Trop de personnes confondent les 3. L’objectif est de définir le persona, le proto-persona et le public cible et de les illustrer par un retour d’expérience.
Gamification - making work fun, or making fun of work?Collabor8now Ltd
Gamification is about understanding and influencing human behaviours in order to achieve a specific outcome. Gamification seeks to take enjoyable aspects of games - fun, play and challenge - and apply them to real-world business processes. Analysts are predicting massive growth of gamification over the next few years, but the jury is still out on whether there is any substance or evidence to back up some of the benefits being touted. This webinar will address the following questions:
Does gamification have a place as an effective business change agent?
Can gamification encourage more effective knowledge sharing behaviours and better employee engagement within and across the (your) organisation?
1. Leverage Google's machine learning capabilities by automating marketing campaigns and bidding strategies to maximize conversions and reduce costs.
2. Develop video content for YouTube ads and website to boost search visibility, increase purchase intent, and improve conversion rates.
3. Implement cross-channel attribution reporting to understand how customers interact across search, display, video, and social to optimize marketing spend and drive more conversions.
This document outlines a marketing plan for a Disney streaming service. It begins with an analysis of the 5 C's (Company, Collaborators, Customers, Competitors, Context). It then performs a SWOT and PESTEL analysis. Key aspects of the plan include developing brand equity and strategy, defining segmentation, targeting, positioning and unique selling propositions. The marketing mix (7P's) and budget/forecasts are outlined. KPIs, feedback mechanisms and optimization are discussed to help achieve the strategic objective of increasing subscribers.
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
A Complete Digital Marketing Strategy presentation for the KETHEA organizationKnowcrunch
Knowcrunch graduates of the Masterclass in Digital & Social Media in Thessaloniki (Jan '23), worked for three months and presented a complete digital & social media marketing strategy for the KETHEA organization.
Corporate identity refers to the desired public image of an organization, while corporate image is the actual perception stakeholders have. It is important for an organization to manage its corporate identity through symbols like logos, colors, and behaviors to communicate a consistent preferred message to stakeholders. However, noise like negative information can interfere and damage perceptions if not properly addressed.
Gamification - making work fun, or making fun of work?Collabor8now Ltd
Gamification is about understanding and influencing human behaviours in order to achieve a specific outcome. Gamification seeks to take enjoyable aspects of games - fun, play and challenge - and apply them to real-world business processes. Analysts are predicting massive growth of gamification over the next few years, but the jury is still out on whether there is any substance or evidence to back up some of the benefits being touted. This webinar will address the following questions:
Does gamification have a place as an effective business change agent?
Can gamification encourage more effective knowledge sharing behaviours and better employee engagement within and across the (your) organisation?
1. Leverage Google's machine learning capabilities by automating marketing campaigns and bidding strategies to maximize conversions and reduce costs.
2. Develop video content for YouTube ads and website to boost search visibility, increase purchase intent, and improve conversion rates.
3. Implement cross-channel attribution reporting to understand how customers interact across search, display, video, and social to optimize marketing spend and drive more conversions.
This document outlines a marketing plan for a Disney streaming service. It begins with an analysis of the 5 C's (Company, Collaborators, Customers, Competitors, Context). It then performs a SWOT and PESTEL analysis. Key aspects of the plan include developing brand equity and strategy, defining segmentation, targeting, positioning and unique selling propositions. The marketing mix (7P's) and budget/forecasts are outlined. KPIs, feedback mechanisms and optimization are discussed to help achieve the strategic objective of increasing subscribers.
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
A Complete Digital Marketing Strategy presentation for the KETHEA organizationKnowcrunch
Knowcrunch graduates of the Masterclass in Digital & Social Media in Thessaloniki (Jan '23), worked for three months and presented a complete digital & social media marketing strategy for the KETHEA organization.
Corporate identity refers to the desired public image of an organization, while corporate image is the actual perception stakeholders have. It is important for an organization to manage its corporate identity through symbols like logos, colors, and behaviors to communicate a consistent preferred message to stakeholders. However, noise like negative information can interfere and damage perceptions if not properly addressed.
