Design leader and UX/Design Ops author Marti Gold shares her best practices for creating a usable design system. That's a design system that PEOPLE WILL ACTUALLY USE. Without making it anyone's full time job to maintain.
Presented at Firecat First Friday, June 2021.
Firecat Studio hosts UX, Usabillity, Accessibility, Digital Marketing, Creative and like topics to further our mission of making the world better, one experience at a time.
https://firecatstudio.com
Our traditional approach to the design of policy, systems, services, environments, and products isn’t going to serve us well in the 21st Century. As a result we are going to have to evolve the practice of design to shape behavior for a preferable future. Our proposal is that ‘shaping’ behavior becomes the new function of design in the 21st Century. By defining ‘preferable futures’ as the outcome of our work we are forced to consider the longitudinal impacts of our work socially, culturally, ethically and environmentally.
This document outlines Trello's process of developing product principles to guide design decisions. It began with informal "Trello-y" guidelines that caused confusion. Formal principles were introduced to be universal, easy to understand, describe how not what, and complement quantitative data. The principles are visual, direct, flexible, collaborative, fun, succinct, and personal. They are demonstrated through improved onboarding that is more visual, direct, and performs better. The principles provide a framework to critique designs and make decisions while still allowing flexibility.
UX STRAT Online 2020: Ken Skistimas, FacebookUX STRAT
Launching facilitating the adoption of a new design is hard – it’s even harder at the scale of Facebook Ads and Business products on top of a famous “bottoms up culture”. Building a design system takes equal parts craft, collaboration, salesmanship, and determination. Learn how we got our new design language off the ground, what strategies we used to get buy-in from teams, how we validated and propagated it, and how we adapted to speed bumps and curveballs along the way to a successful launch in unpredictable times.
Agile UX is a process that unifies developers (running Agile) and designers (practising UX) through collaboration-centred methodology. Projects are broken down into short cycles known as iterations, consisting of smaller tasks such as design, coding and user testing, that are repeated over the entirety of the project.
If you are working within a creative agency, as a UX designer, a software developer or a project manager managing teams, this presentation features 5 brilliant quotes from current practitioners at the 2015 Agile UX conference held in Australia, which will help you implement Agile UX successfully.
Presentation by John Yesko at the 2011 Information Architecture Summit (IA Summit) entitled: "The User Experience Brief: The What and Why Before the How."
We IAs spend a lot of time discussing the “core” documents in information architecture—wireframes, site maps, prototypes. But we often jump into these very tactical, design-oriented deliverables too hastily.
The user experience brief takes on a more strategic role. Early in the project, it’s our vehicle to summarize what we know so far, particularly requirements and research results. More importantly though, it lays the foundation for the UX design approach, with the goals of gathering consensus and identifying sticking points early on. The user experience brief illuminates the organizing principles—user experience fundamentals to be followed and referenced throughout the project.
We’ll talk about the value of this early-project document, its role in shaping the user experience approach, how its composed, and its limitations. We’ll look at a number of great visual examples too. Introduced the right way and at the right time, the UX brief can be an invaluable stake in the ground with clients and internal stakeholders.
Our traditional approach to the design of policy, systems, services, environments, and products isn’t going to serve us well in the 21st Century. As a result we are going to have to evolve the practice of design to shape behavior for a preferable future. Our proposal is that ‘shaping’ behavior becomes the new function of design in the 21st Century. By defining ‘preferable futures’ as the outcome of our work we are forced to consider the longitudinal impacts of our work socially, culturally, ethically and environmentally.
This document outlines Trello's process of developing product principles to guide design decisions. It began with informal "Trello-y" guidelines that caused confusion. Formal principles were introduced to be universal, easy to understand, describe how not what, and complement quantitative data. The principles are visual, direct, flexible, collaborative, fun, succinct, and personal. They are demonstrated through improved onboarding that is more visual, direct, and performs better. The principles provide a framework to critique designs and make decisions while still allowing flexibility.
UX STRAT Online 2020: Ken Skistimas, FacebookUX STRAT
Launching facilitating the adoption of a new design is hard – it’s even harder at the scale of Facebook Ads and Business products on top of a famous “bottoms up culture”. Building a design system takes equal parts craft, collaboration, salesmanship, and determination. Learn how we got our new design language off the ground, what strategies we used to get buy-in from teams, how we validated and propagated it, and how we adapted to speed bumps and curveballs along the way to a successful launch in unpredictable times.
Agile UX is a process that unifies developers (running Agile) and designers (practising UX) through collaboration-centred methodology. Projects are broken down into short cycles known as iterations, consisting of smaller tasks such as design, coding and user testing, that are repeated over the entirety of the project.
If you are working within a creative agency, as a UX designer, a software developer or a project manager managing teams, this presentation features 5 brilliant quotes from current practitioners at the 2015 Agile UX conference held in Australia, which will help you implement Agile UX successfully.
Presentation by John Yesko at the 2011 Information Architecture Summit (IA Summit) entitled: "The User Experience Brief: The What and Why Before the How."
We IAs spend a lot of time discussing the “core” documents in information architecture—wireframes, site maps, prototypes. But we often jump into these very tactical, design-oriented deliverables too hastily.
The user experience brief takes on a more strategic role. Early in the project, it’s our vehicle to summarize what we know so far, particularly requirements and research results. More importantly though, it lays the foundation for the UX design approach, with the goals of gathering consensus and identifying sticking points early on. The user experience brief illuminates the organizing principles—user experience fundamentals to be followed and referenced throughout the project.
