These are the slides from the presentation given at the joint Tampa Bay User Experience / Front End Design Group meetup by Anitra Pavka and Joey deVilla on the evening of June 14, 2018.
A 2.5-hour workshop I created and shared with my colleagues at Razorfish Austin in October 2012. Inspired by Dan Saffer's half-day workshop on the same topic, presented at Webvisions 2012.
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
?
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
This document discusses how context influences mobile content strategy and user experience. It uses the example of two train systems, BART and Caltrain, to illustrate how travel duration, environment, and device usage vary between the two. Shorter BART rides favor quick mobile browsing on phones, while longer Caltrain commutes allow for tablet-based longform reading. The key contexts of time, environment, and user experience place constraints on content and product design. An effective mobile strategy considers these relevant constraints to cater the platform, design, and features to the usage context.
In this talk, you¡¯ll learn how to use different tools to effectively debug common accessibility problems. We¡¯ll look at how to use the Accessibility Inspector, how to manually test for accessibility, and how to use automated testing to catch accessibility problems. This talk will cover examples on iOS, watchOS, tvOS and macOS.
This document provides an overview of accessibility features and options for accessing computers. It discusses built-in accessibility features in operating systems like Apple, Windows, and Android. It also covers issues with touch accessibility and using switches to access computers. Finally, it discusses making computers accessible through keyboard, mouse, and positioning modifications and alternatives. The document provides examples and considerations for different access methods and technologies.
Designing for Touch and Sensor for Mobiles & TabletsSameer Chavan
?
The document discusses user experience (UX) design principles for touchscreen and multi-device interfaces. It covers challenges of small screens, touch gestures, responsive web design, mobile sensors, and converting websites to mobile apps. Design guidelines emphasized task-oriented interfaces, shallow navigation, and utilizing touch, graphics, and sensors appropriately for mobile contexts. An exercise proposes sketching screens for a bus app in Bangalore.
The document proposes Project VEED, a technology that allows users to immerse themselves in historical surroundings through augmented reality. It would superimpose 3D images onto reality to give users a better understanding of a nation's past by connecting their modern identity to cultural heritage. This is important as newer, more immersive technologies can better link the past to the present. The proposed technology includes augmented reality goggles, an audio piece, and a mouse to interact with 3D images. It would also connect to users' phones for additional features.
Multi-touch technology allows for multiple touch points on a touch screen or touch pad. It originated in the 1980s with developments of multi-touch screens. Multi-touch uses cameras and processors to identify bright spots where touches occur and convert them into actions. Advantages include support for high-resolution graphics on larger displays and more versatility than single-touch. Applications include personal computers, phones, gaming, and business uses. Future developments aim to improve complexity, ease of use, and battery life of multi-touch technologies.
This document outlines a final year project to develop an VR application called ANI-WORLD VR to help students learn about animal habitats. The project aims to design a mobile application containing 3D models of animals and their land habitats. Literature on similar VR applications was reviewed to analyze features, limitations, and techniques used. A storyboard was created outlining the application flow and interaction. The project will use a gaze input technique for navigation and interaction. Testing will be done to ensure the application is functional and provides educational benefits to users. The application aims to improve over traditional teaching methods by delivering an authentic virtual learning experience.
Hearing Voices: An Overview of Augmented Reality AudioTim Haynes
?
A look at the current state of augmented reality audio, the major players, inflection points on the horizon, and specific ways geotagged audio can apply to travel -- both today and in the future.
This document provides an overview of direct manipulation techniques for desktop and mobile interfaces. It discusses pointing, selection, drag and drop, control manipulation, palette tools, object manipulation, and object connection. Examples are given for each technique. The document also discusses domain expert Terry Winograd and the book About Face 3.0. It notes current trends in direct manipulation for web applications and rich visual feedback.
All the projects I worked on during my first three semesters at NYU's Interactive Telecommunication Program (ITP). If you like any of these ideas and want to hear more about it or help develop it further, please feel free to reach out to me.
UX Poland 2016 - Avi Itzkovitch - The Invisible Interface: Designing the Scre...UX Poland
?
As product designers we are now challenged to design interactions for physical objects; beyond designing for the touch screen, we are now designing for the experience, and the experience becomes the product. But what do these experiences look like? And how will UX play a key role in the Internet of Things? Join speaker Avi itzkovich in exploring UX principles in a world where multiple connected devices will seamlessly integrate into our lives, create contextual knowledge from sensor data and generate invisible interactions using human behavior as an interface. You will learn concepts for ambient information display and how to design meaningful interactions for the connected world.
Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.
Mobile Applications Development - Lecture 5
UI Design
Layout
Look & Feel
Colors
Typography
Graphics
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L¡¯Aquila (Italy).
http://www.di.univaq.it/malavolta
This document discusses user experience (UX) and user interface (UI) considerations for immersive design using extended reality (XR) technologies. It covers topics like approachable design, seamless user flow, understanding the audience, accessibility, and safety. Specific UX elements discussed include personal space, agency, social signifiers, feedback, affordances, and interactions. UI elements like the z-axis, 3D interface metaphors, microinteractions, and time/space are also covered. The goal is to create intuitive, comfortable and safe immersive experiences through thoughtful UX/UI design.
Aneeq Anwar is a software engineer who has created documentation summarizing iOS 7 UI guidelines for designing mobile apps. The document provides guidance on layout, navigation, interactivity, animation, color, typography, terminology and more. It emphasizes deference to content, clarity, depth and instant usability. Interactive elements should have ample spacing and important content should be elevated. Animation should be subtle and consistent with built-in iOS apps. Color and text must always ensure legibility.
Overview of ios Accessibility, a look at what is on offer for a11y support in apps and also how the a11y api architecture works in ios.
Talk given in August 2016 at Dev World Melbourne Australia's national OSX conference.
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014.
http://www.ivanomalavolta.com
This document discusses designing mobile applications to be accessible and inclusive for all users. It covers common misconceptions about accessibility and outlines that over 1 in 5 people have an official disability. The document then discusses the WCAG 2.0 guidelines of perceivable, operable, understandable and robust. It provides tips for making content perceivable through proper use of color, fonts, labeling and forgiveness in design. Tips are also provided for making interfaces operable through touch targets, placement, keyboards and hierarchy. The document stresses the importance of understandable information and layout. It concludes with making content robust and accessible to assistive technologies like screen readers.
The document discusses designing mobile applications. It covers identifying user needs through observation, brainstorming concepts to address those needs, and presenting app concepts. Key aspects of mobile design like focused content, unique features, and considering usage contexts like home, transit, and being lost are reviewed. The document emphasizes instant feedback, limiting modal alerts, and using confirmations carefully in mobile app communications with users.
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
This document provides an overview of key considerations for UX design of mobile apps. It discusses identifying target customers and the context of mobile use. Designs should be simple, focused on the main task, safe, brief and clear. Patterns and conventions should be followed to reduce learning curves. Touch screens require larger interaction areas and thumb zones. Designs need to support multiple orientations and be efficient. Icons are important for branding and understanding. Usability and emotion in design are emphasized. Iterative testing with users is important.
Is it usable for people with disabilities?
We know a lot about how to meet the checkpoints for accessibility, but how well do you understand what makes a good experience for people with disabilities? Only getting out and seeing how people use your product will help you understand what makes it a delight to use --- or a pain. User research and usability testing should be part of your accessible UX toolkit.
The document provides principles for designing effective mobile apps, including:
1. Enchant users with apps that combine beauty, simplicity and purpose to create magical experiences.
2. Simplify users' lives with easy to understand apps that make simple tasks simple.
3. Empower users and make them feel amazing with apps that allow inventive uses of superb technology.
Mobile devices are increasingly becoming part of everyday
life for many different uses. These devices are mainly based
on using touch-screens, which is challenging for people
with disabilities. For visually-impaired people interacting
with touch-screens can be very complex because of the lack
of hardware keys or tactile references. Thus it is necessary
to investigate how to design applications, accessibility
supports (e.g. screen readers) and operating systems for
mobile accessibility. Our aim is to investigate interaction
modality so that even those who have sight problems can
successfully interact with touch-screens. A crucial issue
concerns the lack of HW buttons on the numpad. Herein
we propose a possible solution to overcome this factor. In
this work we present the results of evaluating a prototype
developed for the Android platform used on mobile
devices. 20 blind users were involved in the study. The
results have shown a positive response especially with
regard to users who had never interacted with touchscreens
Virtual Reality UX - Designing for Interfaces without ScreensRhiannon Monks
?
