+1 for lots of quick iterations.

At 8:22 PM -0800 11/9/05, Philippe Bossut wrote:
Hi,

I think the process (as in set of steps) is workable. I'd advocate though to have a short feedback loop between steps 2 and 3, i.e. mock up or prototype 5 ideas or more and iterate through the discussion.

My experience is that it's very useful to show lots of design and variation rather than few so that people can break the design apart and articulate what they like better. Having to choose up front between 2-3 designs, people tend to compromise on stuff, sometimes just to get their pet ideas in. At that stage of the process though (stage 2), I think we should still be open to discuss everything in the design.

One day, I created 10 variations of a main screenshot for an imaging app (which didn't see the light of day but that's another story...), did color prints and pin them in the hallway, asking people to vote and otherwise interviewing them whenever someone would come by. It was incredibly efficient.

Cheers,
- Philippe

Sheila Mooney wrote:

Due to the high volume of traffic on the design list lately it's likely that not everyone has seen this or had a chance to read it yet (with all the bug fixing going on etc). We haven't received many comments so far and we wouldn't mind getting some feedback from the developers on this process.....when you have a chance to since I know you are all busy.
Thanks,
Sheila

Begin forwarded message:

*From: *Mimi Yin <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
*Date: *November 8, 2005 11:48:38 AM PST (CA)
*To: *Chandler Design list <[email protected] <mailto:[email protected]>>, OSAF Development <[email protected] <mailto:[email protected]>> *Cc: *Lisa Dusseault <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>, Sheila Mooney <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>, Katie Capps Parlante <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
*Subject: **Processing Dogfood Feedback*


Pre-0.6 Dogfooding has uncovered some important design issues which has in turn prompted quick responses that will make it into the 0.6 release. All in all, it has been a successful experience and a great opportunity for us to figure out how to deal with Dogfooding feedback once 0.6 is released for real. This in turn has prompted further discussion about refinements to the feedback submission process.

Given that code freeze for 0.6 is nigh and available resources are as always scarce...here are some guidelines for submitting feedback.

1. Is this something that prevents you from Dogfooding Chandler calendar in 0.6? (Helps us prioritize.) 2. Is it an "I can't understand this!" issue OR "I can't figure out how to do this!" issue OR "This is really annoying!" issue.
3. Lastly, some ideas for possible solutions.

Suggestions for solutions are more than welcome, however, it is important for the group to have a shared understanding of the root of the usability problem (which is why I have put it as a #3). Some solutions are not available to us either because they are too expensive to implement in the short-term or destabilize other areas of the design. If we can all come to an understanding about the problem we need to solve, we'll be much better equipped as a group to brainstorm solutions that work within the context of the both design and development realities.

Hopefully most feedback will be fairly straightforward, but once in a while, design issues will arise that require further exploration. We would like to experiment with more collaborative approaches to dealing with such design issues. Our branding effort for 0.6 was one early foray into distributed, collaborative design and we're looking to incorporate this approach into our core design process.

This is not something any of us have done before (if anyone has done this, please speak up share your experiences!), so apologies in advance for changing the rules mid-stream or making up new ones as we go along. This is going to feel a little like Calvin-ball at first. http://www.geocities.com/SoHo/Nook/2990/cb_rules.htm

Here's a strawperson proposal:

1. Brainstorm of ideas for solutions. At this stage, we will try very hard to avoid evaluating solutions for feasibility or even usability.

2. Once a critical mass of ideas have been submitted*, we will go through a process of whittling it down to a set of 2-3 options.**

The whittling down process consists primarily of:
a. Evaluating how well the proposed solution fits into the existing design framework AND/OR b. Considering whether the fix is important enough to merit re-examining larger design issues. c. Evaluating the feasibility of the proposed solution and estimating how much time and resources it will take to implement

 3. Mock ups or prototypes of ideas.

4. Informal usability testing as appropriate to the design issue at hand.

5. Presentation and analysis of results.

Steps 1-5 could all happen within a single day or over a period of a few weeks. It could happen several times over the course of a week or a month. It all depends on the scope of the design issue how ornery the problem is.

Feedback and comments welcome!

Mimi

* Brainstorming never ends per se, but at some point, we will need to open up the discussion to evaluation and prioritization.

** Step 2 will be the hardest to do well and potentially full of pitfalls. We're doing a lot of hand-waving about it right now. We'd like to see how things work themselves out naturally and impose structure only on an as-needed basis.


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