. I’ll share insights about smart speaker use cases, development opportunities for features and functionality, and design best practices for Voice User Interface (VUI) research and design. Further, I’ll cover the unique needs and considerations for conducting VUI research.
I’ll answer questions like:
* How will ‘Voice First” design affect the UX of other interfaces?
* What is Domino’s doing right? And what are they getting wrong?
* What’s the biggest difference between usability testing for voice and for graphic UIs?
* Attendees will learn what smart speaker users want and don’t want from their tiny assistants and best practices for conducting their own research with VUIs.
Presented by Chris Geison
This document discusses adaptive and assistive technologies and universal design. It notes that things created to help people with disabilities often end up benefiting everyone due to the "curb cut effect." By 2050, over 20% of the global population will be over 65 years old. Today, nearly 15% of people could benefit from assistive technologies. Products mentioned include those for smart homes, quantified self, caregiving, and community connected aging. The document advocates for creating experiences that are situationally appropriate and environmentally aware.
Understanding users without getting boredStefan Ivanov
This document discusses various user research techniques for understanding users without getting bored, including observation, listening, interviewing, photo elicitation, and reaction cards. Observation involves watching users without influencing them to understand context, assumptions, problems, and opportunities. Listening focuses on empathy, motivations, and reasoning through open-ended questions. Interviewing can be structured, semi-structured, or unstructured to understand goals, needs, and frustrations. Photo elicitation uses images to identify values and elicit associations and stories from stakeholders. Reaction cards summarize experiences and identify emotions to understand current and ideal states.
User experience doesn't happen on a screen: It happens in the mind.John Whalen
User experience is a vital component of mission-critical projects. The vast majority of experience is digital. We spend insane amounts of time and money designing UX for websites, apps and products to impress users. But the truth is UX isn’t a singular experience we can define. And it doesn’t happen on a screen – it happens in the mind. More specifically, the six minds.
Discover how UX is truly a collection of experiences occurring across six brain concentrations, each with their own processing styles and ideal states. And how, using psychological principles, you can uncover the conscious and subconscious needs of these six minds to appeal to users on cognitive and emotional levels.
Emergent UX: Seducing the Six Minds - IXDA-NYCJohn Whalen
Presented in New York at IXDA-NYC 03-20-2015
Startups and large organizations alike have to be nimble and react to market change faster than ever. The entrepreneurs and intrapreneurs within these organizations know that, but don’t always have the right methods at their disposal to be successful. Our team has increasingly been asked to support these innovators and their teams to create exceptional User Experience Designs and gain organizational support of the process.
Emergent UX is a process we use to (1) deeply understand the users’ currently unmet needs on a cognitive, behavioral and emotional level, (2) create an open platform for innovation using the best of User-Centered Design, Design Thinking, and Lean Startup, and (3) gather critical insights about stakeholders and harness persuasive psychology to positively align the team on goals, ultimately nurturing both the product and the team behind it.
Story mapping introduction short versionCraig Brown
This document provides an introduction to story mapping. It discusses concepts sourced from Jeff Patton, including user stories, roles, personas, and features. The document encourages creating story maps to organize user stories. It recommends reading more about story mapping on Jeff Patton and Better Projects' websites to learn about user stories, templates, and courses on the topic. The overall goal is to introduce story mapping and discuss key elements like user stories, roles, and personas to help structure product backlogs and development.
UX Research - The Most Powerful Tool in Your KitMary Wharmby
Even a small amount of design research has the power to transform your project and lay a foundation for success. This quick primer will give you the tools and understanding needed to get started today.
Tell Me What You Do: How Storytelling Makes You a Better DesignerMary Wharmby
As design asks for a larger seat at the table and works to foster a culture of customer-centered design-thinking, we must better communicate our process and value to others who don't understand this mysterious power of UX. Storytelling is a great way to do that.
Despite the fact that we talk a lot about story in UX, we have trouble putting it into practice, especially our own stories.
This talk recasts our design process as story, making it more impactful and relatable to others. We discuss the uses of story in UX, provide a visual map of the UX story framework (UXStoryWheel), and demonstrate a few simple story patterns.
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
UX Strategy - the secret sauce that defines the pixie dustEric Reiss
My opening keynote at UX Riga, 2016
UX strategy is about analyzing an organization’s business strategy and outlining what needs to be done from a UX perspective to ensure that the goals of the business strategy are achieved.
In brief, UX strategy is the glue that binds the company vision (goals) with the day-to-day UX tactics (execution). Without a clear UX strategy, it is entirely possible to design killer UX concepts, yet fail miserably in the marketplace. That happens a lot.
This talk aims to help companies and designers avoid costly yet easily avoidable pitfalls.
How ANYONE can make insanely better slidesSean Johnson
My wife was showing me slides from a meeting she recently attended. I’m sure the material was great, but I didn’t read to find out. The slides literally made my eyes bleed.
Between my time as a partner at an early stage venture fund and a digital consulting company, I effectively live in Keynote. Creating proposals, reading pitch decks, making presentations.
I am convinced great slide-making is a tremendous skill to develop. It will make your internal presentations more persuasive. It will help you win more business or close that round of funding. It will accelerate your career.
You’ve no doubt seen gorgeous presentations at conferences and other events, but don’t know how to make them.
But you don’t need to know how to make those kinds of presentations for your day job. What you need are some simple tips for polishing up your decks. Making copy more readable. Making tables and charts more useful. Telling the story you’re trying to tell.
This deck is my attempt to help you with that. I hope you find it useful.
The document is a 10-page presentation toolkit from The Jensen Group on creating concise and impactful presentations. It provides tips on structuring presentations around the audience's needs through a Know, Feel, Do framework. The presentation should have a clear goal and summary in the first 1-5 minutes to engage the audience before providing additional details to support the key points. It emphasizes making the presentation relevant to the audience by focusing on how the content affects them and calling them to specific actions.
UXPA 2021: Novel Prioritization Surveys: Opportunity Maps to Tame the NPS and...UXPA International
Despite its flaws, the Net Promoter Score (NPS) is often chosen by management for measuring customer satisfaction. Learn ways to mitigate damage from a poorly implemented NPS survey, enriching it with data that really matters to users and your stakeholders—while staying in the good graces of those bewitched by the traditional NPS:
1. What’s the NPS and how is it calculated?
2. What are its strengths and weaknesses?
3. How can you make the NPS more trustworthy and interpretable?
4. What other overall performance measures could replace or complement the NPS?
• Traditional “”Voice of the Customer”” (VOC) research
• “”Outcome Driven Innovation”” (ODI)
• “”Outcome Mapping.”” A new model that addresses the weaknesses of other approaches. Identify and measure key outcomes and opportunities, then predict how changes will impact future performance.
This presentation will be equal parts part survey design, data visualization, user needs research, and prioritization process.
