Experience Design

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Showing posts with label engaging experience. Show all posts
Showing posts with label engaging experience. Show all posts

Thursday, 7 July 2011

Dissecting Discipline of Designing Experiences

Posted on 09:30 by Unknown
Often I come across different viewpoints on Experience Design discipline about what it is and what exactly experience designers do. The executioner’s (in software business) school of thought is that experience design is the practice of designing technology products and services (each of which is a human experience) based on the consideration of an individual's or a group's needs, tasks, desires, beliefs, knowledge, skills, experiences, and perceptions. Thus, it results into achieving certain user goals and leads to a successful system acceptance by users.

The other school of thought is more at an abstract level that defines experience design as a discipline of designing mental journeys that leaves the customer with memories of having performed something special, meaningful, engaging, with sense of achievement or just fun and entertainment.

Like any other discipline, I think experience design can also be understood as an organized production system that is about creating output in the form of desired experiences using available inputs such as knowledge and ideas, and finally using resources in the form of design processes and skills.


Let’s take an example of thematic restaurants. Today, food is more of an experience rather than a necessity, as only a minor part of the average income (approximately 10 per cent) is spent on food.

Dining is a combined body and mind (sensory) experience and has aspects of culture and society. The body tastes, smells, sees, hears, feels and digests the food. The mind reads the food consciously and unconsciously in the form of activated emotions and memories.

Theme restaurants are cautiously designed to deliver customer experiences by influencing customer’s state of mind with the right ambiance, environment, lighting, music/live performance, and personal service on top of the food served to stimulate emotions like happiness and so on. A great deal of skills and processes are required to accomplish delivery of such desired experiences in the restaurant business.

Another example could be watching theater, which is another form of immersive experience thoughtfully crafted for audience. The stage performances are scripted around a theme to entertain and educate audience (selective sometimes) by stimulating emotions such as anger, happiness, surprise, confusion, and more.

The two examples mentioned above can help us dissect different aspects of organized experience delivery system.



Core Activity
The core activity is what a customer wants to accomplish as a task or an activity. For example, watching a play in a theater or eating in a restaurant.

The Concept (or the ‘Feel’)
The core concept is the theme that the customer admires and what the product stands for. For example, a concept “Happiness is in small moments of life and must be shared” is the theme of Unilever ice cream brand and is well translated into the design of ice cream packaging and ice cream vending machine designs where in a customer is delivered ice cream when he/she smiles into the face recognition system. See demo

Peripheral Experience
Peripherals are supporting experiences (part of the overall customer experience) to which a customer initially pays extra emphasis. For example, the way seating is arranged, welcoming gesture at the entry, cleanliness, and so on.

Core Experience
Core experiences are activities in which a customer gets involved physically and mentally. For example, taste of the food, dialog delivery of an actor, sound and music and so on. Developing core experience is a skilled job and the output is actively consumed by customers. However, core experience cannot be appreciated without a good theme.

Support Services
Support services are materials such as cutlery, menu, and order delivery that are used to accomplish the core activity.

Such a dissection would help in understanding design and delivery of experiences. In my next blog I will make an attempt to explore how a similar approach can be applied in design for software applications.
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Posted in Customer Experience, design thinking, digital experience, engaging experience, product design, User Experience Design | No comments

Tuesday, 14 June 2011

Content Publishers Going ‘Tabletized’

Posted on 23:42 by Unknown
Newspapers were the first to realize the power of the Web to communicate instantly with their readers. Now being mobile-enabled has become increasingly important for them to stay relevant today. And as if it wasn’t enough of a problem to choose the right platform (Android, iOS), device capability, or to choose between mobile Web and native application, things have become more complicated with penetration of tablet devices (though there's no competition to iPad yet).

Tablet devices will become the biggest point of influence as to how users will interact and consume digital content. Companies such as BBC, FLUD, Wired, and many more already have their iPad native application available on Apple 'sApp store. CNN, Reuters, ESPN, SPIN.com, and NYTimes.com have made themselves aligned to iPad Web browsing experience.

However, the strategic choices will become easier for digital content publishers if they try to understand how different stakeholders of the publishing industry will deal with content in future.

