This document discusses improving team communication and collaboration through critique. It provides guidance on giving and receiving critique, including focusing on objectives, using questions to understand perspectives, and maintaining humility. Effective critique requires setting goals, analyzing related design elements, and evaluating their effectiveness. The document outlines rules for critique, such as avoiding problem solving, treating all participants equally, and allowing the designer to determine next steps. Facilitating critique involves defining goals, using techniques like round robin feedback, and appointing facilitators. Remote critique requires tools that support sight and sound as well as patience from all participants.
In this presentation we’ll discuss the importance of critique and a language for discussing design. It can be easy to complain about the way things are and theorize on the way things should be. Progress comes from understanding why something is the way it is and then examining how it meets or does not meet its desired goals. This is critique. Critique is not about describing how bad something is, or proposing the ultimate solution. Critique is a dialogue, a conversation that takes place to better understand how we got to where we are, how close we are to getting where we want to go and what we have left to do to get there.
The contents of this presentation will focus on:
understanding critique
best practices for incorporating critiques into a design practice
identifying common challenges to critique and ways to improve our ability to deliver, collect and receive critique
Discussing Design: The Art of Critique - Web 2.0 Expo NY 2011Aaron Irizarry
In this presentation we’ll discuss the importance of critique and a language for discussing design. It can be easy to complain about the way things are and theorize on the way things should be. Progress comes from understanding why something is the way it is and then examining how it meets or does not meet it’s desired goals. This is critique. Critique is not about describing how bad something is, or proposing the ultimate solution. Critique is a dialogue, a conversation that takes place to better understand how we got to where we are, how close we are to getting where we want to go and what we have left to do to get there.
The contents of this presentation will focus on:
understanding critique
best practices for incorporating critiques into a design practice
identifying common challenges to critique and ways to improve our ability to deliver, collect and receive critique
Discuss Design Without Losing Your MindAdam Connor
This is an updated version of Discussing Design: The Art of Critique.
We’ve all struggled at times in sharing our designs with teammates and stakeholders and collecting feedback on them. The comments we receive can seem to more about personal preference or indicate some misalignment of goals and vision for the project.
Our ability to critique and to facilitate critique with others speaks directly to the quality of these conversations. Designers frequently complain about the quality and uselessness of the feedback they are given, but we rarely take a step back and examine how to collect useful feedback and make our discussions around our designs more productive.
With this talk we look deeper into the various aspects of critique, not just as an activity for collecting feedback, but as a key skill in our ability to communicate and collaborate. We examine the language, rules and strategies for critique and provide participants with takeaways that can immediately be put to work to create a useful, collaborative environment for discussing designs.
Critique is a vital skill for any good designer. Here we talk about it's application in everyday life as well as the formal work we do with clients as UX Designers.
This talk has been given at a number of conferences by myself and the amazing Aaron Irizaryy (http://www.thisisaaronslife.com/)
We'll be keeping the most up-to-date version of the slides uploaded here. If you'd like a copy from a previous iteration, please get in touch with either Aaron or myself, and we'll happily get one to you.
Updated 5/55 to the version used at WebVisions Portland in 2012.
Discussing Design: The Art of Critique - ixdaNYCAaron Irizarry
By taking the time to examine critique and how it fits into the design process and both an activity and an aspect of any communication we can focus our conversations and improve our ability to collaborate. In this presentation we'll examine the language, rules and strategies for improving the conversations with teammates and provide attendees with takeaways that can immediately be put to work to create a useful, collaborative environment for discussing designs.
We’ll explore critique as both an activity and an aspect of any communication or collaboration. Attendees will walk away with:
A clearer understanding of critique is and why asking for “feedback” is problematic.
Methods for gathering useful feedback from clients and teammates.
Ideas on how to introduce team members to the idea of critique and get everyone using it.
An understanding of where critique fits within the design processes and how to incorporate it into projects.
Discussing Design Without Losing your Mind [Code and Creativity 10/7]Aaron Irizarry
Getting feedback from clients, teams, and stakeholders can be terrifying. We’ve all had our designs berated during painful meetings that result in nothing actionable or useful.
This presentation provides tips and techniques for improving the conversations you have surrounding design with your teams, clients, and organizations.
