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Principles for the Working Product Designer

221a911c59d66a716ec8fcb79bdb4692?s=47 clearwired
November 06, 2014

Principles for the Working Product Designer

Talk given at the November 6, 2014 PDX UX meeting.
Portland, OR



November 06, 2014


  1. Principles for the Working Product Designer PDX UX, November 6,

    2014 @chrisrivard clearwired@gmail.com
  2. 1. Materials 2. Craft 3. People 4. Business 5. The

    Design Problem
  3. Materials

  4. Industrial Design Silicon Anodized aluminium Stainless steel Glass

  5. None
  6. Musical Composition Rhythm Melody Key Scale Consonance & Dissonance

  7. Clint Mansell Leaving Earth or First Snow (The Fountain, Black

    Swan, Moon, ME3) Hans Zimmer Jisas Yu Holem Hand Blong Mi (Thin Red Line, The Tree of Life) Philip Glass Koyannisqatsi, Pruit Igoe & Prophecies (Koyannisqatsi, Watchmen)
  8. “The author is not inclined to the sanguine belief that

    such a subtle and imaginative art as that of composition can be acquired by those not possessed of the innate faculty, by simply studying from books.” - Percy Goetschius, Material Used in Musical Composition, 1913
  9. Writing (prose) Corbett and Conners, Style and Statement Antimetabole (repetition

    of words) Chiasmus (reversal of structure) Synecdoche (part for the whole) Metonymy (substitution of attribution)
  10. The Classic Style Elegant Efficient Unadorned Truthful Confident Conversational (single

    reader vs. group)
  11. “Every country possesses, it seems, the sort of cuisine it

    deserves, which is to say the sort of cuisine it is appreciative enough to want.” “It is the destiny of mint to be crushed.” - The Food of France, Waverly Root
  12. Design posture The nonfiction essay Conversational Looks easy

  13. Fashion and digital design The business of design Language constrains

    the way we talk about design (design critique).
  14. “One of the surest of tests is the way in

    which a poet borrows. Immature poets imitate; mature poets steal; bad poets deface what they take, and good poets make it into something better, or at least something different.” - T.S. Eliot
  15. Passive (cognitive) vs. Interactive (cognitive + physical)

  16. Software Product Design Pixels Algorithms Compute Behavior & Interactions Business

  17. Software Product Designer (Research, Interaction/Behavior, Business, Engineering, Marketing)

  18. Craft

  19. “[Form] is the combination of feelings and a function; shapes

    and things that come to one in connection with the discoveries made as one goes into the wood that pull it all together and give meaning to form.” - James Krenov, A Cabinetmaker’s Notebook
  20. Warm up away from a machine

  21. Designing is defining No instructions

  22. “Practicing” my running Importance of repetition and volume. Ira Glass:

    The Gap.
  23. Be a generalist (but an expert in something, T-shaped)

  24. “In the beginner's mind there are many possibilities, but in

    the expert’s mind there are few.” - Shunryu Suzuki
  25. Know your habits Cowboys, Ninjas and Unicorns. Multidimensional.

  26. Just enough design process Guidelines to fall back on if

    things go pear-shaped Checklists and runbooks (Atul Gawande) Collaborate: succeed or fail together Quickly get your product to your users (quality/speed balance) Agency vs. In-house
  27. None
  28. People

  29. “It requires a genuine fight to produce one well designed

    object of relatively permanent value.” - George Nakashima, The Soul of a Tree
  30. “We’re in violent agreement.”

  31. The buddy system (suiting up)

  32. Nonverbal behavior (Power poses, physical barriers to collaboration)

  33. Mentor & Protégé (be both)

  34. Find a design confidant

  35. Design management (we need more leaders)

  36. Design + Engineering ** (conspire to make it real) Product

    management Marketing Sales
  37. “Empathy is a respectful understanding of what others are experiencing”.

    - Marshall Rosenberg, Nonviolent Communication
  38. Business

  39. "You can start to use a design as a tool

    to spot where the problems are in a company.” -Irene Au, Khosla Ventures
  40. “If you can’t measure it, you can’t manage it.” –Edward

  41. Sustainable software products (let people pay you)

  42. Product lifecyle (inception to EOL)

  43. Scale & complexity (levers and switches)

  44. Entropy & Incrementalism (big ships turn slowly)

  45. “Constraints are hard because they represent the bar, and the

    bar is high on existing, successful products.” - Julie Zhuo, Product Design Director, Facebook
  46. None
  47. None
  48. None
  49. None
  50. The Design Problem

  51. Thank you for your attention. @chrisrivard clearwired@gmail.com

  52. References / Resources / Attribution Edward P.J. Corbett and Robert

    J. Conners (1999). Style and Statement. London. Oxford University Press. Krenov, James (1976). A Cabinet Maker’s Notebook. Fresno, CA. Linden Publishing Nakashima, George (2012). The Soul of a Tree: A Woodworker’s Reflections. Tokyo. Kodansha International. Root, Waverly (1992). The Food of France. New York, NY, Vintage Books. Goetschius, Percy (1882). Material Used in Musical Composition. New York, NY. G. Schirmer. Rosenberg, Marshall (2003). Nonviolent Communication: A Language of Life. Encinitas, CA. PuddleDancer Press. “Good artists borrow, great artists steal.” http:/ /quoteinvestigator.com/ 2013/03/06/artists-steal/ Icons from The Noun Project: T-shirt: Josh from Toronto, Food: Rodolfo Alvarez, Shelter: Public Domain.
  53. Set in Raleway The League of Moveable Type https:/ /www.theleagueofmoveabletype.com/