• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
Reinvent The Wheel: Sketching Your Own Design Process
 

Reinvent The Wheel: Sketching Your Own Design Process

on

  • 9,965 views

It's the start of a new project. You've got requirements, guidelines, data, research. Now what? Like an artist staring at a blank canvas, information architects often don't know where to begin. ...

It's the start of a new project. You've got requirements, guidelines, data, research. Now what? Like an artist staring at a blank canvas, information architects often don't know where to begin. Instead of following a rigid methodology or waiting for the perfect idea to appear out of the blue, learn to continually invent new tools and techniques to foster real user experience innovation.

Statistics

Views

Total Views
9,965
Views on SlideShare
9,699
Embed Views
266

Actions

Likes
64
Downloads
0
Comments
2

11 Embeds 266

http://sgentrepreneurs.com 161
http://www.quirky.com 37
http://www.slideshare.net 35
http://euphoniouz.com 21
http://lalalang.blogspot.com 4
http://www.linkedin.com 2
http://www.techinasia.com 2
https://courses.quinnipiac.edu 1
https://blendedschools.blackboard.com 1
http://static.slidesharecdn.com 1
http://www.lmodules.com 1
More...

Accessibility

Upload Details

Uploaded via as Adobe PDF

Usage Rights

CC Attribution-NonCommercial-ShareAlike LicenseCC Attribution-NonCommercial-ShareAlike LicenseCC Attribution-NonCommercial-ShareAlike License

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel

12 of 2 previous next

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    Reinvent The Wheel: Sketching Your Own Design Process Reinvent The Wheel: Sketching Your Own Design Process Presentation Transcript