The Future of UX is here: AI and Cognitive DesignJohn Whalen
Facebook, Google and Microsoft are betting the farm on “deep learning” artificial intelligence. Alexa, Siri, Cortana and Google Assistant demonstrate interfaces need not be screen based. Welcome to the era of Cognitive Design.
Marketers, Product Owners, and Experience Designers need new skills to compete. You don’t need to a PhD Psychologist and Machine Learning Computer Scientist (though it doesn’t hurt). But you do need to move beyond traditional user experience research and design thinking empathy.
Step 1: We will begin by defining the new “Zero UI” world which includes new possibilities with zero ui, machine learning, and new interaction possibilities. We want to show the intensely human response to AI: Ever notice that in a sentence people call a chair “it”, but call Siri or Cortana “she”?
Step 2: Given those possibilities, we will describe AI/narrow AI, AR, given and provide exposure to what machine learning is, and provide a sense of what a training set might be like, and how to test the new tool.
Step 3: Determine how best to augment cognition with AI. We will provide several examples and demonstrate how to train and test an augmented experience. We will consider which modalities and interfaces to use, and how best to augment cognition with AI for the optimal experience.
Step 4: Show participants best practices and tips & tricks to conduct usability tests with these AI tools and show how these techniques differ from classic usability testing.
Given most participants will have never had exposure to this, we make sure we go slow, provide examples, and show that most audience members are using this several times a day (e.g., Netflix, Google Search, Facebook Chatbots, etc.). Providing concrete examples will help to make concrete this new world.
Find out how you need to change your UX/CX practice and start doing Cognitive Design today!
This document provides an overview of the steps to create a customer experience map. It begins with conducting user interviews to understand customer needs, tasks, pain points and emotions at each stage of their journey. The identified needs and tasks are then arranged into a sequential flow with phases and levels. Key signature moments and pain points are identified. Features and content ideas are then brainstormed to address customer needs. The map is then prioritized to identify the most important tasks and features for the customer. Tips are provided on involving stakeholders, making refinements, allowing time for discussion, and using the right language. The overall process aims to create a strategic document that helps manage requirements and identify opportunities to improve the customer experience.
Practical guidance on how to present data using PowerPoint. This presentation covers best practices taught in management consultancies and visual cognition. Based on a lecture given at Tsinghua University, Beijing in December 2011.
If you have feedback or suggestions (especially specific examples of great or terrible slides you think could be included in a future version), please email professionalenquiries@gmail.com or leave comments below.
UX STRAT USA 2017: Ruth Buchanan, "Co-Designing Dropbox Innovations with Cust...UX STRAT
This document summarizes Dropbox's approach to participatory design research. It involves co-creating with customers to identify opportunities, develop concepts, ensure mutual benefit, and apply learnings. Key aspects include workshops to highlight user difficulties, brainstorming solutions informed by user needs and goals, and creating artifacts for synthesis. Benefits are better understanding users and giving them a voice in product development. The approach aims to minimize risk and create more valuable solutions through direct customer involvement.
UX principles at Marketing Week Live London 2014Cyber-Duck
User Experience (UX) principles for marketing team as presented by Danny Bluestone at Marketing Week Live 2014 in London. The presentation touches on the importance of UX and how it has to be engrained into an organisation's culture as opposed to being a bolt-on.
This document discusses user experience (UX), agile product management, and delivering software that meets user needs. It advocates for an iterative development process that incorporates UX research and testing. Product managers are advised to work closely with UX designers to validate assumptions through usability testing, measure outcomes, and prioritize addressing UX issues. An agile, lean approach that rapidly builds and learns from user feedback is presented as the best way to deliver innovative products that customers want and provide a competitive advantage.
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
The document discusses the importance of soft skills for UX designers. It argues that soft skills, such as communication, flexibility, creativity and reliability, are more important than hard skills for success in complex design projects. A number of soft skills are described in detail, including pragmatism, confidence, curiosity and having a genuine interest in people. The document advises focusing on developing soft skills, as they are transferable and will remain useful even as technical skills become commoditized. It suggests highlighting soft skills in CVs and interviews.
Slides from February 2018 meetup hosted by Design Thinking Seattle. The topic for the evening was "Empathy: Driving more human connections at home and at work"
Innovation, design thinking, and competitive advantagePhil Barrett
A quick talk from the Cape Town funding fair. Exponentials and the imperative for innovation. The trouble with innovation in corporations. Wicked problems and complex adaptive systems. How design thinking works. What design thinking does do, in Digital. Design thinking counteracts our tendency for poor decision making.
This document summarizes a presentation on branding essentials given by Jen Barth at Formic Media on June 13, 2012. The presentation covered key topics like defining branding, understanding your target audience, developing a brand identity through elements like name, logo, and color, telling compelling brand stories, creating connections through networking and social media, and creating a marketing plan with measurable goals. Attendees were encouraged to think about their own branding challenges and come up with one thing to continue doing, one thing to stop doing, and one thing to start doing to strengthen their brand. The presentation provided practical tips and frameworks to help growing businesses build strong, authentic brands.
This document summarizes a presentation by Stephen Abram on reimagining and building resilience in libraries post-pandemic. The presentation discusses measuring library impact, using stories and storytelling to advocate for libraries, developing 21st century skills in users, and examples of proven library impacts such as literacy development, education support, and reducing social isolation. It emphasizes the need for libraries to change and adapt to remain relevant by focusing on experiences rather than just information, becoming more collaborative, and better understanding user needs and journeys.
UX Research - The Most Powerful Tool in Your KitMary Wharmby
Even a small amount of design research has the power to transform your project and lay a foundation for success. This quick primer will give you the tools and understanding needed to get started today.
Tell Me What You Do: How Storytelling Makes You a Better DesignerMary Wharmby
As design asks for a larger seat at the table and works to foster a culture of customer-centered design-thinking, we must better communicate our process and value to others who don't understand this mysterious power of UX. Storytelling is a great way to do that.
Despite the fact that we talk a lot about story in UX, we have trouble putting it into practice, especially our own stories.
This talk recasts our design process as story, making it more impactful and relatable to others. We discuss the uses of story in UX, provide a visual map of the UX story framework (UXStoryWheel), and demonstrate a few simple story patterns.
Print-your-own UX activity recipe cards. The set includes:
- Opportunity Statement
- Persona 4x4
- Six-Up
- Project Brief
- Customer Conversations
- Wireframe Walkthrough
Instructions: Print two sided on 8x5"x11" card stock. Cut in four pieces. Produces two sets of six cards. Keep one, share one with a friend!
You can find template worksheets for the opportunity statement and persona 4x4 at bit.ly/uxl-worksheets
These materials are part of the "The Collaborative UX Designer's Toolkit" workshop presented at UX London, May 30 2014.
http://2014.uxlondon.com/speakers/lane/#workshop
UX Strategy - the secret sauce that defines the pixie dustEric Reiss
My opening keynote at UX Riga, 2016
UX strategy is about analyzing an organization’s business strategy and outlining what needs to be done from a UX perspective to ensure that the goals of the business strategy are achieved.
