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Business origami is a simple, powerful method for modelling services and systems that you can learn to use quickly and get great results in your own design projects. The simplicity is on the surface. Business origami uses stylized paper cutouts to represent the different parts of a system: the people, the locations, and channels used as well as the specific touchpoints and interactions of individual scenarios. These cutouts are arranged on a horizontal whiteboard, which allows participants to show relationships in the system, including different venues, the flow from one area to another, and the value exchanged at each interaction.
The power comes from participation. Business origami shines in a codesign workshop setting. Since it offers direct, hands-on tokens it’s easy for everyone to contribute instead of requiring skill with diagramming software or flowchart conventions. By involving a cross-section of business representatives, users, and members of the design team you can quickly capture models of current experiences and then explore opportunities for improvement or create entirely new designs. Because the model is immediate and tangible it creates a shared visual reference that builds common understanding, unifying the team and the vision for the project.
This participation increases buy-in, creates common ground, and helps you facilitate a successful solution. The sessions themselves are powerful experiences for participants, but you can also use business origami models to document journey maps, scenarios, service blueprints and other downstream design deliverables.
In this session, you’ll learn the fundamentals of service design (so we’re on the same page), participate in a modeling exercise yourself for current and future systems, and then analyze that model to document new opportunities. We’ll also share tips and tricks that make for successful business origami sessions and discuss how this method fits neatly into your current design process, whether you’re consciously doing cross-channel design or not.
Love creative problem solving, but need something more practical— something specific to User Experience? Russ and Stephen will share with you the exercises they use to solve the REAL problems.
You’ll flex your critical thinking muscle through a series of jumpstarter activities. Even better, attendees will be encouraged to participate, if not embarrass themselves in front of a room full of their peers as they challenge themselves to see past the first, obvious—and often incorrect—answers, and start to flip problems on their heads to see solutions from a different view.
Each day, device manufacturers ship more than a million touch-screen phones that enable new ways for people to interact with the Web. But when they get to your Web site or application –what kind of experience will people with these devices have? Will they be delighted by your mobile Web experience or frustrated?
In this workshop on Web design best practices for modern mobile devices, Luke Wroblewski will detail how to think about and design for Web organization, actions, inputs, and layout on mobile. Through presentations, collaborative sessions, and lots of examples, you’ll learn how to:
Armed with these design best practices and principles, you can make sure people have a great mobile Web experience whenever they visit your site.
by Kevin Cheng
You listen to all the stakeholders’ needs, consider the various priorities, and come up with a set of requirements for a product to address these needs. Then you work with the engineers to iterate and build the product, ensuring that it’s the best product possible. Does that sound like what you do? Then maybe you’re a product manager.
The role of a designer or information architect is remarkably similar to product management. So why does it always seem like one is the Dark Side of the other? Why does it feel like we can’t get a seat at the table when it comes to strategy decisions, and how come the two sides seem to always be in conflict?
This half-day workshop will help you understand what’s it’s like to be in product management, from the perspective of a designer. Based on my personal experiences of transitioning over the years from programmer to designer to product manager, I hope to bridge the gap between the two camps, and perhaps even help those who want to cross the bridge.
The workshop will be a mix of presentation and exercises which will teach you:
by Indi Young
There are plenty of workshops that teach you how to design well. There are more that teach you how to test and improve your offerings. But there are very few workshops that teach you what to design. In this workshop Indi Young, author of Mental Models: Aligning Design Strategy with Human Behavior, will teach you the skill of building mental model diagrams–a powerful tool to help you create products and services that do a better job of meeting the real needs of your users.
Based on interviews, mental model diagrams give you a deep understanding of people’s motivations and thought-processes, creating empathy for the people who buy and use what you build. Models can be relatively simple or incredibly complex, depending on the breadth of the design problems you’re trying to solve. Either way, they’re a powerful tool.
This workshop will benefit almost anyone involved in the creation of a product or service. At the end of the day, you’ll be able to conduct effective interviews, recognize which data should be included in a diagram, and sketch a mental model of your own.
Have you ever wanted to make an orchestrated, integrated, cross-product, multi-channel, location-sensitive, smart commerce, service designed product ecosystem for the masses? Yes?! Then this workshop is for you! Except that in this workshop, we will throw out the buzz words and provide a sensible framework for bringing products and services into both the glory and the minutia of people’s everyday lives. We will focus on the power and peril of a touchpoint. Just because you can touch someone, does that mean you should? We will explore how you can ensure that every occasion where your organization touches or connects with a person’s life is appropriate, relevant, meaningful, and endearing.
The structure for the day will be a mix of shared insights and case studies followed by group activities to put the ideas into practice. When you wrap up the day, you will have:
by Paul Adams
When Facebook Photos launched, there were dozens of photos products on the market. On spec, they were all superior to Facebook Photos: they supported more file formats, they supported much higher resolutions, they gave users many more features to edit their photos. But Facebook
Photos had one feature the others did not have: the ability to tag your friends. Facebook Photos was built around social behavior. It was built around the thing we care most about when we take photos – the other people in them. It quickly became the leading online photos product because it was ‘social by design’.
‘Social by design’ is important to designers because the web is being rebuilt around people. The evidence of this fundamental change is all around us. Smart businesses are re-orienting themselves around people, their friends, and their network. In order to do so successfully, they’ll need a deep understanding of how our social lives are structured, what motivates us to interact with others, and how our identity shapes our behavior.
Many designers have tried adding social functionality to their existing products. This workshop will explain why this approach of ‘bolting-on’ social features is unlikely to work. It will explain why successful social products are built around social behavior. It will go through some fundamental design principles, based on decades of research into social behavior, that teach designers how to design products and features that are ‘social by design’.
We’ll do some design exercises to show how these principles apply in practice.
Brilliant ideas go nowhere without the full engagement and trust of everyone involved. Whether you’re part of the team, you lead the team, you lead the department, or you lead the company, you’ve got to sell those concepts to push them into reality. The environment where they are sold is the business meeting.
In a half-day workshop, Kevin M. Hoffman (Experience Director, Happy Cog) will lead you through how the team at Happy Cog applies design thinking, participatory decision making models, and unorthodox experiences to make meetings better. Happy Cog successfully explores, communicates, and executes web site & application design with a diverse range of companies and corporate cultures. Whether it’s establishing early concepts, getting back on course, building buy-in, or thinking about the larger process, these approaches can be applied quickly and can lead to a increased understanding and engagement throughout any project.
Join Remon Tijssen in a workshop that provides insight into why motion in interactive experiences is important. Learn why and how to think about motion, what the different functions of motion in the broad range of interactive experiences are and how do they relate to different technologies. Tijssen will map out different uses of motion in interactivity, give conceptual and practical advice, showcase projects and guide you in getting hands on creating a protoype to explore and define motion for an interactive product.
Global Pulse is an innovation initiative that is developing a new approach to crisis impact monitoring. Global Pulse is developing HunchWorks, a place where experts of all kinds can post hypotheses—or hunches—that may warrant further exploration and then crowdsource data and verification. HunchWorks will be a key global platform for rapidly detecting emerging crises and their impacts on vulnerable communities. Using it, experts will be able to quickly surface ground truth and detect anomalies in data about collective behavior for further analysis, investigation and action.
Adaptive Path has been collaborating with the Global Pulse team to identify the challenges surrounding HunchWorks to help with some of the complex UX problems and design solutions. With a idea as big HunchWorks, we wanted to open up the task to the UX community in order to push the work forward.
23rd–26th August 2011