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Developers are Experience Designers

Developers are Experience Designers

The people who use the products we build will never differentiate between design and the technology. As team members we tend to look at our projects through only one lens, and in turn lose sight of the bigger picture. Lets talk about breaking down these silos and what each role plays in creating products that deliver the experience users deserve.

Ryan Nicholson

April 26, 2012
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  1. DEVELOPERS ARE EXPERIENCE DESIGNERS
    (AND DON’T EVEN KNOW IT)

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  2. Hi! I’m Ryan Nicholson
    AestheticRain.com - @RyanDNicholson

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  3. DISCLAIMER
    I’M NOT A STRONG DEVELOPER

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  4. I’M A DESIGNER, WE’RE WEIRD

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  5. BUSINESS REPS ARE ANNOYING

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  6. ANGRY DEVELOPER
    DEVELOPERS ARE SCARY

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  7. MOST PRODUCTS SUCK

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  8. EXCEPT YOURS... YOURS ARE AWESOME
    DON’T HURT ME

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  9. IF WE’RE SUCH EXPERTS
    WHY DO THEY SUCK?

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  10. WE’RE DISCONNECTED

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  11. WEB DESIGNER USERS

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  12. PROJECT MANAGERS
    STRATEGISTS
    DESIGNERS
    DEVELOPERS
    ETC. ETC. ETC.
    USERS

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  13. “A beef filet cooked for 15 hours by 30
    different cooks doesn’t necessarily
    taste better than a cheeseburger”
    OLIVER REICHENSTEIN

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  14. THIS IS NOT A PRODUCT

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  15. NEITHER IS THIS

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  16. NOT EVEN CLOSE

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  17. PEOPLE DON’T KNOW OR CARE

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  18. IT’S WHAT PEOPLE EXPERIENCE

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  19. WE HAVE DIFFERENT ROLES
    AND TEND TO WEAR BLINDERS

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  20. WE DO OUR JOB AND PASS IT ON

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  21. THIS CREATES SILOS OF SKILL SETS
    WHICH CAUSE GAPS IN PRODUCTION

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  22. Maker Thinker
    Creative
    Analytical

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  23. A LOSS OF VALUE IN WHAT OTHERS DO
    ANGRY DEVELOPER

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  24. GAPS IN PRODUCTION
    =
    GAPS IN EXPERIENCES

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  25. WE DO THE TASKS WE’RE GIVEN
    BY THOSE WE REPORT TO

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  26. “THE CODE WORKS, GOOD JOB”
    ENGINEERING

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  27. “THE CODE WORKS, BUT THE WORKFLOW
    SUCKS HOW CAN WE FIX IT?”
    UX TEAM

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  28. THE EASY WAY IS NEVER THE RIGHT WAY

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  29. EVERYONE MUST OWN THE EXPERIENCE

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  30. DESIGNERS HAVE A OFFENSIVE ROLE

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  31. DEVELOPERS ARE ON THE FRONT LINES

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  32. FIRST TO USE THE ACTUAL PRODUCT

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  33. FIRST TO DISCOVER ERRORS

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  34. FIRST TO RECOGNIZE DESIGN GAPS

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  35. FIRST TO FIND PERFORMANCE ISSUES

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  36. FIRST TO LOCATE SECURITY RISKS

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  37. DEVELOPERS PLAY A HUGE ROLE
    IN THE FINAL EXPERIENCE
    AND SHOULD PLAY A BIGGER PART IN THE DESIGN PROCESS

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  38. DESIGNERS NEED A FUNCTIONAL
    UNDERSTANDING OF DEVELOPMENT
    (WE COULD ARGUE THIS TOPIC FOR DAYS)

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  39. HOWEVER,
    EVERYONE NEEDS A FUNDAMENTAL
    UNDERSTANDING OF DESIGN

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  40. “Form follows function - that has been
    misunderstood. Form and function
    should be one, joined in a
    spiritual union”
    FRANK LLOYD WRIGHT

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  41. SO NOW I’M AN EXPERIENCE DESIGNER?
    CRAP NOW WHAT?

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  42. DESIRABILITY
    USABILITY
    USEFULNESS

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  43. USABILITY
    USEFULNESS &

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  44. GET OUT OF THE OFFICE
    EVALUATE AND BE INSPIRED
    USABILITY
    USEFULNESS

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  45. TALK TO PEOPLE
    UNDERSTAND YOUR USERS
    USABILITY
    USEFULNESS

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  46. RECOGNIZE QUALITY DESIGN
    MAKE NOTE OF GREAT THINGS
    USABILITY
    USEFULNESS

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  47. DO WHAT THEY DO
    PUT YOURSELF IN THEIR SHOES
    USABILITY
    USEFULNESS

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  48. BECOME T SHAPED

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  49. “Having a principal skill that describes
    the vertical - but can branch into other
    skills and do them well”
    TIM BROWN

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  50. LOGIC
    ENGINEERING
    FUNCTIONALITY
    TECHNOLOGY DRIVEN

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  51. LOGIC
    ENGINEERING
    FUNCTIONALITY
    TECHNOLOGY DRIVEN
    DEVELOPMENT
    USABILITY USEFULNESS
    EXPERIENCE DRIVEN

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  52. LOGIC
    ENGINEERING
    FUNCTIONALITY
    DEVELOPMENT
    USABILITY USEFULNESS
    EXPERIENCE DRIVEN

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  53. WE ALL HAVE A DIFFERENT “T”
    USE THEM TO FILL GAPS IN PRODUCTION

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  54. EVERYONE PROTOTYPES
    THINK IN THE CONTEXT OF THE FINAL PRODUCT

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  55. BREAK DOWN SILOS
    FRAME TASKS AROUND THE USER’S EXPERIENCE

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  56. CREATE A COMMON LANGUAGE
    ENCOURAGE MORE COLLABORATION

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  57. CREATE SKILL OVERLAP AMONG TEAMS

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  58. Maker Thinker
    Creative
    Analytical

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  59. Maker Thinker
    Creative
    Analytical

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  60. THIS ISN’T EASY

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  61. THIS EXPECTS MORE OUT OF PEOPLE
    AND PUSHES THEM OUT OF THEIR COMFORT ZONES

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  62. TALK WITH OTHER TEAM MEMBERS
    LEARN THEIR SKILLS AND SHARE YOUR KNOWLEDGE

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  63. BE ABLE TO DESIGN SOMETHING
    ALMOST AS WELL AS YOU CAN BUILD IT

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  64. IT’S NO LONGER OK TO “NOT KNOW”
    EVEN WORSE TO NOT CARE

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  65. ULTIMATELY WE’RE BUILDING FOR PEOPLE
    LETS START THINKING THAT WAY

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  66. TIME TO KICK SOME A**
    Ryan Nicholson - AestheticRain.com - @RyanDNicholson

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