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

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DEVELOPERS, YOU’RE DESIGNING EXPERIENCES... AND YOU DIDN’T EVEN KNOW IT. P.J. Onori @somerandomdude #youareux

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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.

TRANSCRIPT

Page 1: Developers, you're designing experiences (and you didn't even know it)

DEVELOPERS, YOU’RE DESIGNING EXPERIENCES...

AND YOU DIDN’T EVEN KNOW IT.

P.J. Onori@somerandomdude

#youareux

Page 2: Developers, you're designing experiences (and you didn't even know it)

DEVELOPERS ARE VTIAL TO CREATING GREAT EXPERIENCES AND SHOULD HAVE A GREATER PART IN THE DESIGN PROCESS.

Page 3: Developers, you're designing experiences (and you didn't even know it)

PREFACE

Page 4: Developers, you're designing experiences (and you didn't even know it)

WHAT IS USER EXPERIENCE?

Page 5: Developers, you're designing experiences (and you didn't even know it)

MANY DIFFERENT DISCIPLINESWORKING IN UNISON

Credit: Dan Saffer

Page 6: Developers, you're designing experiences (and you didn't even know it)

UX SHAPES HOW WE USE THINGS

Page 7: Developers, you're designing experiences (and you didn't even know it)
Page 8: Developers, you're designing experiences (and you didn't even know it)

THIS IS NOT A WEBSITE

Credit: Chris Valleskey, http://chrisvalleskey.com

Page 9: Developers, you're designing experiences (and you didn't even know it)

NEITHER IS THIS

Page 10: Developers, you're designing experiences (and you didn't even know it)

THIS IS A WEBSITE

Page 11: Developers, you're designing experiences (and you didn't even know it)

HOWEVER, MANY OF US WORKING ON A PRODUCT ONLY VIEW IT THROUGH ONE OF THESE LENSES.

Page 12: Developers, you're designing experiences (and you didn't even know it)

THE PEOPLE WHO USE YOUR PRODUCTS DO NOT SEE ANY SEPARATION BETWEEN DESIGN AND TECHNOLOGY.

Page 13: Developers, you're designing experiences (and you didn't even know it)

BAD PRODUCTS LACK IN AT LEAST ONE OF THE AREAS

Page 14: Developers, you're designing experiences (and you didn't even know it)

GREAT PRODUCTS MAKE IT ALL FIT TOGETHER PERFECTLY

Page 15: Developers, you're designing experiences (and you didn't even know it)

WHY ARE GREAT PRODUCTS SO RARE?

Page 16: Developers, you're designing experiences (and you didn't even know it)

THE DISCONNECT

Page 17: Developers, you're designing experiences (and you didn't even know it)

THE ASSEMBLY LINE APPROACH IS EFFICIENT, BUT INEFFECTIVE

Page 18: Developers, you're designing experiences (and you didn't even know it)

Maker

Thinker

DesignerDeveloper

IT CREATES SILOS OF SPECIALISTS WITH LARGE GAPS IN EXPERTISE

Page 19: Developers, you're designing experiences (and you didn't even know it)

THERE’S A CULTURAL RIFT BETWEEN DESIGNERS AND DEVELOPERS• Differences in philosophy

• Different types of communication

• Different priorities

Page 20: Developers, you're designing experiences (and you didn't even know it)

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.

Page 21: Developers, you're designing experiences (and you didn't even know it)

EXAMPLE: DARCY AND DANNY ARE TASKED TO CREATE A CAR

Darcy the designer

Danny the engineer

Page 22: Developers, you're designing experiences (and you didn't even know it)

“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?”

Page 23: Developers, you're designing experiences (and you didn't even know it)

“The weight from the seats lowered the car’s fuel efficiency by 5 percent. So we removed them.”

Page 24: Developers, you're designing experiences (and you didn't even know it)

GAPS IN KNOWLEDGE CREATE GAPS IN EXPERIENCES.

Page 25: Developers, you're designing experiences (and you didn't even know it)

WHY DEVELOPERS ARE SO CRUCIAL FOR DESIGN

Page 26: Developers, you're designing experiences (and you didn't even know it)

WHEN DESIGN AND TECHNOLOGY WORK TOGETHER SEAMLESSLY, IT’S MAGIC.

Page 27: Developers, you're designing experiences (and you didn't even know it)

DEVELOPERS ARE THE GATEKEEPERS OF EXPERIENCE.

Page 28: Developers, you're designing experiences (and you didn't even know it)

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.

Page 29: Developers, you're designing experiences (and you didn't even know it)

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.

Page 30: Developers, you're designing experiences (and you didn't even know it)

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.

Page 31: Developers, you're designing experiences (and you didn't even know it)

DESIGNERS ARE EQUALLY IMPORTANT FOR QUALITY DEVELOPMENT.

(BUT THAT’S A WHOLE DIFFERENT SUBJECT)

Page 32: Developers, you're designing experiences (and you didn't even know it)

HOW TO MAKE THIS HAPPEN

Page 33: Developers, you're designing experiences (and you didn't even know it)

MAKE THE PRODUCT’S EXPERIENCE EVERYONE’S RESPONSIBILITY.

Page 34: Developers, you're designing experiences (and you didn't even know it)

SCRAP YOUR SILOS

• Silos isolate team members from ideas and points of view.

• That isolation causes one-dimensional thinking.

Page 35: Developers, you're designing experiences (and you didn't even know it)

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.

Page 36: Developers, you're designing experiences (and you didn't even know it)

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.

Page 37: Developers, you're designing experiences (and you didn't even know it)

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.

Page 38: Developers, you're designing experiences (and you didn't even know it)

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.

Page 39: Developers, you're designing experiences (and you didn't even know it)

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.

Page 40: Developers, you're designing experiences (and you didn't even know it)

Maker

Thinker

DesignerDeveloper

LARGER SKILL OVERLAP AND NO GAPS IN UNDERSTANDING.

Page 41: Developers, you're designing experiences (and you didn't even know it)

COLLABORATION IS FUN! BUT...

Page 42: Developers, you're designing experiences (and you didn't even know it)

THIS IS NOT EASY.

Page 43: Developers, you're designing experiences (and you didn't even know it)

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.

Page 44: Developers, you're designing experiences (and you didn't even know it)

YOU NEED TO KNOW HOW TO DESIGN A PRODUCT ALMOST AS WELL AS YOU KNOW HOW TO BUILD ONE.

Page 45: Developers, you're designing experiences (and you didn't even know it)

HOW YOU CAN GET STARTED

Page 46: Developers, you're designing experiences (and you didn't even know it)

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.

Page 47: Developers, you're designing experiences (and you didn't even know it)

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.

Page 48: Developers, you're designing experiences (and you didn't even know it)

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.

Page 49: Developers, you're designing experiences (and you didn't even know it)

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.

Page 50: Developers, you're designing experiences (and you didn't even know it)

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.

Page 51: Developers, you're designing experiences (and you didn't even know it)

LASTLY, AT THE RISK OF SOUNDING NEW-AGEY...

Page 52: Developers, you're designing experiences (and you didn't even know it)

GIVE YOURSELF PERMISSION

• Design is learned, not innate.

• Practice > Talent.

• Expect quality work from yourself.

Page 53: Developers, you're designing experiences (and you didn't even know it)

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.

Page 54: Developers, you're designing experiences (and you didn't even know it)

THANKSP.J. Onori@somerandomdude

www.seabrightstudios.comwww.somerandomdude.com