Skip to main content

Home/ InsightNG/ Group items tagged User Experience

Rss Feed Group items tagged

Neil Movold

5 Signs of a Great User Experience - 0 views

  •  
    If you've used the mobile social network Path recently, it's likely that you enjoyed the experience. Path has a sophisticated design, yet it's easy to use. It sports an attractive red color scheme and the navigation is smooth as silk. It's a social app and finding friends is easy thanks to Path's suggestions and its connection to Facebook. In short, Path has a great user experience. That isn't the deciding factor on whether a tech product takes off. Ultimately it comes down to how many people use it and that's particularly important for a social app like Path. Indeed it's where Path may yet fail, but the point is they have given themselves a chance by creating a great user experience. In this post, we outline 5 signs that the tech product or app you're using has a great UX - and therefore has a shot at being the Next Big Thing.
Neil Movold

Designing your User Experience Culture - 0 views

  •  
    Steve Johnson, Senior Director of User Experience, LinkedIn at Warm Gun on Nov 30th, 2012 in San Francisco
Neil Movold

Gamified Marketing - Get Found, Go Viral, Be Awesome - 0 views

  •  
    Gamify Your Marketing Strategy and Reward Social Influencers" by Mara Lewis, Co-founder and CEO, Stopped.at Leveraging gamification principles as part of the user experience and value proposition magnifies the effects of recognition and subsequently, the engagement of all users, power or casual. These principles help to package and promote recognition across the site so users interact and respond to it more often and to a greater extent.
Neil Movold

Six Circles - an Experience Design Framework - 0 views

  •  
    James Kelway started the Six Circles - an Experience Design Framework, as an enquiry into how different design principles can be applied to the field of digital product design. The principles studied led to the emergence of six core themes; persuasion, behavior, visual design, usability, interaction and content. The book describes the importance of these areas and how working systematically with these themes will require a holistic mindset and approach that require multi-disciplinary teams within organizations to ensure the creation of quality products. It is also serves as a way to judge the effectiveness of digital products using the six lenses described
Neil Movold

The Future Of Technology Isn't Mobile, It's Contextual - 0 views

  • It’s called situational awareness.
  • Our senses pull in a multitude of information, contrast it to past experience and personality traits, and present us with a set of options for how to act or react.
  • it selects and acts upon the preferred path. This process—our fundamental ability to interpret and act on the situations in which we find ourselves—has barely evolved since we were sublingual primates living on the Veldt.
  • ...14 more annotations...
  • Our senses aren’t attuned to modern life. A lot of the data needed to make good decisions are unreliable or nonexistent. And that’s a problem.
  • contextual computing
  • Always-present computers, able to sense the objective and subjective aspects of a given situation, will augment our ability to perceive and act in the moment based on where we are, who we’re with, and our past experiences. These are our sixth, seventh, and eighth senses.
  • These merely scratch the surface. The adoption of contextual computing—combinations of hardware, software, networks, and services that use deep understanding of the user to create tailored, relevant actions that the user can take—is contingent on the spread of new platforms.
  • It’s interesting because it’s always with the user and because it’s equipped with sensors.
  • It’s a cultural moment that’s not dissimilar to the way in which graphical, and then networked computing, were introduced in conceptual and technical forms 10 years before reaching commercial success.
  • identified four data graphs essential to the rise of contextual computing: social, interest, behavior, and personal.
  • There are legitimate ethical concerns about each of these graphs. They throw into relief the larger questions of privacy policy we’re currently wrestling with as a culture: Too much disclosure of the social graph can lead to friends feeling that you’re tattling on them to a corporation.
  • In an ideal contextual computing state, this graph would be complete—so gentle nudges by software and services can bring together two people who are strangers but who could get along brilliantly and are in the same place at the same time.
  • Given that psychology still struggles to explain exactly how our personal identities function, it’s not surprising that documenting such information in a computable form is slow to emerge.
  • A more successful example is Evernote, which has built a large business based on making it incredibly easy and secure to document both recently consumed information and your innermost thoughts.
  • It cannot yet tackle the way your curiosity might lead you to new directions. And it could never effectively recommend a restaurant or a vacation spot based on what it knows you read.
  • As Bill Gates astutely pointed out, "There’s a tendency to overestimate how much things will change in two years and underestimate how much change will occur over 10 years."
  • By combining a task with broad and relevant sets of data about us and the context in which we live, contextual computing will generate relevant options for us, just as our brains do when we hear footsteps on a lonely street today.
  •  
    "NEXT UP: MACHINES THAT UNDERSTAND YOU AND EVERYTHING YOU CARE ABOUT, ANTICIPATE YOUR BEHAVIOR AND EMOTIONS, ABSORB YOUR SOCIAL GRAPH, INTERPRET YOUR INTENTIONS, AND MAKE LIFE, UM, "EASIER.""
Neil Movold

Gamification: Measuring and influencing user behavior - 0 views

  •  
    Games are fun-well, unless you're playing with your super-competitive friend. And we all have one, don't we? Still, for the most part, games are entertaining-and that's why gamification has taken off as a technique to entice people to adopt various applications and processes. Gamification is defined as the use of game design techniques, game thinking, and game mechanics to enhance non-game contexts. In other words, gamification gets people interested in something they otherwise wouldn't notice while also encouraging them to compete in game-like activities.
Neil Movold

News Literacy: Critical-Thinking Skills for the 21st Century | Edutopia - 0 views

  • Every teacher I've worked with over the last five years recalls two kinds of digital experiences with students. The first I think of as digital native moments, when a student uses a piece of technology with almost eerie intuitiveness. As digital natives, today's teens have grown up with these tools and have assimilated their logic. Young people just seem to understand when to click and drag or copy and paste, and how to move, merge and mix digital elements. The second I call digital naiveté moments, when a student trusts a source of information that is obviously unreliable. Even though they know how easy it is to create and distribute information online, many young people believe -- sometimes passionately -- the most dubious rumors (1), tempting hoaxes (2) (including convincingly staged encounters designed to look raw and unplanned (3)) and implausible theories (4). How can these coexist? How can students be so technologically savvy while also displaying their lack of basic skills for navigating the digital world?
  •  
    "Every teacher I've worked with over the last five years recalls two kinds of digital experiences with students. The first I think of as digital native moments, when a student uses a piece of technology with almost eerie intuitiveness. As digital natives, today's teens have grown up with these tools and have assimilated their logic. Young people just seem to understand when to click and drag or copy and paste, and how to move, merge and mix digital elements. The second I call digital naiveté moments, when a student trusts a source of information that is obviously unreliable. Even though they know how easy it is to create and distribute information online, many young people believe -- sometimes passionately -- the most dubious rumors, tempting hoaxes (including convincingly staged encounters designed to look raw and unplanned) and implausible theories. How can these coexist? How can students be so technologically savvy while also displaying their lack of basic skills for navigating the digital world?"
Neil Movold

How game designers are influencing the world of gamification - 0 views

  •  
    To some people, gamification - the method of applying game mechanics and philosophy to nongaming applications in the real world - is a dirty word. Video games, after all, are more than just their mechanics: Some have elaborate narratives, fantastic musical soundtracks, and appealing graphics that all come together to create a seamless experience. When you strip a game down solely to its mechanics, it can seem cheap, soulless, and even exploitative when it comes to businesses and corporations using gamification for their own interests. But gamification isn't about creating games. It's about enhancing user engagement, something game developers know how to do. And as witnessed at this year's recent Gamification Summit held in San Francisco, game designers are clearly interested in helping this new industry with its growing pains.
1 - 8 of 8
Showing 20 items per page