Design Sprint Methods

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  design sprint methods: Design Sprint Richard Banfield, C. Todd Lombardo, Trace Wax, 2015-09-28 With more than 500 new apps entering the market every day, what does it take to build a successful digital product? You can greatly reduce your risk of failure with design sprints, a process that enables your team to prototype and test a digital product idea within a week. This practical guide shows you exactly what a design sprint involves and how you can incorporate the process into your organization. Design sprints not only let you test digital product ideas before you pour too many resources into a project, they also help everyone get on board—whether they’re team members, decision makers, or potential users. You’ll know within days whether a particular product idea is worth pursuing. Design sprints enable you to: Clarify the problem at hand, and identify the needs of potential users Explore solutions through brainstorming and sketching exercises Distill your ideas into one or two solutions that you can test Prototype your solution and bring it to life Test the prototype with people who would use it
  design sprint methods: Design, User Experience, and Usability. Design Philosophy and Theory Aaron Marcus, Wentao Wang, 2019-07-10 The four-volume set LNCS 11583, 11584, 11585, and 11586 constitutes the proceedings of the 8th International Conference on Design, User Experience, and Usability, DUXU 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. DUXU 2019 includes a total of 167 regular papers, organized in the following topical sections: design philosophy; design theories, methods, and tools; user requirements, preferences emotions and personality; visual DUXU; DUXU for novel interaction techniques and devices; DUXU and robots; DUXU for AI and AI for DUXU; dialogue, narrative, storytelling; DUXU for automated driving, transport, sustainability and smart cities; DUXU for cultural heritage; DUXU for well-being; DUXU for learning; user experience evaluation methods and tools; DUXU practice; DUXU case studies.
  design sprint methods: Agile Methods Tiago Silva da Silva, Bernardo Estácio, Josiane Kroll, Rafaela Mantovani Fontana, 2017-03-23 This book constitutes revised selected papers from the 7th Brazilian Workshop on Agil Methods, WBMA 2016, held in Curitiba, Brazil, in November 2016. The 10 full and 4 short papers presented in this volume were carefully reviewed and selected from 35 submissions. The papers present empirical results and literature reviews on agile implementation in government and distributed environments, design thinking and projects inception, testing and technical debt, motivation and gamification, training, modeling and project management, maturity models and quality assurance.
  design sprint methods: Design Sprint Richard Banfield, C. Todd Lombardo, Trace Wax, 2015-09-28 Annotation In the world of digital products, the future is difficult to predict and success requires reducing the risk of failure. This book codifies and captures a common language and process for design sprints, making them accessible to anyone, and enabling businesses and teams to build products that are successful.
  design sprint methods: Tackling Society's Grand Challenges with Design Science Jeffrey Parsons, Tuure Tuunanen, John Venable, Brian Donnellan, Markus Helfert, Jim Kenneally, 2016-05-10 This book constitutes the thoroughly refereed proceedings of the 11th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2016, held in St. John, Newfoundland, Canada, in May 2016. The 11 full papers, 2 short papers and 9 short papers describing prototypes and products were carefully reviewed and selected from 54 submissions. The papers are organized around the following topics: methodological aspects of design science; applications of design science research to real world design problems, for example in social media, health care systems, embedded technologies, climate, security.
  design sprint methods: A Project Guide to UX Design Russ Unger, Carolyn Chandler, 2023-11-09 USER EXPERIENCE DESIGN is the multifaceted discipline of shaping digital products and systems into tools that are both useful and usable. Success as a UX designer extends beyond just knowledge of the latest technologies; it also involves diplomacy, management insight, and a solid grasp of business dynamics. In this updated guide, you'll learn to: Understand various roles in UX design, identify stakeholders, and increase collaboration across teams Define your project's purpose and scope collaboratively, from high-level objectives to fine details Identify the differences between methodologies such as waterfall, agile, and lean UX Delve into qualitative and quantitative user research, and use the data you gather to inform your design decisions Design and prototype applications and systems that prioritize user needs The third edition offers new insights on the Operations (Ops) functions within UX practices, discovery in UX, and collaboration activities for designers and stakeholders. You'll find new information on the many remote methods that can be used to gain important insights about users and on frameworks that help you define the products to create. This guide is a vital resource for anyone looking to stay at the forefront of the ever-changing field of UX design.