Native Experience of Information


The first advantage of creating a native application for iPad is the richness of experience the app provides. Designers seem to be designing apps more as amalgamations of games and info-graphic interfaces and less as task-driven interfaces. Native applications can make good use of device capabilities such as camera, accelerometer, gyroscope, voice and motion sensor, and GPS and add to the overall experience of the application which is difficult to achieve on browser-based app designs. While some amount of offline browsing and location aware services are possible using HTML 5, it is still not possible to access some of the native capabilities of mobile devices from browsers due to security and privacy concerns (for example, access to address book or calendar).



The Wired iPad app is a beautiful example of static magazine content being made available in a highly interactive and multimedia-based content delivery format, without compromising on the magazine’s original free flow content designs, large visuals, large advertisements, and silky smooth page flip transitions. However, in many ways the content is confusing and unusable because of non-obvious controls, unintuitive interactions, and game design thinking. Read NN Group report on usability of iPad apps and websites.

Hybrid Experience of Information

Publications need to think — Does reading infotainment content always require such rich multimedia experiences? What about serious content readers who would want to read articles for hours? Does it make more sense to have subtle and clean reading experience for them?

Financial Times has designed a hybrid version of Web and native applications for their website (app.ft.com), optimized for an iPad. The website exploits HTML5 capabilities to load content in the background and provides a newspaper's page-after-page flip reading experience that is completely browser based. Users can easily differentiate the content reading experience from traditional Web content rendering without compromising the subtle simplicity.



Richness of Content is Expensive
Rich content comes with its weight and each bite of space on the iPad is expensive. Single copy of Wired magazine consumes half a gigabyte of storage space on the iPad before one can use it. Data on mobile is still expensive; downloading a copy of Wired using the 3G iPad connectivity would easily cost a fortune in many countries along with the time that it would take. And all of it will impact the end user experience.
Natural Digital Content Interactions Are Missing
In many ways native applications' designs reduce the user’s natural tendency of reading and interacting with the digital content. Features and controls that users use in browsers are not available (for example, copy text and photos and share it with friends by pasting it in an email). Features like bookmarking and printing pages are not available unless they are built seamlessly within the application.

Access and Reach
Digital content is highly search driven. To access a certain publication's content, users may use any of the search engines or they may find it via links from other websites, blogs, Twitter, and/or links embedded in emails. However, the mobile native apps currently do not support such navigation. So, if a publisher's marketing strategy is to increase the number of visitors and not bother about the repeat visitors, it makes sense to go for mobile optimized Web, especially if it is viral.

Media Advertising Means Money!
Advertising has been a primary source of revenue for most media companies across platforms. For a decade, it was believed that ‘Web users are ad blind’ and they don’t care about ads. At the same time, there has been a significant growth in various media companies' advertising budgets year after year. It’s time media content producers rethink about advertising.
Designers and marketers of traditional Web have worked on aspects like ad slots, positions, sizes, context, level of interactivity, personalization, and more but now iPad can potentially sail them far ahead in time. Ads designed for Wired app are more persuasive by being highly interactive. Perhaps there is scope to make them more meaningful, information exchangeable, intelligent and personalized by adding context sensitiveness. Advertising of such kind will certainly provide better branding mileage to advertisers and also the opportunity to get richer data in bargain. It might just be advertisers who will push publishers to go ‘tabletized’.

Editorial Control: Rigid vs Flexible vs Time to Publish
For publications that are in the business of providing real-time digital content, it is important to package content and keep updating it (for example, coverage of elections or scams). It becomes utmost important for the editorial staff to have flexibility and control over the content and presentation. Native application takes away that flexibility and control because of rigid content meta data structures and templates. Due to cumbersome maintenance and update routines in native applications and app stores, any change made to the app design can take weeks to happen. The work includes programming, testing, approval process, and then finally the end users have to actively choose to update the app. Mobile Web apps, however, require limited programming and testing, hence always providing users with the latest content and experience.
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Posted in content design, digital experience, engaging experience, HTML5, interaction design, ipad, mobile experience, Search Engine, tablet, touchscreens | No comments

Saturday, 14 May 2011

How to use QR Codes, or rather, how not to use QR codes!

Posted on 22:43 by Unknown
A count of Smartphone users, counting only US users, at the end of February 2011, gave an astonishing figure of 69.5 million! This number is definitely going to rise exponentially and the proof is visible everywhere around us. We find at least a couple of Smartphone users in our circles and others who don’t own one, always eye the new Smartphones from the corner of their eyes.

