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Design in Tech Report 2026: From UX to AX

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This year’s Design in Tech Report is about a major shift for designers. We are moving from UX to AX: from user experience to agentic experience.

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ACM

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Unlock the cognitive benefits of handwriting without losing the convenience of digital organization. Research consistently demonstrates the cognitive value of writing notes by hand. However, there are important benefits to keeping notes digitally. In this seminar by author Jorge Arango, you'll learn workflows for integrating handwritten notes into your digital notes.

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The Best of Both Worlds: How to Integrate Paper and Digital Notes (1st of 3 seminars) (Videoconference) | Rosenfeld Media

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Unlock the cognitive benefits of handwriting without losing the convenience of digital organization. Research consistently demonstrates the cognitive value of writing notes by hand. However, there are important benefits to keeping notes digitally. In this seminar by Duly Noted author Jorge Arango, you'll learn workflows for integrating handwritten notes into...

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Usability Body of Knowledge

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The Usability Body of Knowledge is dedicated to creating a living reference that represents the collective knowledge of the usability profession. Such a collection of knowledge for the usability profession will necessarily be broad and inclusive in scope, because our profession is inherently multidisciplinary and draws on a wide range of other practices.

The Usability BoK is derived from published literature, conference proceedings, and the experiences of practitioners accumulated over many years. It is a guide to existing resources, and will evolve as the practice of usability evolves.

Explore the content that is available, and then consider volunteering to add more content!

What you will find in the Usability BoK

Major topic areas include:

This section of the Usability BoK presents descriptions of methods, including procedures, resources needed, outcomes, appropriate uses, benefits, and costs. These descriptions will form the core of a knowledge base that defines our field and will help communicate usability methods to clients, project managers, and team members. Usability practitioners will also benefit from cross-referencing of related methods and pointers to outside resources for more details.

This section of the Usability BoK presents patterns, principles, and guidelines on interaction design, information design, graphical design, and design, which have evolved over time from foundations in HCI and other design disciplines.

As our profession has matured, we have developed common strategies and approaches for dealing with organizational challenges, from marketing usability to integration with existing processes to managing a large and diverse usability department. This section of the Usability BoK presents these practical guidelines using a "Question and Answer" approach.

Other useful sections

A brief introduction to the subject of usability, how it relates to other User Experience disciplines, and how it relates more broadly to other professional disciplines.

Definitions of common terms related to usability and user-centered design. You may also note that certain words on this site have a light underline. Hover over them - they allow you to see glossary definitions without leaving the page.

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Welcome to the Usability Body of Knowledge | Usability Body of Knowledge

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The Usability Body of Knowledge is dedicated to creating a living reference that represents the collective knowledge of the usability profession. Such a collection of knowledge for the usability profession will necessarily be broad and inclusive in scope, because our profession is inherently multidisciplinary and draws on a wide range of other practices.

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Interesting Animated Visualizations

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User Research and Design Research Company | Think Design

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Think Design’s comprehensive guide to User Research and Design Research. Explore our proprietary Golden Grid framework, detailed research methods and case studies.

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DesignOps Guides and Starter Kits (Figma). Practical guides and templates for DesignOps, including hiring, design process, onboarding, career frameworks, building teams and success metrics ↓

✤ DesignOps Templates and Starter Kits

DesignOps Template For Design and Research, by Ben Shih
https://lnkd.in/e7yVeAbU

DesignOps Starter Kit, by Michelle Chin
https://lnkd.in/eCNGmWEy

DesignOps Kick-Off Workshop Template (Figma), by Farid Sabitov https://lnkd.in/ePJiHEcT

DesignOps Workbook (FigJam), by Samlam
https://lnkd.in/eQ7n3pux

DesignOps 101 Cards Deck (Figma), by Iram Khan https://lnkd.in/e3upgvXs

✤ Guides and Glossary

DesignOps Guide and Glossary, by Meredith Black
https://lnkd.in/ecaUJrvQ

Navigating The DesignOps Wilderness, by Jake Geller
https://lnkd.in/ePZ2ybbx

What DesignOps Is And Isn’t, by Rachel Posman https://lnkd.in/erVt4mRt

DesignOps: Small Team Starter Guide, by Futurice https://lnkd.in/euppc9dS

When Is The Right Time To Think About DesignOps?, by Patrizia Bertini
https://lnkd.in/e9i5FpUC

DesignOps Guide For Early Startups, by Emrah Kara
https://lnkd.in/ehg_Aaeh

A Practical Guide To DesignOps, by Patrizia Bertini
https://lnkd.in/eebQJB6G

Zalando DesignOps Case Study
https://lnkd.in/e8bJ8u_t

AirBnB DesignOps Case Study
https://lnkd.in/eU5NyG5N

The State of DesignOps Report (PDF) https://lnkd.in/ex52TwVY

DesignOps Community + Newsletter, by Ch'an Armstrong
https://lnkd.in/ebSg6UDe

✤ Free eBooks

Why Your Organization Needs DesignOps (PDF), by Abstract
https://lnkd.in/enCdJBx6

DesignOps Handbook (PDF), by DesignBetter
https://lnkd.in/eECasgjE

✤ Books

– Org Design for Design Orgs, by Peter Merholz, Kristin Skinner
– DesignOps: Managing Chaos, by Lisa Welchman
– Orchestrating Experiences, by Chris Risdon, Patrick Quattlebaum
– Thinking in Systems, by Donella Meadows

Happy designing, everyone! 🎉🥳

https://www.linkedin.com/posts/vitalyfriedman_ux-design-activity-7184110016969224194-K8mo

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https://www.aihr.com/blog/types-of-organizational-design/

https://www.playbook.com/blog/case-study-opendoor/?ref=playbook-at.ghost.io

https://www.nngroup.com/articles/designops-team-structures/

https://medium.com/facebook-design-business-tools/designing-a-better-career-path-for-designers-872b0aa50b5b

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Playbook.com | Organize your creative files | Sign up for free storage

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What is your design team structure and how do you improve it?

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In the dynamic world of design, a well-structured team functions as a blueprint for consistently delivering exceptional results. At its core, design team structure encompasses the hierarchy of designers, their distinct roles, and their responsibilities. It forms the backbone of collaboration, enabling seamless coordination and efficient utilization of skills.

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https://www.linkedin.com/posts/uxbydesign_if-you-read-linkedin-then-as-a-designer-you-activity-7170461785924321281-UZhU?utm_source=share&utm_medium=member_desktop

If you read LinkedIn then as a designer you’ll see lots of non-designers telling designers that they need to be an expert in::

- Psychology
- Ethnology including cultural visual languages
- Ergonomics
- Art history
- Design history
- UX writing in English, Hindi, Urdu, Mandarin, French, Spanish, Italian, at least 12 African languages and three languages that went extinct 2000 years ago
- GenAI
- Graphic design
- Design for print
- Illustration
- Typography
- Ideography
- Workshop design
- Prototype building
- A/B and MV testing
- Google Analytics
- Adobe Analytics
- System architecture
- Service architecture
- Business Ops
- Development Ops
- Design Ops
- How to code in every known language including Cobol, VBA, PERL and VB (if there was a way to code in Sanskrit it would be there too)
- Github administration
- Agile
- Waterfall
- Global economics
- Logistics
- Every design package ever released
- Stakeholder management
- Shareholder management
- Marketing
- Packaging design
- Green tech
- and a few hundred other things

Now most HCD will have some knowledge of most of them, (three pillars people, remember the three pillars: users, business and tech) they couldn’t be effective otherwise. but if all designers were experts in all of them the rest of the world would be unemployed.

No one expects developers to know about in depth user research, or BAs to know how to prototype and test, no know one tells backend developers they have to know Figma, their specialism is (usually) respected. If you’re a designer though, you need to know everybody else’s job at least as well as they do.

If the effort that non-designers put into telling designers which of the millions of different hoops they need to jump through to get a job with a company that doesn’t understand design, went into telling businesses how to get the best out of design, I can’t help thinking that LinkedIn and business would benefit as much as designers.

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22nd Feb 2024 https://www.eventbrite.com/x/ux-design-empathy-mapping-taster-session-tickets-809028354587

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experience haus. - Empathy Mapping workshop

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What is Continuous Product Discovery? + How to do it | Maze

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What is Continuous Product Discovery? + How to do it | Maze

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What is Continuous Product Discovery? + How to do it | Maze

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Discover how to make better product decisions and gather vital insights with continuous product discovery. In this guide for product managers and researchers, we take you through what CPD is, how to do it—and why you should.

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Product Discovery Basics: Everything You Need to Know - Product Talk

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Product Discovery Basics: Everything You Need to Know - Product Talk

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Good product discovery includes the customer throughout the decision-making process. We have dozens of tactics and frameworks that are often associated with product discovery: customer interviews, usability tests, A/B tests, demand tests, assumption tests, customer journey mapping, experience mapping, story mapping, assumption mapping, OKRs, opportunity solution trees, impact mapping, jobs-to-be-done, ethnographic studies, customer visits, and so on.

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Product Discovery Basics: Everything You Need to Know - Product Talk

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Product discovery is a hot topic in the product world. This article covers what it is, the history and evolution, and today’s best practices.

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https://lnkd.in/gFgZqXqW

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https://www.managementconcepts.com/course/id/4340

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Design Thinking cheat Sheets - Simplified

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Design Thinking cheat Sheets - Simplified

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https://www.slideshare.net/melindarox/ge-user-experience-playbook

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Prepared by GE Center of Excellence 2011 Edition User Experience Playbook Draft 05/16/2011Growth : Service & Software Draft 05/16/2011 GE Center of Excellence...

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Designing feedback: How to coach UX staff effectively

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Designing feedback: How to coach UX staff effectively

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Mentor, Coach, Sponsor

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20230713 Peter Merholz

--
AI on Pi Day 2023
Question asked during Pie Day - March 2023
https://www.youtube.com/watch?v=_Fpsd6hd6mg

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2023-07-13 The Trials and Tribulations of Directors of UX -- Peter Merholz

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Product Managers are in the business of understanding customer needs and preferences

But how does one dive deep into the customer needs

Different tools offer diverse lenses to explore crucial insights. Use them correctly to create products that truly resonate with your users

vhttps://twitter.com/ParvSondhi/status/1676978318640582663/photo/1

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https://twitter.com/uxlinks/status/1677236793010208768?s=20

https://uxdesign.cc/a-product-design-process-for-the-real-world-44f792f6eb41

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Research Operations in User Research - How to Scale for Success

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Research Operations in User Research - How to Scale for Success

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https://www.torchi.org/event-4949915

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https://uxalliance.com/publications/covid-19-keep-calm-and-carry-on-researching/

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CXPA Rochester Network (April 2023 Presentation Recording)

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CXPA Rochester Network (April 2023 Presentation Recording)

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April 26th we welcomed Steve O’Brien from Wilmac to complete our third presentation on Journey Mapping. Steve’s presentation was entitled, “Journey Mapping: Frictionless Customer Experience.” In this presentation, we learned how call center technology can help us gather additional information about our customers that can help us better manage and improve the customer journey. If anyone has questions for Steve or would like to learn more about Wilmac, please email him directly at: sobrien@wilmacco.com

Customer Journey: Frictionless Customer Experience (video recording): https://us02web.zoom.us/rec/share/zi2568un94PNmM1HHCrrv9bjpXeWBlGvyxcg5c14D3t-s6jSFDSDEBYHX3__5z-B.hJlbaKYFr3I2iddT?startTime=1682523017000

Passcode: M?ni7?Ja

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This is one of the approaches that we have been taught. Thinking & segregating in terms of 14 dimensions. Below is a summary of those dimensions.

1. Labor Dimensions: What kind of people involved in the process? Who maintains these processes of production? Where they are maintained?

2. Professional Dimensions: How is the knowledge of the process & its production demarcated & professionalized? How is each of the stages funded? What are the political-economic histories of this?

3. Technological Dimensions: What kind of technologies involved? Who has access to these technologies?

4. Context & Situatedness: Where does it appear in the world? What activities or ways of life enable one to come across it? Who is excluded in these addresses?

5. Political Dimensions: What kind of local, national & International people claim jurisdiction over it? What are the histories of regulations concerning it? How do these regulations help constitute it?

6. Economic Dimensions: How the process of a commodity is marketed, purchased, consumed? What kinds of capital, debt, credit & labor relations are involved in producing, marketing & circulating it? Who is involved at each stage?

7. Textual Dimensions: What texts are involved in it? Who produces them & reads them? What are the histories of these texts & how they are funded?

8. Organic Dimensions: How are bodies related to it? What forms of attention, affect, emotion & cognition are involved? What ways of life are involved? Are they are racial, differently-abled, etc that help construct these bodies?

9. Historical Dimensions: What concepts refer to it? What are the histories of this concept? Was it invented, when & by whom?

10. Particle Dimensions: How can the process be divided up? What are its parts? What are its stages?

11. Educational Dimensions: How does it appear in our socialization? When do we learn about it in school? During the rest of life? How much do we learn about it?

12. Mythological Dimensions: What roles does it play in fantasies? What kinds of national narratives make use of it?

13. Material Dimensions: What materials are involved in the production? Where these have come from? What hazards are considered among these materials? What are the labor dimensions involved in its production?

14. Symbolic Dimensions: What are the different ways through which it can be taken as a symbol? How does the process serve in symbolic systems? How do they matter?

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As a designer, research plays a vital role to solve the problem. Your problem statement is the center & driving point of your research. You will channelize all your knowledge & concentration around that problem statement.

What if you are solving the wrong problem statement?

In Layman's term, what if you are solving a wrong question. Let me give you a scenario.

What will be your solution to give pure water to the villagers?

Take a minute to think about it before scrolling down.

..

..

..

..

..

..

..

..

..

..

