Developers like winning - gamifying code reviewsTzach Zohar
Developers are motivated by points and games even if the points mean nothing. The document proposes gamifying code reviews by giving points to developers for the number of comments they leave on pull requests. After implementing this at one company, they saw a 170% increase in comments and 200% more reviewers, with typical months now seeing 80 reviewers and 2300 comments. The system also encourages friendly abuse and trash talk between developers.
Digital Sketchnotes for Visualizing Learning (ADE 23)Karen Bosch
This document provides information and resources for creating sketchnotes. It discusses recommended drawing apps, tips for sketchnoting, and examples of how sketchnotes can be used in classroom lessons and student projects. Key ideas include using simple drawings combined with text to visualize and recall information, focusing on 2-3 main ideas per sketchnote, and practicing sketchnoting across various subjects to improve the skill. Resources like tutorial videos, example sketchnote workbooks, and the author's website are provided.
This slideshare highlights 40 mini case studies of businesses in Singapore that have stood out by implementing creative social media marketing campaigns.
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.
Little users; UX considerations for pre-school children - Amberlightuxbri
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.
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.
Sharing this presentation I gave at the Baby Expo Philippines last December 6, 2013.
I believe the Internet use and behavior of young children online is heavily influenced by their parents' and siblings' Internet habits. As they use it more, they find their own "voice" or "space" that will become their virtual home, hangout, or even a hideout. If we want young children's Internet habits to change, it needs to start with the parents.
The document provides information about an app called Snuggle that is intended to help relieve stress. It includes sections on idea development, concept statements, consistency, personas, and scenarios. The idea was to use projection mapping to create relaxing atmospheres. The app would provide simple sensory experiences through a device to lower stress levels for modern people facing pressures. It describes interactive fur textures and sounds that allow the user to experience petting animals without owning a pet.
Developers like winning - gamifying code reviewsTzach Zohar
Developers are motivated by points and games even if the points mean nothing. The document proposes gamifying code reviews by giving points to developers for the number of comments they leave on pull requests. After implementing this at one company, they saw a 170% increase in comments and 200% more reviewers, with typical months now seeing 80 reviewers and 2300 comments. The system also encourages friendly abuse and trash talk between developers.
Digital Sketchnotes for Visualizing Learning (ADE 23)Karen Bosch
This document provides information and resources for creating sketchnotes. It discusses recommended drawing apps, tips for sketchnoting, and examples of how sketchnotes can be used in classroom lessons and student projects. Key ideas include using simple drawings combined with text to visualize and recall information, focusing on 2-3 main ideas per sketchnote, and practicing sketchnoting across various subjects to improve the skill. Resources like tutorial videos, example sketchnote workbooks, and the author's website are provided.
This slideshare highlights 40 mini case studies of businesses in Singapore that have stood out by implementing creative social media marketing campaigns.
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.
Little users; UX considerations for pre-school children - Amberlightuxbri
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.
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.
Sharing this presentation I gave at the Baby Expo Philippines last December 6, 2013.
I believe the Internet use and behavior of young children online is heavily influenced by their parents' and siblings' Internet habits. As they use it more, they find their own "voice" or "space" that will become their virtual home, hangout, or even a hideout. If we want young children's Internet habits to change, it needs to start with the parents.
The document provides information about an app called Snuggle that is intended to help relieve stress. It includes sections on idea development, concept statements, consistency, personas, and scenarios. The idea was to use projection mapping to create relaxing atmospheres. The app would provide simple sensory experiences through a device to lower stress levels for modern people facing pressures. It describes interactive fur textures and sounds that allow the user to experience petting animals without owning a pet.
(1) A teacher in the 1990s struggled with integrating technology into her language lessons as she was unfamiliar with computers. She later learned about various Web 2.0 tools that could engage digital native students, such as online exercises, blogs, presentations, games, videos and social networking. This allowed her to create fun and interactive lessons that encouraged participation.
Giosue Melo is an 11-year-old boy from Lima, Peru who enjoys playing video games, basketball, and using his computer. He has one sister who he likes to play with. While he likes eating pizza and playing games, he dislikes doing homework and going food shopping. He feels happiest at home and when playing on his computer, but feels angry when he has homework. His favorite websites are for gaming, social media, and search engines.
