際際滷shows by User: shoobe01 / http://www.slideshare.net/images/logo.gif 際際滷shows by User: shoobe01 / Wed, 05 Jun 2019 12:36:22 GMT 際際滷Share feed for 際際滷shows by User: shoobe01 Mobile Usability and User Experience /slideshow/mobile-usability-and-user-experience/148920786 masterclass-hoober-gpec-190605123622
You cant just build a successful mobile app or website without first understanding how the user thinks and what they need from you. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. In this 3-hour Masterclass, we will discuss how to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. We will practice using existing, well-proven UX design tools and methods to understand users, and to design your mobile products to engage real people. Well wrap up by reviewing the actual products you are working on, to leverage what weve just learned to improve them even more. Presented as a workshop at GPeC 2019 in Bucharest. Hands on parts you have to do on your own, therefore. ]]>

You cant just build a successful mobile app or website without first understanding how the user thinks and what they need from you. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. In this 3-hour Masterclass, we will discuss how to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. We will practice using existing, well-proven UX design tools and methods to understand users, and to design your mobile products to engage real people. Well wrap up by reviewing the actual products you are working on, to leverage what weve just learned to improve them even more. Presented as a workshop at GPeC 2019 in Bucharest. Hands on parts you have to do on your own, therefore. ]]>
Wed, 05 Jun 2019 12:36:22 GMT /slideshow/mobile-usability-and-user-experience/148920786 shoobe01@slideshare.net(shoobe01) Mobile Usability and User Experience shoobe01 You cant just build a successful mobile app or website without first understanding how the user thinks and what they need from you. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. In this 3-hour Masterclass, we will discuss how to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. We will practice using existing, well-proven UX design tools and methods to understand users, and to design your mobile products to engage real people. Well wrap up by reviewing the actual products you are working on, to leverage what weve just learned to improve them even more. Presented as a workshop at GPeC 2019 in Bucharest. Hands on parts you have to do on your own, therefore. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/masterclass-hoober-gpec-190605123622-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> You cant just build a successful mobile app or website without first understanding how the user thinks and what they need from you. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. In this 3-hour Masterclass, we will discuss how to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. We will practice using existing, well-proven UX design tools and methods to understand users, and to design your mobile products to engage real people. Well wrap up by reviewing the actual products you are working on, to leverage what weve just learned to improve them even more. Presented as a workshop at GPeC 2019 in Bucharest. Hands on parts you have to do on your own, therefore.
Mobile Usability and User Experience from Steven Hoober
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1, 2, 3 for Better Mobile Design /slideshow/1-2-3-for-better-mobile-design-148920608/148920608 123-hoober-gpec-190605123242
Its okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily. Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design. In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website. Presented at GPeC 2019 in Bucharest]]>

Its okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily. Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design. In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website. Presented at GPeC 2019 in Bucharest]]>
Wed, 05 Jun 2019 12:32:42 GMT /slideshow/1-2-3-for-better-mobile-design-148920608/148920608 shoobe01@slideshare.net(shoobe01) 1, 2, 3 for Better Mobile Design shoobe01 Its okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily. Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design. In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website. Presented at GPeC 2019 in Bucharest <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/123-hoober-gpec-190605123242-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Its okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily. Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design. In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website. Presented at GPeC 2019 in Bucharest
1, 2, 3 for Better Mobile Design from Steven Hoober
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1, 2, 3 for Better Mobile Design /shoobe01/1-2-3-for-better-mobile-design 123-hoober-mtc-180913075259
It's okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better. Presented at Mobile Trends Conference 2018, Krakow Poland]]>