The document discusses principles of propagation planning based on a presentation by Griffin Farley and Mike Monello. It summarizes four key points: 1) Rethink timing by targeting early adopters rather than the mass majority. 2) Rethink audience by targeting those with influence over the primary target. 3) Rethink the brief to focus on remarkable qualities, influencer groups, and fostering social experiences. 4) Propagation planning utilizes unique production, strong talent, engaging characters, demonstrating spread, personal touches, communal participation, live experiences, and real value to generate earned media through social spread.
Generative AI, Game Development and the Future of CivilizationJon Radoff
This is my talk from Gamescom Congress in 2023: the topic is the use of generative AI in game development -- but the context is much broader. This is about the next stage of human civilization, where our minds and our creativity are extended through the use of AI tools and agents. My talk is not only about creativity, but empowerment: tools that act upon our goals and reflect our individuality.
This is a somewhat condensed and updated version of a lecture I presented at the MIT Media Lab course on Metaverse (MAS.S61).
NVIDIA’s invention of the GPU in 1999 sparked the growth of the PC gaming market, redefined modern computer graphics, and revolutionized parallel computing. More recently, GPU deep learning ignited modern AI — the next era of computing — with the GPU acting as the brain of computers, robots, and self-driving cars that can perceive and understand the world. Today, NVIDIA is increasingly known as “the AI computing company.”
The latest LUMA Display Ad Tech Landscape is a living document. While it is impossible to categorize companies across an industry into discrete categories, this is at least an attempt to organize the landscape. If you have constructive suggestions, please email them to me at tkawaja@lumapartners.com.
PPC Restart 2023: Ondřej Sláma - Videoreklama na YouTube - přemýšlíme nad ní ...Taste
Při plánování a optimalizaci videoreklamy na YouTube je snadné je přehlédnout a nebo je možná ani neznáte. Řeč je o radách, které vám Ondřej dá, abyste mohli z videoreklam na YouTube pro své značky získat víc.
Digital 2020 Brazil (January 2020) v01DataReportal
All the data, statistics, and trends you need in order to understand digital in Brazil in 2020. Includes the latest reported numbers for internet users, social media users, and mobile connections in Brazil, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
The hospitality industry is flourishing and today the customer has several options to explore. In such cases, how to compete with the best of the hotels. How to attract the corporate tourists and the travelers who are exploring your city. Our following presentations helps you understand how you top the game in the hospitality industry using the digital marketing strategies like the Search engine optimization(SEO), Search engine marketing(SEM),Online reputation management(ORM), Social media marketing(SMM), Email targeting and attract qualified customers who are looking for the best hotels in the local areas.
This document discusses prototyping monetization strategies early in game development. It recommends taking a four step approach: 1) Define the core progression and what can be sold, 2) Ensure the game mechanics, sessions, content and economy can scale for years, 3) Define and tighten triggers that motivate player spending, and 4) Prototype with pacing and monetization mechanics incorporated to test them. The key messages are that monetization should be considered from the start, the game needs a solid base that can sustain long-term player engagement and progression before adding monetization features, and prototyping with monetization elements helps evaluate what works well.
This document outlines the RepTrak model for reputation management. It identifies seven drivers of corporate reputation: products & services, innovation, workplace, governance, citizenship, leadership, and performance. Each reputation driver is defined by supportive behaviors that positively influence perceptions of that driver and lead to beneficial behaviors for the company. The model was created by the Reputation Institute to help companies understand and improve their reputations.
