Working on an open-source project captures the imagination. It taps straight into an emotional desire to make the world a better place. What an amazing, brave and inspiring idea! What a huge pool of energy and enthusiasm!?? All that energy and within moments a casual idea can turn into committed code and a feature - KAPPOW!
Dream or nightmare? How do we make sure that energetic, enthusiastic, intelligent, talented people direct their energy into applications, features and functions that people want to use?Who is this mythical end-user who bends to our will and is eager to invite all our fantastic features into their life? Are they a bug squished into the punch-card of our ideal development process or a valuable tool that will help us make applications that are loved by millions? We have to start thinking about target users. Who are they? What do they care about? How do we find out and how do we keep that central to our design and development processes? From Paper Cuts to UX Advocates what are they and why should you care about them.
*Please note that these slides were for a presentation so may make little sense without me be highly amusing and informative at the same time as you are looking at them.
UXPA2019 UX fundamentals for adapting science-based interfaces for non-techni...UXPA International
油
This presentation will discuss the challenges of adapting a water simulation interface, originally built to present technical information to experts, to new audiences that include high school students and rural populations of museum visitors. It will discuss the important verbal, visual, and interactive adaptation work required to convey accurate scientific data while building a meaningful user experience. It will also discuss some of the particular considerations (such as accuracy and amount of data) that need to be accommodated when scientific content is being made more accessible.
This document summarizes Session 3 of a web accessibility workshop. It discusses alternative input devices such as alternative keyboards, pointing devices, switches, and on-screen keyboards. It also covers other assistive technologies like braille embossers and displays, screen magnification software, text-to-speech programs, speech recognition, and word processors for individuals with disabilities. Examples and images are provided for many of the assistive technologies.
About a project for social-production of captions (sub-titles) and audio description to improve the accessibility of multimedia. A presentation at the Computers and Learning Research Group (CALRG) 2009 conference, the Institute of Educational Technology, The Open University in May 2009.
HMC Conference for Librarians at Aldenham School 12th November 2015nickdennisnrd
油
This document summarizes a presentation on using information and communication technologies (ICT) to enhance meaningful learning. It discusses constraints on current approaches and routines used in schools. It questions foundational assumptions and processes to explore alternatives. It suggests relaxing constraints and considering what would happen without habitual solutions. It asks about internal and external relationships relied on and whether current measures of success restrict future possibilities. The presentation aims to challenge traditional approaches and think critically about how to make constraints more beautiful and flexible for student learning.
Adam Morgan gave a presentation at DOTS 2015 about transforming limitations into possibilities. He discussed three key capabilities for doing so: asking propelling questions to reframe challenges, developing a "can if" mindset to find solutions, and thinking of resources abundantly to create value. Morgan argued that developing these skills can help organizations answer important questions from themselves and customers. He concluded by asking how companies can transform themselves to appeal to new generations of consumers and make the most of apparent constraints.
The most complicated aspect of large software projects is not the implementation, it is the real world domain that the software serves. Domain Driven Design is a vision and approach for dealing with highly complex domains that is based on making the domain itself the main focus of the project, and maintaining a software model that reflects a deep understanding of the domain. The vision was brought to the world by Eric Evans in his book "Domain Driven Design". Eric's work was based on 20 years of widely accepted best practices in the object community, as well as Eric's own insights. Domain Driven Design Quicklyis a short, quick-readable summary and introduction to the fundamentals of DDD. A special interview with Eric Evans on the state of Domain Driven Design is also included.
The Art Of Documentation for Open Source ProjectsBen Hall
油
Delivered at Kubecon US 2018 by Ben Hall. Watch the recording at https://www.youtube.com/embed/Yjxupg-NKnA
In this talk, Ben uses his expertise of building an Interactive Learning Platform to highlight The Art of Documentation. The aim of the talk is to help open source contributors understand how small changes to their documentation approach can have an enormous impact on how users get started.
Exploring and Integrating UX in Open Source Software Development Victoria Bondarchuk
油
際際滷s for my talk at ApacheCon 2016
https://apacheconeu2016.sched.org/event/8ULf/exploring-and-integrating-ux-in-open-source-software-development-victoria-bondarchuk-seoul-tech-society
The importance of introducing usability activities into free open source software development has been acknowledged in the research and by the community, yet FOSS products have been criticized for having little or no emphasis on usability. The decentralized and engineering-driven approach of open source projects can conflict with usability methodologies. We will review existing cases of UX design contribution to open source projects, discuss how designers can become part of the community and what engineers can do to improve usability of the software they build.
