Keys To Successful Design Practices: Multi-disciplined Team Management


Published on

Today’s landscape of competitive design requires a new breed of thinker. Solutions-minded individuals who can easily cross the once distinct, left-brain, right brain boundaries. The proliferation of RIAs and 2.0 apps cause the need for specialized roles to be replaced with cross-disciplinary functions, such as the “Devigner” (Developer/Designer). But how does a team of cross-functional minds work in today’s adhocracy?

Mickey Moran, User Experience (UX) Strategist, Interaction Design (IxD) Professional and Creative Director, presented on how to empower today's new breed of mavericks and how to merge these cultures into successful design teams.

Published in: Business, Technology, Design
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Keys To Successful Design Practices: Multi-disciplined Team Management

  1. 1. Keys to Successful Design Practices<br />The Multi-Disciplined Team Environment<br />
  2. 2. A Place for Everything…<br />
  3. 3. …and Everything In It’s Place<br />Information Architecture<br />Developer<br />Graphic Artist<br />Business<br />
  4. 4. Changing Practices<br />The Issues of Today<br />
  5. 5. Documented Bureaucracy<br />
  6. 6. Bureaucracy means…<br />…a collective organizational structure, procedures, protocols and set of regulations in place to manage activity (usually in large organizations and government)<br />Source: Wikipedia<br />
  7. 7. Application Development<br />Collective Output<br />Bureaucratic Design<br />
  8. 8. Bureaucracy Issues<br />I want ROI!<br />“I know what the business needs and I have to keep things in check so that we don’t lose site of our investments.”<br />I want practical!<br />“I know what user’s need and I have to mediate our internal egos so that we stay focused on our constituents.”<br />I want innovation!<br />“Business thinks they know what creative means, IA has too many rules, and development keeps telling me my ideas are impossible…”<br />“…BTW if someone else refers to me as the “Make it pretty person” I’ll puke!”<br />I want reality!<br />“You want me to do what, by when? I have to deal with creative retreating in their hole after dumping me with rounded corners and dynamic flash, business thinks in can all be coded in a few days, and IA has too many rules.”<br />
  9. 9. “Same crap. Different day.”<br />Apathy…has arrived!<br />
  10. 10. Adhocracy means…<br />…any form of organization that cuts across normal bureaucratic lines with the intent to capture opportunities, solve problems, and get results fast and efficiently<br />Source: Wikipedia<br />
  11. 11. Characteristics<br />Highly organic structure<br />Little formalization of behavior<br />Roles not clearly defined<br />Tendency to cluster groups in functional units for the purpose of deploying them in small, market-based project teams<br />A reliance on liaison devices to encourage mutual adjustment<br />Low standardization of procedures, because they stifle innovation<br />Selective decentralization<br />Work organization rests on specialized teams<br />Power-shifts to specialized teams<br />Horizontal job specialization<br />High cost of communication<br />Culture based on democratic and non-bureaucratic work<br />Source: Wikipedia<br />
  12. 12. Multiple Hats?<br />Passion. Ability. Goals. Stay Ahead of the Curve.<br />
  13. 13. Self Taught?<br />Passion. Ability. Goals. Stay Ahead of the Curve.<br />
  14. 14. Who Am I?<br />
  15. 15. A New Breed of Thinking<br />The Multi-Disciplinary Individual<br />
  16. 16. “The more you know about the medium you work in, the better you work in that medium.”<br />while (!(succeed = try()));<br />
  17. 17. “For optimum efficiency, as a designer I will not only be concerned with painting the bigger picture but also building it!”<br />Creatives Should Code<br />
  18. 18. “Translating a written language to something that can be visually seen is truly an art form.”<br />Code Is Poetry.<br />
  19. 19. ?<br />?<br />Emerging Content<br />?<br />Communities<br />Text Messaging<br />Social Networking<br />User Generated<br />Mobile Apps<br />iPhone<br />SOA<br />Office Online<br />Open Source<br />Mash-ups<br />Blogging<br />SAAS/Cloud Computing<br />Web 2.0<br />Touch Screen<br />You Wanted Innovation…<br />
  20. 20. “The effect of rich Internet applications has been incredible, both in breadth and depth. <br />We&apos;re seeing everyone from Internet hobbyists to large enterprises building RIAs—and seeing their business improve dramatically as a result..”<br />
  21. 21. Constantly Changing<br />#WHATDOESITMEANFORME #WHATCANIMAKEWITHIT <br />
  22. 22. “Not only should creatives code, but they should understand usability and human factors.”<br />
  23. 23. Game Changing Interfaces<br />
  24. 24. Turning Thoughts Into Practice<br />The Multi-Disciplinary Team<br />
  25. 25. Leah Culver<br /> CEO, Pownce<br /> Social networking site<br />Rob Kalin<br />CEO,<br />eCommerce engine and site for handmade artisan goods<br />Kristopher Tate<br />CTO,<br />Photo sharing site<br />Dalton Caldwell<br />CEO,<br />Music and video social networking site<br />Matt Mullenweg<br />CEO,<br />Blog Tool and Publishing Platform<br />Una Kim<br />CEO, Keep (<br />Non-Pink shoes and clothing geared towards the urban, athletic, surfer cultured-female<br />Game Changers.<br />
  26. 26. Goals<br />Be extremely productive in application development<br />Create expressive applications with effective interface patterns<br />Deploy applications through a well-distributed, high-performance, cross-platform, cross-browser runtime environment<br />Use tools and technologies that scale with the size of the project and complexity of the task<br />
  27. 27. Solutions-Oriented Roles<br />Information Architecture<br />User Experience Strategist<br />Interaction Designer<br />Developer<br />Graphic Artist<br />Devigner<br />Business<br />
  28. 28. The Devigner Workflow<br />
  29. 29. The Devigner Workflow<br />
  30. 30. Enable Hand-Off Strategies<br />HARVEST MODEL(Designer is removed from source – short term goal)<br />Developers can “Harvest” assets from designers in cases where designers cannot check in files to a source repository<br />The designer may be handing off exclusively graphic assets exported from a tool, or the designer may be creating actual WPF animations, styles, and templates that are then incorporated by the developer<br />
  31. 31. Enable Hand-Off Strategies<br />COLLABORATION MODEL (Designer interacts with source)<br />The designer is actually authoring the solution in tandem with the developers<br />The designer may be checking XAML files into a source code repository and likely will be able to compile and run the application<br />Boundary between designer and developer is blurred as designers can code the presentation layer and UI developers can handle graphic and interaction design<br />
  32. 32. My Current Situation<br />
  33. 33. User Experience Strategy<br />We own everything front-end, from:<br />User Research/Ethnography<br />Best Practices in Design<br />Product Brand<br />Design and Creative<br />Prototype Development<br />Client Testing and Validation<br />Pattern Library Definition<br />
  34. 34. Thanks!<br />“Now, Let’s Talk About it! ”<br />