This presentation was given at the redux event organized by ixda nederland. The slides actually do a good job of telling the basics of the story I wanted to tell as I didn't have a lot of time to spend crafting a more visual slide deck. I encourage you to go back and watch the videos of the presentations I presented on the ixda vimeo channel. Links at the end."
The summary here does not represent anyone's view or understanding but my own (i.e. this is not representative of my employer or other affiliates).
2. About me
• MS Human-Computer Interaction Design from Indiana University
• Worked as UX Consultant for several years
– I focus on user research, but the “user” can mean employees as
well as end users.
– Connection/closing feedback loops in companies
• Currently pursuing my PhD while at Philips as a Marie Curie Fellow
• How do we “sell” user research or design concepts to stakeholders?
• www.aaronh.info @houssian
Philips Research--Human Interaction & Experiences, Aaron Houssian, May 18, 2012 2
3. Culture, by Eric Dahl (@eadahl)
• Cultural Fit
• Behaviour, Knowledge, Artefacts
• Three Building Blocks of Culture
– Patterns
– Stories
– Interpretation
Philips Research--Human Interaction & Experiences, Aaron Houssian, May 18, 2012 3
4. The Disruptive Age: Thriving in an Era of
Constant Change- Luke Williams
• Formerly of Frog Design
– User-centered Design can play a key part in disruption
– BE the disruptor
• Innovators Dilemma
• Deliberate Provocations
– Shining
Philips Research--Human Interaction & Experiences, Aaron Houssian, May 18, 2012 4
5. How can we make something as scary as a new
business area ok?
“All they had to do is pick a couple of conventions that would trigger a
another pattern and move [it] in a different direction.”
“It’s about making the opposite direction, the direction that is so socially
horrifying that you would never consider, making it familiar enough for
the business to be comfortable in.”
Philips Research--Human Interaction & Experiences, Aaron Houssian, May 18, 2012 5
6. Demystifying Design--Jeff Gothelf
Deisgn is too often perceived as a tactic to simply make things beautiful or
user-friendly. To combat that oversimplification, designers often shroud
their work in a mysterious cloud of specialized tools and jargon. This
mystery gives Design a false perception of value.
Mystery = Power + Control
It creates an Us v Them attitude
Use less jargon, make our tools more accessible
1. Draw together
2. Show Raw Work (frequently)
3. Teach the discipline (define the jargon)
4. Be transparent (what activities etc)
5. Take credit for your wins (emphasize biz value, use numbers)
Philips Research--Human Interaction & Experiences, Aaron Houssian, May 18, 2012 6
7. Some other resources
• http://www.ixda.org/resources
• http://johnnyholland.org/2012/02/interactions-12-day-one/
• http://johnnyholland.org/2012/02/interactions-12-day-two/
• http://johnnyholland.org/2012/02/interaction-12-day-three/
• http://gluethink.com/2012/02/12/interaction-2012-a-review-with-
sketchnotes/
• Google sketchnotes interaction12
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