Let me guess, the solutions are:
- Bringing water purifier for the villagers.
- Bringing a charcoal water purifier.
- Solar water purifier and all.

You are planning to give all these types of equipment in subsidized cost partnering with Govt. Great. This is moreover the same solution that I came across until I got trained in Strategic Design.

This isn't the correct solution. Let me explain.

Our brain doesn't want to complicate things because this is the way how we have been taught. Always go for solutions. We easily get habituated to miss out on the details. That's where we have to retrain our brains. Even in our education system, they incentivize you for solutions to the questions by giving you grades. Good grades = Happy mood.

The first secret of great design TEDx video from Tony Fadell

Now coming to the above question that I asked earlier. Let me reframe the same question.

That's the power of the question, now your whole brain has started thinking in a different direction. Once you have an idea why the water is impure in 1st place you don't need these purifiers.

To know more, I have attached the 1st video that helped me question my learnings. "Can Experts Solve Poverty?"

Can Experts Solve Poverty? With Khalid Kadir

Whenever we are doing research, we focussed on only giving better solutions.
And I do agree that when we work, we do have tight deadlines that need to be matched which leads to ignoring some sectors that could impact the research. Even some clients have given you a brief about increasing the number of sales, Visibility of their site, etc which leads you to focus only in a certain direction.

This type of approach has led us to see only 10% of the iceberg (ignoring 90% which is beneath the sea).

Now coming to my approach, how would I solve a problem?
Research is irreplaceable, but you have to do detailed research not only focussed on the client's brief (maybe increasing number of sales).
This is one of the approaches that we have been taught. Thinking & segregating in terms of 14 dimensions. Below is a summary of those dimensions.

1. Labor Dimensions: What kind of people involved in the process? Who maintains these processes of production? Where they are maintained?

2. Professional Dimensions: How is the knowledge of the process & its production demarcated & professionalized? How is each of the stages funded? What are the political-economic histories of this?

3. Technological Dimensions: What kind of technologies involved? Who has access to these technologies?

4. Context & Situatedness: Where does it appear in the world? What activities or ways of life enable one to come across it? Who is excluded in these addresses?

5. Political Dimensions: What kind of local, national & International people claim jurisdiction over it? What are the histories of regulations concerning it? How do these regulations help constitute it?

6. Economic Dimensions: How the process of a commodity is marketed, purchased, consumed? What kinds of capital, debt, credit & labor relations are involved in producing, marketing & circulating it? Who is involved at each stage?

7. Textual Dimensions: What texts are involved in it? Who produces them & reads them? What are the histories of these texts & how they are funded?

8. Organic Dimensions: How are bodies related to it? What forms of attention, affect, emotion & cognition are involved? What ways of life are involved? Are they are racial, differently-abled, etc that help construct these bodies?

9. Historical Dimensions: What concepts refer to it? What are the histories of this concept? Was it invented, when & by whom?

10. Particle Dimensions: How can the process be divided up? What are its parts? What are its stages?

11. Educational Dimensions: How does it appear in our socialization? When do we learn about it in school? During the rest of life? How much do we learn about it?

12. Mythological Dimensions: What roles does it play in fantasies? What kinds of national narratives make use of it?

13. Material Dimensions: What materials are involved in the production? Where these have come from? What hazards are considered among these materials? What are the labor dimensions involved in its production?

14. Symbolic Dimensions: What are the different ways through which it can be taken as a symbol? How does the process serve in symbolic systems? How do they matter?

When you start thing & breaking your research in these dimensions, it will give you some kind of spider web map.

You will realize how everything is connected. If you are changing one item it will impact others like a domino effect. This will help you find that one nob if you will rotate that nob it can increase/decrease the sales. Even this method of research will help your designs to be scalable.

After this research, you will have a better brief than what the client provided earlier & even you will have a better question (Problem Statement). Once you have the right question, the amount of knowledge you have, it will give you a better sustainable & scalable solution.

This article will help you with an idea about the power of "strategic questions".

http://transformerleadership.com/wp-content/uploads/2018/03/Strategic-Questioning-Manual-11b4d4l.pdf

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As a designer, research plays a vital role to solve the problem. Your problem statement is the center & driving point of your research. You will channelize all your knowledge & concentration around that problem statement. What if you are solving the wrong problem statement?

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Tools for Systems Thinkers: The 6 Fundamental Concepts of Systems Thinking

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In this series on systems thinking, I share the key insights and tools needed to develop and advance a systems mindset for dealing with…

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Presentation is loading. Please wait.

To make this website work, we log user data and share it with processors. To use this website, you must agree to our Privacy Policy, including cookie policy. I agree.

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why should i sketch? chapter 1.2 in sketching user experiences: the workbook.

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Why Should I Sketch? Chapter 1.2 in Sketching User Experiences: The Workbook. - ppt download

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Sketching User Experiences: The Workbook Sketching is about design Sketching is not about drawing It is about design. Sketching is a tool to help you: oexpress odevelop, and ocommunicate design ideas Sketching is part of a process: oidea generation, odesign elaboration odesign choices, oengineering

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innovation insight

Rede sign is a systemic design studio for complex research, service system design, and policy innovation. We work with organizations and program teams to codesign and convene strategies for whole-system value. With Peter Jones' guidance, Redesign assembles multidisciplinary studio teams to conduct systemic design projects, ranging from innovation research for information services (Design 2.0) to multi-researcher investigations in complex healthcare or economics policy studies (Design 4.0).

We have developed and published a significant body of methodology adapted by evaluation and research to these complex contexts. A primary methodology involves " sampling the system," finding and convening inspired stakeholder teams capable of learning and exploiting real-world complexity for creating future value. We use and teach the powerful methods in the Systemic Design Toolkit, through cocreation workshops to build projects, proposals and system prototypes with leverage to achieve desired change outcomes.

Peter Jones formed Redesign Network as a partnership in Toronto after winding up the US-based boutique firm Redesign Research (located in Dayton, Ohio). The Redesign Network works with a constellation of skilled senior designers, mixed-methods researchers, and engagement facilitators for large-scale and complex design challenges. Design Domains (Design 1.0 - 4.0) presents four different contexts for design strategy, stakeholder or user engagement, and impact. We are organized to work effectively across all four contexts, and actively seek client projects where integration of systemic design, strategic foresight and interactive products are delivered together for higher stage impact.

Peter has led the design of thinking tools, decision support, and information services for clinicians, scientists, education and professional practices through mixed-methods design, engaged fieldwork and cognitive system analysis. Redesign Research was an innovator in discovering and designing long-duration platforms for information-based practices, such as clinical sensemaking, scientific information search, legal analysis and case management.

We create successful and enduring information resources for complex practices and work. Redesign advocates systemic design for practice and services, based on understanding the patterns and meaning of human activity. adapting innovative methods from interpretive and empirical traditions. The design values of Redesign engagements over twenty years continue with:

Design/research for calibrated, high usability platforms supporting productive engagement in complex activities.

Customized methods and team engagements to design uniquely effective and inimitable innovations that establish an offer or brand's relevance to customers.

Practice development within client organizations to sustain innovation through diffusion of learning value.

Dr. Jones is an active associate professor in OCAD University's graduate programs, teaching systemic design and design for health, and balances his time between practice and teaching. He connects and interweaves learning from systemic design practice, research collaborations, and the constant innovation of grad students in the Design for Health and SFI ( Strategic Foresight and Innovation) programs.
Systemic Design Practice

As a co-founder of the Systemic Design Association and its conference series, the RSD Symposia, Peter builds systemic design theory and methods (see Publications) and leads innovation research in practice. Systemic design has formed as an interdisciplinary fusion of systems theory and design, applied to complex social systems, public policy, critical human services, and decision making.

Systemic design is distinguished from service or experience design in terms of scale, social complexity and integration. We are concerned with higher-order systems that entail multiple subsystems (that might be defined services), such as a healthcare system (organized by levels of care), education (defined by programs and levels of appropriate curricula), public policy, and business models. Systemic design, as the figures indicate, involved cocreation with committed stakeholder, it is not a matter of "systems analysis" and changemaking. Design for intervention or system-level redesign entails longer-term, discovery-oriented processes involving learning and research with client teams and mixed stakeholders.

By integrating systems thinking and its methods, systemic design brings human-centred design to complex, multi-stakeholder service systems. It adapts from known design competencies - form and process reasoning, social and generative research methods, and sketching and visualization practices - to describe, map, propose and reconfigure complex social systems.

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Redesign is a systemic design studio for complex research, service system design, and policy innovation. We work with organizations and program teams to codesign and convene strategies for whole-system value. With Peter Jones' guidance, Redesign assembles multidisciplinary studio teams to conduct systemic design projects, ranging from innovation research for information services (Design 2.0) to multi-researcher investigations in complex healthcare or economics policy studies (Design 4.0).

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War Room Approach - The Improvement Accelerator - The War Room Methodology manages to solve limits of traditional approaches.

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War Room Approach - The Improvement Accelerator - The War Room Methodology manages to solve limits of traditional approaches.

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Why the War Room?

In order to improve productivity or reduce costs, many companies try to reach excellence through traditional methods starting extensive and time consuming projects with tangible results in the long run only.

Thanks to War Rooms it is possible to involve teams in little time and to delivery more efficiency in the organisation while making the job more fulfilling for the staff.

https://www.pwc.com/it/en/services/consulting/war-room.html

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Assessment: What’s Your Curiosity Profile?by Tomas Chamorro-PremuzicDecember 03, 2015 

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Assessment: What’s Your Curiosity Profile?by Tomas Chamorro-PremuzicDecember 03, 2015 

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You are an unconventional thinker.

People with high scores in this area typically question authority and have an independent thinking style. They regard themselves as “free spirits” and avoid following mainstream trends. They are often early adopters and trendsetters. Those with low scores are careful to follow etiquette and protocol, and they’re happiest when they don’t stand out. They often have traditional values and find new trends to be distasteful and superficial.

If you’d like to become a more original, trailblazing thinker, try these creativity exercises from IDEO’s leaders.

You are intellectually hungry.

Test takers who score high on this dimension are philosophically inclined. They gravitate toward cultural hobbies and enjoy exploring a wide range of educational subjects. They regard themselves as avid thinkers. Those with low scores are more practical. They typically rely on their experience and common sense to solve problems, because they prefer to spend time doing rather than ruminating. They’re interested in learning only when it has a clear purpose.

No matter where you naturally fall on this scale, you can become a more agile learner, which will help you tackle complex problems at work. See this HBR article, which describes four behaviors that increase learning agility and one that derails it.

You seek new experiences and relationships.

High scorers enjoy trying new things and interacting with a variety of personalities. They are generally disappointed when life feels predictable or familiar. They tend to be thrill-seekers and love an adrenaline rush. Low scorers are usually happiest when spending time with close friends; they don’t care much about meeting new people. They like to plan ahead and prefer known situations over unfamiliar ones. When something works, they don’t see the point of changing it.

Many of us are afraid — even terrified — to stray from our comfort zones. If that’s the case for you, here’s some useful advice from Brandeis management professor Andy Molinsky.

This assessment is drawn from a more comprehensive survey by Hogan Assessments.

Click here to take this assessment again.

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Assessment: What’s Your Curiosity Profile?

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https://sulava.com/en/metaverse/the-future-metaverse-will-be-xr-and-not-vr/

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The Future Metaverse will be XR and not VR - Sulava

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Today, when we think about the Metaverse it is very easy to associate it to a Virtual Reality (VR) space where we meet, collaborate and interact with others.

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Careers in FinTech: Designing great experiences

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The design thinking approach assesses the business context and user state of mind to develop innovative solutions. At a FinTech firm, a UI/UX designer needs to be conscious of key dimensions while designing products.

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Some simple alternatives, in a similar spirit to Mockingbird, are:

Excalidraw: https://excalidraw.com

TLDraw: https://www.tldraw.com

If you need a more comprehensive mockup solution, you might want to check out the following:

FigJam: https://www.figma.com/figjam/

MockFlow: https://www.mockflow.com/design/wireframepro/

Moqups: https://moqups.com/

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Excalidraw - Collaborative whiteboarding made easy

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Excalidraw is a virtual collaborative whiteboard tool that lets you easily sketch diagrams that have a hand-drawn feel to them.

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Craft and Scale

Kevlin Henney (The Great Hall)

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Dennis Hambeukers

3.6K Followers

Strategist and project manager @ Zuiderlicht / Design Leadership Forum Member @InVision / Design Thinker / State Secretary of Integration @ Ministry of Design

https://servicedesignnotebook.nl/design-leadership-and-innovation-4e5e2cd92d25

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These past four weeks I have been participating in an online masterclass from the Technical University Delft called Design Leadership and Innovation. This has been a great experience and I gained a lot of insights on the value of design for strategy. Here are my sketch-notes:

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These past four weeks I have been participating in an online masterclass from the Technical University Delft called Design Leadership and Innovation. This has been a great experience and I gained a lot of insights on the value of design for strategy. Here are my sketch-notes:

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Graduate Program

Design has become a highly interactive, collaborative, and transdisciplinary activity that is integral to the success of businesses and institutions worldwide. Leaders in the field are increasingly tasked with considering products, services, and systems that can have substantial impact on the quality of human experience.

At Carnegie Mellon, you’ll learn a holistic approach to research-based design that prepares you to face these emerging challenges. You’ll practice reliable methods to cultivate insights into interactions among people, the built world, and the environment.

Where can a master's degree from CMU take you?

Ours was one of the first programs to offer a master’s degree in interaction design and is widely considered among the best in the world. We have deep roots in information and communication design, and our graduates enjoy access to a rich variety of career options.

In recent rankings of design schools based on career outcomes, our graduate programs consistently come out on top. Our alumni aquire some of the most desirable positions in the field, with multinational companies, design firms, and nonprofits. Some of our alumni become design researchers and educators, and others start their own businesses.

