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Interaction Design Ramblings

Notes from the field


Design Studio Workshop - Instructions and Timing
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What’s a design studio workshop?

A design studio workshop is a creative exercise that helps a group of people explore concepts and build shared understanding of a problem. Working from a shared context, individual team members sketch solutions to a problem, discuss them as a group, and then iterate concepts to improve them. The outcome of a design studio is a deeper understanding of a problem space, and a starting point for deeper discussion about the elements of the right solution.

The objective of a design studio is to explore the problem space and generate ideas. We may not necessarily produce a complete solution in one meeting. Feel free to explore crazy ideas and have fun!

Mature drawing skills are not required to participate! All that’s required is a willingness to participate.

How does it work?

This session 90 minutes, remind the participants to please arrive promptly so we can get started together. 

Introductions (5 minutes)

Review timing for workshop
Arrange group into teams
Set context by reviewing persona and scenarios
(note: you need to create the context prior to this meeting, best if the team already knows this material)

Individual Drawing (20 min)

Each person creates rough storyboards that illustrate the scenarios.
Feel free to use paper, pens, stickies, tape and scissors. Get creative!

Presentation in groups (15 min)

Within your group, each person explains their solution to the group.
During this time, the other people can take notes, but there’s no conversation/comments/questions
The group is responsible to get through all concepts in the allotted time.

Discussion in groups, record feedback (15 min)

Each team discusses all the concepts one at a time.
Comments are in the form “This part is working because…” or “I don’t see how Sandy would accomplish this….”
Record comments on each individual sketch (stickies are helpful for this)
The group is responsible to get through all concepts in the allotted time.

Converge, redraw new concept as group (20 min)

Elect a person to draw the group concept
Each team collaborates to produce a concept sketch that represents the best direction produced by their group.Note: sometimes this new concept may include elements from several concept sketches, other times the group converges around one concept.

Presentation ( 15  min)

The last 15 minutes, each group presents their converged sketch to the other group.
During this phase, capture any issues or comments about unsolved issues, areas for further exploration/research, et

Congratulations! You’ve now completed a design studio workshop!


Agilepalooza: Visual Artifacts for Agile Teams
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October 30, 2009 I attended Agilepalooza in Natick MA. The event was hosted by VersionOne. This was an openspace event, so the participant created and hosted the agenda. I wanted to talk about UX stuff so I proposed a talk "Visual Artifacts for Agile Teams." Here are my notes from the talk.

To start the talk, we did a silent brainstorm and collected topics for our backlog. I wrote out two posters that said "What is Working?" and "What are our Challenges?" to collect our comments. After that, the talk was fairly free form. As we ran down on a topic, we went to the backlog to see what else we wanted to talk about.

What are our Challenges?


The group identified a lot of challenges related to keeping everyone informed about the evolving product UI

1. Changes to mockup not communicated to QA, who test the wrong behavior
2. Marketing says "change this" to one developer, how does rest of team know?
3. Team decides to change product, how do you estimate impact of UI changes?
4. Going to code too soon. Failing to visualze and validate the user experience. 

What's Working?

Visual artifacts help keep the team focused on a shared product concept.

two kinds of visual artifacts
Product mandate: mission, scope, dependencies, agreements
Product look and behavior: sketches, storyboards, scenarios, user models

Integrate UX person into scrum team, attend standups, work with developers (50%-%100 works)
Get lightweight. Draw over printouts of existing visual design, rather than modify the source
When showing design concepts to people, don't ask "do you like it?" ask them to perform tasks so you understand what they can do and can't do.
Different artifacts for envision and construction phases of projects.

High res, Low res

We also got into a good discussion about the uses of low res and high res sketches and prototypes

Use of low res or high res depends on what you're trying to do. You can use high res during envisioning to help people imagine what it could be like, you can also use low res during envisioning to encourage people to participate in co-design.

Low res
More sketchy, observer can project/imagine
Easier to show to subject mater experts who can imagine what could be happening
Harder to show to managers and end users
Can be technology agnostic.

Hi res
Can be specific about look, information and behavior
More real, observer is responding
Easier to show to managers and end users who aren't good at imagining interactivity
If using for construction, you need to understand/take into account the technology platform so as to not waste effort creating things you can't build

Team Activities

At the end of our talk, we discussed some techniques you can use with your team to co-create visual artifacts and do visual problem solving

Design studio

Product box

We also talked about how scenarios can relate to user stories. In the early phases, a scenario can be a single story "buy house" later on, the scenario grows more specific and contains many user stories that define more specific activities.

