Visual literacy refers to the ability to interpret and create visual messages accurately. Effective visual aids use simple, memorable designs with one main idea per visual. They employ large, legible typography in a consistent font, and use color, spacing and arrangement of text/images to maximize clarity and focus audience attention on key points. Presenters should limit information on slides and focus on highlights, using examples to enhance understanding rather than relying solely on visuals.
branding / mess: some sketch ideas in the hope of a discussion a-small-lab
sketch text about mess, innovation, branding.
published as part of installation for stimulus terrain at MOTAT
http://a-small-lab.com/motat/
stimulus terrain for innovation processes is a space at the Idea Collective / Innovation Hub at the Museum of Transport and Technology (Auckland, New Zealand).
This is part of a "dynamic, evolving, collaborative project that celebrates New Zealand's vibrant innovation culture" by pairing five diverse New Zealand innovators with artists and designers to illuminate the activity of innovation, ideation, creation and collaboration.
This document provides an overview of design thinking and its key principles. It discusses design thinking as a human-centered approach to solving "wicked problems" that are complex with no clear boundaries or solutions. The summary discusses key aspects of design thinking including empathizing with users to understand their needs, defining the problem context, ideating potential solutions, prototyping ideas, and testing prototypes. The document also outlines popular design thinking models and provides examples of how to apply design thinking principles through activities like brainstorming, storyboarding, and testing ideas with other teams.
Alexandra Deschamps-Sonsino is a CEO and expert in IoT. She makes three key points in her presentation: (1) While IoT technologies are proliferating, true mainstream adoption has not been achieved yet due to issues like connectivity and usability. (2) Investors and entrepreneurs still have much to learn, as many IoT products are being designed for women by men without proper understanding. (3) Success in IoT takes time, as startups need 3 years minimum to establish themselves while dealing with the pressures of acquisitions or failure. Overall, she advocates pacing innovation to achieve long-term viability over short-term gains.
The document outlines the structure and content of a book about learning in 3D environments called "Learning in 3D". The book is divided into four parts that explore the possibilities of 3D learning, build a blueprint for designing 3D learning experiences, discuss breaking new ground by moving beyond traditional instructional design models, and consider the future of 3D learning. Each part contains multiple chapters that delve deeper into topics like immersive learning technologies, designing learning experiences through different archetypes, and best practices for adopting enterprise 3D learning solutions.
The good, the bad, the ugly of UX RecruitingJason Mesut
This document summarizes the good, bad, and ugly aspects of UX recruiting based on the author's experience recruiting over 500 candidates for 87 interviews and 29 hires over the past 8 months. The good includes plenty of UX job opportunities and demand. The bad includes candidates sabotaging credibility by having no work samples, unclear roles, or lying. The ugly includes poor presentations, unprofessionalism, and slagging off past employers. The document provides tips for candidates such as bringing work samples, showing process, and emphasizing interests in the organization.
A 'mini-workshop' on insights from current developments and practice in enterprise-architecture (BCS-EA conference, London, October 2012)
The main part of the presentation is split into eight 'chunks', each tackling a single 'lesson-learnt' from trying to explain EA themes to others in real-world EA practice. Each 'chunk' is timed as around two minutes of background and overview (the bulk of the slides, between the respective 'Challenge' and 'Practice'), and then four minutes pair-discussion around the questions summarised on the respective 'Practice' slide. With two minutes at the start for overall lead-in, and ten minutes at the end for general discussion about what came up for participants during the Practice sections, this fits exactly into a one-hour time-slot.
(See http://www.slideshare.net/tetradian/lessonslearnt-in-ea-articulation-worksheet for the associated worksheet.)
Bran Ferren is a designer and technologist who discusses the art of innovation. He explains that true innovation requires multiple breakthroughs or "miracles" to come together, using examples like the Pantheon and autonomous vehicles. Ferren emphasizes that leadership in innovation is as much an art as a science, and that companies need to cultivate creativity by attracting diverse thinkers and massaging their ideas into valuable outputs for customers.
