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328 Pages·2015·19.33 MB·English
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Communicating the UX Vision 13 Anti-Patterns That Block Good Ideas MARTINA HODGES-SCHELL JAMES O’BRIEN AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEW YORK • OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Morgan Kaufmann is an imprint of Elsevier Acquiring Editor: Todd Green Editorial Project Manager: Lindsay Lawrence Project Manager: Stalin Viswanathan Designer: Matthew Limbert Morgan Kaufmann is an imprint of Elsevier 225 Wyman Street, Waltham, MA 02451, USA Copyright © 2015 Martina Hodges-Schell and James O’Brien. Published by Elsevier Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publisher’s permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/ permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data A catalog record for this book is available from the Library of Congress ISBN: 978-0-12-420197-2 For information on all Morgan Kaufmann publications visit our website at www.mkp.com iv For Ed and my parents. You are my inspiration. For Melissa, and for Mum and Dad. v FOREWORD At the end of the movie “Soylent Green,” Charlton Heston famously cries out, “It’s people!” when he discovers the primary ingredient in the food system. Every time someone sends a goodbye note on their final day at a job, they always say, “I’ll miss the people the most.” At the center of a great user experience design effort is – you guessed it – people. In the case of the UX project, the people are our customers and we function as their main advocate in our agencies, companies, and teams. We study them. We observe them. We learn their motivations and their needs. We figure out how to help them and ensure that our solutions meet their needs. We know how to speak to them. More often than not, we also know how to speak to each other. Why then do we struggle as a profession to make compelling conversation happen with our colleagues in other disciplines, our leaders and executives, and our clients? Technology shifts in the last decade have made conversation with our customers increasingly easier, faster, and richer with insight. Capturing this insight and trans- lating it to our colleagues and clients is core to our goal of creating delightful and usable products. It’s also core to building successful collaborative teams. It is these highly engaged, cross-functional teams (made up of UX designers, visual designers, content strategists, software engineers, product managers, QA engineers, market- ers, and others) that can properly respond, in a timely fashion, to this vast trove of insight now available to us. The more effective these teams are, the more responsive the organization can be to changing customer needs. UXers are uniquely positioned to take advantage of this new reality to bridge the gap between individuals and interactions while shedding the constraints of processes and tools. This new opportunity is often seen through the lens of facilitation. UXers are the most qualified individuals on a team to take the lead in facilitating productive, meaningful team discussions. We know how to take input from various sources, synthesize it into something meaningful, and present it back to our customers for feedback. Yet we struggle to do this with our own teams and stakeholders. xxiii FOREWORD It is the tactics covered in this book that will help you make, and continue to make, a bigger impact on your organizations. They will teach you to translate your work into language your audience cares about. You will learn how to take data and metrics, and use them to not only inform your design process, but to make a compelling case for the decisions you’ve made. Martina and James have put together a treasure trove of tactics and insights to en- sure that UX is at the center of these Agile, collaborative teams. And it is with this know-how that we, together with our colleagues in other disciplines, can continue to build amazing products moving forward. —Jeff Gothelf, author, Lean UX, August 2014, New York, NY xxiv ACKNOWLEDGMENTS Many thanks to our great editing team at Elsevier, especially Meg Dunkerley and Lindsay Lawrence, for making this book happen. A special thank you to all our contributors who shared their stories with us: Aline Baeck, Chris Downs, Chris Nodder, Eli Toftøy-Andersen, Evgenia Grinblo, Jonathan Berger, Sarah B. Nelson, Richard Wand, Sophie Freiermuth, and Jeff Gothelf. Many thanks for the feedback and patience of our technical reviewers: Darci Dutcher, FJ van Wingerde, Linda Newman Lior, Richard Wand, and Spencer Turner. Chris Rain contributed the design of our playable card game, for which you can find downloading instructions in Conclusion. We’re so grateful that he shared his graphic design skills with us to create such a beautiful card deck. Thanks also to all of our friends and colleagues who agreed to take and pose for photographs. And to Pivotal, Method, Immediate Media, and Proximity London: thank you for your understanding of our time and space needs while we worked on this book. Martina wants to thank Ed, her parents, and her friends for