What is good design?

This clip comes from the excellent “Objectified” – a film that’s like watching the design Oscars only the shiny statues are replaced with lots of superb design: www.objectifiedfilm.com

Rams starts off addressing something product developers/designers should print out and stick on the wall:

“…the arbitrariness and thoughtlessness with which many things are produced and brought to market [concerns me]“

He goes on to explain the antidote: Dieter Rams: ten principles for good design.

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Great.cx case study: Lesley Mottla, Zipcar VP Member Experience

There’s some very interesting comments made by Lesley Mottla in this YouTube interview:

The interview shows that Zipcar are designing in a way that leads to great customer experiences:

  1. “We start with observing peoples’ behaviour”
  2. “We observed how people reserve cars on the web… and on the go”
  3. “We created wireframes and prototypes of what the future iPhone app would look like and spent a lot of time with our iPhone users… actually working with them [Users] through paper prototypes…”

I had a quick look around for their mission which is very focused on the member experience: http://www.zipcar.com/mission/

If you look at their financial performance in this financial report, the approach is working.  They’ve just broken into the black for the first time in 10 years and are looking to grow into Europe.  It’s also interesting in this article to see that Zipcar’s CEO places such heavy emphasis on the experience as being a differentiator versus competition such as Hertz on Demand:

…we continue to innovate the entire value chain, from developing award-winning websites and interfaces, to creating game-changing enhancements like two-way text, iPhone, Android and Facebook applications…

Zipcar know how to create a great customer experience, consider using them as a case study in superb design practice the next time you need an example of great CX.

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User experience principles from Facebook, Google, a few others and some bloke called Dieter Rams…

I don’t know about you, but when I think about UX principles my intuitive, non-thinking brain jumps to the Google user experience

These 10 principles drive the User Experience of the epic success story that is Google.  Yet, like everything in life, the idea of design principles is an evolution of someone else’s thinking.

But imitation is the sincerest of flattery, and I speculate that Dieter Rams’ 10 principles of good design from 30 years ago might have been the source of Google’s 10 UX principles.

It’s also a more original reference than slavishly referring to Apple or Google when we want to provide examples of great design?

Here’s a few other companies you could reference, who maybe have also imitated Dieter:

If you’ve got any references for companies with great design principles, let’s have them in the comments!

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Running the Gauntlet: A Baseline for Good Design in Client-Side Organisations

A bull from the Pamplona bull runThis is a short series of articles called “Running the Gauntlet” exploring how organizations can get really good ideas to successfully run the gauntlet through the implementation process.

In this first article, I explore how design is used to deliver ideas to the customer interface through an Agile development process.

How design works most of the time

Mostly, design’s core role is to facilitate other people’s strategy through wireframes and graphics.

The 3 Contexts of Design in Client Side Organisations

When designers create, they’re pitching forward in time to a world that’s different from today.  The most future orientated thinking is “Vision”, tactical “Production” does what it says and in between, usually before a project, there’s design to specify the scope of a project, called “Experience Planning”.  Being clear about these 3 contexts makes it easier to understand what they’re working on and how they’re doing it.

Let’s look at each context in the order they usually happen…

Context 1: Experience Planning

Whilst you might think a good place to start is Vision, most design work tends to start in the middle because the business stakeholders don’t yet know what they want delivered visually.  I call this an Experience Plan because that’s what it is: a plan for the experience the business wants delivered.

Experience Plans should contain strategy, user journeys, sitemaps, creative direction and high-level wireframes to get agreement on overall scope from the business.  Often though the wireframes and concept designs become the focus, and this can be sufficient to initiate the dialogue between business, development and design about scope.

The Experience Plan then provides the basis of collaboration/dialogue between the Dev and Design teams to start prioritizing the effort needed to go into Production.

Context 2: Production

Once an Experience Plan is handed over to Development, leadership comes from the Business Analyst (BA) in the Agile team, they also have complete control over User Experience and Design’s day-to-day deliverables – that’s why you’ll note the graphic above depicts a BA running the Production design activities.

BA’s plan the sprints and define the user stories in each sprint to deliver the plan. These stories provide the basis for functional specs that break down the scope of work into sprint-sized chunks at a minimum of one sprint AHEAD of the developers.

