Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
Principles for the Working 
Product Designer 
PDX UX, November 6, 2014 
@chrisrivard 
clearwired@gmail.com
1. Materials 
2. Craft 
3. People 
4. Business 
5. The Design Problem
Materials
Industrial Design 
Silicon 
Anodized aluminium 
Stainless steel 
Glass
Musical Composition 
Rhythm 
Melody 
Key 
Scale 
Consonance & Dissonance
Clint Mansell 
Leaving Earth or First Snow (The Fountain, Black Swan, Moon, ME3) 
Hans Zimmer 
Jisas Yu Holem Hand Blong M...
“The author is not inclined to the 
sanguine belief that such a subtle 
and imaginative art as that of 
composition can be...
Writing (prose) 
Corbett and Conners, Style and Statement 
Antimetabole (repetition of words) 
Chiasmus (reversal of struc...
The Classic Style 
Elegant 
Efficient 
Unadorned 
Truthful 
Confident 
Conversational (single reader vs. group)
“Every country possesses, it seems, 
the sort of cuisine it deserves, which is 
to say the sort of cuisine it is 
apprecia...
Design posture 
The nonfiction essay 
Conversational 
Looks easy
Fashion and digital design 
The business of design 
Language constrains the way we talk about design (design critique).
“One of the surest of tests is the 
way in which a poet borrows. 
Immature poets imitate; mature 
poets steal; bad poets d...
Passive (cognitive) 
vs. 
Interactive (cognitive + physical)
Software Product Design 
Pixels 
Algorithms 
Compute 
Behavior & Interactions 
Business Model
Software Product Designer 
(Research, Interaction/Behavior, Business, Engineering, Marketing)
Craft
“[Form] is the combination of feelings 
and a function; shapes and things 
that come to one in connection with 
the discov...
Warm up away from a machine
Designing is defining 
No instructions
“Practicing” my running 
Importance of repetition and volume. 
Ira Glass: The Gap.
Be a generalist 
(but an expert in something, T-shaped)
“In the beginner's mind there are 
many possibilities, but in the 
expert’s mind there are few.” 
- Shunryu Suzuki
Know your habits 
Cowboys, Ninjas and Unicorns. Multidimensional.
Just enough design process 
Guidelines to fall back on if things go pear-shaped 
Checklists and runbooks (Atul Gawande) 
C...
People
“It requires a genuine fight to 
produce one well designed object 
of relatively permanent value.” 
- George Nakashima, Th...
“We’re in violent agreement.”
The buddy system 
(suiting up)
Nonverbal behavior 
(Power poses, physical barriers to collaboration)
Mentor & Protégé 
(be both)
Find a design confidant
Design management 
(we need more leaders)
Design + 
Engineering ** (conspire to make it real) 
Product management 
Marketing 
Sales
“Empathy is a respectful 
understanding of what others are 
experiencing”. 
- Marshall Rosenberg, Nonviolent Communication
Business
"You can start to use a design as a 
tool to spot where the problems 
are in a company.” 
-Irene Au, Khosla Ventures
“If you can’t measure it, you can’t 
manage it.” 
–Edward Deming
Sustainable software products 
(let people pay you)
Product lifecyle 
(inception to EOL)
Scale & complexity 
(levers and switches)
Entropy & Incrementalism 
(big ships turn slowly)
“Constraints are hard because they 
represent the bar, and the bar is high 
on existing, successful products.” 
- Julie Zh...
The Design Problem
Thank you for your attention. 
@chrisrivard 
clearwired@gmail.com
References / Resources / Attribution 
Edward P.J. Corbett and Robert J. Conners (1999). Style and Statement. London. 
Oxfo...
Set in Raleway 
The League of Moveable Type 
https://www.theleagueofmoveabletype.com/ 
@theleagueof
Principles for the Working Product Designer
Principles for the Working Product Designer
Principles for the Working Product Designer
Principles for the Working Product Designer
Principles for the Working Product Designer
Principles for the Working Product Designer
Upcoming SlideShare
Loading in …5
×

Principles for the Working Product Designer

Principles for the Working Product Designer.
Presentation to PDX UX Group on 11/6/14.

