A constantly growing and regularly updated collection of UX, CX and usability maturity models. More than 40 maturity models and variations by Jacob Nielsen, Jared Spool, Bruce Temkin, Forrester Research, Adaptive Path and many others.
As organizations continue to establish and mature their in-house design teams, it turns out there’s very little common wisdom on what makes for a successful design organization. Books and presentations tend to focus on process, methods, tools, and outcomes, leaving a gap of knowledge when it comes to organizational and operational matters.
In this talk, Kristin Skinner discusses how to coordinate efforts and structure teams within large organizations. She covers:
- Realizing the Potential of Design
- Organizational Models / The Centralized Partnership
- The 5 Stages of Design Organizations
- The 12 Qualities of Effective Design Organizations
She also stresses the impact that design can have on business and highlights the importance of design managers in coordinating in-house efforts, advocating for quality, and enabling culture.
More information can be found in Kristin's book with Peter Merholz, Org Design for Design Orgs: Building and Managing In-House Design Teams, published by O'Reilly in August 2016.
http://orgdesignfordesignorgs.com/
Evolving your Design System: People, Product, and Processuxpin
You'll learn:
How to create and maintain a design system over several years
How people, process, and product change alongside a design system
Lessons learned from growing the Linkedin design system
Dynamic Capabilities: What Are They And How They Can Be AppliedDavid Teece
Dynamic capabilities allow firms to adapt to changing environments by integrating, building, and reconfiguring internal and external competencies. They enable firms to sense opportunities and threats, seize opportunities, and transform the firm as needed. Dynamic capabilities are about strategic adaptation and doing the right things, while ordinary capabilities are about operational efficiency and doing things right. Strong dynamic capabilities are required to thrive in environments of deep uncertainty. Governments also need dynamic capabilities to shape markets and address grand challenges.
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
Gartner provides webinars on various topics related to technology. This webinar discusses generative AI, which refers to AI techniques that can generate new unique artifacts like text, images, code, and more based on training data. The webinar covers several topics related to generative AI, including its use in novel molecule discovery, AI avatars, and automated content generation. It provides examples of how generative AI can benefit various industries and recommendations for organizations looking to utilize this emerging technology.
The document describes a design challenge to develop a digital solution to improve self-study efficiency during the COVID-19 pandemic. The author conducted research including interviews and surveys with students to identify problems like an overwhelming syllabus, lack of motivation, and difficulty asking peers questions. Based on this, the author proposed an app called "Lets Learn" that would allow students to track topic progress, request study meetings with peers, view daily reports and leaderboards to gamify learning and stay motivated. High fidelity prototypes were created to demonstrate features like setting study times and blocking distractions, requesting help from friends, and comparing progress to improve self-study.
The document discusses how artificial intelligence (AI) tools can enhance teaching and learning in the classroom. It describes several AI tools that can help personalize learning, automate administrative tasks, and provide data-driven insights to improve instruction. Some tools highlighted include Eduaide.ai for analyzing student performance data, Teacherbot for creating interactive lessons, ChatGPT for accessing information and receiving feedback, and Tome AI for generating presentations and visual content. The document also discusses challenges of integrating AI in education like data privacy, bias, the digital divide, and ensuring teachers receive proper training.
UX maturity - how do you develop the UX practice in your organisationMargaret Hanley
The document discusses UX maturity models and how to assess the maturity of a UX practice within an organization. It presents several UX maturity models proposed by experts over time, focusing on the model by Jennifer Fraser and Scott Plewes from 2015. Their model measures UX maturity based on three factors: the timing of initial UX work, availability of UX resources, and UX leadership and culture. The document provides examples of assessing UX maturity scores for different organizations at different points in time. It includes an activity where readers assess their own organization's current UX maturity, goals for 18-24 months, and propose tactical and strategic actions to achieve those goals.
