Now published: Research That Scales by Kate Towsey!

Expert Panel: Leading in and with Research

What does it take to become a great research leader? What are the different types of leaders in research? How do you grow a team from a solo researcher to a successful research team?

Growing research teams show a company’s commitment to user-centered and insight-driven decision-making. With growing teams, research leadership becomes a central topic. With user research often having the most comprehensive picture of the user, we will explore what this means for the collaboration with or leadership of other disciplines in the organization.

Today we have the chance to learn from three research leaders who share their personal perspectives on research leadership and various facets of it. Get to know our panelists:

  • Anna Avrekh, UX Research Manager at Meta
  • Dr. John Pagonis, Principal UX Researcher at Zanshin Labs
  • Klara Pelcl, Senior Design Research Manager at ebay

Join us live as we have plenty of room for your questions during the panel.

RFPs Without Tears: Writing Inclusive RFPS that Don’t Scare Away Talent

Agencies and organizations spend an enormous amount of time putting together RFP documents that can scare away agencies, especially small ones. If we want to increase talent for civic projects, we need to commit to crafting more inclusive and effective RFPs and procurement processes.

Bellweather Chief Strategy Officer Emily Lessard will share lessons learned from working both within and outside government agencies. Her knowledge spans responding to 143 RFPs and reading countless others. She will share ten lessons for writing more engaging and equitable RFPs, along with a link to download a sample file to get you started.

The Importance of Accessible Design Systems

A design system is a set of repeatable components and standards guiding the use of those components. Standards can come in the form of documentation, videos, blogs, discussion channels, meetups and office hours just to name a few. A design system may be built internally within an organization, or there are hundreds of open source design systems that can be downloaded and used. However, only a small percentage of those open source design systems are set up such that they can be successfully implemented in a manner that results in software that is accessible to people with disabilities who use assistive technology to interact with technology. This talk will discuss the importance of accessible design systems and a high level overview of the ten best known open source design systems.

Online Shopping: Designing an Accessible Experience

Online shopping was first premiered in the 1980s, as a way for people who couldn’t shop in-person to easily make purchases. But how far we’ve come! In this talk, Fable’s Accessibility Evangelist Sam Proulx will walk you through some of the key factors to create an online shopping experience that is accessible to everyone. From his perspective as a full time screen reader user, and drawing on Fable’s thousands of hours working with people with disabilities, Sam will highlight how consistency, convenience, confidence, and customizability enable a smooth experience for all users, disabled or not. Let’s bring online shopping back to its accessibility roots!

Empowering Gaming at Scale: How Xbox Builds Powerful, Automated, and Distributed Design Systems with Sketch

An essential part of creating a Design System is to make distribution and content flow sustainable. When the task is bringing the joy and community of gaming to everyone on the planet, the challenge gets massive! How can DesignOps and Automation become a facilitator for this challenge?

Join Senior Software Engineer & Designer Luca Rager from Xbox as he takes us through their innovative take on design systems. Luca will illustrate how Sketch’s flexibility and modern DesignOps automation has allowed Xbox to package, theme and easily distribute component libraries. Furthermore, how their system bridges the gap between the Xbox Design System team and the wider product teams at Xbox.

Online Shopping: Designing an Accessible Experience

Online shopping was first premiered in the 1980s, as a way for people who couldn’t shop in-person to easily make purchases. But how far we’ve come! In this talk, Fable’s Accessibility Evangelist Sam Proulx will walk you through some of the key factors to create an online shopping experience that is accessible to everyone. From his perspective as a full time screen reader user, and drawing on Fable’s thousands of hours working with people with disabilities, Sam will highlight how consistency, convenience, confidence, and customizability enable a smooth experience for all users, disabled or not. Let’s bring online shopping back to its accessibility roots!

Read the transcript

Online Shopping: Designing an Accessible Experience

Online shopping was first premiered in the 1980s, as a way for people who couldn’t shop in-person to easily make purchases. But how far we’ve come! In this talk, Fable’s Accessibility Evangelist Sam Proulx will walk you through some of the key factors to create an online shopping experience that is accessible to everyone. From his perspective as a full time screen reader user, and drawing on Fable’s thousands of hours working with people with disabilities, Sam will highlight how consistency, convenience, confidence, and customizability enable a smooth experience for all users, disabled or not. Let’s bring online shopping back to its accessibility roots!

Online Shopping: Designing an Accessible Experience

Online shopping was first premiered in the 1980s, as a way for people who couldn’t shop in-person to easily make purchases. But how far we’ve come! In this talk, Fable’s Accessibility Evangelist Sam Proulx will walk you through some of the key factors to create an online shopping experience that is accessible to everyone. From his perspective as a full time screen reader user, and drawing on Fable’s thousands of hours working with people with disabilities, Sam will highlight how consistency, convenience, confidence, and customizability enable a smooth experience for all users, disabled or not. Let’s bring online shopping back to its accessibility roots!

Measuring What Matters

Research and analytics are the eyes and ears of DesignOps. Validating whether strategies are effective or ineffective allows course correction and adaptation. Identifying problems that require action is essential for facilitating collaboration and ensuring that team members are engaged. Prioritizing user needs is the heart of user experience and Agile development. None of this can be done well without an effective research program. We’ll share how we scale research efforts to collect feedback from thousands of users per month and track the impact of dozens of projects involving 120+ designers.

Preparing Industry-Ready Designers at the Center Centre with Jessica Ivins

Jessica Ivins is a UX designer and facilitator at the Center Centre in Chattanooga, Tennessee. In this episode of the Rosenfeld Review, Jessica discusses the methods and philosophy employed by the Center Centre to produce industry-ready designers.

She shares the story of how, after speaking with hiring managers in the industry, co-founders Leslie Jensen-Inman and Jared M. Spool saw a need for an educational program that prepares designers to enter the workforce and start contributing from Day One with minimal onboarding. The Center Centre achieves this by offering a full-time two year program that more closely resembles a workplace experience than a traditional school. Students work on real world projects from large companies that span 3-5 months, and graduate with a portfolio of real world experience.