This document discusses user-centered design and prototyping. It defines user-centered design as an approach that focuses on understanding users, their goals, tasks, and environment. Prototyping is described as an essential part of user-centered design. Prototypes allow designers to evaluate designs with users early in the design process to identify and address issues before final development. The document outlines different types of prototypes including low-fidelity prototypes using simple materials and high-fidelity prototypes that more closely resemble the final product. Both have benefits and limitations for gathering feedback.
This document discusses different aspects of interaction design and prototyping. It covers conceptual design, which transforms user requirements into a conceptual model. It also discusses different types of prototyping like low and high fidelity, as well as compromises in prototyping. Finally, it discusses how prototypes can be used to support the design process by answering questions and testing ideas.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
11 - Evaluating Framework in Interaction Design_new.pptxZahirahZairul2
The document discusses evaluation frameworks in interaction design. It introduces key concepts like prototypes, evaluation paradigms, and techniques. Low and high fidelity prototyping are described. Evaluation paradigms include quick and dirty evaluations, usability testing, field studies, and predictive evaluation. Common techniques involve observing, asking, and testing users. The DECIDE framework is presented as a process for planning evaluations by determining goals, exploring questions, choosing techniques, and addressing practical and ethical concerns. Pilot studies are recommended to test evaluation plans.
This document discusses prototyping in human-computer interaction and design. It defines low, mid, and high-fidelity prototypes and explains that they allow designers to test interactions, user flows, and get feedback before fully developing a product. Low-fidelity prototypes are quick to make and allow exploration of many ideas, while high-fidelity prototypes are close to the final product and enable detailed evaluation. The document also outlines common prototyping tools and stresses the importance of prototyping in the design thinking process.
Information architecture is the structural design of shared information environments. It involves organizing systems of information to help users find what they need. Key aspects of information architecture include site navigation systems, labeling schemes, search, and the relationships between different types of content. Information architecture provides an underlying framework that guides how users interact with and move through an information space.
User-centered design (UCD) is a design philosophy that focuses on the needs of users throughout the design process. The document discusses the key steps in UCD, which include defining the project and users, creating concepts, designing visual solutions, development, and deployment. It emphasizes early and continuous user research methods like interviews and usability testing to help ensure designs meet user needs.
The document discusses frameworks for interaction design including defining the interaction framework, prototyping, and design principles. It provides details on the following steps to define an interaction framework: defining form factor and input methods, defining views, defining functional and data elements, determining functional groups and hierarchy, sketching the interaction framework, and constructing key path scenarios. It also discusses low and high fidelity prototyping, design principles, patterns, and imperatives. Observational evaluation techniques are outlined including what to observe, how to observe in controlled environments and in the field, and checklists for planning field observations.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
This document discusses different aspects of interaction design and prototyping. It covers conceptual design, which transforms user requirements into a conceptual model. It also discusses different types of prototyping like low and high fidelity, as well as compromises in prototyping. Finally, it discusses how prototypes can be used to support the design process by answering questions and testing ideas.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
11 - Evaluating Framework in Interaction Design_new.pptxZahirahZairul2
The document discusses evaluation frameworks in interaction design. It introduces key concepts like prototypes, evaluation paradigms, and techniques. Low and high fidelity prototyping are described. Evaluation paradigms include quick and dirty evaluations, usability testing, field studies, and predictive evaluation. Common techniques involve observing, asking, and testing users. The DECIDE framework is presented as a process for planning evaluations by determining goals, exploring questions, choosing techniques, and addressing practical and ethical concerns. Pilot studies are recommended to test evaluation plans.
This document discusses prototyping in human-computer interaction and design. It defines low, mid, and high-fidelity prototypes and explains that they allow designers to test interactions, user flows, and get feedback before fully developing a product. Low-fidelity prototypes are quick to make and allow exploration of many ideas, while high-fidelity prototypes are close to the final product and enable detailed evaluation. The document also outlines common prototyping tools and stresses the importance of prototyping in the design thinking process.
Information architecture is the structural design of shared information environments. It involves organizing systems of information to help users find what they need. Key aspects of information architecture include site navigation systems, labeling schemes, search, and the relationships between different types of content. Information architecture provides an underlying framework that guides how users interact with and move through an information space.
User-centered design (UCD) is a design philosophy that focuses on the needs of users throughout the design process. The document discusses the key steps in UCD, which include defining the project and users, creating concepts, designing visual solutions, development, and deployment. It emphasizes early and continuous user research methods like interviews and usability testing to help ensure designs meet user needs.