In brief, UX strategy is the glue that binds the company vision (goals) with the day-to-day UX tactics (execution). Without a clear UX strategy, it is entirely possible to design killer UX concepts, yet fail miserably in the marketplace. That happens a lot.
This talk aims to help companies and designers avoid costly yet easily avoidable pitfalls.
How ANYONE can make insanely better slidesSean Johnson
My wife was showing me slides from a meeting she recently attended. I’m sure the material was great, but I didn’t read to find out. The slides literally made my eyes bleed.
Between my time as a partner at an early stage venture fund and a digital consulting company, I effectively live in Keynote. Creating proposals, reading pitch decks, making presentations.
I am convinced great slide-making is a tremendous skill to develop. It will make your internal presentations more persuasive. It will help you win more business or close that round of funding. It will accelerate your career.
You’ve no doubt seen gorgeous presentations at conferences and other events, but don’t know how to make them.
But you don’t need to know how to make those kinds of presentations for your day job. What you need are some simple tips for polishing up your decks. Making copy more readable. Making tables and charts more useful. Telling the story you’re trying to tell.
This deck is my attempt to help you with that. I hope you find it useful.
The document is a 10-page presentation toolkit from The Jensen Group on creating concise and impactful presentations. It provides tips on structuring presentations around the audience's needs through a Know, Feel, Do framework. The presentation should have a clear goal and summary in the first 1-5 minutes to engage the audience before providing additional details to support the key points. It emphasizes making the presentation relevant to the audience by focusing on how the content affects them and calling them to specific actions.
UXPA 2021: Novel Prioritization Surveys: Opportunity Maps to Tame the NPS and...UXPA International
Despite its flaws, the Net Promoter Score (NPS) is often chosen by management for measuring customer satisfaction. Learn ways to mitigate damage from a poorly implemented NPS survey, enriching it with data that really matters to users and your stakeholders—while staying in the good graces of those bewitched by the traditional NPS:
1. What’s the NPS and how is it calculated?
2. What are its strengths and weaknesses?
3. How can you make the NPS more trustworthy and interpretable?
4. What other overall performance measures could replace or complement the NPS?
• Traditional “”Voice of the Customer”” (VOC) research
• “”Outcome Driven Innovation”” (ODI)
• “”Outcome Mapping.”” A new model that addresses the weaknesses of other approaches. Identify and measure key outcomes and opportunities, then predict how changes will impact future performance.
This presentation will be equal parts part survey design, data visualization, user needs research, and prioritization process.
The Future of UX is here: AI and Cognitive DesignJohn Whalen
Facebook, Google and Microsoft are betting the farm on “deep learning” artificial intelligence. Alexa, Siri, Cortana and Google Assistant demonstrate interfaces need not be screen based. Welcome to the era of Cognitive Design.
Marketers, Product Owners, and Experience Designers need new skills to compete. You don’t need to a PhD Psychologist and Machine Learning Computer Scientist (though it doesn’t hurt). But you do need to move beyond traditional user experience research and design thinking empathy.
Step 1: We will begin by defining the new “Zero UI” world which includes new possibilities with zero ui, machine learning, and new interaction possibilities. We want to show the intensely human response to AI: Ever notice that in a sentence people call a chair “it”, but call Siri or Cortana “she”?
Step 2: Given those possibilities, we will describe AI/narrow AI, AR, given and provide exposure to what machine learning is, and provide a sense of what a training set might be like, and how to test the new tool.
Step 3: Determine how best to augment cognition with AI. We will provide several examples and demonstrate how to train and test an augmented experience. We will consider which modalities and interfaces to use, and how best to augment cognition with AI for the optimal experience.
Step 4: Show participants best practices and tips & tricks to conduct usability tests with these AI tools and show how these techniques differ from classic usability testing.
Given most participants will have never had exposure to this, we make sure we go slow, provide examples, and show that most audience members are using this several times a day (e.g., Netflix, Google Search, Facebook Chatbots, etc.). Providing concrete examples will help to make concrete this new world.
Find out how you need to change your UX/CX practice and start doing Cognitive Design today!
This document provides an overview of the steps to create a customer experience map. It begins with conducting user interviews to understand customer needs, tasks, pain points and emotions at each stage of their journey. The identified needs and tasks are then arranged into a sequential flow with phases and levels. Key signature moments and pain points are identified. Features and content ideas are then brainstormed to address customer needs. The map is then prioritized to identify the most important tasks and features for the customer. Tips are provided on involving stakeholders, making refinements, allowing time for discussion, and using the right language. The overall process aims to create a strategic document that helps manage requirements and identify opportunities to improve the customer experience.
Practical guidance on how to present data using PowerPoint. This presentation covers best practices taught in management consultancies and visual cognition. Based on a lecture given at Tsinghua University, Beijing in December 2011.
If you have feedback or suggestions (especially specific examples of great or terrible slides you think could be included in a future version), please email professionalenquiries@gmail.com or leave comments below.
UX STRAT USA 2017: Ruth Buchanan, "Co-Designing Dropbox Innovations with Cust...UX STRAT
This document summarizes Dropbox's approach to participatory design research. It involves co-creating with customers to identify opportunities, develop concepts, ensure mutual benefit, and apply learnings. Key aspects include workshops to highlight user difficulties, brainstorming solutions informed by user needs and goals, and creating artifacts for synthesis. Benefits are better understanding users and giving them a voice in product development. The approach aims to minimize risk and create more valuable solutions through direct customer involvement.
UX principles at Marketing Week Live London 2014Cyber-Duck
User Experience (UX) principles for marketing team as presented by Danny Bluestone at Marketing Week Live 2014 in London. The presentation touches on the importance of UX and how it has to be engrained into an organisation's culture as opposed to being a bolt-on.
This document discusses user experience (UX), agile product management, and delivering software that meets user needs. It advocates for an iterative development process that incorporates UX research and testing. Product managers are advised to work closely with UX designers to validate assumptions through usability testing, measure outcomes, and prioritize addressing UX issues. An agile, lean approach that rapidly builds and learns from user feedback is presented as the best way to deliver innovative products that customers want and provide a competitive advantage.
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
The document discusses the importance of soft skills for UX designers. It argues that soft skills, such as communication, flexibility, creativity and reliability, are more important than hard skills for success in complex design projects. A number of soft skills are described in detail, including pragmatism, confidence, curiosity and having a genuine interest in people. The document advises focusing on developing soft skills, as they are transferable and will remain useful even as technical skills become commoditized. It suggests highlighting soft skills in CVs and interviews.
Slides from February 2018 meetup hosted by Design Thinking Seattle. The topic for the evening was "Empathy: Driving more human connections at home and at work"
Innovation, design thinking, and competitive advantagePhil Barrett
A quick talk from the Cape Town funding fair. Exponentials and the imperative for innovation. The trouble with innovation in corporations. Wicked problems and complex adaptive systems. How design thinking works. What design thinking does do, in Digital. Design thinking counteracts our tendency for poor decision making.