  design sprint methods: Agile Methods Carla Rocha, Celio Santana Júnior, Fernando De Sá, Tiago Silva da Silva, 2023-01-30 This book constitutes the refereed proceedings of the 11th Brazilian Workshop on Agile Methods, WBMA 2021, which took place online in October 2021. The 6 full papers and 3 short papers presented in this volume were carefully reviewed and selected from 18 submissions. WBMA is the research track in the Agile Brazil conference. It is an academic event that focuses on agile software development.
  design sprint methods: Design, User Experience, and Usability: UX Research, Design, and Assessment Marcelo M. Soares, Elizabeth Rosenzweig, Aaron Marcus, 2022-06-16 This book constitutes the refereed proceedings of the 11th International Conference on Design, User Experience, and Usability, DUXU 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The DUXU 2022 proceedings comprise three volumes; they were organized in the following topical sections: Part I: Processes, Methods, and Tools for UX Design and Evaluation; User Requirements, Preferences, and UX Influential Factors; Usability, Acceptance, and User Experience Assessment. Part II: Emotion, Motivation, and Persuasion Design; Design for Well-being and Health.- Learning Experience Design; Globalization, Localization, and Culture Issues. Part III: Design Thinking and Philosophy; DUXU Case Studies; Design and User Experience in Emerging Technologies.
  design sprint methods: Design in the Era of Industry 4.0, Volume 1 Amaresh Chakrabarti, Vishal Singh, 2023-07-25 This book showcases cutting-edge research papers from the 9th International Conference on Research into Design (ICoRD 2023) – the largest in India in this area – written by eminent researchers from across the world on design processes, technologies, methods and tools, and their impact on innovation, for supporting design for a connected world. The theme of ICoRD’23 has been ‘Design in the Era of Industry 4.0’. Industry 4.0 signifies the fourth industrial revolution. The first industrial revolution was driven by the introduction of mechanical power such as steam and water engines to replace human and animal labour. The second industrial revolution involved introduction of electrical power and organised labour. The third industrial revolution was powered by introduction of industrial automation. The fourth industrial revolution involves introduction of a combination of technologies to enable connected intelligence and industrial autonomy. The introduction of Industry 4.0 dramatically changes the landscape of innovation, and the way design, the engine of innovation, is carried out. The theme of ICoRD’23 - ‘Design in the Era of Industry 4.0’ –explores how Industry 4.0 concepts and technologies influence the way design is conducted, and how methods, tools, and approaches for supporting design can take advantage of this transformational change that is sweeping across the world. The book is of interest to researchers, professionals, and entrepreneurs working in the areas on industrial design, manufacturing, consumer goods, and industrial management who are interested in the new and emerging methods and tools for design of new products, systems, and services.
  design sprint methods: Extending the Boundaries of Design Science Theory and Practice Bengisu Tulu, Soussan Djamasbi, Gondy Leroy, 2019-05-14 This book constitutes the thoroughly refereed proceedings of the 14th International Conference on Designing for a Digital and Globalized World, DESRIST 2019, held Worcester, MA, USA, June 2019. The 20 revised full papers included in the volume were carefully reviewed and selected from 54 submissions. They are organized in the following topical sections: Design Science Research Theory and Methodology; Design Science Research Applications in Healthcare; Design Science Research Applications in Data Science; and Design Science Research Applications in Emerging Topics.