The document discusses frameworks for interaction design including defining the interaction framework, prototyping, and design principles. It provides details on the following steps to define an interaction framework: defining form factor and input methods, defining views, defining functional and data elements, determining functional groups and hierarchy, sketching the interaction framework, and constructing key path scenarios. It also discusses low and high fidelity prototyping, design principles, patterns, and imperatives. Observational evaluation techniques are outlined including what to observe, how to observe in controlled environments and in the field, and checklists for planning field observations.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
Design thinking for delivery effectiveness v3.0AgileNetwork
The presentation discusses how design thinking can improve delivery effectiveness and efficiency. It outlines the typical design thinking model and how various roles can use it. It also discusses perceptions of design thinking and challenges teams face in adopting it. The document provides details on how design thinking focuses on the user, business value, market relevance, and improvement opportunities. It provides guidance on identifying user personas, understanding needs, ideating solutions, and validating ideas through quick prototypes and user testing.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
This document discusses user experience considerations for multi-platform applications. It covers industry standards and best practices for different platforms including desktop, web, mobile and tablets. It provides examples of typical users for each platform and discusses differences in screen size, input methods, mobility and tasks. The document also outlines the user experience design process, including understanding user and business needs, concept development, prototyping and user testing. Common myths about multi-platform design are debunked.
User experience (UX) is the basis for all Web activity, and thus underpins everything we do in Web design and development. Successful projects bake UX in from the ground up, from discovery through planning, iteration, testing and deployment. No matter how beautiful our code may be, of what use is it if it’s irrelevant to our users?
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
Guerilla Human Computer Interaction and Customer Based DesignQuentin Christensen
Guerilla HCI is low cost methods of learning from customers and testing your products to improve them. Learn about the different types of guerilla HCI methods you can use to build great products when you don't have unlimited resources to interact with customers and run expensive research studies.
Mobile Applications Development - Lecture 3
User-Centered Design
Information Architecture (sitemaps, wireframes, ...)
UI Design
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
The document discusses usability and how it can be effectively incorporated into agile development processes, noting that user experience work should be done early and iteratively through techniques like design studios, prototyping, and usability testing to evolve the user interface alongside development in short iterations. It provides guidelines for usability best practices like optimizing the user experience, effective navigation and page design, screen controls, and testing to ensure the user interface is easy to use.
Prototyping - the what, why and how at the University of EdinburghNeil Allison
Edited highlights of my prototyping training session. These slides are essentially the intro to a 3 hour practical, collaborative learning experience using pencil/paper and Balsamiq. The slides cover:
- What is prototyping?
- Prototypes and the design process
- Example projects
- How to prototype
- Case study: Website search results page
- Balsamiq demo
The document discusses the user experience group at Webroot Software. It describes the cross-functional team that focuses on user-centered design. The group ensures the best user interaction with Webroot products through approaches like usability testing and prototyping. The document outlines various user experience methodologies used by the group like task analysis, storyboarding, cognitive walkthroughs and usability testing to improve user experience.
Integrating User Experience Design into the Product LifecycleICS
There is overwhelming evidence that investing in the user experience (UX) produces a superior product. When the needs of the customer are met, it becomes much easier to meet business goals. Many companies still do not put their focus on UX, instead relying on what organically comes out of the software development process. Often, it is not a lack of interest in UX, but rather a gap in skills and knowledge that prevents good UX design practices from being applied to product development.
Learn how to put “UX First” in the product lifecycle, allowing developers to focus on engineering tasks and build the correct product to meet and exceed customer needs. We will explore the relationship of UX to Agile development methods, help explain some of the UX jargon and present strong business reasons to focus on UX no matter where you are currently in the product lifecycle.
Learn more: http://www.ics.com/ux-video
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
The document discusses several key aspects of managing the user interface design process, including gathering user requirements, conducting ethnographic observations, developing guidelines and standards, and using participatory design. It emphasizes the importance of involving users and stakeholders throughout the process to create a successful system that meets needs and has buy-in. Legal and social impact considerations are also important factors to address early in the design process.
First users: Heuristics for designer/developer collaborationJonathan Abbett
From the University of Illinois Web Conference 2013.
Ask a web designer who his “first users” are, and he’ll probably name early adopters, stakeholders, or usability testers. Designers rarely consider their actual first users: the web developers they work with to build their designs. Over the last year, I’ve performed an informal user research project where the “users” were software development teams of all shapes and sizes. Drawing on these discussions and my background as a former web developer, I’ve created a set of friendly heuristics (in the tradition of Jakob Nielsen and Louis Rosenfeld) that designers can use to make their design materials far more useful for developers. I’ll show how these heuristics will encourage holistic solutions rather than piecemeal design work, surface critical implementation issues sooner, and establish a stronger basis for designer/developer collaboration.