In this presentation we’ll discuss the importance of critique and a language for discussing design. It can be easy to complain about the way things are and theorize on the way things should be. Progress comes from understanding why something is the way it is and then examining how it meets or does not meet its desired goals. This is critique. Critique is not about describing how bad something is, or proposing the ultimate solution. Critique is a dialogue, a conversation that takes place to better understand how we got to where we are, how close we are to getting where we want to go and what we have left to do to get there.
The contents of this presentation will focus on:
understanding critique
best practices for incorporating critiques into a design practice
identifying common challenges to critique and ways to improve our ability to deliver, collect and receive critique
Discussing Design: The Art of Critique - Web 2.0 Expo NY 2011Aaron Irizarry
In this presentation we’ll discuss the importance of critique and a language for discussing design. It can be easy to complain about the way things are and theorize on the way things should be. Progress comes from understanding why something is the way it is and then examining how it meets or does not meet it’s desired goals. This is critique. Critique is not about describing how bad something is, or proposing the ultimate solution. Critique is a dialogue, a conversation that takes place to better understand how we got to where we are, how close we are to getting where we want to go and what we have left to do to get there.
The contents of this presentation will focus on:
understanding critique
best practices for incorporating critiques into a design practice
identifying common challenges to critique and ways to improve our ability to deliver, collect and receive critique
Discuss Design Without Losing Your MindAdam Connor
This is an updated version of Discussing Design: The Art of Critique.
We’ve all struggled at times in sharing our designs with teammates and stakeholders and collecting feedback on them. The comments we receive can seem to more about personal preference or indicate some misalignment of goals and vision for the project.
Our ability to critique and to facilitate critique with others speaks directly to the quality of these conversations. Designers frequently complain about the quality and uselessness of the feedback they are given, but we rarely take a step back and examine how to collect useful feedback and make our discussions around our designs more productive.
With this talk we look deeper into the various aspects of critique, not just as an activity for collecting feedback, but as a key skill in our ability to communicate and collaborate. We examine the language, rules and strategies for critique and provide participants with takeaways that can immediately be put to work to create a useful, collaborative environment for discussing designs.
Critique is a vital skill for any good designer. Here we talk about it's application in everyday life as well as the formal work we do with clients as UX Designers.
This talk has been given at a number of conferences by myself and the amazing Aaron Irizaryy (http://www.thisisaaronslife.com/)
We'll be keeping the most up-to-date version of the slides uploaded here. If you'd like a copy from a previous iteration, please get in touch with either Aaron or myself, and we'll happily get one to you.
Updated 5/55 to the version used at WebVisions Portland in 2012.
Discussing Design: The Art of Critique - ixdaNYCAaron Irizarry
By taking the time to examine critique and how it fits into the design process and both an activity and an aspect of any communication we can focus our conversations and improve our ability to collaborate. In this presentation we'll examine the language, rules and strategies for improving the conversations with teammates and provide attendees with takeaways that can immediately be put to work to create a useful, collaborative environment for discussing designs.
We’ll explore critique as both an activity and an aspect of any communication or collaboration. Attendees will walk away with:
A clearer understanding of critique is and why asking for “feedback” is problematic.
Methods for gathering useful feedback from clients and teammates.
Ideas on how to introduce team members to the idea of critique and get everyone using it.
An understanding of where critique fits within the design processes and how to incorporate it into projects.
Discussing Design Without Losing your Mind [Code and Creativity 10/7]Aaron Irizarry
Getting feedback from clients, teams, and stakeholders can be terrifying. We’ve all had our designs berated during painful meetings that result in nothing actionable or useful.
This presentation provides tips and techniques for improving the conversations you have surrounding design with your teams, clients, and organizations.
This is my presentation covering Dan Saffer's UX London day one presentation and the workshop from days two and three.
Originally presented at the London IA UX London Redux on August 12th, 2009.
Sketching As a Communication and Collaboration Tool.Aaron Irizarry
Product teams often consist of team members with various disciplines and approaches to product design, this can often present communication hurdles with team members (designers, devs, product managers, marketing,research, etc) as well as kinks in team collaboration. In this talk, Aaron will provide tools, tips, and insights into using sketching to help improve communication and collaboration within product teams.