Digital marketing has reached the point in its evolution where we know what the best practices are: A seamless omnichannel strategy, an emphasis on customer experience and the use of social media to co-create the brand with the customer, to name a few.
digital marketing will soon be shifting into a new gear, as virtual reality (VR) and artificial intelligence (AI) begin to gain critical mass.
Usability testing is a technique used to evaluate a website or application by testing it with real users. It involves having users complete typical tasks while observing them to identify any usability issues or areas for improvement. The key steps in usability testing include orienting users, having them complete tasks while thinking aloud, and debriefing afterwards. Findings from usability testing include both quantitative data like task completion times as well as qualitative data from user feedback, which are then analyzed together to form recommendations.
Multi-touch technology allows for multiple touch points on a touch screen or touch pad. It originated in the 1980s with developments of multi-touch screens. Multi-touch uses cameras and processors to identify bright spots where touches occur and convert them into actions. Advantages include support for high-resolution graphics on larger displays and more versatility than single-touch. Applications include personal computers, phones, gaming, and business uses. Future developments aim to improve complexity, ease of use, and battery life of multi-touch technologies.
This document outlines a final year project to develop an VR application called ANI-WORLD VR to help students learn about animal habitats. The project aims to design a mobile application containing 3D models of animals and their land habitats. Literature on similar VR applications was reviewed to analyze features, limitations, and techniques used. A storyboard was created outlining the application flow and interaction. The project will use a gaze input technique for navigation and interaction. Testing will be done to ensure the application is functional and provides educational benefits to users. The application aims to improve over traditional teaching methods by delivering an authentic virtual learning experience.
Hearing Voices: An Overview of Augmented Reality AudioTim Haynes
?
A look at the current state of augmented reality audio, the major players, inflection points on the horizon, and specific ways geotagged audio can apply to travel -- both today and in the future.
This document provides an overview of direct manipulation techniques for desktop and mobile interfaces. It discusses pointing, selection, drag and drop, control manipulation, palette tools, object manipulation, and object connection. Examples are given for each technique. The document also discusses domain expert Terry Winograd and the book About Face 3.0. It notes current trends in direct manipulation for web applications and rich visual feedback.
All the projects I worked on during my first three semesters at NYU's Interactive Telecommunication Program (ITP). If you like any of these ideas and want to hear more about it or help develop it further, please feel free to reach out to me.
UX Poland 2016 - Avi Itzkovitch - The Invisible Interface: Designing the Scre...UX Poland
?
As product designers we are now challenged to design interactions for physical objects; beyond designing for the touch screen, we are now designing for the experience, and the experience becomes the product. But what do these experiences look like? And how will UX play a key role in the Internet of Things? Join speaker Avi itzkovich in exploring UX principles in a world where multiple connected devices will seamlessly integrate into our lives, create contextual knowledge from sensor data and generate invisible interactions using human behavior as an interface. You will learn concepts for ambient information display and how to design meaningful interactions for the connected world.
Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.
Mobile Applications Development - Lecture 5
UI Design
Layout
Look & Feel
Colors
Typography
Graphics
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L¡¯Aquila (Italy).
http://www.di.univaq.it/malavolta
This document discusses user experience (UX) and user interface (UI) considerations for immersive design using extended reality (XR) technologies. It covers topics like approachable design, seamless user flow, understanding the audience, accessibility, and safety. Specific UX elements discussed include personal space, agency, social signifiers, feedback, affordances, and interactions. UI elements like the z-axis, 3D interface metaphors, microinteractions, and time/space are also covered. The goal is to create intuitive, comfortable and safe immersive experiences through thoughtful UX/UI design.
Aneeq Anwar is a software engineer who has created documentation summarizing iOS 7 UI guidelines for designing mobile apps. The document provides guidance on layout, navigation, interactivity, animation, color, typography, terminology and more. It emphasizes deference to content, clarity, depth and instant usability. Interactive elements should have ample spacing and important content should be elevated. Animation should be subtle and consistent with built-in iOS apps. Color and text must always ensure legibility.
Overview of ios Accessibility, a look at what is on offer for a11y support in apps and also how the a11y api architecture works in ios.
Talk given in August 2016 at Dev World Melbourne Australia's national OSX conference.