This document discusses user experience (UX) maturity models and provides strategies for improving organizational UX maturity. It begins by defining UX and listing the many skills and standards involved. It then examines several UX maturity models that assess UX practices and integration on different levels or dimensions. Common challenges to UX maturity include lack of executive support, centralized functions, strategy, resources and process integration. Solutions include conducting a UX maturity assessment, gaining executive sponsorship, establishing UX processes, budgets, communities, standards, training and infrastructure to better integrate and leverage UX practices across an organization.
This document discusses various UX maturity models proposed by experts like Jakob Nielsen, Xebia Group, Leah Buley, James Wondrack, and Darren Hood. The models describe different levels of organizational evolution and operation as it pertains to UX, from initial hostility or apathy towards UX to full assimilation where UX engagement is standard. Understanding an organization's UX maturity level is important for businesses as more mature organizations that value UX will outperform competitors, and the models can help measure status, progress, and goals.
This document discusses user experience (UX) strategy. It defines UX as how a human feels when using a digital product to accomplish a goal. UX strategy focuses on the big picture of interconnecting all products within a brand's ecosystem to provide a unified experience. The document outlines that UX strategy is needed to validate assumptions about a solution's value proposition with customers before development. It presents the four tenets of UX strategy as cost leadership, differentiation, UX differentiation, and business strategy that requires research, analysis, testing, and iteration.
UX Vision, Strategy and Teams by Susan Wolfe, Optimal ExperienceUIDesign Group
The document discusses developing a user experience (UX) vision and strategy, including defining a UX strategy, implementing the vision through a UX team, and measuring success. It addresses obstacles to consider such as organizational culture and opportunities to leverage. The presentation provides techniques and examples for scoping a UX strategy, developing a vision, implementing through a UX team, and measuring the strategy's success.
This document summarizes an presentation on agile requirements management techniques including impact mapping, story mapping, and specification by example. Impact mapping helps plan projects by identifying goals, actors, impacts, and deliverables. Story mapping supports iterative product design by optimizing scope towards a desired outcome. Specification by example establishes a shared understanding through concrete examples to describe and validate acceptance criteria. Together these techniques help discover needs, prioritize work, and continuously validate assumptions through automation.
From Zero to Hero documents the author's UX journey and discusses UX research. It describes conducting research to understand problems users faced with using horses for transportation in the 19th century. Through observation, insights were gained that changed humanity by not focusing on faster horses or stronger stamina, but on developing cars instead. The document outlines UX research activities like understanding the project, creating a research plan, conducting studies, analyzing data, and communicating results. It provides examples of research methods and discusses when in the product development process UX research should be performed - for discovery, validation, development, and follow up.
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
This document provides an overview and agenda for a service design crash course being held at UX Week in San Francisco. It introduces service design basics and explores three core service design methods - customer journey mapping, acting as prototyping, and service blueprinting. The agenda covers introducing these methods through exercises and discussions around a workshop project. It also considers the business implications of service design. The goal is to help participants understand service design and how it can be applied.
This document contains slides from a presentation on user experience (UX) design. It discusses UX principles and processes, design mantras, and hands-on experience with UX. Various slides pose questions about usability, how to improve a product's usability, and how to evaluate products. Other slides discuss user-centric design, thinking from the user's perspective, and designing for errors rather than just success.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
UX is way more than most people think. I believe that UX is a mindset that everyone should carry. This is how I approach UX, and think it's beneficial for everyone to know a process that works.
NOTE: This represents a talk I gave to some students embarking on a career in the UX field.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
UX STRAT Online 2020: Victoria Sosik, VerizonUX STRAT
The document discusses democratizing user research at Verizon. It considers the pros and cons of democratizing research insights, experiences, tools, skills, usability research, and generative research. It outlines that democratization is not a binary decision and organizations must consider their specific context. The document then proposes a "Spot Testing" program at Verizon to start democratizing usability research in a limited, structured way by providing research tools and training designers to conduct small, defined tests under the guidance of user researchers. The program would aim to increase bandwidth for research while maintaining rigor and oversight.
The document discusses service design and experience mapping. It provides an example of an experience map created for Rail Europe to map out a customer's experience in planning, booking, traveling and returning from a rail trip in Europe. The experience map charts the customer's process, touchpoints, feelings and thoughts throughout the different stages. It then identifies opportunities to improve the customer experience and provides recommendations around communicating value, improving the booking and ticket experience, supporting customers through changes, and enabling ongoing planning.