Don’t forget to embed UX and Design into Agile
The best way to get the Experience Plan delivered is to embed design resources into the Agile team, especially when working with resources off/near-shore. A functional spec’s purpose is to translate the Experience Plan into specific interaction behaviours for the interface developers (iDevs). How much detail functional specs describe depends on the level of integration between UX, Graphic Design and the Agile team, especially the iDevs. Other factors that affect the integrity of the original design concept are the level of immersion the Agile team have in the customers’ experience and the clarity of vision provided for the project.

Context 3: Vision

Whilst vision is obviously present in some form (often inside colleagues heads), it’s the precision with which it’s defined and agreed as a visual by all stakeholders that adds or removes risk from a project being delivered well through Agile.

A baseline vision should provide some high level creative direction in the form of one or two key finished pages to illustrate how things should look when complete.  This provides some degree of certainty that things are “on brand” and it gives the production design team embedded in Agile a chance to share their ideas as part of this process, in particular ensuring the style guide is adhered to and question whether the design is evolving in a way that plays to the legacy platform’s strengths.

Wrapping Up

These contexts, starting in the middle with Experience Planning, make Agile design effective.  But doing more Vision work up front shows real design maturity.  I’ll explore Vision in the next article from how you sell it to the business to executing it well.  The 3rd article will cover off the leadership, strategic and cultural factors required for truly brilliant design to emerge with reliable consistency.

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What do you expect Mum?

BT only gave my Mum one choice when she expected to be able to make phone calls: the design classic you can see in the picture… it had no camera or OS but you could choose the colour. 

These days stuff’s so complicated we pay for magazines to explain what phones and computers can do.

For me, this demonstrates what’s changed.  Making a phone call used to be a consumer need that was simple to fulfill with a big plastic phone.

But Mum timed her phone calls because they were expensive and she’d get mad when I was home late from the pub.  Those expectations elicited behaviors that showed saving money on calls and quick, informal communication were important to her so she didn’t worry I was drunk in a ditch somewhere.

Could she have anticipated Skype or SMS? Could she have said ‘I need a text based message to be reassured my son is still alive?’ No.

But she expected things to happen and by understanding her expectations, and those of others like her, it becomes possible for new ideas to create better experiences for people that go way beyond what they need.

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How to deliver customer centred work in a complex environment

Recently at Sky, I led the experience design for our new Broadband solution which has had a marked reduction in inbound support calls because our solution is so much easier to understand and use (can’t disclose numbers but they’re very good!).

What made this project so different to others I’ve led is that the original insights shaping the design were unequivocally grounded in customer realities – we went out as a design team and spent quite a bit of time with customers to find the insights that aligned with “call drivers” into our call centre. We then upheld these insights through the design process without letting business or engineering constraints blow us off course.

So as the original customer insights we discovered travelled through the process, the team maintained and magnified them so the critical mass was too great to close Pandora’s box. This resulted in us focusing on solving the problems through design, rather than fearing the problems we were faced with and turning back to the way we’d done things before.

To do this, there were a few things that happened which really helped us succeed:

  • We got the business and technology stakeholders involved in the research.
  • We got clear, unequivocal buy-in to deeply understanding customers as part of the design process.
  • We tested the new solution with customers iteratively, to observe whether the customer behaviours that were problematic had been removed.
  • We operated as a small, nimble team.
  • We did not create 3 options, we designed one solution we knew was right.
  • We had clear leadership – I spent a lot of time saying no to distracting requests that weren’t going to help the customer.

Anything you can do to nurture the customer insights you know will add value to your product service and give them so much critical mass there’s no way they’re going back in the box, the more likely you are to succeed at delivering customer happiness. In turn, my team LOVED working on this project because they could see precisely how their input was helping to make customers happier – win/win/win for business/employee/customer.

Got any examples of great customer experience design? Feel free to share them in the comments.

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What’s feeding the brains in Sky’s UX team?

