Motion Prototyping Essentials
Motion design is becoming a core skill for interaction designers. Across both web and native products, teams are realising the power of motion to engage, delight, and communicate. Dozens of new tools are emerging to support motion work, but you already have one that’s both simple and surprisingly powerful: Keynote.
In this workshop, you’ll learn the basics of motion design theory, from Disney’s classic 12 principles, through the physics of motion, to coordinating and choreographing your motion patterns across an entire product experience.
You'll then practice bringing these fundamentals into your own work using Keynote as a prototyping platform. Exercises throughout the session will cover how to scale, fade, resize, and rotate on the fly, how to transition seamlessly between two states, and how to create motion curves that go beyond drab linear motion to feel more engaging and natural.
You’ll emerge with the ability to bring your designs to life, and start providing motion prototypes that excite your colleagues and improve your products.Attendees should bring a laptop with a recent copy of Keynote installed.
A laptop and design software (eg Sketch, Photoshop, Affinity Designer). Trial versions are fine. Diagramming software like Balsamiq and Omnigraffle won't do.
Lean Product Management for UX
This workshop teaches Lean Product Management techniques for UX Designers. As UX Designers, you already understand the customer’s problems. In Lean Product Management, we create business value by coming up with product ideas that solve those problems for users.
Working in teams, we’ll understand how product metrics and customer problems can contribute to great product ideas. We’ll work together to create great hypotheses to test these ideas, and learn how to prioritize which to do first. Finally, we’ll finish up by creating product roadmaps that focus on problems rather than features.
- What are product metrics and what makes a good metric?
- How do we analyze the business value from customer problems?
- How do we create hypotheses to test product ideas?
- How do we prioritize product tests and ideas?
- How do we formulate a Product Roadmap?
From the people who wrote the shortest book on research (Just Enough Research), a workshop that will have you gathering useful insights in no time and having a fine time doing it. The key is involving your entire team. Knowledge is best when shared.
We’ll cover the most practical approaches for anyone busy doing other things. And show you how to fit research into virtually any timeline, type of organization, or process.
The lunch box will be provided.
From insight to interaction
When you talk to users or stakeholders as part of the design process, you'll inevitably be asked to design features that are convoluted, contradictory or odd.
This workshop show you how to make sense of those requests and get buy in for better ideas.
We'll turn user research into task models that help you create user interfaces that are simple, efficient, and elegant.
You'll get techniques, tips and hands-on experience that will help you design better products and services.
Growing Users: A Framework for Product Engagement
It’s not enough to make a good product that just works. We also have to drive product engagement, which is really hard. There are many schools of thought for how to do this: Whether we’re talking about “growth hacking” tactics, adding gamelike elements to our product, or simply fixing known usability problems, we have no shortage of ideas to be ready to tested (some better than others!). What’s missing is a framework — a framework grounded in human behaviors — to organize these different options into a cohesive picture of customer engagement.WHAT
In this workshop, speaker Stephen P. Anderson will share a way of thinking about customer engagement that is comprehensive and promises to drive user engagement in healthy, positive ways (no questionable manipulation tactics here!). Through a series of hands-on exercises, you will explore different ways to think about and increase motivation as well as radical new ways to reduce friction. This workshop will use as it’s foundation things we know about human behavior and psychology, drawing upon learning theories, behavioral economics, and similar academic sources. Throughout the day, attendees will explore:
Ways to identify, understand, and encourage different types of Intrinsic Motivation — How do we uncover “why” something is important to someone? What are the often unstated emotional needs we should be thinking about? And how can we let these core needs drive all other priorities?
Appropriate ways to add Extrinsic Motivation — When is it safe (or not safe) to introduce incentives? What are some non-incentive based ways to encourage someone to take action? Can we use persuasive tactics for good?
Different kinds of Triggers to drive repeat engagement — From an adaptive email strategy to emotionally memorable moments, how do we stay memorable, and become (if appropriate) a part of someone’s routine? What do we know about attention and memory? Ways to reduce Friction — How can we simplify complicated tasks? And how might we reduce uncertainty through the scaffolding of clear language and clearer interfaces? How does a good site structure reduce friction?
While humans have always been at the center of our work, understanding behaviors and motivations is less understood — and often only in fragments via isolated studies or suggested tactics in blog posts. This workshop will give attendees with a holistic structure for thinking about all aspects of human engagement, and a way for product teams to discuss, select and prioritize ideas for increasing user engagement.
It’s not enough for something to “just work”. Our job as UX designers is to create value through an experience-first orientation. What does this mean? Rather than talk about tasks and features, we shift the conversation to focus on activities and experiences, We favor outcomes over output. We look for “be”needs, and never solve just for functional needs.
In this workshop, speaker Stephen P. Anderson will share a framework and ideas for how to drive user engagement, in healthy, positive ways.
To build customers, you must learn how to drive engagement. You must learn all the ways to to increase motivation and how to reduce friction in radical new ways. This workshop will give you a framework and ideas for how to drive user engagement, in healthy, positive ways.
Tasks and Features → People, Activities, and the Content of those Activities Output & Functionality → Outcomes and Experiences Interfaces, Interactions, and Usability → Perceptions, Emotions, Attention, Memory.
Most product ideas have dozens of competitors. And the quality bar people have come to expect raises higher every year. To build customers, you must learn how to drive engagement. You must learn all the ways to to increase motivation and how to reduce friction in radical new ways.
While the methods create user engagement span many groups, from Silicon Valley’s “Growth hackers” to usability engineers seeking ways to make things more usable, Great experiences are more than the sum of their parts, more than simply addressing functional needs, we must design systems that address internal motivations and reduce fritcion in radical new ways.
Driving product engagement is hard. Really hard. And there are plenty of schools of thought for how to do this: Whether we’re talking about “growth hacking” tactics, adding gamelike elements, or simply fixing known usability problems, there are plenty of engagement ideas to be ready to tested (some better than others!). What’s missing is a framework -- a user-centered framework -- to organize these different options into a cohesive picture of customer engagement.
AP Shinagawa Annex
Shinagawa Center Building 1F, B1F, 3-23-17 Takanawa Minato - ku, Tokyo 108-0074