The document discusses UX strategy and provides examples of strategic analysis activities, elements of an effective strategy, and ways to communicate strategy. It emphasizes that UX strategy helps solve business problems through coordinated UX choices to achieve a desired experience. Key elements include analyzing challenges and aspirations, defining focus areas and guiding principles, planning activities and desired outcomes. Facilitating strategic conversations, diagramming insights, documenting the strategy, and illustrating the story are important for communication.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
Everything you need to know about design system.pdfKoru UX Design
Oftentimes, people tend to confuse a design system with a style guide, or even design principles. The truth is that a design system comprises all of these and more.
To know more about how a design system can benefit your product, read our free guide.
The document outlines 8 stages of corporate maturity towards user experience (UX). Stage 1 involves hostility towards UX while stage 8 is a user-driven corporation where user data determines projects and company direction. It describes each stage, including typical timescales, characteristics, and how to progress to the next stage. For example, stage 2 involves developer-centered UX for 2-3 years while stage 5 establishes an official UX group led by a manager for 6-7 years. The conclusion emphasizes addressing each stage in order and finding the right leverage points to advance an organization's UX maturity over time.
The document outlines 8 stages of corporate UX maturity: from initial hostility toward UX (Stage 1) to a user-driven corporation (Stage 8). It describes each stage, including typical timescales, characteristics, and strategies for advancing to the next stage. Stage 1 involves hostility to UX, while Stage 8 involves corporate decision-making guided by user data and research. Advancing through the stages requires persistent advocacy and demonstration of UX's positive impact on metrics like conversion rates and customer satisfaction over periods of 2-7 years per stage.
UX maturity - how do you develop the UX practice in your organisationMargaret Hanley
The document discusses UX maturity models and how to assess the maturity of a UX practice within an organization. It presents several UX maturity models proposed by experts over time, focusing on the model by Jennifer Fraser and Scott Plewes from 2015. Their model measures UX maturity based on three factors: the timing of initial UX work, availability of UX resources, and UX leadership and culture. The document provides examples of assessing UX maturity scores for different organizations at different points in time. It includes an activity where readers assess their own organization's current UX maturity, goals for 18-24 months, and propose tactical and strategic actions to achieve those goals.
This document discusses user experience (UX) maturity models and provides strategies for improving organizational UX maturity. It begins by defining UX and listing the many skills and standards involved. It then examines several UX maturity models that assess UX practices and integration on different levels or dimensions. Common challenges to UX maturity include lack of executive support, centralized functions, strategy, resources and process integration. Solutions include conducting a UX maturity assessment, gaining executive sponsorship, establishing UX processes, budgets, communities, standards, training and infrastructure to better integrate and leverage UX practices across an organization.
This document discusses various UX maturity models proposed by experts like Jakob Nielsen, Xebia Group, Leah Buley, James Wondrack, and Darren Hood. The models describe different levels of organizational evolution and operation as it pertains to UX, from initial hostility or apathy towards UX to full assimilation where UX engagement is standard. Understanding an organization's UX maturity level is important for businesses as more mature organizations that value UX will outperform competitors, and the models can help measure status, progress, and goals.
This document discusses user experience (UX) strategy. It defines UX as how a human feels when using a digital product to accomplish a goal. UX strategy focuses on the big picture of interconnecting all products within a brand's ecosystem to provide a unified experience. The document outlines that UX strategy is needed to validate assumptions about a solution's value proposition with customers before development. It presents the four tenets of UX strategy as cost leadership, differentiation, UX differentiation, and business strategy that requires research, analysis, testing, and iteration.
UX Vision, Strategy and Teams by Susan Wolfe, Optimal ExperienceUIDesign Group
The document discusses developing a user experience (UX) vision and strategy, including defining a UX strategy, implementing the vision through a UX team, and measuring success. It addresses obstacles to consider such as organizational culture and opportunities to leverage. The presentation provides techniques and examples for scoping a UX strategy, developing a vision, implementing through a UX team, and measuring the strategy's success.