This document discusses different types of prototypes used in interaction design including low and high fidelity prototypes. Low fidelity prototypes like sketches, storyboards, and wireframes allow for quick iteration and are used early in the design process. High fidelity prototypes use materials closer to the final product and can include clickable prototypes. The document also covers when to prototype, compromises that may be needed, and tools for prototyping like wireframes which help layout content without final visual design.
The document discusses principles of user interface design for software systems. It covers topics like user interaction styles, information presentation, and user support. Some key principles discussed are using familiar terminology for users, consistency across interfaces, minimizing surprises, allowing for error recovery, and providing guidance. Graphical user interfaces are now common and have advantages like being easy to learn and use while allowing multitasking. The design process involves analysis, prototyping, and evaluation with end users.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
Design thinking for delivery effectiveness v3.0AgileNetwork
The presentation discusses how design thinking can improve delivery effectiveness and efficiency. It outlines the typical design thinking model and how various roles can use it. It also discusses perceptions of design thinking and challenges teams face in adopting it. The document provides details on how design thinking focuses on the user, business value, market relevance, and improvement opportunities. It provides guidance on identifying user personas, understanding needs, ideating solutions, and validating ideas through quick prototypes and user testing.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
This document discusses user experience considerations for multi-platform applications. It covers industry standards and best practices for different platforms including desktop, web, mobile and tablets. It provides examples of typical users for each platform and discusses differences in screen size, input methods, mobility and tasks. The document also outlines the user experience design process, including understanding user and business needs, concept development, prototyping and user testing. Common myths about multi-platform design are debunked.
User experience (UX) is the basis for all Web activity, and thus underpins everything we do in Web design and development. Successful projects bake UX in from the ground up, from discovery through planning, iteration, testing and deployment. No matter how beautiful our code may be, of what use is it if it’s irrelevant to our users?
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
Guerilla Human Computer Interaction and Customer Based DesignQuentin Christensen
Guerilla HCI is low cost methods of learning from customers and testing your products to improve them. Learn about the different types of guerilla HCI methods you can use to build great products when you don't have unlimited resources to interact with customers and run expensive research studies.
Mobile Applications Development - Lecture 3
User-Centered Design
Information Architecture (sitemaps, wireframes, ...)
UI Design
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
The document discusses usability and how it can be effectively incorporated into agile development processes, noting that user experience work should be done early and iteratively through techniques like design studios, prototyping, and usability testing to evolve the user interface alongside development in short iterations. It provides guidelines for usability best practices like optimizing the user experience, effective navigation and page design, screen controls, and testing to ensure the user interface is easy to use.
Prototyping - the what, why and how at the University of EdinburghNeil Allison
Edited highlights of my prototyping training session. These slides are essentially the intro to a 3 hour practical, collaborative learning experience using pencil/paper and Balsamiq. The slides cover:
- What is prototyping?
- Prototypes and the design process
- Example projects
- How to prototype
- Case study: Website search results page
- Balsamiq demo
The document discusses the user experience group at Webroot Software. It describes the cross-functional team that focuses on user-centered design. The group ensures the best user interaction with Webroot products through approaches like usability testing and prototyping. The document outlines various user experience methodologies used by the group like task analysis, storyboarding, cognitive walkthroughs and usability testing to improve user experience.
Integrating User Experience Design into the Product LifecycleICS
There is overwhelming evidence that investing in the user experience (UX) produces a superior product. When the needs of the customer are met, it becomes much easier to meet business goals. Many companies still do not put their focus on UX, instead relying on what organically comes out of the software development process. Often, it is not a lack of interest in UX, but rather a gap in skills and knowledge that prevents good UX design practices from being applied to product development.
Learn how to put “UX First” in the product lifecycle, allowing developers to focus on engineering tasks and build the correct product to meet and exceed customer needs. We will explore the relationship of UX to Agile development methods, help explain some of the UX jargon and present strong business reasons to focus on UX no matter where you are currently in the product lifecycle.
Learn more: http://www.ics.com/ux-video
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
The document discusses several key aspects of managing the user interface design process, including gathering user requirements, conducting ethnographic observations, developing guidelines and standards, and using participatory design. It emphasizes the importance of involving users and stakeholders throughout the process to create a successful system that meets needs and has buy-in. Legal and social impact considerations are also important factors to address early in the design process.
First users: Heuristics for designer/developer collaborationJonathan Abbett
From the University of Illinois Web Conference 2013.
