Write awesome personalized donor thank you emails using GlobalGiving and Face...Marc Maxson / GlobalGiving
The document provides tips for non-profits to build relationships with donors and raise funds through GlobalGiving challenges. It recommends identifying supporters within your network who know your organization and can advocate for it. It also suggests assigning contacts for staff to reach out to personally via email, phone or social media. The goal is to attract at least $4,000 from 50 donors within 30 days to be successful in the Open Challenges held every three months.
Practical Product Innovation - Sydney CTO SummitMike Biggs GAICD
Today, constant innovation defines our marketplace. Businesses must respond to customer expectations for better digital experiences. How do leading organisations launch successful new products and respond rapidly to external change? How do they move beyond the simple need to innovate to actively practicing innovation every day?
We will share proven techniques and approaches to product innovation, from co-creation with customers, to workplace 'hack days'. We will show how collaborative design can speed your product to market using stories from the trenches of product delivery.
Presented By Mike Biggs and Ian Kelsall
Paper to prototype, or.... How I learned to stop worrying and love ScienceChris McQueen
Post it to prototype, or.... How I learned to stop worrying and love Science.
Findings from a personal struggle with my "designer" identity.
Part 1: Why think like a scientist? Includes a short story…
Part 2: A science/design project.
Design Thinking in Praxis - Future of Digital Festival- General Assembly with...Mike Biggs GAICD
#futureofdigital
Key themes:
#1 We must kill digital strategy, in fact kill digital all together, and eat the organisation.
#2 We're all running I.T. businesses now, so how do we make sense of the infinite possibilities?
#3 Design Thinking is one approach to designing at the level of abstraction required to manage the I.T. business.
Open Source Thinking Tools in Digital Product Design- VIBE WIRE Mike Biggs GAICD
This is the core presentation for the Workshop I ran at Vibewire on 13th August 2013.
Additional resources and some artifacts generated on the night have been included in the uploaded version here.
If you're interested in Thinking tools, Open Source, Design thinking, and or Running your own 'Design Studio' then you should definitely take a look.
The document discusses building low-fidelity wireframes. It recommends starting with wireframes that are lower fidelity to focus on the customer experience without visual design details. The document also recommends building wireframes from the "inside out", prioritizing the most important screens and elements first based on customer usage and critical functionality. It provides an example of wireframing the destination entry area first for a ride-hailing app since that is central to the app's purpose. The goal of wireframes is to communicate and clarify the customer journey through a product in its early stages.
Blog-based courses in higher education: experience from Tallinn UniversityHans Põldoja
The document discusses blog-based courses in higher education from Tallinn University. It describes the course format which uses a course blog, learner blogs, and other social media tools. It also discusses challenges like coordinating activities and feedback. Assignments are done through blog posts. Different learning paths and badges are used to recognize skills and knowledge. Open badges and comments are utilized for feedback and assessment. Benefits include supporting collaboration while challenges involve community creation and content design. Example data from one course included 15 learners, 162 blog posts, and 239 comments. Related publications on the topic are also listed.
How do you map your business model and business plan at the same time? BID Canvas visually maps the existing and future state of your business that can be viewed in a glance.
This document discusses the benefits and uses of sketching in user experience (UX) design. It notes that sketching is popular in the UX field and there are many resources available, both online and in software/books. Sketching is typically used early in the design process for discovery, idea generation and exploring scenarios. The document emphasizes that sketching is about idea generation and problem solving rather than visual perfection. It is useful for defining personas, stories and contexts beyond just the user interface. While quick and low-cost, sketches also have limitations as they lack detail and clarity.
This document discusses game-based learning (GBL) and the use of games for educational purposes. It defines key terms like serious games, digital game-based learning, and gamification. It also outlines some of the challenges to adopting GBL such as the perception that games are not for learning, difficulties finding and implementing educational games, and obstacles teachers face in using games. The document provides examples of games that have been used for different subject areas and strategies for integrating games into learning activities and curricula.