This document summarizes a presentation on branding essentials given by Jen Barth at Formic Media on June 13, 2012. The presentation covered key topics like defining branding, understanding your target audience, developing a brand identity through elements like name, logo, and color, telling compelling brand stories, creating connections through networking and social media, and creating a marketing plan with measurable goals. Attendees were encouraged to think about their own branding challenges and come up with one thing to continue doing, one thing to stop doing, and one thing to start doing to strengthen their brand. The presentation provided practical tips and frameworks to help growing businesses build strong, authentic brands.
This document summarizes a presentation by Stephen Abram on reimagining and building resilience in libraries post-pandemic. The presentation discusses measuring library impact, using stories and storytelling to advocate for libraries, developing 21st century skills in users, and examples of proven library impacts such as literacy development, education support, and reducing social isolation. It emphasizes the need for libraries to change and adapt to remain relevant by focusing on experiences rather than just information, becoming more collaborative, and better understanding user needs and journeys.
Tears and laughter the role of emotion in elearningBrightwave Group
With information ubiquitous and colleague experience becoming an ever-greater priority, certain expectations of L&D are changing:
While the digital learning experience has focused on making the learner know something, it's becoming more important to make today's learner feel something.
To drive productivity and engagement in the enterprise means to engage and enthuse your learners. This isn’t done through the delivery of facts or complex technical pedagogies – it's done through our emotions.
You’ve no doubt noticed that we’re slowly drowning beneath an ocean of content. Before long, our little world of words and pictures will be so flood bound, it’ll make Tuvalu look like Mt Everest.
That creates a huge challenge for communicators. How do you produce the stories that will float to the surface… that will engage and inspire people to belief, action and results?
Thankfully, there’s something working in your favour. You see, almost every business, brand, project or team is loaded with stories that could help and inspire others.
You’ve just got to know how to tell them…
If the Design Process were a boy band, Feature Prioritization would never be the fan favorite with a breakout solo career. Prioritization isn’t sexy. It hurts to let go of the beloved features created during brainstorming. The decision-making design phase often involves negotiation and compromise in an uncomfortable social environment. Prioritization can be downright painful!
If only you could recapture the enthusiasm and creative glow of brainstorming. Well, wish no longer! Design fairy godmothers Carolyn Chandler and Anna van Slee are here to transform this pumpkin into a stage coach. Strap in!
Handout for "Proven Presentation Techniques", an InfoComm approved workshop b...Thomas Zangerle
This workshop will show you how you can transform your ideas into convincing interactive presentations. The most important elements of successful presentations, training sessions and meetings are straightforward to name, but not always quite so easy to implement. It's essential for the presenter to capture and maintain the attention of the audience, to present effectively, create interest, encourage excitement and to captivate the participants. In this training session we will explore how you can increase understanding and retention in a presentation. You will receive background information based on scientific research, about improving communication techniques and about the workings of the brain. You will also see examples of best practices, effective communication, and presentation designs, all of which contribute to the creation of long-lasting impressions.
1) Always-on research communities allow companies to continuously engage with consumers and gain insights directly from them.
2) By empowering consumers and gamifying the research process, communities can generate more meaningful engagement from members who are committed to contributing high-quality on-topic content.
3) Moderators must commit to creating engaging experiences that inspire consumers to act as co-researchers, going beyond traditional debriefs to spark real discussions and actions.
The document discusses how stories can be used in user experience design. It notes that collecting stories from users can provide insights into context, goals, and people. Designing and testing with stories allows designers to understand user needs on a deeper level and create more empathetic solutions. The document provides examples of how personas, scenarios, and other UX tools incorporate stories to explore complex user interactions and communicate user research findings.
This document provides an agenda and overview for a two-day experience design workshop. Day 1 focuses on research techniques like interviews and creating personas from research. Participants will learn about vision, brand promise, and the 5E experience model. Day 2 covers design techniques such as journey mapping and prototyping experiences. The intended outcomes are a powerful group learning experience that inspires and empowers participants creatively. Participants will use three experience design tools to develop their projects. The workshop aims to teach what experience design is and practice the tools, methods and mindsets for designing meaningful experiences.
Personas Bootcamp - Where Product Meets User NeedsMauricio Perez
The document outlines a 1.5 hour bootcamp on personas. It will cover what personas are, why they are used, how to create them, analyzing research data, and using personas effectively. Attendees will learn about creating personas through field research interviews and exercises in affinity mapping, persona creation, and scenario illustration. The goal is to help participants develop empathy for target users by representing them as personas in order to design with the user's needs and goals in mind.
Alumni are more than just customers, they are part of the brand and they can contribute back to an eco-system which can provide good experience throughout.
Alumni Engagement and Relations need to improve on their game and create a great experience and shareable moments for our digital natives and meet the needs of Today's Alumni.
This document discusses the concept of professional learning communities and collaboration in education. It touches on several topics related to PLCs including different levels of understanding, the importance of teacher attitudes for innovation, and questions around whether and how teachers currently collaborate. There are also quotes and thoughts provided on collaboration, change, listening skills, and creating effective PLCs through establishing norms, team composition, and focusing on both process and outcomes. The document aims to spark reflection and discussion around developing collaborative cultures and structures in schools.
OLC13 704 From Storytelling to Immersive SimulationDebbie Richards
Storytelling has changed through immersive simulations. Simulations allow the audience to interact with the story instead of just passively taking in the story. They allow the audience to be a part of the story and become the storyteller as well. You’ll discuss the basics of storytelling and how it can be adapted to immersive simulations. You’ll explore storyboard examples, techniques and technology-based tools used to create immersive simulations.
This document provides an overview of a technology training conference for library staff. It includes questions that will be addressed, such as the skills needed for technology trainers and how to create an engaging learning environment. Details are given about the conference agenda, which will discuss best practices for organizing workshops, dealing with difficult situations, and techniques for active learning activities. Information is also provided about the audience for the training and tips for presenters to reduce nerves.
Presentation on the use of digital storytelling as a strategy for crating digital cases. Given to the Harvard Business School Brain Gain Speaker series in August 2007.
Handout for "Getting the message across" a presentation by Thomas Zangerle/Wo...Thomas Zangerle
This document provides tips for creating effective presentations. It discusses focusing on significance for the audience, structuring the presentation simply with 3-4 key points, and avoiding overloading slides with text. The document emphasizes using visuals like images and charts to aid recall. It also stresses rehearsing and practicing the presentation to feel confident presenting and engaging the audience with stories and interaction.
The document promotes Taking Flight with DISC, a training program that uses birds as metaphors for the four DISC personality types. Some key points:
- DISC assessments and training are growing in popularity, with millions taking assessments each year and millennials making up an increasing portion of the workforce.
