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For all the attention given to design and UX in recent years, heres the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences weve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like feelings experiences and emotions these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit beliefabout what will create a great customer experience against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. Hell share a model adapted from game design 油that offers to balance theses kinds of art and science issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between little e experiences and the Big E experience. Walk away with a framework you can use to balance whats right for the business with whats right for the customer.
What is Lean UX? No really. Ive read some stuff about it and its great in theory but Im finding it hard to implement.
In a practical talk about how to apply the methodology, JD and JC will show you the tools and give you the inside story on how theyre using Lean UX in Westpac to kick goals. How do they test? How do they learn? How do they get the rest of the business to buy into their approach?
For all the attention given to design and UX in recent years, heres the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences weve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like feelings experiences and emotions these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit beliefabout what will create a great customer experience against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. Hell share a model adapted from game design 油that offers to balance theses kinds of art and science issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between little e experiences and the Big E experience. Walk away with a framework you can use to balance whats right for the business with whats right for the customer.
What is Lean UX? No really. Ive read some stuff about it and its great in theory but Im finding it hard to implement.
In a practical talk about how to apply the methodology, JD and JC will show you the tools and give you the inside story on how theyre using Lean UX in Westpac to kick goals. How do they test? How do they learn? How do they get the rest of the business to buy into their approach?