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Why designers
fail and what to
   do about it
 User Interface Conference 13
 October 15th, 2008

 Scott Berkun
 www.scottberkun.com
Hi. I’m Scott.
▪       9 year MSFT veteran (1994-2003)
▪       IE 1.0 -> 5.0, Windows, MSN
▪       Since 2003: Author / Speaker
▪       Bestsellers:
    ▫     Making things happen, (O’Reilly 2008)
    ▫     The myths of Innovation, (O’Reilly, 2007)
▪       www.scottberkun.com
    ▫     Blog, essays, podcasts, videos
All men are designers. All that we do, almost all the time,
is design, for design is basic to all human activity. The
planning and patterning of any act toward a desired,
foreseeable end constitutes the design process.

Any attempt to separate design, to make it a thing-by-
itself, works counter to the fact that design is the primary
underlying matrix of life. Design is composing an epic
poem, executing a mural, painting a masterpiece, writing
a concerto.

But design is also cleaning and reorganizing a desk
drawer, pulling an impacted tooth, baking an apple pie,
choosing sides for a backlot baseball game, and
educating a child.

Victor Papernak, Design for the Real World
My three points
▪ All designers fail 95% of the time
  ▫ Failures on drawing board + failures in real world = ?
▪ Why designers fail
  ▫ Set the wrong goals, Fail to meet goals, Never had a
    chance
▪ What to do about it
  ▫ Own your mistakes
  ▫ Study failure and common situations
  ▫ Study how to avoid / mitigate failures
WHOEVER

DESIGNER

DEVELOPER

CUSTOMER
WHOEVER

DESIGNER

DEVELOPER

CUSTOMER
WHOEVER

DESIGNER

DEVELOPER

CUSTOMER
Design has no failure analysis

▪   Doctors: M&M (Morbidity & Mortality)
▪   Forensics: Autopsy
▪   Air Force: mission debriefing
▪   Manufacturing: failure analysis
▪   Software: Postmortem

▪ Design? Architecture?
Failure
Psychology
   Skills
Organization
 Research
   Q&A
MOVIE TIME:
TACOMA NARROWS
Two kinds of failure
▪ Fundamental – system collapse, people
  die, etc: Tacoma Narrows, Maginot line,
  Microsoft Bob. Rare and dramatic.

▪ Partial / Subjective – Mixed results,
  YMMV, basic functions work but to what
  standard? Big Dig, Microsoft Vista.
  Common and debatable.
http://memory.loc.gov/cgi-bin/query
The stigmas of language
▪ Embarrassing out we are taught to avoid at all costs:
  Disaster, Failure, Mistake
▪ But there are many kinds of failure:
   ▫   Beautiful
   ▫   Interesting
   ▫   Unavoidable
   ▫   Necessary
   ▫   Breakthrough
   ▫   Stupid*


▪ We must Experiment to create new design knowledge
▪ We must reward those who find lessons in what we fear
http://en.wikipedia.org/wiki/Image:Macintosh_portable.jpg
Failure
Psychology
   Skills
Organization
 Research
   Q&A
MOVIE TIME:
MATT WILLEY, ROYAL
    ACADEMY
I put the video together for a magazine design
workshop I run in Denmark… actually as an
example of things not going well but more
importantly to dismiss the myth with the students
that there is some sort of magical formula for
editorial design, and that sometimes, on a bad
day, you just move stuff around a page until it
feels ok, whilst drinking too much coffee and
cursing the client every time they change
something.

-Matt Wiley, http://www.studio8design.co.uk
Questions of Psychology
▪ What am I responsible for?
▪ What are my problem solving tools?
▪ How do I know when I’m stuck?
▪ What are my tools for getting unstuck?
▪ Who can I talk to about this without
  embarrassment?
▪ How can I see the problem from the best
  perspective?
▪ What fulfils me about my work?
Psychological Issues
▪   Unwilling to take political risks
▪   Not enough research before design
▪   Takes limited responsibility for final outcome
▪   Lack of Conviction
▪   Desire to be safe / not stand out
▪   Big ego – expects others to worship
▪   Not receptive to good feedback
▪   Ignorant of their own skill limitations
▪   Unwilling to make firm commitments
First      Last
decision   decision
Not enough influence