The document discusses different technologies that several individuals enjoy. Cordelia likes learning new things from technology. Priscila enjoys the website Cuevana.tv because she is a fan of the television show Vampire Diaries. Isabel likes using YouTube to watch various videos. Overall, the document outlines the preferences of different individuals for technologies such as Facebook, online movies, games, social media, and more.
The document discusses different technologies that several individuals enjoy. Cordelia likes learning new things from technology. Priscila enjoys the website Cuevana.tv because she is a fan of the television show Vampire Diaries. Isabel likes using YouTube to watch various videos. Overall, the document outlines the preferences of different individuals for technologies such as Facebook, online movies, games, social media, and more.
The document provides details about a game being created by Oliver Keppie for their final project. It includes:
1) An overview of the game which will be a cartoon fighting multiplayer game featuring three art styles and an animated cutscene.
2) Reasons for choosing to create a game which include a focus on animation and incorporating different styles.
3) Details on the target audience which is mostly males aged 12-19 from countries like the US, China, UK, Japan, France and Germany.
4) Plans for distribution on PC, consoles and creating promotional materials like posters and box art.
Ost 284 emerging technologies final exam1cmnorris0911
The document discusses the author's perspectives on various technologies. For Facebook, the author likes being able to stay connected to people from their past and see their timeline. Tumblr is described as an easy to use blog. Pandora is praised for its music selection capabilities. Skype allows the author to connect with distant family members and share experiences. Snapchat is viewed as pointless due to the ephemeral nature of photos. Yelp and Google are seen as potentially privacy-invasive and manipulative of reviews/search results. Overall, the author believes technology overuse harms family and social relationships.
have you ever wondered about what you want for your birthday? Or you're just bored and want new interesting geeky stuff? Discover new technology here! Check out part 2 here: http://www.slideshare.net/YoussefMoussa5/anki-vs-touch-board
This document provides details for the pre-production of a video game, including the target audience, style choices, and planning for potential issues. The target audience is described as 16-19 year old males. Several font and color options are presented that would be suitable for a side-scrolling game. Basic sound effects are listed, such as music, selection sounds, and a coin pickup. Contingency plans are outlined for technical problems like computer or software issues. Health and safety concerns are also addressed, such as proper seating, taking breaks from the screen, having food and water nearby, and ensuring a clear work area.
This document defines and describes various common electronic devices, software, and online services. It explains that apps are obtained from app stores, browsers are used to navigate the internet, and cameras take photos. Other items defined include email, search engines like Google and Firefox, devices like tablets and phones, e-readers like Kindle, music services like Pandora, video formats, WiFi, gaming consoles, video platforms like YouTube, and real estate databases.
The LeapPad tablet is a learning tablet designed for children ages 4-9 that provides educational content across various subjects. It has a 5-inch touch screen, built-in camera, memory for storing apps and games, and is compatible with other LeapFrog products. One reviewer discusses their experience with the LeapPad, praising the large screen size, included games and art studio app, and ability to take photos. They believe it is a good alternative to other handheld devices for its educational focus.
The document describes teaching Bailey, an 11-year-old neighbor, how to code using the Hopscotch app. Although Bailey seemed unsure while watching the introductory video, she quickly learned how to make a monkey spin in circles and write her name with emojis. By the end of the session, Bailey had gained confidence and wanted to download Hopscotch on her own iPad to continue coding.
The document contains a transcript of a conversation between three friends - Nate, James, and Louisa. They discuss several gadgets, but focus most on iPhones. Nate tells the others that his mother recently got the newest iPhone and has become addicted to using apps and being online. James and Louisa express skepticism about people over-relying on their phones and children having devices like iPads at too young of an age.
The document discusses a woman's observations and analysis of Facebook in terms of visual design, interaction, interface, and motivation. Visually, she finds Facebook boring and wants more customization options. She interacts by updating her status, commenting, uploading photos, and chatting. As for the interface, she used to only access it on her computer but now finds the mobile app slow. She is motivated to use Facebook primarily out of curiosity and to keep in touch with friends and family.
Dog is a new soldier who has been called upon by agents Bee and Monkey to help stop Cat's illegal operations. Dog is nervous as his first mission is to fight Bear, the best fighter. A cutscene shows Cat directing his henchmen and a call between agents discussing the problem. Dog is introduced to his mission and must face Bear in a title fight.