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014.
http://www.ivanomalavolta.com
This document discusses designing mobile applications to be accessible and inclusive for all users. It covers common misconceptions about accessibility and outlines that over 1 in 5 people have an official disability. The document then discusses the WCAG 2.0 guidelines of perceivable, operable, understandable and robust. It provides tips for making content perceivable through proper use of color, fonts, labeling and forgiveness in design. Tips are also provided for making interfaces operable through touch targets, placement, keyboards and hierarchy. The document stresses the importance of understandable information and layout. It concludes with making content robust and accessible to assistive technologies like screen readers.
The document discusses designing mobile applications. It covers identifying user needs through observation, brainstorming concepts to address those needs, and presenting app concepts. Key aspects of mobile design like focused content, unique features, and considering usage contexts like home, transit, and being lost are reviewed. The document emphasizes instant feedback, limiting modal alerts, and using confirmations carefully in mobile app communications with users.
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
This document provides an overview of key considerations for UX design of mobile apps. It discusses identifying target customers and the context of mobile use. Designs should be simple, focused on the main task, safe, brief and clear. Patterns and conventions should be followed to reduce learning curves. Touch screens require larger interaction areas and thumb zones. Designs need to support multiple orientations and be efficient. Icons are important for branding and understanding. Usability and emotion in design are emphasized. Iterative testing with users is important.
Is it usable for people with disabilities?
We know a lot about how to meet the checkpoints for accessibility, but how well do you understand what makes a good experience for people with disabilities? Only getting out and seeing how people use your product will help you understand what makes it a delight to use --- or a pain. User research and usability testing should be part of your accessible UX toolkit.
The document provides principles for designing effective mobile apps, including:
1. Enchant users with apps that combine beauty, simplicity and purpose to create magical experiences.
2. Simplify users' lives with easy to understand apps that make simple tasks simple.
3. Empower users and make them feel amazing with apps that allow inventive uses of superb technology.
Mobile devices are increasingly becoming part of everyday
life for many different uses. These devices are mainly based
on using touch-screens, which is challenging for people
with disabilities. For visually-impaired people interacting
with touch-screens can be very complex because of the lack
of hardware keys or tactile references. Thus it is necessary
to investigate how to design applications, accessibility
supports (e.g. screen readers) and operating systems for
mobile accessibility. Our aim is to investigate interaction
modality so that even those who have sight problems can
successfully interact with touch-screens. A crucial issue
concerns the lack of HW buttons on the numpad. Herein
we propose a possible solution to overcome this factor. In
this work we present the results of evaluating a prototype
developed for the Android platform used on mobile
devices. 20 blind users were involved in the study. The
results have shown a positive response especially with
regard to users who had never interacted with touchscreens
Virtual Reality UX - Designing for Interfaces without ScreensRhiannon Monks
?
Digital marketing has reached the point in its evolution where we know what the best practices are: A seamless omnichannel strategy, an emphasis on customer experience and the use of social media to co-create the brand with the customer, to name a few.
digital marketing will soon be shifting into a new gear, as virtual reality (VR) and artificial intelligence (AI) begin to gain critical mass.
Usability testing is a technique used to evaluate a website or application by testing it with real users. It involves having users complete typical tasks while observing them to identify any usability issues or areas for improvement. The key steps in usability testing include orienting users, having them complete tasks while thinking aloud, and debriefing afterwards. Findings from usability testing include both quantitative data like task completion times as well as qualitative data from user feedback, which are then analyzed together to form recommendations.
Usability testing is a technique used to evaluate a website or application by testing it with real users. It involves having users complete typical tasks while observing them to identify any usability issues or areas for improvement. Key aspects of usability testing include recruiting 5-8 representative users, having them complete tasks while thinking aloud, and analyzing both quantitative metrics like task completion times as well as qualitative feedback to identify themes and inform design recommendations.
The document discusses how mobile devices can leverage context to improve the user experience. It describes how mobile sensors, background processes, personal data, and artificial intelligence combined with the cloud can enable context-aware applications. This will allow mobile phones to behave differently based on factors like location, activity, and time, delivering a more intelligent experience for users.
The presentation describes Assistive Tech for People With Disabilities.
There is no doubting the powerful role that technology has played and will continue to play in changing the world in which we live. People with disabilities meet barriers of all types in their day to day life.
However, technology is helping to lower many of these barriers. Overall, technology aims to allow people with disabilities to participate more fully in all aspects of life (home, school and community) and increases their opportunities for education, social interactions, and potential for meaningful employment. Therefore creating greater independence and control among disabled individuals.