This document summarizes an presentation on agile requirements management techniques including impact mapping, story mapping, and specification by example. Impact mapping helps plan projects by identifying goals, actors, impacts, and deliverables. Story mapping supports iterative product design by optimizing scope towards a desired outcome. Specification by example establishes a shared understanding through concrete examples to describe and validate acceptance criteria. Together these techniques help discover needs, prioritize work, and continuously validate assumptions through automation.
From Zero to Hero documents the author's UX journey and discusses UX research. It describes conducting research to understand problems users faced with using horses for transportation in the 19th century. Through observation, insights were gained that changed humanity by not focusing on faster horses or stronger stamina, but on developing cars instead. The document outlines UX research activities like understanding the project, creating a research plan, conducting studies, analyzing data, and communicating results. It provides examples of research methods and discusses when in the product development process UX research should be performed - for discovery, validation, development, and follow up.
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
This document provides an overview and agenda for a service design crash course being held at UX Week in San Francisco. It introduces service design basics and explores three core service design methods - customer journey mapping, acting as prototyping, and service blueprinting. The agenda covers introducing these methods through exercises and discussions around a workshop project. It also considers the business implications of service design. The goal is to help participants understand service design and how it can be applied.
This document contains slides from a presentation on user experience (UX) design. It discusses UX principles and processes, design mantras, and hands-on experience with UX. Various slides pose questions about usability, how to improve a product's usability, and how to evaluate products. Other slides discuss user-centric design, thinking from the user's perspective, and designing for errors rather than just success.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
UX is way more than most people think. I believe that UX is a mindset that everyone should carry. This is how I approach UX, and think it's beneficial for everyone to know a process that works.
NOTE: This represents a talk I gave to some students embarking on a career in the UX field.
This document provides an overview of user-centered design. It defines user experience as how a person feels when interacting with a system or product. It then explains that user-centered design is a multi-stage process that involves understanding users' needs through research, designing with the user in mind, and testing designs with real users. The document outlines the user-centered design process and its stages of discovery, definition, design, validation, development and launch. It concludes by listing the benefits of taking a user-centered approach, such as increasing user satisfaction, performance and credibility while reducing costs.
UX design is not a step in the process, it's in everything we do. More than anything it is a project philosophy, not just a set of tools, methods and deliverables.
In this presentation we explain how you can differentiate through design, why user experience design matters as well as share our knowledge around all the activities that helps ensure a great UX/UI design.
UX STRAT Online 2020: Victoria Sosik, VerizonUX STRAT
The document discusses democratizing user research at Verizon. It considers the pros and cons of democratizing research insights, experiences, tools, skills, usability research, and generative research. It outlines that democratization is not a binary decision and organizations must consider their specific context. The document then proposes a "Spot Testing" program at Verizon to start democratizing usability research in a limited, structured way by providing research tools and training designers to conduct small, defined tests under the guidance of user researchers. The program would aim to increase bandwidth for research while maintaining rigor and oversight.
The document discusses service design and experience mapping. It provides an example of an experience map created for Rail Europe to map out a customer's experience in planning, booking, traveling and returning from a rail trip in Europe. The experience map charts the customer's process, touchpoints, feelings and thoughts throughout the different stages. It then identifies opportunities to improve the customer experience and provides recommendations around communicating value, improving the booking and ticket experience, supporting customers through changes, and enabling ongoing planning.
The document discusses UX strategy and provides examples of strategic analysis activities, elements of an effective strategy, and ways to communicate strategy. It emphasizes that UX strategy helps solve business problems through coordinated UX choices to achieve a desired experience. Key elements include analyzing challenges and aspirations, defining focus areas and guiding principles, planning activities and desired outcomes. Facilitating strategic conversations, diagramming insights, documenting the strategy, and illustrating the story are important for communication.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
Everything you need to know about design system.pdfKoru UX Design
Oftentimes, people tend to confuse a design system with a style guide, or even design principles. The truth is that a design system comprises all of these and more.
