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Design at Tradesy

Amar Singh
November 09, 2016

Design at Tradesy

Internal presentation how the Tradesy Design Team works together to solve complex problems, how you can improve your taste for design, and how to deliver effective feedback.

Amar Singh

November 09, 2016
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  1. “Design is a funny word. Some people think design means

    how it looks. But of course, if you dig deeper, it's really how it works.”
  2. “Design is really an act of communication, which means having

    a deep understanding of the person with whom the designer is communicating.”
  3. “We designers, we don’t work in a vacuum. We need

    business people. We are not the fine artists we are often confused with. Today you find few companies that take design seriously, as I see it.”
  4. Myth of Genius Designer You must run your project with

    the team you actually have, not the team you wish you had. In most companies, you won't find one of the world's top 100 interaction designers waiting around to work on your project.
  5. IDEO’s T-Shaped People T-shaped people have two kinds of characteristics,

    hence the use of the letter “T” to describe them. These characterisitcs represent the Breadth of Experience (x axis) and their Depth of Expertise (y axis). Depth Breadth The vertical stroke of the “T” is a depth of skill that allows them to contribute to the creative process. That can be from any number of different fields: an industrial designer, an architect, a social scientist, a business specialist or a mechanical engineer. The horizontal stroke of the “T” is the disposition for collaboration across disciplines. It is composed of two things. First, empathy. It’s important because it allows people to imagine the problem from another perspective- to stand in somebody else’s shoes. Second, they tend to get very enthusiastic about other people’s disciplines, to the point that they may actually start to practice them.
  6. How we work Deliverables Wireframes Concept Logic Flow User Testing

    Deliverables Visual Design (all platforms) Front End Code User Testing UX Designers Product Owners Problem Definition 2+ sprints before • Groom Product Backlog • Prioritize Initiatives • Quantitative Research • Qualitative Research • Business Model/Case • Success Metrics UX Designers Product Designers Refinement 1-2 sprints before (depending on size) • Visual Design • Front End Development (90%) • Edge Cases • Error States • Platform Design Product Designers Product Owners SCRUM sprint = now • Visual/FE Support (PD) • Logic Clarification (PO) • Usability Questions (UX) Optimization UX Designers Product Owners release + 1/2 sprint • Review Metrics • Review Customer Feedback • Decision - Enhance/Maintain/Kill Design and Scrum Large Initiatives
  7. Why a Design Process? “And what I learned from them

    is that if you place your trust in a good process, then the end result will probably be pretty good. It’s that simple.” “I consider it a night-and-day difference between arriving at a solution on the first try and arriving at a solution having gone through rounds and rounds of iteration. The latter tends to produce better results, and even if it doesn’t (maybe because you just so happened to design a great solution right off the bat) the process matters.” https://medium.com/the-year-of-the-looking-glass/build-a-trustworthy-design-process-89e964d0a3a5#.473w43yg8
  8. DRIVER DRIVER is a Problem Solving Framework DEFINE RESEARCH IDEATE

    VALIDATE EXECUTE the problem the context on the solution your solution with users REFLECT on the outcome D R V E R I
  9. DEFINE Why? How? Types of Activities Outcomes Before jumping into

    Research (or even worse, Sketch or Photoshop), it’s crucial that you sit down with your working team to define the design goals and constraints for your initiative. Doing so will allow you to anchor your efforts based on a mutual understanding of clear goals, business needs and scope. You are also able to question the logic and rationale of the initiative itself. This will make your life a lot easier. All it takes is a kickoff meeting. Meet with the working team For larger initiatives this will be the UX Designer, Product Designer and Product Owner. It’s important that all members are present for the kick off, so there is mutual agreement on stakeholders, design challenge and metrics of success. Fears, Uncertainty and Doubts Scheduling and Estimation Choosing Design Activities Problem Statement Business Goals Metrics of Success Timelines Scope Stakeholder Identified
  10. RESEARCH Why? How? Outcomes This is the most important phase

    in the Design process. Designers can create a beautiful solution to most problems, but this will not help your business or goals if you are not solving the right problem. Research allows us to anchor our designs with qualitative insights and quantitative data which we use to better understand the landscape surrrounding the problem. We are then able to take these facts and insights to create Design Principles and Feature Set Requirements. Dive in head first! Start with the Fears, Uncertainities and Doubts you identified earlier as a starting point, but there are many different ways to glean insights. Determing the right activities to learn more will ensure your design is comprehensive and most importantly, solving the right problem. Types of Activities Competitive Analysis Data Analysis User Interviews Stakeholder Interviews How Might We Design Principles Quantitative Insights Qualitative Facts Feature Set Requirements Final Definition of Problem Site Audit
  11. IDEATE Why? How? Outcomes You’ve defined the problem and you’ve

    done the research. It’s time to start creating your design! The key with ideation is to iterate on as many ideas as possible. Stay low-fidelity, as broad exploration is preferred over narrow focus. As you groom the ideas you like the most, it’s crucial to get feedback before investing a lot of time in any concept. The earlier and more often you share, the easier it is to change and adapt. Start with grounding yourself with the facts, insights and Design Principles you created in the earlier stages. From there, the workflow is your own, as long as you are getting feedback early and often. Types of Activities Collaborative Creation Design Reviews Stakeholder Feedback Sessions Design Concept Wireframes Core Flow Visual Design Prototypes Testing Plan
  12. VALIDATE Why? How? Types of Activities Outcomes You’ve defined the

    problem. You’ve done the research. It’s time to fully build out your solution, right? Not so fast. For a big initiative, it’s absolutely vital that you test your concept with real users. Data and insights get us so far, but there’s nothing like seeing real, live users interact with the core of your product. You will either reinforce your initial hypothesis or learn that you are wrong. Both outcomes are invaluable uses of your time. Somehow, some way get real, live people to use your concept. Usually this will come from a prototype you’ve made. There is no perfect way to test with users, but you have to do something. User Testing A/B Testing (in some scenarios) Insights from Users Decision (go or no go) Additional Features for future iterations
  13. EXECUTE Why? How? Outcomes You’ve defined the problem, done the

    research, built a compelling concept and validated it with users and stakeholders. You’ve done great design work. Now build the thing. How you execute on your design will vary widely from project to project. Projects that require a lot of visual design will naturally be different than those that are more content focused. Ensure that there is solid planning and communication before jumping in. Types of Activities Project Plan Design Spec Edge Case Identification Visual Design Front End Development Design in in the wild.
  14. REFLECT Why? How? Outcomes Design is never done. You may

    have launched your design, but there’s a massive opportunity to learn and to optimize. We rarely get it right on the first try. Instead of launching our first solution and moving on, it is essential to reflect on what happened. Reflection is also invaluable because it gives you an opportuntity to kill features that are not adding value or even imposing negative value. Meet with your core team after a fair amount of time has passed since the release of your design. Revisit the Definition stage and ask if the Design achieved its goals in terms of metrics. Types of Activities Retrospective Data Results Qualitative Results Decision (Leave Alone, Optimize, Kill)
  15. Rules for the Presenter Rules of the Tradesy Design Critique

    Rules for the Reviewers Presenter has the ability to present without interruptions or feedback (clarifying questions only!) Presenter sets the context: -Design Goals -Type of Feedback -Metrics/Research to Share -Next Milestone/Review in Design Process Phone and Laptops away No Interruptions Write down feedback to share later When sharing feedback, note both positive and negative attributes about the design.
  16. Taste is hard to quantify. But our taste can improve

    or change over time. http://www.paulgraham.com/taste.html