- Taking Flight changes how DISC training is delivered by using vivid bird imagery instead of letters, making the concepts more engaging and memorable.
- The program includes assessments, books, workbooks, reference cards and other products to help understand personality types and improve workplace interactions. Positive customer testimonials highlight the training's impact.
Semelhante a UXPA 2018 Opening Keynote by Dr. Carine Lallemand (20)
UXPA 2023: Start Strong - Lessons learned from associate programs to platform...UXPA International
Imagine creating experiences for your rookie designers’ first couple years that are rewarding, enriching, and full of learning — without taking all your time or energy to manage. We’ll share techniques any team leader can put into practice using real-life examples from associate programs, apprenticeships, and internships.
Topics include onboarding, varied work challenges, developing multiple capabilities, buddy systems, group sharing, guest speakers, time with executives, and mentorship. We’ll also share how to operationalize learning, soft skills like communication and collaboration, setting boundaries, time management, achieving deep work, and more skills we all wish we were explicitly taught early on.
We’ll focus on modern-day associate programs, but even if you can’t create a full-fledged program, you’ll leave this session with ideas to use with your fledgling professionals. The benefits go beyond efficiency; it’s a foundation for culture, camaraderie, autonomy, and mastery.
UXPA 2023: Disrupting Inaccessibility: Applying A11Y-Focused Discovery & Idea...UXPA International
Digital advances are being made at a rapid-fire pace, yet disability inclusivity continues to fall short of the digital revolution. As the number of people living with disabilities rises, the time to take digital accessibility to the next level is now. Let’s disrupt inaccessibility together! Come hear about a multi-part discovery research and ideation project informing foundational UX designs for our customers. You’ll get insights from our unique study, which are widely applicable across industries, and walk away with tips and inspiration to kick off your own accessibility-focused discovery and ideation. Only YOU can prevent inaccessibility – are you in?
The document discusses the role of user experience (UX) in helping organizations score well on the environmental component of their ESG score. It provides examples of UX practices that can improve an organization's environmental impact, such as advocating for renewable energy sources, optimizing interaction designs to reduce data usage, shortening journey maps to minimize data transmission, using vector graphics instead of heavy file formats, loading content on demand to reduce page load size and emissions, and publishing reports on sustainability practices and carbon emissions.
UXPA 2023 Poster: The Two Tracks of UX Under Agile: Tactical and StrategicUXPA International
The document discusses two sub-tracks for UX under Agile: tactical and strategic. The tactical track focuses on quick tasks and improvements from sprint to sprint, reaching delivery quickly. The strategic track takes a mid-to-long term view through exploratory research to inform product vision and objectives. It recommends doing both tracks simultaneously when possible and prioritizing strategy to balance short-term delivery and long-term planning.
User experience can be drastically elevated by combining data science insights with user-based insights from research. Data analytics on its own can make themes and correlations difficult to explain and to provide accurate recommendations. For example, themes identified via large global surveys and usage data can be better understood with UX insights from focused user research, such as user interviews and/or cognitive walkthroughs. This presentation will highlight the complimentary nature of data science and UX and will focus on the benefits of bringing the two disciplines together. This will be buttressed with practical examples of enterprise projects and applications that combined data and skills from the two disciplines, guidance on how the two disciplines can better work together, and the skills needed to improve as a UX professional when working with data science teams.
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.
UXPA 2023 Poster: Are virtual spaces the future of video conferencing?UXPA International
Virtual spaces are simulated environments that can range from VR to 2D interfaces, touted as the future of video conferencing. However, they may pose accessibility issues and not be preferred over traditional non-spatial platforms. While virtual spaces could enhance social connection, their complexity risks excluding some users. A combined platform allowing choice of interface could provide an improved experience while maintaining inclusiveness.
UXPA 2023: Learn how to get over personas by swiping right on user rolesUXPA International
This session walks through the concept of user roles as an alternative to personas as a means to generate and disseminate user insights for product development teams. We will describe the tools and methods used to create a research database organized by user roles, along with examples and short exercises to help attendees think through user roles within their own context.
By the end of the session, attendees should be aware of tools and approaches for:
Organizing user research information in a database
Disseminating user role information to product and design teams
Managing a user roles database as part of a long term UX Research program
If you’re ready to ditch personas but don’t know how, this session is for you!
We will present a case study that details our approach for replacing user personas with user roles for a multi-national SAAS company. We will take the audience on a journey that starts with an executive request for personas, travels through the tribulations of realizing personas suck, and concludes with convincing others to accept a new and innovative way to understand the people who use the product. Our key message is that personas lack real value for organizations that already understand the importance of empathizing with users. Building user-centered products requires easily accessible and well organized user insights. We will discuss defining users through a process of stakeholder consultation and content review, and structuring data around Jobs to Be Done and product interactions. We will also discuss the dissemination of user roles in our organization using relational databases, interactive dashboards and online wikis. Spoiler alert, our stakeholders loved user roles!
UXPA 2023: Experience Maps - A designer's framework for working in Agile team...UXPA International
Agile Methodology refers to software design and development methodologies centered around the idea of iterative design and development, where requirements and concepts evolve through collaboration between self-organizing cross-functional teams. Thus, Agile enables teams to deliver value faster, with greater quality and predictability, and greater aptitude to respond to change. With evolving product features every design sprint, designers & researchers find it difficult to follow the design process. This sometimes leads to designs delivered in haste or sub-par design artifacts which result in UX debt. UX debt is accumulated when design teams take actions or shortcuts to expedite the delivery of a piece of functionality or a project which later needs to be refactored. It is the result of prioritizing speedy delivery of design to the development team over a perfect experience journey. Experience Maps is a great tool to practice UX in Agile as well as manage UX Debt.
UXPA 2023: UX Enterprise Story: How to apply a UX process to a company withou...UXPA International
How to build a UX Department from scratch, in an environment they think UX people do social media posters and posts! An agile implementation just started, and people are moving from a waterfall and ad-hoc mindset to agility. In this session, I will talk about my Journey to establish a UX Department for a company that is part of a global brand, but this local branch just started the digital transformation movement. Challenges like: spreading awareness and educating people about UX, hiring the right team, defining the right team structure, establishing workflow and day-to-day operations, and applying localization (non-western culture).
UXPA 2023: High-Fives over Zoom: Creating a Remote-First Creative TeamUXPA International
I started my current job in March of 2020. Many of us remember something clearly about the month that COVID started to shut things down. I remember being surprised to hear that my new on-site-only job would be starting in my living room over zoom. How do you lead a design team when none of the team members live near each other and creativity is highly collaborative? Taking from over a decade of working in HR software, I knew whatever I did needed to put people first. That what employees love about a job is often deeper than the work, it’s the culture, the relationships and people they work with. It’s the feeling that their work has value, and their contribution matters. In this talk I will walk though some of the rituals and best practices I have learned over the last two years building a remote-first creative team.