the inspiration, love, and support to make this project a reality. James wants to thank Melissa, his parents, and the UXers of London for the support, solace, and sanity-checking. He also wishes to apologize to the many, many people on whom he has researched his own anti-patterns over the years. xxv INTRODUCTION As creative actors in the world of digital product development, UXers and designers are expected to combine our training and experience in the pursuit of great out- comes. But all too often, the focus of that training and experience is on the techni- cal aspects of creating design, leading us to fall short when it comes to the other important aspect of our roles: explaining our work to the people who are developing and paying for it. When the technical side of the role takes all the focus, good design can end up be- ing rejected because it’s not sold-in well enough for the buyers to see its value. In more extreme cases, the relationship between the business and the designer can be seriously harmed. The worst case of this the authors have experienced was in 2001, when James was a web designer working for a startup that had hired an external design agency for branding and graphic design. The relationship was turbulent, with the design agency struggling to adapt from their comfort zone of print design to a transactional website. Usability tests demonstrated that many of the designers’ favorite ideas needed to be toned down or rethought for the ultimate product to be clearly related, but not identical, to their comps. At the go-live, the startup invited the agency to review the implementation. The de- signer they sent was annoyed by what he saw as the startup’s lack of adherence to his design vision and refused to listen to the reasoning behind the changes. Finally, as James tried to explain why it was important to let the user scroll, the designer held up his hand to stop him and said, “If you were a designer, I’d listen to you.” The agency was fired the next day. Since those early days of the web, we have built many digital products for many different organizations. While it’s rare to encounter such an extreme outburst these days, we still regularly encounter the attitude that design is us-and-them, with “our skill” battling “nondesigners’ ignorance.” This attitude can come from third parties, clients, and, yes, even ourselves. Many UXers and designers seem to believe that people who don’t have the word “creative” in their job titles aren’t capable of judging creative work (and, by reflection, that they themselves are incapable of turning in xxvii INTRODUCTION anything but perfect work). Even we are sometimes guilty of falling into that trap. You can believe it when we say that many of the lessons we’ve put into this book have been learned through firsthand experience. But these supposedly “noncreative” people are still creating digital products. They’re specifying, building, and – most importantly – funding our design work. Building a fence around “creativity” cuts these people out of a process they have every right to be involved in. It leads to a toxic environment, and not just for that project. People who have had a poor experience with designers will take that experience, and the after- work horror stories it gave rise to, to their next project. And the project after that. They’ll work with unfortunate designers who, regardless of the quality of their work, always have to begin by justifying their involvement. That’s a situation that leads to shackled creativity and further poor experiences on both sides. It is possible to work in a different way – one that helps business-focused minds see the real value of design, that gives us better outcomes for loosening our iron grip, and that builds a foundation for ongoing collaboration. But to get to this way of work- ing, we need to address the negative patterns of behavior that we learn – or at least, never unlearn – over the course of our careers. None of us are formally taught how to communicate. We learn how to speak through a sort of osmosis in our early lives. Then, at school, we’re taught how to read and write, but meanwhile there’s a whole social thing going on that you have to muddle through on your own. This organic way of learning how to address others and par- ticipate in a culture forms a set of communication patterns that we rely on in our day-to-day interactions. Like many other aspects of our brains, these patterns let the brain filter and process the vast amount of information it constantly encounters by making assumptions about what’s important and what’s not. For the most part, our trial-and-error process of anchoring these patterns allows us to make friends, function in daily life, and avoid major conflicts. But when, as makers, we come into the workplace, we’re suddenly doing something that we haven’t done in a serious capacity before: building together. The same patterns that might work for us in social or learning contexts, around like-minded people, aren’t always suitable for communicating with parties who don’t share our outlook, don’t have the same context as us, or have unknown factors xxviii INTRODUCTION skewing