The Value of Critique and Integrating it into Your Design ProcessAdam Connor
Slides from my presentation with Alla Zollers at Boston UPA's 2010 Conference
Foe an updated version of this presentation please see: http://www.slideshare.net/adamconnor/ready-set-critique
Design Thinking is a methodology used by designers in the industry and its application on solving daily simple to complex global problems. It also talks about the differences between art, science, and design.
It discusses detailed and creative strategy and how it uses a combination of logic, imagination, intuition and systematic reasoning to create desired outcomes. It uses tools like empathy, reasoning, and experimentation to arrive at innovative solutions.
Unlike analytical thinking, design thinking includes "building up" ideas, with few, or no, limits on breadth during a "brainstorming" phase. This helps reduce the fear of failure in the participant(s) and encourages input and participation from a wide variety of sources in the ideation phases. It employs divergent thinking as a way to ensure that many possible solutions are explored in the first instance, and then convergent thinking as a way to narrow these down to a final solution. It can be applied in all areas of life, industries, social challenges, education, government, healthcare.
We help participants at SWE workshop session to explore a problem, visualize it, apply the process, prototype and arrive at a solution within a given time frame.
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
Design Thinking Action Lab
Lecturer: Leticia Britos Cavagnaro: Ph.D., Deputy Director of the National Center for Engineering Pathways to Innovation (Epicenter), Stanford University
The third lecture as part of the University of Canterbury causes on Design Thinking. This lecture was taught by Mark Billinghurst on December 10th 2013 and focuses on how to create a good problem statement.
In the fall of 2018, I was asked to present a guest lecture to first year students enrolled in the Business Technology Management program at Ryerson University.
Getting Started with User Research - Stir Trek 2011Carol Smith
Presented at Stir Trek: Thor Edition, in Columbus, Ohio on May 6, 2011.
Once you know who uses your product, all sorts of new questions start to emerge. How are they using the product? Why are they using it? What else might they want? In this session you will learn about three quick and easy methods to understand the users desires, needs and abilities. The basics of observations, interviews and card sorting will be covered. You will also learn ways to effectively share and communicate what you learn with your team.
Hands on collaboration has become a dominant approach to designing new solutions whether they be for products, services, environments, etc. But bringing people who have different perspectives of a topic, ways of expressing themselves, and levels of comfort in working together can be tricky. Taking the time to think through why, how, and when to best bring people together and intentionally design your design workshops helps to ensure that at the end of your event you walk away with the information and answers you need.
Our ability to critique speaks directly to the quality of the conversations we have with teammates, whether they be designers, developers, stakeholders or whomever about the ideas and designs we have for the services, products and websites we’re creating. We need to work collaboratively with our teams and in doing so, each team member needs to have an understanding of the goals we’ve set for our design.
This is my presentation covering Dan Saffer's UX London day one presentation and the workshop from days two and three.
Originally presented at the London IA UX London Redux on August 12th, 2009.
Sketching As a Communication and Collaboration Tool.Aaron Irizarry
Product teams often consist of team members with various disciplines and approaches to product design, this can often present communication hurdles with team members (designers, devs, product managers, marketing,research, etc) as well as kinks in team collaboration. In this talk, Aaron will provide tools, tips, and insights into using sketching to help improve communication and collaboration within product teams.
The Value of Critique and Integrating it into Your Design ProcessAdam Connor
Slides from my presentation with Alla Zollers at Boston UPA's 2010 Conference
Foe an updated version of this presentation please see: http://www.slideshare.net/adamconnor/ready-set-critique
Design Thinking is a methodology used by designers in the industry and its application on solving daily simple to complex global problems. It also talks about the differences between art, science, and design.
It discusses detailed and creative strategy and how it uses a combination of logic, imagination, intuition and systematic reasoning to create desired outcomes. It uses tools like empathy, reasoning, and experimentation to arrive at innovative solutions.
Unlike analytical thinking, design thinking includes "building up" ideas, with few, or no, limits on breadth during a "brainstorming" phase. This helps reduce the fear of failure in the participant(s) and encourages input and participation from a wide variety of sources in the ideation phases. It employs divergent thinking as a way to ensure that many possible solutions are explored in the first instance, and then convergent thinking as a way to narrow these down to a final solution. It can be applied in all areas of life, industries, social challenges, education, government, healthcare.
We help participants at SWE workshop session to explore a problem, visualize it, apply the process, prototype and arrive at a solution within a given time frame.