This document discusses the importance of focusing documentation on the end user. It emphasizes determining the user's goals, work environment, and information needs to provide the right information at the right time. It also stresses using videos and positioning information at the user's workstation. Finally, it encourages taking a user-centered approach to design and testing documentation to ensure usability.
My keynote talk at the 2007 IA Konferenz in Stuttgart, Germany, I argued we need to create fewer final designed artifacts and more tools to help everyone design. The audio can be downloaded from here: http://www.iavoice.com/2007/11/27/ia-konferenz-2007-keynote-english/
This document discusses open source software and its relevance to libraries. It provides an overview of open source, including definitions of open source and free software. It addresses common misconceptions about open source. The document outlines benefits of open source like collaboration, transparency, and cost savings. It discusses how open source is widely used in business, government, and education. Finally, it addresses how open source aligns with library values and how libraries can get involved with open source.
The document discusses the philosophies of free and open source software and education. It explains that free software allows users the four essential freedoms: to run the program for any purpose, study and modify the code, redistribute copies, and distribute modified versions. Open courseware makes educational content freely available online through sites like MIT OpenCourseWare and Creative Commons licensing. Free and open source software and education increase access and opportunity while benefiting both individuals and institutions.
This document is a dissertation written by Ashley Samways in 2015 exploring how digital technologies and the World Wide Web have impacted graphic design jobs and skills. It provides a history of the development of the Web from its origins in the early 1990s through advances in browsers, coding languages, and the growth of commercial websites. It examines how roles for graphic designers expanded with the rise of the digital economy and user expectations for engaging design online. Through interviews with designers, it also considers how workflows and skills have adapted to keep pace with new technologies and media.
The document summarizes research conducted by Teague into how it can utilize open source hardware communities within its product development process. The research explored the open source landscape, how companies and communities can work together, principles for designing for communities, and potential solution strategies for Teague. Key findings included identifying community needs and developing an initial concept for Teague to create a web presence and physical workshops ("Hacker Hauses") to engage with open source hardware communities.
The real value of open source: ROI and beyondJeffrey McGuire
油
The slides from my presentation, "The real value of open source: ROI and beyond" from LinuxWochen Austria and Drupal Business Days Vienna 2012. - jam | Jeffrey A. McGuire | Acquia Manager of Community Affairs | jam@acquia.com
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
From design specs to user stories (ProductCamp Boston 2016)ProductCamp Boston
油
More and more agile teams began to value good design, to the extend to actually hire in-house designers to be part of the team. However there is often an unspoken tension between the product manager and the designer: who get to define the user experience? An agile product manager is thinking in terms of user stories, which doesn't always align with the design specs. Vice versa. It eventually boils down to: How can design practices become an integral part of an agile team? Between PM and Design, there may be many disagreements on features and priority. But let's start with a common ground: solving the user pain. Eventually I stopped writing design specs, but to help the PM write better user stories. In this session I'd like to share practical lessons on Design/PM collaboration to bring the best out of both.
About Shanfan Huang
Drawing. Coding. Learning. Making. Exploring. Dancing. bio from Twitter
Shanfan Huang is a product designer at Pivotal Labs, an agile development consultancy that helps the clients transform their way of building software. She aspires to bring Lean UX practice into agile development teams.
The document discusses the emerging "big picture" of Web 2.0 from various perspectives. It summarizes that Web 2.0 is a phenomenon, not a technology, and is defined by active user participation and involvement. Examples of Web 2.0 technologies and design patterns are provided, as well as characteristics like scale, participation, customization and a power shift to users being in control. The future of mashups and long tail learning are also briefly discussed.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
New devices, changing standards and user expectations. As digital publishing continues to evolve, how can publishers make the most of the trends and technologies of today?
Presentation originally developed by Apex VP and Principal Consultant Bill Kasdorf for the benefit of an international institutional publishing office in 2014. Learn more at www.apexcovantage.com.
This document provides an introduction to human-computer interaction (HCI). It discusses key concepts in HCI like usability, user-centered design, and that systems should be designed from the user's perspective. Examples of usability guidelines provided include that interfaces should be intuitive for users and "disappear" during use. Resources on HCI like conferences, journals, and example books are also listed.
This document provides an introduction to contributing to open source projects without coding skills. It explains that open source includes free and open source software as well as open hardware, data, and content. The document outlines different ways to get involved with open source, such as using open source tools, attending conferences, and finding a project to contribute to by providing ideas, designs, plans, or other assistance that doesn't require coding.
This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points:
1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective.
2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing.