We’ll talk about the value of this early-project document, its role in shaping the user experience approach, how its composed, and its limitations. We’ll look at a number of great visual examples too. Introduced the right way and at the right time, the UX brief can be an invaluable stake in the ground with clients and internal stakeholders.
Richard Marsh, Enterprising User Experience - Flex and the cityRichard Marsh
This document summarizes Richard Marsh's presentation on improving software design through user experience. The presentation defines user experience and discusses it as a practice. It notes that understanding user behaviors, needs, and goals is important for defining problems before designing solutions. The presentation also addresses challenges of enterprise user experience projects and emphasizes collaboration between teams. It provides rules for an effective user experience approach and recommends links for further information.
UX STRAT Europe 2019: Dr. Giulia Calabretta, TU DelftUX STRAT
This document discusses design leadership and scaling design impact within organizations. It presents a design leadership matrix that maps leadership styles based on the degree of shared vision and ownership for a design project. The matrix includes four quadrants that represent different leadership approaches. The document also introduces a 3-step model for scaling design that involves strategic framing, managing processes, and evaluating outcomes at the project, company, and people levels. Case studies from SAP and KLM airlines are presented. The agenda outlines exploring design leadership styles and a hands-on exercise applying the leadership matrix and scaling model to participants' own organizations.
UX Maturity: Research and Analytics to drive an impactUXDXConf
As the largest marketplace in the region, Allegro is one of Poland's most distinguishable brands. With millions of users, how did Allegro establish a strong foothold in the region against the marketplace giants?
In this session, learn how Alina and her team use data and analytics to create a UX strategy that allows their business to scale and grow in such a competitive market. She will touch on:
How a localised approach to UX has created loyal users
How to embed UX in your product development
How to take change as an opportunity for improvements for the team
UX STRAT 2013: Andrea Moed, The Empathy Cycle: Customer Insight Gets RhythmUX STRAT
1) The document discusses how user experience (UX) research needs to be iterative to support agile development processes.
2) It provides examples of how a UX researcher can participate in different meetings throughout a company's sprint cycles to continually learn about customers and feed insights back into the product development process.
3) The iterative UX research approach aims to fill gaps in understanding customers, build a shared vision of customers among the team, and allow the company to strategize based on customer empathy.
UXPA 2021: Workshopping to Execution: How Design Sprints and Agile Work Toge...UXPA International
The document discusses how Design Sprints and Agile work together between a Design Thinking workshop ending and an Agile Scrum Sprint starting. It provides an overview of the process and tools used, including affinity mapping, impact vs effort scaling, validation testing, incremental design, scoping product requirement documents, and revisiting journey maps. It then presents three case studies where this process was implemented successfully, transitioning ideas from a Design Sprint to execution within an Agile framework.
Implementing Lean UX: The Practical Guide to Lean User ExperienceJohn Whalen
John Whalen presents an overview of LeanUX and how to implement it successfully. Some key points:
- LeanUX balances business and user needs through rapid iteration to build products users want.
- The most common successful LeanUX pattern gets strategy right upfront by prioritizing business goals and personas.
- LeanUX secrets include sketching personas instead of overthinking them, focusing on the user journey, rapidly iterating design through sharing and testing, and taking time for brilliant experiences.
- Common challenges to avoid are individual "genius designers", lack of interaction between UX and development, executive interference, and naysayers.
Workshop #7: Get Strategic: Learn To Embed UX More Deeply Into Your Organizat...ux singapore
As UX practitioners, managers and leaders, we all know how hard it is to stop, think about and plan a strategy for embedding user experience processes more firmly in your organization.
Good user experience research and design are no longer “nice to have”… they are essential. But most organizations don’t know how to effectively integrate UX practices into existing practices and processes. This workshop will equip you with the knowledge and tools to create, advocate for, and guide UX practices aligned to a strategic plan.
The visual analysis of 10 popular/ successful Design Toolkits. 4 Graduate Service Design Students from SCAD (Lauren Peters, Lindsay Vetel, Louis Finklestein, and Richard Ekelman) explore the contextual value of these Design Toolkits and Whom they are created for.
.....................
Contextualizing, analyzing, and quantifying each
toolkit, gave us a new and deeper understanding of
each.
Which also posed the question, are designers too
intimidated to write for other designers?
Or were these toolkits written in order to expand the
notion of design thinking to users who wouldn’t
normally employ these philosophies and to bring a
deeper understanding to outliers?
Presented by Ari Weissman. How do you start from scratch? How do you build and grow a UX team within your organization where none existed?
Many organizations “do UX” in name only. There are people who might have the UX Designer title, but aren’t talking to users, leaving the product or engineering teams to drive the experience. It’s not that these organizations don’t want to be user-driven. It’s just that they don’t know how. That is what I walked into when I started as Director of UX for [my company].
This is the story of my ongoing successes and failures at building a UX practice. It’s not about one decision, but the many strategies you can employ to build, grow, and thrive.
UX STRAT Europe 2017: Andrea Picchi: “Embedding Design Thinking At Sony To Ac...UX STRAT
UX STRAT Europe 2017 presentation by Andrea Picchi, Lead Experience Designer, Sony Mobile: “Embedding Design Thinking At Sony To Accomplish Business Strategy”
UX STRAT USA: Beverly May, "Moving Your Team From Good To Great UX"UX STRAT
This document summarizes insights from 5 years of the UX Awards, which honors exceptional user experience design. It discusses how UX teams can move from good to great by following 9 common factors of good UX like clearly identifying user needs. It also identifies 9 factors of exceptional UX, such as addressing business/technical concerns beyond UX and having impressive real-world impact or adoption. The document analyzes hundreds of past submissions to identify trends over time, finding experience and following best practices are correlated with winning. The goal is to inspire teams to achieve exceptional UX.