You might work as an interaction designer, information designer, user experience designer, design researcher, service designer, design strategist, information architect, creative director, data visualization expert, startup founder, or chief creative officer.

Pick a path to suit your goals and experience.

Our flexible degree options create multiple points of entry and pathways through graduate design education. Once you’re here, you’ll have the benefit of working with colleagues from a variety of backgrounds, inspired by a wide range of motivations and career ambitions.

Students from non-design backgrounds enroll in our one-year MA program to study design principles, practices, and theories that are core to the field and how they can be integrated into their native fields. The MPS and MDes progams offer design professionals the opportunity to sharpen their skills, engage in innovative design thinking and practice, study and apply design research methods to robust challenges, and learn to articulate the value of design-based innovation. Our PhD program attracts accomplished professionals who wish to redirect their ways of working toward more innovative and responsible practices.

You’ll work with people at every point in their careers, with experience in fields as varied as journalism, engineering, fine arts, anthropology, psychology, business—and of course, design. Which program is best for you depends on where you’re coming from, and where you want to go.

Graduate degree pathways

Students from diverse non-design backgrounds are encouraged to apply to the one-year MA program, with opportunities to transition into the one-year MPS, the two-year MDes, or the four-year PhD. Students with prior design degrees and/or experience are encouraged to apply to our one-year MPS, the two-year MDes program, or one of our doctoral program.

DOCTORAL PROGRAM FOR ACADEMIA OR PROFESSIONAL PRACTICE

The PhD is appropriate for candidates who wish to become academics or applied research leaders in design practice. Applicants must have a master’s degree in design, or equivalent education or experience.

Study with renowned faculty, work with corporate clients.

Our faculty members bring an array of impressive skill sets from a variety of academic and professional backgrounds. They are known experts in industrial, communication, and environmental design, as well as design research, fine art, philosophy, human-computer interaction, architecture, and business. Many of them are also pioneers in service design, design for social innovation, and transition design.

We have a solid history of successful collaboration with leading companies, nonprofits, and academic partners. Studio courses and research frequently include real-world projects. You’ll have the opportunity to interact with, and present to, clients, and possibly work as a research assistant.

Our programs are unified by a framework that responds to changes in design, while also seeking to shape the future of the discipline and advance the field as it matures. Whatever your focus, our approach prepares you for entry into top jobs at leading companies and organizations, while teaching you to pioneer innovation in the field over time and design with future generations in mind.

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PhD in Computing

https://india.acm.org/research/phd-clinic

https://docs.google.com/forms/d/e/1FAIpQLSfPn1hyLZe9tfC8KfdicjaNDEuiyPm9Fw_-keaVZSh91YzdtA/viewform

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https://openopps.usajobs.gov/search?state=open&page=1

https://www.datafiles.samhsa.gov/

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An official website of the United States government

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Gain experience with hands-on training, share your expertise and work with others across the government.

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Who we are

About UNESCO IITE

Message from the Director

Governing Board

Staff

Job Opportunities

Contact us

What we do

ICT for Teacher Professional Development

ICT for Future Schools

Mainstreaming Open Educational Resources

Media and Information Literacy

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ICT for Persons with Disabilities

Addressing school violence, bullying and cyberbullying

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Publications - Page 3 of 18 - UNESCO IITE

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The present publication contains articles based on the outcomes of the Ministerial Forum "Global Dialogue on ICT and Education Innovation - Towards Sustainable Development Goal for Education (SDG 4)", organized by UNESCO IITE in... Read more Ministerial Forum "Global Dialogue on ICT and Education Innovation - Towards Sustainable Development Goal for Education (SDG 4)".

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Heatmap methods

Material Design is a Design System introduced by Google in 2014, but did it help elevating the UX of apps in the Android ecosystem? We analyzed thousands of Android apps using machine learning and computer vision techniques and found that use of Material Design was positively correlated with high app ratings and large numbers of app installs. Learn more: Paper.

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dongtao@acm.org | Google Scholar | LinkedIn | Blog | Twitter

Hello!

I'm an HCI researcher, User Experience Lead, and public speaker at Google. I'm based in Mountain View, California. My current work is focused on improving the experience of UI programming, specifically with Flutter, a new open-source UI toolkit. Previously, I worked on Google's opensource operating system Fuchsia, Material Design, and special projects related to cross-device interactions.

I received my PhD from the School of Information at the University of Michigan in 2015. For my doctoral research, I conducted ethnographic studies, designed and prototyped systems, and ran field trials of ubiquitous computing technologies. I was co-advised by Prof. Mark Ackerman and Prof. Mark Newman.

Select Projects

API Usability

The usability of API can make or break a developer's productivity. At DevXcon 2018, I talked about how to apply UX principles and methods to API usability. Learn more: Transcript, Slides, Blog Post.

Presentation of Error Messages

Programmatic errors are often difficult to resolve due to poor usability of error messages. Applying theories of visual perception and techniques in visual design, we were able to substantially improve both error comprehension and resolution in an experiment. Learn more: Paper (CHI '19), Blog Post.

Interactive Coding Tutorials

We set out to develop a pattern language for designing interactive coding tutorials through a user-centered design process. We created and evolved three instructional patterns and their supporting interaction components and launched an interactive tutorial about Dart asynchronous programming. Learn more: Best Practices Guide, Paper @ <Programming> '20.

Programming Education via Live Streaming

Live streaming is an emerging practice for teaching and learning computer programming. What's unique about this medium, compared with pre-recorded videos? Read our paper to find out. Learn more: Paper @ CSCW '20.

Evaluating a Design System at Scale

Material Design is a Design System introduced by Google in 2014, but did it help elevating the UX of apps in the Android ecosystem? We analyzed thousands of Android apps using machine learning and computer vision techniques and found that use of Material Design was positively correlated with high app ratings and large numbers of app installs. Learn more: Paper.

Multi-device Experiences - A Design Ideation Toolkit

How do devices take on different roles in ad-hoc multi-device configurations, and how do changes in the user's context influence device roles and privacy considerations? This kit helps designers incorporate these considerations into product design. Learn more: Microsite, Paper @ DIS '17.

Multi-device Experiences - Developer Challenges

Why is building multi-device experiences so hard? Learn what I found from interviewing designers and developers. Learn more: Paper @ DIS '16.

Projects below are from my pre-Google days.

Activity Traces in the Home

Home Trivia is an experimental system which uses activity traces, games, and sensors to help families better understand how they spend time at home. Learn more: Paper @ UbiComp '15.

House Memory: "If these walls could talk..."

Through a field study and a design exercise, I explored the potential value of activity traces captured by sensors in domestic environments. Learn more: Article @ ACM Interactions, Paper @ DIS '14 (Best Paper Nominee).

Social Web Annotations and Modifications

Social Overlays is an experimental system to enable users to fix usability problems on live websites and share their modifications with other site visitors. Learn more: Paper @ Interact '13.

Learning Complex Software via Gaming

Jigsaw is a discovery-based learning game for Photoshop based on the jigsaw puzzle metaphor. Learn more: Paper @ CHI '12.

If you don't have access to the ACM Digital Library, you can download the preprint versions of my papers on Google Drive.

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dongtao@acm.org | Google Scholar | LinkedIn | Blog | Twitter I'm an HCI researcher, User Experience Lead, and public speaker at Google. I'm based in Mountain View, California. My current work is focused on improving the experience of UI programming, specifically with Flutter, a new open-source UI toolkit.

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https://cbseacademic.nic.in/web_material/Curriculum22/publication/middle/FAQ_Introduction_DT.pdf

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https://medium.com/omarelgabrys-blog/ux-a-quick-glance-about-the-5-elements-of-user-experience-part-2-a0da8798cd52

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 William Hudson's chapter in Object Modeling and User Inteface Design (2001)

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 William Hudson's chapter in Object Modeling and User Inteface Design (2001)

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Value of Design - Fact finder Report

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Become a VTS Certified Facilitator - Visual Thinking Strategies

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Application deadline: Monday, April 4, 2022.

Nielsen Norman Group is hiring user experience specialists (including both researchers and designers). We currently have job openings for two types of candidates:

Entry-level: 0-2 years’ experience, including fresh out of university, with a relevant education

Experienced: 2-10 years’ experience working professionally as full-time user experience staff in a professionally managed team (degrees irrelevant)

The 3 main requirements are:

1. Super smart: able to figure anything out quickly, in the top 1-2% of the population in intelligence.

2. Compelling public speaking, charismatic on-stage performance, fearless in front of any size audience. An audience favorite whether by video or in person.

3. Excellent and persuasive writer of anything from short articles to full client reports: can explain complicated topics so that average readers can easily understand them and will find the exposition captivating.

We are less concerned with educational background or specific degrees, because if you meet the above 3 criteria, then anything you need to know we can teach you quickly. One of the greatest benefits of this job is that you will be closely mentored by the best experts in the business. You learn more in less time than you would in any other company, because of the diversity of assignments, the excellence of the team, and the power of using sound behavioral user research methods. However, the following describes the background of many candidates we’ve hired in the past:

Education: Bachelor's or Master's degree in human-computer interaction (HCI), user experience, usability, visual design, information science, human factors, information architecture, interaction design, digital art or interactive media, technical writing, communications, instructional design or educational technology, digital marketing, psychology, or computer science with a user interface focus. At rare occasions we have also hired Ph.D.s, with skills in applied research, not academic research. (For entry-level candidates, we do require a relevant education. If you don’t have a UX-related degree, first get a few years’ hands-on UX experience in your current company and then apply in our next hiring round, about two years from now.)

Experience working as full-time user experience staff in a professionally managed software development organization, professionally managed digital marketing group, or a large Internet property. If you’re applying based on actual real-world work experience, education or degrees don’t matter, but this experience does have to be a full-time, hands-on UX job as an actual staff member with full-time user experience work duties in a professional environment with skilled management and a well-defined interaction-design process.

NN/g is a bureaucracy-free organization: your focus is on excellence in the UX profession, not on paperwork or office politics. Also, in our company the UX people are the most important part of the organization, not an oppressed minority.

These are full-time positions (with benefits).

Location = Remote

We hire people based anywhere in the continental United States. These jobs are equally-suited for people who live in big cities and remote locations because we all work from home. (Sorry, because of government bureaucracy, we currently can't hire in other countries than USA.)

We are currently not hiring people who live in the following states: California, Colorado, and Hawaii, because of time-zone problems and because we need to diversify our locations. If you currently live in an area where we don’t want to expand, please mention in your cover letter where and when you will be moving.

One of the greatest benefits of this job is that it allows you a Silicon Valley-style career at the top level of the discipline without having to live in California. Live in the place you love and still have the job you love.

While you work from home most days, these jobs require some travel, both within the U.S. and internationally, possibly on the order of 4-5 domestic trips (lasting anything from a day to a week) and 1-2 overseas trips (typically lasting a week) per year.

This estimated travel amount is only a conjecture, because we don’t know how the world will operate after the Covid pandemic. However, we expect most of our conferences to be virtual (i.e., you present from home, through video), while a few will be in-person. The same is expected for client engagements.

What we can say for sure is that we are fully committed to remote work, since we have operated as a fully-remote company ever since we were founded 24 years ago. (See article from before the pandemic about how we all work from home.) We have never had an office, and never will. (We have an official address because obsolete government regulations require this, but nobody works there.) In contrast, while other companies might currently say that they support remote work, you will be at the mercy of any new boss who feels like getting his or her staff back in the office.

At NN/g, since we’re 100% remote, there is no risk that in-office employees get preferential treatment, such as plum assignments or advancement, while remote employees fall behind. When everybody is remote, everybody gets treated the same. Also next year and next decade.

Skills

Extremely smart, ability to quickly grasp new situations, ability to synthesize large amounts of information

High productivity, strong work ethics, commitment to meeting deadlines and to make steady progress on long-term projects without the need for “fire drills” or last-minute panic

Highly self-motivating and able to work without supervision, since this is a work-from-home position

Keen analytical ability, particularly for conceptualizing and abstracting insights into observed human behavior

Excellent presentation skills in spoken English

Excellent writer, superb written-English communications skills

Fluency in other languages a plus, but not required. We’re particularly interested in candidates with fluency in Chinese (Mandarin/simplified characters), Japanese, Korean, French, German, or Spanish, but any language will be beneficial since we conduct substantial international research and have clients world-wide.

Articulate UX findings and principles in compelling ways that make the user’s voice heard

Knowledge of the principles of interaction design, design thinking, the user-centered design process, ideation, user research, IA, customer journeys, visual design, and human-computer interaction as well as other user experience issues such as writing for the web, content strategy, omnichannel customer experience, analytics, and SEO

(If there is some specific process or method you don’t currently master, let’s say how to create personas for enterprise software projects, then don’t worry since we’ll teach you. We have a strong commitment to continuing staff development and a hefty training budget, and for many topics we already have the world’s best courses in-house at our own conference.)

Passion for user experience and making things easy to use: technology should adapt to the way humans actually are, not the other way around

Job Duties

Public speaking: presenting full-day courses at conferences and at client sites

Presentations are mainly virtual through Internet video, but some will be in-person on stage

Identifying, analyzing, and describing best-practice processes and methods to improve the interaction design process and embed design thinking within an organization

Identifying, analyzing, and describing design patterns

Analyzing user interfaces

Writing articles and reports

Recording video presentations for our website and YouTube channel (https://www.youtube.com/user/NNgroup/videos) and potentially other video channels and television appearances

Conducting independent research to discover new usability guidelines

User testing, mainly qualitative, but also some benchmark and measurement studies

Conducting design reviews for consulting clients

Designing wireframes, mockups, workflows, and page concepts

Presenting findings to clients

Running workshops for clients

Working with clients in small and large teams to guide their UX direction

Travel (domestic and international) to research sites, client locations, conference venues, etc.