Talking Angela answers questions about food, friends, and pets. She likes healthy food but also enjoys cake, which she sometimes eats for breakfast. She loves baking with friends and follows the rule that if life gives you lemons, eat cake. Talking Angela likes most animals, though prefers mosquitoes less. She considers the spider in her apartment, Bernard, her pet. Talking Angela is happy making videos and would like fans to suggest new video ideas. She has social media accounts in multiple languages and enjoys taking photos and interacting on Instagram. Her advice is to be grateful, appreciate others, be nice, and remember that after rain comes sun.
This document provides an overview of the present simple tense in English, including its basic sentence structures. It gives examples of sentences using common adverbs like usually, often, and never. It also provides examples of the third person singular form. The document includes a short passage describing someone's daily routine and asks comprehension questions about the details. It concludes by prompting the reader to write about their own daily activities.
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.
Paul Robert Lloyd – Time team: Documenting decisions and marking milestonesuxbri
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.
Documenting decisions, recording design iterations and explaining commonly used terminology means everyone on a team can have a shared understanding of a product’s design and evolution. Making this information public can increase accountability and build trust. Deliberately building institutional memory can prevent mistakes being repeated and lessons needing to be learnt over and over again.
In this talk, we’ll look at how to record and recall design decisions and consider the role designers play in cultivating a fun yet inclusive culture within a team, and the potential pitfalls to avoid when doing so.
cxpartners – Impact mapping: the Service Designer’s secret weaponuxbri
‘Impact’ has become a ubiquitous term that is hard to define and hard to measure. In this workshop cxpartners worked through the steps of developing an impact map, as both a process and a tool for setting clear intent around the impact we want to achieve in our projects, and mapping the journey for getting there.
Impact maps are extremely effective for gathering consensus on our longer term objectives, and challenging our assumptions around how we think positive change happens as a result of the services we deliver.
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Ähnlich wie Personas for CBBC homepage, Liz Leakey
(1) A teacher in the 1990s struggled with integrating technology into her language lessons as she was unfamiliar with computers. She later learned about various Web 2.0 tools that could engage digital native students, such as online exercises, blogs, presentations, games, videos and social networking. This allowed her to create fun and interactive lessons that encouraged participation.
Giosue Melo is an 11-year-old boy from Lima, Peru who enjoys playing video games, basketball, and using his computer. He has one sister who he likes to play with. While he likes eating pizza and playing games, he dislikes doing homework and going food shopping. He feels happiest at home and when playing on his computer, but feels angry when he has homework. His favorite websites are for gaming, social media, and search engines.
The document discusses different technologies that several individuals enjoy. Cordelia likes learning new things from technology. Priscila enjoys the website Cuevana.tv because she is a fan of the television show Vampire Diaries. Isabel likes using YouTube to watch various videos. Overall, the document outlines the preferences of different individuals for technologies such as Facebook, online movies, games, social media, and more.
The document discusses different technologies that several individuals enjoy. Cordelia likes learning new things from technology. Priscila enjoys the website Cuevana.tv because she is a fan of the television show Vampire Diaries. Isabel likes using YouTube to watch various videos. Overall, the document outlines the preferences of different individuals for technologies such as Facebook, online movies, games, social media, and more.
The document provides details about a game being created by Oliver Keppie for their final project. It includes:
1) An overview of the game which will be a cartoon fighting multiplayer game featuring three art styles and an animated cutscene.
2) Reasons for choosing to create a game which include a focus on animation and incorporating different styles.
3) Details on the target audience which is mostly males aged 12-19 from countries like the US, China, UK, Japan, France and Germany.
4) Plans for distribution on PC, consoles and creating promotional materials like posters and box art.
Ost 284 emerging technologies final exam1cmnorris0911
The document discusses the author's perspectives on various technologies. For Facebook, the author likes being able to stay connected to people from their past and see their timeline. Tumblr is described as an easy to use blog. Pandora is praised for its music selection capabilities. Skype allows the author to connect with distant family members and share experiences. Snapchat is viewed as pointless due to the ephemeral nature of photos. Yelp and Google are seen as potentially privacy-invasive and manipulative of reviews/search results. Overall, the author believes technology overuse harms family and social relationships.
have you ever wondered about what you want for your birthday? Or you're just bored and want new interesting geeky stuff? Discover new technology here! Check out part 2 here: http://www.slideshare.net/YoussefMoussa5/anki-vs-touch-board
This document provides details for the pre-production of a video game, including the target audience, style choices, and planning for potential issues. The target audience is described as 16-19 year old males. Several font and color options are presented that would be suitable for a side-scrolling game. Basic sound effects are listed, such as music, selection sounds, and a coin pickup. Contingency plans are outlined for technical problems like computer or software issues. Health and safety concerns are also addressed, such as proper seating, taking breaks from the screen, having food and water nearby, and ensuring a clear work area.