  • Login to see the comments

Principles for the Working Product Designer

  1. 1. Principles for the Working Product Designer PDX UX, November 6, 2014 @chrisrivard clearwired@gmail.com
  2. 2. 1. Materials 2. Craft 3. People 4. Business 5. The Design Problem
  3. 3. Materials
  4. 4. Industrial Design Silicon Anodized aluminium Stainless steel Glass
  5. 5. Musical Composition Rhythm Melody Key Scale Consonance & Dissonance
  6. 6. Clint Mansell Leaving Earth or First Snow (The Fountain, Black Swan, Moon, ME3) Hans Zimmer Jisas Yu Holem Hand Blong Mi (Thin Red Line, The Tree of Life) Philip Glass Koyannisqatsi, Pruit Igoe & Prophecies (Koyannisqatsi, Watchmen)
  7. 7. “The author is not inclined to the sanguine belief that such a subtle and imaginative art as that of composition can be acquired by those not possessed of the innate faculty, by simply studying from books.” - Percy Goetschius, Material Used in Musical Composition, 1913
  8. 8. Writing (prose) Corbett and Conners, Style and Statement Antimetabole (repetition of words) Chiasmus (reversal of structure) Synecdoche (part for the whole) Metonymy (substitution of attribution)
  9. 9. The Classic Style Elegant Efficient Unadorned Truthful Confident Conversational (single reader vs. group)
  10. 10. “Every country possesses, it seems, the sort of cuisine it deserves, which is to say the sort of cuisine it is appreciative enough to want.” “It is the destiny of mint to be crushed.” - The Food of France, Waverly Root
  11. 11. Design posture The nonfiction essay Conversational Looks easy
  12. 12. Fashion and digital design The business of design Language constrains the way we talk about design (design critique).
  13. 13. “One of the surest of tests is the way in which a poet borrows. Immature poets imitate; mature poets steal; bad poets deface what they take, and good poets make it into something better, or at least something different.” - T.S. Eliot
  14. 14. Passive (cognitive) vs. Interactive (cognitive + physical)
  15. 15. Software Product Design Pixels Algorithms Compute Behavior & Interactions Business Model
  16. 16. Software Product Designer (Research, Interaction/Behavior, Business, Engineering, Marketing)
  17. 17. Craft
  18. 18. “[Form] is the combination of feelings and a function; shapes and things that come to one in connection with the discoveries made as one goes into the wood that pull it all together and give meaning to form.” - James Krenov, A Cabinetmaker’s Notebook
  19. 19. Warm up away from a machine
  20. 20. Designing is defining No instructions
  21. 21. “Practicing” my running Importance of repetition and volume. Ira Glass: The Gap.
  22. 22. Be a generalist (but an expert in something, T-shaped)
  23. 23. “In the beginner's mind there are many possibilities, but in the expert’s mind there are few.” - Shunryu Suzuki
  24. 24. Know your habits Cowboys, Ninjas and Unicorns. Multidimensional.
  25. 25. Just enough design process Guidelines to fall back on if things go pear-shaped Checklists and runbooks (Atul Gawande) Collaborate: succeed or fail together Quickly get your product to your users (quality/speed balance) Agency vs. In-house
  26. 26. People
  27. 27. “It requires a genuine fight to produce one well designed object of relatively permanent value.” - George Nakashima, The Soul of a Tree
  28. 28. “We’re in violent agreement.”
  29. 29. The buddy system (suiting up)
  30. 30. Nonverbal behavior (Power poses, physical barriers to collaboration)
  31. 31. Mentor & Protégé (be both)
  32. 32. Find a design confidant
  33. 33. Design management (we need more leaders)
  34. 34. Design + Engineering ** (conspire to make it real) Product management Marketing Sales
  35. 35. “Empathy is a respectful understanding of what others are experiencing”. - Marshall Rosenberg, Nonviolent Communication
  36. 36. Business
  37. 37. "You can start to use a design as a tool to spot where the problems are in a company.” -Irene Au, Khosla Ventures
  38. 38. “If you can’t measure it, you can’t manage it.” –Edward Deming
  39. 39. Sustainable software products (let people pay you)
  40. 40. Product lifecyle (inception to EOL)
  41. 41. Scale & complexity (levers and switches)
  42. 42. Entropy & Incrementalism (big ships turn slowly)
  43. 43. “Constraints are hard because they represent the bar, and the bar is high on existing, successful products.” - Julie Zhuo, Product Design Director, Facebook
  44. 44. The Design Problem
  45. 45. Thank you for your attention. @chrisrivard clearwired@gmail.com
  46. 46. References / Resources / Attribution Edward P.J. Corbett and Robert J. Conners (1999). Style and Statement. London. Oxford University Press. Krenov, James (1976). A Cabinet Maker’s Notebook. Fresno, CA. Linden Publishing Nakashima, George (2012). The Soul of a Tree: A Woodworker’s Reflections. Tokyo. Kodansha International. Root, Waverly (1992). The Food of France. New York, NY, Vintage Books. Goetschius, Percy (1882). Material Used in Musical Composition. New York, NY. G. Schirmer. Rosenberg, Marshall (2003). Nonviolent Communication: A Language of Life. Encinitas, CA. PuddleDancer Press. “Good artists borrow, great artists steal.” http://quoteinvestigator.com/ 2013/03/06/artists-steal/ Icons from The Noun Project: T-shirt: Josh from Toronto, Food: Rodolfo Alvarez, Shelter: Public Domain.
  47. 47. Set in Raleway The League of Moveable Type https://www.theleagueofmoveabletype.com/ @theleagueof

×