Ask a web designer who his “first users” are, and he’ll probably name early adopters, stakeholders, or usability testers. Designers rarely consider their actual first users: the web developers they work with to build their designs. Over the last year, I’ve performed an informal user research project where the “users” were software development teams of all shapes and sizes. Drawing on these discussions and my background as a former web developer, I’ve created a set of friendly heuristics (in the tradition of Jakob Nielsen and Louis Rosenfeld) that designers can use to make their design materials far more useful for developers. I’ll show how these heuristics will encourage holistic solutions rather than piecemeal design work, surface critical implementation issues sooner, and establish a stronger basis for designer/developer collaboration.
This document discusses different types of prototypes used in interaction design including low and high fidelity prototypes. Low fidelity prototypes like sketches, storyboards, and wireframes allow for quick iteration and are used early in the design process. High fidelity prototypes use materials closer to the final product and can include clickable prototypes. The document also covers when to prototype, compromises that may be needed, and tools for prototyping like wireframes which help layout content without final visual design.
The document discusses principles of user interface design for software systems. It covers topics like user interaction styles, information presentation, and user support. Some key principles discussed are using familiar terminology for users, consistency across interfaces, minimizing surprises, allowing for error recovery, and providing guidance. Graphical user interfaces are now common and have advantages like being easy to learn and use while allowing multitasking. The design process involves analysis, prototyping, and evaluation with end users.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Project Management Semester Long Project - Acuityjpupo2018
Acuity is an innovative learning app designed to transform the way you engage with knowledge. Powered by AI technology, Acuity takes complex topics and distills them into concise, interactive summaries that are easy to read & understand. Whether you're exploring the depths of quantum mechanics or seeking insight into historical events, Acuity provides the key information you need without the burden of lengthy texts.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
2. A model for interaction design
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final product
3. What is User-Centered Design?
• An approach to UI development and system
development.
• Focuses on understanding:
– Users, and
– Their goals and tasks, and
– The environment (physical, organizational,
social)
• Pay attention to these throughout
development
4. ISO on User-centered Design
• ISO 13407 describes human-centered
design processes for interactive
systems
• Principles of human-centered design:
– Active involvement of users
– Appropriate allocation of function
between user and system
– Iteration of design solutions
– Multidisciplinary design teams
5. ISO on User-centered Design (2)
• Essential activities in human-centered
design:
– Understand and specify the context of
use
– Specify the user and organizational
requirements
– Produce design solutions (prototypes)
– Evaluate designs with users against
requirements
6. What is a prototype?
• What do you think of when you hear
“prototype”?
• What kinds of prototypes have you
seen anywhere?
– in other fields or disciplines?
– on television?
• What are they “for”?
7. What is a prototype?
• In other design fields a prototype is a
small-scale model:
a miniature car
a miniature building or town
• Exists for some purpose
– Show the “concept” to some stakeholders
– Get feedback about some aspect
– Test somehow
• E.g. a wing in a wind-tunnel
8. Prototyping and Software
• Do software companies do this?
– Sometimes do it well
– But sometimes the prototype is…
Version 1.0!
• Constantine and Lockwood:
“Software is the only engineering field that
throws together prototypes and then
attempts to sell them as delivered goods.”
9. What is a prototype for us?
In HCI / interaction design it can be (among other
things):
a series of screen sketches
a storyboard, i.e. a cartoon-like series of scenes
a Powerpoint slide show
a video simulating the use of a system
a lump of wood (e.g. PalmPilot)
a cardboard mock-up
a piece of software with limited functionality
written in the target language or in another
language
10. Why prototype in general?
• Evaluation and feedback are central to interaction
design
• Developers can test feasibility of ideas with team, users
• Stakeholders can see, hold, interact with a prototype
more easily than a document or a drawing
• Team members and users can communicate effectively
• To validate existing / other requirements
• It encourages reflection: very important aspect of
design
• Prototypes answer questions, and support designers in
choosing between alternatives
11. What to Prototype and Why
• Prototyping reduces uncertainty
– It can be a major tool for risk management
– Apply on whatever you might be uncertain
about!
• Prototyping technical issues
– E.g. run-time issues
• Prototyping to establish requirements
– Users “see” functionality
• Prototyping for usability concerns
– Our concern in this course
12. When and at What Level
• For SW, you might prototype at
various times in the lifecycle
– Different goals, different techniques
• Conceptual Design
• Interaction Design
• Screen Design
13. Benefits of Prototyping Early
• Exploration and evaluation of different
design options
• Increase communication among users
and developers
– Rapid feedback on ideas and changes
• Identify problems and issues before
construction (expensive)
14. Prototyping: Conceptual Design
• Early in development
• Explore high-level issues
– Different conceptual models
– Interaction styles
– User needs and characteristics
– Usability goals
• High-level representations
– Far from final code or GUIs
15. Prototyping: Interaction Design
• Later in development
• Focus on user work-flows
– Tasks and scenarios you’ve identified
• Might focus at the screen (or page) level.