And along with Smartphone came in smarter things like QR codes. A QR Code is a 2 dimensional matrix code created by Japanese corporation Denso-Wave in 1994. The "QR" is derived from "Quick Response". The creator’s intention was to create a code whose contents could be read at high speeds.

QR code is in the limelight and there are no ways about it. In a horde to use this somehow or the other companies are breaking their head, day and night. QR codes are seen everywhere from an outdoor hoarding to a magazine cover. An example of how the importance of QR codes is growing:

“Along with HTML5, QR codes will become a far more important part of the travel experience.  These barcodes may soon be providing TV channel listings in hotels, in flight entertainment instructions on airplanes and itineraries on cruise ships.” -Ayan Banerjee, Senior Consultant, MindTree Ltd. Read the full article!


The tool is simple to use. Point the camera towards the QR code, and an in-built app will de-code the QR code to some data. This simplicity may have a lot of potential and appeal with the growing Smartphone user segment, but as long as it is not in the face of a user.

Here are some of the direct uses of a QR code:
·         To initiate a browser session – This is the most abused one!
·         To display text
·         To initiate Email Transaction – An email can be initiated and even the message body can be populated
·         To initiate SMS transaction
·         To initiate Audio/Video Streaming

A prevalent use by marketing companies is to replace the sexy looking advertisement with an ugly looking black-and-white QR code. QR codes are supposed to enhance the Mobile Experience of a user. But, this should not be at the expense of ruining the physical appearances and experiences.

Let’s see what happened when some marketers used QR codes in this fashion. Most of the users who still don’t have Smartphone, struggled to understand what it was about. Smartphone users who didn’t know about QR codes struggled to understand how to use it. Smartphone users who had enough of it, passed on! Effectively the marketer lost on the customers, who looked at that advertisement, and could have read on about it but moved on, since it was either not understandable or too boring! What we also observe is that most of the marketers end up using the QR code as an alternative for people to click links. Therefore, it is not surprising when people perceive QR codes as just a link to the main advertising page of a company!

Is this what the advertisers/marketers were looking for? I believe not!

Some golden rules to keep in mind when devising campaigns using QR codes:
  • Everyone does not have a Smartphone
  • Every Smartphone user does not know how to use a QR code
  • Smartphone user who knows about QR code may be fed up of seeing them everywhere
Another key lesson for any marketer will be, to realize that QR code is not an alternative to a link. This has been over used and abused in all senses. It’s time that we think beyond this. Innovative use of these codes is the need of the hour!
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Posted in Customer Experience, engaging experience, mobile, mobile experience, QR Codes, smartphone | No comments

Wednesday, 20 April 2011

What Game Designers Do That Interface Designer Don’t

Posted on 07:29 by Unknown
At many occasions stakeholders ask designers to design experiences that are simple yet immersive and engaging for commercial Web applications. They leave it completely to the designers to think of ideas to achieve such designs. But, commercial Web application designers are always busy designing applications that are a function of


(Over simplification of Web application design)

They make sure all the business rules are incorporated, the right system response is in place, the right set and amount of information is presented so the right decisions are taken and so on and so forth. I would also go ahead saying that there is nothing grossly wrong with that approach. And while the results are not always great designs, they are not bad either.

But there are traits of game designs that an enterprise application designer can experiment with and design experiences that are memorable and desirable for people who use them. Theoretically, game design is not all that different and designers from other fields are perfectly capable of doing much of what game designers do.



[A gross oversimplification of game design (Stephen Anderson’s way)]

Instant Gratification vs. Slow Response Time
In most commercial software interfaces response time management is completely overlooked. The rule is “faster is always better,” and Google has almost mastered it. Search results displayed are shown with how many milliseconds it took for Google to process the results. However, game designers don’t think likewise and they defy the concept of instant gratification by making a good use of response time. It is like one driving to a hill station on a vacation with friends and family where en-route experiences are equally important as reaching the destination is. Slow response time also allows users to think of their next move.

Closure to Completion Effect
Gamers become more aggressive, thrilled, and impatient when they come very close to completion of a level, task, or an activity in a game. But game designers design these activities to be highly unpredictable and vulnerable, to take the gamers' excitement to the peak (for example, a game of Jigsaw Puzzle or Sudoku at the verge of completion). Similarly, Web application designers can start thinking of ideas to make the last piece of a task or an activity more engaging and exciting.

