Adapting to Change (Chicago Camps 2014)

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As designers, we constantly manage the chaos of mastering a craft, being diverse, all the while trying to differentiate ourselves and adapting our processes and deliverables in an industry that changes at lightening speeds.

As if the web wasn’t difficult enough, the advent of mobile product design and service design has created an entirely new industry and career paths, completely disrupting everything we knew about engagements, processes, deliverables, and expectations of design teams and agencies.

Face it, the industry is constantly changing and so should we. Let's learn to embrace change and use it to intentionally position ourselves for constant reinvention and how to fashion the skills and environments necessary for creating meaningful products in the modern age and beyond.

Presented at MobileCamp Chicago 2014

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Adapting to Change (Chicago Camps 2014)

  1. ADAPTING TO CHANGE ANTHONY ARMENDARIZ @MANTWAN
  2. To improve is to change. To be perfect is to change OFTEN. WINSTON CHURCHILL “
  3. HELLO MY NAME IS ANTHONY A.K.A @MANTWAN
  4. EXPERIENCE DIRECTOR (I help internal teams and client partners think outside of the box to create innovative and delightful user experiences.)
  5. 1996 ARTIST MULTIMEDIA DESIGNER FRONT-END DEVELOPER WEB DESIGNER INTERACTIVE ADVERTISING VISUAL DESIGN LEAD CREATIVE DIRECTOR VP OF UX & DESIGN PRODUCT DESIGNER 3 TIMES FREELANCE DESIGNER 2 TIMES AGENCY OWNER 2014 EXPERIENCE DIRECTOR
  6. OVER 18 YEARS, I’VE BEEN 14 TYPES OF DESIGNER THAT’S ONE EVERY 1.2 YEARS
  7. 60 40 SELF EMPLOYMENT VS. EMPLOYMENT
  8. 75 25 DESIGNER VS. MANAGER
  9. REINVENTED MYSELF CONSTANTLY
  10. TO CHANGE OUR PERSONAL LIVES WE STARTED AN AGENCY TOGETHER
  11. I HIRED MYSELF OUT OF A JOB (And I’m learning to adapt to that change.)
  12. “There was a time when Apple couldn’t be taken seriously and then there was a time when they UNKNOWN made the rest of the world demand only the highest quality design products and experiences. This is when we finally had a seat at the table.
  13. DAMN, IT FEELS GOOD TO BE A GANGSTA
  14. EVERYONE WANTS WHAT WE CREATE. (AND THEIR ADDICTED)
  15. THERE’S A TALENT WAR GOING ON.
  16. MOM’S BASEMENT
  17. THE TOOLS WE CREATED CREATED MORE OF US.
  18. As a designer, you’re constantly trying to improve. In this industry, if you are standing JOE WILLIAMS @STUDIOROHAN “ still, you’re falling behind.
  19. A STORY OF CHANGE OUR ROOTS
  20. THE MACINTOSH 1984
  21. “Anyone with a computer regardless if they had any experience or not could produce design. MY DAD - ISRAEL ARMENDARIZ I felt the quality was inferior and that it lacked the artistic touch. In my case I decided I would find find a new career rather than compete with rapid work.
  22. ANTIQUE SITES 1995-2000
  23. FLASH 1999
  24. WEB 1.0 (K10K.NET) 1999
  25. “TAKING YOUR TALENT TO THE WEB” by JEFFREY ZELDMAN 2001
  26. FLASHWEB BASED PRODUCTS 2001
  27. A MATURE WEB 2005-NOW
  28. WEB 2.0 2006
  29. WE CREATED AN INDUSTRY FULL OF DESIGN SPECIALTIES THAT DIDN’T EXIST BEFORE.
  30. AT THE SAME TIME…THIS IS WHAT MOBILE LOOKED LIKE
  31. AND DESIGNING FOR IT WAS HORRIBLE.
  32. AND THEN CAME THE IPHONE.
  33. LIKE GOOGLE GLASSES, IT WAS A BIT 
 SILLY AT FIRST BUT IT CHANGED OUR PERCEPTION.
  34. BUT NOW MOBILE WEB MATTERED
  35. APP LEAFLETS
  36. THEY WERE DESIGNED BY DEVELOPERS. SOUND FAMILIAR?
  37. DIGITAL DESIGN AGENCIES ARE COMPLETELY DISRUPTED THE PARADIGM SHIFT
