Archive for the 'Design Strategy' topic

The Power of “See One, Do One, Teach One” With Design Sprints – Part 1

In this week’s article Kathleen Barrett examines the ACT, inc. team, and discusses how to use design sprints to explore innovative concepts and diversify products. Here’s an excerpt from the article: Consensus, says Richard Banfield, CEO of Fresh Tilled Soil, is often conflated with democratic vote. “The funny thing is consensus doesn’t improve the quality […]

Design Sprints: An Ignition System for Teams

In this week’s article I talk about the importance of design sprints. Here’s an excerpt from the article: In many projects, people ramp up slowly, finishing up their old obligations before starting. Without having everyone in the same room and focused, the project takes forever to get to speed. With a design sprint, everyone starts […]

Emergent Principles: A Rebel Leader’s Secret to Better Team Design Decisions

In this week’s article, I discuss how “emergent principles” can become tools for teams to make tough design decisions. Here’s an excerpt from the article: …The principles came about as the team was learning, often deep in the middle of their projects. The list of principles was growing and the teams were embracing each one. […]

Goal Challenges and Tool Challenges

In today’s article, I discuss how to design for two types of challenges.  If users are distracted by controlling the interface, they can’t pay attention to the thing they came to do. Here’s an excerpt from the article: Two Dots’ designers also needed to put in tools to control the play of the game, such as changing levels, […]

Winning a User Experience Debate

This week’s article is an excerpt from Undercover User Experience Design, a book by Cennydd Bowles and James Box. In it, Cennydd outlines his advice for winning a UX debate and explains what to do when you disagree with the feedback you receive on your design. We love this book, and think this excerpt is […]

Despicable Design – When “Going Evil” is the Perfect Technique

In this week’s article, I discuss how “Going Evil” can break creative log jams and encourage collaboration. Here’s an excerpt from the article: In many other exercises where you ask a group to talk about user experience, the designers often take over. They have the experience and generate ideas faster than their peers, so they […]

Replacing “Requirements Gathering” with Something That Works

In this week’s article, I discuss the process of gathering requirements to inform the project’s design. Here’s an excerpt from the article: You’ve seen the box on the project schedule a hundred times. It always has the same label: “Gather Requirements”. And it’s always remarkably short — scheduled for just a day or two (or […]

Spirits, Claws, and Analytics — A study in superstition and science

The innate problem with analytics packages is they tell you if something is happening but not why. With the sheer number of numbers that you can look it, it can be hard to determine if something is even important. If it’s tracked, it must be important, right?

Much like superstition, something that is believed to be an important metric may not apply to the reality of your product or service’s experience. Understanding the behavior of your users, introducing some science, is what leads to greater context and insight.

Attaining a Collaborative Shared Understanding

In this week’s article I recap the two types of shared understanding and which of them is more likely to produce a successful design. Here’s an excerpt from the article: As we study what makes design teams successful, shared understanding keeps bubbling up to the top of our list. Teams that attain a shared understanding are […]

How to Innovate Right Now

In this week’s article Scott Berkun gives us the secrets on how to become an innovator. Here’s an excerpt from the article: The biggest secret of innovation is that anyone can do it. The reason is simple: It’s just not that hard. Look up the word “innovate” in any dictionary and see what it actually means, instead […]