It's okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better. Presented at Mobile Trends Conference 2018, Krakow Poland]]>
Thu, 13 Sep 2018 07:52:59 GMT /shoobe01/1-2-3-for-better-mobile-design shoobe01@slideshare.net(shoobe01) 1, 2, 3 for Better Mobile Design shoobe01 It's okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better. Presented at Mobile Trends Conference 2018, Krakow Poland <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/123-hoober-mtc-180913075259-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> It&#39;s okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better. Presented at Mobile Trends Conference 2018, Krakow Poland
1, 2, 3 for Better Mobile Design from Steven Hoober
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UX for Mobile with Steven Hoober at Pointworks Academy /slideshow/ux-for-mobile-with-steven-hoober-at-pointworks-academy/72306781 ux-for-mobile-170218162829
If you work on a team without sufficient time or resources and need to do design thinking outside your official role yourself, this workshop can help. There are roles in the workshop for product owners, information architects, interaction designers, content managers, UI/visual designers and developers. In this course, youll discover: The way digital products really work; layering, the stack and back Proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies A brief history of design; how Swiss Modernism is what we mean by flat today Designing by zones; touch accuracy and touch preference regions are not what you think How to conquer Blank Page Syndrome by designing interfaces using mobile OS navigation patterns The overlap between technology and use, including how people use different devices in different contexts at different times of the day Design considerations unique to mobile, including features and sensors that arent available on desktop applications Problems of poor connectivity, and how to plan for them; its not just airplane mode How to create task flows that account for the user and the system all as one]]>

If you work on a team without sufficient time or resources and need to do design thinking outside your official role yourself, this workshop can help. There are roles in the workshop for product owners, information architects, interaction designers, content managers, UI/visual designers and developers. In this course, youll discover: The way digital products really work; layering, the stack and back Proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies A brief history of design; how Swiss Modernism is what we mean by flat today Designing by zones; touch accuracy and touch preference regions are not what you think How to conquer Blank Page Syndrome by designing interfaces using mobile OS navigation patterns The overlap between technology and use, including how people use different devices in different contexts at different times of the day Design considerations unique to mobile, including features and sensors that arent available on desktop applications Problems of poor connectivity, and how to plan for them; its not just airplane mode How to create task flows that account for the user and the system all as one]]>
Sat, 18 Feb 2017 16:28:29 GMT /slideshow/ux-for-mobile-with-steven-hoober-at-pointworks-academy/72306781 shoobe01@slideshare.net(shoobe01) UX for Mobile with Steven Hoober at Pointworks Academy shoobe01 If you work on a team without sufficient time or resources and need to do design thinking outside your official role yourself, this workshop can help. There are roles in the workshop for product owners, information architects, interaction designers, content managers, UI/visual designers and developers. In this course, youll discover: The way digital products really work; layering, the stack and back Proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies A brief history of design; how Swiss Modernism is what we mean by flat today Designing by zones; touch accuracy and touch preference regions are not what you think How to conquer Blank Page Syndrome by designing interfaces using mobile OS navigation patterns The overlap between technology and use, including how people use different devices in different contexts at different times of the day Design considerations unique to mobile, including features and sensors that arent available on desktop applications Problems of poor connectivity, and how to plan for them; its not just airplane mode How to create task flows that account for the user and the system all as one <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/ux-for-mobile-170218162829-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> If you work on a team without sufficient time or resources and need to do design thinking outside your official role yourself, this workshop can help. There are roles in the workshop for product owners, information architects, interaction designers, content managers, UI/visual designers and developers. In this course, youll discover: The way digital products really work; layering, the stack and back Proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies A brief history of design; how Swiss Modernism is what we mean by flat today Designing by zones; touch accuracy and touch preference regions are not what you think How to conquer Blank Page Syndrome by designing interfaces using mobile OS navigation patterns The overlap between technology and use, including how people use different devices in different contexts at different times of the day Design considerations unique to mobile, including features and sensors that arent available on desktop applications Problems of poor connectivity, and how to plan for them; its not just airplane mode How to create task flows that account for the user and the system all as one
UX for Mobile with Steven Hoober at Pointworks Academy from Steven Hoober
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Designing Ecosystems, Not Just Apps /slideshow/designing-ecosystems-not-just-apps-69567854/69567854 designingecosystems-ufcn-161127155105
Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, your connected city, home and wearable devices give us an excuse to think specifically about the use and technology to make it work best. This session will discuss and demonstrate how to use proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies. Participants will work as teams to create new product ideas, and develop them into workable services by using technology and considering the user, their needs, and their environment. Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016.]]>

Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, your connected city, home and wearable devices give us an excuse to think specifically about the use and technology to make it work best. This session will discuss and demonstrate how to use proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies. Participants will work as teams to create new product ideas, and develop them into workable services by using technology and considering the user, their needs, and their environment. Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016.]]>
Sun, 27 Nov 2016 15:51:05 GMT /slideshow/designing-ecosystems-not-just-apps-69567854/69567854 shoobe01@slideshare.net(shoobe01) Designing Ecosystems, Not Just Apps shoobe01 Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, your connected city, home and wearable devices give us an excuse to think specifically about the use and technology to make it work best. This session will discuss and demonstrate how to use proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies. Participants will work as teams to create new product ideas, and develop them into workable services by using technology and considering the user, their needs, and their environment. Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/designingecosystems-ufcn-161127155105-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, your connected city, home and wearable devices give us an excuse to think specifically about the use and technology to make it work best. This session will discuss and demonstrate how to use proven UX design tools to get to the new needs of users, and how to think about exploiting new technologies. Participants will work as teams to create new product ideas, and develop them into workable services by using technology and considering the user, their needs, and their environment. Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016.
Designing Ecosystems, Not Just Apps from Steven Hoober
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Flatly Authentic Digital Design /slideshow/flatly-authentic-digital-design/69566368 flat-ufcn-s-161127142757
Todays world is full of open, and airy, beautiful, tediously identical, and unusable designs. Trends shouldnt be taken too far, and we can easily make modern interfaces that work. But being authentically digital doesnt just mean removing gradients and woodgrains. In this workshop well discuss principles, define how to make interfaces that work for real people in the real world, and redesign design your website, mobile app or other interface how people expect their various devices to work for them. Presented at UXPA-China UserFriendly 2016 in Suzhou, 19 November 2016. ]]>

Todays world is full of open, and airy, beautiful, tediously identical, and unusable designs. Trends shouldnt be taken too far, and we can easily make modern interfaces that work. But being authentically digital doesnt just mean removing gradients and woodgrains. In this workshop well discuss principles, define how to make interfaces that work for real people in the real world, and redesign design your website, mobile app or other interface how people expect their various devices to work for them. Presented at UXPA-China UserFriendly 2016 in Suzhou, 19 November 2016. ]]>
Sun, 27 Nov 2016 14:27:57 GMT /slideshow/flatly-authentic-digital-design/69566368 shoobe01@slideshare.net(shoobe01) Flatly Authentic Digital Design shoobe01 Todays world is full of open, and airy, beautiful, tediously identical, and unusable designs. Trends shouldnt be taken too far, and we can easily make modern interfaces that work. But being authentically digital doesnt just mean removing gradients and woodgrains. In this workshop well discuss principles, define how to make interfaces that work for real people in the real world, and redesign design your website, mobile app or other interface how people expect their various devices to work for them. Presented at UXPA-China UserFriendly 2016 in Suzhou, 19 November 2016. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/flat-ufcn-s-161127142757-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Todays world is full of open, and airy, beautiful, tediously identical, and unusable designs. Trends shouldnt be taken too far, and we can easily make modern interfaces that work. But being authentically digital doesnt just mean removing gradients and woodgrains. In this workshop well discuss principles, define how to make interfaces that work for real people in the real world, and redesign design your website, mobile app or other interface how people expect their various devices to work for them. Presented at UXPA-China UserFriendly 2016 in Suzhou, 19 November 2016.
Flatly Authentic Digital Design from Steven Hoober
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Phones Arent Flat: Designing for People, Data & Ecosystems /slideshow/phones-arent-flat-designing-for-people-data-ecosystems/49667465 flat-stc-s-150622025313-lva1-app6892
A session at Society for Technical Communication (STC) Summit 2015 Tuesday 23rd June, 2015 9:45am to 10:30am We like to think phones are flat slabs of glass our users touch, but it's not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We'll discuss how to use technology to build products and servicesnot just apps and websitesfor your business and users. We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on.]]>