their own attitudes. When patterns fail to work as expected, our social mon- key brains get stressed, and this can lead to conflict. Being challenged in a core belief is an example of a pattern challenge that leads to defensiveness, argumentation, and conflict. At this point, we usually rely on more negative patterns to deal with the situation. However, patterns are so ingrained into our psyches that we either experience cognitive dissonance when this happens – “Bob couldn’t understand my perfectly rational argument, so Bob is stupid/evil/hates creativity” – or, even if we do recognize the cause, we can’t simply reprogram our brains to accept it. In this book, we’ve taken the thirteen most common negative patterns that we see affecting projects every day and put names to them to help you identify them. For each of these anti-patterns, we’ve also provided a selection of positive patterns that you can use to displace the negative pattern, and lots of other helpful guidance. We want this book to be a practical guide to creating positive working relationships, with the understanding that the “work self” we create is built upon the learned behaviors from our younger lives. We don’t want you to think that the advice we give you in this book means you need to make your personality disappear under a veneer of “business-ness.” As a designer, your entire professional life is about communicating: communicating the product proposition to the customer, communicating the interface needs to the user, and communicating your decisions to the people who will decide whether and how they’ll be implemented. Our advice seeks to make sure that every time you’re communicating in that last context, you’re doing it in a way that effectively relays the value of what you’re doing, without being obscured by misplaced social gaffes. Equally, our advice will help you identify when you’re suffering from other peoples’ anti-patterns and turn those interactions around. Ultimately, we want to give you the tools to create a working relationship based on mutual respect and trust between you and your colleagues, one that really allows your design work to be valued and to shine in execution. If you can get to that place, then you don’t need the MBA, sharp suit, and smooth line in doublespeak. Colleagues who have learned to see the value of great design will also know how to recognize a great designer. xxix INTRODUCTION About the authors Martina Hodges-Schell is a London-based digital product and service designer who specializes in user-centered design, experience strategy, and qualitative design re- search. She has been creating interactive experiences for web, desktop, TV, and mo- bile devices since the mid-1990s. In her practice, she focuses on bringing a balanced team together with a shared empathy for users, business, technology, and design. Deeply fascinated by how people work together, Martina has conducted research into methods for multidisciplinary collaboration and adoption of user-centered thinking to support creativity and innovation for her MA in Applied Imagination from Central Saint Martins School of Art and Design in London. Martina mentors entrepreneurs at Seedcamp and Lean Startup Machine, and teaches user-centered design at Birkbeck, University of London. She helps companies large and small establish more user-centered, Lean, and Agile design skills and facilitates the cultural and organizational change required to collaborate and take risks more effectively. She has helped Fortune 100 and startup companies across a wide range of sectors develop new products and services, or measurably improve existing ones. Her clients include Amazon, eBay, Microsoft, Yahoo! Mobile, O2, Vodafone, Expe- dia, Barclays, Lloyds, Not on the Highstreet, EDF Energy, and a growing number of startups, among many others. She has worked for boutique UX consultancy, creative agency, world-leading dot-com, and startup environments including Flow Interactive, Method, and Pivotal Labs, and has experienced a wide range of team and stakeholder constellations. She shares her enthusiasm for UX as a member of the UK UXPA Committee, and regularly organizes and speaks at events, such as IA Summit, Interactions, UXPA, Agile, and Balanced Team events. James O’Brien has spent the last twenty years designing and building digital products in roles that always seemed to spill over the edges of the job title. Known at various times as a webmaster, web designer, web developer, front-end developer, and UXer, he has always been dedicated to getting the best possible experience into the users’ hands. He graduated with a BSc in Media Technology and Production from the University of Bradford in 1999 and worked with several fledgling startups during the first web xxx

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This book identifies the 13 main challenges designers face when they talk about their work and provides communication strategies so that a better design, not a louder argument, is what makes it into the world.It is a fact that we all want to put great design into the world, but no product ever makes
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.