3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
The most complicated aspect of large software projects is not the implementation, it is the real world domain that the software serves. Domain Driven Design is a vision and approach for dealing with highly complex domains that is based on making the domain itself the main focus of the project, and maintaining a software model that reflects a deep understanding of the domain. The vision was brought to the world by Eric Evans in his book "Domain Driven Design". Eric's work was based on 20 years of widely accepted best practices in the object community, as well as Eric's own insights. Domain Driven Design Quicklyis a short, quick-readable summary and introduction to the fundamentals of DDD. A special interview with Eric Evans on the state of Domain Driven Design is also included.
The Art Of Documentation for Open Source ProjectsBen Hall
油
Delivered at Kubecon US 2018 by Ben Hall. Watch the recording at https://www.youtube.com/embed/Yjxupg-NKnA
In this talk, Ben uses his expertise of building an Interactive Learning Platform to highlight The Art of Documentation. The aim of the talk is to help open source contributors understand how small changes to their documentation approach can have an enormous impact on how users get started.
Exploring and Integrating UX in Open Source Software Development Victoria Bondarchuk
油
際際滷s for my talk at ApacheCon 2016
https://apacheconeu2016.sched.org/event/8ULf/exploring-and-integrating-ux-in-open-source-software-development-victoria-bondarchuk-seoul-tech-society
The importance of introducing usability activities into free open source software development has been acknowledged in the research and by the community, yet FOSS products have been criticized for having little or no emphasis on usability. The decentralized and engineering-driven approach of open source projects can conflict with usability methodologies. We will review existing cases of UX design contribution to open source projects, discuss how designers can become part of the community and what engineers can do to improve usability of the software they build.
This document discusses the importance of focusing documentation on the end user. It emphasizes determining the user's goals, work environment, and information needs to provide the right information at the right time. It also stresses using videos and positioning information at the user's workstation. Finally, it encourages taking a user-centered approach to design and testing documentation to ensure usability.
My keynote talk at the 2007 IA Konferenz in Stuttgart, Germany, I argued we need to create fewer final designed artifacts and more tools to help everyone design. The audio can be downloaded from here: http://www.iavoice.com/2007/11/27/ia-konferenz-2007-keynote-english/
This document discusses open source software and its relevance to libraries. It provides an overview of open source, including definitions of open source and free software. It addresses common misconceptions about open source. The document outlines benefits of open source like collaboration, transparency, and cost savings. It discusses how open source is widely used in business, government, and education. Finally, it addresses how open source aligns with library values and how libraries can get involved with open source.
The document discusses the philosophies of free and open source software and education. It explains that free software allows users the four essential freedoms: to run the program for any purpose, study and modify the code, redistribute copies, and distribute modified versions. Open courseware makes educational content freely available online through sites like MIT OpenCourseWare and Creative Commons licensing. Free and open source software and education increase access and opportunity while benefiting both individuals and institutions.
This document is a dissertation written by Ashley Samways in 2015 exploring how digital technologies and the World Wide Web have impacted graphic design jobs and skills. It provides a history of the development of the Web from its origins in the early 1990s through advances in browsers, coding languages, and the growth of commercial websites. It examines how roles for graphic designers expanded with the rise of the digital economy and user expectations for engaging design online. Through interviews with designers, it also considers how workflows and skills have adapted to keep pace with new technologies and media.
The document summarizes research conducted by Teague into how it can utilize open source hardware communities within its product development process. The research explored the open source landscape, how companies and communities can work together, principles for designing for communities, and potential solution strategies for Teague. Key findings included identifying community needs and developing an initial concept for Teague to create a web presence and physical workshops ("Hacker Hauses") to engage with open source hardware communities.
The real value of open source: ROI and beyondJeffrey McGuire
油
The slides from my presentation, "The real value of open source: ROI and beyond" from LinuxWochen Austria and Drupal Business Days Vienna 2012. - jam | Jeffrey A. McGuire | Acquia Manager of Community Affairs | jam@acquia.com
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
From design specs to user stories (ProductCamp Boston 2016)ProductCamp Boston
油
More and more agile teams began to value good design, to the extend to actually hire in-house designers to be part of the team. However there is often an unspoken tension between the product manager and the designer: who get to define the user experience? An agile product manager is thinking in terms of user stories, which doesn't always align with the design specs. Vice versa. It eventually boils down to: How can design practices become an integral part of an agile team? Between PM and Design, there may be many disagreements on features and priority. But let's start with a common ground: solving the user pain. Eventually I stopped writing design specs, but to help the PM write better user stories. In this session I'd like to share practical lessons on Design/PM collaboration to bring the best out of both.