Some work and travel on weekends required.

Mentoring entry-level and junior staff as you grow into the role of senior UX Specialist

Personality Profile

Based on the “OCEAN” model of the five big personality traits, the following characterizes most of the people who do well at NN/g:

Openness to new experiences: high, but not extremely high. There is always something new to explore: new clients in new industries with new problems, new methods, new technologies or platforms, continuous improvements to our courses with updates with new research or new screenshots or better examples. But you must also have tolerance for repetitiveness: when teaching the same course every month, even when it is updated, much will remain the same, because the basic findings don’t change that often. And different clients often make somewhat the same design mistakes, so you will find yourself explaining the same UX principles again and again.

Conscientiousness: very high. Assignments must be completed on deadline, with high quality, without having a supervisor breathe down your neck. Projects without a deadline must still be completed expeditiously without that extrinsic constraint. Extreme autonomy even for junior staff means that your own intrinsic motivation must drive success.

Extraversion: low, but not extremely low. (Corresponding to high introversion, but not extremely high.) If you need constant stimulation from other people, you will be lonely. You must be able to work on your own. However, you can’t be a total recluse because of frequent meetings with clients and colleagues, as well as interaction with a live audience.

Agreeableness: high. All members of NN/g share two characteristics: they are high-IQ and they are nice. If you are smart but nasty, you won’t last. Other companies overcome disagreeable staff by having strict rulebooks and rigid procedures. We have neither, so we rely on people getting along and helping out wherever needed.

Neuroticism: low. Sometimes there are tight deadlines. Sometimes clients are unreasonable. A few conference attendees will write nasty comments on your feedback form (though most will be very complimentary). Usually, multiple projects need to be juggled. If you stress out easily, you will be depressed here. If you need a regimented environment, you will be confused here. At the same time, our work environment is not nearly as stressful as a startup or the typical Silicon Valley company, so you don’t need to be super-tough; just resilient.

Don’t worry if you vary a little from this personality profile: many of our current members are probably a little off on one or two dimensions. But if you vary a lot, you will probably be unhappy here and will leave after 2-3 years, which we absolutely don’t want because of how much we invest in new members. We aim to keep team members for at least 10 years, if not longer, so they need to be happy.

Nice Job

The best learning opportunity in UX anywhere in the world: mentoring from the best senior UX pros, interact with a hugely diverse worldwide audience of fans (instead of a narrow set of problems inside a single project), do independent research.

You’ll achieve much more here than in normal companies: we give you all the tools you need for max productivity and don’t slow you down with meetings or office politics. Spend time producing, not stuck on the freeway commuting to a nasty cubicle.

No micro-management: get your assignments done the way you want to do them. Manage your own time during projects that often last half a year before deliverables are due. Even our youngest members are given huge individual responsibility almost immediately.

Massive reach: your articles get millions of page views, you present to thousands of business professionals every year.

Become a role model for young people who admire your achievements and polish when presenting.

Flexibility: set your own working schedule and hours, work from home (most days), see the world (a few days). Of course, there are some fixed obligations: Some presentations are on weekends and if you’re on the program to speak in Singapore on a specific date, you have to travel out a few days before to ensure that you will perform well for your paid-up audience despite potential airline delays.

A final huge advantage of this job is that you get to work in an office: your own home office. Never take a job without a private office. Open-plan workspaces reduce productivity immensely and thus damage both your long-term career prospects and your immediate job satisfaction, if you’re the kind of person who takes satisfaction and pride in actual accomplishments and not just in going to meetings. (And those are the only people we want.)

About the Company

Nielsen Norman Group, founded in 1998 by Jakob Nielsen and Donald A. Norman, is the world’s most prestigious user experience firm. NN/g provides evidence-based UX research, training, and consulting world-wide.

Covid Vaccination Required

All hires are required to be fully vaccinated against Covid-19. Even though this is mostly a work-from-home job, we will have some in-person conferences, client engagements, and internal group offsite meetings where all participants need to be vaccinated for everybody’s safety and peace of mind.

How to Apply

Are you ready to join the elite? If so, please complete our application form and attach your resume with a writing sample (a document or article you have written yourself; a UX report or design critique if possible) and links to your LinkedIn and Twitter presence as well as any personal (but professional) website/portfolio/blog or other professional online presence.

Deadline: Monday, April 4, 2022 (but the sooner we get your application, the better).
Application form: www.nngroup.com/jobs

Don’t bother with techniques like keyword stuffing that are recommended when applying for jobs at bloated companies that use software to screen applications. We do you the courtesy of having a live human read your application (even better, these humans are UX specialists, not HR generalists).

If you’ve ever wanted to belong to the world’s leading UX group, now is your only chance for a long time to come, because we typically recruit every two years. (We can’t hire more often because we invest so much in training and growing each new team member.) Our next intake will likely be in 2024.

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https://webarchive.nationalarchives.gov.uk/ukgwa/20080709161408/http://www.designcouncil.org.uk/en/About-Design/Design-Techniques/Briefing-by-Peter-L-Phillips/Ten-top-tips/

Peter L Phillips’s top tips on writing a good design brief

Prepare a design brief in advance of design concept development. This process will save time and ensure more effective design results.

Ensure your brief includes business objectives, desired outcomes and a clearly articulated design strategy.

Get the most out of your design brief.  For designers they become a key way of understanding the business problem to be solved and the audience they are targeting. For business partners, design briefs offer an opportunity to clarify their actual need for a design project, and give a quantifiable means to measure return on investment. Above all, design briefs provide an opportunity to ensure that all stakeholders are in unanimous agreement with the approach and process to be followed in developing an effective design solution.

Assume nothing. Many design projects go wrong because someone 'assumes' someone else knows what they know. All parties involved must be able to ask as many questions as necessary when developing the design brief. Design briefs are produced to ensure absolute clarity, understanding, and agreement from all stakeholders.

Write up your design brief to avoid comments such as, 'Don't you remember I told you...', or, 'I don't recall saying that', which often lead to confrontations which may delay the successful completion of design projects.

Remember partnership means working 'with' people, not working 'for' them. 'Accountability' means accepting responsibility for outcomes. The commissioner and the designer must be partners - working with each other - and both accepting accountability.

Don’t have a standard design brief. Design briefs should vary according to the discipline involved. For example, a design brief for a new product design will include many areas that are not necessary for a graphic design project for a piece of literature. Practitioners in each design discipline will develop their own list of essential ingredients for each design brief.

Always include an appendix of some sort to include competitive samples, and other 'inspirational' materials useful to a design team.

Archive all your design briefs. Many projects undertaken later will have similar objectives, and you can save time by referencing past briefs for projects.

Send a copy of the design brief to all parties involved. This will help when reviewing the final solution for implementation.

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[ARCHIVED CONTENT] Design Council | About design | Design techniques | How to write a design brief | Ten top tips

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Bill Moggridge, Co-founder, IDEOCompetitiveness Summit '06

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Bill Moggridge, Co-founder, IDEOCompetitiveness Summit '06

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You are here:

Design Council

Bill Moggridge, Co-founder,...

Roundtable discussion in which Bill Moggridge explains the importance of people and prototypes in the design process
07 December 2006, Updated 02 July 2007

Stephanie Flanders

It’s turning into quite a feel good session this I feel.  We can feel slightly more optimistic about design in Britain, but Bill...

Sir Terence Conran

I think we’re optimistic about design in Britain.  We just want to pursue the government to see that Gordon Brown opens his sporran.  Which he keeps fairly tightly zipped.

Stephanie Flanders

Bill do you want to chime in?

Bill Moggridge

Well I was certainly made to feel good by remembering the Festival of Britain because as an 8 year old, 7 year old boy, coming to that an experience.  Well I was mesmerised by the wonderful needle with the point at the bottom but I remember, you know, the experience of going to that festival really made me want to be designer and it never really changed after that.  And thank you also Sir Terence for making me feel so young.

Sir Terence Conran

Well you look it.  You live in the sunshine dear boy.

Bill Moggridge

I’ve put together a few slides here because I’d like to propose a sort of process for innovation and creativity.  I have to say that when Jeremy talked about the separation of the two this morning he said that innovation was more to do with development and creativity more to do with discovery.  I really think of innovation as about what we do next, going through processes of iteration, so it’s about development as well but the question being trying to decide what to do rather than just developing or implementing something that’s already there and I think of creativity perhaps more as an attribute that you bring to that process.

But the common denominator that I see is more to do with the idea of connecting people and prototypes and we’ve heard a lot about people today and as Sir George Cox talked about it as the most important attribute, many speakers have done the same.  David Kester just reminded us that we’re in the museum of mankind which is wonderful but I do think that the design brings the sort of human element and, where thinking first about what people want, why they want it, what might be good for them, how to make it enjoyable, how to meet latent and unfulfilled needs and that is a really powerful aspect of being a designer.

But the thing I think that really makes it successful is when you put that together with prototyping and when you are willing to try things out and try them quickly and often and I’d like to build on that idea as well.

So just to start a little bit with the people, perhaps designers forget sometimes that other people are not always the same as themselves.  They may be older or younger or perhaps rebellious teenagers, they may be a different ethnic background or have some particular role.  So it’s really important for us to remember the differences between different kinds of people and over the years at IDEO we’ve developed, or our human factors staff as we call them now, ergonomics and psychology and so on, they’ve developed 51 ways of trying to understand the latent needs that people may have that can lead or help with design and that I find is quite a rich set of things.  I find myself dealing from the pack when a new project is proposed and you say “oh well maybe this idea is good for this project” and then you perhaps have 6 or 7 cards and you can bring them back and discuss them with the team or the client.

But it’s important to remember the difference between the study of people that we need when we haven’t decided what to do yet and the study of people that we need for a business case and on the right hand side of that diagram the 51 methods that we use reside.  They are about discovering latent opportunities and needs before you’ve decided what you’re going to be designing and it’s quite different from the nature of study that you need once you have decided and you want to build your business case.  So that is more like conventional market research and you do need to ask those questions in the development of the project once the initial innovation is complete and you’re trying to test whether an idea might go forward and be successful.  Then you need market research to tell you how much people will pay, how many people would like it, etc.

So I think those two studies of people need to reside side by side and be thought of as complementary rather than being overlapping in any way.  And then on the prototyping techniques the nature of prototyping has changed over time as our life has got a bit more complicated.  You know, I think if you look at the way prototyping is thought of conventionally in design and engineering schools it is mostly the left hand image of building things in a physical workshop with machine tools and so on, making a model.  But if you think of electronic behaviours you also need the kind of shop which build chips, builds rudimentary printed circuit boards to try out a behaviour which is a computerised behaviour.  So you need prototyping for electronics as well and when you think about a more total experience like designing a service or designing what happens with the chips and the people, then you need something which is more to do with storytelling. Perhaps something like using video of how to tell a story or theatre for enactment or computer simulations.  All of those become a necessary part of our prototyping vocabulary.

And the thing I don’t want to forget is that to do it quickly is perhaps the most important aspect of success in my view and there’s a big reason for this.  The fact that the business person comes at design from a very different position from the designer.  The design innovator tends to say “well I’ve got this brilliant idea and it’s going to change the world and it’s the first time you’ve ever seen it and just give me a few million pounds and a nice department and I’ll develop you a prototype, trust me until then”.  And the business person’s response to that, of course, is “never seen it before, that means I don’t know what it’s going to be like, there’s a huge risk associated, how can I measure my likelihood of success, how is it going to be proven a likely risk that I could take to improve my bottom line”.  So everything to do with the business background and way of thinking is sort of diametrically opposed to the design and innovators way of thinking and background and I believe that the secret to getting past that barrier is a lot to do with rapidness of your prototypes.  If you can say to your business client or customer “look I’ll just try this smallish thing it won’t cost you very much, I can do it pretty quickly, we can see if people like it, we can make a small prototype very inexpensively, we can try it out, test it and if they like it perhaps we’ll move forward to the next stage”.

Then you find people getting confidence, building confidence in the relationship between design and business and I believe it’s the rapidness of that prototype cycle between trying something out and testing it with people, trying it out with people, which makes the relationship between design and business successful.

I’ve said a lot of this in the final chapter of my book which, please forgive the plug but, it’s just being launched in the UK today so I couldn’t resist it.

And I think the other thing that’s part of this new complicated world is the question of interdisciplinary teams.  But if you have a simple thing being designed and there’s plenty of them still being designed in the world like ceramics or a chair or a light or something, then a single mind can easily get round that problem.  But if you have a complicated solution to tackle a complicated context, for example, a cell phone where the physical object is very complex but there’s a user interface in it as well, there’s a service to be designed and there’s also maybe even websites that have to be accessible through that cell phone.  Then the idea of doing that as an individual designer, it’s just hopeless, it’s too big for any single head.

So what we need to do is develop interdisciplinary teams that can really share the load and typically we see this kind of relationship between skills on a single team expanded from the ones that are mentioned there to include, say, business factors, brand factors and other more sophisticated forms of human factors and psychology and anthropology.  So I think the successful team for the complex context is essentially interdisciplinary and we had a few mentions today of what’s going on at the D-School in Stanford, the Hasso Plattner Institute in Design at Stanford which David Kelly, my co-founder, has put together and I have been helping a little bit peripherally.  The point about this Institute is that it is about design in an interdisciplinary context.  So every project is from people from different departments within the University.  Each project has both student teams and faculty teams drawn from four different departments at least.  So you have a design student, a technology student or a computer scientist, a human sciences student and a business student all working together. So it’s not an Institute that becomes a separate department, rather it’s an Institute that allows for collaboration between departments and that’s the first time that that’s really happened, that we know of, in academia except in Helsinki which has been running a programme for about 10 years.

There have been quite a few like the RCA IDE which was mentioned this morning that are between two skills, between design and engineering but not with this three way or four way mix of disciplines.

