You've been working with your "chummies" for years on accessibility, and they still don't quite "get it." You give them rules, an accessibility audit reports, deadlines, and standards--but they're unsure of how to use these resources. Learn how to educate them for success so they can create accessible, usable digital media.
Old Research Sucks: why online communities will rules the world.
A Pecha Kucha presentation for the Australian Market and Social Research Society 2009 National Conference on the future of market research, the problems with traditional market research and the benefits of online communities.
This document discusses creating low-cost screencasts using free or paid software options for library instruction, reference, and training. It outlines challenges such as time constraints, steep learning curves for software, and producing tutorials quickly. The authors' solution was to use the free online screencasting tool Screenr, which allows uploading videos to YouTube and downloading MP4 files. They trained library staff on Screenr and have since created orientation and course screencasts, as well as other instructional videos for their library users. Some challenges included technical issues and barriers to staff participation. The document provides resources for creating screencasts and encourages questions.
Master of software testing (MoST)-V Training By ItelearnITeLearn
This short document contains photos credited to various photographers and film companies including Spielbrick Films, Wayan Vota, ITU Pictures, wildrosetn39, Alex France, kevin dooley and xadrian. It ends by encouraging the reader to create their own Haiku Deck presentation on SlideShare.
Plugging in: Leveraging Technology For EngagementShelley Paul
This document discusses leveraging technology for student engagement in learning. It emphasizes that the focus should be on instructional design rather than just integrating technology for its own sake. Effective engagement comes from providing students with choice, novelty, authentic tasks that allow them to create content and learn in a way that connects to the real world. When combined with digital tools, this can help students feel motivated and immersed in their learning through a sense of autonomy, mastery, and purpose.
YouTrail.com is a website that allows users to choose an outdoor activity, find a nearby trail with technical information and GPS tracks, and go on the trail while checking any warnings. After completing the trail, users can write a review, upload photos/videos, join the community, and suggest improvements to the trail.
The document summarizes Andrew Shuping's presentation about exploring new tools for access services at the Jack Tarver Library. It discusses how some early attempts at using tools like wikis and blogs failed but could succeed now. It recommends finding tools that meet users' needs and skills, being willing to try things again, and taking chances with exploration. The presentation encouraged librarians to play around with new tools like Google Calendar, Documents, LibraryThing, and social networks.
ScriptPhD.com editor/creative director Jovana Grbic recently gave a seminar at Emory University about the role of a scientific adviser in the entertainment industry and tools for scientists to launch careers in film, television and media.
You've been working with your "chummies" for years on accessibility, and they still don't quite "get it." You give them rules, an accessibility audit reports, deadlines, and standards--but they're unsure of how to use these resources. Learn how to educate them for success so they can create accessible, usable digital media.
Old Research Sucks: why online communities will rules the world.
A Pecha Kucha presentation for the Australian Market and Social Research Society 2009 National Conference on the future of market research, the problems with traditional market research and the benefits of online communities.
This document discusses creating low-cost screencasts using free or paid software options for library instruction, reference, and training. It outlines challenges such as time constraints, steep learning curves for software, and producing tutorials quickly. The authors' solution was to use the free online screencasting tool Screenr, which allows uploading videos to YouTube and downloading MP4 files. They trained library staff on Screenr and have since created orientation and course screencasts, as well as other instructional videos for their library users. Some challenges included technical issues and barriers to staff participation. The document provides resources for creating screencasts and encourages questions.
Master of software testing (MoST)-V Training By ItelearnITeLearn
This short document contains photos credited to various photographers and film companies including Spielbrick Films, Wayan Vota, ITU Pictures, wildrosetn39, Alex France, kevin dooley and xadrian. It ends by encouraging the reader to create their own Haiku Deck presentation on SlideShare.
Plugging in: Leveraging Technology For EngagementShelley Paul
This document discusses leveraging technology for student engagement in learning. It emphasizes that the focus should be on instructional design rather than just integrating technology for its own sake. Effective engagement comes from providing students with choice, novelty, authentic tasks that allow them to create content and learn in a way that connects to the real world. When combined with digital tools, this can help students feel motivated and immersed in their learning through a sense of autonomy, mastery, and purpose.
YouTrail.com is a website that allows users to choose an outdoor activity, find a nearby trail with technical information and GPS tracks, and go on the trail while checking any warnings. After completing the trail, users can write a review, upload photos/videos, join the community, and suggest improvements to the trail.