It's good to have larger scenarios in your backlog before you break them down as they act as a placeholder you can keep in the back of your mind while you work on other things.

There are some photos of the event on flickr too.





Employee-driven innovation at BT
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Notes from The Marketing Leadership Roundtable webinar “Employee-Driven Innovation: BT's Innovation Central”

http://tinyurl.com/mbso3r


“As marketers struggle to improve their innovation pipelines with fewer dedicated resources, many are experimenting with employee-driven innovation strategies. Unfortunately, most marketers find that few employees have the combination of skills, context, and motivation needed to make meaningful contributions to their innovation agendas.”

Key points

Why innovate? In soft economic conditions, companies that don't invest in innovation don't rebound as much as companies who do. "Starving investments in down markets sets us up to fail when markets rebound."

How do we balance the expertise and experience of dedicated innovation teams with the scale and customer proximity of employee-driven innovation initiatives?

BT created an innovation central team with the objective to get greater participation and higher quality input from employees

BT’s process has two guiding principles:

· Open the door to innovation: Create an environment where employees are encouraged to participate in innovation

· Franchise the innovation expertise: dedicate experts to boosting the organization's ability to innovate


Tools to open the door - employees are encouraged to participate, provided with enough context to contribute meaningful ideas and are rewarded for contributions:

New idea scheme

Innovation charters

Global scouting program

Recognition and reward systems

Tools to franchise innovation experience - Proven innovators act facilitate the process so that innovation is available to all employees and provide coaching when an employee has a great idea.

Innovation central team

Coaching network

Innovation toolkit

My take-away

I see a role for interaction designers as the "proven innovators" who help build an innovation culture, provide context and help shepherd good ideas from concept to reality.

Make it just like that, only better
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In this Advertising Age article Al Ries muses on the difficulty of weeding out good creative ideas from bad and observes that "most people tend to make their judgments against a background of 'accepted standards,'or conventional wisdom."

As an example, he contrasts the classic Doyle Dane Bernbach "think small" campaign for the VW Beetle with other automobile advertising of the 1950's. Existing automobile ads contained people, used artwork rather than photographs, included mutiple illustrations and used color.

The Beetle add was simple, black and white and included a realistic photograph. This ad is credited as the start of modern advertising. The new form of ad worked because it stood out from the crowd. It said what needed to be said simply, and in a way that reflected the brand values of a small, simple car.

Ries concludes with this statement "People don't want to be different. They want to be better. Clients want advertising à la mode. And most creative directors want the same thing. They want advertising "in the fashion" of the times, only better.That's why it's hard to recognize a great advertising idea. It doesn't look right because it goes against accepted wisdom. "

Interaction designers have the same problem. People often ask them to create something "out of the box" or "really innovative." When they see the wireframes/concepts they react from the context of what they already know. When presenting an idea that's really revolutionary, it's important to explain who it's for, and why it will be efffective.

 


The rise of the netbook
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In Today's AdvertisingAge Simon Dumenco writes:

"To give you some background, in late 2007, I tested the Eee PC, a mini laptop from Taiwanese laptop maker Asus. At the time, the "netbook" moniker hadn't quite congealed around this emerging category of sub-sub-notebooks, so when I wrote a column in January 2008 about my experience with the 2-lb. wonder, I didn't even know what to call it. But I knew then it was going to change everything. The $300 machine, I wrote, "has me contemplating nothing less than The End of Microsoft." That's because I tested a version that was Microsoft-software-free -- it had a simple customized interface built around Linux (the popular open-source operating system) and was obviously set up to encourage users to compute on the "cloud," using free web-based services such as Gmail, Google Docs, Facebook, etc. I totally didn't miss Microsoft's balky operating system or its pricey apps, because I was mostly using my new little buddy as a front-end to the internet (sort of like an oversize iPhone, with a real keyboard) rather than computing locally on my hard drive."

---

I bought an Asus Eee in 2008, but found that the screen resolution made it impossible to use Yahoo mail and other net aps with top-heavy page layouts. The browser and advertising cruft at the top of the page made the form factor impractical.

Fast forward to 2009. I've abandoned the Asus, and love my new Dell Inspiron mini, with a screen resolution that works, even with chrome-heavy MS applications. This is my new buddy for note-taking, photo storage, email etc.