Learn To Become More Efficient In Future
Gamers become more efficient as they play and eventually become experts at it. Game designers leave cues that gamers use as tricks and keys to reach the expert level. The vast majority of software user interfaces have no consideration for how users can be taught by experience with the system to improve their performance. It is about finding those hidden patterns in the way people interact and manipulate the system. It is an applied learning that a user gains and reuses in different conditions to get faster results.

Short-term Memory Management
People love gaming because it challenges their reflexes, thinking, intuition, and dedication as they make progress on higher levels with increased amount of complexity. Short-term memory management is a great tool for game designers to increase or reduced the complexity of the game. Interface designers are trained not to rely on user’s short-term memory (for example, showing a piece of information and expecting the user to remember it to reenter the same somewhere else in the system).

However, game designers use it quite often in forms of locations, maps, symbols, and passwords which the gamers need to remember to clear a level or to reach a place. For example, arcade games use word codes that are displayed when the level is completed. These codes are supposed to be remembered by the player to reenter to reach that level directly from beginning else he or she will have to pass through all the previous levels to get there. Similarly, the famous AngryBird game shows the cage structure once to the player and leaves it to the player’s imagination to strike in the right area.

Building Mystery
Game designers carefully design interactions that in a way expand the player's mind and force him or her to think what’s happening. It is the mild confusion created with just enough context to consume the player’s cognition in subtle and compelling ways.

Enterprise Web application designers think of making interaction highly intuitive and transparent at all times. They think of giving surprises by making the application learn users patterns and start intelligently predicting their next move and automate it.
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Posted in engaging experience, Game Design, short term memory, User Experience Design, UX design principles | No comments

Tuesday, 15 February 2011

adiVERSE virtual footwear wall

Posted on 20:07 by Unknown
The future of retail lies in bringing together the worlds of digital and retail to offer extraordinary in-store customer experiences. Unveiled at the 2011 National Retail Federation Expo in New York, this interactive, real-time rendered product installation for adidas demonstrates UK brand agency Start JudgeGill’s belief in “connected retail.” The experience brings shoppers the products they want, even if they’re not currently available in a store, and gives adidas the opportunity to offer its largest range of products in even its smallest stores. Behind the scenes, the system is currently gender and age-aware and presents relevant products faster; adidas will eventually enhance the shopping experience by placing products in the context of the sport for which they’re designed. Once the success of the adiVERSE system for footwear is tested and demonstrated, there are plans to expand to apparel and accessories, in stores worldwide.



While this is a cool in store experience design concept. I am still wondering that this concept is very similar to web experience of http://www.nikeid.nike.com/.

In store experiences are all about touch and feel and in store social interactions. Customers walk in to Adidas store with bunch of friends and they spend time comparing assortment based on style, color, pattern, texture, price etc. Customers often see stuff online and make purchases in a nearby store. It is good that customers will be able to see all products even when they aren’t available. But can be a bad experience if they like something and not able buy instantly (specially for impulsive buyers)

I believe such digital displays can be a good idea for mobile stores where stores have dummy phones on display.

This installation works well when customer service reps are busy and there’s no one to explain the details. However, most customers typically wear the shoes, walk around a bit to check if it the right one. Maybe, they can use a combination of haptics and Kinect’s technology to give a real feel of the shoe.

Why a person need another interface such as iPad to check out the shoe?

Well, there can be various reasons to do so. One of them can be: In major metros the rental spaces are going sky high, the display is limited and in western countries even the labour is expensive. In such cases, you cannot have all the shoe models out on display in a mall commercial store. So, it is better to give alternative mediums to customers for checking out the collection. One such medium is Ipad, Iphone, or big touch screens as shown in the video.

But then why don’t we integrate later part (iPad) with the initial one (wall)? Suddenly, there is change of experience and person has to wait on the shop keepers to receive the iPad.

Possibly becuase when the person on the video said “now you can checkout” I was thinking OMG checkout on that screen …where world can see all the personal information !!!.

So having the checkout done on a smaller personal display is a clever way to maintain individual’s privacy. I am curious however to understand how they can transition the session from wall to a device like iPad, that is probably beginning of new era in transitioning from one device to another without breaking the flow.

Imagine you are working in office and you are half way through filling your appraisal online…., then you walk to train station and complete the remaining form filling on the phone (same session)…. Later submit it from home computer in the (same session). It is a good a way, to keep the our transactions secured.

Then the other question would be, why the checkout is not happening at the checkout counter?