▪ Psychology: how hard will you work to get more
  influence?
▪ Who has the power to determine your influence? (Your
  boss, VP, Project manager, etc.)
▪ Have you talked to them?
▪ In their language? In terms of their goals?
▪ Who do you have the best reputation with? Can they be
  your advocate/ally to managers?
▪ Recognize: everyone wants more power. You are not
  alone.
▪ If you can’t design a path towards the influence you
  want: accept it or leave.
Design traps
▪ Category trap – making assumptions without
  realizing.
▪ Puzzle trap – problem solving for its own sake.
▪ Numbers trap – believing what’s measured is all
  there is.
▪ Drawing trap – Love of the sketch / prototype instead
  of what the drawing represents.

Ref: How designers think, Bryan Lawson, pg.227-240
Failure
Psychology
   Skills
Organization
 Research
   Q&A
Questions of Skill
▪ What am I responsible for?
▪ What skills do I need to fulfill each
  responsibility?
▪ How do I evaluate my proficiency at each skill?
▪ Who does X well and how can I learn?
▪ Do other design fields have better techniques for
  this than my own?
▪ What are my weakest skills and how do I own
  them? (Do I deny them or help them improve?).
▪ Who will give me honest feedback about my
  work and work habits?
Skill Issues
▪   Poor collaboration skills
▪   Poor understanding of domain
▪   Poor understanding of technology
▪   Poor communication skills
▪   Poor persuasion / pitching skills
▪   Weak interaction design skills
▪   Lack of awareness of user-research methods
▪   Unaware of business strategy
▪   Poor schedule estimation skills
▪   Difficulty bonding with non-design team members
▪   Design complexities: missed requirement, blown
    assumption, failed case, blown prioritization
What does the   What skills do I     How will we
project need?      have?           close the gap?




                                      X
                                      ?
How to pitch ideas
▪ Persuasion is a skill: It can be learned
▪ It explains that idiot who always gets more budget
  than you do
▪ Half of persuasion: willingness to pitch again and
  again
▪ Every creative faces 10 to 1 rejection ratio:
   ▫ Frank Lloyd Wright, Rem Koolhaas, Hemmingway...
  ▫ Artists, painters, programmers, writers, you name it
▪ Learn something in every pitch
  ▫ “What could I have done differently that might have
    helped me convince you?”
How to pitch ideas
▪ Sometimes you have to pitch the same person,
  multiple times, with different arguments
  ▫ Business, Customer, Technology, By-Association
▪ 3 parts: Enthusiasm, clarity, knowing your
  audience
▪ Best tip ever – apply design process to the pitch:
   ▫ Get video camera
   ▫ Pitch your idea on video
   ▫ Watch & critique, alone & with co-workers
   ▫ Revise pitch
   ▫ Repeat
▪ Google “pitch an idea”
Failure
 Psychology
    Skills
Organization
  Research
    Q&A
Question of O
▪ What power do I need vs. what I have?
▪ How will I make up the difference?
▪ Who has the power I need and how do I
  get it from them?
▪ How can I work around the system?
  (Maignot)
▪ How can I translate what I want into terms
  of what my boss wants?
▪ How much responsibility do I take?
Organizational issues
▪ Too much chaos for good design to happen
▪ It's never made safe to fail or experiment
▪ Managers are completely incompetent
▪ Wrong people given power to make design decisions
▪ No real power (staff/budget) granted to designers
▪ Insistence on using latest technology despite UX impact
▪ Managers insist on conservative design (make it blue)
▪ Organizational pressure to use first solution, not a good
  solution
▪ Only lip service is paid to “user centered” or “usability”
http://www.bplusd.org/uploads/designmaturitymodel.pdf
First      Last
decision   decision
Force tradeoffs from day 1
▪ Is <thing you want> explicitly stated in goals?
▪ If not, do not expect it to happen
▪ If yes, ask:
  ▫ Will the schedule be slipped to make this goal?
  ▫ What engineering resources will be dedicated 100% to
    user experience tasks? (at discretion of UX team)
  ▫ How will we prioritize UI bugs against others?
  ▫ What assurance do I have this goal will be defended by
    non-UX management?
Failure
Psychology
   Skills
Organization
 Research
   Q&A
MOVIE TIME:
WINDMILL GOES
   WRONG
The Approach
▪ Goal: provoke conversation, provide baseline
▪ Survey of 300: Approx breakdown
   ▫   35.2% designers
   ▫   16.5% Project managers
   ▫   13% Programmer / Tester
   ▫   8% usability
   ▫   6% Group managers
   ▫   3% Marketing
   ▫   18.3% Other
▪ 49% manage or lead a team
▪ Sources: IXda mailing list, pmclinic list, my blog
Disclaimers
▪ Not intended for rigorous quantitative
  analysis – purely qualitative
▪ Some issues overlap, by design
▪ Some questions are leading, by design
▪ This presentation edits issue descriptions
  to fit on screen
Top Psychological Issues