About Shanfan Huang
Drawing. Coding. Learning. Making. Exploring. Dancing. bio from Twitter
Shanfan Huang is a product designer at Pivotal Labs, an agile development consultancy that helps the clients transform their way of building software. She aspires to bring Lean UX practice into agile development teams.
The document discusses the emerging "big picture" of Web 2.0 from various perspectives. It summarizes that Web 2.0 is a phenomenon, not a technology, and is defined by active user participation and involvement. Examples of Web 2.0 technologies and design patterns are provided, as well as characteristics like scale, participation, customization and a power shift to users being in control. The future of mashups and long tail learning are also briefly discussed.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
New devices, changing standards and user expectations. As digital publishing continues to evolve, how can publishers make the most of the trends and technologies of today?
Presentation originally developed by Apex VP and Principal Consultant Bill Kasdorf for the benefit of an international institutional publishing office in 2014. Learn more at www.apexcovantage.com.
This document provides an introduction to human-computer interaction (HCI). It discusses key concepts in HCI like usability, user-centered design, and that systems should be designed from the user's perspective. Examples of usability guidelines provided include that interfaces should be intuitive for users and "disappear" during use. Resources on HCI like conferences, journals, and example books are also listed.
This document provides an introduction to contributing to open source projects without coding skills. It explains that open source includes free and open source software as well as open hardware, data, and content. The document outlines different ways to get involved with open source, such as using open source tools, attending conferences, and finding a project to contribute to by providing ideas, designs, plans, or other assistance that doesn't require coding.
This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points:
1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective.
2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing.
3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
Designing Powerful Web Applications - MontereyDave Malouf
油
Kiss the end-user goodbye
1. Kiss the end-user goodbye curbing design by enthusiasm Ivanka Maji [email_address] www.canonical.com September 2010
2. Kiss the end-user goodbye This session Background Who am I and what have I got against the end-user Exercising constraint Who is this end-user? We need target users. We need to curb design by enthusiasm. Tools Research, Personas, paper cuts, UX advocates, communication. Limits. Freedom and responsibilities. Skipping, bicycles and vitamin habits.
5. Background Introductions Who am I? People. Design. Technology. Where am I? design.canonical.com Ivankamajic.com What do I do? Creative Strategy Lead, Canonical Design. Open-source. Ubuntu.
8. Making Linux Sexy: connecting with your end users Background Much more recent
9. For Linux, and open source, to achieve "total world domination," open source needs to follow Apple's lead and focus on interface design as much as infrastructure architecture. This session will address ways that open-source communities can keep the end-user in mind, without sacrificing ideals like freedom. Abstract
13. For Linux, and open source, to achieve "total world domination," open source needs to create GREAT* apps. This session will address ways that open-source communities can think about and work with their users to create GREAT apps; without sacrificing ideals like freedom. *Emphasis from comment by Matthew Spellman ( http://thoughtlounge.squarespace.com/ ) on Ginger Coons' ( http://adaptstudio.ca/ ) presentation at LGM Abstract
14. Background What I do http://www.flickr.com/photos/foxtongue/4381819572
23. Exercising constraint Do one thing and do it well Open-source and Unix "Doug McIlroy, the inventor of Unix pipes and one of the founders of the Unix tradition, summarized the philosophy as follows: This is the Unix philosophy: Write programs that do one thing and do it well. Write programs to work together. Write programs to handle text streams, because that is a universal interface. This is usually abridged to "Write programs that do one thing and do it well. http://en.wikipedia.org/wiki/Unix_philosophy
29. Exercising constraint Target users Personas and scenarios Be clear about who your target audience is. Get to know them. Really understand what they need. Understand the context of use and scenario for the product. Understand the context of use for the feature.
32. If you are unsure of any Brand Guidelines issues in your presentation please ask a member of the design team. Exercising constraint Goals. Users. Technology. Ivanka Majic Creative Strategy Lead Goals Be clear about what the project aims to achieve. Users Design for a specific target user. Know them. Understand the context of use and prioritise. Technology Build it well.
36. Let's take a moment to remember end-users for what they were. A very poor tool used to perpetuate discussion rather than make GREAT things. http://www.flickr.com/photos/to-steve/196143919/
40. How do we make sure engineers and designers are on the same page ? Understand Understand how we can create a bridge between designers and engineers in this context. UX Advocates Assign and support a mediator. A user-representative. An expert. Communicate Language. Tools. Behaviour.. More laughing.
43. Kiss the end-user goodbye Conclusions Design in open-source Open-source is more than technology. Design roles are being created and we going to have to work on new ways of collaborating. Design integrity Clarify your project goals and stay true to those. Be honest. Be clear. Know and understand your target audience. Tools Communicate. Work together.