However, in the long term the iPhone seems like the better solution for walk-around computing (messaging, maps). Waiting for July when I see what Apple comes up with.



Clues that collaboration is catching on
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adage.com/agencynews/article

Heineken to Agencies Outside NYC: You Need Not Apply

CHICAGO (AdAge.com) -- Heineken USA's creative review has an unusual qualification for agencies: Non-New York shops aren't welcome.

In a statement confirming the review this afternoon, the White Plains, N.Y.-based importer explained that it was planning a Manhattan marketing headquarters and "is pursuing a New York-based agency in conjunction with the office move."

As a result, it's taken creative duties on its flagship Heineken and Heineken Premium Light brands, previously handled by Wieden & Kennedy's Portland, Ore., office, and placed them up for grabs between Wieden's New York office and Manhattan hubs of three agencies it has worked with previously: StrawberryFrog, TBWA/Chiat/Day and Euro RSCG.

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Of course, in these cost-conscious times, marketers may be increasingly wary of paying for their agencies to travel to them. A Heineken spokeswoman said the decision was driven by a desire to collaborate better with agencies, not to save money.


Learn to draw in a weekend (almost)
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Like many of those "learn french in 24 hour" books, this book doesn't actually teach you to draw in a single weekend. However, it contains good exercises which, followed methodically, result in better facility with the pencil.

"Learn to Draw in a Weekend" by Richard Taylor.


Feeding a crowd on a budget
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A friend asked "how do I feed a lot of people without much money"

If budget is tight, best to go with self-made platters. Don't buy anything already cut up or arranged, it adds cost. Think about having a variety of tastes, sweet, salty, savory.

cheese tray - get the large bricks of cheddar or ched/jack because it's pretty and something white (jack or swiss). cube and pile in bowl or platter.

If you want to serve meat, the most economical thing is to get a large smoked ham and cut it in cubes. I'd also suggest cooked turkey, if you had a way to keep it cold on the table. Ham will be OK for a couple hours.

bread or crackers - price it out, but usually sliced baguettes are most cost effective. Serve in a basket or bowl.

some sort of dip - hummus is very easy to make, it's chick peas (large can) lemon juice, garlic and tahini, run it through a food processor. You can also base a dip on black beans or white beans

veggie tray. People like baby carrots, and will eat SOME broccoli and cauliflower, but not much. Keep the ratio about 75% carrots, 25% other stuff

tortilla chips and salsa are cheap

round it out with a bowl of wrapped candies. Hard candies last longer, or you can get mini chocolate bars if you like them. The point is you want something that people won't grab by the handful (i.e. not M&Ms).
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Design thinking isn't just for designers
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I've been thinking recently about the idea of "designer as facilitator" and how design consciousness is an important quality that needs to be present many places throughout the organization. Of course, interaction design specialists are an important part of the puzzle, but increasing awareness of design skills and techniques in a way that's accessible to everyone on the team can only help in the long run.

In a recent article, Fast Company talks about how the Stanford d.school helped The Takeaway team define their a new radio show using this simple recipe: Observe. Brainstorm. Prototype. Implement. Repeat as necessary.
In June 2007, 15 producers and executives from WNYC and PRI met with Kembel and d.school instructors in a ring of red sofas on the platform at Palo Alto's Caltrain station, a nod to the school's "user-centered experience" ethos. "The exercise got us thinking about how to remake mornings," says John Keefe, WNYC's news director. "So we're sitting at the train station during the morning commute, and all these people are rushing past. It was this beautiful moment." ...

A three-day crash course taught the producers the basic steps of d.school innovation: observe, brainstorm, prototype, and implement; repeat as necessary. When they went back to Manhattan, everything was up for debate. Instead of hiring from the usual pool of public-radio producers, they sifted through 1,700 résumés collected from such eclectic sources as Craigslist and the Native American Journalist Association. The usual media brainstorming sessions also shifted. "Here's how idea meetings work in TV news: 'We did that, I saw that, I hate that!'" Hockenberry says, his voice rising. Instead, following the design firm Ideo's guidelines, the team encouraged wild ideas while deferring judgment.The result of all that foment debuted at the end of April.
It's interesting to observe that thinking this way not only changed the way people made decisions, it changed the way they worked with each other. Better process, better result. Nice.

Inside Steve's Brain
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In honor of Apple’s launch of the 3G iPhone last month, I’m posting a few words about Leander Kahney’s new book “Inside Steve’s Brain.” In this video Kahney talks about the three things he feels Apple does well: software design, industrial design and marketing. Farhad Manjoo’s provides some additional details in his interview with Kahney, posted on Machinist.com.