  design sprint methods: Understanding Artificial Intelligence Ralf T. Kreutzer, Marie Sirrenberg, 2019-09-25 Artificial Intelligence (AI) will change the lives of people and businesses more fundamentally than many people can even imagine today. This book illustrates the importance of AI in an era of digitalization. It introduces the foundations of AI and explains its benefits and challenges for companies and entire industries. In this regard, AI is approached not just as yet another technology, but as a fundamental innovation, which will spread into all areas of the economy and life, and will disrupt business processes and business models in the years to come. In turn, the book assesses the potential that AI holds, and clarifies the framework that is necessary for pursuing a responsible approach to AI. In a series of best-practice cases, the book subsequently highlights a broad range of sectors and industries, from production to services; from customer service to marketing and sales; and in industries like retail, health care, energy, transportation and many more. In closing, a dedicated chapter outlines a roadmap for a specific corporate AI journey. No one can ignore intensive work with AI today - neither as a private person, let alone as a top performer in companies. This book offers a thorough, carefully crafted, and easy to understand entry into the field of AI. The central terms used in the AI ​​context are given a very good explanation. In addition, a number of cases show what AI can do today and where the journey is heading. An important book that you should not miss! Professor Dr. Harley Krohmer University of Bern Inspiring, thought provoking and comprehensive, this book is wittingly designed to be a catalyst for your individual and corporate AI journey.” Avo Schönbohm, Professor at the Berlin School of Economics and Law, Enterprise Game Designer at LUDEO and Business Punk
  design sprint methods: Human-Centered Software Engineering Cristian Bogdan, Kati Kuusinen, Marta Kristín Lárusdóttir, Philippe Palanque, Marco Winckler, 2018-12-31 This book constitutes the refereed post-conference proceedings of the 7th IFIP WG 13.2 International Conference on Human-Centered Software Engineering, HCSE 2018, held in Sophia Antipolis, France, in September 2018. The 11 full papers and 7 short papers presented together with 5 poster and demo papers were carefully reviewed and selected from 36 submissions. The papers focus on the interdependencies between user interface properties and contribute to the development of theories, methods, tools and approaches for dealing with multiple properties that should be taken into account when developing interactive systems. They are organized in the following topical sections: HCI education and training; model-based and model-driven approaches; task modeling and task-based approaches; tools and tool support; and usability evaluation and UI testing.
  design sprint methods: Foundations and Trends in Smart Learning Maiga Chang, Elvira Popescu, Kinshuk, Nian-Shing Chen, Mohamed Jemni, Ronghuai Huang, J. Michael Spector, Demetrios G. Sampson, 2019-03-14 This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of curriculum and teaching behavior, transformation of administration, best infusion practices, and piloting of new ideas. The book provides an archival forum for researchers, academics, practitioners and industry professionals interested and/or engaged in reforming teaching and learning methods by promoting smart learning environments. It also facilitates discussions and constructive dialogue among various stakeholders on the limitations of existing learning environments, the need for reform, innovative uses of emerging pedagogical approaches and technologies, and sharing and promoting best practices, leading to the evolution, design and implementation of smart learning environments.
  design sprint methods: Interaction Design Yvonne Rogers, Helen Sharp, Jennifer Preece, 2023-03-06 A delightful, engaging, and comprehensive overview of interaction design Effective and engaging design is a critical component of any digital product, from virtual reality software to chatbots, smartphone apps, and more. In the newly updated sixth edition of Interaction Design: Beyond Human-Computer Interaction, a team of accomplished technology, design, and computing professors delivers an intuitive and instructive discussion of the principles underlying the design of effective interactive technologies. The authors discuss how to design and apply digital technologies in the real world, illustrated with numerous examples. The book explores the interdisciplinary foundations of interaction design, including skills from product design, computer science, human and social psychology, and others. The book builds on the highly successful fifth edition and draws on extensive new research and interviews with accomplished professionals and researchers in the field that reflect a rapidly-changing landscape. It is supported by a website hosting digital resources that add to and complement the material contained within. Readers will also find: Explorations of the social and emotional components of interacting with apps, digital devices and computers Descriptions about how to design, prototype, evaluate and construct technologies that support human-computer interaction Discussions of the cognitive aspects of interaction design, as well as design and evaluation, including usability testing and expert reviews. An essential text for undergraduate and graduate students of human-computer interaction, interaction design, software engineering, web design, and information studies, Interaction Design will also prove to be indispensable for interaction design and user experience professionals.