Visual literacy refers to the ability to interpret and create visual messages accurately. Effective visual aids use simple, memorable designs with one main idea per visual. They employ large, legible typography in a consistent font, and use color, spacing and arrangement of text/images to maximize clarity and focus audience attention on key points. Presenters should limit information on slides and focus on highlights, using examples to enhance understanding rather than relying solely on visuals.
branding / mess: some sketch ideas in the hope of a discussion a-small-lab
sketch text about mess, innovation, branding.
published as part of installation for stimulus terrain at MOTAT
http://a-small-lab.com/motat/
stimulus terrain for innovation processes is a space at the Idea Collective / Innovation Hub at the Museum of Transport and Technology (Auckland, New Zealand).
This is part of a "dynamic, evolving, collaborative project that celebrates New Zealand's vibrant innovation culture" by pairing five diverse New Zealand innovators with artists and designers to illuminate the activity of innovation, ideation, creation and collaboration.
This document provides an overview of design thinking and its key principles. It discusses design thinking as a human-centered approach to solving "wicked problems" that are complex with no clear boundaries or solutions. The summary discusses key aspects of design thinking including empathizing with users to understand their needs, defining the problem context, ideating potential solutions, prototyping ideas, and testing prototypes. The document also outlines popular design thinking models and provides examples of how to apply design thinking principles through activities like brainstorming, storyboarding, and testing ideas with other teams.
Alexandra Deschamps-Sonsino is a CEO and expert in IoT. She makes three key points in her presentation: (1) While IoT technologies are proliferating, true mainstream adoption has not been achieved yet due to issues like connectivity and usability. (2) Investors and entrepreneurs still have much to learn, as many IoT products are being designed for women by men without proper understanding. (3) Success in IoT takes time, as startups need 3 years minimum to establish themselves while dealing with the pressures of acquisitions or failure. Overall, she advocates pacing innovation to achieve long-term viability over short-term gains.
The document outlines the structure and content of a book about learning in 3D environments called "Learning in 3D". The book is divided into four parts that explore the possibilities of 3D learning, build a blueprint for designing 3D learning experiences, discuss breaking new ground by moving beyond traditional instructional design models, and consider the future of 3D learning. Each part contains multiple chapters that delve deeper into topics like immersive learning technologies, designing learning experiences through different archetypes, and best practices for adopting enterprise 3D learning solutions.
The good, the bad, the ugly of UX RecruitingJason Mesut
This document summarizes the good, bad, and ugly aspects of UX recruiting based on the author's experience recruiting over 500 candidates for 87 interviews and 29 hires over the past 8 months. The good includes plenty of UX job opportunities and demand. The bad includes candidates sabotaging credibility by having no work samples, unclear roles, or lying. The ugly includes poor presentations, unprofessionalism, and slagging off past employers. The document provides tips for candidates such as bringing work samples, showing process, and emphasizing interests in the organization.
A 'mini-workshop' on insights from current developments and practice in enterprise-architecture (BCS-EA conference, London, October 2012)
The main part of the presentation is split into eight 'chunks', each tackling a single 'lesson-learnt' from trying to explain EA themes to others in real-world EA practice. Each 'chunk' is timed as around two minutes of background and overview (the bulk of the slides, between the respective 'Challenge' and 'Practice'), and then four minutes pair-discussion around the questions summarised on the respective 'Practice' slide. With two minutes at the start for overall lead-in, and ten minutes at the end for general discussion about what came up for participants during the Practice sections, this fits exactly into a one-hour time-slot.
(See http://www.slideshare.net/tetradian/lessonslearnt-in-ea-articulation-worksheet for the associated worksheet.)
Bran Ferren is a designer and technologist who discusses the art of innovation. He explains that true innovation requires multiple breakthroughs or "miracles" to come together, using examples like the Pantheon and autonomous vehicles. Ferren emphasizes that leadership in innovation is as much an art as a science, and that companies need to cultivate creativity by attracting diverse thinkers and massaging their ideas into valuable outputs for customers.
Interaction 09 Introduction to Interaction DesignDave Malouf
The document summarizes an introductory workshop on interaction design. It discusses definitions of interaction design, its history and influences from other fields like user experience design and human-computer interaction. It also covers key topics in interaction design like sketching, storytelling, framing experiences, research, and the need for foundations in the discipline.
The document discusses using interaction as a material in design. It describes interaction as how a space responds to people within it, rather than it just being static. It outlines different zones of interaction from attraction to engagement. It also discusses using sensors to detect movement and gestures to trigger responses from the space. The goal is to design interactions that enhance people's experiences in the space rather than just showing them things.
