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Developers, you're designing experiences (and you didn't even know it)

P.J. Onori
November 22, 2011

Developers, you're designing experiences (and you didn't even know it)

Designers are from Venus, developers are from Mars. For far too long, the two groups have had difficulties working together. At best, it is dysfunctional, at worst, impossible. In return, we have been drowned in a sea of horrible products.

Great experiences come from design and technology working together to complement each other. In this presentation, the focus in on how developers can be integrated into the design process earlier and more effectively.

P.J. Onori

November 22, 2011
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Transcript

  1. HOWEVER, MANY OF US WORKING ON A PRODUCT ONLY VIEW

    IT THROUGH ONE OF THESE LENSES.
  2. THE PEOPLE WHO USE YOUR PRODUCTS DO NOT SEE ANY

    SEPARATION BETWEEN DESIGN AND TECHNOLOGY.
  3. THERE’S A CULTURAL RIFT BETWEEN DESIGNERS AND DEVELOPERS • Differences

    in philosophy • Different types of communication • Different priorities
  4. MUTUAL IGNORANCE • Most organizations are built around a segregated,

    overly structured process of creating products. • The majority of people on each side have no real understanding of what the other does. • A lot of people don’t want to know.
  5. EXAMPLE: DARCY AND DANNY ARE TASKED TO CREATE A CAR

    Darcy the designer Danny the engineer
  6. “The engine noise was ruining the driving experience, so we

    decided that the car would be powered by a nuclear reactor. That’s cool, right?”
  7. DEVELOPERS PRODUCE EXPERIENCES • Developers ensure that software is snappy

    and stable. • Developers are the first “real” users of software. • Developers have the opportunity to point out and/or fill in the gaps often missed in design.
  8. DEVELOPERS EMPOWER ITERATION • At best, we will be creating

    imperfect solutions to the problems we are aware of. • Design has traditionally been very bad at adjusting quickly. • Some of the most important design decisions happen during development and after the product launches.
  9. DEVELOPERS STEER DESIGNERS AWAY FROM RATHOLES • Focus and constraints

    are invaluable to most designers when solving problems. • Good communication can save countless hours of misdirected work. • Informed decisions by designers encourage well-written code.
  10. SCRAP YOUR SILOS • Silos isolate team members from ideas

    and points of view. • That isolation causes one-dimensional thinking.
  11. FOSTER A TEAM OF T-SHAPED PEOPLE • Allows team members

    to make better decisions due to their broader understanding. • It also lets us help other people do their jobs better.
  12. EVERYONE NEEDS A FUNDAMENTAL UNDERSTANDING OF DESIGN • If team

    members touch the design in any way (implementation, testing, etc.) they need to understand the subject matter to work on it.
  13. EVERYONE PROTOTYPES • The type of prototyping will vary (sketches,

    Keynote, code-based), but working in the context of the final product forces broader thinking. • Prototyping exposes designers to the challenges of making, which creates empathy for the development process.
  14. EVERYTHING PRIOR TO THE FINAL PRODUCT IS A MEANS TO

    AN END • Designs mean nothing unless they are feasible and encourage stability, performance and flexibility. • Elegant code is worthless unless it leads to elegant experiences. • All discussions and debates are framed around the user experience rather than the specifics of our role.
  15. WHAT THIS AIMS TO ACHIEVE • A broader view of

    the product by everyone on the team. • Less divisions between groups with specific roles. • A common language to from which to communicate. • A more inclusive approach to ideation and problem solving.
  16. YOU DESERVE A SEAT AT THE TABLE. HOWEVER... • It

    expects more of individuals than before. • Forces people out of their comfort zones. • It’s no longer OK to not know. Even worse to not care.
  17. YOU NEED TO KNOW HOW TO DESIGN A PRODUCT ALMOST

    AS WELL AS YOU KNOW HOW TO BUILD ONE.
  18. TALK SHOP • Have conversations with designers about the practice

    of design. • Ask designers about their philosophy. • During that time, share your knowledge of development with them.
  19. FIND YOUR HORIZONTAL STROKE • With a greater understanding of

    the design process, find the subjects that interest you. • Read books, subscribe to some blogs, listen to podcasts. • Start figuring ways to integrate that focus in your daily routine.
  20. IMMERSE YOURSELF IN “GOOD DESIGN” • Look at good design

    in a critical manner. Try to understand the thinking behind it. • Observe how it plays a role in your life (good, bad or indifferent). • It should not be limited just to software.
  21. BE FUSSY • Pay attention to the things that bug

    you about products and why. • When things do not meet your expectations, try to understand the reasons behind it. • Care about details.
  22. DESIGN EVERYTHING YOU DO • Put conscious thought into everything

    you make. How can you improve upon them, make them better for yourself and others. • Remember, design far from just aesthetics, it’s how people perceive, interact and use something. • Constantly dwell on how to improve that which you make.
  23. GIVE YOURSELF PERMISSION • Design is learned, not innate. •

    Practice > Talent. • Expect quality work from yourself.
  24. IN CONCLUSION... • Always keep at the front of your

    mind that you are ultimately making software for another person to use. • Design principles will make you a better developer.