Middle Out Design

1,725 views

Published on

An approach to design from the middle out. Rather than starting at the beginning, what if you need to hit the ground running with a product that's already midway through development? Can you still address conceptual issues effectively? Can you still develop consistent standards? Developed while at Dubberly Design Office.

Published in: Design
0 Comments
2 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
1,725
On SlideShare
0
From Embeds
0
Number of Embeds
9
Actions
Shares
0
Downloads
7
Comments
0
Likes
2
Embeds 0
No embeds

No notes for slide
  • Middle Out Design

    1. 1. Middle-Out Design
    2. 2. Audrey Crane
    3. 3. Dubberly Design Office (DDO)
    4. 9. new design method
    5. 10. middle-out design
    6. 11. issues =
    7. 12. HandScript
    8. 13. Top Secret HandScript
    9. 14. product
    10. 15. medical order-entry system
    11. 16. physicians
    12. 17. hospital
    13. 18. writing
    14. 19. problems
    15. 20. hand-held device with WiFi
    16. 21. “discontinue TUMS”
    17. 22. “  IVF to 100cc/hr ”
    18. 23. “ Reglan 10mg po 30 min qac TID”
    19. 24. client team
    20. 25. Kevin, engineering manager
    21. 26. Kevin, engineering manager Eliot, voice interaction designer
    22. 27. Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer
    23. 28. Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor
    24. 29. Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert
    25. 30. us him
    26. 31. David CTO Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert David, CTO
    27. 32. 5 + 3 Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert David, CTO
    28. 33. Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert Audrey, design & project manager
    29. 34. Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert Audrey, design & project manager Greg, interaction designer
    30. 35. Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert Audrey, design & project manager Greg, interaction designer Hugh, principal
    31. 36. project background
    32. 37. company = engineers
    33. 38. (so that has some implications)
    34. 39. privately funded
    35. 40. $ $ $ $ $ $
    36. 41. alpha (1 year old, some content)
    37. 42. 1 year to go
    38. 43. (1 year late)
    39. 44. ex- Gino, designer
    40. 45. “just a little help”
    41. 46. (background background)
    42. 47. Gino, designer ex-
    43. 48. Claire, “front end” engineer Gino, designer ex-
    44. 49. frustrated
    45. 50. content entry tool ~ product UI
    46. 51. Dr. Famous content expert information architect Dr. Famous, content expert information architect
    47. 52. (designer) Dr. Famous, content expert information architect
    48. 53. Dr. Famous doesn’t need any stinkin’ designers
    49. 54. Dr. Famous, content expert information architect
    50. 55. (serious chronic illness)
    51. 56. getting started
    52. 57. first meeting
    53. 58. Santa Cruz
    54. 60. mostly Working At Home “WAH”
    55. 61. (so that has some implications)
    56. 62. no receptionist
    57. 63. barefoot engineer
    58. 64. lights off
    59. 66. ?
    60. 68. “What is an order?”
    61. 69. “NPO until procedure, then…
    62. 70. “…ice chips for 1 hour, then…”
    63. 71. “… full liquid diet until patient requests food, then…”
    64. 72. “…regular diet.”
    65. 73. “…regular diet. Low sodium.”
    66. 74. 1? 2? 5?
    67. 75. ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
    68. 76. domain =
    69. 78. competition =
    70. 80. work =
    71. 82. product =
    72. 83. finite
    73. 84. DDO engagement =
    74. 86. DDO process
    75. 87. 1. Research 2. Model 3. Prototype 4. Test 5. Specify
    76. 88. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies
    77. 89. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews
    78. 90. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis
    79. 91. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis
    80. 92. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul>
    81. 93. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul>
    82. 94. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul><ul><li>- comps </li></ul>