Possibly like this:
– identify screens, pages, activities
– Organize these in groups
– Define flows or transitions between them
• Involve users in evaluation
• Representations
– Still probably not much like final code or GUIs
16. Prototyping: Screen Design
• Before development
• Define and refine screens (pages)
– Blue-prints for final physical design
• User evaluation
– Both achieving tasks and navigation, and
other usability criteria (as we’ve studied)
• Representations
– Low-fidelity or high-fidelity prototypes
17. Low-fidelity Prototyping
•Uses a medium which is unlike the final
medium, e.g. paper, cardboard
•Is quick, cheap and easily changed
•Examples:
sketches of screens, task sequences, etc
‘Post-it’ notes
storyboards
18. Storyboards
•Often used with scenarios, bringing more
detail, and a chance to role play
•It is a series of sketches showing how a user
might progress through a task using the
device
•Used early in design
19. Sketching
• Sketching is important to low-fidelity
prototyping
• Don’t be inhibited about drawing ability.
Practice simple symbols
• Can use post-its, photo-copied widgets,
etc.
20. •Index cards, post-its
•Index cards (3 X 5 inches)
•Each card represents one screen
•Often used in website development
Using Office Supplies
21. Using Office Supplies
• Post-its, index cards
– Can represent one screen, one page
– Color coded
– Draw on them
– Group them
– Put them on a wall or whiteboard,
connect them with string or lines
• Write-on tape, clear film
• And so on… See Rettig’s article
22. Rettig’s “Prototyping for Tiny
Fingers”
• “To get a a good idea, get lots of
ideas.”
• Problems with hi-fi prototyping:
– too easy to focus on “fit and finish”
– developers resist changing software
– SW prototype sets expectations
– Bug in SW prototype kills an evaluation
23. Storyboards
• Storyboards are:
– a low fidelity visual representation where
– steps or actions represented by panels,
like a comic book
• Goals are to
– flesh out the scenarios in an interaction
design
– effectively communicate with users or
stakeholders
24. Principles and Variations
• (As usual in HCI) storyboards should be
“real” and “representational” rather than
“abstract” or “complete”
• Used in different ways at different phases
– Early: focus on user tasks, work-flow, context,
etc.
– Later: lo-fi drawing of screens, menus, etc.
• Principles:
– Describe a scenario -- focused on interaction
– Contains explanations, notes, etc.
25. • Example:
• Shows
– workflow
of mail
merging
– who’s
involved,
responsib
ilities,
etc.
26. • This shows high-level of view of users
involved in other storyboards
From: Usability Case Studies, http://ucs.ist.psu.edu
27. • Lo-fi interface sketches
– Annotated with scenario/execution info
From: Usability Case Studies, http://ucs.ist.psu.edu
28. • Storyboard for
a website
– for
photographers
• Sequence of
pages
– based on clicks
• Explanations /
annotations
29. High-fidelity prototyping
•Uses materials that you would expect to be in
the final product.
•Prototype looks more like the final system
than a low-fidelity version.
•For a high-fidelity software prototype
common environments include Macromedia
Director, Visual Basic, and Smalltalk.
•Danger that users think they have a full
system…….see compromises
30. High-fidelity Prototyping
• Benefits
– More realistic
– Closer to final product
• Good for developers and users
– Can collect metrics
• Limitations
– More expensive, less rapid
– Reluctance to change
– See Rettig’s list
31. Compromises in prototyping
•All prototypes involve compromises
•For software-based prototyping maybe there
is a slow response? sketchy icons? limited
functionality?
•Two common types of compromise
• ‘horizontal’: provide a wide range of
functions, but with little detail
• ‘vertical’: provide a lot of detail for only
a few functions
•Compromises in prototypes mustn’t be
ignored. Product needs engineering
32. Possible Problems with
Prototyping
• Pressure to enhance prototype to become
delivered system
– From client
– From management
• Both see code, see almost-working “system”
• Why not use the prototype?
• Prototype built for quick updates, so...
– No design, so hard to maintain
– Ugly code, no error checking
– Wrong environment
33. And then… Construction
•Taking the prototypes (or learning from
them) and creating a final product
•Quality must be attended to: usability (of
course), reliability, robustness,
maintainability, integrity, portability,
efficiency, etc
•Product must be engineered
Evolutionary prototyping
‘Throw-away’ prototyping