Here at Sky the UX team are a pretty passionate about user (and customer) experience – feeding that passion, and for your delectation, are some great online resources and links…

Online and offline user experience magazines + interesting UX blogs:
http://www.uxmag.com/
http://www.wired.co.uk/
http://www.boxesandarrows.com/
http://wireframes.linowski.ca/
http://johnnyholland.org/ (collaborative online mag about Experience Strategy)
Putting People First blog (about people centred innovation and experience design)
LukeW (curated articles and presentations from the world of experience design)
Small Surfaces (covers interaction design, experience design, research and many other areas of design thinking)
http://konigi.com/ (inspiring ideation)
http://findability.org/
http://usabilitythoughts.com/
http://www.uxmatters.com/
http://www.uxbooth.com/
http://designmind.frogdesign.com/

Design Thinking:
Tim Brown is the champion of Design Thinking, this is the blog

Infographics and Design Patterns:
http://infosthetics.com/
http://developer.yahoo.com/ypatterns/
http://www.visualcomplexity.com/vc/
http://ui-patterns.com/
http://patterntap.com/
http://patterns.endeca.com/content/library/en/home.html
Flickr pattern library by Peter Morville

User Experience models:
http://semanticstudios.com/publications/semantics/000029.php
http://userexperienceproject.blogspot.com/
http://www.redbeard.org.uk/2010/08/01/ux-in-a-venn-diagram-nutshell/
http://alexaitken.net/business/venn-and-the-art-of-overlap-maximization.htm

BBC Global Experience Language (very nice):
www.bbc.co.uk blog on global visual language
http://www.bbc.co.uk/guidelines/gel/

Service design resources:
http://servicedesigntools.org/
http://www.servicedesigntoolkit.org/

Useful UX design applications:
http://www.youtube.com/watch?v=uZ44S17mHO4
http://www.omnigroup.com/products/omnigraffle/
http://www.axure.com/

Sketching related tools, agencies and templates:
http://www.uistencils.com/
http://webdesign-sketchbook.com/
http://www.ugleah.com//ux-team-of-one/ (from the brilliant Leah Buley)
Live scribes – you speak, they sketch
UX documentation

UX, Usability, User Research & UX Strategy Agencies:
http://www.flow-interactive.com/
http://www.foviance.com/
http://www.adaptivepath.com/
http://www.semanticstudios.com/
http://www.userfocus.co.uk/
http://www.amber-light.co.uk/

Product design and innovation Agencies:
Frog Design
IDEO
What If

Podcasts:
Boxes & Arrows podcast page
Peter Day’s Wold of Business

Copy writing:
http://www.copyblogger.com/

Comic related:
http://scottmccloud.com/

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Why do so many Marketing people have no idea about design?

There’s two things about marketing that I’ve encountered which I want to share:
1) Marketers see themselves responsible for a wide remit of activities: http://www.systemicmarketing.com/marketing-definitions/
2) Many marketers often view Design as an outcome.

The thing is, design isn’t just an outcome and as a discipline it’s progressed leaps and bounds. Just look up design thinking, design strategy, design research (such as ethnography), service design, design management and you’ll see that design offers tools needed for understanding and changing the customer experience in a way that Marketing can’t.  The two disciplines ought to be great bed fellows but often as the budget holders, Marketing have the upper hand and this imbalance leads to bad design.

Which brings me to the question – “where does the future lie for Marketing and design?” because in an “experience economy” the proper application of design is where the big money is… it’s also more fun working for companies that employ marketers that “get it” so you’re more likely to attract the best talent and get your agency’s “A team” working on your stuff.

Here’s a few companies that get design’s role in creating great customer experience:

Feel free to add more!

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You have to know this: you don’t know a lot

You and I are limited to the grand sum of our life’s experiences, we can’t know what we don’t know and often what’s important to customers can be outside the boundaries of our current knowledge.

A self awareness of where your knowledge stops and assumption starts is really important, otherwise you risk designing for yourself without realising.

The way round this constraint is by doing design collaboratively leveraging the experience of a wider group of people, preferably including those you’re designing for. Just make sure this is underpinned by a good design process and excellent user research to keep brains pointing in the same direction and help avoid procrastination.

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Supporting content to communicate this idea (please check copyright):

Links to Antonio Damasio a neuroscientist who can explain how your life is a sum of (and is limited to) your experiences:
http://bigthink.com/ideas/23021
http://counsellingresource.com/features/2010/05/27/damasio-on-self/

“Not a lot of people know that” images:

Michael Caine - Construction

Michael Caine

Unknown unknowns image – read the comments below the image as well, very interesting!:

rumsfeld [unknown unknowns]

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