To know more about how a design system can benefit your product, read our free guide.
The document outlines 8 stages of corporate maturity towards user experience (UX). Stage 1 involves hostility towards UX while stage 8 is a user-driven corporation where user data determines projects and company direction. It describes each stage, including typical timescales, characteristics, and how to progress to the next stage. For example, stage 2 involves developer-centered UX for 2-3 years while stage 5 establishes an official UX group led by a manager for 6-7 years. The conclusion emphasizes addressing each stage in order and finding the right leverage points to advance an organization's UX maturity over time.
The document outlines 8 stages of corporate UX maturity: from initial hostility toward UX (Stage 1) to a user-driven corporation (Stage 8). It describes each stage, including typical timescales, characteristics, and strategies for advancing to the next stage. Stage 1 involves hostility to UX, while Stage 8 involves corporate decision-making guided by user data and research. Advancing through the stages requires persistent advocacy and demonstration of UX's positive impact on metrics like conversion rates and customer satisfaction over periods of 2-7 years per stage.
ASML (www.asml.com) is one of the world’s leading manufacturers of chip-making equipment. On November 21nd their internal UX team organized a UX event about the importance of UX and how it can be applied in ASML projects.
I contributed a talk about the future of UX, illustrated by examples of high-tech projects.
This document summarizes a presentation on user experience (UX). It discusses several UX topics:
1. UX strategy, UI design, user onboarding, and bridging the gap between UX and business.
2. Tools for understanding customers and designing the user experience, including customer journeys, user insight maps, design visions, experience maps, and service blueprints.
3. Methods for measuring and improving UX, such as usability principles, engagement metrics, UX maturity models, and design principles tailored to a company's values.
The presentation emphasizes the importance of understanding users, designing based on user research and feedback, and measuring UX success quantitatively. It provides examples of
ASML (www.asml.com) is one of the world’s leading manufacturers of chip-making equipment. Their internal UX team organized a UX event about the importance of UX and how it can be applied in ASML projects.
I contributed with a talk about the future of UX, illustrated by examples of high-tech projects.
How UX Evolves at Companies: A New Look at Maturity Modelsrbuttigl
User experience design involves many skill sets and methods but companies don't always have staff with the right expertise or placed in dedicated user experience roles. This puts product designs at risk, especially in competitive markets. In an effort to advance user experience design to minimize taking risks with design, several maturity models were published that explain the different phases of corporate UX maturity.
I have surveyed several user experience maturity models, identified the most important information, enhanced with my own experiences and simplified the delivery using a light hearted, easy to understand metaphor - an evolution scale. Each evolution level defines what methods are typically used, who typically does "design" at that level and most importantly what is needed to evolve to the next level.
This infographic is a valuable tool to educate different development teams where they are in the user experience spectrum as well as outline what they need to do to evolve. It also helps to educate executives to set realistic expectations that this is a process that takes time and to help gain their support by plotting your competition on the same scale.
Oplægget blev holdt ved InfinIT-arrangementet Temadag om integrering af usability-arbejde i agile udviklingsprocesser, der blev afholdt den 6. maj 2014. Læs mere om arrangementet her: http://infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/hvordan_kombineres_agil_udvikling_og_usability-arbejde.htm
How User Experience Evolves in a Company - a New Look at UX Maturity ModelsUXPA Boston
User experience design involves many skill sets and methods but companies don’t always have staff with the right expertise or placed in dedicated user experience roles. This puts product designs at risk, especially in competitive markets. In an effort to advance user experience design to minimize taking risks with design, several maturity models were published that explain the different phases of corporate UX maturity. I have surveyed several user experience maturity models, identified the most important information, enhanced with my own experiences and simplified the delivery using a light hearted, easy to understand metaphor – an evolution scale. Each evolution level defines what methods are typically used, who typically does “design” at that level and most importantly what is needed to evolve to the next level. This infographic is a valuable tool to educate different development teams where they are in the user experience spectrum as well as outline what they need to do to evolve. It also helps to educate executives to set realistic expectations that this is a process that takes time (we can’t all go from zero to Apple) and to help gain their support by plotting your competition on the same scale.