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
Design Thinking Action Lab
Lecturer: Leticia Britos Cavagnaro: Ph.D., Deputy Director of the National Center for Engineering Pathways to Innovation (Epicenter), Stanford University
The third lecture as part of the University of Canterbury causes on Design Thinking. This lecture was taught by Mark Billinghurst on December 10th 2013 and focuses on how to create a good problem statement.
In the fall of 2018, I was asked to present a guest lecture to first year students enrolled in the Business Technology Management program at Ryerson University.
Getting Started with User Research - Stir Trek 2011Carol Smith
Presented at Stir Trek: Thor Edition, in Columbus, Ohio on May 6, 2011.
Once you know who uses your product, all sorts of new questions start to emerge. How are they using the product? Why are they using it? What else might they want? In this session you will learn about three quick and easy methods to understand the users desires, needs and abilities. The basics of observations, interviews and card sorting will be covered. You will also learn ways to effectively share and communicate what you learn with your team.
Hands on collaboration has become a dominant approach to designing new solutions whether they be for products, services, environments, etc. But bringing people who have different perspectives of a topic, ways of expressing themselves, and levels of comfort in working together can be tricky. Taking the time to think through why, how, and when to best bring people together and intentionally design your design workshops helps to ensure that at the end of your event you walk away with the information and answers you need.
Our ability to critique speaks directly to the quality of the conversations we have with teammates, whether they be designers, developers, stakeholders or whomever about the ideas and designs we have for the services, products and websites we’re creating. We need to work collaboratively with our teams and in doing so, each team member needs to have an understanding of the goals we’ve set for our design.
SXSW - Diving Deep: Best Practices For Interviewing UsersSteve Portigal
While we know, from a very young age, how to ask questions, the skill of getting the right information from users is surprisingly complex and nuanced. This session will focus on getting past the obvious shallow information into the deeper, more subtle, yet crucial, insights. If you are going to the effort to meet with users in order to improve your designs, it's essential that you know how to get the best information and not leave insights behind. Being great in "field work" involves understanding and accepting your interviewee's world view, and being open to what they need to tell you (in addition to what you already know you want to learn). We'll focus on the importance of rapport-building and listening and look at techniques for both. We will review different types of questions, and why you need to have a range of question types. This session will explore other contextual research methods that can be built on top of interviewing in a seamless way. We'll also suggest practice exercises for improving your own interviewing skills and how to engage others in your organization successfully in the interviewing experience.
Explaining design critiques, their importance and outlining our approach at incorporating them into everyday work for a distributed team working across different projects in different sectors.
These slides summarize the Designing Your Life book by Bill Burnett and Dave Evans. Dr. Kristin Palmer led a workshop walking through big ideas in the book sharing templates and tools for helping people to design a live they can love. You can reach Dr. Palmer through http://www.CentralOregonLifeCoach.com.
Critique and the Design Process - HowLive 2018Aaron Irizarry
Conversations about the quality and effectiveness of your design work can be challenging. In this presentation, Aaron Irizarry, author of Discussing Design, examines the language, rules, and strategies for critique. You’ll learn takeaways to immediately put to work for creating a useful, collaborative environment for discussing design.
Preparing for the GRE doesn't have to be a chore. You don't have to buy books, attend classes and struggle on alone. Find out how online learning can boost your GRE scores by putting cutting-edge technology with personalized attention to work for you.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
Leading successfully, through leading ourselvesAaron Irizarry
The way organizations are approaching product development and emerging technologies are constantly changing. At the same time our practice as designers is evolving with new tools, techniques, and approaches, surfacing at a pace that can be hard to keep up with.
What does this mean for us as leaders of teams (big or small)? How can we lead teams in progressive orgs going through digital transformation or orgs that are slower to adapt?
By focusing on developing certain skills, disciplines, and characteristics, within ourselves as leaders, we prepare ourselves for the challenges we face when leading our teams and working with our partners. We also set ourselves up to be leaders that can coach, nurture, and elevate our teams to be best equipped for the challenges they face as they execute on their work.
In this presentation, Aaron will share insights, tools, and techniques (from personal success and failures) for growing his own leadership skills, overcoming leadership challenges, and successfully developing teams.
Takeaways:
Gauging and improving our EQ as leaders.
The role of vulnerability and transparency in successful leadership.