Do not seek enough data before designing
        3.86
Not receptive to critical feedback
        3.68
Do not realize their own skill limitations            3.4
Expect others to cater to their whims                 3.38
Lack of willingness to fight for a position           3.09




     Each issue was rated on 1 to 5 scale, 5 = most
     significant
Top Skill Issues
Lack of awareness of the business fundamentals   3.64
Poor persuasion / idea pitching skills           3.53
Over-reliance on one kind of design style        3.52
Poor understanding of domain                     3.5
Poor communication / collaboration skills        3.47
Poor schedule estimation skills                  3.37
Unaware of informal user-research methods        3.22
Weak bonds with non-design team members          3.16
Weak interaction design skills                   3.15
Top Organizational Issues
Non-designers making design decisions                   4.17
Untrained managers making design decisions              4.12
No time is provided for long term thinking              3.78
Only lip-service is paid to quot;User centered designquot;      3.64
Dilution of design by letting everyone have their say   3.62
It's never made safe to fail or experiment              3.61
Pressure to use first solution, not a good solution     3.43
Design team is understaffed                             3.33
Top 10 overall issues
Non-designers making design decisions                   4.17
Untrained managers making design decisions              4.12
Designers do not seek enough data before starting       3.86
No time is provided for long term thinking              3.78
Designers not receptive to critical feedback            3.68
Designers ignorance of business fundamentals            3.64
Only lip-service is paid to quot;User centered designquot;      3.64
Everyone on team has their say on design issues         3.62
It’s never made safe to fail or experiment              3.61
Designers have Poor persuasion / idea pitching skills   3.53
0.00
                              0.50
                              1.00
                              1.50
                              2.00
                              2.50
                              3.00
                              3.50
                              4.00
                              4.50
                              5.00
                Unwilling to

                    Lack of

                  Big Ego /

             Do not realize

                    General

                       Poor

                       Poor

             Over-reliance
Managers




              Little interest/

                      Weak

                    Lack of

                   Difficulty
Individual




                    Limited

              Managers do

                 Managers

             People in non-

             Organizational

              Design team

               There is too

             Designers are

                 No time is
0.5

                               1.5

                               2.5

                               3.5

                               4.5
                                 0

                                 1

                                 2

                                 3

                                 4

                                 5
                   Unwilling to


                        Lack of


                      Big Ego /


                 Do not realize


                General apathy


                           Poor


                           Poor
Designers




                 Over-reliance


                 Little interest/


                          Weak


                        Lack of
Non-Designers




                      Difficulty


                        Limited


                  Managers do


                     Managers


                 People in non-


                Organizational


                  Design team


                   There is too


                 Designers are


                     No time is
In my oversimplified view, the keys are: passion,
dedication to the idea, willingness to see it
through technical implementation, and the skills
to share & convince people of your vision.

If there are a handful of problems, a good team
can compensate, [But] once you have issues at
too many levels in a team, then yes, the
designer is destined to fail.

- Project Manager
Exploration vs. maintenance: if it takes the majority of
staff time to keep up with on-going (read: relentless)
maintenance, who will do the big (read: fun/inspiring)
design projects? quot;Optimal staffingquot; especially in
economically lean times, generally translates to the fun
stuff going to an outside agency, who will indeed have
great ideas and get lots of praise.

