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Will schroeder racing with the clock 5 25 11


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Very, very, very rapid initial design (brainstorming, prototyping, testing) of modestly sized design features

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Will schroeder racing with the clock 5 25 11

  1. 1. Streamlining the Design Processby<br />RACING WITH THE CLOCK<br />Will Schroeder<br />MathWorks<br />
  2. 2. Your therapist will tell you<br />… that the most important part of the hour is the last five minutes<br />
  3. 3. What can we accomplish in two hours?<br />
  4. 4. Choose Teams<br />4: Good size for a rapid design team<br />
  5. 5. Set The Task<br />The Use Case is the test task<br />
  6. 6. Design<br />Design time: 5minutes<br />
  7. 7. Show and Tell<br />Show and Tell 10minutes<br />
  8. 8. Fix and Repeat<br />2X <br />Keep strict time<br />
  9. 9. At the break:<br />Teams formed<br />Design task introduced and explained<br />Functional prototypes of 3 approaches<br />Two design reviews for each design<br />Hour #1<br />
  10. 10. Prepare for Test<br />Prep for test<br />2X <br />
  11. 11. Test<br />Test<br />2X <br />Rotate and Test<br />
  12. 12. Test <br />2X <br />Rotate and Test<br />
  13. 13. Test <br />2X <br />Rotate and Test<br />
  14. 14. Debrief<br />2X <br />Debrief<br />
  15. 15. In the second hour:<br />Prototypes polished for testing<br />3 usability tests – for each design <br />Users gave comparative feedback<br />Developers, observing, absorbed all this<br />Hour #2<br />
  16. 16. Feedback was good ...<br />Participants:<br />“Having artifacts [designs and supporting materials] to go back to was very valuable.”<br />“Seeing designs is better than simply recording them in a spec.”<br />“I like including users in collaborative design.”<br />“No time to over-think solutions.”<br />“… the opportunity to view the ideas of other groups and borrow ‘guilt free’ was a good thing.”<br />Developers:<br />“… we had done quite a bit of design work on this feature”<br />“… pleasantly surprised with the designs.” <br />“… validated our design (there were many similarities), came up with new ideas, and exposed a design issue ….” <br />“… created and explored more design ideas in minutes than we had come up with in a month.”<br />
  17. 17. Have you heard the one about the talking dog?<br />
  18. 18. One short year later ...<br />
  19. 19. Still perfect team size<br />2X <br />
  20. 20. Nature abhors a vacuum<br />People LOVE their own ideas<br />So they add unnecessary requirements<br />The facilitator describes a problem<br />Each team makes its own list of specific instances of the problem<br />Then they chose one to seed their design<br />Later some teams chose to cover more cases<br />Giving pre-work failed<br />Stern speeches failed<br />Handing out lists failed<br />2X <br />Starting a design task is very difficult<br />
  21. 21. 2X <br />Design always works out fine – 5 minutes is plenty<br />
  22. 22. Show and tell enhanced the designs<br />2X <br />
  23. 23. Not getting the full benefit<br />Could go on longer (under control)<br />Participants give notes – even draw ideas<br />Facilitator prompts the explanation, orchestrates the design critique<br />... and keeps up the tempo<br />2X <br />
  24. 24. Participants lose the thread of their design<br />... Enthusiasm<br />... Momentum<br />They need to “renegotiate the contract”<br />“preparing for test” just wastes time<br /><ul><li>Breaks aren’t needed
  25. 25. Tests work fine with minimal or no preparation</li></ul>2X <br />Wastes time, dilutes effort<br />
  26. 26. Rotated users gave astounding feedback<br />2X <br />
  27. 27. No scouting, no show and tell, not enough revision<br />Participants did not see all tests<br />... And they did not take notes<br />... So there was not enough feedback<br />And there was no “fixing” between tests<br />One user testing all designs is about the useful limit<br />Multiple rounds of testing requires more than two hours<br />2X <br />
  28. 28. Make recording part of the process<br />- List of pains<br />- Keep and number sketches<br />Take notes in show-and-tell<br />Facilitate debriefing<br />2X <br />No formal process<br />
  29. 29. IN A NUTSHELL<br />PIECES<br />Players chose goals <br />Blitz design sessions<br />Show and tell<br />Parallel testing<br />Iteration<br />No breaks<br />GLUE<br />Facilitation<br />Time Pressure<br />Structured activities<br />For timing<br />For feedback<br />Levels of design<br />
  30. 30. Getting the right design and the design right, MaryamTohidi, William Buxton, Ronald Baecker, Abigail Sellen- April 2006CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems<br />Questions?<br />Will.Schroeder@MATHWORKS.COM<br />