Adaptive communication and leadership styles for different types of team members and partners.
Leading through enabling autonomy.
Creating personal norms for successful leadership.
As our field grows, technology advances and users develop new expectations for the products they use, we are challenged to build teams that deliver best-in-class products and services.
When we look at what it takes to build successful, high-performing teams, we see that our opportunity for success doesn’t solely lie in the skills we hire for, but in setting a foundation for successful team (and org) outcomes by creating an environment for our teams to do their best work and be their best selves.
In this presentation, Aaron will share insights, tools, and techniques (gathered from personal success and failures) for building environments that set teams up for success.
Groundwork: Building Foundations for High-Performing Teams - Generate 2019Aaron Irizarry
As our field grows, technology advances and users develop new expectations for the products they use, we are challenged to build teams that produce best-in-class products and services. When you look at what it takes to build successful, high-performing teams, you see that our opportunity for success doesn’t solely lie in the skills we hire for. We set a foundation for successful outcomes by building a foundation for our teams to do their best work and be their best selves.
In this talk, Aaron will share thoughts, tools, and techniques (gathered from personal success and failures) for building teams that perform at a high level without high anxiety.
Key takeaways include:
Insights into creating a foundation for your teams to do their best work
Building strong partnerships with cross-functional teams
Increasing team communication and collaboration
Creating a shared vision that supports team member autonomy in decision-making and execution
Dealing with conflict within teams and with partners (navigating workplace politics).
Groundwork - Building Foundations for High Performing Teams - DPM Summit 2018Aaron Irizarry
As our field grows, technology advances and users develop new expectations for the products they use, we are challenged to build teams that produce best-in-class products and services.
When you look at what it takes to build successful, high-performing teams, you see that our opportunity for success doesn’t solely lie in the skills we hire for. We set a foundation for successful outcomes by building a foundation for our teams to do their best work and be their best selves.
Of course, this sounds idealistic and is often easier said than done. The organizations and clients we work for/with vary culturally from project to project, sometimes varying within different lines of business in a company. The environment in which we work can, and will, impact the output of our teams.
In this talk, Aaron will share thoughts, tools, and techniques (gathered from personal success and failures) for building teams that perform at a high level without high anxiety.
THIS TALK WILL PROVIDE YOU WITH PRACTICAL WAYS TO:
- Create a foundation for your teams to do their best work
- Build strong partnerships with cross-functional teams
- Increase team communication and collaboration
- Create a shared vision that supports team member autonomy in decision-making and execution
- Deal with conflict within teams and with partners (navigating workplace politics)
Building a Foundation for Good. World IA Day 2018Aaron Irizarry
The beauty of iA is that it provides us a foundation from which we can build languages, taxonomies, and workflows, to generate and improve understanding.
When I think of iA (or ux, ix, or any discipline) for good, I think about building a foundation for our teams to do their best work and be their best selves.
The technologies and people we are designing experiences for are constantly changing, in most cases they are changing at a rate that is difficult keep up with. When we think about how our teams are structured and the design processes we use in light of this challenge, a new design problem (or problem space) emerges, one that requires us to focus inward. How do we structure our teams and processes to be resilient? What would happen if we looked at our teams and design process as IA’s, Designers, Researchers? What strategies would we put in place to help them be successful? This talk will look at challenges we face leading, supporting, or simply being a part of design teams creating experiences for user groups with changing technological needs.
Discussing Design Without Losing Your Mind - SoCal UX CampAaron Irizarry
Getting feedback from clients, teams, and stakeholders can be terrifying. We’ve all had our designs berated during painful meetings that result in nothing actionable or useful.
This presentation will provide tips and techniques for improving the conversations you ahve surrounding design with your teams, clients, and organizations.
A 20 minute presentation for World IA Day touching on the challenge for IA's, designers, content strategists, and unicorns to continually find ways to communicate the value of our practice to those with little or no understanding of it.
In this presentation I discuss the approach, and tools we can use to do research on our users when we don't have resources, budget, or buy in from stakeholders.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
4. It’s laid out too much like [popular service]. We should be different.
The new Spotify design is perhaps even worse than the old Spotify design. The
visual hierarchy and underlying IA are terrible.
No. That won’t work. What if we do it
this way...
It needs more flululululuh!!
The wireframes are still not answering our problem and are not
providing enough an easier solution for the page.