The document summarizes Andrew Shuping's presentation about exploring new tools for access services at the Jack Tarver Library. It discusses how some early attempts at using tools like wikis and blogs failed but could succeed now. It recommends finding tools that meet users' needs and skills, being willing to try things again, and taking chances with exploration. The presentation encouraged librarians to play around with new tools like Google Calendar, Documents, LibraryThing, and social networks.
ScriptPhD.com editor/creative director Jovana Grbic recently gave a seminar at Emory University about the role of a scientific adviser in the entertainment industry and tools for scientists to launch careers in film, television and media.
This document outlines the process of designing and prototyping a lamp from scratch in 4 steps:
1) Generate 10 ideas for what "light" means through brainstorming.
2) Create 3D mockups of 3 lamp ideas.
3) Build a prototype of one of the mockup designs.
4) The prototype worked in theory but the author learned that wires can break, preventing the light from working.
This document is a Haiku Deck presentation containing photos from various photographers including Argonne National Laboratory, Socceraholic, Poe Tatum, VFS Digital Design, Instagram user Brunobrunan, geezaweezer, AV8PIX Christopher Ebdon, ExtendiD, JD Hancock, freestock.ca, Chris Heiler. The presentation encourages the viewer to be inspired and create their own Haiku Deck presentation.
The document discusses using various information and communication technologies like blogging, podcasting, and recording audio and video. It provides information on what blogs and podcasts are, where to find them, and how to start your own blog. It also gives examples of how teachers can use video cameras and audio recordings in the classroom, such as for radio news, speeches, storytelling, and recording student research. The document encourages teachers to think about how they could use these tools with their own students and to note what they learned that they will try implementing in the upcoming weeks and months.
Unconferences are informal conferences where the agenda is set by participants on the day of the event. They are low-cost or free events focused on active participation. They originated from open space technology used in tech industry meetings, with an emphasis on participant-driven discussions. Planning an unconference requires a venue, date, communication tools, and flexibility. The day involves generating session topics, note-taking, and encouraging sharing of ideas in a casual atmosphere. Successful unconferences create engagement through open-ended questions and continuing conversations after the event.
Bootstrapping CD...or the DevOps Roller CoasterRob Cummings
The established enterprise often struggles to adopt major shifts in the technology landscape. However, for most it has never been more important than right now to do this successfully and quickly. We are in the early stages of one such transformation and our challenges around implementing continuous delivery and a devops culture will sound familiar. This talk focuses on why change in an established organization is hard, where we stumbled, and patterns that will help you avoid similar traps.
The document discusses using digital storytelling and filmmaking techniques to help students better learn and express their understanding of classroom content. It provides examples of how to create public service announcements, documentaries, movie trailers, and news stories to engage students. It also offers tips for visual grammar, shots, lighting, storyboarding, and other cinematography basics to help students learn literacy skills needed for the 21st century workforce. The document was created with help from the American Film Institute's screen education program.
The document provides an overview of content strategy basics in 8 steps:
1. Identify goals and messages
2. Understand the audience's wants and needs
3. Create a style guide with rules for tone and terminology
4. Use plain, clear language
5. Don't overload content or "shovel" too much information
6. Set up an editorial calendar to plan content creation and publication
7. Assign one person as the gatekeeper to maintain quality and consistency
8. Plan for user-generated content to engage audiences
Remote usability testing and remote user research for usabilityUser Vision
From User Vision's presentation on remote usability testing describing some of the main methods, challenges, tools and tips for successful remote usability testing for user experience
Twin Redheaded Stepchildren of a Different Mother: The Usability of Accessibi...Dylan Wilbanks
This document summarizes a presentation given by Michael Fienen and Dylan Wilbanks on the topic of accessibility and usability. The presentation argues that accessibility and usability have many similarities and should be considered together from the beginning of a project. It provides recommendations for making templates, forms, and videos accessible. It also discusses testing for accessibility and strategies for getting buy-in for accessibility within an organization, emphasizing an early and iterative approach. The overall message is that accessibility should be a priority from the start of any project to create a better experience for all users.
A dark pattern is "a user interface that has been carefully crafted to trick users into doing things, such as buying overpriced insurance with their purchase or signing up for recurring bills"
Running tests with real users is critical for so many organizations, whether when evaluating MVPs or just as part of iterative updates. For an organization that already has embraced inclusive design, the next step is to integrate it into user testing by incorporating users with disabilities into your normal testing process. Note that this is not the same as accessibility testing. Ideally your accessibility work is done so that you can test a fully functional and accessible site/application for usability regardless of disability. I will discuss how to plan for and execute these sessions as well as pitfalls to avoid. Ideally you will walk away with high-level understanding of where to start.
