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DESIGN FOR A COMPLEX REALITY

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TRUTH

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”If good design tells the truth, poor design tells a lie, a lie usually related to the getting or abusing of power.” ! ROBERT GRUDIN

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The missing design proof

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Deceptive design vs. Incorrect design

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http://darkpatterns.org/

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“Agile” all the things!

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The wrong tools

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A complex reality

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How did we get here?

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http://wikipedia.org/

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http://flickr.com/photos/adactio/

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Responsive design

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Fragmentation of screen sizes is just one of many symptoms

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Mobile first

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Offline first

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But wait, there’s more!

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http://macrumors.com/

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http://pcmag.com/

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http://androidpolice.com/

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http://androidpolice.com/

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The “tweeting fridge”–problem

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http://wikipedia.org/

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Still more?

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The upcoming generation will exclusively use mobile devices

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The upcoming generation will no longer distinguish between online and offline

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It’s a blurry mess but at least it plugs into the internet.

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Blaming the tools

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”Men have become the tools of their tools.” ! HENRY DAVID THOREAU

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(WARNING: Metaphor ahead)

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— And that’s pretty much it.* (*Slight exaggeration for effect. Please don’t send me angry emails.)

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Just kidding, we still have box models.

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We need new tools

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Prototyping as Tool for Strategic Design

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”We can only see a short distance ahead, but we can see plenty there that needs to be done.” ! ALAN TURING

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A design proof

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Work across silos

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Support short iterations

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Involve the user

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Involve designers early–on

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Enable sustainable solutions, not just another product

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The 10.000ft view

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POC Business prototype Production

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The rules

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Assumption is the root of all evil. 1

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Every step of ideation must be followed by a step of validation. 2

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Design should happen as close as possible to the client. 3

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Constant change is not only anticipated but supported by all used tools. 4

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5 Prototypes don’t have to be dead ends.

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The expectation

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Allow for high development speeds

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Adapt to change

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Increase transparency

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Simplify variations

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The process

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Prototyping Business prototype Feature Prototype Production Invalid feature Validation Integration

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Workflow Concept Design Implementation Prototyping

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A word on education

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Prototyping using Web Technology

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Enabling Innovation

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1. Web technology (HTML, CSS, JavaScript) 2.Meta languages (Haml, Slim, Sass, CoffeeScript) 3.Development stack built on interpreted languages (Ruby, JavaScript) Speed

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1. Deployed to publicly available servers with no dependencies on other systems 2.Accountability of the design 3.Accessible through modern and widely available browsers / no prerequisites 4. Higher availability of experts 5. Lower learning curve to build the skillset up Transparency

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1. Different takes on features – support for branching and merging through SCM (Git) 2.Visual variations for e.g. map skinning, app skinning or condition-based permutations 3.Variations of UI features per device/client Variations

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1. Multi-screen prototypes 2.Various input methods (touch, indirect, sensory) 3.Communication between devices (e.g. location sharing via a socket server) 4. Technology embeds Extending the browser

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1. Tangible design process 2.Present design intent clearly or even bypass steps like wire framing 3.(Very) short iteration cycles 4. Enable user testing or validation early on 5. Possible to utilize web analytics to track user behaviour, detect potential pitfalls and identify opportunities from data with less resources Validation

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Example

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1. Flexible 2.Extendable 3.Modular 4. Convention over configuration Requirements on the stack

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Example stack Server Client Instances WS Server External inputs

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Server Server 1. Ruby 2.Middleman 3.Rack

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Client Instances Client instances 1. HTML 2.CSS 3.JavaScript 4. SVG templating

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WS Server 1. JavaScript 2.Node.js 3.Express 4. Einaros/WS 5. API/Access WS Server

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Components 1. Mark–up 2.Styles 3.Functionality

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Shared resources 1. Versioned 2.Isolated 3.Development using Bundler 4. Distributed as Ruby Gem via Github

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Danke! [email protected] / @polarblau www.siili.fi