Putting a square in a circle?
“Agile and user experience have been partnered successfully since the Agile Manifesto was first authored in 2001 and have had a history of working well together in many situations. However, user experience research (UXR) has been largely unaccounted for in this work. The Agile Manifesto encourages us to revisit our processes and to iterate on ways to better describe how we work together with our teams. That is the goal of this article: to share our progress toward improving how we work by documenting an iteration of a model for you to try.”
Carol J. Smith a.k.a. @carologic, Thyra Rauch, and Hannah Moyers a.k.a. @h_moyers ~ UXPA magazine ★
Design remains team work. Even in guilds, tribes, and other social labels.
“In our busy Agile development environment, our UX team was under-resourced and frequently a bottleneck. We had won the fight for buy-in: People wanted us, but there were not enough of us to go around. So, we were seen as more of an “injustice league” than the band of heroes we wanted to be. Facing the challenge head-on, we successfully leveraged the guild model to scale UX within our mid-sized development organization. We deputized UI developers and QA resources to lighten our design load and to spread good design throughout the land.”
Jennifer Bullard @jbullard and Carol Bergantino @cbergantino20 ~ UXPA magazine ★
Don Norman and Don Draper: The Fraternal Twins.
“The difference between the CX and UX team is not their mission, but their origin. Because of that difference, they achieve the goal quite differently.”
Jared Spool a.k.a. /jmspool | @jmspool ~ User Interface Engineering ★
Mentals models for all objects, even smart onces.
“Users of Siri, Alexa, and Google Assistant conceptualize them in one of 3 ways: an interface, a personal assistant, or a brain. Frequent users are less likely to push the interaction limits of these AI systems than new users.”
Raluca Budiu a.k.a. /ralucabudiu | @rbudiu ~ Nielsen Norman Group ★
Employee and/or buyer personas.
“You think you’re just like everyone else. You think your thoughts, opinions, values, and habits are just the same as other people. Psychology calls this the false consensus bias1 because we assume much more commonality than reality warrants. False consensus bias contributes to making bad decisions when we design software.”
Kayla Block a.k.a. /kaylablock ~ Boxes and Arrows ★
Taxos for business as well.
“While I haven’t shared all the strategic reasoning behind the website taxonomy, I hope this post explains the approach well enough to solicit feedback. Is it perfect? I don’t know! We will come to know only after the website is launched, feedback is collected from the target audience, and website traffic is tracked over a period of time. That’s when I am going to update this post.”
The Verditer ★
Everything is personal, but some things more than others.
“Just as UX people took up the torch around content strategy years ago, there is a watershed moment quickly approaching for personalization strategy. Simply put, the technology in this space is far outpacing the design practice.”
Colin A. Eagan a.k.a. @ColinEags ~ A List Apart ★
Always something new to discover in the old.
“In a delightful new book (The Minard System: The Complete Statistical Graphics of Charles-Joseph Minard), author Sandra Rendgen uncovers the man who made the graphic as well as his many data visualization innovations.”
Jared Green ~ The Dirt ★ courtesy of @jarango
Structure as the backbone of all conversations.
“Design practices that build bridges between user needs and technology requirements to meet business goals are crucial to making this vision a reality. Information architects, content strategists, developers, and experience designers all have a role to play in designing and delivering effective structured content solutions. Practitioners from across the design community have shared a wealth of resources in recent years on creating content systems that work for humans and algorithms alike.”
Andy Fitzgerald a.k.a. /andyfitzgerald | @andybywire ~ A List Apart ★
Agile eats research, design and evaluation for (fast food) breakfast.
“In this paper we ask: “How might we take the ideas, the methods and the underlying philosophy behind agile software development and explore applying them in the context of doing research — even research that does not involve software development?” We look at some examples of agile research methods and think about how they might inspire the design of even better methods. We also try to address some potential criticisms of an approach that aims to minimize a need for Big Design Up Front by developing tighter iteration cycles, coupled with reflection and learning as part of a process for doing research.”
Michael Twidale and Preben Hansen ~ FirstMonday 24.1 ★
Social design, I would suggest.
“We propose a radical change in design from experts designing for people to people designing for themselves. In the traditional approach, experts study, design, and implement solutions for the people of the world. Instead, we propose that we leverage the creativity within the communities of the world to solve their own problems: This is community-driven design, taking full advantage of the fact that it is the people in communities who best understand their problems and the impediments and affordances that impede and support change. Experts become facilitators, by mentoring and providing tools, toolkits, workshops, and support.”
Donald A. Norman a.k.a. @jnd1er ~ JND.org ★
UX programs must incorporate educational thinking as well (e.g. psychology, educational science and didactics).
“The future for UX depends on the people who choose to work in this field; their skills and experience are what companies are looking for. For the next generation of UX professionals, access to education, whether through traditional venues or online certificates and programs, is essential to gain the practical knowledge of ever-changing UX fundamentals and processes. UX certificate and degree programs may be a start for future UX candidates, but it will be experience that reinforces strong design and research skills.”
Lee Okan a.k.a. @SayVous ~ UXPA Magazine ★
Growing the nextgen digital designers at scale.