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX and UI, noting that UX focuses on putting the user at the center and ensuring a system meets their needs, while UI relates to the layout and design of application controls. The document then discusses why UX/UI is important, providing examples of how poor design can negatively impact user adoption and satisfaction. It outlines principles of user-centered design and techniques for evaluating UX like interviewing and observing users. The rest of the document discusses methods for designing interfaces like paper prototyping and wireframing, as well as principles for good UI design such as consistency and providing feedback.
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX as focusing on the end user perspective and usability, while UI refers to the layout and design of application controls and how the application responds to user inputs. The document emphasizes that UX and UI are important because poor design can negatively impact user adoption and satisfaction. It recommends user-centered design approaches like interviews, observations, and iterative prototyping and testing to understand users and improve the design.
DevNexus - Building 10x Development Organizations.pdfJustin Reock
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Developer Experience is Dead! Long Live Developer Experience!
In this keynote-style session, we¡¯ll take a detailed, granular look at the barriers to productivity developers face today and modern approaches for removing them. 10x developers may be a myth, but 10x organizations are very real, as proven by the influential study performed in the 1980s, ¡®The Coding War Games.¡¯
Right now, here in early 2025, we seem to be experiencing YAPP (Yet Another Productivity Philosophy), and that philosophy is converging on developer experience. It seems that with every new method, we invent to deliver products, whether physical or virtual, we reinvent productivity philosophies to go alongside them.
But which of these approaches works? DORA? SPACE? DevEx? What should we invest in and create urgency behind today so we don¡¯t have the same discussion again in a decade?
Gojek Clone is a versatile multi-service super app that offers ride-hailing, food delivery, payment services, and more, providing a seamless experience for users and businesses alike on a single platform.
FinTech - US Annual Funding Report - 2024.pptxTracxn
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US FinTech 2024, offering a comprehensive analysis of key trends, funding activities, and top-performing sectors that shaped the FinTech ecosystem in the US 2024. The report delivers detailed data and insights into the region's funding landscape and other developments. We believe this report will provide you with valuable insights to understand the evolving market dynamics.
[Webinar] Scaling Made Simple: Getting Started with No-Code Web AppsSafe Software
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Ready to simplify workflow sharing across your organization without diving into complex coding? With FME Flow Apps, you can build no-code web apps that make your data work harder for you ¡ª fast.
In this webinar, we¡¯ll show you how to:
Build and deploy Workspace Apps to create an intuitive user interface for self-serve data processing and validation.
Automate processes using Automation Apps. Learn to create a no-code web app to kick off workflows tailored to your needs, trigger multiple workspaces and external actions, and use conditional filtering within automations to control your workflows.
Create a centralized portal with Gallery Apps to share a collection of no-code web apps across your organization.
Through real-world examples and practical demos, you¡¯ll learn how to transform your workflows into intuitive, self-serve solutions that empower your team and save you time. We can¡¯t wait to show you what¡¯s possible!
Inside Freshworks' Migration from Cassandra to ScyllaDB by Premkumar PatturajScyllaDB
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Freshworks migrated from Cassandra to ScyllaDB to handle growing audit log data efficiently. Cassandra required frequent scaling, complex repairs, and had non-linear scaling. ScyllaDB reduced costs with fewer machines and improved operations. Using Zero Downtime Migration (ZDM), they bulk-migrated data, performed dual writes, and validated consistency.
UiPath Automation Developer Associate Training Series 2025 - Session 1DianaGray10
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Welcome to UiPath Automation Developer Associate Training Series 2025 - Session 1.
In this session, we will cover the following topics:
Introduction to RPA & UiPath Studio
Overview of RPA and its applications
Introduction to UiPath Studio
Variables & Data Types
Control Flows
You are requested to finish the following self-paced training for this session:
Variables, Constants and Arguments in Studio 2 modules - 1h 30m - https://academy.uipath.com/courses/variables-constants-and-arguments-in-studio
Control Flow in Studio 2 modules - 2h 15m - https:/academy.uipath.com/courses/control-flow-in-studio
?? For any questions you may have, please use the dedicated Forum thread. You can tag the hosts and mentors directly and they will reply as soon as possible.
This is session #4 of the 5-session online study series with Google Cloud, where we take you onto the journey learning generative AI. You¡¯ll explore the dynamic landscape of Generative AI, gaining both theoretical insights and practical know-how of Google Cloud GenAI tools such as Gemini, Vertex AI, AI agents and Imagen 3.
