My responses to Jonas Löwgren (Part 2 of 2):

Q:
Do you work systematically with product reviews and criticism in your
teams?

A:
Yes, absolutely.  We all constantly test and play with all manners of
things.  We pass things around and take turns trying out things.  And
we talk constantly about these things.  Knowing about how things work
and behave is our lifeblood.  We also keep abreast of a number of
industry and market trends and track a number of competitive fields. 
We don't do this formally.  We do this informally and constantly.

We also pay attention to our initial observations and first
impressions of things we analyze.  Contrary to the often-repeated
warning that we're somehow not "regular people," we often discuss
the importance of being able to understand and empathize with the
non-expert lay user, and I believe it's possible for designers to
develop that empathy and ability.  It really is possible to put
oneself in the shoes of a range of users.  It's partly the lifelong
job of good designers to be astute observers of people, and pay
attention to them when they're using many kinds of things.  A good
deal, and perhaps a huge majority of what makes all manners of things
easily usable are common, not specific.  There are qualities that can
be imbued in any interactive design, whether a product, software,
service, or system that will benefit users.  Easy to recognize and
learn patterns, minimal navigational load, and dozens of other things
we see again and again across many projects.

We have many years of experience in designing small devices and
systems, and playing with existing products along with our own which
we've had become real, have taught us a lot.  We look for
opportunities to transmit this to our junior associates in as many
ways as we can.

We also do a lot of critiques of our iterative designs.  We certainly
do walkthroughs of our designs periodically to keep everyone in synch.
 This is necessary because there are times we'll go off and work on
certain portions of a project and we'll periodically come together
to integrate and reconcile our patterns and interrelationships for
consistency and simplification.  Our goal is the most minimal and
fully functional elegance, with the fewest elemental archetypes and
interactions.

I've done this alone, and it simply takes longer.  Multiple
designers can power through a lot of options and alternatives much
faster, if they're practiced at doing this and working productively
together.  There are certain co-consultants I work with where we
speak in a dense shorthand, and can work through incredibly complex 
problems and solution spaces quite quickly because we share a very
extensive language of concepts, models, and shared experiences.

Q:
Do you have procedures for debriefing and knowledge sharing after
project milestones and completions?

A:
Yes.  We generally compile a lot of documentation from our projects. 
This is then reviewable and can be compared to the same from other
projects.  We also often have real production embodiments to work
with at certain milestones, so we pound on that pretty extensively,
and will often grab people nearby to do the same, noting their
feedback.  More often than not, our designs work as we assumed they
would.  We use feedback to tweak the results.  I don't recall ever
having to start over, or make a drastic change of course.  Our paper
design process leads to strong confidence of how things will work,
and we work close enough with engineers (either on our team or with
clients) to know that the behavior can be achieved as we intend
before we move forward.

Q:
How are you working with conceptual tools for articulation of
practical knowing, such as patterns or experiential qualities?

A:
We use a combination of the type of paper maps, flows, and
element-perfect (and later pixel perfect or CAD-perfect) specs along
with copious narrative descriptions and creative ad hoc use of
metaphors.  Our discussions are actually very much like strings of
mixed metaphors, and this is a great aid in expressing complex and
interrelated concepts .

It's actually here where I think language is a very imporant skill
and talent for RED practitioners.  Some of the best RED practitioners
I've known came from writing and film backgrounds, which is not
surprising.  They understand flow and narrative, which are both
important components of effective interaction design.

Interaction design, unlike industrial design, graphic design, or
building architecture, is difficult if not impossible to "capture"
in an image or text description.  The quality of any interaction
design (beyond what's in the minds of the designers), must be used
and discovered by others.  We've found that some designers are much
better at grasping and growing in interaction design skill.  There
are some young designers that after one project I know for certain
that there is a very valuable master designer within them, waiting to
evolve.  Discovering this, is without a doubt, the most exciting and
satisfying discoveries I ever make.  You just look at a designer and
watch their thought process and think to yourself - they've got it.

And yet they'll have to work hard to develop it.  That's how RED
rolls.


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=37626


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