This document provides an overview and summary of Mintel's 2023 Global Consumer Trends report. It discusses Mintel's approach to predicting future consumer trends based on analyzing consumer behavior drivers and how COVID-19 validated their models. The document highlights some of the key trends identified for 2023, including consumers focusing on themselves and brands helping them express individuality, and consumers having more power as co-creators working alongside brands. It also previews how concepts like the metaverse, NFTs, and digital identities will continue shaping consumer behavior and brand partnerships in the coming years.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
This document outlines the steps for designing a digital marketing campaign, including defining strategy, channels, budget, design and development, testing, launch, measurement, and optimization. Some key aspects covered are researching the target audience, identifying goals and objectives, selecting appropriate digital channels like display ads, social media, and search marketing, designing landing pages and banners, testing campaigns, analyzing results, and optimizing. The workshop was led by Mohamad Arabgary and aimed to help participants learn digital campaign planning.
A complete digital marketing strategy presentation for Disney+.Knowcrunch
Knowcrunch graduates of the Masterclass in Digital & Social Media in Athens (Sep '23), worked for three months and presented a complete digital & social media marketing strategy for Disney+.
Brand Lift is a solution that measures key brand metrics like brand awareness, ad recall, and brand interest in near-real time to help advertisers optimize campaigns and improve effectiveness mid-flight. It uses best-in-class methodology to provide results that can be trusted. Brand Lift allows measuring the metrics that matter to understand what is working and answer questions about things like which ad frequencies maximize recall or which demographics see the highest brand awareness lift.
Gamification is changing the way we do business. Learn why companies are rethinking incentives and strategies for keeping employees engaged in the workplace.
We believe, the competitive superiority is for those who are daring enough to challenge the customary, for those who own skills & expertise to put up the question “Why” and for those who are passionate enough to generate great ideas & business
solutions that can bring-in great value.
Dtech o ers Innovative IT Solutions to Small, Medium and Large Scale Industries with the mission of Digital Transformation. Dtech is working on latest technology and develops quick methods in the field of enterprise mobility, IOT, cloud and digital. Being a digital services agency our focus is to provide innovative solutions to boost our clients business to a new level of success.
Griffin Farley helps us understand all forms of strategic planning in advertising including Brand Planning, Account Planning, Media Planning, Connections Planning, Transmedia Planning and Propagation Planning. Griffin will also cover the deliverables for each form of planning and creative examples that have leveraged the various processes.
Discover in this presentation, the digital marketing trends for 2022, a quick review over 2021 trends as well as some of our resources to help you prepare for the next year.
The Art of the Possible: Designing an Omni-channel Strategy OptusBusiness
Dr Catriona Wallace - Customer Experience Specialist
The current convergence and integration of customer experience channels and the increasing sophistication and use of multi-media channels and devices by consumers means the consumer landscape is changing rapidly.
Today, organisations are seeking to gain competitive advantage by creating a continually improving customer experience to improve loyalty and potentially reduce operational costs.
In this session Catriona will outline a company-wide approach to the design and development of an omni-channel customer experience strategy discussing the use of co-creation and design thinking techniques, big data analytics and modelling. Catriona will also explore the impact of this approach on an organisations culture and the importance of having a technology roadmap for the future.
Digital 2021 Serbia (January 2021) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Serbia in 2021. Includes the latest reported numbers for internet users, social media users, and mobile connections in Serbia, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Système SMS pour le développement personnel.
Opportunité d'affaire pour les professionnels des TIC.
PROJET SVA PERSONNA-SMART
ETAT DES TRAVAUX DE DEVELOPPEMENT EN LANGAGE JAVA
1. PRESENTATION
Personna-Smart v1.0 est une application distribuée compilée en Java Enterprise Edition JEE.
Personna est un outil de développement personnel qui permet de faire des études de la personnalité.
Cette version est orientée SVA pour réseau GSM.
2. SPECIFICATIONS TECHNIQUES
• Architecture : Application 3 tiers (Client-serveur-Base de données)
• Type : Web application
• Langage de programmation : Java EE
• Système de Gestion de Base de données : MySQL 5.5
• Server de déploiement : JBOSS 7
• Conteneur de servlet : JBOSS 7
• Requêtes d’entrée : Requêtes http
• Réponses de sortie : Requêtes http
The document discusses principles of propagation planning based on a presentation by Griffin Farley and Mike Monello. It summarizes four key points: 1) Rethink timing by targeting early adopters rather than the mass majority. 2) Rethink audience by targeting those with influence over the primary target. 3) Rethink the brief to focus on remarkable qualities, influencer groups, and fostering social experiences. 4) Propagation planning utilizes unique production, strong talent, engaging characters, demonstrating spread, personal touches, communal participation, live experiences, and real value to generate earned media through social spread.