This document discusses guerrilla usability testing techniques. It explains that guerrilla testing is an informal testing method that can be done with minimal equipment like a computer, moderator, and video recorder to capture user interactions. Some benefits of guerrilla testing are that it is low cost, provides qualitative insights, and can be done continuously throughout the development process. Examples highlighted include Microsoft's extensive usability testing for Halo 3 that helped identify and address user frustrations.
DBA #15 Sweating the Method: Getting the Most Out of Your (Limited) Research ...Design Bootcamp Asia
"Sweating The Method; Getting The Most Out Of Your (Limited) Research Window"
Wei Lieh NG, UX Manager at StarHub shares the tips on how to maximise the opportunities to gather data in a limited research window.
About Wei Lieh:
Wei Lieh is a 10+ year UX practitioner who has worked in telecoms, automotive and printer industries creating both digital and product user experiences. Wei Lieh is currently the head of user experience at StarHub Ltd, a public listed telecommunication provider overseeing the overall UX of the online store and smartphone apps. Wei Lieh is a graduate of Nanyang Technological University with an MS in Human Factors and a B.Eng in Mechanical Engineering.
SXSW 2015 Shredding Wireframes: Intro to Rapid PrototypingKyle Outlaw
This 2015 workshop at SXSW covered:
- Current state of UX, limitations of common deliverables (e.g. wireframes)
- POV on prototyping and why it's important in user experience design
- Available tools (Invision, Justinmind, etc)
- Case study: using the Tech Summit app as an example
- What about the spec?
Key Takeaways
- Wireframes are near obsolete
- Why prototype
- Available methods
- Learn about available tools, pros and cons
- Documenting detailed functionality (annotating the prototype)
Interested in delivering webinars, but don't know where to start? This PowerPoint is from a one hour TechSoup webinar by program manager Kyla Hunt and independent library consultant, author, and trainer Stephanie Gerding on the basics of providing effective webinars.
Discover:
How is online training different from ace-to-face or in-person training?
What planning is involved in designing and delivering a webinar?
How do you encourage audience participation and interaction?
What are the differences between webinar platforms?
Archive available at: http://techsoupforlibraries.org/events/training-an-invisible-audience-delivering-effective-webinars
The new digital ethnographer’s toolkit: Capturing a participant’s lifestreamChris Khalil
The document discusses using digital tools like Twitter, Facebook, and blogs to capture a participant's "lifestream" as an alternative to traditional ethnographic research methods. It proposes using a platform like Tumblr to integrate these digital fingerprints into a cultural probe. The summary describes conducting a case study with Moshtix users, having pre- and post-interviews, and analyzing the probe data to develop a mental model and personas. Overall, the document argues that digital cultural probes can provide effective qualitative user insights.
Usability testing involves planning studies to test a digital product. Key steps in planning include defining goals and participants, designing tasks, scheduling tests, and determining testing methods. Tests can be conducted remotely or in-person. Moderated tests involve a moderator guiding participants through tasks while they think aloud. Unmoderated tests use automated tools to gather metrics from participants remotely. Findings are analyzed to identify usability issues and improve the product's design. Mobile testing requires adaptations for its form factor. Fitting research into agile development requires parallel or staggered sprints.
B3: The Economical way to Amplify Your Event: Opportunities & ConcernsMarieke Guy
The document summarizes opportunities and concerns related to using networked technologies like social media to support conferences. It outlines benefits like collective learning, extensive notes, and interaction between audience members. However, it also notes potential concerns like distraction, feelings of exclusion, and challenges for speakers. It concludes that with care these technologies can enhance conferences if used to support engagement and knowledge sharing.
Users are Losers! They’ll Like Whatever we Make! and Other Fallacies.Carol Smith
Presented at CodeMash 2013.
If this sounds familiar it is time to make big changes or look for a new job. Failing your users will only end badly. In this session we look at the assumptions that are all-too-often made about users, usability and the User Experience (UX). In response to each of these misguided statements Carol will provide a quick method you can conduct with little or no resources to debunk these myths.
Presented at the Wharton School of Business in Philadelphia for PhillyCHI on 6/24/09.