UXPA 2023: Behind the Bias: Dissecting human shortcuts for better research & ...UXPA International
As humans, we are biased by design. Our intricate and fascinating brains have developed shortcuts through centuries of human evolution. They reduce an unimaginable load of paralyzing decisions, keep us alive, and help us navigate this complex world. Now, these life saving biases affect how we behave with modern technology. Understanding some of the theories and reasons why these biases exist is the key to unlocking their power. In this workshop we will cover some theories around how the brain works. We will review some of our mental shortcuts, take a look at some common biases, and learn how they affect our users, our research, and our designs. Lastly we will review some advantages of biases, and ways to identify and reduce bias. This workshop is targeted for designers who do their own research, and researchers looking to learn more about removing bias from their studies.
UXPA 2023 Poster: Improving the Internal and External User Experience of a Fe...UXPA International
UXPA 2023 Poster: Improving the Internal and External User Experience of a Federal Government Legacy Application Using User Experience and Agile Principles
UXPA 2023 Poster: 5 Key Findings from Moderated Accessibility Testing with Sc...UXPA International
A moderated accessibility testing study conducted by UserTesting between 2021-2022 involved 25+ tests with screen reader users. The study identified 5 key findings about common issues: 1) Unexpected screen reader focus location on pages; 2) Missing alt text for images; 3) Lack of feedback when actions are performed; 4) Insufficient labeling of interactive elements; and 5) Unclear error messages. The study recommends conducting tests with 5 blind participants using the same screen reader, browser and device to standardize results and identify issues violating the Web Content Accessibility Guidelines.
Are you new to UX management, or thinking of getting into management? Then this talk is for you. After reading countless books, attending countless trainings, mentoring and being menteed, nothing quite prepared me for management like my first year. I’ll share with you what I wish they’d told me. I’ll also share my process for generating team research roadmaps, establishing team values, keeping employees motivated, and not burning out.
UXPA 2023: Redesigning An Automotive Feature from Gasoline to Electric Vehicl...UXPA International
This document summarizes the redesign of the Pro Power Onboard feature for electric vehicles from Ford. It discusses how the original gasoline-powered version used a radial dial interface but this would not work for an electric truck with more circuits. User research found the need for increased power and outlets in more locations. An iterative design process involved brainstorming, paper prototyping, and usability testing to create a horizontal gauge interface with on/off and range preservation settings. The final design was validated through testing truck prototypes up to production. Lessons included considering the user experience first and proactive stakeholder involvement.
This presentation by Katharine Kemp, Associate Professor at the Faculty of Law & Justice at UNSW Sydney, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
Collapsing Narratives: Exploring Non-Linearity • a micro report by Rosie WellsRosie Wells
Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
'Collapsing Narratives: Exploring Non-Linearity' is a micro report from Rosie Wells.
Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
Please download this presentation to enjoy the hyperlinks!
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
1. Challenging the norm and offering new perspective
clear, short, contain distinct parts
concise and structured
Creative, visual, dynamic
Cutting edge, inspiring, future facing
dynamic
dynamic and practical (give me applicable takeaways that I can put into
practice)
Dynamic, funny, with summary sheets
dynamic, participative
Dynamique et structurée
Easily relatable to the field or main subject of the conference—more about the
content than about the keynoter.
educational
educational, engaging, structured
Emocional, a good storyteller, funny
engaging & motivating. Upbeat.
Engaging, simple and short enough to keep attention. Give concret take aways
Entertaining
Entertaining and enlighting. It should generate a personal thinking for all
public persons
entertaining and very pedagogic
entertaining as well as informative
Evocative
exciting and inclusive
Finished on time, delivered well, full of interesting ideas and/or data, clear,
entertaining
full of concrete experiences, interactive & with useful takeaways.
Full of energy, optimistic, serious fun, memorable
Fun, instructive, alive
Fun, interesting, thought-provoking
Highly relevant, contextual and inspire actions
Inclusive and efficient
Informative and engaging
Informative but also fun
Informative, doesn’t need to try to be funny
Informative, entertaining, thought provoking
inspirante et instructive
Inspirante, c'est-à-dire qu'elle me fait penser autrement sur un sujet que je
connais, qu'elle me propose une autre manière de voir les choses, une
manière de considérer un sujet qui soit bien sûr crédible et argumentée
Inspirational, actionable, and REALISTIC.
Inspirational, full of pragmatism and based on real cases,... less theoretical
and more practice. With a lot of examples and a lot of interaction with the
audience
inspiring
Inspiring
inspiring and fun
inspiring and provoking
inspiring, but not superficial
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Eventually
everything
connects
@carilall
#UXPA2018
Dr Carine Lallemand
University of Luxembourg
UXPA 2018 Opening keynote
9. According to me, a keynote talk should be ____
I’d be positively surprised by a talk that _____
I’d feel bored from attending a talk that _____
The most original format for a talk I could think of would be _____
The most memorable talk I ever attended was _____
#UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
« The strength of the technique is that respondents
use their own words to describe their situation,
thus giving more spontaneous and honest answers
compared to traditional questionnaires. »
(Hoyer & MacInnis, 2007)
10. Use case
How we collected 14.000 ideas in 2 weeks
IMPROVING THE E-READING EXPERIENCE
11. Profile Unfinished sentence UX dimension
non ebook readers
(596 respondents)
Compared with a print book, an electronic book is… Comparison between products
In my opinion, eBooks are addressed to… Identity / product image
I have never read any eBooks because… Frustrations / Barriers to use
I would read a eBook if… Expectations and needs
I expect a eBook to… Expectations and needs
When I read a print book, I feel… Affects
ebook readers
(1284 respondents)
Compared with a print book, an eBook is… Comparison between products
The reading experience on an eBook is… Global UX
The problem with eBooks is… Issues and frustrations
What I love about eBooks is… Positive aspects / Appropriation factors
What frustrates me the most with an eBook is… Issues and frustrations
I find that the interface of an eBook is… Specific UX - Interface
I dream of a eBook that… Expectations / Dreams
Mercier & Lallemand, 2015
IMPROVING THE E-READING EXPERIENCE
Using several sentences stems to cover relevant UX dimensions
#UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
12. Mercier & Lallemand, 2015
LIKERT SCALES VS. SENTENCE COMPLETION
A different picture of the situation
On a 7-points Likert scale, how would you rate your overall
e-reading experience? (N = 1284)
“The reading experience on a eBook is _______”
Valence Frequency %
Negative 228 17.8 %
Positive 817 63.9 %
Neutral 160 12.5 %
Mixed 74 5.8 %
PositiveNegative 1 2 3 4 5 6 7
0.5 %
(6)
3 %
(39)
7.1 %
(91)
9 %
(115)
19.9 %
(255)
32.2 %
(414) 28.3 %
(364)
80.4 %
#UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
13. Mercier & Lallemand, 2015
RICHNESS OF THE DATA COLLECTED
Ideas that can be easily translated into actionable insights
“The problem with ebooks is _________”
#UXPA2018 @CARILALL
- the price
- the lack of availability and choice
- the absence of a sensual experience (feeling
the paper in one’s hands)
- the navigation and information architecture
- the battery / the need for a network connexion
- their bad quality
- the impossibility to lend the book to a friend
- DRM (digital rights management)
- the bad reading experience
- the screen and visual fatigue
- it is dematerialized
- …
that you don’t see what people are reading
because you don’t see the book cover…
you can't skim or flip through easily
I’m not able to physically track my
progress in the book
SENTENCE COMPLETION METHOD
32. RELATEDNESS - BELONGINGNESS
DerekMindler
S.HartPhotography
RELATEDNESS
BELONGINGNESS
Having regular close contact with people
who care about you
Connectedness
Intimacy
Love / Frienship
Closeness
Togetherness
Other-awareness
• Being aware of others’ emotions, activi-
ties or mood
• Expressing feelings or emotions in a
wide variety of ways
• Having a sense of physical intimacy
• Caring about others
• Offering gifts to others
• Carrying out actions together
• Keeping record of past activities and
special moments
#UXPA2018 @CARILALL UX NEEDS
PLEASURE - STIMULATION
AdamJones
LorenKerns
PLEASURE
STIMULATION
Feeling that you get plenty of enjoyment
and pleasure, feeling stimulated
Enjoyment / Fun
Novelty
Entertainment
Leisure
Amusement
Discovery
• Performing a leisure or playful activity
• Having fun
• Experiencing new sensations and activi-
ties
• Feeling intense physical pleasure
• Feeling enjoyment for the senses: sensu-
al pleasure, aesthetic pleasure
• Discovering new sources and types of
stimulation
UX CARDS
A pragmatic tool supporting needs-driven design
33.