AgileUX, Lean Start Up, Design Thinking and how it all aligns - dave landisDave Landis
The document summarizes Dave Landis' talk on aligning Lean UX, Design Thinking, Agile, and Lean Startup to create customer-focused products. It shows how each approach contributes at different stages: Design Thinking discovers customer needs through research; Agile discovers solutions in an exploratory way; Lean Startup discovers problems through validating hypotheses; and Lean finds efficiencies. The slides provide examples of how these approaches fit together in a process.
Establishing Human Centered Design Culture for a 115 Year Old BankDaphne Repain
UXDX 21 - We want to impact the bank's culture to build inclusive products and services, through the systematization, democratization and socialization of people-centered design practices, in order to generate a social positive impact. A process of change within the organization, which involves the way the employees work, and the business approach, to compete with digital native companies that put the customer as their priority.
Strategic Alignment by Design - Short Term Fire Fighting versus Unified Direc...UXDXConf
Transformation isn't just a UX project, it's the whole company project. Donal O'Mahony, Global Head of Experience Design at IoT Saas company Verizon Connect, has been leading experience transformation in his organisation to create incremental experience improvements with his 70 person X team.
In his talk, Dónal will discuss:
- Directional CFT leadership alignment to help deliver multi-year digital transformation.
- 'That was a great service design workshop, now what do we do?!'
- Shared goals - unifying leadership around customer outcome OKRs.
- One vision - telling an evolving, multi-year customer outcome story every CFT believes in.
These slides are for the following session presented at the UX STRAT Online 2021 Conference:
"Bridging the Gap Between Product Strategy & Execution"
Kévin Boezennec
Singapore Bank: Director of CX, Product, and Innovation
UX STRAT 2013: Nathan Shedroff, What It Means to be StrategicUX STRAT
This document discusses strategy and provides definitions and frameworks for understanding strategy. It defines strategy as a high-level plan for achieving goals in uncertain conditions. Several strategy tools are presented, including SWOT analysis, which analyzes strengths, weaknesses, opportunities, and threats, and environmental analysis, which examines social, political, technological, economic, and industry factors. The document also discusses positioning, experience design, and creating total value through both qualitative and quantitative means.
Hacking UX: Product Design Thinking for TechiesMelissa Ng
Developers often struggle with user experience (UX) design because their technical mindset does not always align with how users think and behave. They may focus too much on execution and technical requirements rather than usability. Understanding user needs through research methods like interviews is important for designing products that meet business goals and satisfy customers. The workshop aimed to get developers doing hands-on user research exercises to better understand UX design processes. Participants conducted speed interviews with each other about a travel app concept to generate insights for creating user personas.
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
Richard Marsh, Enterprising User Experience - Flex and the cityRichard Marsh
This document summarizes Richard Marsh's presentation on improving software design through user experience. The presentation defines user experience and discusses it as a practice. It notes that understanding user behaviors, needs, and goals is important for defining problems before designing solutions. The presentation also addresses challenges of enterprise user experience projects and emphasizes collaboration between teams. It provides rules for an effective user experience approach and recommends links for further information.
UX STRAT Europe 2019: Dr. Giulia Calabretta, TU DelftUX STRAT
This document discusses design leadership and scaling design impact within organizations. It presents a design leadership matrix that maps leadership styles based on the degree of shared vision and ownership for a design project. The matrix includes four quadrants that represent different leadership approaches. The document also introduces a 3-step model for scaling design that involves strategic framing, managing processes, and evaluating outcomes at the project, company, and people levels. Case studies from SAP and KLM airlines are presented. The agenda outlines exploring design leadership styles and a hands-on exercise applying the leadership matrix and scaling model to participants' own organizations.
UX Maturity: Research and Analytics to drive an impactUXDXConf
As the largest marketplace in the region, Allegro is one of Poland's most distinguishable brands. With millions of users, how did Allegro establish a strong foothold in the region against the marketplace giants?
In this session, learn how Alina and her team use data and analytics to create a UX strategy that allows their business to scale and grow in such a competitive market. She will touch on:
How a localised approach to UX has created loyal users
How to embed UX in your product development
How to take change as an opportunity for improvements for the team
UX STRAT 2013: Andrea Moed, The Empathy Cycle: Customer Insight Gets RhythmUX STRAT
1) The document discusses how user experience (UX) research needs to be iterative to support agile development processes.
2) It provides examples of how a UX researcher can participate in different meetings throughout a company's sprint cycles to continually learn about customers and feed insights back into the product development process.
3) The iterative UX research approach aims to fill gaps in understanding customers, build a shared vision of customers among the team, and allow the company to strategize based on customer empathy.
UXPA 2021: Workshopping to Execution: How Design Sprints and Agile Work Toge...UXPA International
The document discusses how Design Sprints and Agile work together between a Design Thinking workshop ending and an Agile Scrum Sprint starting. It provides an overview of the process and tools used, including affinity mapping, impact vs effort scaling, validation testing, incremental design, scoping product requirement documents, and revisiting journey maps. It then presents three case studies where this process was implemented successfully, transitioning ideas from a Design Sprint to execution within an Agile framework.