About the Presentation
Over the years, there have been some exciting developments in the way usability tests are facilitated. During this session we will take a closer look at the trends in the tools and techniques used in usability testing and discuss the benefits and drawbacks of each.
Some of the topics that will be covered include:
• Current Think Aloud (CTA) vs. Retrospective Think Aloud (RTA) Technique
• Pros and Cons
• How to moderate using RTA
• When to use RTA
• Remote Testing
• Pros and Cons
• Tips for proper facilitation
• Testing paper and low-fidelity prototypes remotely
• Overview of different remote testing tools
• Automated Testing (unmoderated remote testing)
• What you can and can’t learn
• When it should be used
• Overview of different automated testing tools
• Interview-based Tasks vs. Pre-defined Tasks
• Pros and cons
• Tips for proper facilitation
• Observer Debriefing
• Tips for proper facilitation
• Overview of different debriefing techniques
Videos and live demos of these trends will be included, which should make for an entertaining hands-on learning experience!
This document outlines the process of designing and prototyping a lamp from scratch in 4 steps:
1) Generate 10 ideas for what "light" means through brainstorming.
2) Create 3D mockups of 3 lamp ideas.
3) Build a prototype of one of the mockup designs.
4) The prototype worked in theory but the author learned that wires can break, preventing the light from working.
This document is a Haiku Deck presentation containing photos from various photographers including Argonne National Laboratory, Socceraholic, Poe Tatum, VFS Digital Design, Instagram user Brunobrunan, geezaweezer, AV8PIX Christopher Ebdon, ExtendiD, JD Hancock, freestock.ca, Chris Heiler. The presentation encourages the viewer to be inspired and create their own Haiku Deck presentation.
The document discusses using various information and communication technologies like blogging, podcasting, and recording audio and video. It provides information on what blogs and podcasts are, where to find them, and how to start your own blog. It also gives examples of how teachers can use video cameras and audio recordings in the classroom, such as for radio news, speeches, storytelling, and recording student research. The document encourages teachers to think about how they could use these tools with their own students and to note what they learned that they will try implementing in the upcoming weeks and months.
Unconferences are informal conferences where the agenda is set by participants on the day of the event. They are low-cost or free events focused on active participation. They originated from open space technology used in tech industry meetings, with an emphasis on participant-driven discussions. Planning an unconference requires a venue, date, communication tools, and flexibility. The day involves generating session topics, note-taking, and encouraging sharing of ideas in a casual atmosphere. Successful unconferences create engagement through open-ended questions and continuing conversations after the event.
Bootstrapping CD...or the DevOps Roller CoasterRob Cummings
The established enterprise often struggles to adopt major shifts in the technology landscape. However, for most it has never been more important than right now to do this successfully and quickly. We are in the early stages of one such transformation and our challenges around implementing continuous delivery and a devops culture will sound familiar. This talk focuses on why change in an established organization is hard, where we stumbled, and patterns that will help you avoid similar traps.
The document discusses using digital storytelling and filmmaking techniques to help students better learn and express their understanding of classroom content. It provides examples of how to create public service announcements, documentaries, movie trailers, and news stories to engage students. It also offers tips for visual grammar, shots, lighting, storyboarding, and other cinematography basics to help students learn literacy skills needed for the 21st century workforce. The document was created with help from the American Film Institute's screen education program.
The document provides an overview of content strategy basics in 8 steps:
1. Identify goals and messages
2. Understand the audience's wants and needs
3. Create a style guide with rules for tone and terminology
4. Use plain, clear language
5. Don't overload content or "shovel" too much information
6. Set up an editorial calendar to plan content creation and publication
7. Assign one person as the gatekeeper to maintain quality and consistency
8. Plan for user-generated content to engage audiences
Remote usability testing and remote user research for usabilityUser Vision
From User Vision's presentation on remote usability testing describing some of the main methods, challenges, tools and tips for successful remote usability testing for user experience
Twin Redheaded Stepchildren of a Different Mother: The Usability of Accessibi...Dylan Wilbanks
This document summarizes a presentation given by Michael Fienen and Dylan Wilbanks on the topic of accessibility and usability. The presentation argues that accessibility and usability have many similarities and should be considered together from the beginning of a project. It provides recommendations for making templates, forms, and videos accessible. It also discusses testing for accessibility and strategies for getting buy-in for accessibility within an organization, emphasizing an early and iterative approach. The overall message is that accessibility should be a priority from the start of any project to create a better experience for all users.