Generative AI, Game Development and the Future of CivilizationJon Radoff
This is my talk from Gamescom Congress in 2023: the topic is the use of generative AI in game development -- but the context is much broader. This is about the next stage of human civilization, where our minds and our creativity are extended through the use of AI tools and agents. My talk is not only about creativity, but empowerment: tools that act upon our goals and reflect our individuality.
This is a somewhat condensed and updated version of a lecture I presented at the MIT Media Lab course on Metaverse (MAS.S61).
NVIDIA’s invention of the GPU in 1999 sparked the growth of the PC gaming market, redefined modern computer graphics, and revolutionized parallel computing. More recently, GPU deep learning ignited modern AI — the next era of computing — with the GPU acting as the brain of computers, robots, and self-driving cars that can perceive and understand the world. Today, NVIDIA is increasingly known as “the AI computing company.”
The latest LUMA Display Ad Tech Landscape is a living document. While it is impossible to categorize companies across an industry into discrete categories, this is at least an attempt to organize the landscape. If you have constructive suggestions, please email them to me at tkawaja@lumapartners.com.
PPC Restart 2023: Ondřej Sláma - Videoreklama na YouTube - přemýšlíme nad ní ...Taste
Při plánování a optimalizaci videoreklamy na YouTube je snadné je přehlédnout a nebo je možná ani neznáte. Řeč je o radách, které vám Ondřej dá, abyste mohli z videoreklam na YouTube pro své značky získat víc.
Digital 2020 Brazil (January 2020) v01DataReportal
All the data, statistics, and trends you need in order to understand digital in Brazil in 2020. Includes the latest reported numbers for internet users, social media users, and mobile connections in Brazil, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
The hospitality industry is flourishing and today the customer has several options to explore. In such cases, how to compete with the best of the hotels. How to attract the corporate tourists and the travelers who are exploring your city. Our following presentations helps you understand how you top the game in the hospitality industry using the digital marketing strategies like the Search engine optimization(SEO), Search engine marketing(SEM),Online reputation management(ORM), Social media marketing(SMM), Email targeting and attract qualified customers who are looking for the best hotels in the local areas.
This document discusses prototyping monetization strategies early in game development. It recommends taking a four step approach: 1) Define the core progression and what can be sold, 2) Ensure the game mechanics, sessions, content and economy can scale for years, 3) Define and tighten triggers that motivate player spending, and 4) Prototype with pacing and monetization mechanics incorporated to test them. The key messages are that monetization should be considered from the start, the game needs a solid base that can sustain long-term player engagement and progression before adding monetization features, and prototyping with monetization elements helps evaluate what works well.
This document outlines the RepTrak model for reputation management. It identifies seven drivers of corporate reputation: products & services, innovation, workplace, governance, citizenship, leadership, and performance. Each reputation driver is defined by supportive behaviors that positively influence perceptions of that driver and lead to beneficial behaviors for the company. The model was created by the Reputation Institute to help companies understand and improve their reputations.
This document provides an overview and summary of Mintel's 2023 Global Consumer Trends report. It discusses Mintel's approach to predicting future consumer trends based on analyzing consumer behavior drivers and how COVID-19 validated their models. The document highlights some of the key trends identified for 2023, including consumers focusing on themselves and brands helping them express individuality, and consumers having more power as co-creators working alongside brands. It also previews how concepts like the metaverse, NFTs, and digital identities will continue shaping consumer behavior and brand partnerships in the coming years.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
This document outlines the steps for designing a digital marketing campaign, including defining strategy, channels, budget, design and development, testing, launch, measurement, and optimization. Some key aspects covered are researching the target audience, identifying goals and objectives, selecting appropriate digital channels like display ads, social media, and search marketing, designing landing pages and banners, testing campaigns, analyzing results, and optimizing. The workshop was led by Mohamad Arabgary and aimed to help participants learn digital campaign planning.