Implementing Lean UX: The Practical Guide to Lean User ExperienceJohn Whalen
John Whalen presents an overview of LeanUX and how to implement it successfully. Some key points:
- LeanUX balances business and user needs through rapid iteration to build products users want.
- The most common successful LeanUX pattern gets strategy right upfront by prioritizing business goals and personas.
- LeanUX secrets include sketching personas instead of overthinking them, focusing on the user journey, rapidly iterating design through sharing and testing, and taking time for brilliant experiences.
- Common challenges to avoid are individual "genius designers", lack of interaction between UX and development, executive interference, and naysayers.
Workshop #7: Get Strategic: Learn To Embed UX More Deeply Into Your Organizat...ux singapore
As UX practitioners, managers and leaders, we all know how hard it is to stop, think about and plan a strategy for embedding user experience processes more firmly in your organization.
Good user experience research and design are no longer “nice to have”… they are essential. But most organizations don’t know how to effectively integrate UX practices into existing practices and processes. This workshop will equip you with the knowledge and tools to create, advocate for, and guide UX practices aligned to a strategic plan.
The visual analysis of 10 popular/ successful Design Toolkits. 4 Graduate Service Design Students from SCAD (Lauren Peters, Lindsay Vetel, Louis Finklestein, and Richard Ekelman) explore the contextual value of these Design Toolkits and Whom they are created for.
.....................
Contextualizing, analyzing, and quantifying each
toolkit, gave us a new and deeper understanding of
each.
Which also posed the question, are designers too
intimidated to write for other designers?
Or were these toolkits written in order to expand the
notion of design thinking to users who wouldn’t
normally employ these philosophies and to bring a
deeper understanding to outliers?
Presented by Ari Weissman. How do you start from scratch? How do you build and grow a UX team within your organization where none existed?
Many organizations “do UX” in name only. There are people who might have the UX Designer title, but aren’t talking to users, leaving the product or engineering teams to drive the experience. It’s not that these organizations don’t want to be user-driven. It’s just that they don’t know how. That is what I walked into when I started as Director of UX for [my company].
This is the story of my ongoing successes and failures at building a UX practice. It’s not about one decision, but the many strategies you can employ to build, grow, and thrive.
UX STRAT Europe 2017: Andrea Picchi: “Embedding Design Thinking At Sony To Ac...UX STRAT
UX STRAT Europe 2017 presentation by Andrea Picchi, Lead Experience Designer, Sony Mobile: “Embedding Design Thinking At Sony To Accomplish Business Strategy”
UX STRAT USA: Beverly May, "Moving Your Team From Good To Great UX"UX STRAT
This document summarizes insights from 5 years of the UX Awards, which honors exceptional user experience design. It discusses how UX teams can move from good to great by following 9 common factors of good UX like clearly identifying user needs. It also identifies 9 factors of exceptional UX, such as addressing business/technical concerns beyond UX and having impressive real-world impact or adoption. The document analyzes hundreds of past submissions to identify trends over time, finding experience and following best practices are correlated with winning. The goal is to inspire teams to achieve exceptional UX.
AgileUX, Lean Start Up, Design Thinking and how it all aligns - dave landisDave Landis
The document summarizes Dave Landis' talk on aligning Lean UX, Design Thinking, Agile, and Lean Startup to create customer-focused products. It shows how each approach contributes at different stages: Design Thinking discovers customer needs through research; Agile discovers solutions in an exploratory way; Lean Startup discovers problems through validating hypotheses; and Lean finds efficiencies. The slides provide examples of how these approaches fit together in a process.
Establishing Human Centered Design Culture for a 115 Year Old BankDaphne Repain
UXDX 21 - We want to impact the bank's culture to build inclusive products and services, through the systematization, democratization and socialization of people-centered design practices, in order to generate a social positive impact. A process of change within the organization, which involves the way the employees work, and the business approach, to compete with digital native companies that put the customer as their priority.
Strategic Alignment by Design - Short Term Fire Fighting versus Unified Direc...UXDXConf
Transformation isn't just a UX project, it's the whole company project. Donal O'Mahony, Global Head of Experience Design at IoT Saas company Verizon Connect, has been leading experience transformation in his organisation to create incremental experience improvements with his 70 person X team.
In his talk, Dónal will discuss:
- Directional CFT leadership alignment to help deliver multi-year digital transformation.
- 'That was a great service design workshop, now what do we do?!'
- Shared goals - unifying leadership around customer outcome OKRs.
- One vision - telling an evolving, multi-year customer outcome story every CFT believes in.
These slides are for the following session presented at the UX STRAT Online 2021 Conference:
"Bridging the Gap Between Product Strategy & Execution"
Kévin Boezennec
Singapore Bank: Director of CX, Product, and Innovation
UX STRAT 2013: Nathan Shedroff, What It Means to be StrategicUX STRAT
This document discusses strategy and provides definitions and frameworks for understanding strategy. It defines strategy as a high-level plan for achieving goals in uncertain conditions. Several strategy tools are presented, including SWOT analysis, which analyzes strengths, weaknesses, opportunities, and threats, and environmental analysis, which examines social, political, technological, economic, and industry factors. The document also discusses positioning, experience design, and creating total value through both qualitative and quantitative means.
Hacking UX: Product Design Thinking for TechiesMelissa Ng
Developers often struggle with user experience (UX) design because their technical mindset does not always align with how users think and behave. They may focus too much on execution and technical requirements rather than usability. Understanding user needs through research methods like interviews is important for designing products that meet business goals and satisfy customers. The workshop aimed to get developers doing hands-on user research exercises to better understand UX design processes. Participants conducted speed interviews with each other about a travel app concept to generate insights for creating user personas.
