In their talk for http://uxbrighton.org.uk/UX-for-kids/, Filip Healy, Mansha Manohar and George Green from Aberlight plus Gemma Newell from the BBC, discuss some of the challenges of conducting user research with children under 4 and some of the design opportunities and principles that are important for this audience. In particular touchscreens have really lowered the entry level language and motor control skills required to interact with computer programs. On the one hand this provides great opportunities in early education and for busy parents to keep their children engaged, but on the other it raises some very serious ethical questions about what is an acceptable age to start encouraging children to interact with devices.
Seeking, finding and using technology to improve student learningMichael Boll
This document appears to be notes from a training or workshop about using technology to enhance student learning. It discusses seeking out, finding, and using technology for improving student learning. Some topics covered include creativity and innovation, game-based learning, using technology tools with an MVP (minimum viable product) approach, and specific tools like Google Drive, portfolios, media literacy, coding, and language learning tools. The document provides links and suggestions for how to implement various digital tools and strategies in the classroom.
Cynda Tate wrote a reflective essay about a semester-long project where she researched the effects of parental deployment in the military on children. She found that children experience emotional, behavioral, anxiety and stress-related issues when a parent is away at war. Working with her friend Ella, Cynda created a Glogster website with links to additional multimedia elements like VoiceThread and PowerPoint to convey their findings. Through this process, Cynda learned the importance of effectively communicating new understandings and using creative formats to express personal learning.
1. The document is a reflection by Cynda Tate and Ella Wilkie on their semester project about the effects of parental deployment in the military on children.
2. They explored how parental absence due to war drastically changes all aspects of children's lives, especially interactions with parents and feelings of losing both parents.
3. By using a Glogster with links to other media like VoiceThread and PowerPoint, Cynda and Ella felt they created an impactful project that showed the difficulties faced by children with deployed parents.
How to involve children in the design process, Monica Ferraro.uxbri
Monica's talk from http://uxbrighton.org.uk/UX-for-kids/ examines the different techniques used while working with children as design partners in the design of technology. Dressing up, mixing ideas, Playmobil and Lego are great tools for generating new design ideas. Colouring pens, stickers and cardboard mockups of devices are great tools to create low-fidelity prototypes.
Design Sprint Methodology – A learning curve, Liz Leakeyuxbri
The document discusses using design sprints to improve BBC Children's homepages. Design sprints involve cross-functional teams testing ideas with users over 4 weeks to focus on problems like content discovery, reflecting channel personality, and mobile access. Sprints help generate ideas, engage teams, and involve actual user testing. Key lessons from sprints include focusing on location and visibility for stakeholders, commitment from teams, valuing user interaction over presentations, keeping things simple, having backup child testers, extensive planning, and learning from the process.
- A study was conducted to understand media use among 6- to 9-year-olds, including surveys of mothers and children.
- Most children spend their days in public school and go home to parents after school, with only 17% in after-school programs. Television and reading are the most common media activities.
- Internet access at home is impacted by income level, with lower-income families less likely to have it. African American children spend more time online than other groups.
- Popular games include Mario, Sonic, and Pokemon. Cartoon Network, Disney, and Nickelodeon are the most visited websites.
Digital Citizenship 2014 Bucks Lehigh EduSummit-Finalsheilaedtech
This document provides an overview of digital citizenship lesson plans and activities for different grade levels. It includes links to videos, games and projects that teach about topics like online safety, copyright, cyberbullying and responsible social media use for grades K-12. Suggested projects involve creating comics, videos, podcasts and presentations. The document aims to provide age-appropriate ways to make digital citizenship lessons engaging for students through the use of movies, discussions, activities and creative projects.
Seeking, finding and using technology to improve student learningMichael Boll
This document appears to be notes from a training or workshop about using technology to enhance student learning. It discusses seeking out, finding, and using technology for improving student learning. Some topics covered include creativity and innovation, game-based learning, using technology tools with an MVP (minimum viable product) approach, and specific tools like Google Drive, portfolios, media literacy, coding, and language learning tools. The document provides links and suggestions for how to implement various digital tools and strategies in the classroom.
Cynda Tate wrote a reflective essay about a semester-long project where she researched the effects of parental deployment in the military on children. She found that children experience emotional, behavioral, anxiety and stress-related issues when a parent is away at war. Working with her friend Ella, Cynda created a Glogster website with links to additional multimedia elements like VoiceThread and PowerPoint to convey their findings. Through this process, Cynda learned the importance of effectively communicating new understandings and using creative formats to express personal learning.
1. The document is a reflection by Cynda Tate and Ella Wilkie on their semester project about the effects of parental deployment in the military on children.
2. They explored how parental absence due to war drastically changes all aspects of children's lives, especially interactions with parents and feelings of losing both parents.
3. By using a Glogster with links to other media like VoiceThread and PowerPoint, Cynda and Ella felt they created an impactful project that showed the difficulties faced by children with deployed parents.