Technology use over time and its impact on consumers and businesses.pptxkaylagaze
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In this presentation, I explore how technology has changed consumer behaviour and its impact on consumers and businesses. I will focus on internet access, digital devices, how customers search for information and what they buy online, video consumption, and lastly consumer trends.
Unlock AI Creativity: Image Generation with DALL¡¤EExpeed Software
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Discover the power of AI image generation with DALL¡¤E, an advanced AI model that transforms text prompts into stunning, high-quality visuals. This presentation explores how artificial intelligence is revolutionizing digital creativity, from graphic design to content creation and marketing. Learn about the technology behind DALL¡¤E, its real-world applications, and how businesses can leverage AI-generated art for innovation. Whether you're a designer, developer, or marketer, this guide will help you unlock new creative possibilities with AI-driven image synthesis.
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The Future of Repair: Transparent and Incremental by Botond De?nesScyllaDB
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Regularly run repairs are essential to keep clusters healthy, yet having a good repair schedule is more challenging than it should be. Repairs often take a long time, preventing running them often. This has an impact on data consistency and also limits the usefulness of the new repair based tombstone garbage collection. We want to address these challenges by making repairs incremental and allowing for automatic repair scheduling, without relying on external tools.
Replacing RocksDB with ScyllaDB in Kafka Streams by Almog GavraScyllaDB
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Learn how Responsive replaced embedded RocksDB with ScyllaDB in Kafka Streams, simplifying the architecture and unlocking massive availability and scale. The talk covers unbundling stream processors, key ScyllaDB features tested, and lessons learned from the transition.
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Wondershare Dr.Fone Crack is a comprehensive mobile phone management and recovery software designed to help users recover lost data, repair system issues, and manage mobile devices. It supports both Android and iOS platforms, offering a wide range of features aimed at restoring files, repairing software problems, and backing up or transferring data.
1. AR / UX:
BUILDING AUGMENTED REALITY EXPERIENCES
Anitra Pavka (@APavka) ?
and Joey deVilla (@AccordionGuy)
2. ANITRA PAVKA
? Technical Product Manager at
Malwarebytes, working on the
consumer anti-malware product
used by almost 15 million
people.
? Contributing author to O¡¯Reilly¡¯s
book, HTML5 Cookbook.
? Technical editor for O¡¯Reilly¡¯s
book, Universal Design for Web
Applications.
? Three-time speaker on
accessibility and usability issues
at SXSW Interactive.
? Previous Tampa Bay UX Meetup
speaker about Apple TV UX.
3. JOEY DEVILLA
? Lead Product Manager at
Sourcetoad, overseeing the
design and implementation of
mobile applications.
? Contributing author at the mobile
developer tutorial site
RayWenderlich.com.
? ARKit session and tutorial
presenter at RWDevCon.
? Technical editor for the book
ARKit by Tutorials.
? Tampa iOS Meetup organizer.
? Former Microsoft dev evangelist;
tried to make Windows Phone 7
happen.
5. ¡°THE MASTER KEY¡± (1901)
¡°It consists of this pair of
spectacles. While you wear them
every one you meet will be marked
upon the forehead with a letter
indicating his or her character¡¡±
? Good: G
? Evil: E
? Wise: W
? Foolish: F
? Kind: K
? Cruel: C
13. DEFINING AUGMENTED REALITY
The integration of digital
information (e.g. graphics, sound,
video)¡
¡into a live view of the user¡¯s
physical environment in real time.
The word ¡®augmented¡¯ suggests it enriches the real-world
view rather than blocking the real environment.
14. Augmented?
reality
Virtual?
reality
Reality - virtuality continuum
Mixed reality
Adapted from ¡°Reality-Virtuality Continuum¡± (Milgram, Takemura, Utsumi and Kishino,?
University of Toronto, 1994)
Real?
environment
Virtual?
environment
THE REALITY-VIRTUALITY CONTINUUM
15. DEFINING UX
¡°A person¡¯s perceptions and responses that
result from the use or anticipated use of a
product, system or service¡±.
Includes the user¡¯s:
? Emotions
? Beliefs
? Preferences
? Motivations
? Perceptions
? Physical and psychological responses
? Accomplishments that occur before,
during and after use of a system
User experience is affected by the number and type
of interactions within the augmented environment.