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
Hacking UX : Design Thinking for TechiesMelissa Ng
Melissa is facilitating a workshop on design thinking for developers. She began by introducing herself and her company, which provides product design services. She then had participants introduce themselves and their roles. To get a sense of the group's objectives, Melissa had them write down goals on post-its and sort them into piles of similar objectives. Some common goals were learning UX techniques and best practices, building products with a user-focused mindset, and understanding how to apply methods. To make the session relevant, Melissa conducted user research with developers to understand what they struggle with regarding UX, such as effort prioritization, aligning work with business needs, and understanding how users think.
A presentation Brian Kardell in OpenUI appealing to the possibility of the group taking up efforts toward defining how we can use real world usage data in the process of standardization, and why we should.
(PROJEKTURA) lean and agile for corporation @Cotrugli MBARatko Mutavdzic
Great time and hopefully presentation on COTRUGLI MBA @Zagreb about Lean and Agile to packed crowd of MBA students. As you can imagine, number of questions later :)
Real World Lessons Using Lean UX (Workshop)Bill Scott
Half Day Workshop given 5/22/2013 at WebVisions Portland.
In this workshop Bill will explore the mindset of LeanUX and how it relates to bring products to life in the midst of big organizations that don't normally think "Lean". He will look at how teams can create a strong partnership between product, design & engineering in a way that tears down the walls and instead focuses on three key principles:
Shared understanding
Deep collaboration
Continuous customer feedback
The workshop will take a look at how Bill has been able to apply Lean UX at PayPal — a place that in recent years has been the total antithesis of the lean startup idea. With very specific examples, he will share lessons learned applying lean to the full product life cycle as well as how it relates to agile development.
Finally, the workshop looks at the technology stack. In the last few years there has been an explosion of open source technology stacks that can support rapidly creating products, launching them to scale and rapidly iterating on them when live. While startups embrace these stacks from the get-go, large organizations struggle with how to embrace this change. This workshop will also look at the shift that has happened, what is driving this change, and how organizations can embrace this stack and how to marry Lean Tech with Lean UX.
Researchers in model-driven development (MDD) should be intimately familiar with how MDD is used in industry. If they are not, there is a danger that new methods and tools are developed without proper consideration for the way that MDD developers actually work and think. A thorough understanding of current MDD industrial practice can inform research problems and ensure that research solutions are actually adopted.
This talk will describe results from a year long study, which applied methods from social science to understand how MDD is actually used in industry. Based on a survey of over 400 MDD practitioners, in-depth interviews with 22 industry professionals from 17 different companies, and a small number of on-site observational studies, the talk will discuss the current state-of-practice in industrial use of MDD, and will offer some insights on current research gaps.
Creating Environments for Innovation to Flourish discusses key principles for fostering innovation. It outlines a 5 step guide: [1] become a learning organization by solving problems; [2] retain intrinsically motivated employees through slack and bottom-up ownership; [3] implement community architecture using open source principles; [4] have a clear executive vision through techniques like vision sessions; and [5] use user stories to articulate requirements. The document emphasizes that innovation emerges from diverse, self-organizing teams when given autonomy, motivation, and opportunities to learn and improve.
Software Carpentry and the Hydrological Sciences @ AGU 2013Aron Ahmadia
This document discusses bringing computational skills training to hydrologists through Software Carpentry workshops. It notes that while many hydrologists are focused on their research, computational methods are now essential. Software Carpentry teaches practical skills like the Unix shell, version control with Git, Python and R programming, and databases. These intensive, short workshops have been effective at training graduate students. The document encourages hydrologists to host their own workshops and support computational literacy by discussing code and practices in their papers.
A Developer’s Guide to Interaction and Interface DesignHoltstrom
This document provides an agenda for a developer's guide on interaction and interface design. The agenda includes 3 sections that will cover principles of understanding the audience, visual design, forms and input, constraints, and getting designs right. Between each section, there will be exercises for participants to apply the principles. The goal is to expose developers to new ideas around user experience design in order to build better software.
Designing for connected products is different. To create a great connected product, industrial design, software UX and system design need to be considered in collaboration. Teams must think creatively to design elegant solutions around the limited capabilities of embedded devices.
Effective prototyping is key, but there are lots of possible methods. Choosing the right ones is a question of purpose – what you need to learn – and the effort required to develop it. Techniques like video sketching or enactment, not commonly used in software UX design, can be especially well suited to developing IoT user experiences.
In this talk, Martin will draw on his experience in both product and digital design to present ways in which teams can work together effectively and choose the right design methods to prototype the product experience.
Speaker
How to sustain a tool building community-driven effortJordi Cabot
This document discusses key dimensions for sustaining a tool building community-driven effort based on experiences developing modeling tools. It covers onboarding users and contributors, governance models, community health analysis using graph techniques, and optimization strategies. The document advocates an entrepreneurial path for tool development by releasing prototypes as open source software and improving them for real use cases to build a community and offer commercial services.
Troubleshooting Yer Busted-Ass Design ProcessDan Willis
This talk presents five specific, actionable tactics to shore up design processes ravaged by the vagaries of your organization. You will gain the tools necessary for managing problematic stakeholders; analyzing your organization’s design tolerance; and defining problems in ways that design can successfully address.
Make it easy-to-use is Rule #3 of the Six Rules for Creating Products People Love. This brief provides an excellent introduction to the design concepts you need to make easy-to-use products.