How to involve children in the design process, Monica Ferraro.uxbri
Monica's talk from http://uxbrighton.org.uk/UX-for-kids/ examines the different techniques used while working with children as design partners in the design of technology. Dressing up, mixing ideas, Playmobil and Lego are great tools for generating new design ideas. Colouring pens, stickers and cardboard mockups of devices are great tools to create low-fidelity prototypes.
Design Sprint Methodology – A learning curve, Liz Leakeyuxbri
The document discusses using design sprints to improve BBC Children's homepages. Design sprints involve cross-functional teams testing ideas with users over 4 weeks to focus on problems like content discovery, reflecting channel personality, and mobile access. Sprints help generate ideas, engage teams, and involve actual user testing. Key lessons from sprints include focusing on location and visibility for stakeholders, commitment from teams, valuing user interaction over presentations, keeping things simple, having backup child testers, extensive planning, and learning from the process.
- A study was conducted to understand media use among 6- to 9-year-olds, including surveys of mothers and children.
- Most children spend their days in public school and go home to parents after school, with only 17% in after-school programs. Television and reading are the most common media activities.
- Internet access at home is impacted by income level, with lower-income families less likely to have it. African American children spend more time online than other groups.
- Popular games include Mario, Sonic, and Pokemon. Cartoon Network, Disney, and Nickelodeon are the most visited websites.
Digital Citizenship 2014 Bucks Lehigh EduSummit-Finalsheilaedtech
This document provides an overview of digital citizenship lesson plans and activities for different grade levels. It includes links to videos, games and projects that teach about topics like online safety, copyright, cyberbullying and responsible social media use for grades K-12. Suggested projects involve creating comics, videos, podcasts and presentations. The document aims to provide age-appropriate ways to make digital citizenship lessons engaging for students through the use of movies, discussions, activities and creative projects.
Welcome to the Digital Neighborhood: A Fred Rogers Center and Little eLit Dig...claudiahaines
Tanya B. Smith and Claudia Haines presented these slides during the Fred Rogers Center and Little eLit Digital Literacy Symposium at the Harford County Public Library in Maryland on April 7, 2015. Additional slides for the portion of the program about early literacy and Every Child Ready to Read can be found at: http://www.slideshare.net/claudiahaines/hcpl-new-media-and-young-children-training-ecrr-portion
This document discusses how Botany Downs Kindergarten in New Zealand has embraced technology integration in early childhood education. It began when teachers observed children texting and taking photos on obsolete cell phones, realizing they needed to incorporate the children's technology skills into learning. They have since integrated iPads, interactive whiteboards, movie-making, blogging and Skype to foster both individual and shared learning. Teachers act as role models by using technology for tasks like meetings and professional development. While starting with basic skills, the kindergarten aims to achieve "redefinition" by using technology for new activities not previously possible.
Digital citizenship 2014 Bucks Lehigh EduSummitsheilaedtech
This document provides an overview of digital citizenship lesson plans and activities for different grade levels. It includes links to videos, games and projects that teach about topics such as online safety, copyright, cyberbullying and managing your online reputation. Suggested projects involve creating comics, videos and presentations. The document emphasizes making lessons engaging for students by incorporating animations, discussions and creative works. It also provides additional resources for developing a digital citizenship curriculum.
Using Snapchat to Reach Library Patrons: Part 2ALATechSource
The document discusses using Snapchat for teen services in libraries. It provides examples of library Snapchat accounts and the types of content they post, including promoting events, sharing book recommendations, and behind-the-scenes photos. It also offers best practices for setting up a library Snapchat account, such as designating a staff member to post daily. Analytics from a public library's Snapchat account found that each post received over 85 views on average.
1. The document provides the top 10 technology uses for school administrators as outlined by Dr. Richard Voltz. It discusses using tools like Twitter, Prezi, Google, podcasting, and digital checking for understanding to improve communication, evaluation, and instruction.
2. Some of the key recommendations include using 1:1 computing like iPads to transform learning, mandating that teachers check for student understanding using technology, and having administrators model technology uses for teachers through screencasting.
3. The top two uses highlighted are using Google Docs and Forms to facilitate collaboration and collecting information from students and parents. The document also discusses using blogs by superintendents, teachers, and students to share information and
The document outlines a strategy and tactics for a campaign to promote the Student Green Energy Fund at the University of South Florida. The campaign aims to increase submissions of ideas to make USF more environmentally friendly by raising awareness of the fund. Tactics include media relations with local TV stations and newspapers, social media posts on platforms like Instagram, Twitter and Facebook, and a promotional event. The campaign will be evaluated based on social media engagement, event attendance, media impressions, and comparing the number of submissions before and after.
Digital Citizenship: Keeping Students Safe Online - TCEA 2015Diana Benner
Join me for a sobering but informative discussion on best practices for keeping your students safe online. Relevant resources will be shared that you can pass on to parents and teachers.