This document defines and describes various common electronic devices, software, and online services. It explains that apps are obtained from app stores, browsers are used to navigate the internet, and cameras take photos. Other items defined include email, search engines like Google and Firefox, devices like tablets and phones, e-readers like Kindle, music services like Pandora, video formats, WiFi, gaming consoles, video platforms like YouTube, and real estate databases.
The LeapPad tablet is a learning tablet designed for children ages 4-9 that provides educational content across various subjects. It has a 5-inch touch screen, built-in camera, memory for storing apps and games, and is compatible with other LeapFrog products. One reviewer discusses their experience with the LeapPad, praising the large screen size, included games and art studio app, and ability to take photos. They believe it is a good alternative to other handheld devices for its educational focus.
The document describes teaching Bailey, an 11-year-old neighbor, how to code using the Hopscotch app. Although Bailey seemed unsure while watching the introductory video, she quickly learned how to make a monkey spin in circles and write her name with emojis. By the end of the session, Bailey had gained confidence and wanted to download Hopscotch on her own iPad to continue coding.
The document contains a transcript of a conversation between three friends - Nate, James, and Louisa. They discuss several gadgets, but focus most on iPhones. Nate tells the others that his mother recently got the newest iPhone and has become addicted to using apps and being online. James and Louisa express skepticism about people over-relying on their phones and children having devices like iPads at too young of an age.
The document discusses a woman's observations and analysis of Facebook in terms of visual design, interaction, interface, and motivation. Visually, she finds Facebook boring and wants more customization options. She interacts by updating her status, commenting, uploading photos, and chatting. As for the interface, she used to only access it on her computer but now finds the mobile app slow. She is motivated to use Facebook primarily out of curiosity and to keep in touch with friends and family.
Dog is a new soldier who has been called upon by agents Bee and Monkey to help stop Cat's illegal operations. Dog is nervous as his first mission is to fight Bear, the best fighter. A cutscene shows Cat directing his henchmen and a call between agents discussing the problem. Dog is introduced to his mission and must face Bear in a title fight.
Talking Angela answers questions about food, friends, and pets. She likes healthy food but also enjoys cake, which she sometimes eats for breakfast. She loves baking with friends and follows the rule that if life gives you lemons, eat cake. Talking Angela likes most animals, though prefers mosquitoes less. She considers the spider in her apartment, Bernard, her pet. Talking Angela is happy making videos and would like fans to suggest new video ideas. She has social media accounts in multiple languages and enjoys taking photos and interacting on Instagram. Her advice is to be grateful, appreciate others, be nice, and remember that after rain comes sun.
This document provides an overview of the present simple tense in English, including its basic sentence structures. It gives examples of sentences using common adverbs like usually, often, and never. It also provides examples of the third person singular form. The document includes a short passage describing someone's daily routine and asks comprehension questions about the details. It concludes by prompting the reader to write about their own daily activities.
Ähnlich wie Personas for CBBC homepage, Liz Leakey (18)
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.
Paul Robert Lloyd – Time team: Documenting decisions and marking milestonesuxbri
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.
Documenting decisions, recording design iterations and explaining commonly used terminology means everyone on a team can have a shared understanding of a product’s design and evolution. Making this information public can increase accountability and build trust. Deliberately building institutional memory can prevent mistakes being repeated and lessons needing to be learnt over and over again.
In this talk, we’ll look at how to record and recall design decisions and consider the role designers play in cultivating a fun yet inclusive culture within a team, and the potential pitfalls to avoid when doing so.
cxpartners – Impact mapping: the Service Designer’s secret weaponuxbri
‘Impact’ has become a ubiquitous term that is hard to define and hard to measure. In this workshop cxpartners worked through the steps of developing an impact map, as both a process and a tool for setting clear intent around the impact we want to achieve in our projects, and mapping the journey for getting there.
Impact maps are extremely effective for gathering consensus on our longer term objectives, and challenging our assumptions around how we think positive change happens as a result of the services we deliver.
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.