User experience (UX) design encompasses all aspects of a user's interaction with a company, service, or product. UX design aims to optimize usability, usefulness, and user satisfaction based on user research and testing. Effective UX design considers emotional responses, expectations, functionality, and stickiness from the user perspective. It involves iterative design, prototyping, and evaluation to ensure products meet user needs.
Integrating User Centered Design with Agile DevelopmentJulia Borkenhagen
The document discusses integrating user experience (UX) design into an agile development process. It recommends doing initial user research, creating a high-level concept upfront with sitemaps, wireframes and templates. The UX team should work one sprint ahead of development to test prototypes and pass designs to developers. Frequent short usability tests are more efficient than long tests. Development and UX teams should collaborate throughout with UX involved in analysis and development sprints. Challenges include resource availability, working on multiple sprints, and client demands and involvement.
Slides from a workshop at The Net Value, Cagliari 03/2016
Your product is perfect and users are stupid. You are developing for a long time, following the perfect idea, your assumptions, you are not wrong… or not?
In this workshop you will understand the foundation of user experience. What UX is, why it is important and how you can start adopting it in your processes.
User Experience (UX) Capacity-Building: A Conceptual Model and Research Agendacraigmmacdonald
Many User Experience (UX) practitioners face organizational barriers that limit their ability to influence product decisions. Unfortunately, there is little concrete knowledge about how to systematically overcome these barriers to optimize UX work and foster a stronger organizational UX culture. This paper introduces the concept of User Experience Capacity-Building (UXCB) to describe the process of building, strengthening, and sustaining effective UX practices throughout an organization. Through an integrated literature review of relevant HCI and capacity-building research, this paper defines UXCB and proposes a conceptual model that outlines the conditions, strategies, and outcomes that define a UXCB initiative. Five areas of future research are presented that aim to deepen our understanding of UXCB as both a practice and an area of scholarship.
Presented at the University of British Columbia, Computer Science Alumni Lecture Series - Nov. 27, 2014
The presentation introduces techniques to position User Experience (UX) Practice as a standard within an organization. It outlines not only standard UX techniques but also ways to demonstrate UX's value and ability to contribute to an organization's bottom line.
User-Centered Design (UCD) and User Experience (UX) focus on making products and interfaces intuitive for end users. This presentation introduces basic UCD techniques like user interviews and heuristic evaluations that can help improve usability. It provides an example of applying these techniques to redesign an image lightbox tool to be more intuitive.
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.
The UX Strategy team presented a strategy for improving user experience across the organization. They outlined steps to define the scope of the UX strategy, align it with business strategies and IT functions, organize the governance structure and guide adoption. The strategy includes focusing on user experience, developing persona groups, using an experience first model with user stories and prototypes, and introducing new technology patterns and tools. The team proposed next steps to further align the strategy, organize the governance structure, and transform the organization through staff training and development.
The UX Strategy team presented a strategy for improving user experience across the organization. They outlined steps to define the scope of the UX strategy, align it with business strategies and IT functions, organize the governance structure and guide adoption. The strategy includes focusing on user experience, creating persona groups, using an experience first model with user stories and prototypes, and introducing new technology patterns and tools. The team defined next steps to further align the strategy, organize the governance structure, and transform the organization through staff training and development.
More than 370 visual definitions of UX : User Experience, Customer Experience, Service Design, Design Thinking, Lean UX, Usability diagrams from 1970 till 2017.
This is a restored version of the presentation. Previous with 80 000 + views was deleted as a result of SlideShare bug...
This document provides a collection of resources on design thinking diagrams and processes from various organizations between 2008-2017. It lists sources from IDEO, Stanford d.School, Hasso Plattner, Katja Tschimmel, PwC, and others that describe steps in the design thinking process and have influenced the models over time, tracing the evolution of design thinking from its roots in Stanford d.School in the late 2000s.