The document discusses achieving a lean and iterative design process through prototyping. It outlines a traditional waterfall design process versus a lean design process, describing each phase of discovery, strategy, design, and deployment. The lean process emphasizes small, interdisciplinary teams and figuring things out through prototyping to get early feedback. While the lean process is generally better, the document notes some cases when it may not be suitable, such as for highly visual or illustrative designs. Benefits of the lean process include supporting interactivity, animation, responsive design, and testing designs earlier.
This document provides tips for startups on getting the word out about their product. It discusses the importance of funding, having a lawyer, and whether certain things like a business plan, designer, or coding skills are necessary. It outlines the six stages of pitch grief that startups may experience when pitching investors: the email, response, prep, FOMO, cold shoulder, and acceptance. Tips are provided for each stage, such as being nice in the email, responding immediately, knowing the investor, and keeping at it even after rejection. It also notes that bootstrapping is becoming more common than large seed rounds due to VCs getting wiser.
This document describes a low-fidelity prototype for an emergency aid feature for a Fitbit Charge HR fitness band. The band would have GPS and vibration capabilities and a small screen. It would allow the user to input up to 4 emergency contacts and select whether first responders are automatically contacted. In an emergency, the user would push a dedicated button, select the emergency scenario, and the band would give visual and haptic directions to a safe location while contacting the user's emergency contacts.
This low-fidelity prototype summarizes an online platform that connects gift seekers with gift creators and suppliers to offer personalized gift experiences. The platform provides users personalized gift ideas and recommendations while saving them time. Gift creators and suppliers can share their ideas and products on the platform. Feedback from potential customers was positive but noted costs should not be too high and gifts must maintain a personal touch. Experts advised the business model is untested in Peru and the platform would need to seed the community of idea creators and carefully curate gift options.
The document discusses creating and testing low to medium fidelity prototypes. It defines low fidelity prototypes as rough sketches that are disposable and focus on capturing ideas rather than details. Medium fidelity prototypes are described as wireframes that represent the skeletal framework and functionality of a design without visual embellishments. The document provides examples and tools for creating these prototype types. It emphasizes the importance of testing prototypes with users to uncover issues before investing further in development. Testing tips include writing tasks, an introduction, assigning roles, and testing with multiple people.
Importance of Wireframes in Web DesignHitesh Mehta
This document discusses the importance and process of creating wireframes for web design. It begins by explaining what wireframes are and providing examples from other fields like fashion, architecture, and writing. It then covers how wireframes help structure a website, who can create them, and the typical development process. The document also lists different tools that can be used to create wireframes and provides examples of different wireframe types. It concludes by offering best practices for wireframes such as keeping them simple, using minimal colors, and ensuring stakeholder agreement before finalizing.
Mike Biggs gave a presentation on user experience (UX) design. He began by introducing himself and his background. He then discussed the history and definition of UX, explaining that UX considers a person's perceptions and responses resulting from using a product. Biggs described where UX lives in an organization and provided examples of good and bad UX. He outlined the typical UX design process, including discovery, definition, design, development, and delivery stages. Biggs concluded by discussing different UX environments and tools that can be used.
User stories are brief descriptions of functionality that will be valuable to real users. They are typically used in agile software development methods to build a bridge between users, designers, and developers. A basic user story follows the format of "As a , I want " and should be independent, negotiable, valuable, estimatable, small, and testable. Examples of additional user story formats and planning their implementation in development iterations are also provided.
This document discusses scenario-based design. It defines scenarios as stories about people and their activities. The key elements of scenarios are described as setting, actors, goals, actions, events, and objects. Different types of scenarios are outlined for problems, activities, information, and interactions. Five reasons for using scenario-based design are given: to evoke design issues, concretely define interpretations and solutions, allow multiple perspectives, support abstraction and categorization, and anchor design discussions. Examples of scenarios for an online course tool are provided.