A session at Society for Technical Communication (STC) Summit 2015 Tuesday 23rd June, 2015 9:45am to 10:30am We like to think phones are flat slabs of glass our users touch, but it's not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We'll discuss how to use technology to build products and servicesnot just apps and websitesfor your business and users. We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on.]]>
Mon, 22 Jun 2015 02:53:13 GMT /slideshow/phones-arent-flat-designing-for-people-data-ecosystems/49667465 shoobe01@slideshare.net(shoobe01) Phones Arent Flat: Designing for People, Data & Ecosystems shoobe01 A session at Society for Technical Communication (STC) Summit 2015 Tuesday 23rd June, 2015 9:45am to 10:30am We like to think phones are flat slabs of glass our users touch, but it's not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We'll discuss how to use technology to build products and servicesnot just apps and websitesfor your business and users. We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/flat-stc-s-150622025313-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A session at Society for Technical Communication (STC) Summit 2015 Tuesday 23rd June, 2015 9:45am to 10:30am We like to think phones are flat slabs of glass our users touch, but it&#39;s not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We&#39;ll discuss how to use technology to build products and servicesnot just apps and websitesfor your business and users. We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on.
Phones Arent Flat: Designing for People, Data & Ecosystems from Steven Hoober
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Designing Ecosystems, Not Just Apps /slideshow/designing-ecosystems-not-just-apps/46196482 designingecosystems-150323193302-conversion-gate01
Presented at MoDevUX on 23 March 2015 Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises.]]>

Presented at MoDevUX on 23 March 2015 Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises.]]>
Mon, 23 Mar 2015 19:33:02 GMT /slideshow/designing-ecosystems-not-just-apps/46196482 shoobe01@slideshare.net(shoobe01) Designing Ecosystems, Not Just Apps shoobe01 Presented at MoDevUX on 23 March 2015 Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/designingecosystems-150323193302-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at MoDevUX on 23 March 2015 Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users. In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises.
Designing Ecosystems, Not Just Apps from Steven Hoober
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Fingers, Thumbs & People - 15 minute version /slideshow/fingers-thumbs-people-15-minute-version/45839635 fingerstouchpeople-short-s-150314172651-conversion-gate01
Presented at SXSW 2015. See other presentations and 4ourth.com/Touch for a more full description of all the data and issues covered here]]>

Presented at SXSW 2015. See other presentations and 4ourth.com/Touch for a more full description of all the data and issues covered here]]>
Sat, 14 Mar 2015 17:26:51 GMT /slideshow/fingers-thumbs-people-15-minute-version/45839635 shoobe01@slideshare.net(shoobe01) Fingers, Thumbs & People - 15 minute version shoobe01 Presented at SXSW 2015. See other presentations and 4ourth.com/Touch for a more full description of all the data and issues covered here <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/fingerstouchpeople-short-s-150314172651-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at SXSW 2015. See other presentations and 4ourth.com/Touch for a more full description of all the data and issues covered here
Fingers, Thumbs & People - 15 minute version from Steven Hoober
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Design for Fingers, Touch & People: How People Really Hold and Touch Their Mobile Devices /slideshow/30min-fingers-touchpeoples/35000032 30min-fingerstouchpeople-s-140522081720-phpapp02
For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow. ]]>

For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow. ]]>
Thu, 22 May 2014 08:17:19 GMT /slideshow/30min-fingers-touchpeoples/35000032 shoobe01@slideshare.net(shoobe01) Fingers, Thumbs & People: Designing for the way your users really hold鐃 and touch their phones and tablets shoobe01 For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/30min-fingerstouchpeople-s-140522081720-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It&#39;s time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Fingers, Thumbs & People: Designing for the way your users really hold and touch their phones and tablets from Steven Hoober
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API First: Creating ecosystems instead of products /slideshow/api-first18may2014/34851054 api-first-18may2014-140519071739-phpapp02
Workshop presented at MoDevUX in the DC suburbs, 19 May 2014]]>

Workshop presented at MoDevUX in the DC suburbs, 19 May 2014]]>
Mon, 19 May 2014 07:17:39 GMT /slideshow/api-first18may2014/34851054 shoobe01@slideshare.net(shoobe01) API First: Creating ecosystems instead of products shoobe01 Workshop presented at MoDevUX in the DC suburbs, 19 May 2014 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/api-first-18may2014-140519071739-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Workshop presented at MoDevUX in the DC suburbs, 19 May 2014
API First: Creating ecosystems instead of products from Steven Hoober
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Physical, Digital, Human: Designing Experiences for Mobile and the Internet of Things /slideshow/physical-digitalhuman/33174782 physical-digital-human-140405194341-phpapp01
Part of a workshop (you really had to be there) at TechJobsLA on 5 April 2014. ]]>