The design/dev staff, however, gets to sit on the
sidelines (rather righteously) sulking and go about fixing
broken links and designing another email banner.
Staffing models need a core element that tends to the
care and feeding of the design staff's creative needs or
they'll reap the heaps of burned out clock punchers.
Design is a muscle - you can't pop up off of the
maintenance couch and perform brilliantly in the
triathlon.

- Usability Engineer
“In many organizations, design is not seen
as a critical thinking skill, it is thought of as
a process for execution once the hard
decisions are made. “

- Designer
Survey: Next Steps
▪ Comparison to other disciplines:
  ▫ PM, Engineering, Management
  ▫ “How do PMs fail?”, etc
▪ Tactics per situation
  ▫ How to avoid each situation
  ▫ How to recover
▪ Proper data analysis and correlation
▪ Any volunteers?
Conclusions
▪ Design is a failure prone activity
▪ We learn more from failures than
  successes
▪ One frame: psychology, skill, organization
▪ Top issues: Persuasion skills, Defending
  ownership, Design by Managers, Not
  enough data
▪ Managers & Individuals share views
▪ Designers & Non-Designers share views
My three points
▪ All designers fail 95% of the time
  ▫ Failures on drawing board + failures in real world = ?
▪ Why designers fail
  ▫ Set the wrong goals, Fail to meet goals, Never had a
    chance
▪ What to do about it
  ▫ Own your mistakes
  ▫ Study failure and common situations
  ▫ Study how to avoid / mitigate failures
Photo Credits
▪ http://www.sxc.hu/photo/910278 (Face)
▪ http://www.flickr.com/photos/mathowie/2642695/in/set-66424/
  (Restroom)
▪ http://en.wikipedia.org/wiki/Image:Whitestone_Bridge_2007.jpg
▪ http://www.theharrowgroup.com/articles/20020513/TacomaBridge.gi
  f
▪ http://www.digibarn.com/collections/systems/xerox-8010/xerox-star-
  8010-large.jpg
▪ http://www.halobattleguide.com/images/blog/tech/MSBobStudy.JPG
▪ http://en.wikipedia.org/wiki/Image:Macintosh_portable.jpg
▪ http://www.flickr.com/photos/clintjcl/2105516149/ (Mousetrap)
▪ http://www.sxc.hu/photo/253955 (Rubic)
▪ http://www.eightyeightynine.com/games/rubiks-cube-cheating.html
▪ http://www.sxc.hu/photo/74493 (Ship)
Why designers                   Failure
fail: and what to              Psychology
   do about it                    Skills
Slides & survey data will be   Organization
posted next week at:
www.scottberkun.com/blog
                                Research
and the IxDA mailing list         Q&A

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Why designers fail and what to do about it