Electronic Document Management Systems ArchitectureGlen Alleman
How good system architecture can be used to improve the chances of success for an EDM/PDM/ERP project.
Architecture is the set of decisions about any system that keeps is implementers and maintainers from exercising needless creativity.
The architecture of a system consists of the structure(s) of its parts, the nature and relevant externally visible properties of those parts, and the relationships and constraints between them.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Usability in Virtual Worlds (Metaverse08)Markus Breuer
This document discusses usability in virtual worlds and provides recommendations for improving usability based on user-centered design principles. It summarizes challenges with current usability in virtual worlds and provides examples of poor usability. The document recommends using user interviews, personas, scenarios and iterative user testing to understand users and improve designs. Conducting user research and testing designs with target users early and often is emphasized as key to achieving better usability.
This document discusses how implementing design patterns for simple programs like "Hello World" can result in over-engineering and introduce unnecessary complexity. It provides an example of implementing the Observer pattern for a basic "Hello World" program in Java, creating two interfaces and two classes where a simpler approach would suffice. The document cautions against feeling obligated to use design patterns if there is no meaningful benefit, and notes that patterns can evolve into antipatterns if used inappropriately or without need.
(PROJEKTURA) agileadria agile for corporationsRatko Mutavdzic
Most of the corporations already adopted some kind of formal project management that is aligned to the strict corporate policies and procedures of managing things. If you want to be treated seriously, you need to talk abot project plans, milestones, deadlines, deliverables, commitments etc. Right? Well, it depends. We spent several years explaining to the corp guys that even if you have printed project plan hanging on the wall of the project room it does not mean that things are happening as plan suggests. More often, reality is that most of the stuff is going somewhere else, and that we have totaly different way of looking at the projects. Meet Agile, still someting new and exotic in executive mindset, but approach that is giving better and more understandable results.
It's Better To Have a Permanent Income Than to Be Fascinating: Killer Feature...Ultan O'Broin
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1. M A R T I G O L D | J U N E 2 0 2 1
USABLE DESIGN
SYSTEMS
F I R S T F R I D A Y
Creating and
Implementing
1
2. M A R T I G O L D | J U N E 2 0 2 1
About Me
My name is Marti Gold, and I’m the Director of Strategic
Experience Design for SiriusXM-Pandora.
I work in the Automotive Division, which means my team is
focused on HMI innovations for the in-car experience –
which can be completely different for every OEM, car model,
and trim level.
Therefore, I must have a Design System that gives my team
the freedom to iterate and quickly create designs for every
unique requirement and every possible aspect ratio, for
every car in the world.
Contact: marti.gold@siriusxm.com
2
B I O
3. M A R T I G O L D | J U N E 2 0 2 1
So, what is a
‘Design System’
and why do
I need one?”
“
3
4. M A R T I G O L D | J U N E 2 0 2 1
Defining a “Design System”
I N T R O
4
It is the addition of guidance,
to ensure understanding on
why a particular pattern is used,
that distinguishes a
Design System from other formats.
5. M A R T I G O L D | J U N E 2 0 2 1
A long time ago, I was Creative Director at
Travelocity, where I created that company’s
Online Style Guide. It took months to build,
and needless to say, I was very proud of it. But
in September of 2013, I heard noted UX
speaker Jared Spool, say the following:
But to understand
how to make them
truly usable, I have
to tell you a story...
5
S T O R Y
6. M A R T I G O L D | J U N E 2 0 2 1 6
In RULE-BASED design,
style guides are created so that
UNINTENTIONAL DESIGNERS
can ACCIDENTALLY
create great designs.
– Jared Spool
“
The problem is that
design style guides
NEVER WORK.
People stop using them.”
7. M A R T I G O L D | J U N E 2 0 2 1
I N T R O
“Rules Based Design” means precisely what it says:
A system based on a series of rules that must be
followed in order to maintain consistency.
• They are usually far too prescriptive and
detailed.
• They take a long time to create.
• They are time-consuming to maintain.
Designers are then required to create using
pre-designed templates filled with pre-designed
elements – and they hate it.
Worse, these systems always lead to the same
circular sequence of events...
7
Although I didn’t want to believe it at the time,
it turns out he was absolutely right.
Image of a highly
complex style guide
8. M A R T I G O L D | J U N E 2 0 2 1 8
Stakeholders present a
use case that needs an
“exception”
New
Standards
are created
and
published
Designers say no and
try to enforce their new
standards
Stakeholders bypass
design and take their
change requests to Dev
Production pages
become increasingly
inconsistent
The first non-compliant
pages appear
Someone says,
“I know…
we need standards!”
10. M A R T I G O L D | J U N E 2 0 2 1
So why does this happen?
I N T R O
I began researching the cyclical nature of updating style
guides/standards in 2013. If I was experiencing this, others must be
as well.
Turns out I was correct. My book, UX Style Frameworks, was
published in 2015. Around that same time, a number of other highly
workable solutions began emerging. Within the next few years, full
blown Design Systems began evolving quickly.
BUT...
10
Some of the inherent usability issues cannot be solved
simply by adding guidance or updating the documentation
to support new types of reusable components.
11. M A R T I G O L D | J U N E 2 0 2 1
The good news?
Your Design System can break this cycle.
I N T R O
Design Systems are still just a
communication tool.
In the second half of this deck, I’ll
walk you the process of kicking off
the creation of a Design System.
11
But before you go through all that effort,
how do you know people will actually use it?