Interestingly enough the students have no difficulty at all in collaborating, in fact they enjoy it because they find that they are the only one in their team who really wants to do the business plan or really wants to do the design visualisation.  But the faculty find it really difficult.  But maybe that’s a comment on the difficulty of institutional collaboration.

Stephanie Flanders

It’s a working demonstration of the overlap between the design and business, I think the book is called “Designing Interactions”, its available at all good bookshops.

Bill Moggridge

Thank you.

David Godber

With a discount at the signing ceremony.

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Downloads

Useful resources

Want to know more about how you can use design to grow your business?

Guides for Business

After talking to small businesses that have used design and design businesses who've worked with SMEs, the Design Council have created free guides to give you practical advice on what design can do for your business.They're full of step-by-step advice, real-life examples and practical ideas from other small businesses.

Finding and working with a designer - a step by step guide PDF

The power of branding - a practical guide PDF

Getting a great website - a step-by-step guide PDF

Design Council articles (these links will take you to the Design Council website - providers of Designing Demand)

The Design Council website has information on:

A research briefing: The Impact of Design on Business

What design is and why it matters

Businesses that have used design to overcome a downturn in their sector

The different types of design

How leading global companies manage design in their business

What to expect when working with a designer

Business Link resources (these links will take you to the Business Link website)

You may also be interested in reading the following guides from Business Link:

Use design in your business: All you need to know about design - from business benefits to managing a design project and measuring its success

Business design disciplines: How design can be used to improve your business strategies

Managing your design projects: Successful design management can help your business be more competitive

Branding: the basics: What branding is, how to create and manage a brand and how it can help improve your business

Designing a successful brand: How to create a successful brand using design and how it can help your business

Design for technology businesses: How businesses in the UK technology sector can use design to improve their commercial appeal

Sustainable design: An overview of sustainable design and sustainability and how it can help your business

User-centred design: What user-centred design is, the techniques involved and how they could benefit your business

Use design to improve your export potential: Getting the design of products, packaging and marketing materials right can help you sell to overseas markets

General information about the programme

Use the links below to download information about Designing Demand:

Adobe Acrobat required. Click here

Designing Demand Overview PDF

Designing Demand FAQs PDF

Design support for high-growth start-ups and established businesses description PDF

Design support for technology ventures description PDF

Design support for mature businesses with appetite for strategic change description PDF

Workshop for Business Advisors description PDF

Workshop for high-growth start-ups and established businesses description PDF

Workshops for technology ventures description PDF

# data[].attributes.body
Our plan to develop the professional skills of the UK design industry
has moved on to the next stage. The imperative for change is increasingly
urgent and we have a clear vision and a powerful strategy to achieve
world-class, high-level professional skills across the design industry.

How can we help designers get the right skills?

https://webarchive.nationalarchives.gov.uk/ukgwa/20080709143036/http://www.designcouncil.org.uk/en/Live-Issues/How-can-we-make-sure-designers-have-the-right-skills/

# data[].attributes.body
UCD

https://webarchive.nationalarchives.gov.uk/ukgwa/20080709144525/http://www.designcouncil.org.uk/en/About-Design/Design-Techniques/User-centred-design-/

Can we create better public services using design?

https://webarchive.nationalarchives.gov.uk/ukgwa/20080709143016/http://www.designcouncil.org.uk/en/Live-Issues/Can-we-create-better-public-services-using-design/

Design Council: Podcasts and downloads

https://webarchive.nationalarchives.gov.uk/ukgwa/20080709143326/http://www.designcouncil.org.uk/en/About-Design/Podcasts-and-Downloads/

Public Sector and Social Innovation: Who we are & What we do
https://www.designcouncil.org.uk/what-we-do/programmes/public-sector-and-social-innovation

Introducing the Design Economy series
https://www.designcouncil.org.uk/design-series/design-economy-series

http://www.alisonblack.co.uk/background/

There are key challenges and issues within the service sector which are important to consider when applying design techniques to create and improve services

https://webarchive.nationalarchives.gov.uk/ukgwa/20080709152654/http://www.designcouncil.org.uk/en/About-Design/Design-Disciplines/Service-design-by-Bill-Hollins/Key-challenges-for-service-design-/

Designing out Crime
https://www.designcouncil.org.uk/sites/default/files/asset/document/designersGuide_digital_0_0.pdf

Inclusive design by Roger Coleman
https://webarchive.nationalarchives.gov.uk/ukgwa/20080709144454/http://www.designcouncil.org.uk/en/About-Design/Design-Techniques/Inclusive-design/

Design in Public Sector
https://www.designcouncil.org.uk/sites/default/files/asset/document/Design_in_public_sector_evaluation_feb18.pdf

Problem >  Response > Result
https://webarchive.nationalarchives.gov.uk/ukgwa/20080709141651/http://www.designcouncil.org.uk/en/Case-Studies/

# data[].attributes.body
https://www.torchi.org/resources/Documents/2020-Nov%20-%20Chris%20Avore%20-%20Intentional%20Design%20Leadership.pdf

Toolkit
https://www.fsg.org/wp-content/uploads/2021/08/Systems-Thinking-Toolkit.pdf

# data[].attributes.body
https://www.userinterviews.com/ux-research-field-guide-chapter/user-research-tools

# data[].attributes.body
events
https://www.torchi.org/page-91842

24 Feb 2022 | Ethnography & UX Research: Panel Discussion
13 Jan 2022 | CBC Olympics Experience Design Informed by User Focus
08 Dec 2021 | Early UX Career Lessons Learned
11 Nov 2021 | Inclusive design: Case studies from IBM design leaders
18 Oct 2021 | Agile and HCD/UX - Yesterday, Today, and Tomorrow
16 Sep 2021 | Four UX Mistakes you Don't Know You are Making (and How Object-Oriented UX can prevent them!)
21 Jun 2021 | Marketing + UX Collaboration: A case study by ecobee
17 May 2021 | Information Architecture: Beyond Navigation, Labels, and Organization | Nathaniel Davis, Methodbrain
30 Mar 2021 | The Cure for the Common Zoom
18 Mar 2021 | Cooking Up a UX Portfolio - A Recipe for Success!
01 Mar 2021 | UX Research Mix Tape | Paul McInerney
05 Feb 2021 | Analytical Conversation | Jock D. Mackinlay, Tableau Software
21 Jan 2021 | UX Roadmaps for Establishing your Product’s North Star | Drew Ellis
07 Dec 2020 | Things to Think With | Stephen P. Anderson, author and design leader [VIDEO & SLIDES]
10 Nov 2020 | Intentional Product Leadership | Chris Avore [VIDEO & SLIDES]
14 Oct 2020 | Writing is designing: Use words to build better experiences | Andy Welfle & Michael J. Metts [VIDEO & SLIDES]
10 Sep 2020 | How Google Analytics can Strengthen the Case for UX | June Li, ClickInsight [VIDEO & SLIDES]
18 Aug 2020 | Digital Leadership and Innovation through Inclusive Design | Jennifer Chadwick, Siteimprove [SLIDES]
20 Jul 2020 | Spins on User Experience | Keith Instone, Dexterity UX [SLIDES, RECORDING]
29 Jun 2020 | The MAGIC of Semantic IxD | Daniel Rosenberg, rCDO UX [RECORDING, PDF]
08 Jun 2020 | Recruiting for User Research in the Age of COVID-19 | Basel Fakhoury, User Interviews [RECORDING, PDF]
25 May 2020 | HCDAgile: A Hybrid Approach | Carol Righi (1904labs) [RECORDING, SLIDES]
20 Apr 2020 | CHI'2020 Talks | Students from U of T [PDF, VIDEO]
07 Apr 2020 | Perceived usability: Usefulness and measurement of this construct | James Lewis, Ph.D [PDF, VIDEO]
11 Mar 2020 | Footings and Fixtures: Foundations of Design | Paul Eisen, Ph.D., P.Eng. [PDF, VIDEO]
29 Jan 2020 | Does AI Mean Data Visualization is Dead? | Jamie Waese, Anne Stevens, Afrooz Samaei, Stephen O'Connell (IBM) [VIDEO, PDF]
14 Nov 2019 | World Usability Day - Designing Worlds We Can Live In: Inclusive design in practice | Cheryl Li , Colin Clark (OCADU) [PDF]
30 Sep 2019 | AI & UX: Reports from the field | Michael Zuliani (IBM), Nathalie Crosbie (BMO) [PDF]
29 Jul 2019 | Summer social
12 Jun 2019 | Experience Thinking, a Design Framework to Create End-to-End Experiences | Tedde van Gelderen (Akendi)
23 May 2019 | The Future of The Interface: Where UX and CX Meet | Arnie Guha (Phase 5)
25 Apr 2019 | CHI2019 Preview | Students from U of T's Dynamic Graphics Project (DGP)
03 Apr 2019 | What Society Must Require from AI | Ron Baecker (U. of Toronto)
06 Mar 2019 | Participatory Inclusive Design in Health and Wellbeing | Dr. Kate Sellen (OCADU) [PDF]
30 Jan 2019 | Working for the Enemy at Microsoft Macintosh Business Unit | Aleks Oniszczak
19 Dec 2018 | Holidays Gathering with Student Project Presentations [video]
08 Nov 2018 | World Usability Day 2018 - Design for Good or Evil | Ilona Posner (Consultant), Fanny Chevalier (U of Toronto) Syed Ishtiaque Ahmed (U of Toronto) [PDF, video]
15 Oct 2018 | Co-creation: Reinventing Design in Agile, Product-First Organizations | Craig Saila (CBC)
20 Sep 2018 | Humber College Usability Lab Trailer Tour and Industry Case Studies | George Paravantes, Bernie Monette (Humber College) [video]
14 Jun 2018 | Government: A New Frontier for Design | Chris Govias (Canadian Digital Service) [video]
14 May 2018 | Speech and Hands-free Interaction: Myths, Challenges, and Opportunities | Cosmin Munteanu (U of Toronto)
12 Apr 2018 | From Postcards to Virtual Reality & Back! | Bill Buxton [video, PDF]
28 Mar 2018 | CHI2018 Preview | Students from U of T's Dynamic Graphics Project (DGP)
07 Mar 2018 | TD Bank's Experience Strategy & Design Research Panel
08 Feb 2018 | IBM Creating An Award-winning Intranet From Scratch
14 Dec 2017 | User Experience Design Case Studies, Student Project Presentations
09 Nov 2017 | TorCHI Celebrates World Usability Day with Inclusive Design Thinking Workshop [VIDEO]
19 Oct 2017 | Autodesk – Designing for Virtual Reality: Beyond the Games, John Schrag, Autodesk [VIDEO]
21 Sep 2017 | Cineplex Rewind, Fast Forward: Sprinting from Concepts to Actionable Results [VIDEO]
28 Jun 2017 | IBM Toronto UX Research Showcase
11 May 2017 | Google – The (Very Near) Future of Retail in Canada – Naumi Haque, Strategy and Insights Manager, Google Canada
20 Apr 2017 | Optimizing UX for Agile - and vice versa: A panel discussion
13 Mar 2017 | How User Experience impacts Brand Equity – Snigdha Sah, Senior Lead UX Specialist, GfK Canada
30 Jan 2017 | The Shock and Awe of Incremental Website Improvements – by Morag Johnston
12 Dec 2016 | TorCHI Visit to Ryerson's Syn Lab with Prof Ali Mazalek
10 Nov 2016 | TorCHI celebrates World Usability Day 2016 with "Confessions of a Recovering Designer: Shedding the Right UX Baggage to Make Great Experiences Thrive" by Andrew Chak
18 Jul 2016 | Evaluating User Experience Using the UX Graph and Experience Recollection Methods by Masaaki Kurosu
26 May 2016 | TorCHI's CHI2016 San Jose Conference Highlights Review.
28 Apr 2016 | CIBC UX Lab Tour - UX Research & Design at CIBC
28 Jan 2016 | Learnings from Designing CBC's 2015 Federal Election Dashboard
10 Dec 2015 | Taking the Long View with UX: Successful Leadership Strategies that Involve Building Trust, Empathy, and Relationships
12 Nov 2015 | TorCHI Celebrates World Usability Day 2015 Focus on Innovation
23 Oct 2015 | 1-day workshop: UX Design with the Mind in Mind
22 Oct 2015 | Designing Websites for an Aging Population: Toward Universal Design
24 Jun 2015 | ROGERS - The shift to customer-first: from data to strategy to experience
08 Jun 2015 | TorCHI's CHI2015 Korea Conference Highlights Review.
30 Apr 2015 | Next Generation Virtual World, Michael Macedonia
09 Mar 2015 | Designing tools that provide advice: Some advice for UX designers | Paul McInerney, Rick Sobiesiak, IBM
04 Feb 2015 | Listening through Customer Insights, Adam Froman, CEO Delvinia & AskingCanadians
19 Jan 2015 | Designing for Work, Karel Vredenburg, IBM Director of Design
10 Dec 2014 | KMDI & TorCHI Present – Designed to Disconnect: Technologies of Non-Use and Communication Avoidance
13 Nov 2014 | UX Bootcamp - Hands-On Practice of Collaborative, Interactive, & Engaging UX Techniques
29 Oct 2014 | Designing Next Generation Desktop Phones: A Case Study in Evidence-Based Design
11 Sep 2014 | The Future of Making - 3D Printing
19 Jun 2014 | Investigating the Role of Human Factors within IBM
22 May 2014 | CHI 2014 Conference Debrief at ToRCHI
09 Apr 2014 | ToRCHI Preview of CHI presentations from DGP Lab UofT
28 Mar 2014 | Agile UX Toolkit 1-day workshop
26 Feb 2014 | The Usability of Usability, Andrew Chak, TD Bank
16 Jan 2014 | Institutionalization of UX – An Object Oriented Approach, by Eric Schaffer, HFI [VIDEO]
12 Dec 2013 | Advancing UX in Your Organization
14 Nov 2013 | Celebrate World Usability Day with ToRCHI & UHN
16 Oct 2013 | Cognitive Distractions in Driving
25 Sep 2013 | Slings and Arrows: The Outrageous Fortunes of UX Management
06 Jun 2013 | The Triple Revolution: How Networked Individualism Plays Out in Community, Family and Work
15 Apr 2013 | ToRCHI PREVIEWS - CHI’13 Paris Conference Presentations
28 Mar 2013 | Workshop: Foundations of design practice
20 Feb 2013 | Rethinking Tablet User Experience by James Wu (Kobo)
30 Jan 2013 | Skill Building for Design Innovators
12 Dec 2012 | How do you make great digital products?
17 Oct 2012 | TorCHI visit to the Inclusive Design Research Centre at OCADU
10 Sep 2012 | User Experience in the Age of Sustainability
27 Jun 2012 | Designing a self-administered cognitive test that runs through a web-browser: Myth or reality?
04 Jun 2012 | CIBC iPad Banking App
04 Apr 2012 | Digital Product Design at The Globe and Mail
23 Feb 2012 | Mobile Web Design workshop
01 Feb 2012 | User Strategies: Considerations for UX Analysis and Design
14 Dec 2011 | Driver distraction and in-car information systems
10 Nov 2011 | World Usability Day talk: Internet of Things
03 Oct 2011 | Why touch input seems inaccurate and how to allow for high-precision touch input using a fingerprint scanner
29 Jun 2011 | Designing Natural: The Secrets of Microsoft's Natural User Interfaces
08 Jun 2011 | Site visit to Gesturetek
26 May 2011 | Collaborative Gift Giving with GiveButtons
21 Apr 2011 | Best practices in Interface Design and applying them to Microsoft Surface
17 Mar 2011 | How HCI can save the World
17 Feb 2011 | Technology's role in bereavement: Opportunities for design
15 Dec 2010 | Experience Design by Tedde van Gelderen
11 Nov 2010 | World Usability Day celebration
13 Oct 2010 | Measuring Emotion
22 Sep 2010 | User Experience at Research In Motion (RIM)
15 Jul 2010 | Designing User-centric Experiences
17 Jun 2010 | Cross-Cultural User-Experience Design and the Green Machine
17 Jun 2010 | Mobile User Interface Design course
20 May 2010 | CANCELED: Sustainable UX
28 Apr 2010 | Touch User Experience Design
02 Feb 2010 | Designing Safe Systems in Healthcare by Anjum Chagpar (UHN)
19 Jan 2010 | Design for a Smarter Planet by Karel Vredenburg (IBM)
08 Dec 2009 | Start Well, End Well: Using Sprint Zero
12 Nov 2009 | Usable Climate Science
04 Jun 2009 | Bell Usability Lab tour and presentation on “Beyond Text: Online Card Sorting with Images” by Jamie Hart
20 May 2009 | The Aphasia Project: Designing Technology For and With People who have Aphasia
16 Apr 2009 | Creating Insight Driven Digital Experiences
05 Feb 2009 | Generational Differences – A User Experience Challenge
05 Feb 2009 | One-day Course: Neuro Web Design & Recent Research for Usability and Interface Design
21 Jan 2009 | 3 Case Studies on Personas
16 Dec 2008 | Future Interface Demos
13 Nov 2008 | World Usability Day celebration
06 Nov 2008 | From HCI to Interaction Design
01 Oct 2008 | Talks on Microsoft Surface and Office UI
24 Jun 2008 | June 24 presentation: There is a story behind every link
23 Jun 2008 | UX+IA workshop: Toronto, June 2008
29 May 2008 | DGPis40 celebration
29 Apr 2008 | UI PATENTS: PLEASURE OR PAIN
27 Feb 2008 | Tour of IBM Innovation Centre