The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
This document outlines a debate about the role of technology and information literacy in libraries and learning by 2020. One side argues that technology will advance to make search engines and interfaces intuitive, eliminating the need for information literacy training. The other side responds that skills like finding and managing information will be transformed and that librarians will be needed to help students navigate new technologies and develop new essential skills that can't yet be predicted. Both sides present visions of how emerging technologies like wearables, augmented reality, and interactive objects could change the library experience by 2020.
Design thinking is a human-centered problem-solving process that uses creative and analytical approaches to generate value. It involves empathizing with users to understand problems, defining the specific problem to address, ideating potential solutions, prototyping ideas, and getting feedback to examine how well a solution works. Design thinking focuses on reframing problems by asking the right questions and using integrative thinking across different perspectives. It has helped companies like Tesla, Airbnb, and TED solve problems and drive innovation through a fearless and hands-on approach.
The document discusses developing user-centered products and adopting an agile development methodology that incorporates user feedback through iterative testing. It advocates designing for tablets like the iPad to expand the target demographic to include non-traditional users. The document also discusses analyzing user behaviors and mental models to develop more adaptive and customizable user interfaces.
Introduction of object oriented analysis & design by sarmad balochSarmad Baloch
Introduction of Object oriented Analysis & Design by SARMAD BALOCH
I AM SARMAD KHOSA
BSIT (5TH A)
(ISP)
FACEBOOK PAGLE::
https://www.facebook.com/LAUGHINGHLAUGHTER/
YOUTUBE CHANNEL:::
https://www.youtube.com/channel/UCUjaIeS-DHI9xv-ZnBpx2hQ
This document provides an introduction to object-oriented analysis and design (OOAD). It discusses key OO concepts like objects, classes, encapsulation, inheritance, polymorphism, and the importance of modeling using concepts. Object-oriented approaches help address issues with complexity and communication through abstraction and modeling real-world concepts. The document outlines the Object Modeling Technique (OMT) methodology for performing OOAD, which uses object, dynamic, and functional models at the analysis and design stages.
Creating products for people: how user experience is creating products that a...Diego Mendes
This document discusses how connected software and the Internet of Things are shaping our future by discussing various examples of smart home devices, cars, and other connected objects. It then discusses how user experience design plays a key role in ensuring products are designed around human needs and experiences. The document outlines the user experience design process and some important interdisciplinary roles in UX design like user researchers, interaction designers, visual designers, content strategists, and information architects. It encourages the reader to get involved in shaping the future of connected products through user experience design.
The University of Pretoria Department of Library Services established the first educational MakerSpace at South African universities. The MakerSpace is a collaboration space where students and staff can share ideas and collaborate on maker related projects. The MakerSpace also integrates into faculty curriculum to provide students with a hybrid learning experience. The MakerSpace also facilitates digital scholarship activities.
Designing a Cultural Phenomenon into a Digital/Physical Journey - Futurice - ...Service Design Breakfast
#Snapshot is an interactive photography exhibition in which we applied service design methods to build a personal journey for the visitors. The work is a collaboration between Futurice, The Finnish Museum of Photography, Tampere University and Aalto University. The story of how we designed the exhibition will be presented inside the exhibition itself, at The Finnish Museum of Photography, Kaapelitehdas. Presenters: Anna-Kaisa Rastenberger from the museum and Risto Sarvas from Futurice.
This document discusses speculative design and its use in preparing for future challenges. Speculative design imagines possible futures and debates their implications before they happen. It operates on an intellectual level by placing new technologies in imaginary everyday situations. Speculative design can manifest possibilities and facilitate more desirable futures. It triggers designers to think in new environments and systems. Speculative design is presented as an attitude that can be introduced in standard design processes. Examples are given of speculative design projects like DIY surgical robots and designing for an overpopulated planet. The document advocates joining a meetup group to get involved in speculative design.
How can we build more effective interactivity into our self-paced elearning programs without blowing our budgets or completely boring our learners with lots of clicky-clicky bling-bling? In this presentation, Kineo explores some simple ways to build in better interactivity, showcasing lots of examples along the way.
This month I had the opportunity and good fortune to attend the IxDA (Interaction Design Association) conference in Amsterdam.
I prepared these slides to share some of these inspiring moments with my colleagues and friends back in San Francisco.
