General Methodology General Methodology Step 1: identify questions surrounding the problem Who and what problems relate to things, people, users, roles, etc. How much problems Involve measuring and counting When problems relate to scheduling and timing Where problems relate to direction and how things fit together How problems relate to how things influence one another Why problems relate to seeing the big picture
General Methodology Step 2: identify visuals that demonstrate or elucidate the problem Who and what problems relate to things, people, users, roles, etc. How much problems Involve measuring and counting When problems relate to scheduling and timing Where problems relate to direction and how things fit together How problems relate to how things influence one another Why problems relate to seeing the big picture Personas, target users, market segments ROI, usage stats Testing duration, up-front investment, time-to-market Functionality, proximity, information architecture Interoperability, work/user flows Usability testing, impact analysis, gap analysis Portrait Chart Timeline Map Flow chart Plot
General Methodology Step 2: identify visuals that demonstrate or elucidate the problem Think about deliverables that these groups often create themselves. These will give clues as to the types of visualizations that will be effective.
- clarity - concise information - predictability/patterns - to not be overwhelmed with detail - result-oriented - task-oriented - practical - application End User Examples: students, librarians
“ See, understand, show”
work/user/task flow charts
- efficiency - logic - semantics - formulas - detail-oriented - literal - minimal - concise Technologist Examples: Front & back end developers, operations, DBAs, IT
- high-level information - “big picture” understanding - cause and effect info - ROI/cost analysis - business-oriented - management, leadership - “big chunk” communicators (not detail-oriented) - goal-oriented - visionary - busy with other “primary” tasks Stakeholder Examples: Business units, your boss, Legal, client, designers Deliverables/Tools that work well Needs/Wants Traits Client Group
General Methodology Step 3: gather visuals and put them to work for us
Creating a perfectly good visual and telling people that there is something wrong with it
Relies on the fact that people will always find something wrong (see Waldo everywhere)
Works well with early designs to get feedback or “test” a design direction
Put wireframes/mockups up in a public place and leave sticky notes and markers or a “ballot box” for feedback
Challenge people: find 5 things wrong with this design
Good comparison across many answers
Good for anonymous feedback
Caveat: lots of feedback = time consuming to sort through “junk”
Problem: Getting enough/any feedback from client groups on a design.
Aftermath Apply the same techniques you used to create the visuals to communicating the outcomes. Teach your client groups what they can expect from you consistently. Follow-through is important. I often create different “outcome” or summary deliverables for specific client groups. Rarely are these documents. Think visuals!
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