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Georgetown University School of Continuing Studies

# data[].attributes.attachment_link.title
The Business Value of UX Design: More Than Metrics

# data[].attributes.attachment_link.description
Rajeev Subramanian describes the value of transitioning to UX design.

# data[].attributes.body
special 10th edition, we focus on usability and user experience (UX)

# data[].attributes.attachment_link.description
customer change management user centered design hcd human centered graphic design blueprint product design customer experience mindmeandsgn

# data[].attributes.attachment_link.title
Facilitation Techniques and Workshop Activities | Library

# data[].attributes.attachment_link.description
Hundreds of group facilitation activities for workshops, meetings and training sessions. Find the best team building activities, energisers, process facilitation and leadership development techniques.

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IAF Development Path

https://www.iaf-world.org/site/pages/iaf-professional-development-path

# data[].attributes.body
https://voltagecontrol.com/facilitator-certification/

https://learn.voltagecontrol.com/course/workshop-design

# data[].attributes.attachment_link.description
Learn how to design workshop learning experiences for lasting growth and transformation in our Workshop Design Workshop.

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Careers at Government Digital Service
(Opens in a new tab)

https://gdscareers.tal.net/vx/lang-en-GB/mobile-0/appcentre-1/brand-4/xf-de34e4cf0544/candidate/so/pm/1/pl/4/opp/1028-Service-designer-mid-level-and-senior/en-GB

Service designer (mid-level and senior)

Location

London, Bristol, Manchester, York, Glasgow, Birmingham

Position type

Permanent

Working pattern

Full time (37 hours per week), Job share, Flexible working, Part time, Condensed hours

Grade

Grade 7 / Band A

Hours per week

37

Salary

£49,700 - £65,600

Closing date for applications

10 March 2022

What you'll do

The Government Digital Service (GDS) and the Central Digital and Data Office (CDDO) are part of the Cabinet Office. We lead the digital transformation of the UK government so that it works better for everyone.

Following our Government Design Principles, we deliver platforms, standards and digital services to help departments transform how they work and meet the needs of their users. Find out more about the work in this blog post or the Design in Government blog.

Using our unique position at the centre of government, we develop services that work for the user, however complex the underlying systems may be. We believe that ensuring things work for end users is the only way to realise the efficiencies that come with digital transformation.

The role

As a designer at GDS you’ll work in multidisciplinary teams, alongside researchers and developers, to deliver world-class, user centred public services.

You’ll help identify and fix some of the toughest problems in public infrastructure and you will be focussing on design of services at scale. You’ll help the government transform the way it delivers services, so that they’re more efficient, simpler, faster and easier to use.

If you’d like to work with us to simplify services and want to be part of a fantastic service design in government community, where we share ideas and challenges with 1000s of designers across the public sector. This is a chance to work on services that matter, at a huge scale, with people who value design.

Mid level and Senior service designers

We are recruiting both mid level and senior service designers. We will ask you which level you would like to apply for, and we can also help you work out which level is right for you. The final point in the list below applies to senior level service designers. These skills must be demonstrated in your cover letter to be considered for the senior level.  The other points are relevant to both mid level and senior level service designers.

As a service designer you’ll:

work effectively in a multidisciplinary, agile environment, adapting quickly to changes in requirements, priorities or user needs

use research and analytics to understand users needs, identify service failures and test different designs

design collaboratively and in the open, engaging your whole team with the design process and adapting it if necessary

champion accessibility and inclusion, consider the impact of new technologies and ensure that designs meet legal requirements

collaborate with designers in other teams and departments, reviewing each others work and developing shared patterns

[seniors only] senior service designers will lead and coordinate design work in your team, supporting other designers where necessary

Who you are

We’re interested in people who:

Have experience in designing services for users in complex environments

Have experience in making effective decisions with user research data

Have experience of working with senior stakeholders and ability to negotiate important design decisions

Have experience of engaging with people in a variety of ways (eg, workshops or co-design activities)

Have an understanding of the importance of inclusive, equitable, accessible and sustainable public services

[seniors only] Senior service designers will have experience of guiding, supporting and mentoring others

How to apply

If this role is a good fit for you. You must submit all 3 of these for your application to be considered.

1. a cover letter to tell us about you and why you think you are suitable for this role, addressing the points in the “who you are” section above.

If you want to be considered for only the senior or mid-level role, please state this in your cover letter. Otherwise we will consider you for both roles.

1. a CV to show us your work history

2. a link to your portfolio in your cover letter or cv to show some examples of your design work

Please note an interview task will form part of the selection process. A short task, which we will give you the day before the interview. You will be given 20 mins at the beginning of the interview to work on the task

Applications will be reviewed every three weeks up until the closing date. Please do not delay applying as suitable candidates will be interviewed every 3 weeks from the date applications are received.

Mid level Service Designer salary:

Up to £62,500 (London) /(£55,000 National) - based on capability- The base salary of this grade is £54,700 (London) / £49,700 (National). Offers made above this will be made up with a specialist pay allowance.

Senior Service Designer salary:

Up to £65,600 (London) / £58,000 (National)-based on capability- The base salary of this grade is £54,700 (London) / £49,700 (National). Offers made above this will be made up with a specialist pay allowance.

Location: - York, Manchester, Bristol, London, Birmingham, Glasgow

GDS offers hybrid working for all employees. This means that everyone does some working from home/remote working and also spends some time in their local office. You will agree your hybrid working arrangement with your line manager in line with your preferences and business need.

A reserve list will be held for a period of 12 months, from which further appointments can be made.

Candidates that do not pass the interview, however have demonstrated an acceptable standard will be considered for similar roles at a lower grade.

How you'll be assessed

In the Civil Service, we use our Success Profiles. For each role we advertise we consider what you will need to demonstrate to be successful. This gives us the best possible chance of finding the right person for the job, drives up performance and improves diversity and inclusivity. We will be looking at your experience, career history and achievements that are relevant to the specific job role. We may assess your ability, strength, experience, technical/specialist skills and behaviours.

For this role the following behaviours are the most relevant:

-

seeing the big picture

-

communicating and influencing

-

working together

-

making effective decisions

-

delivering at pace

-

leadership

Things you need to know

You can find out about the application process and practical details like our office locations on the things you need to know page.

Equal Opportunities

We are an equal opportunity employer and value diversity in our organisation. You can find out more about our commitment to diversity and inclusion and read our equal opportunities statement on our Diversity and Inclusion page.

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Closing date for applications The Government Digital Service (GDS) and the Central Digital and Data Office (CDDO) are part of the Cabinet Office. We lead the digital transformation of the UK government so that it works better for everyone.

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Over the past 20 years, Forrester has proven the connection between high-quality customer experience (CX) and revenue growth. Executing a CX program that will truly impact revenue requires a team of people who are dedicated to the mission and proficient in the core skills necessary to create better experiences for customers. These skills are hard to find in outside talent and difficult to master internally.

Forrester certification courses for CX build CX proficiency to drive business growth. Course completion gives teams the confidence to execute their CX vision, with optional professional recognition for their unique expertise.

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There are two ways you can use CX certification courses to align your team and move faster together:

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Forrester certification courses are a fast and scalable way to align your team on key definitions and frameworks by discipline. Each course includes:

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Timed, 60-day cohorts that bring together peers from multiple geographies and industries.

Content that adapts to suit executives, experienced, and novice team members.

Forrester certification as proof of you and your team's accomplishment and specialized skills.

The CX courses aligned our teams around common language and concepts that are backed by research and rooted in industry best practices.
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Assistant Vice President, Agency & Consumer Experience, EMC Insurance Companies

Mastering Customer Experience

Create a common foundation and hone the skills needed to excel in the CX success cycle.

Mastering Customer Experience is available as a one-time course experience or as part of Forrester Decisions for Customer Experience.

The next course begins on March 7. Register by March 4.
Forrester account required for registration. Sign in or create an account.

Topics Covered In Mastering Customer Experience

Maturing The CX Function
Use the CX function assessment to prioritize areas to mature in order to drive adoption of the CX vision and strategy.

Collecting & Analyzing Data For Customer Insights
Integrate and analyze relevant data and derive insights to inform CX decision-making.

Using Journey Mapping To Embed Customer Insights
Master the seven steps to highly effective journey mapping to install customer-obsessed decision-making.

Designing Experiences Users Want
Understand how to build the right experiences and test and continuously improve their impact.

Enabling CX With Technology
Identify, select, and implement the right technologies to support your CX strategy.

Elevating CX Measurement
Establish discipline and prepare your measurement program for effective scaling.

Mapping Customer Journeys

Master customer journey mapping to enable scale in your organization. Unlock the power of journey maps as a transformational tool.

Mapping Customer Journeys is available as a one-time course experience or as part of Forrester Decisions for Customer Experience.

The next course begins on March 7. Register by March 4.
Forrester account required for registration. Sign in or create an account.

Topics Covered In Mapping Customer Journeys

Why Journey Mapping
Understand the distinct benefits journey maps provide and the value of becoming a journey-led organization.

How To Do Research For Customer Journey Mapping
Learn how research helps you prepare for journey mapping, validate the outputs, and sustain a journey focus.

How To Lead A Journey Mapping Workshop
Learn how to craft an agenda, lead the process, and facilitate a high-impact journey mapping session.

How To Assess The Quality Of Your Customer Journey Maps
Learn how to assess your journey maps to ensure they bring the impact you need to get results.

How To Drive Action From Customer Journey Maps
Learn tactics for embedding journey maps and a journey mindset throughout your organization.

How To Build A Journey Mapping Toolkit
Learn how to craft a journey mapping toolkit to support and scale journey mapping efforts.

Innovating Customer Experience

Adopt cutting-edge CX practices from the few companies that do it best. Plan for your organization's evolution with a view into the future of CX.

Innovating Customer Experience is available as a one-time course experience or as part of Forrester Decisions for Customer Experience.

The next course begins on March 7. Register by March 4.
Forrester account required for registration. Sign in or create an account.