    • Reinvent The Wheel: Sketching your own Design Process Christopher Fahey www.behaviordesign.com graphpaper.com @chrisfahey #sxsw #reinvent
    • Where do Ideas Go? May June July August September Scope Define Build Deploy
    • Where do Ideas Go? May June July August September Scope Define Build Deploy
    • Where do Ideas Go? May June July August September 1. Clarify the project’s ideas as soon as possible. Scope Define Build Deploy
    • Where do Ideas Go? May June July August September 2. Start with an idea, perfect it during a structured design phase. Scope Define Build Deploy
    • Where do Ideas Go? May June July August September 2. Start with an idea, perfect it during a structured design phase. Scope Define Build Deploy
    • Where do Ideas Go? May June July August September 3. ABC: Always Be Creative Scope Define Build Deploy
    • Where do Ideas Go? May June July August September 3. ABC: Always Be Creative … and open minded. Scope Define Build Deploy
    • “Design is about solving problems – not about creativity and personal expression.”
    • “Design is about solving problems – not about creativity and personal expression.” Say what?
    • Dava Newman
    • How can we create an air pressure pocket around the body?
    • How can we create an air How can we pressure pocket pressurize around the the skin? body?
    • How can we How can we create an air design a pressure pocket slimmer, around the nimbler, sexier body? space suit?
    • Bad Designers! 1. Aesthetes  of  Style 2. Agents  of  Neutrality Love the formal No room for personal aspects of design expression in design! Design for design’s sake Love systems, grids, manuals, and methodologies. Every project is a chance to win a design award Technically-focused (Nick Bell, Eye magazine)
    • Bad Designers! 1. UX designers 2. UX designers who are too who aren’t creative. creative enough.
    • Bad Designers! 1. UX designers 2. UX designers who are too who aren’t creative. creative enough.
    • Data-Driven Design?
    • Informed Guesswork
    • Design Courage
    • Data-Inspired Design
    • Mind Mapping Mind Map by Stuart Karten Design
    • Personas
    • Persona Classification 1. The Temporary Visitor 2. The Occasional Repeat Visitor 3. The New Subscriber 4. The Long-Term Subscriber 1. The Sports Fan 2. The Political Junkie 3. The Concerned Parent 4. The Well-Rounded Person
    • Creative Research From Designing Web Sites for Older Adults for AARP by Ginny Redish and Dana Chisnell
    • Designers as Researchers
    • Q: Which design techniques are the best?
    • Q: Which design techniques are the best? A: Yes!
    • The Reinvention Imperitive: New Technologies Why Reinvent the Wheel? • Touch and Gesture Interfaces • Voice Recognition • Image/Facial Recognition and Motion Capture • Game Mechanics
    • Methodology May June July August September Scope Define Build Deploy
    • Choose your weapon!
    • IDEO Method Cards
    • Stephen Anderson: Mental Notes Cards
    • www.getmentalnotes.com
    • Jesse Schell: Art of Game Design: A Deck of Lenses
    • The Mother of all Methods • It combines site mapping, process flow logic, and wireframming into a single entity • It allows atomic-level interface modules to be modified or replaced globally • It is accessible via a web browser • It can be printed • It simulates the user experience via click-throughs from page to page or feature to feature • It permits extensive feature annotation for programmers, bordering on functional specifications • It is fast and fluid for the document creator
    • Sketch “Resolution Spectrum” Lo-Fidelity • Gestures • Words • Whiteboard • Pencil • Sharpie • Collage • Low-Fidelity Schematics or Wireframe • Hi-Fidelity Schematics or Wireframe • Model, Comp, or Mock-up • Functional Prototype High-Fidelity
    • Sketch “Resolution Spectrum” Lo-Fidelity • Gestures • Words • Whiteboard • Pencil • Sharpie • Collage • Low-Fidelity Schematics or Wireframe • Hi-Fidelity Schematics or Wireframe • Model, Comp, or Mock-up • Functional Prototype High-Fidelity • The ACTUAL PRODUCT !
    • Roll your own design process.
    • Information Visualization
    • Information Visualization
    • Information Visualization
    • There Are No Templates
    • Tricks
    • The Blank Canvas
    • Exercise: “What is it?”
    • Thumbnail Quantifications
    • Least Wanted
    • User Persona Flash Mob
    • User Persona Flash Mob • Gather user research (user interviews, market research, stakeholder interviews)
    • User Persona Flash Mob • Gather user research (user interviews, market research, stakeholder interviews) • Brainstorm user types. Don’t censor. Capture each user type you come up with in a spreadsheet.
    • User Persona Flash Mob • Gather user research (user interviews, market research, stakeholder interviews) • Brainstorm user types. Don’t censor. Capture each user type you come up with in a spreadsheet. • Create a “micro-persona” card for each user type, and put them up on the wall.
    • User Persona Flash Mob • Gather user research (user interviews, market research, stakeholder interviews) • Brainstorm user types. Don’t censor. Capture each user type you come up with in a spreadsheet. • Create a “micro-persona” card for each user type, and put them up on the wall. • Find patterns and larger groups among the user types. Card-sort the personas.
    • User Persona Flash Mob • Gather user research (user interviews, market research, stakeholder interviews) • Brainstorm user types. Don’t censor. Capture each user type you come up with in a spreadsheet. • Create a “micro-persona” card for each user type, and put them up on the wall. • Find patterns and larger groups among the user types. Card-sort the personas. • Define a smaller, more managable number of groups based on the emergent patterns.
    • Product Personality (voice)
    • “If we want users to like our software, we should design it to behave like a likeable person.” - Alan Cooper
    • Voice = Content Strategy
    • Personality Characteristics
    • Interpersonal Circumplex
    • Interpersonal Circumplex Agreeableness (Communion) Dominance (Agency)
    • Design Themes
    • “Editorial” “Dashboard” “Cinematic” “Flow”
    • Metaphors
    • Metaphors Keyword Experience Focus Metaphor 1. Content Content-Centric Auditorium 2. Social People-Centric Networking Event 3. Tools Data-Centric Trading Floor
    • Metaphors
    • Metaphors
    • Metaphors
    • Make up your own words.
    • Ignazio Moresco, Creative Director at Frog
    • Ignazio Moresco, Creative Director at Frog
    • Ignazio Moresco, Creative Director at Frog
    • Sketching
    • Kevin Cheng
    • Listening: The Critique
    • UNDER OVER
    • UNDER OVER Brian Mathis at directedge.us and Chris Rugen at currentconfiguration.com
    • Drawing Conclusions Prototype as if you are right. Listen as if you are wrong. - Diego Rodriguez
    • Things to try • Designers, get involved in research. Researcher, get involved in design. • Plan to change your plan • Think of your process as a story, one that you are writing. • Deliverables are for the design team, not for your client. So invite the client into the design team. • Throw away the templates!
    • Thanks! Christopher Fahey @chrisfahey #sxsw #reinvent graphpaper.com