Well, if we have same session then will it not affect the security, I would imagine that someone could get to the sensitive information. Well, that’s a valid point, But, for us to understand it, let’s go through a small exercise.

Suppose you walk into a shoe store. There is a security guard at the entrance. You go to the display counter and look through the range of shoes on display. When you like a couple of them, you ask the salesman to get the sizes for those particular shoes. You will even like to try out those shoes. Then you zero down on one of the choices, and move towards the payment counter. There the cashier bills you accordingly and you walk out of the store. The security may again check your bills and match it with the purchased items.

Now, we see that there are at least 3 people involved in the whole transaction for one customer. Many stores go away with the security guard. The store that we saw in the video has gone a step ahead and removed the cashier and salesman as well. In effect we have highly reduced the manual intervention, which is highly desirable in high labour cost economies or businesses where ratio of labour cost to purchase cost is high.

I agree upon the point that it would reduce the manual interventions. Here store keeper approaches the customer with an iPad. It do not seem to be a practical to me, to keep a person ready to take iPad to customer.

As discussed before, the experience at the store is to have social interaction through touch and feel.

Being to show rooms of cell phones, I look up those cell phones and I hardly read any information that is printed next to the phone. Instead, I ask the sales representative about the product. And make him compare on the different products that I am interested in. And, I know I might be able to get the relevant information from any other web source. At store, I am getting the experience of interacting with other person, who can somewhat able to relate to me.

I think a retail store is about the personal connection, real experience (look, touch and feel) and also to help buyer make their right decision. For instance – Some time back one of my friends wanted to buy a sports watch (Having features of Altimeter, Barometer, Thermometer, Tide Graph, Heart Beat etc.). He was getting a discount price online but not in the store. So he short-listed some models browsing the online product list, specifications and prices. He also read the reviews of those watches but was not able to finalize the model that he should go for. He was skeptical as the watch was pretty costly and the virtual image differed from the real one (look, touch and feel). Finally he visited the store (Bangalore Central Mall), had a real experience (by trying out, comfort, product aesthetics when he is wearing it, etc.), and talked to the sales representative and zeroed down the final one. After that he confidently placed an order online.

Focus here (Adidas) is to guide and motivate people to purchase by leveraging information of 8,000 pair of shoes (without having to be a flagship store), technical specifications, related videos and user feedback. But the real product display and sales man shouldn’t be replaced with the touch screen. (The salesman helps buyer to try out different shoes, Buyer decides the final one based on the comfort and similar other parameters) Therefore I think creating a virtual experience in a physical store will only help in getting information about the products in a smart way but cannot succeed in the real experience of buying the product by physically going to the store. If that was possible then the consumer need not go to the store and can buy the stuff online itself from home.

Success of a business depends on the end user’s satisfaction after using the product. One of the criterias to satisfy user is to ensure user to use the appropriate and right product for him. Physical store helps and guides user to do this in an effective and simpler way.

- Post is sumamry of email discussion on virtual footwear wall concept. Thanks to all discussion participants - Vallabh, Baizil, Ankush, Jana, Chinmoy and Veena.
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Posted in Customer Experience, engaging experience, User Experience Design | No comments

Wednesday, 22 September 2010

Cooking the Engaging Experience Iteratively

Posted on 20:24 by Unknown
Iterative design is like preparing the popular sweet of West and South India – Puran Poli (in Marathi) or Holige’ / Obbattu (in Kannada).

Traditionally, the entire process of making Puran Poli was very social, where women gathered around and would discuss their problems or share their joys while preparing the dish.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html
In the design process, we can start with brainstorming sessions and interactive workshops which ‘engage’ the stakeholders, team members and end users to make the product create the ‘engaging experience’. We can also collectively derive at ‘Scenarios’ to capture the ‘social’ aspect of the product being designed.

A scenario talks about the user, situation and user’s goal. Let’s assume we are designing a mixer grinder (blender), one of our scenario can be ‘Mrs. Joshi and her friends want to make a traditional sweet dish for Ganesh Chathurthi. She needs the blender to help her prepare the sweet while talking to her friends’. Mrs. Joshi will then need a mixer which does not disturb the conversation with her friends. If so, then it needs to make very little noise so that it does not drive her friends away from the blender or disrupts the ‘engaging experience’.

