Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Design Thinking for Client Engagement

Megan Erin Miller
September 04, 2013

Design Thinking for Client Engagement

Presented through CASCADE SF at Runway SF on September 4, 2013.

"Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success."
—Tim Brown, president and CEO of IDEO

In this talk, we will explore how to apply a design thinking mindset to your discovery and design process. You will walk away with new strategies for:

* Building client trust
* Facilitating client communication and collaboration
* Establishing a common design language
* Reducing time and controlling scope
* Guiding clients to solutions you know will work

We will look at how using physical tools and time-bound workshops can encourage client creativity and engagement, and how setting a tone of openness, compassion, and play can transform your client’s experience in your next project. You'll walk away with a deeper understanding of the design thinking mindset, and tips and tricks for crafting your own arsenal of physical artifacts to aid you in your design process.

Video of this talk available here: https://www.youtube.com/watch?v=2tPXgFBzLRs

Megan Erin Miller

September 04, 2013
Tweet

More Decks by Megan Erin Miller

Other Decks in Design

Transcript

  1. Design Thinking for
    Client Engagement
    SEPTEMBER 4, 2013 • CASCADE SF
    Megan Erin Miller @meganerinmiller

    View Slide

  2. Design thinking is a human-centered
    approach to innovation that draws
    from the designer’s toolkit to
    integrate the needs of people, the
    possibilities of technology, and the
    requirements for business success.
    Tim Brown, President and CEO of IDEO


    View Slide

  3. LET’S INNOVATE

    View Slide

  4. Traditional design process
    discovery   wireframes  
    design  
    comps  

    View Slide

  5. Artifacts of design process
    User Personas
    Task Flows
    Site Maps
    Wireframes
    Style Tiles
    Design Comps

    View Slide

  6. Clients don’t
    understand
    wireframes

    View Slide

  7. View Slide

  8. Lost in translation
    Clients don’t speak “designer”
    Our artifacts are not self-apparent

    View Slide

  9. What we’re really a"er
    Their priorities
    Their goals
    Their aesthetic preferences
    Editorial direction
    Decision making

    View Slide

  10. It’s a problem of
    communication
    We are balancing technical and design
    considerations
    They don’t know how to give us the
    information we need

    View Slide

  11. There’s a better way
    Apply design thinking to the way we
    work with our clients

    View Slide

  12. Design thinking is a human-centered
    approach to innovation that draws
    from the designer’s toolkit to
    integrate the needs of people, the
    possibilities of technology, and the
    requirements for business success.
    Tim Brown, President and CEO of IDEO


    View Slide



  13. Design thinking is a human-centered
    approach to innovation that draws
    from the designer’s toolkit to
    integrate the needs of people, the
    possibilities of technology, and the
    requirements for business success.
    Tim Brown, President and CEO of IDEO

    View Slide



  14. Design thinking is a human-centered
    approach to innovation that draws
    from the designer’s toolkit to
    integrate the needs of people, the
    possibilities of technology, and the
    requirements for business success.
    Tim Brown, President and CEO of IDEO

    View Slide



  15. Design thinking is a human-centered
    approach to innovation that draws
    from the designer’s toolkit to
    integrate the needs of people, the
    possibilities of technology, and the
    requirements for business success.
    Tim Brown, President and CEO of IDEO

    View Slide



  16. Design thinking is a human-centered
    approach to innovation that draws
    from the designer’s toolkit to
    integrate the needs of people, the
    possibilities of technology, and the
    requirements for business success.
    Tim Brown, President and CEO of IDEO

    View Slide

  17. Design thinking is a human-centered
    approach to innovation that draws
    from the designer’s toolkit to
    integrate the needs of people, the
    possibilities of technology, and the
    requirements for business success.
    Tim Brown, President and CEO of IDEO


    View Slide

  18. Design an
    experience for
    our clients

    View Slide

  19. Our goals go beyond design
    Build trust
    Establish common language
    Collaborate
    Inspire ownership
    Reduce time, control scope