This document discusses the effects of screen technology on childhood development. It begins by introducing the speaker, Dr. Mary Burke, and her qualifications. She then asks the audience secret questions about their own screen usage habits. The main points are that screens provide abnormal sensory input that can weaken brain systems, attachment behaviors, and language development. While guidelines state limited screen time is okay, what actually happens is overuse. The document reviews increasing health and developmental issues in children that relate to media exposure and overuse. It discusses the addictive properties of screens and how they activate reward systems in the brain. Clinical trials show reducing screen time can lower obesity and aggression. The speaker advocates a screen-free approach for young children.
The Biggest Problem In TV: Split... AttentionTodd Green
Split attention is a major problem for TV producers - what should they do about it?
- Slides propose an approach based on existing viewer behaviour
- Lots of examples from TV, and a case study on The X Factor app
- I gave this talk at Loughborough on 22/10/13
Is there a difference in a person’s reading speed and comprehension on various screen sized devices? My study shows that there isn't a significant difference.
The document discusses how students today are immersed in technology such as cell phones, MP3 players, laptops, and social media. It notes that 76% of secondary students have cell phones, with 30% having smartphones. It also discusses how students want to use their own technology for learning. The document provides examples of how some schools are integrating students' personal technology into the classroom, such as allowing cell phone use for assignments. It emphasizes that schools must prepare students for the technological workplace of the future.
This document summarizes the journey of Botany Downs School in New Zealand from having very limited ICT resources and inquiry learning four years ago to their current capabilities. It began with joining an ICT/inquiry learning cluster and working to improve infrastructure by installing wireless, upgrading servers, and providing devices like laptops, projectors, cameras and interactive whiteboards to each classroom. Teachers learned to integrate technologies like blogging, Google Docs, and video creation tools to support inquiry learning. Younger students now use technologies like digital microscopes, Skype and stop-motion movies. The presentation shows how ICT has transformed the school from "e-zero" to "e-heroes" through incremental improvements over time.
#HEWEB18 - Using an Instagram Story to Help Sexual Assault SurvivorsJon McBride
BYU found some important pieces of data in its campus climate survey: 1. Survivors of sexual assault first turn to friends and roommates. 2. Friends and roommates felt ill equipped to help. 3. Friends and roommates wanted to help. So we created an Instagram story directed to the entire student body, coaching them on what to say, how to help and what specific resources to point their friends and roommates to, if they come to them for support after an assault.
This document provides examples of technology-based project ideas that teachers are using worldwide. It lists various tools like blogging, wikis, Twitter, videoconferencing and describes some sample projects. These include classroom blogging projects, a wiki used for international chess games, a collaborative e-book created between schools in different countries, and a reading scheme of 80 books created in hard copy and online. It aims to introduce different technology components and platforms that can be used to facilitate innovative student projects.
Science meets Performing Arts meets Societyscratchpost
The Science meets Performance Art meets Society workshop with Ran Peleg and Cristina Olivotto at Szakacsi (Hungary) was an overwhelming experience.
Exchange of Community-engaged Performing Art Practices has been conducting this academy for three years now with the aim of building an inspiring network of organizations in the arts and theatre performance, as well as in the music development to improve the situation of underprivileged children. We were there to throw a bit of science meets society into the mix as an #agentofchange.
It was an opportunity to interact and intimately share space with a group of Roma people, social art practitioners -- dancers, theatre artists, clowns -- psychologists, and wonderful educators. I spent the week in a psychodrama workshop, learning how to be a clown, learning the art of Comedia dell'arte and sharing stories of science and society, and of course analysing our existence on this planet.
Muchos love and shot out to everyone who was there to make a crazy nice and reflective experience.
Thank you Balázs Simon, Timea Szőke, Petrányi Barna to make this experience possible.
This document discusses the use of computers by students with disabilities at different levels and for teachers. At level 1, students with severe disabilities use computers for recipes, newsletters, art projects, and information searches. At level 2, students with moderate disabilities use Pinterest, transportation information, and email. At level 3, students with mild disabilities use visual supports, email, spell check, and online lessons. The document also provides resources for teachers to use ICT for differentiation, including feedback apps, calendars, QR codes, start pages, URL shorteners, text-to-speech, instruction videos, mind maps, manuals, and quizzes.
This document summarizes tweets from the #KMAUS10 conference on July 22, 2010. Attendees discussed using Confluence for wikis and collaboration. A slideshare of day one tweets was uploaded. Positive feedback was shared about interactive sessions. Discussions covered using social media policies to guide employees while allowing communities to self-police. The conference concluded with congratulations to all who participated.
Jon Roobottom – Murder on the dancefloor: The death of disco uxbri
Discoveries are crucial to a designer’s toolkit, but why do they sometimes feel like a slog?
Dive into the ins and outs of the discovery process, learn to navigate everyday challenges, and pick up practical strategies to guide your teams toward effective results.