34. 01
Security / Control
Relatedness / Belongingness
Influence / Popularity
Pleasure / Stimulation
Autonomy / Independence
Competence / Effectiveness
Self-actualizing / Meaning
?
?
?
#UXPA2018 @CARILALL UX NEEDS
What are the 3 most important needs to fulfil when attending a talk?
39. Products that evoke positive emotions
are bought more often, used more
often, and are more pleasurable to
use.
Desmet, 2012
#UXPA2018 @CARILALL EMOTIONAL DESIGN
40. 01
Emotional granularity is the ability to
characterize one’s emotional state with
specificity,
using discrete emotion labels rather than
referring to global feeling states.
Plutchik's wheel of emotions
EMOTIONAL GRANULARITY
An essential UX designer’s skill
#UXPA2018 @CARILALL EMOTIONAL DESIGN
41. 01
Eventually
everything
connects
Opening keynote
UXPA 2018
Dr Carine Lallemand
University of Luxembourg
Companion
booklet - p. 3
List all positive emotions you can think of in
2 minutes.
Howgoodisyour
emotionalgranularity?
Feeling disappointed by your score? Check the
resources on emotional design at the end of this booklet!
43. 01
Interest
ENCHANTMENT
Engaged, spellbound
To be carried away by something that is experienced as
overwhelmingly pleasant
It arises when an appealing and/or mysterious character
of something facilitates physical or mental isolation in a
pleasant way.
Interest
INSPIRATION
Motivated, determined
To experience a sudden and overwhelming feeling of
creative impulse
It arises when one is awakened to the realization of a
relational meaning of something and is enabled to do
something creative.
Assurance
CONFIDENCE
Challenged, determined
To experience mental or moral strength to withstand or
cope with the situation
It arises when it is certain that one is capable of
overcoming a challenge in the process of realizing
his/her goal.
Positive Emotional Granularity Cards
Yoon, Desmet, & Pohlmeyer, 2013
#UXPA2018 @CARILALL EMOTIONAL DESIGN
44. http://www.willodom.com
What is the purpose of this box ?
How does it trigger an emotion of anticipation?
#UXPA2018 @CARILALL EMOTIONAL DESIGN
Use case
45. Odom et al. (2012)
Design concept
A Bluetooth printer hidden in a wooden
box that prints 4 or 5 randomly
selected photos from its owner’s Flickr
collection at random intervals each
month.
The owner has no control over what is
printed nor when. The Photobox does
not demand nor require its owner’s
attention to enact its behavior.
http://www.willodom.com
#UXPA2018 @CARILALL EMOTIONAL DESIGN
PHOTOBOX: A SLOW TECHNOLOGY
Slowing down digital photo consumption to support anticipation and reflection
46. 01
Meaning - Anticipation - Thinking about the past - Reflection on one’s relationship
with technology
www.willodom.com
#UXPA2018 @CARILALL EMOTIONAL DESIGN
DESIGN FOR EMOTION
A 14 month longitudinal study to understand the impact of a slow technology
Odom et al. (2012)
52. 01
WORLD IA DAY 2016
Some kind of illustration or image?
HEADER OPTION
SUB HEAD OR SHORT DESCRIPTION
Some kind of explanatory text, reference or footnote can go here and wrap to two lines, if needed.
UX SCALES
STANDARDIZED
QUESTIONNAIRES
AttrakDiff scale
(Hassenzahl et al., 2003)
User Experience Questionnaire
(Laugwitz et al., 2008)
meCUE questionnaire
(Minge & Riedel, 2013)
http://www.attrakdiff.de
http://www.ueq-online.org
http://mecue.de/english
53. 01
System
User
Context
Interaction
characteristics
Perception of non-instrumental qualities
Emotions
Perception of instrumental qualities
Components of User Experience
Consequences
overall evaluation,
acceptance,
intention to use,
choice of
alternatives
THEORETICAL MODEL
We need to assess both pragmatic and hedonic perceived qualities of a system
#UXPA2018 @CARILALL UX EVALUATION SCALES
54. 01
This scale consists of pairs of contrasting attributes. On each
line, tick the circle that most closely reflects your impression.
User Experience
Questionnaire (UEQ)
Laugwitz, B., Held, T., Schrepp, M. (2008). Construction and evaluation of a user experience questionnaire. In: Holzinger,
A. (Ed.): USAB 2008, LNCS 5298, 63-76.
> www.ueq-online.org
not understandable
creative
easy to learn
valuable
boring
not interesting
fast
inventive
good
complicated
usual
unpleasant
motivating
inefficient
clear
impractical
organized
attractive
unfriendly
conservative
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
understandable
dull
difficult to learn
inferior
exciting
interesting
slow
conventional
bad
easy
leading edge
pleasant
demotivating
efficient
confusing
practical
cluttered
unattractive
friendly
innovative
1 2 3 4 5 6 7
Eventually
everything
connects
Opening keynote
UXPA 2018
Dr Carine Lallemand
University of Luxembourg
Companion
booklet - p. 5
56. 01
Karapanos, Martens & Hassenzahl, 2010
Cross-sectional
Longitudinal Retrospective reconstruction
Pre-post repeated measures
LONG-TERM EVALUATION PARADIGMS
Four approaches to understand UX over time
#UXPA2018 @CARILALL UX CURVES METHODS
57. 01
CONSTRUCTIVE APPROACH
Reconstruction happens in a forward temporal order
Emotional experience can neither be stored nor retrieved, but
can be reconstructed on the basis of recalled contextual cues
People recall an overall emotional assessment of an
experience, but not the exact details of the event
Reconstruction takes place in a top-down fashion
What do you remember about your last holidays?