A dark pattern is "a user interface that has been carefully crafted to trick users into doing things, such as buying overpriced insurance with their purchase or signing up for recurring bills"
Running tests with real users is critical for so many organizations, whether when evaluating MVPs or just as part of iterative updates. For an organization that already has embraced inclusive design, the next step is to integrate it into user testing by incorporating users with disabilities into your normal testing process. Note that this is not the same as accessibility testing. Ideally your accessibility work is done so that you can test a fully functional and accessible site/application for usability regardless of disability. I will discuss how to plan for and execute these sessions as well as pitfalls to avoid. Ideally you will walk away with high-level understanding of where to start.
This document discusses guerrilla usability testing techniques. It explains that guerrilla testing is an informal testing method that can be done with minimal equipment like a computer, moderator, and video recorder to capture user interactions. Some benefits of guerrilla testing are that it is low cost, provides qualitative insights, and can be done continuously throughout the development process. Examples highlighted include Microsoft's extensive usability testing for Halo 3 that helped identify and address user frustrations.
DBA #15 Sweating the Method: Getting the Most Out of Your (Limited) Research ...Design Bootcamp Asia
"Sweating The Method; Getting The Most Out Of Your (Limited) Research Window"
Wei Lieh NG, UX Manager at StarHub shares the tips on how to maximise the opportunities to gather data in a limited research window.
About Wei Lieh:
Wei Lieh is a 10+ year UX practitioner who has worked in telecoms, automotive and printer industries creating both digital and product user experiences. Wei Lieh is currently the head of user experience at StarHub Ltd, a public listed telecommunication provider overseeing the overall UX of the online store and smartphone apps. Wei Lieh is a graduate of Nanyang Technological University with an MS in Human Factors and a B.Eng in Mechanical Engineering.
SXSW 2015 Shredding Wireframes: Intro to Rapid PrototypingKyle Outlaw
This 2015 workshop at SXSW covered:
- Current state of UX, limitations of common deliverables (e.g. wireframes)
- POV on prototyping and why it's important in user experience design
- Available tools (Invision, Justinmind, etc)
- Case study: using the Tech Summit app as an example
- What about the spec?
Key Takeaways
- Wireframes are near obsolete
- Why prototype
- Available methods
- Learn about available tools, pros and cons
- Documenting detailed functionality (annotating the prototype)
Interested in delivering webinars, but don't know where to start? This PowerPoint is from a one hour TechSoup webinar by program manager Kyla Hunt and independent library consultant, author, and trainer Stephanie Gerding on the basics of providing effective webinars.
Discover:
How is online training different from ace-to-face or in-person training?
What planning is involved in designing and delivering a webinar?
How do you encourage audience participation and interaction?
What are the differences between webinar platforms?
Archive available at: http://techsoupforlibraries.org/events/training-an-invisible-audience-delivering-effective-webinars
The new digital ethnographer’s toolkit: Capturing a participant’s lifestreamChris Khalil
The document discusses using digital tools like Twitter, Facebook, and blogs to capture a participant's "lifestream" as an alternative to traditional ethnographic research methods. It proposes using a platform like Tumblr to integrate these digital fingerprints into a cultural probe. The summary describes conducting a case study with Moshtix users, having pre- and post-interviews, and analyzing the probe data to develop a mental model and personas. Overall, the document argues that digital cultural probes can provide effective qualitative user insights.
Usability testing involves planning studies to test a digital product. Key steps in planning include defining goals and participants, designing tasks, scheduling tests, and determining testing methods. Tests can be conducted remotely or in-person. Moderated tests involve a moderator guiding participants through tasks while they think aloud. Unmoderated tests use automated tools to gather metrics from participants remotely. Findings are analyzed to identify usability issues and improve the product's design. Mobile testing requires adaptations for its form factor. Fitting research into agile development requires parallel or staggered sprints.
B3: The Economical way to Amplify Your Event: Opportunities & ConcernsMarieke Guy
The document summarizes opportunities and concerns related to using networked technologies like social media to support conferences. It outlines benefits like collective learning, extensive notes, and interaction between audience members. However, it also notes potential concerns like distraction, feelings of exclusion, and challenges for speakers. It concludes that with care these technologies can enhance conferences if used to support engagement and knowledge sharing.
Users are Losers! They’ll Like Whatever we Make! and Other Fallacies.Carol Smith
Presented at CodeMash 2013.