  design sprint methods: Artificial Intelligence in Education Ido Roll, Danielle McNamara, Sergey Sosnovsky, Rose Luckin, Vania Dimitrova, 2021-06-11 This two-volume set LNAI 12748 and 12749 constitutes the refereed proceedings of the 22nd International Conference on Artificial Intelligence in Education, AIED 2021, held in Utrecht, The Netherlands, in June 2021.* The 40 full papers presented together with 76 short papers, 2 panels papers, 4 industry papers, 4 doctoral consortium, and 6 workshop papers were carefully reviewed and selected from 209 submissions. The conference provides opportunities for the cross-fertilization of approaches, techniques and ideas from the many fields that comprise AIED, including computer science, cognitive and learning sciences, education, game design, psychology, sociology, linguistics as well as many domain-specific areas. ​*The conference was held virtually due to the COVID-19 pandemic.
  design sprint methods: Future Perspectives on Human-Computer Interaction Research Sergio Sayago, Montserrat Sendín, Mercè Teixidó, 2024-10-24 This edited book provides some future perspectives on Human-Computer Interaction research and serves as a crucial nexus for reflecting on the paths that have led us here. Technologies are increasingly becoming active agents capable of learning, adapting, and making decisions. The classic User-Centred Design approach that positions the user strictly at the centre may no longer suffice. Putting the human-in-the-loop are crucial elements for trusting AI technologies and building better, more human-centred, ones. Offering a comprehensive overview of current research and future directions in this field it addresses important topics such as Human-Centred Artificial Intelligence, Augmented and Virtual Reality, User-Centred Design, and Children-Computer Interaction, providing insights into how these areas will continue to influence and transform our interaction with technologies. The chapters are enriched with case studies and examples that illustrate the practical application of methodological approaches and ideas.
  design sprint methods: ECIE 2020 15th European Conference on Innovation and Entrepreneurship Prof. Alessandro De Nisco, 2020-09-17 The European Conference on Innovation and Entrepreneurship has been running now for 15 years. This event has been held in Italy, Northern Ireland, France, Belgium, Portugal, and Finland to mention some of the countries who have hosted it. The conference is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of innovation and entrepreneurship teaching and research. The 16th European Conference on Innovation and Entrepreneurship will be hosted by Instituto Universitário de Lisboa (ISCTE), Portugal and the Conference Chair will be Florinda Matos
  design sprint methods: Distributed, Ambient and Pervasive Interactions Norbert A. Streitz, Shin'ichi Konomi, 2023-07-08 This book constitutes the refereed proceedings of the 11th International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2023, held as part of the 25th International Conference on Human-Computer Interaction, HCII 2023, which took place as an hybrid event in Copenhagen, Denmark, in July 2023. A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The 60 papers included in the DAPI 2023 proceedings were organized in topical sections as follows: Part I: Designing and evaluating intelligent environments; user experience in intelligent environments; pervasive data; Part II: Smart cities and environment preservation; media, art and culture in intelligent environments; supporting health, learning, work and everyday life.
  design sprint methods: Technology Supported Active Learning Carlos Vaz de Carvalho, Merja Bauters, 2021-07-14 This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical design and implementation. This book addresses the latest research and practice in the use of technology to promote active learning. As such, on the one hand, it focuses on active pedagogical methodologies like problem-based learning, design thinking and agile approaches; on the other, it presents best practice cases on the use of digital environments to support these methodologies. Readers will come to understand and learn to apply active learning methodologies, either by replicating the best practices presented here, or by creating their own methods.
  design sprint methods: FME '93: Industrial-Strength Formal Methods Jim Woodcock, James C.P. Woodcock, Peter G. Larsen, 1993 The last few years have borne witness to a remarkable diversity of formal methods, with applications to sequential and concurrent software, to real-time and reactive systems, and to hardware design. In that time, many theoretical problems have been tackled and solved, and many continue to be worked upon. Yet it is by the suitability of their industrial application and the extent of their usage that formal methods will ultimately be judged. This volume presents the proceedings of the first international symposium of Formal Methods Europe, FME'93. The symposium focuses on the application of industrial-strength formal methods. Authors address the difficulties of scaling their techniques up to industrial-sized problems, and their suitability in the workplace, and discuss techniques that are formal (that is, they have a mathematical basis) and that are industrially applicable. The volume has four parts: - Invited lectures, containing a lecture by Cliff B. Jones and a lecture by Antonio Cau and Willem-Paul de Roever; - Industrial usage reports, containing 6 reports; - Papers, containing 32 selected and refereedpapers; - Tool descriptions, containing 11 descriptions.