  38. WE GENERALLY SPECIALIZED AND THOUGHT THAT WE WOULD BE OKAY THE PROBLEM WEB DESIGNERS MOBILE DESIGNERS &
  39. At times of change, the LEARNERS are the ones who will inherit the world, while the KNOWERS will be beautifully prepared for a world which no longer exists. “ ERIC HOFFER
  40. POUR ONE OUT FOR THE HOMIES
  41. GOODBYE WEB MASTER
  42. HASTA LA VISTA PRINT DESIGNER
  43. CIAO FLASH DUDE
  44. ADIOS INFORMATION ARCHITECT
  45. SAYONARA WEB DESIGNER
  46. PEACE OUT MOBILE DESIGNER
  47. HELLO PRODUCT DESIGNER
  48. INDUSTRIAL 
 DESIGN BRANDING SOCIAL MEDIA 👥 ANALOG DESIGN 📖 MARKETING & ADVERTISING 📢 💻 DIGITAL PRODUCTS 📱
  49. DIGITAL ECOSYSTEMS
  50. IT DOESN’T WORK. THE WATERFALL PROCESS
  51. • Proposal • Contract • Kick-Off Meeting • Project Brief • Project Schedule • Strategy • Project Brief DISCOVERY • User Personas • FVA • Requirements • Wireframes • Prototype DEFINE • Moodboards • Conceptual Design • Visual Design • Style Guide DESIGN • Front-End Code • Engineering • Testing & QA • Release • Support DEVELOP WATER FALL PROCESS EXAMPLE DURATION 6 Mos. with a Creative Director, Information Architect/Interaction Designer, Visual Designer, Developer
  52. SURE, “AGILE” IS A BUZZ WORD. BUT IT WORKS. AGILE/LEAN PROCSS
  53. MVP or Subset of Features (every 2 Weeks) AVERAGE DURATION: 6 Mos. ! TEAM: Product Owner/Client Product Designer Developer Requirements Design Develop & Release User Test THE AGILE PROCESS EXAMPLE
  54. PRODUCT DESIGN SKILLZ VISUAL DESIGN HEAVY 10% 20% 70% INTERACTION HEAVY 10% 70% 20% PM HEAVY 75% 20% 5% AN EVEN SPLIT 33% 33% 33%
  55. Hire a Product Designer who knows iOS, Android, Windows, and great at UX but is also HE WHO WILL NOT BE NAMED “ a talented illustrator.
  56. “ WILSON MINER “WHEN WE BUILD” If the environment is always changing, then we need to be always learning.
  57. future predictionsLET’S TAKE A GLIMPSE INTO THE FUTURE
  58. THEY’RE EVERYWHERE. (OBVIOUSLY)
  59. MOVIE IRON MAN
  60. MOVIE HER
  61. “If the project you worked on hit the market and no body wanted it, nobody used it, DAVID COLE would you blame yourself? If the answer is no then I think you do not have enough authority. If you’re blaming others for the outcomes in your work, it’s time to demand more.
  62. THE HALF-PIPE EFFECT PAST MOBILEWEB PRODUCT DESIGN FUTURE
  63. THEN NOW
  64. EMBRACING CHANGE
  65. LEARN TO SELF MANAGE AND SUPPORT YOUR TEAM 1
  66. REACQUAINT YOURSELF WITH SOUND, ANIMATION & MOTION GRAPHICS. (AND 3D IF YOU’RE BRAVE ENOUGH) 2
  67. 3 IT’S ALWAYS ABOUT WHAT THE USER WANTS AND NEEDS. NOT YOU.
  68. 4 DEVELOP T-SHAPED SKILLS
  69. BREADTH OF KNOWLEDGE DEPTHOFEXPERTISE
  70. 5 GOOD OR BAD, A UX IS A RESULT OF WHAT YOU AND YOUR TEAM CREATES. IT’S NOT A ROLE.
  71. EMBRACE AGILE 6
  72. 5 LEARN MOBILE ALREADY 7
  73. KNOWING IOS ISN’T EVEN HALF OF THE BATTLE 8
  74. IT’S NOT JUST ABOUT HOW IT LOOKS AND FEELS. DESIGN IS HOW IT WORKS. 9 STEVE JOBS
  75. THE PROBLEM ISN’T SOLVED UNTIL IT CAN BE DEMONSTRATED. 10
  76. “PHOTOSHOP IS NOT THE CANVAS. THE TECHNOLOGY IS.” 11 MATTHEW ARMENDARIZ
  77. SHOULD DESIGNERS CODE?
  78. UNDERSTANDING TECHNOLOGY (OUR CANVAS) WILL HELP US CREATE BETTER WORKS OF ART
  79. LEARN TO SELL YOUR WORK AND ESTIMATE ON THE SPOT. 12
  80. LEAD, FOLLOW, AND GET OUT OF THE WAY 13
  81. OR MAYBE YOU ALREADY KNOW THIS AND 
 I AM THE ONE WHO NEEDS TO CHANGE. 14
  82. “ RICHARD TIRENDI If you’re the smartest person in the room, you might be in the wrong room.
  83. THANK YOU & LET’S KEEP IN TOUCH WWW.FUNSIZE.CO ! " # ANTHONY@FUNSIZE.CO @MANTWAN @FUNSIZE

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