A complete digital marketing strategy presentation for Disney+.Knowcrunch
Knowcrunch graduates of the Masterclass in Digital & Social Media in Athens (Sep '23), worked for three months and presented a complete digital & social media marketing strategy for Disney+.
Brand Lift is a solution that measures key brand metrics like brand awareness, ad recall, and brand interest in near-real time to help advertisers optimize campaigns and improve effectiveness mid-flight. It uses best-in-class methodology to provide results that can be trusted. Brand Lift allows measuring the metrics that matter to understand what is working and answer questions about things like which ad frequencies maximize recall or which demographics see the highest brand awareness lift.
Gamification is changing the way we do business. Learn why companies are rethinking incentives and strategies for keeping employees engaged in the workplace.
We believe, the competitive superiority is for those who are daring enough to challenge the customary, for those who own skills & expertise to put up the question “Why” and for those who are passionate enough to generate great ideas & business
solutions that can bring-in great value.
Dtech o ers Innovative IT Solutions to Small, Medium and Large Scale Industries with the mission of Digital Transformation. Dtech is working on latest technology and develops quick methods in the field of enterprise mobility, IOT, cloud and digital. Being a digital services agency our focus is to provide innovative solutions to boost our clients business to a new level of success.
Griffin Farley helps us understand all forms of strategic planning in advertising including Brand Planning, Account Planning, Media Planning, Connections Planning, Transmedia Planning and Propagation Planning. Griffin will also cover the deliverables for each form of planning and creative examples that have leveraged the various processes.
Discover in this presentation, the digital marketing trends for 2022, a quick review over 2021 trends as well as some of our resources to help you prepare for the next year.
The Art of the Possible: Designing an Omni-channel Strategy OptusBusiness
Dr Catriona Wallace - Customer Experience Specialist
The current convergence and integration of customer experience channels and the increasing sophistication and use of multi-media channels and devices by consumers means the consumer landscape is changing rapidly.
Today, organisations are seeking to gain competitive advantage by creating a continually improving customer experience to improve loyalty and potentially reduce operational costs.
In this session Catriona will outline a company-wide approach to the design and development of an omni-channel customer experience strategy discussing the use of co-creation and design thinking techniques, big data analytics and modelling. Catriona will also explore the impact of this approach on an organisations culture and the importance of having a technology roadmap for the future.
Digital 2021 Serbia (January 2021) v01DataReportal
All the data, statistics, and trends you need to make sense of digital in Serbia in 2021. Includes the latest reported numbers for internet users, social media users, and mobile connections in Serbia, as well as key indicators of ecommerce use. For more reports, including the latest global trends and individual data for more than 230 countries around the world, visit https://datareportal.com/
Système SMS pour le développement personnel.
Opportunité d'affaire pour les professionnels des TIC.
PROJET SVA PERSONNA-SMART
ETAT DES TRAVAUX DE DEVELOPPEMENT EN LANGAGE JAVA
1. PRESENTATION
Personna-Smart v1.0 est une application distribuée compilée en Java Enterprise Edition JEE.
Personna est un outil de développement personnel qui permet de faire des études de la personnalité.
Cette version est orientée SVA pour réseau GSM.
2. SPECIFICATIONS TECHNIQUES
• Architecture : Application 3 tiers (Client-serveur-Base de données)
• Type : Web application
• Langage de programmation : Java EE
• Système de Gestion de Base de données : MySQL 5.5
• Server de déploiement : JBOSS 7
• Conteneur de servlet : JBOSS 7
• Requêtes d’entrée : Requêtes http
• Réponses de sortie : Requêtes http
Les outils de l’UX pour connaître les utilisateurs - MC Casal - YOODx 2017YOODx
Cette conférence développe la recherche utilisateur à travers la construction pratique de 2 outils, les personas et le customer journey.