  design sprint methods: Design, User Experience, and Usability: Designing Pleasurable Experiences Aaron Marcus, Wentao Wang, 2017-06-28 The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.
  design sprint methods: Immersive Technologies to Accelerate Innovation Sylvain Fleury, Simon Richir, 2022-01-26 The digital transformation of companies is both a competitive challenge and a complex step for large groups and industries, and at the same time a tremendous opportunity. This transformation is entering a new dimension with the development of immersive technologies such as virtual reality, mixed reality and augmented reality, which are revolutionizing the way we generate content as well as visualize and interact with models and data. The challenges of innovation and digital transformation within companies are now converging. Research shows the potential that immersive technologies have to accelerate the first steps of the innovation process. The objective of this book is to provide a clear vision of the state of research on immersive technologies for design and to deliver practical recommendations for companies wishing to improve their innovation process.
  design sprint methods: Human-Centered Software Engineering Marta Kristín Lárusdóttir, Bilal Naqvi, Regina Bernhaupt, Carmelo Ardito, Stefan Sauer, 2024-06-30 This book constitutes the refereed proceedings of the 10th IFIP WG 13.2 International Working Conference on Human-Centered Software Engineering, HCSE 2024, held in Reykjavik, Finland, during Iceland, July 8–10, 2024. The 11 full papers with 5 poster, 4 demos and 3 PhD forum papers were carefully selected from 36 submissions. HCSE 2024 conference and papers focused on recurring topics such as innovative methods for human-centered and participatory design and software engineering, modeling approaches, usable security, and the balancing of multiple properties in the development, but also on emerging areas like immersive environments and augmented/virtual/mixed reality, low-code development and human-centered AI.
  design sprint methods: HCI International 2023 Posters Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy, 2023-07-08 The five-volume set CCIS 1832-1836 contains the extended abstracts of the posters presented during the 25th International Conference on Human-Computer Interaction, HCII 2023, which was held as a hybrid event in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the 47 HCII 2023 proceedings volumes were carefully reviewed and selected from the 7472 contributions.The posters presented in these five volumes are organized in topical sections as follows: Part I: ​HCI Design: Theoretical Approaches, Methods and Case Studies; Multimodality and Novel Interaction Techniques and Devices; Perception and Cognition in Interaction; Ethics, Transparency and Trust in HCI; User Experience and Technology Acceptance Studies.Part II: Supporting Health, Psychological Wellbeing, and Fitness; Design for All, Accessibility and Rehabilitation Technologies; Interactive Technologies for the Aging Population.Part III: ​Interacting with Data, Information and Knowledge; Learning and Training Technologies; Interacting with Cultural Heritage and Art.Part IV: ​Social Media: Design, User Experiences and Content Analysis; Advances in eGovernment Services; eCommerce, Mobile Commerce and Digital Marketing: Design and Customer Behavior; Designing and Developing Intelligent Green Environments; (Smart) Product Design.Part V: ​Driving Support and Experiences in Automated Vehicles; eXtended Reality: Design, Interaction Techniques, User Experience and Novel Applications; Applications of AI Technologies in HCI.