Part of a workshop (you really had to be there) at TechJobsLA on 5 April 2014. ]]>
Sat, 05 Apr 2014 19:43:41 GMT /slideshow/physical-digitalhuman/33174782 shoobe01@slideshare.net(shoobe01) Physical, Digital, Human: Designing Experiences for Mobile and the Internet of Things shoobe01 Part of a workshop (you really had to be there) at TechJobsLA on 5 April 2014. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/physical-digital-human-140405194341-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Part of a workshop (you really had to be there) at TechJobsLA on 5 April 2014.
Physical, Digital, Human: Designing Experiences for Mobile and the Internet of Things from Steven Hoober
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How People Really Hold and Touch (their Phones) /slideshow/40min-how-peopleholdtouchconveys-30874671/30874671 40min-howpeopleholdtouch-convey-s-140205190504-phpapp02
For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Presented at ConveyUX in Seattle, 7 Feb 2014 For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow. ]]>

For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Presented at ConveyUX in Seattle, 7 Feb 2014 For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow. ]]>
Wed, 05 Feb 2014 19:05:04 GMT /slideshow/40min-how-peopleholdtouchconveys-30874671/30874671 shoobe01@slideshare.net(shoobe01) How People Really Hold and Touch (their Phones) shoobe01 For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Presented at ConveyUX in Seattle, 7 Feb 2014 For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/40min-howpeopleholdtouch-convey-s-140205190504-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid Presented at ConveyUX in Seattle, 7 Feb 2014 For the newest version of this presentation, always go to: 4ourth.com/tppt For the latest video version, see: 4ourth.com/tvid We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It&#39;s time to re-evaluate what we think we know. Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
How People Really Hold and Touch (their Phones) from Steven Hoober
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Tools for Mobile UX Design /slideshow/tools-for-mobile-ux-design/30874610 90min-toolsformobileuxdesign-s-140205190221-phpapp01
Presented at ConveyUX in Seattle, 7 Feb 2014 There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems? In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform. You will learn: - How to consider scale, and really understand portability and touch. - Design with adaptive and responsive needs in mind. - Specifying design, so UX speaks the language of implementation. - Service and systems design techniques. - Quick techniques to assure that your designs will work in context.]]>

Presented at ConveyUX in Seattle, 7 Feb 2014 There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems? In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform. You will learn: - How to consider scale, and really understand portability and touch. - Design with adaptive and responsive needs in mind. - Specifying design, so UX speaks the language of implementation. - Service and systems design techniques. - Quick techniques to assure that your designs will work in context.]]>
Wed, 05 Feb 2014 19:02:21 GMT /slideshow/tools-for-mobile-ux-design/30874610 shoobe01@slideshare.net(shoobe01) Tools for Mobile UX Design shoobe01 Presented at ConveyUX in Seattle, 7 Feb 2014 There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems? In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform. You will learn: - How to consider scale, and really understand portability and touch. - Design with adaptive and responsive needs in mind. - Specifying design, so UX speaks the language of implementation. - Service and systems design techniques. - Quick techniques to assure that your designs will work in context. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/90min-toolsformobileuxdesign-s-140205190221-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at ConveyUX in Seattle, 7 Feb 2014 There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems? In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform. You will learn: - How to consider scale, and really understand portability and touch. - Design with adaptive and responsive needs in mind. - Specifying design, so UX speaks the language of implementation. - Service and systems design techniques. - Quick techniques to assure that your designs will work in context.
Tools for Mobile UX Design from Steven Hoober
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Getting Good UX Into Mobile /slideshow/getting-good-ux-into-mobile/30083337 gooduxintomobile-30min-140116050240-phpapp01
Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014 Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.]]>

Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014 Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.]]>
Thu, 16 Jan 2014 05:02:40 GMT /slideshow/getting-good-ux-into-mobile/30083337 shoobe01@slideshare.net(shoobe01) Getting Good UX Into Mobile shoobe01 Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014 Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gooduxintomobile-30min-140116050240-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014 Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.
Getting Good UX Into Mobile from Steven Hoober
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Entrepreneurial User Experience: Improving your products on a shoestring /slideshow/entrepreneurial-ux/29819300 entrepreneurialux-140108153319-phpapp02
Presented 6 & 8 January, 2013 at Kauffman Labs, Kansas City, Missouri Many big, successful companies hire User Experience experts to help analyze and design the system from the user's point of view, and assure their users can use their digital products. But assuming you can't hire one of those yet, Steven Hoober will teach you a little about how to embed the principles of UX into everything you do, every day, and how to improve tasks you are already doing to better guarantee the right outcomes. There will be a focus on mobile and multi-channel experiences, but the principles willapply to any digital platform. Whether you are trying to just improve the website for your product, or create an all-new, all-digital experience, come and bring your whole team to put these principles into practice. Jan 6th, 6pm-8pm What is UX, why it's not just colors and fonts, and why designing for experience matters. Understanding your audience, their goals, and yours. Ecosystem design. A website is not a digital strategy: finding what your experience strategy is. Jan 8th, 6pm-8pm Formalizing baseline analysis with heuristic evaluations. Tactics for discount usability testing in a multi-device world. What you should bring: Paper Ticket for the class Something to work on. I will provide you with a fake project for the exercises, but if you are willing to let others see your idea, or some subset or faked version of it, then go ahead. Your whole team. We will mix and match and you can meet new people, but bring everyone in your company or department if they have the time. If you want, your actual team can be a workshop team so you get used to the tactics being taught. ]]>

Presented 6 & 8 January, 2013 at Kauffman Labs, Kansas City, Missouri Many big, successful companies hire User Experience experts to help analyze and design the system from the user's point of view, and assure their users can use their digital products. But assuming you can't hire one of those yet, Steven Hoober will teach you a little about how to embed the principles of UX into everything you do, every day, and how to improve tasks you are already doing to better guarantee the right outcomes. There will be a focus on mobile and multi-channel experiences, but the principles willapply to any digital platform. Whether you are trying to just improve the website for your product, or create an all-new, all-digital experience, come and bring your whole team to put these principles into practice. Jan 6th, 6pm-8pm What is UX, why it's not just colors and fonts, and why designing for experience matters. Understanding your audience, their goals, and yours. Ecosystem design. A website is not a digital strategy: finding what your experience strategy is. Jan 8th, 6pm-8pm Formalizing baseline analysis with heuristic evaluations. Tactics for discount usability testing in a multi-device world. What you should bring: Paper Ticket for the class Something to work on. I will provide you with a fake project for the exercises, but if you are willing to let others see your idea, or some subset or faked version of it, then go ahead. Your whole team. We will mix and match and you can meet new people, but bring everyone in your company or department if they have the time. If you want, your actual team can be a workshop team so you get used to the tactics being taught. ]]>
Wed, 08 Jan 2014 15:33:19 GMT /slideshow/entrepreneurial-ux/29819300 shoobe01@slideshare.net(shoobe01) Entrepreneurial User Experience: Improving your products on a shoestring shoobe01 Presented 6 & 8 January, 2013 at Kauffman Labs, Kansas City, Missouri Many big, successful companies hire User Experience experts to help analyze and design the system from the user's point of view, and assure their users can use their digital products. But assuming you can't hire one of those yet, Steven Hoober will teach you a little about how to embed the principles of UX into everything you do, every day, and how to improve tasks you are already doing to better guarantee the right outcomes. There will be a focus on mobile and multi-channel experiences, but the principles willapply to any digital platform. Whether you are trying to just improve the website for your product, or create an all-new, all-digital experience, come and bring your whole team to put these principles into practice. Jan 6th, 6pm-8pm What is UX, why it's not just colors and fonts, and why designing for experience matters. Understanding your audience, their goals, and yours. Ecosystem design. A website is not a digital strategy: finding what your experience strategy is. Jan 8th, 6pm-8pm Formalizing baseline analysis with heuristic evaluations. Tactics for discount usability testing in a multi-device world. What you should bring: Paper Ticket for the class Something to work on. I will provide you with a fake project for the exercises, but if you are willing to let others see your idea, or some subset or faked version of it, then go ahead. Your whole team. We will mix and match and you can meet new people, but bring everyone in your company or department if they have the time. If you want, your actual team can be a workshop team so you get used to the tactics being taught. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/entrepreneurialux-140108153319-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented 6 &amp; 8 January, 2013 at Kauffman Labs, Kansas City, Missouri Many big, successful companies hire User Experience experts to help analyze and design the system from the user&#39;s point of view, and assure their users can use their digital products. But assuming you can&#39;t hire one of those yet, Steven Hoober will teach you a little about how to embed the principles of UX into everything you do, every day, and how to improve tasks you are already doing to better guarantee the right outcomes. There will be a focus on mobile and multi-channel experiences, but the principles willapply to any digital platform. Whether you are trying to just improve the website for your product, or create an all-new, all-digital experience, come and bring your whole team to put these principles into practice. Jan 6th, 6pm-8pm What is UX, why it&#39;s not just colors and fonts, and why designing for experience matters. Understanding your audience, their goals, and yours. Ecosystem design. A website is not a digital strategy: finding what your experience strategy is. Jan 8th, 6pm-8pm Formalizing baseline analysis with heuristic evaluations. Tactics for discount usability testing in a multi-device world. What you should bring: Paper Ticket for the class Something to work on. I will provide you with a fake project for the exercises, but if you are willing to let others see your idea, or some subset or faked version of it, then go ahead. Your whole team. We will mix and match and you can meet new people, but bring everyone in your company or department if they have the time. If you want, your actual team can be a workshop team so you get used to the tactics being taught.
Entrepreneurial User Experience: Improving your products on a shoestring from Steven Hoober
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Design for Fingers, Thumbs & People /slideshow/fingers-thumbs-and-people-s/29154735 fingersthumbsandpeople-s-131212132241-phpapp02
Presented 12 December 2013 at MoDevEast13 We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today.]]>