Luke shared his experiences of mentoring over the years. He has mentored, and managed several people and was also heavily involved in running the Brighton Internship Programme during his time at Wired Sussex. He focused on his experience of the UX Brighton mentoring programme so far and included tips for mentors and mentees to help them get the most from their time together.
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
Lucy has spent two decades making all sorts of mistakes while building customer experiences. She likes to share what she’s learnt from places like Amazon, TUI, LOVEFiLM, M&S, Department of Health, Compare the Market, and now Appvia, so others can make new and more interesting mistakes.
Building a product can help your business scale to incredible heights, but too many teams get stuck in what Janna Bastow calls the Agency Trap. In this talk, she’ll share signs you’re veering into this trap, and actionable guides on how to get out and stay out!
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?”
Jonty Sharples - Arrogance & Confidence in ...Redux uxbri
The document discusses the difference between confidence and arrogance in design. It provides perspectives from designers such as Philippe Starck and Judy Estrin, who emphasize listening to customers and avoiding assumptions. While confidence is important, the document advocates for avoiding arrogance by moving carefully, learning continuously, and focusing on positive impact over many decades.
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
Kate is the Director of Product Design at Sky, working with the teams that look after NOW, Sky Go, Sky Sports and Sky News. Her career has taken her from New York to London, always trying to better the experiences for the people using the products and the people designing them.
Alison Rawlings - Is UX Strategy even a thing?uxbri
We hear a lot about UX strategy but what is it and how does it differ from business or product strategy? Do you need it, and how do you go about getting it? That’s a lot of questions to cover in twenty minutes, but Alison will make a start by calling on her experience of helping companies think more carefully (and strategically) about their customers.
About Alison
Alison has a career going back over 25 years and has established and run UX teams in both agencies and client-side organisations. She is currently Consultancy Director at experience design agency Bunnyfoot where, as well as supporting Bunnyfoot’s growth and evolution and delivering their UX strategy training course, she works with organisations such as EDF Energy and Sony Playstation to help them improve their performance by becoming more customer-centred in their approach.
Jonathan Smare - Leading culture change to increase customer centricityuxbri
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.
Business leaders want to understand how to lead culture change to be more customer centric, how to implement new ways of working and how technology can enable their strategy.
Jonathan will talk about leading culture change to increase customer centricity, innovation and agility:
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.
Jonathan’s objective is to help leaders understand their critical role increasing the focus on customer centricity. Email Jonathan
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.
Matt LeMay - YOU DON'T "GET" ANYONE TO DO ANYTHINGuxbri
“How do we get product managers to value user research?”
“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.
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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.
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Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
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2. Age 3 - “Can I have a go on the phone?”
Cool with...
Not cool with...
Closing games on the iPhone and opening
another one
Knows to turn the phone the right way once
it’s started
Playing simple games on the phone that
don’t need precise gestures or accuracy like
colouring or pairs games with large target
areas
Clicking links that have pictures he likes after
watching a YouTube video
Understands simple audio instructions and
feedback when he does something right
Learning icons that have sound to navigate
Reading and writing.
Using a mouse and keyboard.
He clicks repetitively sometimes pressing the wrong buttons,
accidental right clicking, inaccurately clicking outside the
browser window, clicking and holding
Getting to the right TV channel
Using the iPhone alone.
Mum & Dad don’t like him walking around with it and he
sometimes needs help.
Finding things to do online.
Parents have to take him to videos or songs Games without
obvious visual and audio cues in menus
Charlie’s 3 and loves arts & crafts, comics and playing with his toys. After breakfast Mum puts CBeebies on the
TV in the front room until it’s time for nursery. He happily sits and watches whatever’s on, even if he’s seen it. He
copies mum using the remote control and can turn the TV on and off.
Charlie is always using Dad’s iPhone where he has his own folder called‘Charlie’s Games’with a few apps like
Peppa Pig & Crayola that were recommended to dad or found by searching for‘free kids games’. After
downloading, Dad checks games are suitable and often shows Charlie how to play on the first go. He hands the
phone to Charlie with the folder open so he can choose what he likes. He enjoys repeating the same things
over and over again never asking or seeking out anything new.
When Dad’s at work Mum sometimes puts the laptop on and they sit together browsing the CBeebies website
to find the things he loves to watch or listen to.He leans across and touches the things on the screen he likes
and recognises from TV shows and books. He copies mum using the mouse and presses the keys that mum
points out, sometimes repetitively clicking, or pressing the wrong buttons.
