Re: [IxDA Discuss] Design Deliverables and Developers

2008-03-12 Thread Wesley Hall
Regarding QA:

I'd say yes, you want to be clear for QA. But finding the right
balance between explicit and concise is key.

A cautionary tale:
Once upon a time at my company we wrote air-tight docs. The docs were
so explicit they left *nothing* to the imagination, and QA straight
lifted them as test plans.

You'd think this would be a good thing.  But it wasn't.

Our docs became very long and very detailed.
A single product might have 700 pages of documentation.

As the design morphed during production (as it always does based on
user test results, etc) it became impossible to keep the docs 100% up
to date. We tried hard to do it. Everybody was working crazy hours,
nights and weekends -- just to update the docs!

Then we hit the QA cycle. Our poor testers had to comb through 700
pages. Every time they hit a discrepancy between design and
documentation, bam they had to log a bug. Even if the design
essentially made sense.

Then you're looking at 1000s of bugs (as a designer or project
manager) and sorting them into doc bugs versus real bugs.

Then there's the happy fun of going back and updating 700  pages of
docs. When really, you don't want to even DEAL with the docs --- you
want to spend your energy on building the best product.

So, with too much focus on documentation, everybody's productivity
is lowered and dev costs go through the roof.

So, we've changed policy.  Now we make sure to be concise. We are as
detailed as possible wherever necessary.  And we explain the GOAL of
the design.

Our Design Docs are radically shorter these days. It saves everyone
time and money. And so far, we're managing to keep clarity on the
designs just fine.

For the record, I should say I work for LeapFrog toys. So we're not
building web sites. We're building interactive books, games, toys,
etc.  Still, we have similar documentation issues to anyone creating
digital products.

Perhaps it's not as much of an issue for web based products.


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Re: [IxDA Discuss] Design Deliverables and Developers

2008-03-11 Thread Wesley Hall
I work for an in-house design team that collaborates with third
parties. As designers, we get paired up with internal producers
(assignments rotate), and then outsource to third-party developers.
The producer manages the primary relationship, and the designers
weigh in on key deliverables.

What we do:
1. High Concept Powerpoint for Marketing and Other Biz Partners
- Goal: Get Buy In
- they want the top level to make sure we're on strategy
- we include images to help them visualize the product
- we include bullet point lists of key feature sets
- we include preliminary user research data from qualitative testing

Once there's buy off

2. Create Design Document Lite
- Goal: Solicit accurate  fair developer bids
- We include enough detail to communicate the scope of the project,
whatever it takes
- We don't go deep into design details, because there's usually a
time issue
- Meanwhile, we keep refining the concept and user testing

Select a winning bid, then...

3. Create Complete Design Document
- Goal: Enable a Great Kickoff Meeting  Create a Reference
- Include as much detail as appropriate to communicate the spec

But at this point it becomes a collaborative work and a conversation
with the developer. The process is organic and it varies by project.

Over-documentation is definitely a no-no to watch out for. You 
don't want to make your docs so detailed that you spend all your
time updating them instead of communicating with your developer.

Regular conversation is key. You want to stay on the same page.

We used to document a lot more as a company, and would write docs
that spelled everything out to the letter. But what we found is that
the more we wrote, the less the developers read. You have to keep it
simple.  

Pictures, labeled diagrams and prototypes definitely help.

If you use text, bullet point it.  No one likes to read paragraphs.





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Re: [IxDA Discuss] d schools

2007-11-01 Thread Wesley Hall
Thanks Will and Jean-Anne for the thoughtful advice! JA, I'll definitely be
contacting to hear more about your Berkeley iSchool experience. Thank you!

Here's my specific dilemma (if anybody out there has an opinion!), and why
I'm trying to figure out if I need to get an MFA/MS/M.Des degree:

I work for Leapfrog toys as a senior designer.  I've been designing (and
sometimes producing) videogames, and interactive books and toys for them for
6.5 years.   It's very idiosyncratic work.

Building web sites is NOT part of my job.  Instead I do a variety of things
like: figuring out social play patterns for a toy, or what the UI should be
for a videogame (and also how all the subleveling works, and the level
design, etc; really designing the whole thing), or how to best marry the
content interaction with the industrial design of a toy.