“Traditional mentoring programs have a lot of value. But finding the mentors can be difficult, and then pairing them one-by-one with mentees can be time-consuming. Because the recruiting and matching processes are such a heavy lift, the number of mentees who can be paired with mentors is always limited to the maximum number of mentors. Many potential mentees are left without mentors. In this article, you will learn about the following: How we created rapid group mentoring activities, how we organize the mentoring activities so mentees and mentors get the most out of the time they have together, and all the details of logistics and recruiting, so you can organize a similar activity in your UX community.”
Bob Thomas and Jen McGinn ~ UXPA Magazine ★
Meaning as driver for design decisions.
“But it doesn’t have to be that way. Now the time has come for us—designers, working on digital products—to step up our game and act like real gatekeepers. Instead of unethical practices and cheap tricks to lure people into more and more engagement, we need to do the hard work of designing meaningful products where people can connect, collaborate in a meaningful way, and help each other build a better world. We have a huge responsibility here as designers. It’s up to us how we design these platforms and what social norms we set there. In this article, I will share a few good examples I’ve seen, and I will also share a few stories from my UX company, where we try hard to put more meaningful social features in both our client’s products and our own.”
David Pasztor /davidpasztor ~ Boxes and Arrows ★
Academic thinking on IA, IoT and ecosystems. We need more of this.
“This paper formalizes an approach to the Internet of Things as a socio-technical system of systems and a part of the infosphere. It introduces a principle-based, human-centered approach to designing Internet of Things artifacts as elements of contextual cross-channel ecosystems. It connects the Internet of Things to the conceptualization of cross-channel ecosystems from current information architecture theory and practice, positing that the Internet of Things is both a formal, objective superset of any given ecosystem and a contextual, subjective subset of specifically instantiated ecosystems. The paper argues for the necessity of a transdisciplinary theoretical framework to promote a human-centered generative understanding of the Internet of Things phenomena and their consequences, in accordance with the Metamodel Methodology (M3). It proposes a phenomenology-grounded information architecture model detailing a set of 16 principles and secondary heuristics grouped according to an architectural perspective, which identifies guidelines that support the design of Internet of Things artifacts considering their objective characteristics; a human perspective, which identifies guidelines that support the design of Internet of Things artifacts considering subject/object relationships and the production of meaning; and a systemic perspective, which identifies guidelines that support the design of Internet of Things artifacts as relational parts of information-based ecosystems. These principles and guidelines are meant to provide the foundations for a practice-based approach to designing the Internet of Things–enabled information ecosystems.”
Flávia Lacerda, Mamede Lima-Marques and Andrea Resmini ★
Design interventions for Earth System.
“Economics is a field under fierce contestation. In response to the intersecting challenges of the Anthropocene, scholars who take a broader and more critical view of current economic models have described the shortcomings of orthodox economic theory along with the severe consequences of its systemic discounting of the environment. Heterodox economists describe how the logic of neoclassical and neoliberal economics disregards the interests and needs of the natural world, women, workers, and other historically disadvantaged groups. Explorations of the household, the state, and the commons as alternative economies open space at the intersection of economics and design for incorporating and valuing the provisioning services provided by the ecological context and the undervalued work provided by certain groups of people. Design theorists, economists, social and cultural theorists, and anthropologists describe the relationship between value and values in ways that reveal how sustainable and socially just futures depend on the priorities (notions of value) embedded in the systems that determine what is designed. With these ideas, design can contribute to economic transitions with conceptualizing, modeling, mapping, framing, and other future making practices. Ecologically engaged, heterodox economics is a basis for societal responses to climate change on a scale that can make a difference.”
Joanna Boehnert a.k.a. /jodyboehnert | @Ecocene ~ She Ji: The Journal of Design, Economics, and Innovation 4.4 ★ courtesy of @KateRaworth
How to switch from one mode to another.
“The best experiences result from designers matching the way the computer behaves with the way our users are thinking, feeling, and interacting. This is what user experience design is all about. And yet, because of pressures, competing priorities, and industry trends, interaction modes are often an afterthought.”
Andrew Grimes a.k.a. /apgrimes | @andrew_grimes ~ A List Apart ★
He certainly was a big launcher of solving collective problems collectively.
“His goal was building systems to augment human intelligence. His group prototyped much of modern computing (and invented the mouse) along the way”
Marc Weber ~ Computer History Museum ★
We need to look back to see the future.
“Imagine someone demonstrating a jet plane 15 years before Kitty Hawk. Imagine someone demonstrating a smartphone 15 years before the first cellular networks were even launched. Imagine someone demonstrating a controlled nuclear chain reaction 15 years before Einstein formulated e=mc2. On a crisp, overcast, and breezy Monday afternoon in San Francisco on December 9, 1968, before an SRO audience of more than 2,000 slack-jawed computer engineers, a soft-spoken engineer named Douglas Engelbart held the first public demonstration of word processing, point-and-clicking, dragging-and-dropping, hypermedia and hyperlinking, cross-file editing, idea/outline processing, collaborative groupware, text messaging, onscreen real-time video teleconferencing, and a weird little device dubbed a “mouse” — the essentials of a graphical user interface (GUI) 15 years before the first personal computers went on sale.”
Stewart Wolpin ~ Mashable ★
What’s the role of thinking in UX design. A big one.
“Did you know that there are three brain networks that are involved in creativity? In this article, Susan Weinschenk explores what creativity is, the recent brain science on what is happening in your brain when you are being creative, and the role of creativity in UX design.”
Susan Weinschenk a.k.a. /susanweinschenk | @thebrainlady ~ Smashing magazine ★