Presented 12 December 2013 at MoDevEast13 We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today.]]>
Thu, 12 Dec 2013 13:22:41 GMT /slideshow/fingers-thumbs-and-people-s/29154735 shoobe01@slideshare.net(shoobe01) Design for Fingers, Thumbs & People shoobe01 Presented 12 December 2013 at MoDevEast13 We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know. Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/fingersthumbsandpeople-s-131212132241-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented 12 December 2013 at MoDevEast13 We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries. But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It&#39;s time to re-evaluate what we think we know. Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today.
Design for Fingers, Thumbs & People from Steven Hoober
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Mobile Design: Adding Mobile to Your Learning Ecosystem /slideshow/mobile-design-adding-mobile-to-your-learning-ecosystem/27496077 mobiledesign-devlearn2013-s-131023111055-phpapp02
Presented at DevLearn 2013, 24 October 2013, Las Vegas Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And its a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.]]>

Presented at DevLearn 2013, 24 October 2013, Las Vegas Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And its a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.]]>
Wed, 23 Oct 2013 11:10:55 GMT /slideshow/mobile-design-adding-mobile-to-your-learning-ecosystem/27496077 shoobe01@slideshare.net(shoobe01) Mobile Design: Adding Mobile to Your Learning Ecosystem shoobe01 Presented at DevLearn 2013, 24 October 2013, Las Vegas Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And its a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mobiledesign-devlearn2013-s-131023111055-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at DevLearn 2013, 24 October 2013, Las Vegas Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And its a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.
Mobile Design: Adding Mobile to Your Learning Ecosystem from Steven Hoober
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How People Really Hold & Touch (their phones) /slideshow/touchhold-m-learncons/23216081 touchhold-mlearncon-s-130619210508-phpapp01
Despite decades of research and years of carrying a touchscreen mobile handset around, theres a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch. Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. Youll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices.]]>

