Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-23 Thread Martin
Hi Daniel,

I guess with where to start, that is pretty clear (or rather, has become
so since my original post). They have said, basically Here's what we're
adding to the product—go design it.

So whatever I do will have to be within the constraints of this particular
task, rather than me being able to pick and choose where I would like to
make improvements. I guess my refined question is Apart from the obvious
things that I can figure out myself, should I, and *how *should I, be
integrating user research and/or usability testing into my design process?
Given very limited time, etc.

What specific things can I do to make sure that what I design will support
user goals and activities?

And thanks for the link. Great article. The blanks I am trying to fill are
in the process that *leads up* to having a design to walk though with them.

Thanks,

Martin

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[IxDA Discuss] Introducing design to a dev team for the first time

2008-05-23 Thread Martin
This may have been asked - How much time available do you have to include
user research before you need to show them new designs?

That's one of the first questions that I will be asking when I get back to
work on Sunday :)

Martin

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Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-22 Thread erica
Caveat - I am in the same position as yourself and do not in any way
consider myself an expert.

That said, I feel your strategy here is entirely dependent on how
early on in the process you are working, what your timeframe is, and
how much flexibility you have.  

In my case, I am being brought in during concept stage, with the plan
to start developing the software in July, and the opportunity to
develop a new branding identity and marketing materials as well as
user assistance documentation once the software is well into
development.  So I have time for all kinds of data collection from
the marketing department, and to develop user scenarios, usability
testing procedures, and eventually personas and use cases.  Following
that I plan to do wireframes and paper prototypes with iterative
testing and design refinement, based on various concept models for
testing usability.  In other words, I've been given the time and
leeway to go all out on not just usability testing but user
experience design including re-architecting documentation and
designing marketing materials as well as help systems.

On the other hand, you may have very little time or leeway for
usability testing.  There is definitely information out there for
executing guerilla usability testing.  Certainly any testing is
worthwhile, and if you Google you will find lots of resources.  

It is up to you which way you take it.

Cheers,
Erica


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-22 Thread Martin
Hi Erica,

... your strategy here is entirely dependent on how early on in the process
 you are working, what your timeframe is, and how much flexibility you have.


I think my timeline is going to be a bit more compressed than yours. I'm
coming into a project in the middle, where the functionality of an existing
product is being extended. So I probably will have to take a somewhat
guerrilla approach. But I certainly get the importance of usability testing,
and I'll try to incorporate it *somehow*.

And I still have to make sure the documentation is ready on time *as well*.

Thanks,

Martin


On Thu, May 22, 2008 at 8:14 PM, erica [EMAIL PROTECTED] wrote:

 Caveat - I am in the same position as yourself and do not in any way
 consider myself an expert.

 That said, I feel your strategy here is entirely dependent on how
 early on in the process you are working, what your timeframe is, and
 how much flexibility you have.

 In my case, I am being brought in during concept stage, with the plan
 to start developing the software in July, and the opportunity to
 develop a new branding identity and marketing materials as well as
 user assistance documentation once the software is well into
 development.  So I have time for all kinds of data collection from
 the marketing department, and to develop user scenarios, usability
 testing procedures, and eventually personas and use cases.  Following
 that I plan to do wireframes and paper prototypes with iterative
 testing and design refinement, based on various concept models for
 testing usability.  In other words, I've been given the time and
 leeway to go all out on not just usability testing but user
 experience design including re-architecting documentation and
 designing marketing materials as well as help systems.

 On the other hand, you may have very little time or leeway for
 usability testing.  There is definitely information out there for
 executing guerilla usability testing.  Certainly any testing is
 worthwhile, and if you Google you will find lots of resources.

 It is up to you which way you take it.

 Cheers,
 Erica


 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
 Posted from the new ixda.org
 http://www.ixda.org/discuss?post=29332


 
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-- 
Martin Polley
Technical writer, etc.
+972 52 3864280
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Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-22 Thread Michael Micheletti
On Thu, May 22, 2008 at 12:28 PM, Martin [EMAIL PROTECTED] wrote:

 I get the definite impression that they are after something more visual
 that they can take and translate into the built product. Which raises
 another question: how interactive/hi-fidelity to make wireframes/prototypes?
 Whiteboard/paper? Visio with layers to simulate different page states?
 HTML/CSS/JS for something that wags and barks like the real thing? (The
 latter will require a crash course to fill in some big blanks...)

 They are used to receiving PPTs to illustrate interaction flows, so I guess
 anything's better than that :)

Ugh Visio layers, what a sadly broken feature. You've listed some good
choices. The usual criteria to select might include:
- What you know how to do
- How much time you have to do it in
- What your customer prefers
- Why you are prototyping or wireframing

For usability testing, it's great to have a working prototype. It's
perfectly acceptable during an early design stage to use a paper prototype.
A paper prototype gets done quick, finds lots of problems, is easy to work
with, low tech, cheap. No style points but big results, and early in the
project where it can really count.