  design sprint methods: Smart Cities in Application Stan McClellan, 2019-07-15 This book explores categories of applications and driving factors surrounding the Smart City phenomenon. The contributing authors provide perspective on the Smart Cities, covering numerous applications and classes of applications. The book uses a top-down exploration of the driving factors in Smart Cities, by including focal areas including “Smart Healthcare,” “Public Safety & Policy Issues,” and “Science, Technology, & Innovation.” Contributors have direct and substantive experience with important aspects of Smart Cities and discuss issues with technologies & standards, roadblocks to implementation, innovations that create new opportunities, and other factors relevant to emerging Smart City infrastructures. Features an exploration of Smart City issues and solutions from a variety of stakeholders in the evolving field Presents conversational, nuanced, and forward thinking perspectives on Smart Cities, their implications, limitations, obstacles, and opportunities Includes contributions from industry insiders who have direct, relevant experience with their respective subjects as well as positioning and corporate stature
  design sprint methods: Progress in Entrepreneurship Education and Training Joern H. Block, Jantje Halberstadt, Nils Högsdal, Andreas Kuckertz, Helle Neergaard, 2023-05-12 The education of future entrepreneurs shapes how we will live in the future, and proper entrepreneurship education is thus of utmost importance. Entrepreneurship educators and researchers constantly renew tools, interventions, and training programs for entrepreneurship education and adapt them to the specific needs of entrepreneurs and developments in the entrepreneurship ecosystem. This open-access book is based on this background and offers expert insights that highlight context-specificity and discuss training methods and tools that are impact-oriented. The authors represent multiple institutional and cultural backgrounds, to provide a useful resource with new ideas for the community of entrepreneurship educators, facilitators, and scholars. Based on the chapters, the editors of the volume also offer several propositions and critical insights important for the current state of entrepreneurship education and its future development. This book will be a valuable resource for entrepreneurship educators and education policymakers alike.
  design sprint methods: Human-Computer Interaction – INTERACT 2021 Carmelo Ardito, Rosa Lanzilotti, Alessio Malizia, Helen Petrie, Antonio Piccinno, Giuseppe Desolda, Kori Inkpen, 2021-08-26 The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021. The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named: Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work. Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI. Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development. Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security. Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops. The chapter ‘Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training’ is open access under a CC BY 4.0 license at link.springer.com. The chapter ‘WhatsApp in Politics?! Collaborative Tools Shifting Boundaries’ is open access under a CC BY 4.0 license at link.springer.com.
  design sprint methods: Universal Access in Human-Computer Interaction. Theory, Methods and Tools Margherita Antona, Constantine Stephanidis, 2019-07-10 This two-volume set constitutes the proceedings of the 13th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. UAHCI 2019 includes a total of 95 regular papers; they were organized in topical sections named: universal access theory, methods and tools; novel approaches to accessibility; universal access to learning and education; virtual and augmented reality in universal access; cognitive and learning disabilities; multimodal interaction; and assistive environments.
  design sprint methods: Human-Computer Interaction. Theory, Methods and Tools Masaaki Kurosu, 2021-07-03 The three-volume set LNCS 12762, 12763, and 12764 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 23rd International Conference on Human-Computer Interaction, HCII 2021, which took place virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 139 papers included in this HCI 2021 proceedings were organized in topical sections as follows: Part I, Theory, Methods and Tools: HCI theory, education and practice; UX evaluation methods, techniques and tools; emotional and persuasive design; and emotions and cognition in HCI Part II, Interaction Techniques and Novel Applications: Novel interaction techniques; human-robot interaction; digital wellbeing; and HCI in surgery Part III, Design and User Experience Case Studies: Design case studies; user experience and technology acceptance studies; and HCI, social distancing, information, communication and work
  design sprint methods: Designing for Usability, Inclusion and Sustainability in Human-Computer Interaction Constantine Stephanidis, Gavriel Salvendy, 2024-08-07 Addressing the rising prevalence of interactive systems in our daily lives, this book focuses on the essential aspects of usability, user experience (UX), and inclusive design. This book Discusses both theoretical and practical aspects, approaches, and methods for the design process and the collaboration between HCI Design and Software Engineering. Expands to practical topics such as web and mobile design, aesthetics, information visu- alization, information architecture, and navigation design, along with relevant guidelines and standards. Tackles the issue of persuasive interfaces that has arisen as a crucial concern in the contemporary digitalized landscape. Emphasizes the importance of making computing systems inclusive and user-friendly for a diverse range of users, including children, older adults, and persons with disabilities. Highlights the significance of usability, underscoring its key role in enhancing the overall user experience of interactive products. This book has been written for individuals interested in Human-Computer Interaction research and applications. .