Contextual Inquiry and Personas in Interaction DesignHans Põldoja
The document discusses personas, which are profiles of hypothetical users that represent the different types of users of a system. Personas are developed based on research such as interviews with actual users. They include details such as demographics, goals, and behaviors. The document provides examples of personas for different types of users, such as students, photographers, and professors. It also discusses how personas can be used to guide design decisions and evaluate a system's effectiveness for different user groups.
This document provides an introduction and overview of an interaction design methods course. It outlines the course objectives, structure, themes, and assessment methods. The course aims to provide both practical and theoretical skills in interaction design. It is structured around 7 meetings, a group project, and independent work. Students will work through various design methods like idea generation, personas, prototyping. Assessment is based on open badges earned for assignments. The document discusses using badges to recognize different skills and provides examples of badge levels. It also introduces the learning environment and resources like blogs, Moodle, and GitHub that will be used.
This document provides resources for high-fidelity prototyping including graphical UI prototypes, HTML/CSS mockups, clickthrough prototypes, design patterns and guidelines from various sources, UI frameworks like Bootstrap and UIKit, prototyping software like Sketch, Axure, Invision, and UXPin, color schemes, icons, placeholders, tips on using real data, and photos from MagneziUm Design Studio. It also lists the course details and licensing for the content.
An introduction into the various total quality management principles such as leadership, employee involvement, continuous process improvement, and supplier partnership.
The document discusses the Kano model for product development. The Kano model classifies product features into three categories: basic/hygiene factors, performance factors, and excitement/delight factors. It provides a framework to evaluate features based on these categories, estimated technical effort, business benefits and costs, and time sensitivity to prioritize development. The goal is to identify high return on investment features by focusing first on critical hygiene needs, then highly attractive delight factors, and high value-added performance features. Over time, excitement needs may become performance needs and then basic needs, so features and needs are not timeless.
The document discusses key concepts related to customer satisfaction and service. It defines customers as those who use, purchase, or influence a product or service. There are internal and external customers. Customer satisfaction is achieved when a company's offer matches customer needs. Key drivers of customer satisfaction are performance, features, service, warranty, price, and reputation. Poor service is the primary reason customers leave, followed by better prices and product dissatisfaction.
The document discusses key concepts related to customer satisfaction and service. It defines customers as those who use, purchase, or influence a product or service. There are internal and external customers. Customer satisfaction is achieved when a company's offer matches customer needs. Key drivers of customer satisfaction are performance, features, service, warranty, price, and reputation. Poor service is the primary reason customers leave, followed by better prices and product dissatisfaction.
How do you map your business model and business plan at the same time? BID Canvas visually maps the existing and future state of your business that can be viewed in a glance.
This document discusses the benefits and uses of sketching in user experience (UX) design. It notes that sketching is popular in the UX field and there are many resources available, both online and in software/books. Sketching is typically used early in the design process for discovery, idea generation and exploring scenarios. The document emphasizes that sketching is about idea generation and problem solving rather than visual perfection. It is useful for defining personas, stories and contexts beyond just the user interface. While quick and low-cost, sketches also have limitations as they lack detail and clarity.
This document discusses game-based learning (GBL) and the use of games for educational purposes. It defines key terms like serious games, digital game-based learning, and gamification. It also outlines some of the challenges to adopting GBL such as the perception that games are not for learning, difficulties finding and implementing educational games, and obstacles teachers face in using games. The document provides examples of games that have been used for different subject areas and strategies for integrating games into learning activities and curricula.
The document discusses achieving a lean and iterative design process through prototyping. It outlines a traditional waterfall design process versus a lean design process, describing each phase of discovery, strategy, design, and deployment. The lean process emphasizes small, interdisciplinary teams and figuring things out through prototyping to get early feedback. While the lean process is generally better, the document notes some cases when it may not be suitable, such as for highly visual or illustrative designs. Benefits of the lean process include supporting interactivity, animation, responsive design, and testing designs earlier.