If this sounds familiar it is time to make big changes or look for a new job. Failing your users will only end badly. In this session we look at the assumptions that are all-too-often made about users, usability and the User Experience (UX). In response to each of these misguided statements Carol will provide a quick method you can conduct with little or no resources to debunk these myths.
Presented at the Wharton School of Business in Philadelphia for PhillyCHI on 6/24/09.
About the Presentation
Over the years, there have been some exciting developments in the way usability tests are facilitated. During this session we will take a closer look at the trends in the tools and techniques used in usability testing and discuss the benefits and drawbacks of each.
Some of the topics that will be covered include:
• Current Think Aloud (CTA) vs. Retrospective Think Aloud (RTA) Technique
• Pros and Cons
• How to moderate using RTA
• When to use RTA
• Remote Testing
• Pros and Cons
• Tips for proper facilitation
• Testing paper and low-fidelity prototypes remotely
• Overview of different remote testing tools
• Automated Testing (unmoderated remote testing)
• What you can and can’t learn
• When it should be used
• Overview of different automated testing tools
• Interview-based Tasks vs. Pre-defined Tasks
• Pros and cons
• Tips for proper facilitation
• Observer Debriefing
• Tips for proper facilitation
• Overview of different debriefing techniques
Videos and live demos of these trends will be included, which should make for an entertaining hands-on learning experience!
"Startups, comment gérer une équipe de développeurs" par Laurent CerveauTheFamily
The document discusses various topics related to developing a technology product, including hiring an engineering team, creating a product, technical development challenges, and setting up processes. It provides advice on tuning your setup by considering human resources, available technologies, tools, and processes. It discusses common pitfalls and emphasizes focusing on users and testing. Technical concepts discussed include infrastructure, programming languages, servers, APIs, storage, desktop development, and mobile development.
This keynote discusses how technology will impact education in the future. Three major technological drivers are identified: 1) Social learning platforms that enable one-to-one and many-to-many learning, 2) Personal informatics that allow students to quantify and track their learning, and 3) Instant information retrieval through ubiquitous computing and sensors. Literacy and numeracy skills will need to evolve to include skills like programming, interface, privacy, and the ability to focus attention with constant information streams. The future of jobs will require preparing students for careers that don't yet exist by taking them to the edge of existing knowledge.
Submitting to Low-Fidelity User Research: a PrimerIan Fitzpatrick
A brief presentation made on March 12, 2014 to residents of the Harvard Innovation Lab during an evening workshop at the Almighty offices in Allston, Massachusetts.
Trends In Usability Testing - IA Summit 2010 & Maine IxDAKyle Soucy
Presented to Maine UX (Maine IxDA) on 7.22.09 and the IA Summit on 4.9.10.
About the Presentation
Over the years, there have been some exciting developments in the way usability tests are facilitated. During this session we will take a closer look at the trends in the tools and techniques used in usability testing and discuss the benefits and drawbacks of each.
Some of the topics that will be covered include:
• Current Think Aloud (CTA) vs. Retrospective Think Aloud (RTA) Technique
• Pros and Cons
• How to moderate using RTA
• When to use RTA
• Remote Testing
• Pros and Cons
• Tips for proper facilitation
• Testing paper and low-fidelity prototypes remotely
• Overview of different remote testing tools
• Automated Testing (unmoderated remote testing)
• What you can and can’t learn
• When it should be used
• Overview of different automated testing tools
• Interview-based Tasks vs. Pre-defined Tasks
• Pros and cons
• Tips for proper facilitation
• Observer Debriefing
• Tips for proper facilitation
• Overview of different debriefing techniques
Videos and live demos of these trends will be included, which should make for an entertaining hands-on learning experience!
This document provides an overview and guidelines for a talk given by Sean Satterlee on various security topics. It begins with disclaimers and introduces the speaker. The main section provides a "howto" or "readme" for the talk, noting that it will jump around topics and chase rabbits. It encourages questions from friends in the audience. Later sections discuss reconnaissance techniques like physical surveillance, social engineering, and open source intelligence gathering. OSINT tools are listed and using inadvertent data exposures are explained. The document concludes by acknowledging the need to qualify statements and asking if there are any relevant questions.
When going into the development of a software product, a possible source of mistake is the incorrect evaluation of the complexity that lies behind an idea , as well as a clutter coming from the massive amounts of technologies enabled. This presentation explains a possible way to deal with such issues.