    83. 95. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul><ul><li>- comps </li></ul>- studies
    84. 96. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul><ul><li>- comps </li></ul>- studies - detail
    85. 97. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul><ul><li>- comps </li></ul>- studies - detail - document
    86. 98. 1. Research 2. Model 3. Prototype 4. Test 5. Specify 1. Analyze 2. Define 3. Ideate 4. Select 5. Implement 1. Define 2. Measure 3. Analyze 4. Design 5. Verify 1. Plan 2. Learn 3. Specify 4. Produce 5. Evaluate - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul><ul><li>- comps </li></ul>- studies - detail - document
    87. 99. (whole other talk)
    88. 100. <ul><li>research or analysis </li></ul>
    89. 101. Work already!
    90. 102. 9 engineers sitting
    91. 104. …or worse!
    92. 105. What to do?
    93. 106. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul><ul><li>- comps </li></ul>- studies - detail - document
    94. 107. 3 participant user testing?
    95. 108. 1 week for modeling?
    96. 110. ?
    97. 111. 1. Research 2. Model 3. Prototype 4. Test 5. Specify - studies - reviews - analysis - synthesis <ul><li>maps </li></ul><ul><li>wireframes </li></ul><ul><li>- comps </li></ul>- studies - detail - document
    98. 113. OR
    99. 114. 1. Research 2. Model 3. Prototype 4. Test 5. Specify
    100. 117. “Um…sure.”
    101. 119. <ul><li>Admit/Xfr/Dschg </li></ul><ul><li>Diet </li></ul><ul><ul><li>Regular diet as tol. </li></ul></ul><ul><ul><li>Soft diet </li></ul></ul><ul><ul><li>Full liquid diet </li></ul></ul><ul><ul><li>Clear liquid diet </li></ul></ul><ul><ul><li>NPO </li></ul></ul><ul><ul><li>More Consistencies </li></ul></ul><ul><ul><ul><li>Mechanical Soft Diet </li></ul></ul></ul><ul><ul><ul><li>Pureed Diet </li></ul></ul></ul><ul><ul><ul><li>Sips of Water </li></ul></ul></ul><ul><ul><ul><li>Ice chps </li></ul></ul></ul><ul><ul><li>Common / Diabetic Diets </li></ul></ul><ul><ul><li>More Modified Diets </li></ul></ul><ul><ul><ul><li>Low / High / Amount Per Day </li></ul></ul></ul><ul><ul><ul><li>Food Allergy </li></ul></ul></ul><ul><ul><ul><li>Restricted </li></ul></ul></ul><ul><ul><ul><li>Fluid Restriction </li></ul></ul></ul><ul><ul><ul><li>Disease / Condition </li></ul></ul></ul><ul><ul><ul><li>Special </li></ul></ul></ul><ul><ul><li>Advance as tol. </li></ul></ul><ul><ul><li>Advance as tol. to… </li></ul></ul><ul><ul><ul><li>Regular diet as tol. </li></ul></ul></ul><ul><ul><ul><li>Soft diet </li></ul></ul></ul><ul><ul><ul><li>Mechanical soft diet </li></ul></ul></ul>
    102. 120. “What if the handheld is lost?”
    103. 121. “ Er…Log out after 30 seconds.”
    104. 122. lacks coherence, consistency
    105. 124. ?
    106. 125. ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?             
    107. 126. 1. Research 2. Model 3. Prototype 4. Test 5. Specify
    108. 127. 1. Research 2. Model 3. Prototype 4. Test 5. Specify
    109. 128. 1. Research 2. Model 3. Prototype 4. Test 5. Specify
    110. 129. what we did
    111. 130. wrote down questions questions
    112. 131. ? ?
    113. 132. ? ? ? ?
    114. 133. ? ? ? ? ? ? ? ? ? ?
    115. 134. ? ? ? ? ? ? ? ? ? ? ? ? ? ?
    116. 135. wrote down questions ? ? ? ? ? ? ? ? ? ?
    117. 136. prioritized ?
    118. 137. SQA tangent
    119. 138. Software Quality Assurance
    120. 140. Bug:
    121. 141. Bug: 1. Summary
    122. 142. Bug: 1. Summary 2. Description
    123. 143. Bug: 1. Summary 2. Description 3. Owner
    124. 144. Bug: 1. Summary 2. Description 3. Owner 4. Status (open, working, closed)
    125. 145. Bug: 1. Summary 2. Description 3. Owner 4. Status (open, working, )
    126. 146. Bug: 1. Summary 2. Description 3. Owner 4. Status (open, working, ) 5. (Severity)
    127. 147. Bug: 1. Summary 2. Description 3. Owner 4. Status (open, working, ) 5. (Severity) 6. Priority
    128. 148. P1 P2 P3 P4 P5
    129. 149. P1 P2 P3 P4 P5   
    130. 150. (or whatever)
    131. 151. P3?? P4!!
    132. 152. P1 (p e wun) adj.
    133. 153. P1 - crash, data loss
    134. 154. (or whatever)
    135. 155. = issues
    136. 157. Design Issue Priority Definitions