Olena Bulygina – Designing for Humanity: A UX Journey in Humanitarian Aid uxbri
This is a talk about applied design. We will venture to the land of humanitarian aid and follow a story of applying a design skill set to a set of challenges, such as lack of equipment, lack of medical supplies, in times of war.
We will look together at processes, challenges and the successes and failures that one might experience when the only option is to apply all skills to a very complex subject matter. We will witness bottom up changes in the healthcare system that start with individual impact: the impact of ideas. It is also a story about systems, and how we implement change in them, omitting the notion of centralised control.
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Ähnlich wie Little users; UX considerations for pre-school children - Amberlight
Welcome to the Digital Neighborhood: A Fred Rogers Center and Little eLit Dig...claudiahaines
Tanya B. Smith and Claudia Haines presented these slides during the Fred Rogers Center and Little eLit Digital Literacy Symposium at the Harford County Public Library in Maryland on April 7, 2015. Additional slides for the portion of the program about early literacy and Every Child Ready to Read can be found at: http://www.slideshare.net/claudiahaines/hcpl-new-media-and-young-children-training-ecrr-portion
This document discusses how Botany Downs Kindergarten in New Zealand has embraced technology integration in early childhood education. It began when teachers observed children texting and taking photos on obsolete cell phones, realizing they needed to incorporate the children's technology skills into learning. They have since integrated iPads, interactive whiteboards, movie-making, blogging and Skype to foster both individual and shared learning. Teachers act as role models by using technology for tasks like meetings and professional development. While starting with basic skills, the kindergarten aims to achieve "redefinition" by using technology for new activities not previously possible.
Digital citizenship 2014 Bucks Lehigh EduSummitsheilaedtech
This document provides an overview of digital citizenship lesson plans and activities for different grade levels. It includes links to videos, games and projects that teach about topics such as online safety, copyright, cyberbullying and managing your online reputation. Suggested projects involve creating comics, videos and presentations. The document emphasizes making lessons engaging for students by incorporating animations, discussions and creative works. It also provides additional resources for developing a digital citizenship curriculum.
Using Snapchat to Reach Library Patrons: Part 2ALATechSource
The document discusses using Snapchat for teen services in libraries. It provides examples of library Snapchat accounts and the types of content they post, including promoting events, sharing book recommendations, and behind-the-scenes photos. It also offers best practices for setting up a library Snapchat account, such as designating a staff member to post daily. Analytics from a public library's Snapchat account found that each post received over 85 views on average.
1. The document provides the top 10 technology uses for school administrators as outlined by Dr. Richard Voltz. It discusses using tools like Twitter, Prezi, Google, podcasting, and digital checking for understanding to improve communication, evaluation, and instruction.
2. Some of the key recommendations include using 1:1 computing like iPads to transform learning, mandating that teachers check for student understanding using technology, and having administrators model technology uses for teachers through screencasting.
3. The top two uses highlighted are using Google Docs and Forms to facilitate collaboration and collecting information from students and parents. The document also discusses using blogs by superintendents, teachers, and students to share information and
The document outlines a strategy and tactics for a campaign to promote the Student Green Energy Fund at the University of South Florida. The campaign aims to increase submissions of ideas to make USF more environmentally friendly by raising awareness of the fund. Tactics include media relations with local TV stations and newspapers, social media posts on platforms like Instagram, Twitter and Facebook, and a promotional event. The campaign will be evaluated based on social media engagement, event attendance, media impressions, and comparing the number of submissions before and after.
Digital Citizenship: Keeping Students Safe Online - TCEA 2015Diana Benner
Join me for a sobering but informative discussion on best practices for keeping your students safe online. Relevant resources will be shared that you can pass on to parents and teachers.
This document discusses the effects of screen technology on childhood development. It begins by introducing the speaker, Dr. Mary Burke, and her qualifications. She then asks the audience secret questions about their own screen usage habits. The main points are that screens provide abnormal sensory input that can weaken brain systems, attachment behaviors, and language development. While guidelines state limited screen time is okay, what actually happens is overuse. The document reviews increasing health and developmental issues in children that relate to media exposure and overuse. It discusses the addictive properties of screens and how they activate reward systems in the brain. Clinical trials show reducing screen time can lower obesity and aggression. The speaker advocates a screen-free approach for young children.
The Biggest Problem In TV: Split... AttentionTodd Green
Split attention is a major problem for TV producers - what should they do about it?
- Slides propose an approach based on existing viewer behaviour
- Lots of examples from TV, and a case study on The X Factor app
- I gave this talk at Loughborough on 22/10/13
Is there a difference in a person’s reading speed and comprehension on various screen sized devices? My study shows that there isn't a significant difference.
The document discusses how students today are immersed in technology such as cell phones, MP3 players, laptops, and social media. It notes that 76% of secondary students have cell phones, with 30% having smartphones. It also discusses how students want to use their own technology for learning. The document provides examples of how some schools are integrating students' personal technology into the classroom, such as allowing cell phone use for assignments. It emphasizes that schools must prepare students for the technological workplace of the future.