Kahney's observations inspired me to jot down the following thoughts:

Good people do good work - When Steve re- joined Apple in 1997, he stopped development on the Newton, but kept the team, who later went on to deliver the iBook. Steve forms long-term creative partnerships that can span years. No matter how good your process is, the secret ingredient is smart people with good ideas.

Use the power of prototypes - “Steve Jobs doesn't wake up one morning and there's a vision of an iPhone floating in front of his face. He and his team discovered it through this exhaustive process of building prototype after prototype.” Apple made more than one hundred prototypes of the MacBook Air before they were satisfied. A good integration of industrial design and interaction design requires a tight collaboration between these two disciplines. Creating physical artifacts helps the team understand the experience of the device and “fail quickly” when necessary.

Focus on the entire experience - The original Mac mouse was an unfamiliar device for consumers. It was packaged separately so the act of handling it and plugging it in would make it “a little less alien…” The iMac packaging contained an insert “specially designed to double as a prop for the slim instruction manual.” One of my favorite parts of buying an Apple product is the "out of box" experience.

Empower small teams with a shared vision - According to Kahney, Steve believes that small teams are easier to manage. He also feels that “Everyone at Apple has a passion to impact culture and society.” Even within a large enterprise, it's possible to form smaller teams with a mandate for innovation.

stuff I read
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Cooper Journal
IxDA discussion
Mark Hurst’s Good Experience
Adaptive path newsletter

To keep up with the interactive/agency space

To keep up with the development/Agile space

And I follow the twitter stream of IxD professional friends.
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Interaction Design job boards
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Reposting some Interaction Design resources and places to post jobs.

<clip>

Mark Hurst has paid postings on his site and newsletter.
 
 
The Interaction Design Association has a jobs posting area.
 
 
The AIGA might have some postings, but it's less focused on IxD, and more on general design
 
 

 

 

 

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Good behavior for video games?
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David Wong posts about The Seven Commandments All Video Games Should Obey. #1 and #7 particularly resonate with me...

#7 Thou shalt let us play your game with real-life friends. - the reason the Wii is so compelling to non-gamers

#6 Thou shalt not pad the length of your games.

#5 Thou shalt not force repetition on the player.

#4 Thou shalt make killing fun.

#3 Thou shalt admit when enough is enough.

#2 Thou shalt make sure your game actually works.

#1 Better graphics do not equal innovation and/or creativity. - but they sure look better on the box!

He includes some great video examples of crimes against gamers.

 

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Bill Nye, Green Guy
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Great article about Bill Nye in the NY Times. This interview makes living in L.A. sound somewhat attractive, especially if I could have a neighbor like Bill.


 

 


"Couple" personas?
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 A friend recently asked me:

"...the students have done some user research and we've begun modeling using behavioral variables, etc. For a kitchen appliance (recipe finder, shopping list builder, etc.) or similar household device, I wonder if you would ever have a "couple" as the primary persona, for the purposes of the persona description."

Good question! This is a tricky aspect of persona creation. When designing a consumer product, you often have to consider a household full of people who will interact with the solution you're designing. When I've encountered this problem myself, I've never created a "couple" persona. Instead, I've found these alternatives to be more useful:

- One persona, with "characters" in the story to provide context
- Two personas in different households
- Two personas in the same household (rare)

I'd only place two personas in the same household if I was trying to express an important interaction between them, for example, how a mom and kid would use a kitchen appliance very differently. In this case, the dad would be a character. In writing the persona description I'd start by talking about "The Miller Family," name all three and describe the household shopping, cooking and eating behaviors. Then I'd go into more detail about the perspectives and needs of the mom "Mary Miller" and the kid "Benjamin Miller." Mary's husband Curtis would appear in the overall household part, but wouldn't have as much detail, and would not be the "star" of design scenarios the way the other two would.

Of course, the behavioral patterns you discover in your research, and the business requirements of the product you're designing will determine the correct solution for your situation.

 


Once you know, you DON'T Newegg
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This is the full transcript of my recent experience with newegg.com.

<clip>

Chat InformationPlease wait while we connect you to a Newegg representative.

Chat InformationThank you for contacting Newegg. My name is Evy. How may I assist you today?

lane: Hi Evy. This order is "Void" can you explain why?

Evy: Let me take a look into that. One moment please . . .