Les Personas sont un outil pour découvrir & comprendre les attentes des utilisateurs, y répondre dans le contexte et même dépasser les attentes.
Les customer journey permettent d’identifier les obstacles, améliorer vos produits & services, comprendre vos relations aux utilisateurs, et de saisir les opportunités.
----------------------
Conférence donnée au YOODx Cannes #VEM8 le 18 janvier 2017
Evènement organisé par YOODA.com
Les outils du UX pour connaître les utilisateurs - YOODx 2017Relax In The Air
YOODx 2017 ce sont 7 conférences inspirantes pour découvrir comment placer l’utilisateur au centre de vos réflexions en marketing digital et créer les expériences les plus pertinentes.
Cette conférence s'est concentrée sur deux outils essentiels pour comprendre le consommateur / utilisateur dans son parcours client (customer journey) lors d'une expérience voyage.
-Définition: cyber-consommateur
-Définition: internaute
-Les différentes typologies d’internautes
-Les différentes typologies d’e-consommateurs
-L’Age des utilisateurs des réseaux sociaux
-Comprendre la journée type d’un internaute
Similaire à Flupa UX Days 2017 : "Ne pas confondre persona, proto persona et public cible " par Gwennola Pierre (20)
UX Days 2019 by Flupa - Conférence : Laure Constantinesco et Chloé GirardFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Laure Constantinesco et Chloé Girard : Leroy Merlin L'Appart : comment mettre de l'UX dans un magasin de bricolage
UX Days 2019 by Flupa - Conférence : Patrick MaruejoulsFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Patrick Maruejouls : Design Systémique : vers une nouvelle approche du Design au XXIe siècle.
UX Days 2019 by Flupa - Conférence : Nicolas Duval et Dawid WolduFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Nicolas Duval et Dawid Woldu : Evolution of design systems. Closing the gap between design and production.
UX Days 2019 by Flupa - Conférence : Marc StickdornFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Marc Stickdorn : Doing is the hard part – How to embed service design in organizations.
UX Days 2019 by Flupa - Atelier : Silvan Cabot, Amel Taïbi et Julie Plemeniti...Flupa
UX Days 2019 - Journée des Atelier du jeudi 20 juin 2019 - Atelier de Silvan Cabot, Amel Taïbi et Julie Plemeniti Arbanas : Tester à distance pour tester plus vite et plus souvent
UX Days 2019 by Flupa - Atelier : Nicolas CatherinFlupa
UX Days 2019 - Journée des Atelier du jeudi 20 juin 2019 - Atelier de Nicolas Catherin : Whiteboard Design Challenge, un outil pour les distinguer tous
UX Days 2019 by Flupa - Conférence : Morgane PengFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Morgane Peng : Design et stratégie : pourquoi et comment se mêler des affaires des autres
UX Days 2019 by Flupa - Atelier : Gwendoline Fradin, Marion Pillet et Elise M...Flupa
UX Days 2019 - Journée des Atelier du jeudi 20 juin 2019 - Atelier de Gwendoline Fradin, Marion Pillet et Elise Martin : La dataviz aux p’tits oignons !
UX Days 2019 by Flupa - Conférence : Aurélie BatonFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Aurélie Baton : Design & Climat – Le design durable, on s'y met aujourd'hui.
UX Days 2019 by Flupa - Conférence : Alexia BucletFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Alexia Buclet : Conception d'interfaces immersives pour la réalité virtuelle et augmentée : découverte d'un cas pratique.
UX Days 2019 by Flupa - Conférence : Stéphane MaltorFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Stéphane Maltor : OK Google, Dis Siri, Alexa : comment designer une expérience pour assistant vocal ?
