On Jan 25, 2009, at 8:14 AM, mark schraad wrote:

1) young or uninitiated designers that don't know better.

2) those that cannot or will not allocate resources for user research.

3) designers with extraordinary domain expertise... that can be successful without user or market investigations specific to a project

4) designers who are largely designing for themselves, or people just like themselves.

In this IxDA post: http://www.ixda.org/discuss.php?post=35466 and in this article: http://is.gd/gLAQ I attempt to describe what we've seen in our research studying teams over the past 10 years.

We've found it useful to break these different "decision styles" into five categories: Unintended design, Self Design, Genius Design, Activity-Focused Design, and User-Focused Design. (Note: I changed our terminology from Activity-Centered and User-Centered, because those terms carried baggage that we didn't intend when we were talking about this, thus muddling the discussion.)

In your categorization, I'd consider #1 and #2 to likely be Unintended Design, but it would be hard to tell without more study of the specific design practice. (The other option is just "Poor Design", whereby the team is just acting incompetently. As I recently twittered: Competence is bounded but incompetence has no such boundaries.)

#3 is what we'd call Genius Design, in that it leverages the existing experience and knowledge of the design team without the need for further research. We've seen this many times in our travels and have come to believe it's a solid style that often has positive outcomes.

#4 is what we'd call Self Design. This can work really well in some niches, such as musicians creating instruments that they themselves will perform with. (Many don't know this but this is how Bill Buxton got started in computers.) In our research, we've met surgeons who created surgical tools and receiving dock managers who created enterprise supply chain software.

In all these cases, a "good design" outcome is possible. However, our early research results (we're still working on this, though we're sharing a lot of it in our upcoming roadshow -- http://www.uie.com/events/roadshow/ ) shows that the more informed the design decisions, the better the end experiences for the users. Informed decisions can come from many places, but rarely happen by accident.

Hope that helps,

Jared

Jared M. Spool
User Interface Engineering
510 Turnpike St., Suite 102, North Andover, MA 01845
e: jsp...@uie.com p: +1 978 327 5561
http://uie.com  Blog: http://uie.com/brainsparks  Twitter: jmspool
UIE Web App Summit, 4/19-4/22: http://webappsummit.com


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