16. GENERAL USES FOR AR
Guide Create Play
? Navigation assistance
? Exploring curated
spaces
? Information
assistants
? Information overlays
and ¡°heads-up¡±
displays
? Education
? Virtual construction
and measurement
tools
? Games
? Social networking
? Shopping assistants
17. BENEFITS OF AR
Decreased?
interaction cost
Reduced?
cognitive load
Minimized?
attention switching
? Relevant data is
presented without
requiring special
action
? Efficient interactions
with the AR system,?
less user effort
? Users are NOT
required to learn
commands
? Allows users to move
information smoothly
from one context to
another
? Multiple sources of
information are
combined into a
single view ¡ª user¡¯s
attention is not
divided
18. Input method Description
Visual Using the camera(s) for tracking, detection, and context identification.
Tactile All interfaces that require touching the screen and other controls.
Sensors Automatically detecting the environment context.
Gesture Moving your hand in a specific way to interact with the environment.
Voice Spoken commands for hands-free controls.
Auditory For direct voice commands and inferring the user¡¯s context.
Kinesthetic Recognizing the user¡¯s movement and posture.
INPUT
19. Output method Description
Visual From simple annotations to complex hyperrealistic 3D graphics.
Auditory Sound output, from simple notification chimes to 3D sound.
Haptic Vibration, force feedback, and other touch-related sensation.
Olfactory Providing smells to increase the sense of immersion.
OUTPUT
20. CONTEXT / ENVIRONMENT
AR experiences occur in
expected and unexpected
places.
? Where do you expect users to
experience this augmentation?
? Where else could they
experience this augmentation?
? Could this experience occur
with other people?
? Could users have to navigate in
the real world while using this
augmentation?
21. ENVIRONMENT, PART 1
Scout the locations where
your app will be used.
? Indoors, outdoors, or both?
? Lighting: Is there bright
sunlight or shadows?
? Sound: Is there ambient noise
or music? How much?
? How much will the user be
moving?
? How much room is there for the
user to move around?
22. ENVIRONMENT, PART 2
? How many large, flat surfaces
are there?
? Are there many obstacles to
movement in the area?
? Is network connectivity
important?
? What¡¯s the social setting ¡ª
relatively private, or public??
AR requires seamless
experiences across
environments and
devices, where the user is
always at the center.
29. Give clear guidance on movement range and necessary
adjustments to users¡¯ position, pose or gesture.
30. Anticipate the limitations of users¡¯ spaces¡ªboth indoor and
outdoor, the space¡¯s physical size, or any obstacles including
furniture, things, or people.
32. Avoid placing large objects directly in front of users. This may
cause them to physically back up.
33. Give users a clear idea of the amount of space needed for the
experience.
34. When the user is not able to move around, provide an alternate
experience. For example, activities like interacting with or
transforming objects.
35. As users fatigue, keep in mind that they may tend to move less.?
It¡¯s important to ensure that any text or annotations are clear and
legible from any angle.
If you walk past the position?
of ordinary AR text and look back to read it,?
you¡¯ll see something like this.
Use things like ¡°billboard constraints¡± to
automatically rotate AR text to always face the user.
37. Prioritize the real world over AR content. A balanced experience
should not replace the user¡¯s perception of reality with AR.
38. Prioritize line of sight. Do not distract or block users from seeing
something important in the real world. Remind users to be aware
of their surroundings.
39. Design for a narrow depth of field. Draw focus to objects only
within a reasonable range.
40. Don¡¯t make users walk around staring at a small mobile screen
the entire time. It¡¯s distracting and dangerous.
43. Minimize flashing or heavy duty animations. Mobile screens induce
fatigue and eyestrain even more that desktop screens do.
44. Remember the ¡°gorilla arm effect¡±. Users will usually tolerate a
higher degree of interaction while sitting or when they¡¯re holding
their mobile device at chest level or lower.
45. Have the user hold the device with two hands rather than one. It
allows them to focus on the experience rather than the device.
49. Voice commands and audio output can be disruptive and have
privacy implications in a public environment.
50. Shared environments have security and privacy implications.
Accessing someone else¡¯s AR ¡°view¡± may or may not be desirable.
2016 ISACA study: 77% of consumers were concerned that AR-
enhanced IoT devices may be more prone to a privacy breach.
51. Security breaches may include inappropriate access to protected
information or areas and hiding information or real identities.
53. Keep it simple. The more an augmentation attempts to
grab attention, the more users will focus on it,?
instead of reality.