Family laptop
Needs help
with games
& interactive
stuff.
Doesn’t
explore or seek
out other
things
Wants and
expects things
to be instant
Relies on
memory and
visual & audio
cues to guide
him
Can be left
alone to
watch or
listen.
Recognises
& points out
characters and
brands he’s seen
onTV
LeapPad SkyTV DVD Player iPhone
3.
4. Age 5 - “I love taking pictures!”
Cool with...
Not cool with...
Nintendo DS Family iPad Mum’s iPhone FreeviewTV
with aWii
VirginTivoTV
with Netflix
Family laptop
Recognising and typing familiar letters and
words, like her name
Remembering TV cues to get to online
content like URLs, but needs help getting
there
Navigating to websites from browser
favourites or shortcuts set up by her parents
Using two fingers on a laptop touchpad and
can click and scroll pages
Playing linear games on the laptop that use
singlecontrols
Touchscreen gestures like tilt, swipe and tap.
Playing two-handed using fingers or thumbs
Anything that needs her to type
Finding her own way out of unfamiliar
menus and screens
Accurately hitting targets first time on
touchscreen
Games that rely on her to read text
instructions
Games that need combinations controls like
mouse and keyboard
Uses
technology on
her own or
with brother
Plays things
again or goes for
links to things
she likes the
look of
Has started
scrolling but
goes for things
directly in view
first
Needs
help when she
can’t read
something
Knows
what she likes
and bypasses
anything
babyish
Ella’s 5 and has an older brother Ethan who’s 7. They have some freedom to do what they like. Ella loves
watching cartoons on TV. She remembers the number for the TV channel she likes entering this to go directly
there then scrolls up and down through them all using the directional keys until she find something she likes.
If she manages to get hold of the family iPad before Ethan she’ll sit on the floor start up and playTemple Run that
she learnt to startup and play by copying Ethan. They’ll sometimes both sit play games they can do together like
Toca Boca Hair.
They both love taking videos and photos so Mum regularly needs to look through when they’ve gone to bed and
delete things so they don’t run out of space. When Ethan’s hogging the iPad Ella finds Mum’s iPhone to play
games on her own like Peppa Pig. She looks for her favourite things remembering how to find them after being
shown once but regularly gets stuck and needs to ask for help.
She uses the Nintendo DS that used to be Ethan’s but doesn’t like it because it has too many buttons and she can’t
remember what they all do.
Seeks out
stuff related to
her favourite
characters and
shows
5.
6. Age 7 - “I like the games on the CBBC website.”
Cool with...
Not cool with...
Reading familiar stories, sounding out new
words as well as using punctuation & capitals
Remembering the routes to content through
visual cues like where icons are on a page
Picking out key words in google search and
games rather than reading.
Browsing the app store, but has to ask dad
to download
Exploring websites and apps on her own,
asking for help when she needs it
Using the mouse or trackpad and keyboard
together to play games
Understanding sign in or registering
Reading text when navigating websites and
apps
Using the mouse and keyboard comfortably
together but takes some time to get used to
new games
Fast-paced games, especially on the laptop
Olivia’s 7 and has a little brother George who’s nearly 3. Her favourite things are her dolls and books. She doesn’t
spend much time with technology as her parent’s try to limit her‘screen time’. After school she goes to
beavers, dancing or watches CBBC or Disney channel on the TV in the living room. She likes watching Arthur
and Shaun the Sheep but needs help to get to the iPlayer app on the TV. She thinks it looks too grown up. Once
she’s there she uses the remote control and searches by typing in the first couple of letters of the shows she
likes quickly.
She used to get up early to watch CBeebies or Disney before school with George. Recently she’s started asking
Dad to use his iPhone instead which she uses to play a few educational games recommended from school that
Dad downloaded and put into a folder called‘Kid’s games’. She also likes watching her favourite books being
read on YouTube app. If she’s naughty she’s banned from using the iPhone but if she’s good Dad will let her have
another app.
Her parents sometimes let her use the family laptop to look at things she’s learning about at school and when
allowed she likes going on the internet to play simple games that she’s mastered like Mike the Knight pairs
game on CBeebies and Club Penguin.
Quickly asks
for help when
struggling.