This document provides tips for startups on getting the word out about their product. It discusses the importance of funding, having a lawyer, and whether certain things like a business plan, designer, or coding skills are necessary. It outlines the six stages of pitch grief that startups may experience when pitching investors: the email, response, prep, FOMO, cold shoulder, and acceptance. Tips are provided for each stage, such as being nice in the email, responding immediately, knowing the investor, and keeping at it even after rejection. It also notes that bootstrapping is becoming more common than large seed rounds due to VCs getting wiser.
This document describes a low-fidelity prototype for an emergency aid feature for a Fitbit Charge HR fitness band. The band would have GPS and vibration capabilities and a small screen. It would allow the user to input up to 4 emergency contacts and select whether first responders are automatically contacted. In an emergency, the user would push a dedicated button, select the emergency scenario, and the band would give visual and haptic directions to a safe location while contacting the user's emergency contacts.
This low-fidelity prototype summarizes an online platform that connects gift seekers with gift creators and suppliers to offer personalized gift experiences. The platform provides users personalized gift ideas and recommendations while saving them time. Gift creators and suppliers can share their ideas and products on the platform. Feedback from potential customers was positive but noted costs should not be too high and gifts must maintain a personal touch. Experts advised the business model is untested in Peru and the platform would need to seed the community of idea creators and carefully curate gift options.
The document discusses creating and testing low to medium fidelity prototypes. It defines low fidelity prototypes as rough sketches that are disposable and focus on capturing ideas rather than details. Medium fidelity prototypes are described as wireframes that represent the skeletal framework and functionality of a design without visual embellishments. The document provides examples and tools for creating these prototype types. It emphasizes the importance of testing prototypes with users to uncover issues before investing further in development. Testing tips include writing tasks, an introduction, assigning roles, and testing with multiple people.
Importance of Wireframes in Web DesignHitesh Mehta
This document discusses the importance and process of creating wireframes for web design. It begins by explaining what wireframes are and providing examples from other fields like fashion, architecture, and writing. It then covers how wireframes help structure a website, who can create them, and the typical development process. The document also lists different tools that can be used to create wireframes and provides examples of different wireframe types. It concludes by offering best practices for wireframes such as keeping them simple, using minimal colors, and ensuring stakeholder agreement before finalizing.
Mike Biggs gave a presentation on user experience (UX) design. He began by introducing himself and his background. He then discussed the history and definition of UX, explaining that UX considers a person's perceptions and responses resulting from using a product. Biggs described where UX lives in an organization and provided examples of good and bad UX. He outlined the typical UX design process, including discovery, definition, design, development, and delivery stages. Biggs concluded by discussing different UX environments and tools that can be used.
User stories are brief descriptions of functionality that will be valuable to real users. They are typically used in agile software development methods to build a bridge between users, designers, and developers. A basic user story follows the format of "As a , I want " and should be independent, negotiable, valuable, estimatable, small, and testable. Examples of additional user story formats and planning their implementation in development iterations are also provided.
This document discusses scenario-based design. It defines scenarios as stories about people and their activities. The key elements of scenarios are described as setting, actors, goals, actions, events, and objects. Different types of scenarios are outlined for problems, activities, information, and interactions. Five reasons for using scenario-based design are given: to evoke design issues, concretely define interpretations and solutions, allow multiple perspectives, support abstraction and categorization, and anchor design discussions. Examples of scenarios for an online course tool are provided.
Contextual Inquiry and Personas in Interaction DesignHans Põldoja
The document discusses personas, which are profiles of hypothetical users that represent the different types of users of a system. Personas are developed based on research such as interviews with actual users. They include details such as demographics, goals, and behaviors. The document provides examples of personas for different types of users, such as students, photographers, and professors. It also discusses how personas can be used to guide design decisions and evaluate a system's effectiveness for different user groups.