Reverse Chaos Method of Requirements Prioritisation Gena Drahun
This document presents the Reverse Chaos method for prioritizing requirements. It summarizes findings from the Chaos Report showing small projects have a 76% success rate while large projects have only a 10% success rate due to the increased number of decisions required. The document advocates selecting the minimum number of features needed to provide customer value using techniques like card sorting and building a minimum viable product (MVP) or minimum viable feature (MVF).
This document summarizes Gena Drahun's experience as an interaction designer and UX designer for World of Tanks from 2009 to 2011. It outlines her educational background in physics, economics, and user research/interaction design. It then provides an overview of the growth of Wargaming.net during her time there and some of the game's achievements and awards. Finally, it describes aspects of her work on the game's UX design, including battle and non-battle UIs, development pipelines, testing approaches, and enabling player customization and community involvement.
Kano model and the practical application of it. This time we will go deeper than the surface and explore some secrets that can increase the effectiveness of Kano approach.
Hienadz Drahun - Design with Temperament - Design by Fire CafeGena Drahun
How about having an universal set of proven and reusable behavioral user models? These models can be used for creating interaction design, building content strategy or optimizing for conversion.
You can quickly build user models applying simple and effective approach that uses behavioral archetypes based on Temperament types (also called MBTI by some people) with interpretation for design. We will go beyond the classical MBTI approach and will touch some secrets based on years of practical experience.
https://www.ebay.com/str/mogulgallery
https://www.mogulinterior.com/collections/antique-doors
Tucked away in the stunning Smoky Mountains, this rustic lodge has been reimagined as a serene wellness retreat. Reclaimed vintage wood doors and handcrafted furniture anchor the space, telling a story of old-world charm blended with effortless luxury A hallmark of the mountain lodge retreat is its thoughtful use of reclaimed materials. Timeworn vintage doors, rich with character, have been repurposed as striking architectural features and focal points throughout the space. Each antique door, with its rustic details and aged patina, brings a unique sense of history and heritage that’s impossible to reproduce. Adding to this timeless charm, the doorways are framed by intricately carved vintage arches sourced from India, infusing the lodge with global artistry and old-world soul.
Service Design in Zürich's city governmentsdnswitzerland
During the Swiss Service Design Day conference 2025, Beatrice hosted a talk on "Service Design in Zurich's city government".
This talk was part of the Swiss Service Design Day 2025 organized by the Service Design Network Chapter Switzerland.
About Beatrice:
Beatrice is a Service Designer at Smart City Zürich an initiative from the city of Zürich that strengthens Zurich as a location for innovation and promotes user-friendly services for the population and companies.
Beatrice has an extensive expertise in designing and optimizing digital products.
Before working in the public sector, Beatrice worked in user experience, customer experience, research and project management roles at Neue Zürcher Zeitung (NZZ), Swiss International Air Lines, Stimmt.
My optimistic and planned approach in things I do is what
driving me towards my success.
Passionate about preserving architectural identity while integrating modern functionality.
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MAGIX ACID Pro Suite Crack MAGIX ACID Pro Suite Crack Download is a very powerful digital audio workstation for composing, recording, mixing, and arranging audio and MIDI tracks.
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For many homeowners, the idea of a beautiful garden or yard is enticing—until reality sets in. Weekly mowing, seasonal pruning, watering schedules, pest control… the list of tasks can make even the most dedicated dreamer dread the upkeep.
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How to Add Overlay on CapCut on PC
Follow the steps below to learn how to overlay on CapCut on your desktop.
Step 1. Create a New Project
1. First, you should go to the Microsoft Store or CapCut website to download the app on your PC or install it on your Mac from the App Store.
2. Once installed, open the CapCut desktop app and sign up with your account.
3. Click the + Create project button at the top to enter the edit page and click Importto upload your videos and images.
Click Import to upload videos and images
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1 First, hover over the thumbnail of the video you want as the background, and click + to add it to the timeline.
2. Drag and drop another video into the timeline, and both videos are on the same track. Then, click and select the desired video as an overlay and drag upwards. This will create a new video track.
Add a video overlay in CapCut
3. Go to the video player section and move the points on each corner to adjust the size of the overlay. Also, you can use the Scale tool on the right. And you can dray the overlay on the player window to change its position on the frame.