Topics Covered In Innovating Customer Experience

Drive Action With Your VoC Program
Tailor your VoC program to generate insights and drive action.

Supercharge Your Journey Mapping
Combine divergent and convergent approaches for great CX.

Design With Data
Experiment with new approaches at the leading edge of design.

Demystify Financial Metrics
Support innovation by connecting customer stories to business performance.

Innovate Your Business Model For CX Advantage
Lead your organization to more meaningful results with a customer-obsessed business model.

The CX course was very in-depth. I was able to put the knowledge into practice immediately and share with other teams.
- Holly Lancaster, FCXC
Consultant, Agency & Consumer Experience, EMC Insurance Companies

Learn More About CX Certification

Thank you for your interest in our CX Certifications courses. We will be in touch with more information and to answer any questions that you may have.

We use cookies to enable website functionality and to tailor content to your interests. Please accept cookies or get more information.

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Skip to content Over the past 20 years, Forrester has proven the connection between high-quality customer experience (CX) and revenue growth. Executing a CX program that will truly impact revenue requires a team of people who are dedicated to the mission and proficient in the core skills necessary to create better experiences for customers.

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Congratulations! You've been given the green light to build your UX research team. Whether you plan to expand your team by one or ten, this is an important moment that shows your company's commitment to insights-driven decision-making.

You might be a solo UX researcher who's convinced leadership to dive head-first into a research investment. You might be a design, insights, or product leader who will be spearheading the growth. Whatever your background, if it's your first time taking on this challenge, you're probably wondering where to start.

You might want to dive into posting a vacancy. Perhaps you're already thinking about who in your network might be able to help spread the word. To successfully grow a UX research team, consider crafting a vision and outlining a hiring strategy as crucial first steps.

Crafting a long-term UX research vision

The first step in growing a successful UX research team is to craft a vision for UX research. In a nutshell, a vision encompasses goals you have for the future. Creating a vision means having the ability to imagine something that does not yet exist-to visualize the UX research practice, several years from now, in its most desirable form. This is not something that you create in isolation.

To craft a vision, you'll need to look inward, to understand the existing company mindset toward users and insights-driven decision making, and outward, to recognize the ideal experience users could have with your product or service.

If you've been a practicing UX researcher for any amount of time, you learned early on that your responsibility isn't just understanding your company's users. It's also understanding the users of your insights. Those users are company leaders who are in a position to digest and adopt research insights in their business decisions. To ensure the vitality of the team you are about to grow, you need to appreciate what will work for them.

In a nutshell: looking inward to understand leadership's mindset toward user insights* is as important as understanding your users.

It's also vital to look outward, which means becoming an expert on existing user research within your company. If you have researchers, designers, or others who have conducted UX research on your team, interview them, too. This process will help you articulate what the ideal experience could look like for users.

How to Craft a UX Research Vision

A strong UX research vision takes into account the needs of your internal stakeholders and the business as well as those of your users.

Once you have a solid understanding of your key stakeholder's views toward UX research and you feel confident about what you know (or what you don't know) about the users, it's time to create a vision. As you write, embrace this opportunity to advocate for your users. Remember: Your vision needs to consider the perspective of your stakeholders, who will often be business-oriented: they want growth, they want success, and these goals may not necessarily be fully oriented toward research insights.

It's essential to find a balance between acknowledging business goals to get leadership buy-in and pushing leadership thinking forward in order to grow a more insights-driven organization.

Create a hiring strategy for growing your UX research team

You've created a UX research vision and shared it with key stakeholders. You've iterated on the content and structure with their feedback. Now it's time to think about how you will get there-what strategic steps are necessary to make that vision happen.

Note that UX research strategy can refer to many different things. For example: how best to advocate for your insights internally, how to create a user participant pool for research, or how to grow a culture of excellence as your team expands. Here, the focus is on a UX research strategy for growing your team, in other words, who you'll need to get on the team to make your vision become a reality.

Like vision, you should create strategy through involving the appropriate stakeholders. It's also vital to continuously refer back to your vision and the ideal state toward which you want your UX research practice to grow.

Example of how to tie strategy and vision to a hiring plan

Understanding the keys to success: Linking your vision to your strategy to your hiring plan.

Which product areas of your company need the input of UX researchers? Do you want to expand stakeholders' appetite for qualitative discovery research? Finding researchers with solid ethnographic and qualitative backgrounds in generative research is a must. Does your company have an analytics-heavy orientation? Do stakeholders need to be taking into account more qualitative insights? Mixed methods researchers who can seamlessly communicate with their data expert counterparts could be a good idea. Does your company have a strong market research team? Bringing in a quantitative UX researcher who can provide the user perspective on market research is invaluable.

What seniority level are you seeking? If your company is already relatively large and you need researchers to come in as professionals independently working with product, tech, and design stakeholders, then it's better to hire researchers with a corresponding level of experience. If you (or a research colleague) have time and space to mentor incoming researchers closely, consider hiring those at a junior level. You'll also want to build Research Operations so UX research practice can become a finely tuned machine.

How will researchers be situated within the organization? This may not be your decision, but it's important to consider whether researchers are embedded in product teams or are more centrally located before hiring can begin.*

Don't forget about more practical aspects of your hiring strategy: How fast can you grow the team? What is possible from a budgetary perspective? If you are managing in addition to conducting research, what is the optimal rate at which you can hire and onboard new team members, ensuring you can give each person enough time to feel comfortable in their role, with a responsive manager at their side to guide them?

Keep in mind-especially in the rapidly scaling tech world-companies can quickly change. Vision and strategy are not things to create and put on a shelf. You will need to revisit them regularly to ensure they stay relevant to your company's current culture and current challenges.

With a solid UX research vision and UX research hiring strategy in place, you can draw on both to write the job description-the first communication you will have with your future team members-and prepare your interviewing process.

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Strategy and vision: how to grow a successful UX research team - Method in Madness by Dovetail

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Congratulations! You've been given the green light to build your UX research team. Whether you plan to expand your team by one or ten, this is an important moment that shows your company's commitment to insights-driven decision-making. You might be a solo UX researcher who's convinced leadership to dive head-first into a research investment.

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Figure shows how the improvements on the different layers can affect either visual or functional consistency in the user interface

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The Best User Experience is Consistent – Part 3: Visual vs. Functional Consistency

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The Best User Experience is Consistent – Part 3: Visual vs. Functional Consistency

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Thttps://blogs.sap.com/2019/04/10/the-best-user-experience-is-consistent-part-3-visual-vs.-functional-consistency/

akeaways

While visual consistency is typically easier to achieve and has a larger effect on the user’s initial perception, it might be misleading and even harm the user experience if we don’t provide functional consistency, too. Implementing functional consistency without visual consistency has a positive effect on usability though, but you might have a hard time justifying the necessary investments if there is no obvious visual effect.

As a result, you will have to tackle the issue from both ends, using visual consistency to emphasize and highlight functional consistency. This way, you don’t mask inconsistencies that can cause the user to make mistakes. Instead, you enhance the coverage of functional consistency and communicate it clearly.

You might also want to make use of visual means to communicate local functional consistency within a certain technology stack. This allows users to differentiate and separate the mental models for the different stacks: this is the technology where things work this way, this is the technology where things work the other way.

Whatever strategy you pick, be aware of the different impacts of the layers and how they interact.

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https://id.iit.edu/mdm/

Concentrations + courses

Most courses are seminar-based, with hands-on exercises regarding real-world challenges. Some courses are run as workshops with a focus on applying theory to resolve larger, more complex problems. Courses are either a full semester long (14 weeks) for 3.0 credits or one half a semester (7 weeks) for 1.5 credits.

See the modules and courses below.

Human-centered Design
For professionals who are looking to be more fluent in the field of design, these courses cover the fundamental philosophy and principles of modern user-centered design practice.
Analysis + Synthesis (3.0)Intro to Observing Users (3.0)Prototyping Methods (1.5)Modes of Human Experience (1.5)

Students then choose two other modules from the list below:

Service + Systems Innovation
For professionals who want to drive large and substantial change through established organizations or start-ups, these courses cover the best practices and techniques to foster innovation within teams and organizations
Innovation Frontiers (1.5)Strategies for Open Innovation (1.5)Innovation Methods (3.0)Service Systems Workshop (3.0)
Cross-functional Collaboration
For professionals who are tasked with breaking down functional silos, these courses cover the methods and practices of interdisciplinary collaboration and innovation.
Agile Culture (1.5)Facilitation Methods (1.5)Activating Design-led Innovation (1.5)Engaging Stakeholders in Innovation (1.5)Managing Interdisciplinary Teams (3.0)
Business Management and Leadership
For professionals who are looking to enhance their ability to build or grow businesses, these courses explore how design contributes to creating new value in both established business and entrepreneurial contexts.
New Venture Design (3.0)Business Models & Value Webs (1.5)Planning & Implementation (1.5)Product Portfolio Planning (1.5)Organizational Models for Innovation (1.5)
Social Systems
For professionals interested in larger societal issues, these courses explore emerging design practices targeted at addressing socially oriented challenges.

Social / Civic Design (1.5)Adaptive Leadership (1.5)Behavioral Economics (1.5)Activating Design-led Innovation (1.5)Service Systems Workshop (3.0)
Data + Design
For professionals looking to better leverage the emerging world of data in their practice, these courses provide an introduction to data-oriented issues and emerging techniques in design.

Data Literacy & Analytics (1.5)Evidence-based Design (1.5)Modeling for Insight (3.0)Generative Design Workshop (3.0)

Timing

2 semesters in the sabbatical (full-time) format OR

4–5 semesters in the professional (part-time) format (courses are typically taken in the evenings)

30 credit hours

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https://t.co/93SMGIlzTD

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(Adaptive path)
https://uideo.net/videos/432

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https://www.adobe.com/max/2021/sessions/creating-ux-animations-that-are-inclusive-s538.html

https://xd.adobe.com/ideas/wp-content/uploads/2021/06/Animation-in-Design-Systems.pdf

https://www.adobe.com/max/2021/sessions.html?length=216

Mindfulness Exercises and Inspiration: Against the Odds - S700

https://www.adobe.com/max/2021/sessions/mindfulness-exercises-and-inspiration-against-the-s700.html

SUX: The Sustainable UX Manifesto - S717

https://www.adobe.com/max/2021/sessions/sux-the-sustainable-ux-manifesto-s717.html

Miro, hybrid worklows
https://www.adobe.com/max/2021/sessions/mastering-hybrid-team-design-workflows-via-visual-s620.html

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https://www.adobe.com/max/2020/sessions/creating-publishing-and-sharing-design-systems-wit-s6509.html

https://www.adobe.com/max/2021/sessions/tapping-into-the-power-of-design-systems-with-adob-l542.html

https://www.adobe.com/max/2021/sessions/tapping-into-the-power-of-design-systems-with-adob-l542.html

Motion Design
https://www.adobe.com/max/2021/sessions/looping-emotion-digital-sticker-animation-with-fre-l411.html

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Creating, Publishing, and Sharing Design Systems with Adobe XD

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Learn the lastest Adobe XD features to create design systems that take advantage of native functionality and construct complex but highly flexible components.

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rosenfeld media - design conference videos

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rosenfeld media - design conference videos

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https://www.dropbox.com/sh/xzyhqy1k0fn9ce1/AAA-TjO-ph5x2m9LjRwdT1jna?dl=0&utm_source=Rosenfeld+Media&utm_campaign=6d66a55269-enterprise+videoconference+wang+recording&utm_medium=email&utm_term=0_2533ff0141-6d66a55269-345321277&mc_cid=6d66a55269&mc_eid=22d472e8df

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2022-27-1 Tricia Wang, "The most popular design thinking strategy is BS"

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audit

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Edward D bono - teach your child how to think

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Edward D bono - teach your child how to think

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ServDes has published online proceedings for the previous conferences held in Oslo (2009), LinkÃ¶ping (2010), Helsinki (2012), Lancaster (2014), Copenhagen (2016) and Milano (2018) Proceedings will follow for Melbourne (2020).
You can access information on the respective themes, programmes and proceedings by following the links on the right side.

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Conference Archive | ServDes. | Service Design and Innovation Conference

# data[].attributes.attachment_link.description
ServDes has published online proceedings for the previous conferences held in Oslo (2009), LinkÃ¶ping (2010), Helsinki (2012), Lancaster (2014), Copenhagen (2016) and Milano (2018) Proceedings will follow for Melbourne (2020). You can access information on the respective themes, programmes and proceedings by following the links on the right side.

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Working methods, best practices, tips and tricks

Information Architecture

Prototyping

UI Design

User Research

User Testing

Wireframing

Foundational and emerging concepts

App Design

Design Systems

Emerging Technology

Human Computer Interaction

Web Design

Unique insights, design stories, the impact of design

Interviews

Leadership Insights

Social Impact

SoDA Series

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One of the most important factors of UX design is information architecture. When a user has an easier time finding what they are looking for, there's a reduction in the total amount of effort they need to invest in interacting with a product.

IA informs the content strategy, user interface design, and interaction design. Creating a content-first experience-considering content early on in design projects and letting it inform product design decisions-is a significant goal for many products. To achieve this, it's important to ensure that IA forms the skeleton of the design project. The navigation between screens and pages along with the organization of content should help users find information and complete tasks with the least amount of effort invested.

Both new and existing products benefit from proper IA design. For new products, good IA design helps streamline the product design process if the design team is aware of the target user's mental models (what users believe about the product at hand) and then create an experience that matches user expectations (design a product in accordance to how users prefer to get information). For existing products, IA design can be beneficial during product redesign because team members can address the areas in a product that cause major friction.

What Are the Principles of Information Architecture?

There are many considerations to keep in mind when building the information architecture for a digital product. Created by information architect Dan Brown, these eight principles of IA are widely accepted within the design community:

The Principle of Objects. Content should be treated as a living, breathing thing with a lifecycle, behaviors, and attributes.