Despite decades of research and years of carrying a touchscreen mobile handset around, theres a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch. Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. Youll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices.]]>
Wed, 19 Jun 2013 21:05:07 GMT /slideshow/touchhold-m-learncons/23216081 shoobe01@slideshare.net(shoobe01) How People Really Hold & Touch (their phones) shoobe01 Despite decades of research and years of carrying a touchscreen mobile handset around, theres a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch. Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. Youll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/touchhold-mlearncon-s-130619210508-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Despite decades of research and years of carrying a touchscreen mobile handset around, theres a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch. Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. Youll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices.
How People Really Hold & Touch (their phones) from Steven Hoober
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The Trouble with All Those Boxes: Designing for Ecosystems Instead of Screens /slideshow/boxes-m-learncon2013s/23210135 boxes-mlearncon2013-s-130619165317-phpapp01
The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so. During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. Youll learn principles and tactics for building multi-user, multi-platform experiences and youll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms. In this session, you will learn: How to recognize and avoid pitfalls in your project development, UX design, and development practices To design your digital products as universal, extensible services and ecosystems The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur How to branch design to address platform-specific features, capabilities, and expectations]]>

The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so. During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. Youll learn principles and tactics for building multi-user, multi-platform experiences and youll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms. In this session, you will learn: How to recognize and avoid pitfalls in your project development, UX design, and development practices To design your digital products as universal, extensible services and ecosystems The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur How to branch design to address platform-specific features, capabilities, and expectations]]>
Wed, 19 Jun 2013 16:53:17 GMT /slideshow/boxes-m-learncon2013s/23210135 shoobe01@slideshare.net(shoobe01) The Trouble with All Those Boxes: Designing for Ecosystems Instead of Screens shoobe01 The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so. During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. Youll learn principles and tactics for building multi-user, multi-platform experiences and youll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms. In this session, you will learn: How to recognize and avoid pitfalls in your project development, UX design, and development practices To design your digital products as universal, extensible services and ecosystems The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur How to branch design to address platform-specific features, capabilities, and expectations <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/boxes-mlearncon2013-s-130619165317-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The desktop web has all but ruined the practice of interaction design and information architecture by the assumptions about technology and user attention, and a rigid adherence to page-based design. Mobile is different and is exposing these problems more than any other digital system. We cannot gloss over bad design anymore because it can make or break your whole organization. Many organizations, even if they address the design or user experience head on, are built to work on the desktop Web so they are having trouble really embracing mobile at the tactical level, even if their leaders set goals and objectives to do so. During this session, participants will discuss the pitfalls and fallacies of designing for mobile and multi-platforms. Youll learn principles and tactics for building multi-user, multi-platform experiences and youll learn by attempting to improve an example project. This will give guidelines for how to meet user goals, needs, and expectations in all your platforms. In this session, you will learn: How to recognize and avoid pitfalls in your project development, UX design, and development practices To design your digital products as universal, extensible services and ecosystems The principles of resilience design, and how to design robust systems that function and satisfy even when mistakes occur How to branch design to address platform-specific features, capabilities, and expectations
The Trouble with All Those Boxes: Designing for Ecosystems Instead of Screens from Steven Hoober
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https://cdn.slidesharecdn.com/profile-photo-shoobe01-48x48.jpg?cb=1578534351 Steven Hoober wrote the book on mobile design patterns, and is best known for his ongoing research into how people really use touchscreen phones and tablets. He is a reformed unicorn who has been a DBA and a FED but has focused on designing for mobile and multi-channel products since 1999, designing the first Google mobile search, the first mobile app store (for Sprint), mobile browsers including parts of the Samsung one you might be using right now, websites like Weather.com and Lowe's home improvement, and apps for companies like Hallmark, US Bank and Cummins diesel. www.4ourth.com https://cdn.slidesharecdn.com/ss_thumbnails/masterclass-hoober-gpec-190605123622-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/mobile-usability-and-user-experience/148920786 Mobile Usability and U... https://cdn.slidesharecdn.com/ss_thumbnails/123-hoober-gpec-190605123242-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/1-2-3-for-better-mobile-design-148920608/148920608 1, 2, 3 for Better Mob... https://cdn.slidesharecdn.com/ss_thumbnails/123-hoober-mtc-180913075259-thumbnail.jpg?width=320&height=320&fit=bounds shoobe01/1-2-3-for-better-mobile-design 1, 2, 3 for Better Mob...