Step 3. Add Image Overlay
Adding an image overlay works the same way you add a video overlay. In addition, you can drag the edge of the clip to adjust its duration.
Add an image overlay in CapCut
Step 4. Add Text Overlay
1. To add a text overlay on CapCut, select the video on the timeline and move the playhead to the desired place where you want the text to appear.
2. Go to Text at the top, you can click the plus icon below Default text to add a text track on the timeline and edit your text on the right side. Also, you can use a text template. Drag the right edge of the text to make it longer.
Add text overlay in CapCut
Step 5. Add a Sticker
1. CapCut provides a variety of stickers to spice up videos. To add a sticker overlay, first, you should move the playhead to the target place where you want the sticker to appear.
2. Go to Stickers at the top, select a category, download a sticker, and click + to add it to the video. Then, you can adjust its duration, position, and size.
Step 6. Export the Video
Click the Export button in the top right corner, then you can select the video resolution, bitrate, codec, format, and frame rate, choose a folder to save the video, and click Export.
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A session for the inaugural meeting of the cross-UK Gov content club, in which Caroline looks at writing effective error messages, and introduces her 2025 topic - error rates and data quality.
We begin by crocheting with yarn and magic ring techniques, then moving on to nose, ear, body,if you get stuck don’t worry we will be right there to assist you. Moreover, we demonstrate proper stuffing techniques so that your pig not only looks chubby but also super cute.
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2. Jared Spool, 1997 - 2007
http://www.uie.com/articles/market_maturity/
Stage Users Want UX Focus Developers
Focus on
1 Technology
a.k.a. Raw Iron
The basic capability Getting the technology
working = The product
works
Technical issues and
delivery
2 Features
(a.k.a. Checklist
Battles )
The best set of
features
Getting the right
features
Adding features and
fixing bugs
3 Experience
(a.k.a Productivity
Wars )
To get their work
done better and
faster
Getting the right
experience = Easy to
learn, fast, powerful
Performance support,
reducing technical
support costs
4 Integration
Transparency
Lowest cost Integration into bigger
experiences = The
product is invisible
Reducing costs or
seeking new markets
8. Jacob Nielsen, 2006
UX Maturity Stage Featuring Time to next
stage
1: Hostility Developers simply don't want to hear about
users or their needs
Up to
decades
2: Developer-Centered Design team relies on its own intuition 2-3 years
3: Skunkworks Guerilla user research or external usability
experts
2-3 years
4: Dedicated Budget Usability is planned for 2-3 years
5: Managed Someone to think about usability across the
organization
6-7 years
6: Systematic Process Tracking user experience quality 6-7 years
7: Integrated User-
Centered Design
Employing usability data to determine what
company should build
~ 20 years
8: User-Driven
Corporation
Usability affects corporate strategy and
activities beyond interface design
~40 years to
get from start
http://www.nngroup.com/articles/usability-maturity-stages-1-4/
http://www.nngroup.com/articles/usability-maturity-stages-5-8/
9. Stage 7: User-Driven Corporation - 40 years
Stage 6: Integrated UCD - 20 years
Stage 5: Systematic Process - 13 years
Stage 4: Managed - 7 years
Stage 3: Dedicated Budget - 4 years
St age 2: Skunkworks- 2 years
Stage 1: Developer-Centered
Gena Drahun, 2015
based on Jacob Nielsen, 2006
Average time to reach UX Maturity,years
Gena Drahun, 2015 based on Jacob Nielsen, 2006
https://www.linkedin.com/pulse/wicked-truth-ux-maturity-gena-drahun
10. Benno Loewenberg, 2016
based on Jacob Nielsen, 2006
https://https://www.slideshare.net/BennoLoewenberg/strategy-design-
sprint-english-iak16
18. Sabine Juninger, 2009
Junginger, S. Design in the organization: Parts and wholes. Design Research
Journal, 2, 9 (2009), Swedish Design Council (SVID), 23-29.
http://www.dubberly.com/articles/stevejobs.html