Evy: During the 3 business days, while the order was still open, there was a problem with verification. There was a general decline with the order.  We notified you via e-mail to correct the situation. Unfortunately after the 3rd business day, your order was voided. The voided order cannot be resubmitted and has to be reorder online again.  

lane: Can you explain the verification problem?

Evy: There seemed to be a general decline which could easily be a typo.

lane: Can you give me a clue about what field the typo may be in?

lane: Can I order over the phone, or web only?

Evy: It does not state the specifics. We would had to go over the whole information. We don’t mean to inconvenience you, however all orders must be placed online, using our website.  The Newegg.com website is updated daily, 24/7, so you can be assured that our most current inventory and prices are always listed.

lane: This is too bad. I am ready to spend over $400 dollars with your company and you can't take my order. This seems silly to me.

Evy: I do apologize for the inconvenience. Is there anything else I can assist you with?

lane: If you can't help me place the order, there is nothing you can do.

Evy: Thank you for contacting us. I hope you have an Eggcellent day!

Chat InformationThanks again for contacting Newegg. Once you know, you Newegg.

</clip>

 


Google Maps Transit Directions
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What a nice present for Earth Day. Google maps now has transit directions!

 http://tinyurl.com/6ene7g

Play with the "options" control to see how they handled different departure/transit options.

 


The Obama brand
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I've noticed how the Obama campaign has made deft use of social networks (Twitter, FaceBook, LinkedIn and even Flickr) but I didn't realize until now how sophisticated the branding is.

The New York Times reports:

"Barack Obama is running the first real transmedia campaign of the 21st century. His people not only understand how media has splintered, but how audiences have splintered, too. Cell phones, mobile devices, Web sites, e-mail, social networks, iPods, laptops, billboards, print ads and campaign events are now just as important as television. The senator’s design strategy has given these diverse platforms (and their different audiences) a coherence that makes them all work together. I’ve worked with giant, global corporations who don’t do it this well."

The author is talking about Obama's use of the Gotham typeface, but it seems to indicate a larger strategy in play. Brand advertisers take notice!

And while we're on the subject of reaching the youth demographic, has anyone else noticed the nod to the "Obey" meme, a staple of street art culture? Shepard Fairey has produced an Obama "HOPE" sticker.

How I use Twitter
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Thought I'd jot a few thoughts about how I'm using twitter

Personal - Protected list, edited frequently to track a variable small subset of people I'm listening to at the time. Updated a few times a day usually when I am on MUNI, or when I have something to share. I have a wide social circle and I travel a lot so it's hard to keep in touch. Tweets give me a "vibe" of how people are doing. I often use it as a signal that I need to contact someone via another channel, usually txt or an email mesage.  it allows me to have better social continuity when I do get together with someone and keep the conversation moving even when we aren't directly communicating. There are one or two people I follow who I don't know well (sfslim, laughingsquid) because they are tuned into the social scene I follow.

Professional - open list. Integrated with my FaceBook page, I try to update it at least once a day when I am at my desk. Posts relate to the professional interests of the people in my tweetcloud. Checked via the internet interface unless I am on the road. Use of this stream is still evolving. May decide to block some twitterers who seem overly marketing focused. This is a way to keep in touch with my circle of professional contacts. This is also the twitter stream I use at conferences to find out what's happening.

Here's a thought...My Treo calendar allows me to have a much more complicated schedule I did before. It has changed my capacity to plan and attend activities and get things done. Twitter is doing the same thing for my social network, allowing me to keep in touch with many more people than I'd be able to with a one-on-one strategy.
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Front end steps for large agile development projects?
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Tom Scott posts that Dave Thomas proposes an “envisioning” and “definition” phase to be added to the front of the Agile “development”  and “release” cycles. Thomas assumes that developers perform all roles, and there’s still no place for documentation that isn’t code, but this doesn’t seem that far off from what Alan is proposing. There’s even this quote, that sounds rather like Alan’s recent presentation “The Envisioning Team provides a clear definition of what needs to be built; the Definition team designs how to build it.”

Interesting.

There's another post that references Dave Thomas here and opens the larger question about how to do Scrum with larger teams.

"Using Agile methods with large teams is a reality - the old Agile = Small Team equation is no longer valid. Nonetheless, team size is still an issue. How important is team size and what, if anything, should we do about it?"

The development community hasn't come up with an answer to this problem yet, perhaps the IxD community can step up and help?

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