This document summarizes the journey of Botany Downs School in New Zealand from having very limited ICT resources and inquiry learning four years ago to their current capabilities. It began with joining an ICT/inquiry learning cluster and working to improve infrastructure by installing wireless, upgrading servers, and providing devices like laptops, projectors, cameras and interactive whiteboards to each classroom. Teachers learned to integrate technologies like blogging, Google Docs, and video creation tools to support inquiry learning. Younger students now use technologies like digital microscopes, Skype and stop-motion movies. The presentation shows how ICT has transformed the school from "e-zero" to "e-heroes" through incremental improvements over time.
#HEWEB18 - Using an Instagram Story to Help Sexual Assault SurvivorsJon McBride
BYU found some important pieces of data in its campus climate survey: 1. Survivors of sexual assault first turn to friends and roommates. 2. Friends and roommates felt ill equipped to help. 3. Friends and roommates wanted to help. So we created an Instagram story directed to the entire student body, coaching them on what to say, how to help and what specific resources to point their friends and roommates to, if they come to them for support after an assault.
This document provides examples of technology-based project ideas that teachers are using worldwide. It lists various tools like blogging, wikis, Twitter, videoconferencing and describes some sample projects. These include classroom blogging projects, a wiki used for international chess games, a collaborative e-book created between schools in different countries, and a reading scheme of 80 books created in hard copy and online. It aims to introduce different technology components and platforms that can be used to facilitate innovative student projects.
Science meets Performing Arts meets Societyscratchpost
The Science meets Performance Art meets Society workshop with Ran Peleg and Cristina Olivotto at Szakacsi (Hungary) was an overwhelming experience.
Exchange of Community-engaged Performing Art Practices has been conducting this academy for three years now with the aim of building an inspiring network of organizations in the arts and theatre performance, as well as in the music development to improve the situation of underprivileged children. We were there to throw a bit of science meets society into the mix as an #agentofchange.
It was an opportunity to interact and intimately share space with a group of Roma people, social art practitioners -- dancers, theatre artists, clowns -- psychologists, and wonderful educators. I spent the week in a psychodrama workshop, learning how to be a clown, learning the art of Comedia dell'arte and sharing stories of science and society, and of course analysing our existence on this planet.
Muchos love and shot out to everyone who was there to make a crazy nice and reflective experience.
Thank you Balázs Simon, Timea Szőke, Petrányi Barna to make this experience possible.
This document discusses the use of computers by students with disabilities at different levels and for teachers. At level 1, students with severe disabilities use computers for recipes, newsletters, art projects, and information searches. At level 2, students with moderate disabilities use Pinterest, transportation information, and email. At level 3, students with mild disabilities use visual supports, email, spell check, and online lessons. The document also provides resources for teachers to use ICT for differentiation, including feedback apps, calendars, QR codes, start pages, URL shorteners, text-to-speech, instruction videos, mind maps, manuals, and quizzes.
This document summarizes tweets from the #KMAUS10 conference on July 22, 2010. Attendees discussed using Confluence for wikis and collaboration. A slideshare of day one tweets was uploaded. Positive feedback was shared about interactive sessions. Discussions covered using social media policies to guide employees while allowing communities to self-police. The conference concluded with congratulations to all who participated.
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Jon Roobottom – Murder on the dancefloor: The death of disco uxbri
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Dive into the ins and outs of the discovery process, learn to navigate everyday challenges, and pick up practical strategies to guide your teams toward effective results.
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This is a talk about applied design. We will venture to the land of humanitarian aid and follow a story of applying a design skill set to a set of challenges, such as lack of equipment, lack of medical supplies, in times of war.
We will look together at processes, challenges and the successes and failures that one might experience when the only option is to apply all skills to a very complex subject matter. We will witness bottom up changes in the healthcare system that start with individual impact: the impact of ideas. It is also a story about systems, and how we implement change in them, omitting the notion of centralised control.
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Exercise regularly; eat plenty of vegetables; floss your teeth. Tasks that feel like chores are often the most beneficial in the long run. The same is true of writing documentation.
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Sharon debunked some common myths about what you need, to be a mentor. She drew on her experiences of mentoring to talk about how she found it, and what she’s gained by being a mentor.
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Product development requires trade-offs, but just like a deal with the devil, the devil is in the details of how you make those trade-offs. And your choices can be devilishly hard. This demonic themed talk looks at various techniques for easing the burden of the bargains you make.
About Lucy
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About Janna
Janna Bastow is co-founder of ProdPad , product management and roadmapping software for product people. Janna is also co-founder of ProductTank and Mind the Product, a global community of product managers. She often starts and stops conversations with the question: “What problem are you trying to solve?”
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Louise Bloom - T-shaped skills save lives (and products). How and why to lear...uxbri
The document discusses T-shaped skills and how they can help improve coordination and efficiency when treating patients. T-shaped skills involve having an area of deep expertise combined with broader knowledge across disciplines. This allows medical professionals like physiotherapists, nurses, and occupational therapists to communicate better, understand different perspectives, and discharge patients faster by sharing their collective skills and insights.