UX URBAN DESIGN
Conférence de Quentin Lefevre
Il s'agit dans cette intervention d'évoquer une recherche-action en cours portant sur le sujet de l'UX Urban Design, c'est à dire d'une approche de la fabrication de la ville centrée sur ses utilisateurs. Seront évoqués plusieurs cas d'étude.
Plus d'infos sur : uxday.flupa.eu/ux-urban-design
FACILITER LE CHANGEMENT D'UNE CULTURE D'ENTREPRISE GRÂCE À L'EX
Conférence de Nadège Bide
L'Humain revient au centre de l'Entreprise et tout le monde rêve d'employés engagés...
"Il y une application pour cela ! Créons un chatbot... ou une plateforme connectée..."
Vraiment ?
Nous verrons ensemble pourquoi le rôle de l’UX designer doit aller au-delà de la conception d'un outil afin d'accompagner et d'assurer le succès de la transformation numérique des PME et grands groupes.
Quels sont les leviers et freins les plus courants ? Comment accompagner les RHs et convaincre ?
De la théorie à la pratique... à l'introspection : et vous, qu'est ce qui fait de vous un collaborateur engagé ?
Plus d'infos sur : uxday.flupa.eu/changement-culture-entreprise
KIT DE PERSUASION DIGITALE À L’ATTENTION DES HONNÊTES UX DESIGNERS
Conférence de Jidé Tidjani-Serpos
Une réflexion sur le thème des technologies persuasives agrémentée d’études de cas tirées des meilleurs acteurs de l’industrie en la matière : Facebook, Google, Spotify, LinkedIn, Airbnb, Amazon, Apple et plus encore.
Les technologies persuasives sont un champ multi-disciplinaire dont l’object est le design, le développement et l’évaluation des technologies interactives qui visent à faire évoluer les attitudes et les comportements des utilisateurs par la persuasion et l’influence sociale. Ce champ exclut la coercition et la tromperie.
L’objectif de cette intervention est de permettre aux auditeurs de disposer d’un set d’outils et de techniques de persuasion digitale faciles à appliquer dans leur quotidien de designer afin d’optimiser les métriques de leurs expériences et d’atteindre leurs objectifs métiers ou business.
Plus d'infos sur : uxday.flupa.eu/kit-de-persusaion-digitale-a-l-attention-des-honnetes-ux-designers
Flupa UX Days 2018 | Sara Wachter-Boettcher (EN)Flupa
DESIGNING INCLUSIVE PRODUCTS
Conférence de Sara Wachter-Boettcher
Même si nos projets commencent toujours avec de très bonnes intentions, on se retrouve souvent avec des produits pilotés par des stéréotypes toxiques qui sont véhiculés dans la culture tech : des balances connectées qui déduisent que tout le monde veut perdre du poids, des formulaires qui ne correspondent pas aux personnes transgenres, des bots lecteurs de curriculum qui désavantagent les femmes,les systèmes de reconnaissance faciale qui n’arrivent pas à identifier les personnes de couleur…
Aujourd’hui, la technologie a pris une place centrale dans le quotidien de nos utilisateurs jusqu’à aller dans le moindre recoin de leur intimité, nous avons notre part de responsabilité par nos décisions lorsque ces produits incluent ou rejettent des utilisateurs. Durant cette keynote, Sara Wachter-Boettcher expliquera comment la culture de l’industrie tech est en train de créer des produits qui exploitent des préjugés, manipulent et blessent des utilisateurs, mais nuisent également à la démocratie. Elle nous présentera également le comportement à adopter pour éviter de créer ce type de produit : comment concevoir des hypothèses dans notre processus de travail, vérifier que les décisions prises autour du produit soient correctes auprès de différents utilisateurs et différentes situations, avoir des discussions avec ses équipes et les entreprises et poursuivre une démarche de conception plus éthique et inclusive pour notre industrie.
Plus d'infos sur : uxday.flupa.eu/designing-inclusive-products
3. À qui mon produit
ou service
s’adresse-t-il ?