Powerpoint can work for you too if needed. Flash is a great prototyping
tool, as is HTML/CSS/Javascript. There's a tendency for Flash or HTML
prototypes to end up as front end code in the app sometimes so heads up
there. Since you're introducing design into the process for the first time,
and it's a bit new to you, I'd recommend that you focus more on facilitating
design processes and communications than on higher fidelity prototypes, at
least during the early phases of the project. Good luck!

Michael Micheletti

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Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-22 Thread Martin
Thanks, Michael. Those are all important factors. I didn't have it as clear
in my head as how you articulated it.

As for what the customer prefers, I think they are open to being educated
and respect and defer to the expertise of people in fields other than their
own. (Not that I'm in any way an expert at this stage.)

There's a tendency for Flash or HTML prototypes to end up as front end code
 in the app sometimes so heads up there.


Not likely in this case, luckily. I'll be working on enhancements to an
existing project, so it will be implemented in GWT, for better or for worse.


... I'd recommend that you focus more on facilitating design processes and
 communications than on higher fidelity prototypes, at least during the early
 phases of the project. Good luck!


Sounds sensible. I get the impression that I am just expected to come up
with one design that will work, which the developers can then go build. So
I'll have to impress upon them that this will require *some* sort of user
input. The thing is, I'm not clear about which would better serve the
design: some sort of ethnographic research, or some kind of usability
testing. (Sure, doing both would be best, but in this situation, what would
give me more bang per buck? I think usability testing would be the easier
sell, in any case...)

Thanks,

Martin

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Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-22 Thread Martin
Hi Michael,

Thank you for the wise words.

Offer to facilitate design/whiteboard sessions and volunteer to write the
 design specs.

...
 you can offer suggestions on interfaces ... prepare two or three different
 versions of wireframes ahead of time as discussion aids.


I get the definite impression that they are after something more visual that
they can take and translate into the built product. Which raises another
question: how interactive/hi-fidelity to make wireframes/prototypes?
Whiteboard/paper? Visio with layers to simulate different page states?
HTML/CSS/JS for something that wags and barks like the real thing? (The
latter will require a crash course to fill in some big blanks...)

They are used to receiving PPTs to illustrate interaction flows, so I guess
anything's better than that :)

If you can get a little budget for field studies...


I will definitely try to get them to let me do some sort of usability
testing. Something small to begin with, to prove its worth.

The main idea is to be a facilitator of design on the team.


I'll try to keep that in mind at all times.

Finally, if you're good with graphics, symbols, colors, visual design -
 offer to contribute to this part. Otherwise some Java programmer will do it
 all in the Gimp, underwhelm, and deliver code late.


Or more likely it will be the standard GWT look with a logo slapped on it :)

Thanks very much,

Martin

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Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-22 Thread james horgan
Hi Martin, I'd talk to your CEO or whoever is in charge, show them before
and after scenarios and make a case as to why you think usability =
increased revenue. I would also do a bit of internal marketing, ensure your
team are referred to as interaction designer (never graphic designers) and
do some educational sessions on why preplanning and information architecture
add to the product and is something everyone can support.
You have to solve the internal attitude to it before you (and your
coworkers) can educate the client. I would research industrial
design history and how they got into the mix (they were seen as glorified
prettifiers before).
hope that helps.
james

On Thu, May 22, 2008 at 4:38 PM, Martin [EMAIL PROTECTED] wrote:

 Thanks, Michael. Those are all important factors. I didn't have it as clear
 in my head as how you articulated it.

 As for what the customer prefers, I think they are open to being educated
 and respect and defer to the expertise of people in fields other than their
 own. (Not that I'm in any way an expert at this stage.)

 There's a tendency for Flash or HTML prototypes to end up as front end code
  in the app sometimes so heads up there.


 Not likely in this case, luckily. I'll be working on enhancements to an
 existing project, so it will be implemented in GWT, for better or for
 worse.


 ... I'd recommend that you focus more on facilitating design processes and
  communications than on higher fidelity prototypes, at least during the
 early
  phases of the project. Good luck!
 

 Sounds sensible. I get the impression that I am just expected to come up
 with one design that will work, which the developers can then go build. So
 I'll have to impress upon them that this will require *some* sort of user
 input. The thing is, I'm not clear about which would better serve the
 design: some sort of ethnographic research, or some kind of usability
 testing. (Sure, doing both would be best, but in this situation, what would
 give me more bang per buck? I think usability testing would be the easier
 sell, in any case...)

 Thanks,

 Martin
  
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Re: [IxDA Discuss] Introducing design to a dev team for the first time

2008-05-22 Thread Daniel Szuc
Martin's question - Where to start? What are the things I can do
right now that will have the greatest positive impact for the effort
I will be putting in?

Speak to the team about key pages or flows that are in need of help
and have the greatest impact on the product. Find out where they are
hurting and where you can help.

Perhaps a quick usability review and to cross check the thinking with
the team.

When you have created some design ideas, walkthrough with the team -
http://www.uxmatters.com/MT/archives/000199.php

rgds,
Dan


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