  • 1. Why designers fail and what to do about it User Interface Conference 13 October 15th, 2008 Scott Berkun www.scottberkun.com
  • 2. Hi. I’m Scott. ▪ 9 year MSFT veteran (1994-2003) ▪ IE 1.0 -> 5.0, Windows, MSN ▪ Since 2003: Author / Speaker ▪ Bestsellers: ▫ Making things happen, (O’Reilly 2008) ▫ The myths of Innovation, (O’Reilly, 2007) ▪ www.scottberkun.com ▫ Blog, essays, podcasts, videos
  • 3.
  • 4. All men are designers. All that we do, almost all the time, is design, for design is basic to all human activity. The planning and patterning of any act toward a desired, foreseeable end constitutes the design process. Any attempt to separate design, to make it a thing-by- itself, works counter to the fact that design is the primary underlying matrix of life. Design is composing an epic poem, executing a mural, painting a masterpiece, writing a concerto. But design is also cleaning and reorganizing a desk drawer, pulling an impacted tooth, baking an apple pie, choosing sides for a backlot baseball game, and educating a child. Victor Papernak, Design for the Real World
  • 5.
  • 6. My three points ▪ All designers fail 95% of the time ▫ Failures on drawing board + failures in real world = ? ▪ Why designers fail ▫ Set the wrong goals, Fail to meet goals, Never had a chance ▪ What to do about it ▫ Own your mistakes ▫ Study failure and common situations ▫ Study how to avoid / mitigate failures
  • 10.
  • 11. Design has no failure analysis ▪ Doctors: M&M (Morbidity & Mortality) ▪ Forensics: Autopsy ▪ Air Force: mission debriefing ▪ Manufacturing: failure analysis ▪ Software: Postmortem ▪ Design? Architecture?
  • 12.
  • 13.
  • 14. Failure Psychology Skills Organization Research Q&A
  • 15.
  • 16.
  • 18.
  • 19. Two kinds of failure ▪ Fundamental – system collapse, people die, etc: Tacoma Narrows, Maginot line, Microsoft Bob. Rare and dramatic. ▪ Partial / Subjective – Mixed results, YMMV, basic functions work but to what standard? Big Dig, Microsoft Vista. Common and debatable.
  • 20.
  • 22. The stigmas of language ▪ Embarrassing out we are taught to avoid at all costs: Disaster, Failure, Mistake ▪ But there are many kinds of failure: ▫ Beautiful ▫ Interesting ▫ Unavoidable ▫ Necessary ▫ Breakthrough ▫ Stupid* ▪ We must Experiment to create new design knowledge ▪ We must reward those who find lessons in what we fear
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 29. Failure Psychology Skills Organization Research Q&A
  • 30. MOVIE TIME: MATT WILLEY, ROYAL ACADEMY
  • 31.
  • 32. I put the video together for a magazine design workshop I run in Denmark… actually as an example of things not going well but more importantly to dismiss the myth with the students that there is some sort of magical formula for editorial design, and that sometimes, on a bad day, you just move stuff around a page until it feels ok, whilst drinking too much coffee and cursing the client every time they change something. -Matt Wiley, http://www.studio8design.co.uk
  • 33.
  • 34.
  • 35.
  • 36. Questions of Psychology ▪ What am I responsible for? ▪ What are my problem solving tools? ▪ How do I know when I’m stuck? ▪ What are my tools for getting unstuck? ▪ Who can I talk to about this without embarrassment? ▪ How can I see the problem from the best perspective? ▪ What fulfils me about my work?
  • 37. Psychological Issues ▪ Unwilling to take political risks ▪ Not enough research before design ▪ Takes limited responsibility for final outcome ▪ Lack of Conviction ▪ Desire to be safe / not stand out ▪ Big ego – expects others to worship ▪ Not receptive to good feedback ▪ Ignorant of their own skill limitations ▪ Unwilling to make firm commitments
  • 38. First Last decision decision
  • 39.
  • 40. Not enough influence ▪ Psychology: how hard will you work to get more influence? ▪ Who has the power to determine your influence? (Your boss, VP, Project manager, etc.) ▪ Have you talked to them? ▪ In their language? In terms of their goals? ▪ Who do you have the best reputation with? Can they be your advocate/ally to managers? ▪ Recognize: everyone wants more power. You are not alone. ▪ If you can’t design a path towards the influence you want: accept it or leave.
  • 41.
  • 42. Design traps ▪ Category trap – making assumptions without realizing. ▪ Puzzle trap – problem solving for its own sake. ▪ Numbers trap – believing what’s measured is all there is. ▪ Drawing trap – Love of the sketch / prototype instead of what the drawing represents. Ref: How designers think, Bryan Lawson, pg.227-240
  • 43. Failure Psychology Skills Organization Research Q&A