And: I used to be a content person. I have a Master's degree in Literature,
not design!  I came to design organically by way of editorial. First I made
magazines in the mid-late 90s (Game Developer mag), then I worked on web
stuff in late 90s til the bust (Gamasutra.com, Macromedia.com), and I've
been with Leapfrog since then.

So I have 10+ years work experience, and I've learned design by making all
sorts of interactive things. I've done tons of designs, scripts, experience
flows, ethonographic research, user testing, etc.

But I'm worried that elsewhere in the industry my content roots and
experience designing interactive videogames/books/toys instead of web will
provoke a tsk-tsk, can she really do interaction design? response.

And heck, some days, I wonder myself.  Do I have the skills I need? I suffer
from self-doubt. I'm considered skilled at Leapfrog. But it's such an
unusual place, making such unusual products.  I wonder, some days, if my
skillset is appropriate in the wider world.

I've tried to make sure I skill up whenever I need to, by occasionally
taking a class in say, the Architecture department at Berkeley extension, or
a drawing class, or a class or two at the Multimedia Studies program over at
SFState. And I read a ton.  But I'm not sure this is enough.

I want to be sure that I stay competitive, and can do design work for
companies other than a toy company :) I can't stay at LF forever.  I'd like
to be hireable by an agency like IDEO or Jump or Adaptive Path one day, so
that I can work on ALL SORTS of products or web projects -- and eventually
lead a design team (sometimes I mentor/lead juniors here, and really enjoy
that).   I enjoy the project strategy work, too --- figuring out how to
balance the design, business  production needs.  And I'd like to be able to
use that elsewhere as well.

I'm not sure those same agencies would think my skillset and background was
appropriate.

So, given that:
1. I have content origins
2. I haven't had to make a web site in 6.5 years
3. I have 10 years experience, including some web experience, and have
designed lots of non-web interactive products
4. I'd like to be able to work for companies other than a toy company

Do I need to go back to design school if I want to be hireable by a company
that values great interaction design?

Or do I just need to get my butt in gear and create an awesome online
portfolio using as many of the latest web technologies, since I don't have
to create web stuff for work?

I'm curious what this list thinks :)



On Thu, 1 Nov 2007 03:23:15, Will Evans [EMAIL PROTECTED] wrote:

 Chris wrote: The theory behind design thinking  d-schools is, to
 me, this: Design is important. Too important to be managed by those
 fuzzy people who actually do design. It's time for designers to step
 aside and allow themselves to be led by a new generation of MBAs who
 have taken a couple of courses about design (but who don't do
 design).

 In all my reading on the ideas, theory, and processes of Design
 Thinking, my views are actually the opposite. I think it actually
 empowers designers and moves them up earlier in the process. Sure -
 some Design Thinking is being applied to business processes much in
 the way that TQM and all those other process aconyms became fads over
 the past 20 years. But - from the reading I have been doing, there is
 the opportunity such that designers/IxD folks are no longer
 downstream from the business analyst doing the problem definition and
 requirements gathering. Now designers are right up front helping to
 think within the problem space, exploring ideas, using abductive
 thinking (and teaching it to other team members), such that a
 plethora of ideas are generated well before requirements are
 solidified. Am I too starry eyed? After all my reading, I have begun
 to draft some ideas about a process (nothing new there :-), but to
 Dan and Chris' point - we only become design morlochs if we don't
 take control of the process. A few classes in design is not going to
 ingrain real strategic design thinking in any mba. There is simply no
 way that a semester can supplant 10, 15 years 

Re: [IxDA Discuss] tangible interaction

2007-10-12 Thread Wesley Hall
Hi David,

You might start by thinking about what kind of things you want to make, and
then start researching the companies who make them.  You'll find out pretty
quickly whether it's a large or small market.

Tangible interaction is (IMHO) the intersection between industrial design,
interaction design and environmental design. You usually find it in museum
exhibits/exhibit design, toys, and the kind of art you find at Burning Man
and music festivals.

Ideo, frog design and other large design consultancies play in this area,
too.  Such as when ideo redesigned the patient intake process for the Mayo
clinic --- that project touched interaction/environmental design in a pretty
cool way.

I don't know this for sure, but my guess is that you'll find that the
companies that can afford to hire folks in all the different disciplines are
either large consultancies, or else small, punkrock design shops that are
pursuing a funky product or two.

-wesley

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