Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Startup Design
Search
Gearóid O'Rourke
February 06, 2014
Design
2
160
Startup Design
Delivered at Seedcamp Week '14 Product Day.
Gearóid O'Rourke
February 06, 2014
Tweet
Share
More Decks by Gearóid O'Rourke
See All by Gearóid O'Rourke
Writing Interruptions
orourkedesign
1
110
7 tips for great startup design
orourkedesign
2
140
7 steps to good design
orourkedesign
2
140
Other Decks in Design
See All in Design
Cхематизация процессов и пользовательского опыта с Картой процесса-опыта
ashapiro
0
230
私の困りごとと解決案 / My issues and proposed solutions
kubosho
1
230
丸井グループが取り組むエンタープライズアジャイルと プロダクトマネージャーの役割
muture
3
1.4k
Doghshin_BookPDF.pdf
emmalainearts
0
110
アクセシビリティのはじめかた デザイナー編
tokimari
3
1.1k
JBUG京都#1登壇資料_「考える」をマネジメントする_ビーワークス高濱
webnaut
0
430
管理画面の全体UXは利用時品質モデルで考える
readymadegogo
0
1.5k
インターフェースのユーザビリティ概論および調査手法について
readymadegogo
0
150
Information Architects: The Missing Link in Design Systems
soysaucechin
0
240
デザインスプリントを活かすチームの在り方
mixi_design
PRO
1
630
Blender 4.1 で レッツ Vket Cloud!
kamera25
0
250
生成AIを活用したサービス設計のススメ〜仮説構築編〜
tomo1215
2
1.1k
Featured
See All Featured
The Invisible Customer
myddelton
119
13k
Fashionably flexible responsive web design (full day workshop)
malarkey
400
65k
Distributed Sagas: A Protocol for Coordinating Microservices
caitiem20
325
21k
ピンチをチャンスに:未来をつくるプロダクトロードマップ #pmconf2020
aki_iinuma
103
47k
Mobile First: as difficult as doing things right
swwweet
220
8.8k
VelocityConf: Rendering Performance Case Studies
addyosmani
321
23k
A designer walks into a library…
pauljervisheath
201
24k
A Modern Web Designer's Workflow
chriscoyier
690
190k
Infographics Made Easy
chrislema
239
18k
Side Projects
sachag
451
42k
Understanding Cognitive Biases in Performance Measurement
bluesmoon
25
1.3k
GitHub's CSS Performance
jonrohan
1029
450k
Transcript
STARTUP DESIGN Seedcamp — February ‘14
STOP LOOKING FOR ANSWERS
DESIGN == DECISIONS
GEARÓID
GAH — ROAD
1. DESIGN CULTURE 2. DOING IT
1. DESIGN CULTURE
“Most people make the mistake of thinking design is what
it looks like... That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.” — Steve Jobs
“Our product is our brand” — Thomas Watson, Jr
• If it’s “how it works” then design is not
just the designer’s job • Build team capability and interest in design from the start
• Fact: Design is fractal • What are your touch-points?
• What is your attitude? • And your team’s?
None
• Design is not fluffy. It can be your biggest
competitive advantage.
• Competitive advantage through design culture • Fact: You can’t
clone culture
2. APPROACHING DESIGN
DESIGN != MAGIC Do some research
• Design needs good inputs to have good outputs. •
Research should be the first step of your design process.
• Talk to potential users. • Determine their needs, the
strengths of those needs and how they are currently attempting to address them.
By doing X we expect to Y to change GOT
AN HYPOTHESIS?
• Looking for change based on action • Target experiments
based on goals • Common agreement around both
• Stops “ my idea” issues • Sets up an
agreed reference point • Makes design work measurable
Do it as a team, accept what it is SKETCH
TOGETHER
None
• Design is everyone’s responsibility • Kill “over the wall”
thinking
KILL IT DEAD
• Sketch together, do it often and do it early,
understand what it’s for • Pair up: designers, engineers, sales, marketing, you
But build it better BUILD LESS S**T
• We all agreed on MVP... right? • MVP !=
poorly designed • Poorly designed == no learnings
• You need to say “no” more often • 5
Ferraris or 150,000 Fiat Pandas?
• How many touch-points? • How well designed are they?
• Are they fit for purpose? Is the tone right? Are they converting?
DESIGN != MAGIC You have to test, close the loop
None
• Great designers love data and love feedback — makes
our job easier • So test everything
• Fact: Design is foremost about effectiveness, not prettiness... •
Don’t test looks. Do test functionality, implementation • Did we falsify our hypothesis?
• Qualitative: Interviews, card sorting, guided user testing • Quantitative:
Click tests, A/B tests, heat maps, usage stats, funnels
GIVING CRITIQUE Honest, kind, and based on fact
• 99% of what you’ll do will be wrong •
If you’re going to be wrong that much, giving critique is important
• Critique, not feedback. • Make it about the hypothesis.
Experiments are about finding truth, not about being right
• Be honest and direct • Stop saying “I think…”
• Start using numbers, but give everyone access to them • Sample set of 1 == crap
• Nobody feels comfortable • You don’t have to give
an opinion • You do have to ask questions
1. DESIGN CULTURE
2. DOING IT
QUESTIONS?
[email protected]
@gearoidorourke