  design sprint methods: Diabetes Digital Health David C. Klonoff, David Kerr, Shelagh A. Mulvaney, 2020-04-04 Diabetes Digital Health brings together the multifaceted information surrounding the science of digital health from an academic, regulatory, industrial, investment and cybersecurity perspective. Clinicians and researchers who are developing and evaluating mobile apps for diabetes patients will find this essential reading, as will industry people whose companies are developing mobile apps and sensors. - Provides valuable information for clinicians, researchers and industry about the design and evaluation of patient-facing diabetes adherence technologies - Highlights cutting-edge topics that are presented and discussed at the Digital Diabetes Congress
  design sprint methods: Advances in Affective and Pleasurable Design WonJoon Chung, Cliff Sungsoo Shin, 2017-06-12 This book discusses the latest advances in affective and pleasurable design. It reports on important theoretical and practical issues, covering a wealth of topics including aesthetics in product and system design, design-driven innovation, affective computing, evaluation tools for emotion, Kansei engineering for products and services, and many more. This timely survey addresses experts and industry practitioners with different backgrounds, such as industrial designers, emotion designers, ethnographers, human–computer interaction researchers, human factors engineers, interaction designers, mobile product designers, and vehicle system designers. Based on the AHFE 2017 International Conference on Affective and Pleasurable Design, held on July 17–21, 2017, in Los Angeles, California, USA, the book provides an inspiring guide for all researchers and professionals in the field of design.
  design sprint methods: HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence Jessie Y. C. Chen, Gino Fragomeni, Helmut Degen, Stavroula Ntoa, 2022-11-24 This proceedings LNCS 13518 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June/July 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
  design sprint methods: Research Handbook on Design Thinking Karla Straker, Cara Wrigley, 2023-03-02 This Research Handbook includes carefully chosen contributions to provide a well-rounded perspective on design thinking. Encouraging debate and development for future research in design conceptualisation, this forward-thinking Handbook raises crucial questions about what design thinking is and what it could be
  design sprint methods: User Experience Methods and Tools in Human-Computer Interaction Constantine Stephanidis, Gavriel Salvendy, 2024-08-16 This book covers user experience methods and tools in designing user‐friendly products and servicesby encompassing widely utilized successful methods, including elicitation, analysis and establishment of requirements, collaborative idea generation with design teams and intended users, prototype testing and evaluation of the user experience through empirical and non‐empirical means. This book • Provides methods and tools tailored for each stage of the design process. • Discusses methods for the active involvement of users in the human‐centered design process. • Equips readers with an effective toolset for use throughout the design process, ensuring that what is created aligns with user needs and desires. • Covers a wide array of research and evaluation methods employed in HCI, from the initiation of the human‐centered development cycle to its culmination. This book is a fascinating read for individuals interested in Human-Computer Interaction research and applications.
  design sprint methods: Learning and Collaboration Technologies. Human and Technology Ecosystems Panayiotis Zaphiris, Andri Ioannou, 2020-07-10 This two-volume set LNCS 12205 and LNCS 12206 constitutes the proceedings of the 7th International Conference on Learning and Collaboration Technologies, LCT 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The total of 1439 papers and 238 posters included in the 37 HCII 2020 proceedings volumes was carefully reviewed and selected from 6326 submissions. The papers in this volume are organized in the following topical sections: communication and conversation in learning; cognition, emotions and learning; games and gamification in learning; VR, robot and IoT in learning; and collaboration technology and collaborative learning. As a result of the Danish Government's announcement, dated April 21, 2020, to ban all large events (above 500 participants) until September 1, 2020, the HCII 2020 conference was held virtually.