    View Slide

  20. Create a
    structure for
    conversation

    View Slide

  21. Create an
    environment
    for play
    Photo  from  h5p://flickr.com/photos/stria;c/470233447/  

    View Slide

  22. LET’S PLAY

    View Slide

  23. Why do we want to play?
    Build trust
    Establish common language
    Collaborate
    Inspire ownership
    Reduce time, control scope

    View Slide

  24. Structured
    limitations
    Photo  from  h5p://flickr.com/photos/[email protected]/86557617/  

    View Slide

  25. Game mechanics:
    “Quests”

    View Slide

  26. Celebrate
    milestones
    and successes
    Photo  from  h5p://www.flickr.com/photos/[email protected]/2621532544/  

    View Slide

  27. Game mechanics:
    “Progression”

    View Slide

  28. Clear goals
    and roadmap
    to success

    View Slide

  29. Game mechanics:
    “Appointment Dynamics”

    View Slide

  30. Time-bound
    Workshops
    and activities
    Photo  from  h5p://www.flickr.com/photos/[email protected]/8086959997/  

    View Slide

  31. For each goal,
    create a tool
    Photo  from  h5p://www.flickr.com/photos/[email protected]/132914327  

    View Slide

  32. MAKE IT PHYSICAL

    View Slide

  33. Physical interaction builds
    fundamental concepts

    View Slide

  34. Fundamental corporeal concepts
    such as near and far, hard and so",
    jagged and pointed, weak and
    strong, open and closed, and so on
    are rooted in animate movement.
    Dr. Maxine Sheets-Johnstone, Movement as a way of knowing


    View Slide

  35. We naturally
    speak the
    language of
    the physical
    Photo  from  h5p://www.flickr.com/photos/[email protected]/4269396864/  

    View Slide

  36. Physical artifacts can
    act as translators

    View Slide

  37. How can we harness
    the power of physical
    experiences?

    View Slide

  38. We do this already
    Sketching
    Diagrams

    View Slide

  39. Drawing your idea helps you
    address its structure with a
    different part of your brain,
    and see it from a new angle.
    Joe Ringenberg, How Diagrams Solve Problems


    View Slide

  40. Give them
    something
    to react to
    Photo  from  h5p://flickr.com/photos/[email protected]/4766284256/  

    View Slide

  41. Facilitate communication
    and collaboration

    View Slide

  42. Externalizing ideas allows for closer
    collaboration, earlier input, and
    deeper thought partnership.
    Stefan Klocek
    Better together; the practice of successful creative collaboration


    View Slide

  43. Build trust

    View Slide

  44. Sharing the journey with the client
    and being transparent is key to
    establishing trust. By involving the
    client from the early stages they
    become more invested.
    Anthony Lui, Live Wireframing


    View Slide

  45. Just enough
    space for
    creativity
    Photo  from  h5p://www.flickr.com/photos/[email protected]/3484003209  

    View Slide

  46. Inspire ownership

    View Slide

  47. Guide them to
    solutions you
    know will work
    Photo  from  h5p://www.games-­‐sun.com/files/file/The-­‐Dinosaur_coloring_by_numbers_pictures_for_kids_girls_boys_children5.jpg  

    View Slide

  48. Photo  from  h5p://www.games-­‐sun.com/files/file/The-­‐Dinosaur_coloring_by_numbers_pictures_for_kids_girls_boys_children5.jpg  

    View Slide

  49. A NEW DESIGN TOOLKIT

    View Slide

  50. Design artifacts
    User Personas
    Task Flows
    Site Maps
    Wireframes
    Style Tiles
    Design Comps

    View Slide

  51. What we’re really a"er
    Their priorities
    Their goals
    Their aesthetic preferences
    Editorial direction
    Decision making

    View Slide

  52. A Tactile Design Kit
    http://www.TactileDesignKit.com

    View Slide

  53. A Tactile Design Kit
    Persona template
    Website design review worksheet
    Site descriptors worksheet
    Visual vocabulary reference
    Navigation worksheets
    Wireframe toolkit
    Idea cards