This document provides an introduction and overview of an interaction design methods course. It outlines the course objectives, structure, themes, and assessment methods. The course aims to provide both practical and theoretical skills in interaction design. It is structured around 7 meetings, a group project, and independent work. Students will work through various design methods like idea generation, personas, prototyping. Assessment is based on open badges earned for assignments. The document discusses using badges to recognize different skills and provides examples of badge levels. It also introduces the learning environment and resources like blogs, Moodle, and GitHub that will be used.
This document provides resources for high-fidelity prototyping including graphical UI prototypes, HTML/CSS mockups, clickthrough prototypes, design patterns and guidelines from various sources, UI frameworks like Bootstrap and UIKit, prototyping software like Sketch, Axure, Invision, and UXPin, color schemes, icons, placeholders, tips on using real data, and photos from MagneziUm Design Studio. It also lists the course details and licensing for the content.
An introduction into the various total quality management principles such as leadership, employee involvement, continuous process improvement, and supplier partnership.
The document discusses the Kano model for product development. The Kano model classifies product features into three categories: basic/hygiene factors, performance factors, and excitement/delight factors. It provides a framework to evaluate features based on these categories, estimated technical effort, business benefits and costs, and time sensitivity to prioritize development. The goal is to identify high return on investment features by focusing first on critical hygiene needs, then highly attractive delight factors, and high value-added performance features. Over time, excitement needs may become performance needs and then basic needs, so features and needs are not timeless.
The document discusses key concepts related to customer satisfaction and service. It defines customers as those who use, purchase, or influence a product or service. There are internal and external customers. Customer satisfaction is achieved when a company's offer matches customer needs. Key drivers of customer satisfaction are performance, features, service, warranty, price, and reputation. Poor service is the primary reason customers leave, followed by better prices and product dissatisfaction.
The document discusses key concepts related to customer satisfaction and service. It defines customers as those who use, purchase, or influence a product or service. There are internal and external customers. Customer satisfaction is achieved when a company's offer matches customer needs. Key drivers of customer satisfaction are performance, features, service, warranty, price, and reputation. Poor service is the primary reason customers leave, followed by better prices and product dissatisfaction.
A cobbled together set of slides to summarise a talk given to Alliants Ltd, with a piece of chalk and a blackboard. This talks about the main principle of the Kano Model, devised by Noriaki Kano in 1984.
This document introduces the MOSTER system, a customer satisfaction measurement tool developed by Metric Consultancy Ltd. MOSTER uses a two-dimensional model to categorize customer satisfaction as delighted, satisfied, or dissatisfied. It analyzes key drivers of satisfaction, estimates improvement potential for attributes, and provides an action plan to reduce dissatisfaction and enhance delight. MOSTER can also be used as a buyer behavior model to link satisfaction levels to purchase conversion. The system delivers distribution of customers in the satisfaction space, attribute-level satisfaction scores, and identification of attributes most impacting overall satisfaction.
1) Customers are defined as those who use, purchase, or influence a product or service. Customer satisfaction is influenced by perceptions of quality, features, customer service, price, reputation, and warranty.
2) There are different types of customers - loyal, discount, impulsive, need-based, wandering - each with different profitability and needs. Customer service aims to retain customers by understanding complaints and finding solutions.
3) Kano model classifies customer requirements into basic attributes that cause dissatisfaction if absent, satisfiers that increase satisfaction based on performance, and delighters that are unexpected and enhance satisfaction.
1. Consumption frequency refers to the number of times a product or service is consumed in a given period. Marketers try to increase consumption frequency of nondurable goods as much as possible.
2. Consumption is the process by which consumers use selected products, services, or experiences. It produces either hedonic or utilitarian value and includes stages from need to reaction.
3. While consumption leads to value, Walmart prioritizes low prices (utilitarian value) over customer satisfaction, contributing to its lower satisfaction scores compared to other retailers that provide more hedonic value.