  • 44. Questions of Skill ▪ What am I responsible for? ▪ What skills do I need to fulfill each responsibility? ▪ How do I evaluate my proficiency at each skill? ▪ Who does X well and how can I learn? ▪ Do other design fields have better techniques for this than my own? ▪ What are my weakest skills and how do I own them? (Do I deny them or help them improve?). ▪ Who will give me honest feedback about my work and work habits?
  • 45. Skill Issues ▪ Poor collaboration skills ▪ Poor understanding of domain ▪ Poor understanding of technology ▪ Poor communication skills ▪ Poor persuasion / pitching skills ▪ Weak interaction design skills ▪ Lack of awareness of user-research methods ▪ Unaware of business strategy ▪ Poor schedule estimation skills ▪ Difficulty bonding with non-design team members ▪ Design complexities: missed requirement, blown assumption, failed case, blown prioritization
  • 46. What does the What skills do I How will we project need? have? close the gap? X ?
  • 47. How to pitch ideas ▪ Persuasion is a skill: It can be learned ▪ It explains that idiot who always gets more budget than you do ▪ Half of persuasion: willingness to pitch again and again ▪ Every creative faces 10 to 1 rejection ratio: ▫ Frank Lloyd Wright, Rem Koolhaas, Hemmingway... ▫ Artists, painters, programmers, writers, you name it ▪ Learn something in every pitch ▫ “What could I have done differently that might have helped me convince you?”
  • 48. How to pitch ideas ▪ Sometimes you have to pitch the same person, multiple times, with different arguments ▫ Business, Customer, Technology, By-Association ▪ 3 parts: Enthusiasm, clarity, knowing your audience ▪ Best tip ever – apply design process to the pitch: ▫ Get video camera ▫ Pitch your idea on video ▫ Watch & critique, alone & with co-workers ▫ Revise pitch ▫ Repeat ▪ Google “pitch an idea”
  • 49. Failure Psychology Skills Organization Research Q&A
  • 50.
  • 51. Question of O ▪ What power do I need vs. what I have? ▪ How will I make up the difference? ▪ Who has the power I need and how do I get it from them? ▪ How can I work around the system? (Maignot) ▪ How can I translate what I want into terms of what my boss wants? ▪ How much responsibility do I take?
  • 52. Organizational issues ▪ Too much chaos for good design to happen ▪ It's never made safe to fail or experiment ▪ Managers are completely incompetent ▪ Wrong people given power to make design decisions ▪ No real power (staff/budget) granted to designers ▪ Insistence on using latest technology despite UX impact ▪ Managers insist on conservative design (make it blue) ▪ Organizational pressure to use first solution, not a good solution ▪ Only lip service is paid to “user centered” or “usability”
  • 54. First Last decision decision
  • 55. Force tradeoffs from day 1 ▪ Is <thing you want> explicitly stated in goals? ▪ If not, do not expect it to happen ▪ If yes, ask: ▫ Will the schedule be slipped to make this goal? ▫ What engineering resources will be dedicated 100% to user experience tasks? (at discretion of UX team) ▫ How will we prioritize UI bugs against others? ▫ What assurance do I have this goal will be defended by non-UX management?
  • 56. Failure Psychology Skills Organization Research Q&A
  • 57.
  • 59. The Approach ▪ Goal: provoke conversation, provide baseline ▪ Survey of 300: Approx breakdown ▫ 35.2% designers ▫ 16.5% Project managers ▫ 13% Programmer / Tester ▫ 8% usability ▫ 6% Group managers ▫ 3% Marketing ▫ 18.3% Other ▪ 49% manage or lead a team ▪ Sources: IXda mailing list, pmclinic list, my blog
  • 60. Disclaimers ▪ Not intended for rigorous quantitative analysis – purely qualitative ▪ Some issues overlap, by design ▪ Some questions are leading, by design ▪ This presentation edits issue descriptions to fit on screen
  • 61. Top Psychological Issues Do not seek enough data before designing 3.86 Not receptive to critical feedback 3.68 Do not realize their own skill limitations 3.4 Expect others to cater to their whims 3.38 Lack of willingness to fight for a position 3.09 Each issue was rated on 1 to 5 scale, 5 = most significant
  • 62. Top Skill Issues Lack of awareness of the business fundamentals 3.64 Poor persuasion / idea pitching skills 3.53 Over-reliance on one kind of design style 3.52 Poor understanding of domain 3.5 Poor communication / collaboration skills 3.47 Poor schedule estimation skills 3.37 Unaware of informal user-research methods 3.22 Weak bonds with non-design team members 3.16 Weak interaction design skills 3.15