    137. 158. Design Issue Priority Definitions P1: Global or core issue that prevents a significant number of other issues from being resolved.
    138. 159. Design Issue Priority Definitions P1: P2: Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number.
    139. 160. Design Issue Priority Definitions P1: P2: P3: Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work.
    140. 161. Design Issue Priority Definitions P1: P2: P3: P4: Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work. Detail, does not prevent other work.
    141. 162. Design Issue Priority Definitions P1: P2: P3: P4: P5: Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work. Detail, does not prevent other work. Detail, resolution not required for beta.
    142. 163. An issue is resolved when…
    143. 164. ?
    144. 165. When are agreed that we have a good fix.
    145. 166. good?
    146. 167. ?
    147. 168. my good = your good?
    148. 169. Ha.
    149. 170. good (g ü d) adj. bet·ter, best 1. Being positive or desirable in nature; not bad or poor
    150. 171. (whole other talk)
    151. 172. team “good”= team “good”
    152. 173. Good :
    153. 174. Good: 1. Efficient, meaning… a. intuitive b. fast (application) c. quick access to information
    154. 175. Good: 1. Efficient, meaning… a. intuitive b. fast (application) c. quick access to information 2. Meets expectations; consistent, no surprises.
    155. 176. Good: 1. Efficient, meaning… a. intuitive b. fast (application) c. quick access to information 2. Meets expectations; consistent, no surprises. 3. Keeps users from getting lost.
    156. 177. Good: 1. Efficient, meaning… a. intuitive b. fast (application) c. quick access to information 2. Meets expectations; consistent, no surprises. 3. Keeps users from getting lost. 4. Minimal barriers and constraints.
    157. 178. consistency class
    158. 179. ANYWAY
    159. 180. Go!
    160. 181. tools
    161. 183. Design Issue Priority Definitions P1: P2: P3: P4: P5: Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work. Detail, does not prevent other work. Detail, resolution not required for beta.
    162. 184. Good: 1. Efficient, meaning… a. intuitive b. fast (application) c. quick access to information 2. Meets expectations; consistent, no surprises. 3. Keeps users from getting lost. 4. Minimal barriers and constraints.
    163. 185. document decisions
    164. 186. Log out when inactive. Let inactivity period be set by user in preferences.
    165. 188. systems?
    166. 189. Page Type and Widget Libraries
    167. 191. Widget Library: 1. default appearance 2. appropriate use case 3. behavior
    168. 192. 5 purposes
    169. 193. 1. Documentation
    170. 194. 2. Good work
    171. 195. 3. Surface issues
    172. 196. 4. Basic toolkit
    173. 197. 5. Final deliverable
    174. 198. ongoing process
    175. 199. met weekly
    176. 200. ? ? ? ? ? ? ? ? ? ?
    177. 201. ? ? ? ? ? ? ? ? ? ?   
    178. 202. ? ? ? ? ? ? ? ? ? ?    ?
    179. 203. ? ? ? ? ? ? ? ? ? ?    ?
    180. 204. (closing = documenting)
    181. 206. 72 issues
    182. 207. 48 closed
    183. 208. P1s and P2s closed
    184. 209. 15 P5s
    185. 210. 10 open P3 or P4 issues
    186. 211. tangible deliverables
    187. 212. intangible deliverables
    188. 215. what this means
    189. 216. interesting (?)
    190. 217. not unique
    191. 218. “clean slates” are rare
    192. 219. $
    193. 220. never enough time
    194. 221. all projects have “design bugs”
    195. 222. middle
    196. 223. or beginning
    197. 224. the main points
    198. 225. bugs : software development :: issues : design process
    199. 226. Middle-Out Design: 1. priority definitions 2. “good” definition 3. tracking issues 4. assigning priorities 5. important things first 6. document solutions
    200. 227. <boss’ slides>
    201. 228. design methods movement
    202. 229. design rationale
    203. 230. Horst Rittel
    204. 231. IBIS
    205. 232. design = argument
    206. 233. </ boss’ slides>
    207. 234. Try it!
    208. 235. Thank You. Audrey Crane [email_address] Dubberly Design Office Thumb twiddling images from artwork by Naomi Roberston.

    ×