Similaire à The Case of the Ouch! Demoing Inaccessible User Experiences to Bring Organizational Change (20)
5 Keys for Implementing Accessibility in Your TeamAngela M. Hooker
You've been chosen to wrangle your colleagues into a thriving accessibility team. How will you do that? Stay calm and get 5 keys to help you form an effective plan for working with your team, changing your institutional approach, and producing accessible projects.
I Was Wrong! Learn from My Accessibility Program MstakesAngela M. Hooker
Whether you're new to the field, when you manage an accessibility program, you may fall into common traps--but there's no need to! Learn from my observations and old mistakes! Get tips for running a successful program and avoiding poor management choices, poor policy, poor planning, and more that can hinder your program.
Yes, Virginia, PMs Are Responsible for AccessibilityAngela M. Hooker
Ho-ho-ho, Virginia! For too long, we've relied on developers to be the accessibility champion for tech projects. But if you put the sole responsibility on them, you're setting your project up for problems--big, costly problems that can cause delays. I'd like to show how you--as the PM--can make sure your digital media projects are accessible, because it really does start with you. You'll learn the why, what, and how to do it. You've got this, Virginia! Love, Santa's Helper
This document provides an overview of accessibility considerations for various users and how to test for their needs. It introduces several personas with different accessibility needs such as reduced vision, color blindness, cognitive disabilities, outdated technology, and more. For each persona, it describes their situation and technology use, then suggests how to test to ensure their needs are met. It emphasizes the importance of user research, considering accessibility from the start of a project, and having all team members focus on it in their work. The document concludes by listing additional resources on various aspects of accessibility.
Accessibility: Are UX-perienced? Understanding User Needs for an Accessible U...Angela M. Hooker
Some of your users have disabilities, and some don't, but if you consider their needs, then they all can have an accessible and delightful user experience.
The document discusses role-based accessibility in government projects. It argues that accessibility is everyone's responsibility, not just that of an accessibility consultant. Following the WCAG 2.0 POUR principles of accessibility, each role on a project, from managers to developers to writers, shares responsibilities to ensure projects are perceivable, operable, understandable and robust. The document provides examples of accessibility tasks for each role and advocates for collaboration across teams to integrate accessibility throughout the entire design and development process.
Building in Accessibility Throughout Your Project LifecycleAngela M. Hooker
The document discusses building accessibility into projects from the beginning through assigning roles and responsibilities to team members. It describes how the presenter created an accessibility team by training existing staff on disabilities, standards, and tools for their roles in development, design, content, and management. This led to improved processes, less rework, and cost savings compared to addressing accessibility issues late in projects. The presenter advocates a collaborative approach of understanding different perspectives to integrate accessibility holistically.
Make It Plain: Accessbility and Usability Through Plain LanguageAngela M. Hooker
We know that “content is king” on the web, and content clarity determines whether a user can complete a task, such as registering for a course, finding a job, or shopping. We can provide accessible, usable content–and make those tasks easier to complete–by writing content in plain language.
Plain language is a major building block of an effective website. Unclear content frustrates users and causes them to abandon sites quickly. However, by focusing on top tasks, eliminating unnecessary words, using common terms, and writing well-structured content, we ensure that our sites are usable and accessible, and almost everyone can understand the messages we wish to communicate and use our sites successfully.
Get Your Train On: Building Your UX Team Through Practical Usability TestingAngela M. Hooker
Learn how to start a usability program at your organization, through a process that multiplies your current resources and can cost you little or nothing.
Gen Z and the marketplaces - let's translate their needsLaura Szabó
The product workshop focused on exploring the requirements of Generation Z in relation to marketplace dynamics. We delved into their specific needs, examined the specifics in their shopping preferences, and analyzed their preferred methods for accessing information and making purchases within a marketplace. Through the study of real-life cases , we tried to gain valuable insights into enhancing the marketplace experience for Generation Z.
The workshop was held on the DMA Conference in Vienna June 2024.
Ready to Unlock the Power of Blockchain!Toptal Tech
Imagine a world where data flows freely, yet remains secure. A world where trust is built into the fabric of every transaction. This is the promise of blockchain, a revolutionary technology poised to reshape our digital landscape.
Toptal Tech is at the forefront of this innovation, connecting you with the brightest minds in blockchain development. Together, we can unlock the potential of this transformative technology, building a future of transparency, security, and endless possibilities.