Photo Credits: IxDA Flickr
Video Credits: IxDA Vimeo
Does Entrepreneurship Fit into Education? A Progress Report from the Entrepre...John Moravec
Slides from #TIES14 conference.
John Moravec is a scholar on the future of work and education. As founder of Education Futures, his current projects focus on the convergence of globalization, innovation society, and accelerating change in human knowledge development. He co-authored the book Aprendizaje Invisible ("Invisible Learning") (2011) and edited Knowmad Society (2013).
Are educators conscious of how they are using technology? Is technology used in a way that substitutes a previously taught analog task or is it used to transform a task that would not have been possible without technology?
Whether it's radical innovation or incremental innovation you are looking for, empathy and experiment are always the core of what you need to do. And the space and culture are also very important for making the magic happen. The USER model, User & Empathy, Space & culture, Experiment and Repeat, is the way we think could really foster innovation.
This document discusses Design Operations (DesignOps) and its goals of amplifying the value of design investments and scaling design teams. It describes key aspects of DesignOps including human resources, community, communications, tools, infrastructure, workflow, governance, and culture. Elements like organizational structure, hiring processes, onboarding, and developing a design system are examined. The roles and qualifications for a DesignOps leader are also outlined. Overall, the document provides an overview of DesignOps and its various components for setting teams up for success and increasing an organization's design investment.
Amplify: Design Operation's Core Mission to Amplify the Value of Design PracticeDave Malouf
This document contains notes from a talk on design operations (DesignOps). It begins with an acknowledgment of the traditional land of the indigenous peoples and a discussion of land acknowledgments. It then discusses why the speaker is a design operator and their background. The rest of the document outlines principles for better designing, including having different activities happen at their appropriate pace, encouraging serendipity through intentional spaces, balancing qualitative and quantitative data, balancing collaboration and focused work, exploring narratives, understanding designer motivation, and mutually understanding quality design and practice.
Más contenido relacionado
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The document summarizes an introductory workshop on interaction design. It discusses definitions of interaction design, its history and influences from other fields like user experience design and human-computer interaction. It also covers key topics in interaction design like sketching, storytelling, framing experiences, research, and the need for foundations in the discipline.
The document discusses using interaction as a material in design. It describes interaction as how a space responds to people within it, rather than it just being static. It outlines different zones of interaction from attraction to engagement. It also discusses using sensors to detect movement and gestures to trigger responses from the space. The goal is to design interactions that enhance people's experiences in the space rather than just showing them things.
The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
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Design thinking is a human-centered problem-solving process that uses creative and analytical approaches to generate value. It involves empathizing with users to understand problems, defining the specific problem to address, ideating potential solutions, prototyping ideas, and getting feedback to examine how well a solution works. Design thinking focuses on reframing problems by asking the right questions and using integrative thinking across different perspectives. It has helped companies like Tesla, Airbnb, and TED solve problems and drive innovation through a fearless and hands-on approach.
The document discusses developing user-centered products and adopting an agile development methodology that incorporates user feedback through iterative testing. It advocates designing for tablets like the iPad to expand the target demographic to include non-traditional users. The document also discusses analyzing user behaviors and mental models to develop more adaptive and customizable user interfaces.
Introduction of object oriented analysis & design by sarmad balochSarmad Baloch
Introduction of Object oriented Analysis & Design by SARMAD BALOCH
I AM SARMAD KHOSA
BSIT (5TH A)
(ISP)
FACEBOOK PAGLE::
https://www.facebook.com/LAUGHINGHLAUGHTER/
YOUTUBE CHANNEL:::
https://www.youtube.com/channel/UCUjaIeS-DHI9xv-ZnBpx2hQ
This document provides an introduction to object-oriented analysis and design (OOAD). It discusses key OO concepts like objects, classes, encapsulation, inheritance, polymorphism, and the importance of modeling using concepts. Object-oriented approaches help address issues with complexity and communication through abstraction and modeling real-world concepts. The document outlines the Object Modeling Technique (OMT) methodology for performing OOAD, which uses object, dynamic, and functional models at the analysis and design stages.
Creating products for people: how user experience is creating products that a...Diego Mendes
This document discusses how connected software and the Internet of Things are shaping our future by discussing various examples of smart home devices, cars, and other connected objects. It then discusses how user experience design plays a key role in ensuring products are designed around human needs and experiences. The document outlines the user experience design process and some important interdisciplinary roles in UX design like user researchers, interaction designers, visual designers, content strategists, and information architects. It encourages the reader to get involved in shaping the future of connected products through user experience design.