  design sprint methods: Building Successful Design Thinking Teams Anna S. Link, 2021-12-06 Design thinking is on everyone's lips. The method is considered to have miraculous powers with regard to the innovative strength of companies and organizations. Many companies are extraordinarily successful with it, others fail. This book is not a textbook on design thinking, and even though the method is presented, the focus is not on the phase model of design thinking - of which, by the way, there are several interpretations - but on the question of what makes design thinking successful. Which pitfalls lead to the fact that some companies are not successful with Design Thinking at all? What framework conditions must be created in order to be successful with Design Thinking initiatives? And finally: What are the requirements with regard to the composition and structure of innovative Design Thinking teams? The author has been advising companies on their use of agile methods and frameworks and on agilization for years. He has a broad wealth of experience in key success factors for the introduction of Design Thinking and the collaboration of Design Thinking with other agile methods and frameworks, such as Lean Startup or Scrum.
  design sprint methods: Navigating the World of Multimedia - Innovation and Applications Dragan Cvetković, Yves Rybarczyk, 2025-05-07 Interactive multimedia allows all interested users to combine, control, and manipulate different types of media, such as text, audio and video recordings, 2D and 3D computer graphics, animation, and film. It is important to note that interactive multimedia integrates computer technology, memory, data storage, peripheral devices, and other information and communication technologies. The most common multimedia applications include interactive educational and scientific programs, various types of training, diverse games, and advanced simulations. This book explores issues such as user experience, overcoming cultural differences, eye-tracking and drawing relevant conclusions, comparing certain attitudes and user experiences, and identifying the most efficient method for video compression.
  design sprint methods: Agile Scrum Implementation and Its Long-Term Impact on Organizations Walsh, Kenneth R., Mahesh, Sathiadev, Trumbach, Cherie C., 2020-08-21 Software engineering has surfaced as an industrial field that is continually evolving due to the emergence of advancing technologies and innovative methodologies. Scrum is the most recent revolution that is transforming traditional software procedures, which has researchers and practitioners scrambling to find the best techniques for implementation. The continued development of this agile process requires an extensive level of research on up-to-date findings and applicable practices. Agile Scrum Implementation and Its Long-Term Impact on Organizations is a collection of innovative research on the methods and applications of scrum practices in developing agile software systems. The book combines perspectives from both the academic and professional communities as the challenges and solutions expressed by each group can create a better understanding of how practice must be applied in the real world of software development. While highlighting topics including scrum adoption, iterative deployment, and human impacts, this book is ideally designed for researchers, developers, engineers, practitioners, academicians, programmers, students, and educators seeking current research on practical improvements in agile software progression using scrum methodologies.
  design sprint methods: Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021) Nancy L. Black, W. Patrick Neumann, Ian Noy, 2021-05-07 This book presents the proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021), held online on June 13-18, 2021. By highlighting the latest theories and models, as well as cutting-edge technologies and applications, and by combining findings from a range of disciplines including engineering, design, robotics, healthcare, management, computer science, human biology and behavioral science, it provides researchers and practitioners alike with a comprehensive, timely guide on human factors and ergonomics. It also offers an excellent source of innovative ideas to stimulate future discussions and developments aimed at applying knowledge and techniques to optimize system performance, while at the same time promoting the health, safety and wellbeing of individuals. The proceedings include papers from researchers and practitioners, scientists and physicians, institutional leaders, managers and policy makers that contribute to constructing the Human Factors and Ergonomics approach across a variety of methodologies, domains and productive sectors. This volume includes papers addressing the following topics: Healthcare Ergonomics, Health and Safety, Musculoskeletal Disorders, HF/E Contribution to cope with Covid-19.
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Logo, Graphic & AI Design | Design.com
Logo Maker. Design.com’s logo maker blends smart technology with human creativity to deliver stunning, customizable logos in seconds. Whether you're launching a startup or refreshing …

Canva: Visual Suite for Everyone
Canva is a free-to-use online graphic design tool. Use it to create social media posts, presentations, posters, videos, logos and more.

Microsoft Designer - Stunning designs in a flash
A graphic design app that helps you create professional quality social media posts, invitations, digital postcards, graphics, and more. Start with your idea and create something unique for …

Design - Wikipedia
A design is the concept or proposal for an object, process, or system. The word design refers to something that is or has been intentionally created by a thinking agent, and is sometimes used …

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