HijackLoader Evolution: Interactive Process HollowingDonato Onofri
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The Case of the Ouch! Demoing Inaccessible User Experiences to Bring Organizational Change
1. The Case of the Ouch!
Demonstrating
Inaccessible User
Experiences to Bring
Organizational Change
Angela M. Hooker
Collaborate Conference,
Nomensa
July 14, 2021
35. Thank you!
Angela M. Hooker
Today’s slides at https://noti.st/accessforall
@AccessForAll
linkedin.com/in/angelahooker
slideshare.net/AccessForAll
36. Resources
• Steve Krug: Rocket Surgery Made Easy, sensible.com
• Carol Smith: Negotiate for the User
• Accessibility, inclusive design, and universal design—which is right
for you?
• Accessibility
• Inclusive design (PDF)
• Universal design
• Continue your organization’s inclusive design journey with other types
of inexpensive usability testing:
• Hallway tests
• Paper prototypes
• The WebAIM Million
• Visual Impairment and Blindness, statistics from the World Health
Organization (WHO)
37. Enlightenment session
People you’ll need for your enlightenment session
• The people responsible for your digital experience/product—they will
be observers.
• Usability testing participants (see the reference slide entitled
“Participants”.
• Facilitator for the debriefing session – they will lead the debriefing
discussion and record the top issues the observers find.
• If you need help with a quick accessibility demo: People to do simple
accessibility tests. You may have them record/video their experience
and submit to you to share during the debriefing session.
• If you host in-person tests, people to escort participants to your
testing room. This is especially important if you host disabled people.
Equipment
• Laptops, mobile phones, tablets, web cams—and ask participants to
bring their own devices, especially if they use assistive technologies.
• Webinar software, such as Microsoft Teams or Zoom, to record the
sessions and to allow remote participants
• Ask testing participants to use a secondary camera, along with
their device camera, to capture all angles during their test
session.
38. Testing participants
• Nielsen Norman Group has info about how many participants you’ll
need for various testing.
• If you have difficulty finding people, particularly people with
disabilities, for participants:
• Ask your followers on Twitter, Facebook, and other social
media.
• If you can’t host either an in-person or a virtual session, use a
survey tool to ask questions and record answers.
• Knowbility and Access Works have a database of participants who
can test your projects.
• Compensate your participants. People expect disabled people to
do things for free, but that’s not fair to them. We must pay other
consultants for their time, so please do the same for your
participants. Resource: Guidelines for Paying UX Research
Participants
39. Image credits
• "Exploring the world" by Tatters is licensed under CC BY 2.0.
• "Change....." by B Gilmour. is licensed under CC BY-NC-ND 2.0.
• "Cat computing" by RubyJi is licensed under CC BY-NC-SA 2.0.
• "Device Love" by lukew is licensed under CC BY 2.0.
• "Ouch" by wonderferret: License for Ouch.
• "Walking Away" by Phil Roeder is licensed under CC BY 2.0.
• "Hierarchy for Motivating Accessibility Change", by WebAIM.
• "Lightbulb Moment" by Mabacam is licensed under CC BY-NC-ND 2.0.
• "red pill" by sausyn is licensed under CC BY-NC-ND 2.0.
• "But wait, there's more! #chalkmug" by Austin Kleon is licensed under CC BY-
NC-ND 2.0.
• "shh" by aronbaker2 is licensed under CC BY 2.0.
• Man talking at photoshoot, NappyStock.
• "fall 2012 hackNY student hackathon" by hackNY is licensed under CC BY-SA 2.0.
"Here is What's Next" by Thomas Hawk is licensed under CC BY-NC 2.0.
• "Jour de la marmotte -- Groundhog Day" by Gilles Gonthier is licensed under CC
BY 2.0.
• "Shelby County Courthouse Wisdom - Memphis, TN" by SeeMidTN.com (aka
Brent) is licensed under CC BY-NC 2.0.
• "Thinking" by ores2k is licensed under CC BY-NC-SA 2.0.
• "Inspire :)" by chattygd is licensed under CC BY 2.0.
• "i told you so, you blockhead!" by cdrummbks is licensed under CC BY 2.0.
• "Head in Hands" by Alex E. Proimos is licensed under CC BY-NC 2.0.
• "IMG_5896/Brazil/Parana/Siproeta Stelenes Meridionalis/Malachite/Iguassu
Falls" by dany13 is licensed under CC BY 2.0.
• "In disbelief" by San Diego Shooter is licensed under CC BY-NC-ND 2.0.
• "Usability testing @ sketchin" by lucamascaro is licensed under CC BY-SA 2.0.