54. Do not make your augmented environments too
information-dense.
55. If you must display instructional text, use approachable
terminology. AR jargon may intimidate users.
Use less text than a traditional mobile interface. The Sans
Serif fonts are better choices than Serifs.
56. Design for the small screen first. Consider lighting and
contrast so that objects and text can be viewed clearly in
different background surroundings and lighting levels.
57. Use visual and audio cues to let the user know which
elements of the augmented environment can be
interacted with, and how to interact with them.
58. Use lighting effects, such as shadows and directional
lighting to make the augmented environment blend in
more realistically with the real world environment.
59. Use as much of the display as possible, but do not hide
key navigation elements.
61. Use audio or haptic feedback to enhance the sense that
the user has interacted with the augmented environment.
62. Provide a continuity of experience ¡ª avoid flows that
repeatedly take the user in and out of an AR scene.
63. Ensure that the information that is presented is scalable
across different form factors.
64. Support both portrait and landscape modes to create a more
immersive experience and increase user comfort. If this isn¡¯t
possible, select the mode that¡¯s ideal for your experience.
71. You can enhance an AR experience using known imagery
in the user¡¯s environment to trigger the appearance of
virtual content.
72. Design and display the reference images to optimize
detection. Specify the physical size that you expect to find
those images in the user¡¯s environment.
73. Use detected imagery only as a frame of reference.
Virtual content placed on it may not stay in place because
changes to the position or orientation of detected imagery
are not tracked.
76. Avoid interruptions. Let users adjust virtual objects and
their settings in its context because device orientation and
position cannot be tracked when AR is inactive.
81. Cameras:
? Dual rear camera (for depth perception)
? Front camera with face-detection capabilities
82. Y Roll:?
Rotation around?
the Y-axis
Pitch:?
Rotation around?
the X-axis
X
Z
Yaw:?
Rotation around?
the Z-axis
MOTION DETECTION: FIRST 3 DEGREES
83. MOTION DETECTION: NEXT 3 DEGREES
Y
Heave:?
Movement parallel?
to the Y-axis
(up and down)
Sway:?
Movement parallel?
to the X-axis
(right and left)
X
Z
Surge:?
Movement parallel?
to the Z-axis
(back and forth)
85. +Y: Up
-Z: North
+Z: South
-X: West +X: East
Opposite gravity
-Y: Down
With gravity
Origin is device¡¯s?
location at start?
of AR session
GRAVITY- AND HEADING-BASED ALIGNMENT
86. 1. A point on the plane.
This can be any one of the
feature points identi?ed by
the mobile AR framework.
2. A vector normal (perpendicular)?
to the plane.?
For horizontal planes, this vector
is gravity, which mobile device
accelerometers can detect.
HOW MOBILE AR DETECTS HORIZONTAL PLANES
87. DETECTING VERTICAL PLANES IS TRICKIER
1. Finding a point on the plane is easy.
It¡¯s just like ?nding a feature point on a
horizontal surface.
2. Finding a vertical plane¡¯s normal is hard.
With vertical planes, we don¡¯t have a handy force
like gravity to rely on to ?nd the normal.
(Special bragging rights to the ?rst?
person who can answer this question:?
¡°Why can¡¯t we simply use a vector?
that¡¯s perpendicular to gravity?
as the normal for vertical surfaces?¡±)
92. IOS
Framework: ARKit
User system requirements:?
Any iDevice with an A9 processor or later?
(iPhone 6S or later; iPad Pro or 2017 iPad)
Development environment:?
Xcode IDE, ?
Swift or Objective-C programming language
96. AR DEVELOPMENT ON ANDROID
Framework: ARCore
User system requirements:?
Higher-end Android device from 2017 era?
(Google Pixel 2, Samsung Galaxy S9,?
and similar)
Development environment:?
Android Studio IDE,?
Kotlin or Java programming language
97. CROSS-PLATFORM AR DEVELOPMENT
Framework:
ARKit, with ARCore support coming soon
User system requirements:?
ARKit-compatible iOS device /?
ARCore-compatible Android device
Development environment:?
Unity IDE, C# programming language
98. WEB-BASED AR DEVELOPMENT
Framework:
JavaScript library that accesses ARKit and
ARCore
User system requirements:?
ARKit-compatible iOS device /?
ARCore-compatible Android device
Development environment:?
Your favorite JavaScript IDE,?
JavaScript programming language