Gets turned
off by anything
that looks too
grown up
Sometimes
needs help with
spelling when
searching in
Google or
iPlayer
Finds it
hard to get into
games where she
doesn’t understand
the controls
straight away
Still relies
on visual and
audio cues to
find things Started to use
search for things
she likes
Dad’s iPhoneFamily laptopConnectedTV
7.
8. Age 9 - “I’m obsessed with this
game, all my friends are on it!”
Ben does...
Ben doesn’t...
Browse the app store, choosing games based
on screenshots and reviews.
Set up and play online Multiplayer games.
Confidently navigate unfamiliar menu
systems and programme guides
Search and browse for both shows and
channels using TV on demand
Use Google to search for the website or
game he’s looking for
Download lots of free apps, leaves them
unsorted, & only deletes when out of space
Repeat play levels to collect trophies or
achievements, unless he’s really into the game.
Register on websites without a clear benefit.
Remember multiple website login details
easily, gives up easily trying to recover them.
Know the pin for the Tivo so has to ask Mum
or Dad.
Have his own email address so has to use
his Dad’s. He has to ask if he wants a paid app.
Takes the
quickest route
to f ind things
Open to
signing in if he
sees a benefit
but won’t seek
it out
Isn’t
overwhelmed by
having lots of
choice of different
games & apps
Inf luenced
by school
friends & his
older brother
Impatient
if he hits a
barrier & will
move on
Ben’s 9 and has an older brother Kevin who’s 13. He likes playing computer games and sometimes plays
football with his friends. He’s very confident using technology and isn’t afraid to explore new things. He’s got an
iPod Touch, but it’s been gathering dust since he’s obsessed with his new Nexus tablet. He spends most of his
time sat on the sofa in the front room with theTV on playing Minecraft. He watches endless Minecraft tutorials
and clips on YouTube and likes to connect to play with it with his friends over the wifi when they come over.
When not on Minecraft he’s either browsing the app store for free apps or flicking between the latest ones he’s
downloaded. He also recently got into playing Call of Duty on the PS3 with Kevin in his room. He’s downloaded
loads of free apps that he flicks between.
He only uses the computer for school projects using google to search for specific things taking the quickest route.
After finishing his homework he sometimes goes directly to Friv to play the games he used to love playing that
he can’t get on his tablet.
Goes back
to the same
game if he feels
he’s progressing
& likes getting to
the end
NexusTablet iPodTouch Desktop PC VirginTV PS3
9.
10. Zoe does...
Zoe doesn’t...
Laptop iPhone Family tablet Sky familyTVNintendoWii FreeviewTV
Download and use a handful of apps
recommended by friends or her sister
Play a few games on her phone she can
easily dip in and out of.
Browse the app store, looking at the top
charts and reviews / ratings
Register for new services using her own
email address if the benefits are clear
Watches on demand TV shows on the laptop
as it has a bigger screen
Play games online that her friends don’t play
anymore like Moshi Monsters and
Club Penguin
Arrange specific times to meet friends online
to play together
Spend as much time as she used to playing
games on the internet
Ask her sister, parents or friends for help if
she gets stuck.
Confident
with all
technology
Has her own
email address
but not
Facebook
Prefer apps
to websites for
social networking
and games
Keeps
in touch with
friends through
social apps &
Skype
Uses a small
number of
trusted apps
and casual
games
Zoe’s just turned 11 and about to start secondary school. She has an older sister who’s 15 called Jess. She likes
swimming, meeting up with friends and watching reality TV like Big Brother but still watches teen dramas like
Tracy Beaker on CBBC. She LOVES the iPhone her parents got her for Christmas, preferring it over the family tablet
because it’s hers.
Only really using apps, she’s meticulously organised them into folders on her phone for quick access, deleting
those she’s not used for a while. Regularly checking Twitter, Instagram, Whatsapp, Kik and Snapchat keeping
up with her friends and latest celeb and music gossip as well as searching YouTube for “how to” videos for
different hairstyles and make she chooses those to watch that have the highest ratings or views. She has her own
gmail email address and is desperate to get on Facebook but her parents won’t let her yet.
She has her own laptop in her room, using Office and Chrome for homework, typing in full addresses of the
websites she uses or search in Google - it’s easier to type on the laptop than on her phone. Once the laptop is on
she might check Skype and see if any of her friends are online and then sit back on her bed and watching TV
shows on demand because she only has Freeview on her TV.
Seeks out
grown up
content and
TV shows
Age 11 - “I only download apps my friends have.”