Customer Knowledge Management
1st International Conference on Customer Knowledge Management CKM
Keynote speaker: CKM Overview and Objectives
Presentation: https://www.dropbox.com/s/j64j9efwwo2w7fk/180905_CKM_RSanz_FINAL_FINAL.pdf?dl=0
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Product Placement

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@rolup
Customer Knowledge Management
1st International Conference on Customer Knowledge Management CKM
Keynote speaker: CKM Overview and Objectives
Presentation: https://www.dropbox.com/s/j64j9efwwo2w7fk/180905_CKM_RSanz_FINAL_FINAL.pdf?dl=0
My latest...
Migration and Education
Report 2018 - IOM -UN Migration activities contributing to SDG 4/Agenda 2030
Flyer Egypt
Link to Flyer
IOM Kosovo 1999-2001
First months of work, compiling lessons learned and good practice.
Infographics
IOM Colombia - 50 Years
Compilation of IOM-UN Migration Agency work during its first 50 years
IOM Burundi Brochure
English version available French version upon request
https://www.facebook.com/IOMBurundi/
IOM Burundi - Mission Strategy 2016-2019
Revision Mission Strategy - UN-IOM Burundi
UXD Portfolio
Revision of mobile application from users perspective
How To Create A Customer Journey Map
Aesthetics or how things look
GOOD DESIGN MAKES THE PRODUCT UNDERSTANDABLE
Color and aesthetics (how things look) have a tremendous effect on the usability, readability and understanding of any design.
To create a readable image, think of hierarchy as a guide to the viewer to move around the image. The hierarchy will be expressed by the value, vibrancy, temperature, shape and complementary relationships
Remember that too much harmony = visual boredom
Human beings pay attention to contrast. Use the light as your guide, play with the light and the contrast as the state of being different from something else. And most important, Let your guts be your guide
“In order to become more creative, we must think more like children. We must dare to doubt the obvious, to be curious about the mundane, and to ask the silly questions” -- recommending article: Is the Internet Killing Creativity?
https://www.smashingmagazine.com/2016/01/is-the-internet-killing-creativity/
UXD: Typography
IT is about the v i s u a l s p a c e, not the actual space
The way something is presented, will define how you react to it
TYPOGRAPHY exists to honor the content. The typeface or fonts selected will give an expression to the content. Whether serif or sans-serif types, script, decorative or ornamental;
The grids are a tool to create order… It is the space that holds the letters, the one that provides the figure-ground relationship.
Maintain the 5 Principles for choosing and using typefaces: (1) Dress for the occasion; (2) Know your families (geometric sans, humanist sans, old style, transitional & modern, and slab serifs); (3) Don’t be a wimp: maintain decisive contrast; (4) A little can go a long way and (5) Last rule: There are No Rules.
And remember that less is always more… maintain a simple, clear and legible approach.
Recommending watching Helvetica (https://www.youtube.com/watch?v=uUSmT77mKxA) interesting video for those font-mads and would like to hear more about the history of this font)
UXD: Organization, layout and composition
Visual rhythm, balance and harmony are key for a successful user-friendly design
Asymmetry can also contribute to the balance and harmony through color, weight, focus, grid and organization. It breaks the design into black and white creating contrast and movement.
To build upon, the grid exist primarily to help determine the position and balance; establish a meter and rhythm; defines and reflects proportion; and helps provide hierarchy.
In addition, the rule of thirds through the golden ratio the grid defines and creates proportion. It can be used to anchor content back to the screen.
UXD: Workflow and Personas
Technology changes rapidly, people and culture changes slowly (The Design of Everyday Things)
Good designers never start by trying to solve the problem given to them: they start by trying to understand what the real issues are. The best solution is to maintain a flexible approach, keeping in mind a good conceptual model and the fact that standardization is a type of cultural limitation.
Design is successful only if the final product is successful. Despite the pressures, challenges, if the designer keeps in mind that the products are to be used by people and get to understand what do they want and what is needed for.
Human Center Design allows designers to make things that satisfy people’s needs, in terms of function, being understandable and usable, and in terms of their ability to deliver emotional satisfaction, pride and delight.
Personas serve as representation of the different prototypical users. This may help to understand the different users’ goals, motivation, frequent use of the tool and their role / involvement in the system.
Understanding the users on these dimensions, may allow the development of a right workflow solution.
Best to keep it simple, minimize the number and complexity of settings; make the system familiar; guide users towards their goals and tell them explicit and exactly what they need to know. Incentive, create interest and motivate by developing operations that are task-focused, simple and consistent; where the vocabulary is task-focused, familiar and consistent; and the risk is low.
And remember: failures are to be encourage, actually they should not be called failures, they should be thought as learning experiences.
Tip for persona profile: https://www.pinterest.com/pin/414471971938679657/
UXD: Human Capabilities and Limitations
UX is the net sum of all the interactions and impressions and feelings a person has with a website, digital product, or service. (http://www.fastcodesign.com/3059921/ux-reality-check-14-hard-truths-about-users)
Do not overestimate user’s ability to retain information presented in a tutorial: let the user find the how-to content later… rather, incent them to learn by showing what is new.
The higher risk of customer abandonment occur when users are evaluating and first using the product: people are predisposed to click and go;
Designing two alternate solutions and pitting one against the other is always a good thing;
Gamification leverages people’s desire to rack up achievements and to complete a process;
Too much information may get the user lost: our attention is limited and our memory imperfect.
Focus on the goals, use external aids and familiar paths: recognition is easy, recall is hard.
But remember that conventions are cultural constrains and people’s responses to changes through conventions.
User Experience Design: Perception, Cognition and Motivation
Designers need to consider how to motivate and engage users:
Think: would they use the application if they didn’t have to do it? – Motivate them!
People attentions is limited and the time is valuable
User-friendly, out of barriers and avoid unnecessary thinking
Understand and leverage:
AIDA (Attention, Interest, Desire, Action)
Value Proposition Messages
Trust Markers
Calls to Action
To develop new products consider emotional design of Don Norman (Goal, Plan, Specify, Perform, Perceive, Interpret and Compare). True collaboration is key for an exciting learning experience: feed-forward and feedback are requirements to engage successfully with the users.
Some tips from J.Johnson’s book Designing with the Mind in Mind: we perceive what we expect, better thinking with structure, visual hierarchy is important; avoid unnecessary reading and, consider that our color vision is limited.
When try and fail, do not blame yourself, Norman would say: “We need to remove the word failure from our vocabulary, replacing it instead with learning experience”… I instead say if you FAIL never give up, as F.A.I.L. stands for First Attempt In Learning!!!