The Principle of Choices. Pages that are created should offer meaningful choices to the user. All choices should be focused on a specific action to avoid overwhelming the user with too many choices.

The Principle of Disclosures. Limiting the information a user sees at one time will allow them to better absorb the information presented.

The Principle of Exemplars. Contents of a category should be described by showing examples of that content.

The Principle of Front Doors. Assume that at least half of users will not enter through the 'front door' or your home page. This means every page should include enough information so the user can understand where they are.

The Principle of Multiple Classification. Ensure that there are different ways a user can browse content on your site.

The Principle of Focused Navigation. Navigation should be focused, meaning what they contain has more importance than how they look.

The Principle of Growth. Assume that content on the site will continue to grow.

These principles help ensure the information architecture supports usability and findability, but when designing an IA, there are also key processes to follow in order to create a great user experience.

What Are the Key Processes of Information Architecture?

The process of designing an IA starts with user research . Information architecture practitioners learn about the users and their needs, wants, and expectations surrounding a product and then connect this information with project goals and context for interactions. Designers then conduct card sorting and tree testing exercises with people who represent the target audience (to understand how users categorize information) as well as overseeing a series of interviews with stakeholders (to understand business goals and match them to users' needs and wants).

But the process of designing an IA doesn't stop after the implementation of the architecture in a product. Similar to any other product design decisions, IA practitioners need to ensure that the logic of content organization continues to work well for their target audience. That's why information architects should participate in usability testing sessions with prototypes or real products.

Usability testing helps them gain insights into the people who interact with a solution and what problems they face during the interaction. These insights help designers introduce changes in the existing structure of content and navigation elements to make the interaction easier for users.

Learn everything you need to know about information architecture with Adobe XD Ideas and check out our other great content surrounding the latest in UX design knowledge.

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Information Architecture (IA) | Learn & Explore | Adobe XD Ideas

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One of the most important factors of UX design is information architecture. When a user has an easier time finding what they are looking for, there's a reduction in the total amount of effort they need to invest in interacting with a product. IA informs the content strategy, user interface design, and interaction design.

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The Specializing Master in Service Design - Politecnico di Milano

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Service Design Masterclasses - The Specializing Master in Service Design - Politecnico di Milano

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Une Nordli
Department of Product Design
Norwegian University of Science and Technology

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https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%22828ceee8-9243-4ea9-b9c3-07f1fc03ad72%22

https://scs.hosted.panopto.com/Panopto/Pages/Viewer.aspx?id=c7f78930-9aca-4836-ad4e-2d1e60e7f96f

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Fall 2017: 05-863 Introduction to HCI A2

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2012 Fall: 08-763 Introduction to HCI for Technology Executives

1:20:48

Lecture 13 Guest Lecture9 years ago

1:14:25

Lecture 12 Other HCI Methods9 years ago

1:13:05

Lecture 11 International and Handheld User Interfaces9 years ago

1:21:41

Lecture 10 Designing for the Web9 years ago

1:14:46

Lecture 09 Usability Process9 years ago

1:21:00

Lecture 08 Evaluation Using Hueristic Analysis9 years ago

1:22:52

Lecture 07 Implementing a Prototype9 years ago

1:22:25

Lecture 06 How to Design a Good Usability Evaluation9 years ago

1:07:43

Lecture 05 Guest Lecture (What is Design?)9 years ago

1:20:32

Lecture 04 From Analysis to Design: Sketching and Prototyping9 years ago

1:13:13

Lecture 03 Contextual Analysis9 years ago

1:16:36

Lecture 02 Discovering What People Can't Tell You9 years ago

1:22:57

Lecture 01 Introduction to HCI for Technology Exectutives9 years ago

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https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#maxResults=250&view=2&page=5

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1:23:31

Lecture 14: Examples of Good and Bad User Interfaces12 years ago

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Lecture 13: What is Design?12 years ago

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Lecture 12: International User Interfaces12 years ago

1:21:56

Lecture 11: Guest Speaker David Bishop12 years ago

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Lecture 10: Designing for the Web12 years ago

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Lecture 09: Evaluation Using Heuristic Analysis12 years ago

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Lecture 08: Basics of Visual Interface Design12 years ago

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Lecture 07: Implementation Options: Overview of VB, Net, Flash, HTML, etc.12 years ago

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Lecture 06: Usability Process12 years ago

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Lecture 05: Evaluation Using User Studies12 years ago

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Lecture 04: Sketching and Prototyping12 years ago

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Lecture 03: Contextual Design Methodology12 years ago

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Lecture 02: Discovering what people can't tell you about Contextual Inquiry and Design Methodology12 years ago

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Lecture 01: Introduction to Human Interaction for Technology Executives12 years ago

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2015 Fall: 05-600 HCI Pro Seminar

https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%22d885fd87-1ba1-47a3-9bd2-c4bde55f9749%22

47:19

Karen Berntsen6 years ago

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Fall 2017: 05-863 Introduction to HCI A2

https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%22d9fcdeea-86bd-48ae-9c4b-8486ebe9dd51%22

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Spring 2018: 15-688 Practice Data Science

https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%22912b80a3-625d-405d-8905-a8620133666b%22

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Fall 2018- HCII Seminar Series

https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%2261ef864a-a71a-48e3-b7a0-a93c00f5f43c%22

Interaction Design and Imaginaries: Beyond, Behavior, Change: Dan Lockton

https://scs.hosted.panopto.com/Panopto/Pages/Viewer.aspx?id=b0471a54-67a7-48cd-bdb0-a94d0122b150

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Spring 2019: 05-640-IxT-videos

Pioneer series

https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%2250285cc6-431b-4b7e-af35-a9eb00287eec%22

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Fall 2018: 10-725- Convex Optimization

https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%222e05ff30-48ba-4598-9f70-a9430132b706%22

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2020 CMU Symposium on AI and Social Good

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2012 Fall: 08-763 Introduction to HCI for Technology Executiveschevron_rightLecture 09 Usability Process

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2012 Fall: 08-763 Introduction to HCI for Technology Executiveschevron_rightLecture 09 Usability Process

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https://scs.hosted.panopto.com/Panopto/Pages/Sessions/List.aspx#folderID=%22828ceee8-9243-4ea9-b9c3-07f1fc03ad72%22

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2016 Spring: 05-600 HCI PRO Seminarchevron_rightLeading the Startup UX (Uday Gajendar)

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2016 Spring: 05-600 HCI PRO Seminarchevron_rightLeading the Startup UX (Uday Gajendar)

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HCI, Carnegie Mellon
https://www.hcii.cmu.edu/news/seminar/event/2020/02/magic-semantic-ixd

57:23 | HCII Seminar Series - Beyond Visualization: Theories of Inference to Improve Data Analysis & Communicationa year ago
| 1:03:51 | HCII Seminar Series: Paul Pangaro2 years ago
| 56:33 | HCII Seminar Series: Tess Tanenbaum2 years ago
| 1:02:44 | HCII Seminar Series: Nikolas Martelaro2 years ago
| 1:06:18 | HCII Seminar Series: Daniel Rosenberg2 years ago
| 1:11:32 | HCII Seminar Series: Ranjitha Kumar2 years ago
| 59:54 | HCII Seminar Series: Henny Admoni2 years ago
| 1:09:49 | HCII Seminar Series: Philip Beesley2 years ago
| 59:57 | HCII Seminar Series: Margaret Burnett2 years ago

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Videos you create and videos shared with you will appear here. Record your first video by clicking "Create" at the top of the page. Videos created by you and others in your organization will appear here. You can create videos by clicking "Create" at the top of the page.

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Civic Service Design is the practice of understanding the real,lived experiences of those who use and deliver services inorder to improve government programs. at any stageof their development process.Solutions are rooted in insights about the holisticexperiences of those affected by public services

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Civic Service Design is the practice of understanding the real,lived experiences of those who use and deliver services inorder to improve government programs. at any stageof their development process.Solutions are rooted in insights about the holisticexperiences of those affected by public services

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https://www1.nyc.gov/site/opportunity/portfolio/service-design-studio.page

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https://gamethinking.io/programs/

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Storyboarding, Workshop, Service design sessions

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https://apphaus.sap.com/resource/scenes

exentia - 1st SAP UX Lab partner in India
https://www.extentia.com/ui-ux-design-studio

Extentia’s XEN LAB PNQ is a member of the SAP AppHaus Network.

https://bournedigital.com.au/tips-for-running-effective-remote-design-thinking-workshops

SAP TechED 2021

https://reg.sapevents.sap.com/flow/sap/sapteched2021/portal/page/sessions?url_id=text-glo-webpage-sapcomSAPTeched

https://www.extentia.com/post/extentia-at-sap-teched-2021

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Storyboards are a powerful way to communicate user requirements and to validate ideas before they are fully designed or implemented. They are used during the earliest stages of the design process to visualize design solutions, and to create a common understanding about the problem to be solved. But what if there is not enough time to draw them or the necessary skills are missing?

Not everyone is a visual artists capable of illustrating a great-looking storyboard in a couple of minutes to present an idea. When working together with our customers in a workshop, this situation can get even trickier since many of them simply refuse to draw. Even though the point is not to create a work of art, people without the drawing skills required to create visually appealing storyboards often feel uncomfortable when being asked to draw. This discomfort makes them focus on their limited drawing skills, rather than on developing and communicating their ideas.

"Scenes" is a method and tool to create stories about products and services quickly, collaboratively and iteratively. It empowers people from any discipline to shape their ideas and scenarios in the form of fun illustrative storyboards without the need of refined drawing skills.

Scenes from SAP AppHaus on Vimeo
How does "Scenes" work?

"Scenes" includes a set of pre-defined illustrations that can be combined physically or digitally to create a visual story. There are different types of graphical elements available: characters, speech bubbles, signs, arrows, buildings, devices, transportation elements, office furniture, and backgrounds. The basic "Scenes" set offers around 48 different illustrations ready to be used to create physical or digital storyboards.

Type of illustrations available

Some illustrations have a blank area for customization, which allows the users of "Scenes" to adapt the graphical elements better to their story if needed. For example, characters' faces can be enhanced with emotions by drawing eyebrows and mouth on them; device screens can be completed with the corresponding UIs according to the story; buses or trucks can be branded with a logo.

Users of "Scenes" can focus on the message to communicate with their storyboard, instead of on their drawing skills.
Creating storyboards with "Scenes"
The creation of physical storyboards with "Scenes" can help multidisciplinary teams to communicate their ideas and scenarios during design workshops. These storyboards are built on horizontal self-adhesive surfaces, where the illustrations are placed. Each horizontal surface is a scene in the story, just like a frame in a storyboard. A storyboard is composed of two or more scenes.

Physical storyboard composed of 3 scenes

Since the graphical elements can be grabbed and physically moved around, the effort to make changes is minimal, encouraging people to try out ideas and actively participate.

This method allows every member of the team to simultaneously contribute to the creation of the story, facilitating collaboration.

Physical storyboarding

The same graphical elements are available digitally for PowerPoint®, where each scene is composed on one slide. The set for digital storyboarding contains examples and templates intended to make it easier for the users of "Scenes" to create their digital storyboards.

Digital storyboarding set in PowerPoint®
"Scenes" in practice
We have used Scenes successfully with various customers from different industries: automotive, chemicals, insurance, public sector, etc. All of them have shared a strong positive feedback. Some customers have even started to use "Scenes" on their own to visualize ideas for future scenarios.

Every time we use "Scenes", we observe how this method increases participation, fosters creativity and helps people from different disciplines and age groups to understand each other on a visual level.

During a project with the welfare agency of the City of Heidelberg, we used "Scenes" to prototype ideas for a service design concept for elderly people. In one of the workshops with the social workers, we observed how "Scenes" empowered all participants to develop their ideas instead of focusing on creating the drawings for the storyboard. All participants were highly engaged and could use the tool with almost no introduction.

Ideation workshop with the welfare agency of the City of Heidelberg to envision new scenarios for a service design concept.
The results from the workshop showed us how "Scenes" could highlight and enhance the potential of people from any discipline to visualize and shape their ideas, as well as to iterate quickly on a visual and tactile level.

Results from the ideation workshop

But the use of Scenes did not end with the workshop. We iterated further on the customers' ideas and used the same characters and elements of "Scenes" to create digital storyboards. This helped to keep consistency through the whole design process and to generate empathy towards the end-users or protagonists of the storyboards created. The characters became alive in the minds of the customer and remained present for further iterations of the concept.

Iteration of a service design concept as digital storyboards

At the Service Experience Camp in Berlin and at the UX Day in Mannheim "Scenes" brought people from different disciplines together to create storyboards during a workshop. About 25 participants had the opportunity to experience the tool in each event. After a brief introduction to storytelling, the teams of participants started to create their stories. A narrative framework was provided to help them to structure their ideas. With the help of method cards and a "Scenes" box for each team, the participants created great storyboards with 5 to 6 scenes in less than one hour.

Participants at the Service Experience Camp in Berlin presenting their storyboards

The strong positive feedback from the workshop participants confirmed the reason why "Scenes" was created in the first place: to allow people to express their ideas visually without focusing on a tool or worrying about their drawing skills.
Try out Scenes
We believe that every great experience starts with a great story. Now, you can build your own with "Scenes". Get your free Scenes set and tell us how you used it. We would love to see your stories.
Download Scenes for free
The success of Scenes has given us energy to continue improving and expanding this method and tool. In 2016 we plan to grow the library and include more download packages, so stay tuned for more of "Scenes".

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Scenes: A New Method and Tool to Create Storyboards

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Storyboards are a powerful way to communicate user requirements and to validate ideas before they are fully designed or implemented. They are used during the earliest stages of the design process to visualize design solutions, and to create a common understanding about the problem to be solved.