    View Slide

  54. A SAMPLE PROCESS

    View Slide

  55. 1. Kickoff meeting
    Introduce project process roadmap
    High-level discovery with the client
    Establish governance and roles

    View Slide

  56. View Slide

  57. 2. Define user personas
    Summarize user research (if available)
    Create user personas
    Prioritize personas

    View Slide

  58. View Slide

  59. View Slide

  60. View Slide

  61. 2. Determine aesthetic
    preferences
    Review example sites
    Establish shared aesthetic vocabulary
    Narrow in on client’s aesthetic

    View Slide

  62. View Slide

  63. View Slide

  64. View Slide

  65. View Slide

  66. 3. Navigation and layout
    Define primary and footer navigation
    Cra" three ideas for wireframes

    View Slide

  67. View Slide

  68. View Slide

  69. View Slide

  70. View Slide

  71. View Slide

  72. View Slide

  73. Managing scope creep

    View Slide

  74. View Slide

  75. Get what you need to make:
    User Personas
    Task Flows
    Site Maps
    Wireframes
    Style Tiles
    Design Comps

    View Slide

  76. Other workshops you
    might need to run:
    Card sorting
    Client interviews and focus groups

    View Slide

  77. RULES FOR GOOD TOOLS

    View Slide

  78. Cra" the right structure
    to get the right input

    View Slide

  79. View Slide

  80. View Slide

  81. View Slide

  82. View Slide

  83. View Slide

  84. View Slide

  85. Your technology can drive
    the structure of your tools

    View Slide

  86. View Slide

  87. View Slide

  88. View Slide

  89. View Slide

  90. A layout library

    View Slide

  91. A Drupal features library

    View Slide

  92. View Slide

  93. View Slide

  94. Facilitate discussion
    through thoughtfully
    cra"ed tools

    View Slide

  95. “Yes, and…”

    View Slide

  96. View Slide

  97. Sometimes one
    tool isn’t enough

    View Slide

  98. Complimentary tools
    nav layout

    View Slide

  99. Give an example

    View Slide

  100. Labeling matters

    View Slide

  101. But don’t over-label

    View Slide

  102. View Slide

  103. Test your assumptions

    View Slide

  104. View Slide

  105. View Slide

  106. Set expectations
    and mindset

    View Slide

  107. Set a tone of
    compassion
    and fun
    Photo  from  h5p://www.flickr.com/photos/[email protected]/1066368855  

    View Slide

  108. Prepare the
    environment

    View Slide

  109. Set rules for
    collaboration
    Photo  from  h5p://www.flickr.com/photos/[email protected]/8899378827  

    View Slide

  110. Be agile

    View Slide

  111. Iterate, test,
    get feedback,
    iterate…

    View Slide

  112. IMAGINE

    View Slide

  113. Photo  from  h5p://flickr.com/photos/[email protected]/86557617/  
    Reduce time,
    control scope

    View Slide

  114. Let your tools
    work for you

    View Slide

  115. Create a
    repeatable
    process

    View Slide

  116. Forge
    meaningful
    relationships
    Photo  from  h5p://www.flickr.com/photos/[email protected]/4164759025  

    View Slide

  117. Design is about relationships.
    Josh Brewer, Principal Designer at Twitter
    “ ”

    View Slide

  118. Empathy is
    the key to
    success
    Photo  from  h5p://www.flickr.com/photos/[email protected]/3277839203  

    View Slide

  119. LINKS & RESOURCES

    View Slide

  120. Gamestorming (website and book)
    http://www.gogamestorm.com
    Introduction to Design Studio Methodology
    http://uxmag.com/articles/introduction-to-design-
    studio-methodology
    Design is a Job, by Mike Monteiro
    http://abookapart.com/products/design-is-a-job

    View Slide

  121. Tactile Design Kit
    http://www.TactileDesignKit.com
    Slides are online
    http://www.MeganErinMiller.com
    Connect with me on Twitter
    @meganerinmiller

    View Slide

  122. Megan Erin Miller
    @meganerinmiller
    THANK YOU!

    View Slide