12. M A R T I G O L D | J U N E 2 0 2 1
Ironically, there are five “rules”
that can help ensure your
design system is not “rules based”
so it remains usable for YOUR organization.
12
13. M A R T I G O L D | J U N E 2 0 2 1
Rule #1:
There can
be only one.”
Caption for the photo
13
R U L E S
“
14. C O N F I D E N T I A L
Multiple sources
means conflicting
information.
Let’s say you have a Marketing department, a UX department, and a
Development team all using their own guidelines or libraries.
My research shows that out of 124 common elements and
interactions*, 93% will be defined in at least two of them.
What are the chances that all three of those sources are in sync?
* 124 elements taken from Bootstrap component list + a few additional items. From the
book “UX Style Frameworks, Creating Collaborative Standards”
14
R U L E S
15. C O N F I D E N T I A L
Conflicting
information means at
least one set of docs
is wrong…
15
R U L E S
You need to insist on one source
that is accessible to everyone...
• Marketing
• User Experience/Product
Design
• Product Management
• Developers
• External Vendors (optional,
but ideal)
… and once people
lose trust in the
documentation,
they will ignore it.
16. M A R T I G O L D | J U N E 2 0 2 1
Rule #2:
You only
have five
minutes.”
Caption for the photo
16
R U L E S
“
17. C O N F I D E N T I A L
How standards die...
Your designer has a
pressing deadline, and
needs to know what
shade of blue to make
the “submit” button.
Designer checks
“standards
documentation” and
finds eight different
shades of blue in three
different documents.
Designer gives up and
goes to the website in
production. They find a
“submit” button, then
use a screenshot/eye
dropper or a CSS
Inspection tool to get
the hex code.
Developer then codes
the button to match the
color specified by the
designer, usually
without even checking
to see if the color specs
conflict with the code
repository.
17
P R O C E S S
...and this is how you
end up with submit
buttons in 37 shades of
blue.
In which case, you
might as well be using
inline styles.
18. C O N F I D E N T I A L
Ask yourself these questions...
• How many people have actually read your
standards? Have you?
• Do different departments within your org maintain
different standards documentation?
• Do those docs contain conflicting information?
Within the same source?
• Do they have an index? A search function?
• Do they exist in electronic form or are they .pdfs?
18
S E C T I O N
If you want to maintain standards, EVERYONE must be
able to find the spec they need in less than five minutes.
19. M A R T I G O L D | J U N E 2 0 2 1
Rule #3:
Hold on
Loosely.”
38 Special In Concert
19
R U L E S
“
20. C O N F I D E N T I A L
“Perfection is Unattainable”
When creating or revamping your
standards, beware the dangers of...
• Defining too many elements
• Over-specification
• Over-engineering
If you do these things, the first
business case will need an
“exception” – and you will be trapped
in the cycle you saw earlier.
Give your designers the building
blocks, but then let them DESIGN.
20
S E C T I O N
Not This
This
21. M A R T I G O L D | J U N E 2 0 2 1
Rule #4:
Say What
You Mean.”
21
R U L E S
“
22. C O N F I D E N T I A L
You must adopt a consistent vocabulary
Sadly, many things in the digital
world use the same word to
describe two completely different
things. Companies develop their
own internal understanding, but
problems can emerge when
employees move.
If an business owner insists on
having an “overlay,” what do they
actually mean?
22
R U L E S
...the business owner expected
this.
The designer and developer
created this...
23. M A R T I G O L D | J U N E 2 0 2 1
Rule #5:
Think
Republic,
not
Dictatorship.”
23
R U L E S
“
24. C O N F I D E N T I A L
Standards controlled by a single department
almost always fail.
They usually fail for one of these three
reasons:
• It is impossible for one department to
keep the documentation up to date and
to communicate changes to everyone
that is impacted.
• It is impossible for one department to
fully understand the needs and
requirements of the others.
• The authors are not always right.
24
R U L E S
25. M A R T I G O L D | J U N E 2 0 2 1
For your Design System
to survive it must be
collaborative.
Everyone should share a
sense of ownership,
responsibility, and pride.
25
R U L E S
26. M A R T I G O L D | J U N E 2 0 2 1
Rule #5a:
Beware of
Bikeshedding.”
26
R U L E S
“
27. C O N F I D E N T I A L
It is easy for teams to become focused on the
design system and delay real work.
Everyone must remember that a
Design System is a TOOL. It only
exists to speed up actual work.
Because these systems provide
designers a sense of control, it is
easy to lose track of priorities
Sharing ownership among teams,
adding Design System stories to
your sprint planning, setting a max
number of the hours per week,
and rotating tasks/ designers will
help eliminate this problem.
27
R U L E S
28. M A R T I G O L D | J U N E 2 0 2 1
The Five Rules of a Usable Design System...
“There can be
only one.”
28
R U L E S
“Hold on
loosely”
“You only have
five minutes”
“Say what
you mean”
“Think republic,
not dictatorship”
AND
“Beware of
bikeshedding”
29. M A R T I G O L D | J U N E 2 0 2 1
With the Five Rules
in mind,
where do you start?
“
29
30. M A R T I G O L D | J U N E 2 0 2 1
When starting this process, always
remember that building a Design System
is NOT your goal.
Your goal is to create real deliverables
quickly and efficiently, with as little
rework as possible. A Design System is
only a tool that supports that goal.
30
B U I L D
31. C O N F I D E N T I A L
Step 1: Conduct some basic user research
Remember you are building a tool, so your employees are your
users. It’s shocking how many companies completely overlook
this key step when planning a Design System.