The document discusses customer satisfaction and service quality. It defines service and provides examples of service providers. It discusses the importance of customer retention and reasons for customer attrition. The Kano model is introduced to explain how customer satisfaction relates to different levels of quality - basic, performance, and excitement quality. Customer feedback methods like forms and complaint resolution processes are also outlined.
Deming's theory of total quality management focuses on continuous improvement to satisfy customer needs and reduce costs. He advocated that organizations focus on quality, defined as work results divided by total costs, rather than costs alone. This would improve quality and reduce costs over time. Deming also developed the PDCA cycle, or Deming cycle, which involves planning improvements, doing them, checking results, and acting to adjust the process. His 14 points for management provide guidelines like constancy of purpose, removing barriers between staff areas, and developing a training program to achieve quality goals.
Capitalizing on Modernized Lean Concepts - Speaker Presentation by Jay Sanghvi, Director, Supply Chain Management Medivators, Inc.at the Medical Device R&D Summit and Medical Device Manufacturing Summit.
Lean Six Sigma is a methodology that combines Lean and Six Sigma approaches to process improvement. It aims to reduce waste and variation and improve customer satisfaction by streamlining processes and eliminating defects. The methodology measures process performance, identifies sources of problems or waste, analyzes their causes, improves the process by addressing root causes, and controls future process performance. It requires organizational cultural change and leadership commitment to successfully deploy across all levels.
Lean Six Sigma is a methodology that combines Lean and Six Sigma approaches to process improvement. It aims to reduce waste and variation and improve customer satisfaction by streamlining processes and eliminating defects. The methodology measures process performance, identifies sources of problems or waste, analyzes their causes, improves the process by addressing these causes, and controls the improved process. It requires organizational cultural change and leadership commitment to empower employees to continuously improve processes using common tools and a defined methodology.
The Kano Model is a theory of product development and customer satisfaction developed by Noriaki Kano. It classifies product attributes into three categories: must-be attributes which customers expect, performance attributes where more is better, and attractive/delighter attributes which provide surprise and delight. The Kano Model provides a methodology to analyze customer needs, prioritize attributes, and guide new product development strategies to meet and exceed customer expectations.
The Kano Model is a theory of product development and customer satisfaction developed by Noriaki Kano. It classifies product attributes into three categories: must-be attributes which customers expect, performance attributes where more is better, and attractive/delighter attributes which provide surprise and delight. The Kano Model provides a methodology to analyze customer needs, prioritize attributes, and guide new product development strategies to meet and exceed customer expectations. It involves collecting customer feedback, analyzing attributes, plotting results on the Kano Model diagram, and developing strategies focused on must-be's, performance factors, and delighters.
The Kano Model classifies customer requirements into five categories - Performance, Basic, Excitement, Indifferent, and Reverse - based on their impact on customer satisfaction. Performance requirements directly impact satisfaction levels based on how well the company executes them, while Basic requirements are expected and their absence can cause dissatisfaction. Excitement requirements delight customers when present but don't dissatisfy when absent. Indifferent requirements have little impact on satisfaction, while Reverse requirements paradoxically satisfy customers when absent and dissatisfy when present. Understanding which categories requirements fall into helps prioritize development and determine what to include or exclude from offerings.
This document discusses customer satisfaction in the context of a public sector bank in Karachi, Pakistan. It provides definitions of customer satisfaction and examines its key components. The author aims to measure customer satisfaction levels at a large public sector bank and identify the effects of various factors like employees, service quality, processes, environment, and location on satisfaction. The research methodology involves measuring the dependent variable of customer satisfaction and examining how it is predicted by independent variables like employees, service quality, and other bank factors.