Change the order of the screens so that the 3rd
and first one are switched.
It doesn't have enough spunk.
What kind of company shuts down a much-loved service like
Google Reader but keeps the vegetative Google Plus?
We're disappointed in this solution. We're going to have our own designers come up with
one.
Looks ugly. Make it pretty.
What. The hell. Is this?
I would never use this. I don’t like the
layout.
We should make that a dropdown instead of
radio buttons.
None of this is what I asked for.
This is terrible. I have no idea what the lines
mean.
I like the paper form better.
I'm just not feeling it. I don't know what, but it isn't right
yet. Just needs to be more innovative.
Make it look more like
SharePoint.
Here is a rewrite. My intention is to
sharpen the language, make it more
precise.
5. The new Spotify design is perhaps even worse than the old Spotify design. The
visual hierarchy and underlying IA are terrible.
No. That won’t work. What if we do it
this way...
Change the order of the screens so that the 3rd
and first one are switched.
What. The hell. Is this?
We should make that a dropdown instead of
radio buttons.
None of this is what I asked for.
Here is a rewrite. My intention is to
sharpen the language, make it more
precise.
9. “Good lord! That’s awful! An inebriated cocker
spaniel could have done better!
Reaction
10. “Good lord! That’s awful! An inebriated cocker
spaniel could have done better!
Reaction
Direction
11. “Good lord! That’s awful! An inebriated cocker
spaniel could have done better!
“You should have made all of those radio buttons a
drop down [,because…]
Reaction
Direction
14. “Good lord! That’s awful! An inebriated cocker
spaniel could have done better!
“You should have made all of those radio buttons a
drop down [,because…]
Reaction
Direction
15. Critique
“Good lord! That’s awful! An inebriated cocker
spaniel could have done better!
“You should have made all of those radio buttons a
drop down [,because…]
Reaction
Direction
16. “If the objective is for users to seriously consider the
impact to their bank balance before making a
purchase, placing the balance at the bottom of the
screen at the same size as all the other numbers
isn’t effective because it get’s lost in all of the other
the information.
Critique
“Good lord! That’s awful! An inebriated cocker
spaniel could have done better!
“You should have made all of those radio buttons a
drop down [,because…]
Reaction
Direction
17. At their foundation is intent.
There are two facets to critique,
giving and receiving…
32. Critique is a form of feedback meant to provide
guidance by identifying concerns and insights about
the work being presented. It is up to the designer(s)
to take the insights and make decisions about
progressing the design.
Direction is a more “direct” form of feedback that
identifies specific things that need to be changed in a
design. This feedback is less open to designer
interpretation.
37. What are the objectives for the design?
What are the related design elements?
38. What are the objectives for the design?
What are the related design elements?
39. What are the objectives for the design?
What are the related design elements?
Are they effective at achieving the objectives?
40. What are the objectives for the design?
What are the related design elements?
Are they effective at achieving the objectives?
41. Why are or aren’t they effective?
What are the objectives for the design?
What are the related design elements?
Are they effective at achieving the objectives?
62. Set your foundation with…
Personas
User archetypes that describe their average behaviors, goals, expectations,
knowledge, etc.
63. Set your foundation with…
Goals
Desired, measurable outcomes of the user interacting with the product or
service. Can be user oriented, business oriented or both.
64. Set your foundation with…
Principles
Statements, often worded as rules, that capture the desired qualities or
characteristics of the final solution.
65. Set your foundation with…
Scenarios
Short narratives that the describe the desired behaviors, thoughts, emotions,
etc. of the user as they move through a use case.
66. Critique is about iteration and improvement.
So long as you’re looking to improve on
whatever it is you’re doing, you’ve got an
opportunity for critique.
81. Tips for critiquing with remote teams
Sight, sound, patience.
Be open to use whatever tools work.
82. Tips for critiquing with remote teams
Sight, sound, patience.
Be open to use whatever tools work.
Be ready to ask a lot of questions, especially
after you get an answer.
83. Tips for critiquing with remote teams
Sight, sound, patience.
Be open to use whatever tools work.
Be ready to ask a lot of questions, especially
after you get an answer.
Be prepared, really prepared.
84. Tools for critiquing with remote teams
Zoom
GoTo Meeting
Slack
Google Hangouts
iPevo camera