SXSW 2014 - Pixel "Pretty Damn" Perfect

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With continuously changing technology, and fast-paced product cycles, we as designers no longer have the luxury of laboriously debating every pixel. I will be discussing how product design & innovation is tackled at a global scale and how my approach towards mobile design has drastically shifted since my time at Netflix & Google.

Design is not just about the pixels. It is about fast prototyping, defining success, and quick iteration in order to make profitable and beautiful products that are pixel (pretty-damn) perfect.

Published in: Design

SXSW 2014 - Pixel "Pretty Damn" Perfect

  1. 1. joel beukelman x bkl.mn x @_bklmn PIXELpretty damn PERFECT
  2. 2. WARNING this presentation may or may not contain potential “spoilers” pertaining to popular television shows
  3. 3. PIXEL pretty damn PERFECT innovation testing building strategy
  4. 4. PUNK ROCK STARTUP getting into mobile @ appstack
  5. 5. I MADE MISTAKES the best thing I did
  6. 6. the best thing I did I TOOK A RISK
  7. 7. and the there was the big leagues
  8. 8. PIXEL pretty damn PERFECT innovation testing building strategy
  9. 9. INNOVATOR design like an
  10. 10. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX IS UNIQUE each product
  11. 11. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX IS UNIQUE each product
  12. 12. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX DESIGN IS INNOVATION
  13. 13. visual design / UI conceptual designtesting protoyping art direction productioninteraction design / UX DESIGN IS INNOVATION
  14. 14. SOLUTIONS don’t duplicate someone elses
  15. 15. INNOVATOR design like an
  16. 16. POLITICIAN design like a
  17. 17. USER know your
  18. 18. USER know your
  19. 19. beta full scale
  20. 20. EVERY USER MATTERS don’t be a douche
  21. 21. SCIENTIST design like a
  22. 22. research construct a hypothesis test the hypothesis analyze & draw conclusion results & ship
  23. 23. DEFINE WINNING we must
  24. 24. QUANT versus QUAL
  25. 25. QUANT information based in quantifiable data
  26. 26. QUANT information based in quantifiable data
  27. 27. QUAL information which deals with apparent/subjective properties
  28. 28. QUAL information which deals with apparent/subjective properties
  29. 29. IT IS PROBABLY WRONG if your design is how you imagined it
  30. 30. SURVIVOR design like a
  31. 31. SURVIVOR design like a (in a zombie apocalypse)
  32. 32. machete baseball bat sniper rifle sawed-off shotgun
  33. 33. wireframe visual UI spec & flow prototype
  34. 34. wireframe visual UI spec & flow prototype final assets
  35. 35. wireframe x x x x rapid prototyping x x x hi-fidelity mockups x x x visual specs x x x x animations x x x prototype hyperlinks x x x present / storytell x x documentation x x x x
  36. 36. wireframe design, iteration, spec & final assets 20% 80%
  37. 37. 80% 20% wireframe, low fidelity design, spec & iteration final assets
  38. 38. EXAMPLE a real life
  39. 39. PIXEL pretty damn PERFECT innovation testing prototyping strategy
  40. 40. ANSWERS questions and hopefully some
  41. 41. email: bklmn@google.com twitter: @_bklmn // @theblnce site: bkl.mn // theblnce.com

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