The University of Pretoria Department of Library Services established the first educational MakerSpace at South African universities. The MakerSpace is a collaboration space where students and staff can share ideas and collaborate on maker related projects. The MakerSpace also integrates into faculty curriculum to provide students with a hybrid learning experience. The MakerSpace also facilitates digital scholarship activities.
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#Snapshot is an interactive photography exhibition in which we applied service design methods to build a personal journey for the visitors. The work is a collaboration between Futurice, The Finnish Museum of Photography, Tampere University and Aalto University. The story of how we designed the exhibition will be presented inside the exhibition itself, at The Finnish Museum of Photography, Kaapelitehdas. Presenters: Anna-Kaisa Rastenberger from the museum and Risto Sarvas from Futurice.
This document discusses speculative design and its use in preparing for future challenges. Speculative design imagines possible futures and debates their implications before they happen. It operates on an intellectual level by placing new technologies in imaginary everyday situations. Speculative design can manifest possibilities and facilitate more desirable futures. It triggers designers to think in new environments and systems. Speculative design is presented as an attitude that can be introduced in standard design processes. Examples are given of speculative design projects like DIY surgical robots and designing for an overpopulated planet. The document advocates joining a meetup group to get involved in speculative design.
How can we build more effective interactivity into our self-paced elearning programs without blowing our budgets or completely boring our learners with lots of clicky-clicky bling-bling? In this presentation, Kineo explores some simple ways to build in better interactivity, showcasing lots of examples along the way.
This month I had the opportunity and good fortune to attend the IxDA (Interaction Design Association) conference in Amsterdam.
I prepared these slides to share some of these inspiring moments with my colleagues and friends back in San Francisco.
Photo Credits: IxDA Flickr
Video Credits: IxDA Vimeo
Does Entrepreneurship Fit into Education? A Progress Report from the Entrepre...John Moravec
Slides from #TIES14 conference.
John Moravec is a scholar on the future of work and education. As founder of Education Futures, his current projects focus on the convergence of globalization, innovation society, and accelerating change in human knowledge development. He co-authored the book Aprendizaje Invisible ("Invisible Learning") (2011) and edited Knowmad Society (2013).
Are educators conscious of how they are using technology? Is technology used in a way that substitutes a previously taught analog task or is it used to transform a task that would not have been possible without technology?
Whether it's radical innovation or incremental innovation you are looking for, empathy and experiment are always the core of what you need to do. And the space and culture are also very important for making the magic happen. The USER model, User & Empathy, Space & culture, Experiment and Repeat, is the way we think could really foster innovation.
Similar a Interaction09 Foundations Of Interaction Design (20)
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Keynote given on May 30 @ DesignOps Global Conference.
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I opened up the talks section of this great conference in Recife, BR in 2013.
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This is a short deck of resources I believe will help the students fo my Politecnico di Milano 1-week workshop after the week is over.
Please feel free to add your own recommendations, but please notice that the conference section is geared towards Italy/Eurozone.
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This document discusses the craft of observation through ethnography. It provides examples of craft in different fields like furniture design, architecture, watchmaking, and dance. It then outlines skills used in ethnography like interviewing, interpretation, pattern recognition, and self-awareness. Finally, it encourages observing customers, environments, artifacts, and cultures to gain new insights through experiences like bike sharing in different cities.
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The document discusses choreography of gestural interfaces and interaction design. It provides examples of gestures like tapping, dragging, and swiping on touchscreens. It emphasizes prototyping gestures by building and testing with users. Well-designed gestures are easily learned, map to natural behaviors, and consider both movement and the interactive surface.
1) Interaction design education requires learning about people through anthropology, ethnography, observation and participation. It also involves learning about information structures, activities, processes, and people's perception/cognition.
2) Early design education focuses on creativity, criticism of design work, and developing craft skills. Interaction design education builds on this with additional topics like information architecture, activity flow, and understanding technology's impact on complexity.
3) Becoming an interaction designer is a long-term process that requires passion, mentors, exploring multiple media and skills beyond traditional design like rapid prototyping, physical computing, and filmmaking. Practice, case studies, and having the right learning environment are also important.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
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India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
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.