The document provides an overview of the Indian cement industry. It discusses the history and growth of the industry from its beginnings in 1904 with a capacity of 30 tons per day up to the present where India is the 5th largest cement producer globally. While production and capacity have increased significantly, consumption in India remains one of the lowest in the world, pointing to significant growth potential. Key factors driving future demand are expected to be infrastructure development projects and increasing per capita income and consumption. The industry has progressed through various phases of government control and deregulation.
iPod Video Simpsons Product development ideaguestbf6215
This is my powerpoint presentation i gave at uni for a module on Product Development. Please vote for me if you enjoy the PPT as i won't be getting votes through Twitter or Facebook (much appreciated)
Reframing Requirements: A Strategic Approach to Requirement Definition, with ...Jake Truemper
This talk will focus on redefining the way we talk about requirements today. Whether you are an up-stream decision maker, or a down-stream delivery expert, “requirements” are a frustration. Either you don’t get what you asked for, and are constantly battling budget and time crisises, or you are dealing with demands that simply don’t make sense. This talk will offer you a new approach to requirement definition that will end in faster delivery time and greater revenue gains both short-term and long-term.
Do you understand the experiences of your customers? How about your employees? In this workshop/presentation Shift breaks down Journey Mapping best practices and offers hands-on guidance to perfecting your Journey Mapping skills.
Jake Truemper and Morgan Noel from XperienceLab discuss Human-Centered Design. What is it? How is it applied? and what are some tools and methods that the audience can take away and apply in their own businesses?
Husband and wife Jake and Alisha Truemper discuss the relationship between UX (User Experience) and SEO (Search Engine Optimization. Jake is a Director of User Experience at Manifest Digital, and Alisha is the Search Engine Optimist at Scottrade.
"Innie" or "Outie" In-house Digital Experience vs. OutsourcingJake Truemper
Is it better to have an “innie” or an “outie?” For belly buttons the answer is clearly an innie (sorry, but you shouldn’t have picked at it). For your digital customer experience the question is far more difficult to answer. This session will dive into the considerations for deciding whether a digital experience should be handled internally or outsourced, and how to effectively communicate a winning strategy to your boss.
Dr.* Truemper, Or: How I learned to Stop Being Wasteful and Love Lean UXJake Truemper
Introduction to Lean UX, presented Nov 15 2013 at the St. Louis Days of .Net
In this presentation, Jake ("Dr. Truemper") speaks to Lean UX: what it is, why it should matter to you, basic tenants, and how it can be applied.
The document discusses observations from testing a cheese grater with users. The observations note that users had trouble holding the grater, were displeased scraping grated cheese, and felt the grating surface was too small for the cheese they typically use. It also discusses the importance of user testing to understand user needs and problems with a design.
The document discusses key principles of design including learnability, efficiency, memorability, errors, and satisfaction. It emphasizes that good design is about problem solving rather than just aesthetics. Several quotes highlight that design should be a priority for all business departments and is important for customer experience and differentiation from competitors.
This document provides an overview of various user experience techniques used to test and design interfaces. It describes techniques such as usability testing, prototyping, card sorting, contextual inquiry, moodboard testing, persona development, user diaries, expert review, and A/B testing. The document explains what each technique involves and variations of common techniques.
Design Quality: Learning from the Mistakes of the US Auto IndustryJake Truemper
This presentation covers the early success of the US auto industry, as pioneered by Henry Ford, through present day struggles. Detroit's "Big Three" ultimately self-destructed by focusing on production and short-term sales, while Japanese manufacturers, as influenced by Dr. W. Edwards Deming, focused on design quality. Deming's popular "14 Points" are applied to current trends in software and web development, as we draw from history to learn how the information technology field can avoid the same fate.
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2. Created by Dr. Noriaki Kano
Roots in Lean Six Sigma
Product management oriented
Often viewed with a feature-first focus
3. Customer satisfaction is the key differentiator
Establishes a prioritization of customer needs
Clear delineation between surviving, controlling, and
transcending design
Services are just as measurable as products