Engaging experience can be built iteratively by thinking on 'what features to have', 'how to implement' and 'when to implement'. Iterative design involves building the core essence of the product first and later building over and around the core essence in several sprints. Just like the puran poli where the ‘core’ is jaggery and channa dal, which gives the dish its taste.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

The process of preparing the ‘core’ (Hoorna or Puran) begins with the right mixture of jaggery, channa dal and cardamom. This mixture can be eaten as is and is the bare minimum to be considered a sweet by itself. This is similar to KANO’s model of ‘Must haves’ in a product. So in the above scenario, the ‘Must haves’ of the blender is built around the features supporting the ‘quiet performance’.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Once the goals and scenarios to achieve the goals have been established, the next process is to divide these into iterations, on how to achieve the must-haves (core), the extended features and the delighters.
While making Puran poli, the next stage will be to use the core (Puran or Hoorna) as a filling. This is similar to the extended features the product will have around to enhance the ‘core’ or goal.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Here, we can re-validate our features which go around the product. Can it still be packaged as puran poli or if suddenly realize there are no right ingredients, can it be packaged as something else like Kadabhu (Karjai). Either ways, the core (jaggery+ channa dal) still remains the same.

In iterative design process the requirements may change over course of time, however the ‘goal’ of the user still remains the same. Eg: The blender instead of just being table top can now be combined with a micro-wave oven, so that it cooks while blending. Or, an application to help users get live traffic update can change from being a web application to a mobile application to better help users while driving. In both examples, the goal – ‘to provide quiet performance’ or ‘to get live traffic update’ remains the same as the ‘core’ filling of Puran poli or Kadabu.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Once the decision has been made, the next level of preparation begins. The Puran poli is fried and the product is ready to be packaged.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Finally, packaging the product is similar to serving Puran poli with ghee on top or serving it with milk on a banana leaf. The aroma creates the aspect of ‘delight’. Just like how products need to have ‘delighters’ or pleasant surprises which helps go beyond the basic necessities.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

The core of the Puran poli can also be extended to other dishes. Usually the left-over hoorna is used for making a special rasam - Kattina saaru (in Kannada) or Kaatachi Aamti (in Marathi). The experience is extended as it is had after eating the sweet dish. Or, even if someone does not have the puran poli itself. This is similar to extending a product’s brand to other mediums. Eg: creating a section on Facebook or Twitter to market the product.

Throughout the entire process of preparing Puran Poli - from planning, cooking, to serving, and even eating it, is very interactive, spontaneous and social. These are the qualities we designers need to incorporate to make our design process more ‘engaging’ apart from providing an engaging experience to the end users. We need to ensure we engage our stakeholders and team members in all stages of our design process to decide on ‘what the product will have’ and ‘how to implement the product’.

Few methods a designer can use - User stories are helpful to begin and also draw boundary for conversation between team members. Creating story maps based on scenarios along with other team members can help decide how to iteratively develop the product. Interactive quick sketches by inviting other team members to sketch (if they wish) their ideas on top of our sketches or critique your sketches also leads the team to engage in your design and encourages to be expressive as well.


Thanks to Swapna for sharing these awesome pictures on preparing the Puran poli. Recipes to make other delicious dishes can be found on her blog - http://swadofindia.blogspot.com/
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Posted in engaging experience, iterative design, UX and agile, UX planning | No comments
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  • Persona
  • personal computers
  • personas
  • photo storage
  • photos
  • physically challenged
  • Pictogram
  • Pret
  • problem
  • product design
  • QR Codes
  • Rapid Prototyping
  • Reference
  • Reservation Engines
  • Responsive design
  • Salary Survey
  • Search Engine
  • service design
  • session
  • short term memory
  • sign
  • signage
  • sizing the content
  • sketching
  • smartphone
  • Social Networks
  • solution
  • solutioning exercise
  • spastic society of karnataka
  • splash screen design
  • STM
  • street sign
  • tablet
  • tag
  • Tangible User Interface
  • TATE
  • Text input
  • thoughts
  • touchscreens
  • traffic sign
  • translation
  • travel
  • tree based navigation
  • TUI
  • ui patterns
  • url
  • usability
  • Usability Analysis
  • User Experience
  • User Experience Design
  • UX and agile
  • UX design and salsa
  • UX design principles
  • UX planning
  • Video
  • viewport
  • Visually Challenged
  • web experience
  • welcome screen
  • yahoo
  • YouTube

Blog Archive

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      • Is ‘Responsive Design’ Enough? Don’t Forget the ‘C...
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