It sometimes feels like design and product are talking a different language – both striving to get great products out to their customers, but frequently misunderstanding each other on the path to get there. Kate will share the times she’s seen this happen and the ways she’s tackled it so that you can get ahead and create brilliant working partnerships with your product counterparts.
About Kate
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About Alison
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Digital disruptors and the covid crisis have highlighted the importance of customer centricity. Business leaders clearly recognise their organisations need to be more customer centric and future proof them against ever-changing customer expectations, volatile economic conditions and aggressive digital disruptors.
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Working backwards from customers
Implications for operating models to empower small cross-functional teams.
How companies like Amazon, Cisco and others reinforce and change their culture.
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About Jonathan
Jonathan Smare is a Partner, Strategy, Leadership & Innovation at DigitalWorksGroup. In his career spanning over 30 years at Hewlett Packard, Cisco Systems and Amazon Web Services Jonathan has led numerous large-scale transformations. A veteran executive and public speaker, Jonathan works with executives worldwide to share experiences and discuss strategies for their digital transformation journeys.
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“How do we get executives to think in an Agile way?”
“How do we get UX researchers to prioritize our work?”
“How do we get our sales team to stop making promises we can’t deliver?”
For the last twelve years, I have heard these questions on a weekly basis. And the answer to all of them is exactly the same: you don’t “get” anyone to do anything. In this talk, product leader and author of Product Management in Practice Matt LeMay shares his experience working across product, UX, marketing, and leadership teams at companies like Google, Audible, Mailchimp, and Spotify. You’ll learn how the path to success in cross-functional product development means embracing ego death and recognizing that you have very little direct control over anyone or anything. No, seriously.
About Matt
Matt LeMay is an internationally recognized product leader, author, and consultant who has worked with companies like Spotify, Audible, Mailchimp, and Google. He is the author of Agile for Everybody (O’Reilly Media, 2018) and Product Management in Practice (Second Edition O’Reilly Media, 2022), and has helped build and scale product management practices at companies ranging from early-stage startups to Fortune 500 enterprises. Matt is the creator of the One Page / One Hour Pledge, a commitment to minimize busywork and maximize collaboration that has been adopted by over 100 individuals and teams at Amazon, Walmart, CNN, BBVA, and more. Previously, Matt worked as Senior Product Manager at music startup Songza (acquired by Google), and Head of Consumer Product at Bitly. Matt is also a musician, recording engineer, and the author of a book about singer-songwriter Elliott Smith.
Shrut Kirti Saksena - Holy Shift! Learnings in UX Research over the yearsuxbri
Shrut is a Cognitive Scientist and a UX Researcher with 6 years of combined experience in academic & product research. Currently, she is a Sr. Experience Researcher for Adobe’s Creative Cloud & Emerging Products team, shaping and driving the next evolution of the Creative Cloud(CC) suite of products. In the past, she has founded & led the UX Research operations @Lollypop Design Studio(Bangalore), where she set up the UX Research function from scratch & mentored a team of UX Researchers on 30+ exploratory, evaluative UX research projects across diverse domains.
Her research expertise lies at the intersection of emerging technologies, global UX Research & operations, and cognition and behavioral sciences. She has been awarded numerous design awards such as A’design Award, Interface Red Dot Award to name a few. She is an inclusion & accessibility enthusiast, and mentors aspiring UX professionals, and emerging UX research teams @ADPList.org.
In a recent survey looking at 100 Experience Researcher job postings in the US in 2021, it was found that collaboration (84%) and business acumen(scoping, translating business requirements, & influencing product strategy) were the most sought-after requirements, other than the expected requirements of designing and conducting research studies (84%) for a UX Researcher. Also, it is no secret that there is now more demand for user insights than there are UX researchers in the industry.
Shrut’s talk highlighted the emerging demands of the industry from a UX Research role, elucidates why a change in perspective of mentorship & learning is required to meet these demands & how one could benefit from this perspective shift to grow into an experienced researcher: amplifying the impact of UX research and leveraging research soft-skills of collaboration, communication, connection, and influence to empower product teams & stakeholders.
Lewis Nyman - Building effective mentoring relationshipsuxbri
This document outlines key components for building effective mentoring relationships based on a qualitative academic study. It identifies 8 key components: 1) open communication and accessibility, 2) setting goals and challenges, 3) showing passion and inspiration, 4) developing a caring personal relationship, 5) mutual respect and trust, 6) exchanging knowledge, 7) fostering independence and collaboration, and 8) role modeling. For each component, it provides strategies for mentors to effectively develop that aspect of the relationship, such as making time for mentees, understanding their learning styles, and conveying knowledge in interesting ways.
Peter Winchester - Growing your career with (or without) a mentoruxbri
The document discusses alternatives to mentoring for career growth, including free resources like peers and questions, as well as paid resources. It suggests asking peers and questions first before seeking a mentor, as mentors are not always available and other options can help career growth without a mentor.