VALUE-ACCOUNT APPROACH
Bottom-up
Top-down
THEORIES OF HUMAN MEMORY
How do we reconstruct past experiences?
#UXPA2018 @CARILALL UX CURVES METHODS
58. 01
Users sketch a curve and add comments to report how
their experience has changed during the time of use
The curve drawing area is formed of an horizontal timeline
and a vertical line that divides positive and negative
experiences.
Focus on the overall attractiveness or on specific aspects
such as usability, or utility, or stimulation.
UX CURVES METHODS
Retrospective UX evaluation
#UXPA2018 @CARILALL UX CURVES METHODS
59. 01
von Wilamowitz-Moellendorff, M., Hassenzahl, M., and Platz, A. (2006)
USE CASE: SMARTPHONE EXPERIENCE CURVE
#UXPA2018 @CARILALL UX CURVES METHODS
60. REAL-LIFE EXAMPLE…
This practitioner draw the UX
curve of « something he has
been using on a daily basis for
the past 2 years… »
…his 2-years old son :D
#UXPA2018 @CARILALL UX CURVES METHODS
61. 01
Sketch a curve representing your experience as an attendee of this talk.
Your experience curve
+
-
anticipated
experience
start of the
experience
current
feelings
future
expectations
experience
episodes
very
positive
pretty
positive
pretty
negative
very
negative
neutral
Eventually
everything
connects
Opening keynote
UXPA 2018
Dr Carine Lallemand
University of Luxembourg
Companion
booklet - p. 6-7
62. 01
• UX Curves indicate trends of UX over time
• Experience narratives provide qualitative data to explain why the UX has changed over time
Fig. 4. The deteriorating and stable general UX Curves with user IDs.
Fig. 5. The improving Attractiveness curves with user IDs.
Fig. 7. The improving ease of use curves with user IDs.
Fig. 8. The deteriorating and stable ease of use curves with user IDs.
Fig. 5. The improving Attractiveness curves with user IDs.
Fig. 6. The deteriorating and stable Attractiveness curves with user IDs.
Fig. 8. The deteriorating and stable ease of use curves with user IDs.
Fig. 9. The improving utility curves with user IDs.
Results: Mean attractiveness curves
8
3.6.2011
Facebook Mobile phoneImproving Deteriorating Averaged curves
Kujala et al., 2011
#UXPA2018 @CARILALL UX CURVES METHODS
UX CURVES - DATA ANALYSIS
64. 01
WORLD IA DAY 2016
Some kind of illustration or image?
HEADER OPTION
SUB HEAD OR SHORT DESCRIPTION
Some kind of explanatory text, reference or footnote can go here and wrap to two lines, if needed.
UX CURVES
METHODS & TOOLS
UX Graph
(Kurosu, 2016)
UX Curve
(Kujala et al., 2011)
Analytic scale
(Karapanos et al., 2010)
CORPUS interview
(von Wilamowitzet al., 2006)
DrawUX
(Varsaluoma & Kentta, 2012)
70. REFERENCES
Desmet, P.M., 2012. Faces of product pleasure: 25 positive emotions in human product interactions. International Journal of Design, 6(2), 1–29.
Hassenzahl, M., Burmester, M., Koller, F. (2003) AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In: Ziegler, J., Szwillus, G. (eds.) Mensch & Computer 2003.
Interaktion in Bewegung, pp. 187–196. B.G. Teubner, Stuttgart. / AttrakDiff. Internet Resource http://www.attrakdiff.de.
Hassenzahl, M. (2003). The thing and I: Understanding the relationship between user and product. In M. A. Blyth, A. F. Monk, K. Overbeeke, & P. C. Wright (Eds.), Funology: From usability to enjoyment, 1-12 (chap. 3).
Kluwer Academic Publishers.
Karapanos, E., Martens, J.-B., Hassenzahl, M. (2010) On the Retrospective Assessment of Users’ Experiences Over Time: Memory or Actuality? CHI’10 extended abstracts. ACM Press.
Karapanos E., Zimmerman J., Forlizzi J., Martens J.-B. User Experience Over Time: An Initial Framework, In Proceedings of the 27th international Conference on Human Factors in Computing Systems (Boston, MA,
USA, April 04 – 09, 2009). CHI’09. ACM, New York, NY, 729-738.
Lallemand, C. (2015). Towards Consolidated Methods for the Design and Evaluation of User Experience. (Doctoral dissertation). University of Luxembourg. https://publications.uni.lu/handle/10993/21463
Lucero, A. and Arrasvuori, J. 2010. PLEX Cards: a source of inspiration when designing for playfulness. In Proc. of Fun and Games ’10. ACM, 28-37.
Odom, W., Sellen, A., Kirk, D., Banks, R., Regan, T., Selby, M., Forlizzi, J., Zimmerman, J. (2014). Designing for Slowness, Anticipation and Re-Visitation: A Long Term Field Study of the Photobox. In In proceedings of
SIGCHI Conference on Human Factors in Computing Systems. Toronto, Canada. CHI ’14. ACM Press.
Odom, W., Selby, M., Sellen, A., Kirk, D., Banks, R., Regan, T. (2012). Photobox: On the Design of a Slow Technology. Proc. of Designing Interactive Systems DIS ’12. ACM Press.
Plutchik, R. (1980). Emotion: A Psychoevolutionary Synthesis.
Roue des émotions de Plutchik : « Plutchik-wheel fr » par Machine Elf 1735, Jean Marcottel; https://commons.wikimedia.org/wiki/File:Plutchik-wheel_fr.svg
von Wilamowitz-Moellendorff, M., Hassenzahl, M., and Platz, A. (2006). Dynamics of user experience: How the perceived quality of mobile phones changes over time. In User Experience - Towards a unified view,
Workshop at the 4th Nordic Conference on Human-Computer Interaction, pp. 74-78.
Yoon, J., Desmet, P. M. A., & Pohlmeyer, A. E. (2013). Embodied Typology of Positive Emotions: The Development of a Tool to Facilitate Emotional Granularity in Design (pp. 1195–1206). Presented at the 5th International
Congress of International Association of Sciences of Design Research, Tokyo, Japan.
Icons: Ebook by Laymik, Chair by Lluisa Iborra, Book by Julia Simplicio from the Noun Project