  • 63. Top Organizational Issues Non-designers making design decisions 4.17 Untrained managers making design decisions 4.12 No time is provided for long term thinking 3.78 Only lip-service is paid to quot;User centered designquot; 3.64 Dilution of design by letting everyone have their say 3.62 It's never made safe to fail or experiment 3.61 Pressure to use first solution, not a good solution 3.43 Design team is understaffed 3.33
  • 64.
  • 65.
  • 66. Top 10 overall issues Non-designers making design decisions 4.17 Untrained managers making design decisions 4.12 Designers do not seek enough data before starting 3.86 No time is provided for long term thinking 3.78 Designers not receptive to critical feedback 3.68 Designers ignorance of business fundamentals 3.64 Only lip-service is paid to quot;User centered designquot; 3.64 Everyone on team has their say on design issues 3.62 It’s never made safe to fail or experiment 3.61 Designers have Poor persuasion / idea pitching skills 3.53
  • 67.
  • 68. 0.00 0.50 1.00 1.50 2.00 2.50 3.00 3.50 4.00 4.50 5.00 Unwilling to Lack of Big Ego / Do not realize General Poor Poor Over-reliance Managers Little interest/ Weak Lack of Difficulty Individual Limited Managers do Managers People in non- Organizational Design team There is too Designers are No time is
  • 69. 0.5 1.5 2.5 3.5 4.5 0 1 2 3 4 5 Unwilling to Lack of Big Ego / Do not realize General apathy Poor Poor Designers Over-reliance Little interest/ Weak Lack of Non-Designers Difficulty Limited Managers do Managers People in non- Organizational Design team There is too Designers are No time is
  • 70. In my oversimplified view, the keys are: passion, dedication to the idea, willingness to see it through technical implementation, and the skills to share & convince people of your vision. If there are a handful of problems, a good team can compensate, [But] once you have issues at too many levels in a team, then yes, the designer is destined to fail. - Project Manager
  • 71.
  • 72. Exploration vs. maintenance: if it takes the majority of staff time to keep up with on-going (read: relentless) maintenance, who will do the big (read: fun/inspiring) design projects? quot;Optimal staffingquot; especially in economically lean times, generally translates to the fun stuff going to an outside agency, who will indeed have great ideas and get lots of praise. The design/dev staff, however, gets to sit on the sidelines (rather righteously) sulking and go about fixing broken links and designing another email banner. Staffing models need a core element that tends to the care and feeding of the design staff's creative needs or they'll reap the heaps of burned out clock punchers. Design is a muscle - you can't pop up off of the maintenance couch and perform brilliantly in the triathlon. - Usability Engineer
  • 73.
  • 74. “In many organizations, design is not seen as a critical thinking skill, it is thought of as a process for execution once the hard decisions are made. “ - Designer
  • 75.
  • 76. Survey: Next Steps ▪ Comparison to other disciplines: ▫ PM, Engineering, Management ▫ “How do PMs fail?”, etc ▪ Tactics per situation ▫ How to avoid each situation ▫ How to recover ▪ Proper data analysis and correlation ▪ Any volunteers?
  • 77.
  • 78. Conclusions ▪ Design is a failure prone activity ▪ We learn more from failures than successes ▪ One frame: psychology, skill, organization ▪ Top issues: Persuasion skills, Defending ownership, Design by Managers, Not enough data ▪ Managers & Individuals share views ▪ Designers & Non-Designers share views
  • 79. My three points ▪ All designers fail 95% of the time ▫ Failures on drawing board + failures in real world = ? ▪ Why designers fail ▫ Set the wrong goals, Fail to meet goals, Never had a chance ▪ What to do about it ▫ Own your mistakes ▫ Study failure and common situations ▫ Study how to avoid / mitigate failures
  • 80. Photo Credits ▪ http://www.sxc.hu/photo/910278 (Face) ▪ http://www.flickr.com/photos/mathowie/2642695/in/set-66424/ (Restroom) ▪ http://en.wikipedia.org/wiki/Image:Whitestone_Bridge_2007.jpg ▪ http://www.theharrowgroup.com/articles/20020513/TacomaBridge.gi f ▪ http://www.digibarn.com/collections/systems/xerox-8010/xerox-star- 8010-large.jpg ▪ http://www.halobattleguide.com/images/blog/tech/MSBobStudy.JPG ▪ http://en.wikipedia.org/wiki/Image:Macintosh_portable.jpg ▪ http://www.flickr.com/photos/clintjcl/2105516149/ (Mousetrap) ▪ http://www.sxc.hu/photo/253955 (Rubic) ▪ http://www.eightyeightynine.com/games/rubiks-cube-cheating.html ▪ http://www.sxc.hu/photo/74493 (Ship)
  • 81. Why designers Failure fail: and what to Psychology do about it Skills Slides & survey data will be Organization posted next week at: www.scottberkun.com/blog Research and the IxDA mailing list Q&A