Find out the following:
• How many departments currently have guides/standards
of some kind (style guides, libraries, asset repositories,
etc.) How are those systems used? What do they
include? Can you get a copy?
• If there are multiple standards, why does each group feel
their version works best for them?
• What does each department want to keep? What should
be tossed out? What worked and what didn’t?
31
B U I L D
32. C O N F I D E N T I A L
Step 2: Hold a cross-department kick-off workshop
A Kick-off workshop gets everyone in one place at one
time to level set expectations and goals.
• Talk open and get a commitment to share the use
and support the System,. Because of Rule #1
(“There can be only one”), this agreement is
important.
• Present and review the research found in Step 1
and ask for any clarifications. This will help define
the scope of the System
• Ask each department to select a representative
from their department to be part of a Working
Group. (more on next slide).
32
B U I L D
33. C O N F I D E N T I A L
Step 2 (con’t): Create a DACI chart
A DACI sets expectations regarding cross-departmental contributions
and communications during the building stage of your Design System.
D - Driver. The person who is coordinating the effort (often a PM)
A - Approvers. The stakeholders who will ultimately need to approve
the work. Should be limited to 2 or 3 max.
C - Contributors. The Working Group that is actually constructing the
initial draft of the Design System. These are the people selected to
represent each of the key departments. That person will gather their
department’s requirements and represent that department in any
collaborative efforts or negotiations.
I - Informed. Those who need to be informed about the progress of
the Design System, but are not engaged on a day-to-day basis.
33
B U I L D
34. C O N F I D E N T I A L
Step 3: The Contributors then gather requirements
and select a publishing platform
What platforms must your design system support? (Web,
mobile, smart speaker, etc.)
What asset types must be supported?
Those will often determine which publishing platforms or
tools should be evaluated. Any tool on this short list must
be able to...
• Integrate into each department’s existing workflow
with a minimum of disruption.
• It must permit collaborative feedback and editing
(comments, co-editing based on permissions, etc.)
• It must be able to present all necessary asset types
so these can be documented, located, and
downloaded.
34
B U I L D
35. M A R T I G O L D | J U N E 2 0 2 1
Quick Sidebar:
What is
“Atomic Design”?
Atoms: Basic UI elements that cannot be broken
down any further (icons, buttons, input fields, etc.)
Molecules: Atoms that form a more complex
reusable component (such as a search bar - contains
an input field, search button and icon.)
Organisms: Even more complex components
that include both molecules and atoms (i.e. a top
navigation bar.)
You will hear a lot about a methodology
created by Brad Frost known as Atomic
Design. In Atomic Design, there are
five distinct stages. Each stage builds
on the previous, acting as an
aggregate of items from the preceding
stages.
1
2
3
Templates: Organisms are combined into a
template of empty blocks for use across multiple
pages.
4
35
S I D E B A R
Pages: The final stage where specific instances of
templates are created. Based on your use cases,
completed pages will help evolve your templates.
5
36. M A R T I G O L D | J U N E 2 0 2 1
Less Important Sidebar:
My Team’s
Variation of
Atomic Design
For my team, I use a somewhat similar
construct, but have removed the
concept of templates and pages.
Instead, we have a flexible grid system
at our base. In addition, my lowest level
includes core typography and colors. I
called this base level “Scaffolding.”
S I D E B A R
Atoms: Basic UI elements that cannot be broken
down any further (icons, buttons, input fields, etc.)
Molecules: Atoms that form a more complex
reusable component (such as a search bar - contains
an input field, search button and icon.)
Organisms: Even more complex components
that include both molecules and atoms (i.e. a top
navigation bar.)
1
2
3
4
36
Scaffolding: The underlying structure on which
everything else is built. Includes flexible grids,
colors, typography
37. C O N F I D E N T I A L
Step 4: Organize your assets into their proper level
and define any missing atoms.
Depending upon the structure you select, the Contributors
can now begin assigning assets to their proper level
(Scaffolding, Atom, etc.).
• At this point, most managers are shocked to realize
that your teams have been designing/developing at
the “Organism” and “Page” level.
• As a result, you may have a virtually infinite variety
of atoms and molecules. (remember the “submit
button with 37 shades of blue”?)
37
B U I L D
The Contributors should
CULL RUTHLESSLY at this stage.
Everything must earn it’s place.
38. C O N F I D E N T I A L
Step 5: Only do Scaffolding and Atoms, then STOP
and publish what you’ve done for feedback.
IMPORTANT: Great Design Systems are never presented to the
organization as a “Grand Reveal.” Invite everyone on your DACI
chart. Use this meeting to...
• Explain the publishing tool you’ve selected and why.
• Present your scaffolding and atoms as examples of the
proposed granularity of documentation, how the system will
be organized, and its ease of use.
• Ask for feedback from everyone, and demonstrate how to
they can add feedback into the actual system on their own
time (comments, questions, etc.).
• Gather the feedback and iterate at this level before
proceeding to molecules and organisms.
38
B U I L D
39. M A R T I G O L D | J U N E 2 0 2 1
Once you get to
this point, relax.
You have a
Design System.
The remaining work
is just iterations.
39
C L O S I N G
40. M A R T I G O L D | J U N E 2 0 2 1
Your Design System is just a tool.
It should provide your designers with
information, tools and materials to improve
their efficiency.
It should not prescribe
design solutions for them.
40
C L O S I N G
41. M A R T I G O L D | J U N E 2 0 2 1
THANK YOU!
41