@GwennolaPierre
4. Femmes de - de 50 ans
Familles
CSP+
Jeunes adultes de la région parisienne
Achat en ligne
Recherchent des prix
Représentent 23 % de la population française
Achètent surtout pendant l’hiver
5. Public cible
Ensemble de personnes (population) dont les données sont
généralement basées sur des données démographiques
typiques comme l’âge, le sexe, l’éducation…
Le public cible donne une tendance stratégique large mais il
ne peut être utilisé en l’état pour la création d’une expérience
utilisateur.
Source : MC Casal, YoodX
6. Ne se fonde pas sur une recherche
utilisateur rigoureuse. Résultat
d’observations et de réflexions au
sein de l’entreprise. Trace les
contours de leurs consommateurs et
utilisateurs en fonction de leur propre
expérience, de leur intuition et de leur
domaine d’expertise dans
l’entreprise.
Proto persona
Source : MC Casal, YoodX
7. Persona
Groupe d’utilisateurs/consommateurs qui présentent des
comportements similaires dans leurs décisions d’achat,
utilisation de la technologie, de produits…
Fondé sur une recherche rigoureuse, la récolte et l’analyse
de statistiques, des interviews et de l’observation.
Source : MC Casal, YoodX
9. Résultats de recherches
Recherches quantitatives :
● données statistiques du public cible
● enquêtes et sondages (achat)
● sondages par téléphone des instituts de sondage
Source : MC Casal, YoodX
10. Résultats de recherches
Recherches qualitatives :
● interviews en face à face
● call centers et services clients
● réseaux sociaux
● observation
Source : MC Casal, YoodX
11. Je ne cherche pas un prix à
tout prix, mais ma tranquillité
BIOGRAPHIE
Marc, directeur commercial dans l’industrie alimentaire, vit avec Lucie depuis 10 ans. Ils
ont un fils de 7 ans, Arthur. Le métier de Marc est très chronophage et très stressant.
Marc a besoin de se détendre le week-end. Il cherche donc des fournisseurs fiables,
efficaces et joignables facilement en cas de besoin.
CULTURE ET HABITUDE
Marc ne se sépare jamais de son mobile. Il l’utilise pour prendre des photos, regarder
des vidéos, surfer sur Internet et, accessoirement, téléphoner. Il est complètement à
l’aise sur Internet et l’utilise de manière intensive. Un abonnement 100 % web est idéal
pour lui.
SMARTPHONE
UTILISATION
INTENSIVE
SONCAS
Sécurité
OrgueilNouveauté
Confort
ArgentSympathie
FREINS
Marc a besoin d’être conseillé pour savoir quelle offre est la plus adaptée à ses
besoins. Il ne s’y retrouve pas dans toutes ces offres et ces différents fournisseurs.
Marc
38 ans, marié, 1 enfant, directeur commercial
Cherche une solution clé en mains pour le gaz et l’électricité
ENVIES
Marc recherche une formule clé en mains où tout est compris et où il n’a rien à faire.
Il n’a pas de temps à perdre et ne souhaite pas se “prendre la tête” sur ce sujet.
Objectif de l’entreprise :
transformer Marc en client
Outils à mettre en place :
● pages de réassurance
sur le site.
● site responsive
12. Qu’apporte le persona ?
● Le persona permet de mieux appréhender les émotions
de l’utilisateur et de permettre plus facilement
l’empathie.
● Ainsi, il facilite la compréhension des attentes du futur
utilisateur et l’anticipation de ses comportements.
Source : Méthodes de design UX de C. Lallemand et Guillaume Gronier
13. Combien faut-il de personas ?
Entre 3 et 7 personas. Au-delà, il faut les
regrouper.
Il peut y avoir des personas primaires et des
personas secondaires. Les personas primaires
sont prioritaires sur les secondaires.
Source : Méthodes de design UX de C. Lallemand et Guillaume Gronier
14. Conclusion
Privilégiez les proto personas et les personas, les publics
cibles ne reflètent pas assez vos utilisateurs pour être
exploitables.
@GwennolaPierre