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Showing posts with label tip. Show all posts
Showing posts with label tip. Show all posts

Wednesday, November 3, 2010

Work well with other disciplines

 "Decision by democratic majority vote is a fine form of government, but it's a stinking way to create." Lillian Hellman. 

 "To turn really interesting ideas and fledgling technologies into a company...it requires a lot of disciplines." Steve Jobs.

If your title is "Interaction Designer", consider it lucky that you role is defined so specifically.  How steadfastly do  you stick to that role? How protective are you of other team member treading on your turf?

Thing is, the various roles on software design and development teams have overlapping skills to some degree. It's to everyone's benefit --and the product's benefit-- to recognize these overlaps rather than fighting over whose toes are being stepped on.

For example, visual (or graphic) designers and interaction designer often have UI pattern skills in common. Interaction designers and UI developers often share a good understanding of a widgets set's capabilities. Information developers often have the task-focus of an interaction designer and can easily recognize a poor design as they've had to save "poor" design through documenting work-arounds so often.

Ultimately though, when there's a design problem to be solved and there's no time to poll or test users on the issue, one person should have the authority to make the decision.  It's not always appropriate for the team lead to be the final arbiter as they may not have the skills to decide on all issues. Nor is it ideal for the strongest personality or most outspoken team member to be always making the call.

I've been on many teams with overlapping skills over the years. Some teams were able to easily come to consensus and other were always at odds. The best teams have always shared the following characteristics:
  • the members did not protect their ego (see an earlier post: Lose your Ego)
  • the team lead decisions are made by the appropriate discipline
  • the person deciding shares the rationale for the decision
This way, all opinions are heard, conflict is minimized, all members can feel they've contributed and the best ideas are implemented.

Monday, November 1, 2010

Simplicity

"Any darn fool can make something complex; it takes a genius to make something simple." - Albert Einstein

“Making the simple complicated is commonplace; making the complicated simple, awesomely simple, that's creativity.” - Charles Mingus

 "No matter how beautiful, no matter how cool your interface, it would be better if there were less of it." - Alan Cooper.

It would seem intuitively obvious that a product that exposes fewer design facets to a user is going to be easier to take in, absorb, and understand than a product with a thousand bell and whistles. Yet, we continue to produce function-laden products and products with overly complex designs that confuse and dissatisfy users. There may be a number of reasons underlying this phenomenon including the perception that the more features available, the more useful the product. Design for simplicity actually requires some hard work.  Here are some approaches.
  1. Ask a few questions about the function itself: 
    • Is this function really needed? Is there user feedback that substantiates the need?
    • Is the function included to simply meet a competitor's offering. Do we know that their customers find this function useful?
  2. Sometimes the implementation is being inappropriately pushed into the user interface. Consider making this type of functionality automatic or behind the scenes.
  3. When facing a design problem, consider eliminating the problem rather than doing more design to fix it.
  4. Hide advanced functionality initially and allow more advanced users to opt in.
  5. Avoid visual clutter; have sufficient white space.
  6. Most important or commonly used items should get top billing.
  7. Avoid deep levels of navigation where possible and appropriate. 
  8. Focus on shortening the steps for the most important or repetitive user tasks.
  9. Last but not least: test it with users! 
These are just a few suggestions. I'm sure there are many more. Let me know your techniques.

Wednesday, October 27, 2010

Lose Your Ego


As a designer, your hard work will be easily and often challenged. I can be really disheartening when you've worked incredibly hard to create what you think is an elegant and engaging solution to a design problem and customers, stakeholders or user test subjects pick it apart. On the other side, when reviewing someone's design, it's so easy to see remaining design issues while not really appreciating or pointing out all that is right with the design.

If you have a big ego and therefore you easily become defensive, it'll get in the way of hearing any constructive criticism offered up. Some tips:
  • you don't hold a monopoly on good ideas - welcome criticism and others' thoughts
  • try to stay objective and evaluate (with rationale) others' ideas against your own
  • don't become too attached to your design; it'll need to change
  • don't design in a vacuum, seek feedback

Difficult Design Problems Require Focus


Got a difficult design problem? Step away from the computer for a while, focus on the problem, paint a picture of the design in your mind.

Aside from the obvious distractions on the computer (chat messages, email notifications etc) that can draw your attention away from the problem, I find the computer itself can be a stumbling block and a distraction.

If the design problem is really just too involved or complicated to hold all at once in your mind, try drawing it out with a pencil (remember those?) and paper. If you try to mock it up with a graphics package, Visio for example, that software can also draw your focus away from the problem at hand.

Though this approach doesn't work with every design problem, I've found that it often produces the best results either immediately or by setting a seed in your mind that later 'sprouts' with a solution.