Jessica Squires - Starting your mentorship journey, common ground and self-careuxbri
Jessica is a Lead UX Architect for a large media organisation. Day to day she oversees projects, gets hands-on with wireframes (and more), collaborates with her talented UX team, and mentors’ people inside and outside of her work.
She truly enjoys mentoring, not only does she get to meet lots of wonderful people, she helps them to expand on their current knowledge, or maybe set them on a path to switch careers but she’s improved her UX practice and skillset along the way. She talked about how you can get into mentoring, empowerment, setting boundaries and more…
This document provides a brief history of UX design and discusses current topics in the field. It includes a timeline showing the evolution of design disciplines from 1830 to today. Current UX topics discussed are DesignOps, UX Research, UX Writing, and Design Systems. For each topic, it provides short definitions and examples from design history to show how current practices relate to older disciplines. The document concludes by recommending further reading and thanking the audience.
1) Good team design involves putting smart people together in a team and allowing them to do amazing work.
2) Research shows that what distinguishes good teams from dysfunctional ones is how members treat one another, with things like establishing expectations, making space for feedback, sharing successes, and reflecting.
3) Nat Buckley's presentation emphasizes that good design involves cultivating a culture where individuals can receive feedback graciously, admit mistakes, and help ensure everyone is heard in order to help the team succeed.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
2. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen
Who we are
Filip Healy Mansha ManoharGeorge Green Gemma Newell
@FilipHealy @gcgreen @UXetc @GemN
Amberlight Partners BBC
3. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 3
Report Sections
3. Case Study: CBeebies Storytime
1. Introduction
2. Guidelines for researching with little users
4. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 4
Techno Tots
0 205 10 15
Age first saw a
computer
Age first used a
computer
7 9
My generation (1977) Techno tots (2010)
Age (years)
5. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 5
Techno Tots
0 205 10 15
Age first saw a
computer
Age first used a
computer
0 1
My generation (1977) Techno tots (2010)
Age (years)
6. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 6
Recent figures
51%
UK households in 2013 who
had a tablet
Source: OFCOM
2013
7. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 7
Recent figures
61%
…of 3 year olds use tablets.
28% use one at home.
Source: OFCOM
2013
8. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 8
Recent figures
38% …of 2 year olds use tablets.
Source: OFCOM
2013
9. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 9
Recent figures
81%
…of top book apps
downloaded in Apple’s app
store were kids titles in
2010
Source: AOL News
10. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 10
Recent figures
33%
…of parents say their child
is more proficient on the
tablet than they are
11. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 11
Repossession
“If you are an adult in
possession of both a tablet and
children, the children are likely
to take possession of the tablet”
Paula Cocozza, the Guardian
12. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 12
Kids Tablets
Toymakers are adapting to this trend…
13. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 13
A growing industry
£3 billion
Spent on tech gifts for children by parents in
2013
Source: Uswitch
14. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 14
Is this a good thing?
We don’t yet know how this affects child development
Language and communication
Interaction with the world
Social skills
Posture
Physical activity and wellbeing
16. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 16
2- 5 year olds
23%
Can make
mobile call
25% 20% 66% 73% 11%
Can
navigate
websites
Can use
smartphone
Can turn on
computer
Can use
mouse
33%
Can tie
shoe laces
Can write
full name
Sample: 2,200 mothers in 11 countries
17. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 17
Unrestricted access
“…you say 'turn your tablet off
now and go to bed' and two
hours later you go up and
they're under the duvet still
playing the computer game.”
Mary Bousted, General Secretary, Association
of Teachers and Lecturers
18. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 18
Addiction
“.. she had developed an obsession
with the device and would ask for it
constantly…. She was using it three to
four hours every day and showed
increased agitation if it was removed.”
Dr Richard Graham, psychiatrist, speaking about a 4 year old patient with
iPad addiction
21. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 21
Pre-school
“It is the future, and it enhances their
learning massively. It has never replaced
any more traditional teaching methods
we use. It is just another toy in the box.”
Nursery Manager (uses iPads with every child)
22. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 22
Ongoing research
"There is a school of thought that tablet use
is rewiring children's brains, so to speak, to
make it difficult for them to attend to slower-
paced information…but every thought we
have rewires the brain in some way.”
Jordy Kaufman, director, BabyLab (Swinburne University,
Australia)
23. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 23
Ongoing research
"Not that long ago parents were bothered
by seeing their children reading all the
time. They would complain that they
would hurt their eyes.”
24. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 24
Sections
3. Case Study: CBeebies Storytime
1. Introduction
2. Guidelines for researching with little users
25. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen
How I felt about research with children before my first session
26. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 26
Overview
• Practical tips to prime you for success
• Session length
• How to improvise
• Getting your session going
• Building rapport
• Interacting with children
27. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 27
Practical issues
• Double check that the session time fits with the
child’s schedule
• Eating and sleeping children make poor participants
• Who is going to be in the home? Try to ensure that
it’s the normal people
28. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 28
Session length
Long sessions can work if:
• The sessions are home visits
• You are flexible about what is covered—distractions
work to your advantage
• You use tools to keep the child engaged
29. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 29
Improvise
• Forget about the discussion guide. Be patient
• Don’t want distractions? Play the Good Cop while the
parent plays the Bad Cop
• Two kids instead of one? Let them take turns. Double
the data!
30. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 30
Getting your session going
• Try to get consent
• Explain that issues are useful; parent can
help but allow issues to play out for a bit
• Figure out what kind of parent you are
dealing with. Beware the aspirational
parent
31. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 31
Building rapport
• Start with the parent, then both together, then child alone (if
necessary)
• Having a stuffed toy involved can help
• Try not to assume anything about the family situation
• Empower the child, make them important
32. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 32
Interacting with children
• Don’t ask for explanations. You will not get
them.
• Use simple words
• Don’t cut them off or be dismissive – they can
be really sensitive and insecure. They don’t
want to feel stupid.
• If they struggle, be positive
• Parents make good two-way translators
33. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 33
Methods
• Peer tutoring – one child shows another and gives
you a window on their understanding
• Ask preference rather than collecting ratings or
asking how much like it
• Thinking about stage of develop, at this age gender
is less important and birth order
34. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 34
Inferring user needs
• More observational, more acting out
• Comparing with something else
• Inferred from what they already like
• It’s a less exact science than with adults
35. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 35
Sections
3. Case Study: CBeebies Storytime
1. Introduction
2. Guidelines for researching with little users
36. ….So, we’ve been working with Amberlight
to really unpick what it is that makes a
reading app truly great, for both the kids
using it and their parents.
We launched the StoryTime App in August
2014. It’s been super successful, but we want
to make it even better…..
37. What content is most appealing and
how is it actually being used?
How are children/parents interacting
with features and functionality?
What type of interactions are usable,
desirable and delightful?
What are competitor apps doing that
the BBC could learn from?
What are the opportunities to improve
the current app?
43. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 43
Some recommendations for story apps
Younger children (ages 3 and under): Short stories and many simple
interactions. Stimulate the senses (sight, sound, motion, animation).
Story collection should cater to different age groups
44. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 44
Some recommendations for story apps
Longer stories with complex interactions (e.g. story maker) for children of 4+
years
Story collection should cater to different age groups
46. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 46
Some recommendations for story apps
(Very) Lively narration
3 years and under: short sentences; lots of repetition
47. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 47
Some recommendations for story apps
(Very) Lively narration
Motherese can also be of
particular benefit to children with
attention deficits and autism
http://motherese.weebly.com/benefits-of-motherese.html
Employ techniques from
Motherese.
Tip: exaggerate phonetic cues
49. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 49
Some recommendations for story apps
Tap an item to receive information
Tapping is a very natural interaction
50. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 50
Some recommendations for story apps
Tap an item to receive information
Tip: tap a character to hear its lines
More visually engaging than a block of text
52. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 52
Some recommendations for story apps
The text should be child-friendly
Ensure the typeface is large, clear and easy-to-read
53. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 53
Some recommendations for story apps
The text should be child-friendly
Offer a text highlighting feature and allow parents to disable it
55. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 55
Some recommendations for story apps
Navigation cues should not be immediately obvious
A good example is the 3 Little Pigs by Nosy Crow app
59. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 59
Some recommendations for story apps
Parental controls should not be enticing to the child
Parental controls need to be accessible to adults whilst not distracting children
61. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 61
Some recommendations for story apps
Intersperse the story with activities
Break down the story into chunks. Separate each chunk with a mini game /
puzzle / activity relating to the narrative
63. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 63
Some recommendations for story apps
Popular interaction patterns
Putting components together
64. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 64
Some recommendations for story apps
Popular interaction patterns
Sound boards
65. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 65
Some recommendations for story apps
Popular interaction patterns
Drag-and-drop
66. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 66
Some recommendations for story apps
Popular interaction patterns
Matching items
67. @filiphealy @UXetc BBC: @GemN@amberlightuk: @gcgreen 67
Designing for pre-schoolers
For little fingers, use big
buttons / touch hot spots
Prepare for unintended
multi-touch
Audio calls-to-action
Indications of interactivity,
e.g. consistent sound
effects or a change in the
music to indicate that the
user can interact now.
Some needs we identified
68. Questions?
Filip Healy George Green Mansha Manohar Gemma Newell
@FilipHealy @gcgreen @UXetc @GemN
Amberlight Partners
58 Bloomsbury Street
London WC1B 3QT
Phone: 020 7307 7770
Email: info@amber-light.co.uk
www.amber-light.co.uk
BBC
Media City UK
Bridge House
Salford Quays
Salford M50 2BH
Email: Gemma.Newell@bbc.co.uk