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

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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

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UX SHAPES HOW WE USE THINGS

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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

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NEITHER IS THIS

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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.

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

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BAD PRODUCTS LACK IN AT LEAST ONE OF THE AREAS

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GREAT PRODUCTS MAKE IT ALL FIT TOGETHER PERFECTLY

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WHY ARE GREAT PRODUCTS SO RARE?

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THE DISCONNECT

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THE ASSEMBLY LINE APPROACH IS EFFICIENT, BUT INEFFECTIVE

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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.

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EXAMPLE: DARCY AND DANNY ARE TASKED TO CREATE A CAR

Darcy the designer

Danny the engineer

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“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.

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WHY DEVELOPERS ARE SO CRUCIAL FOR DESIGN

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

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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.

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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.

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DESIGNERS ARE EQUALLY IMPORTANT FOR QUALITY DEVELOPMENT.

(BUT THAT’S A WHOLE DIFFERENT SUBJECT)

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HOW TO MAKE THIS HAPPEN

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MAKE THE PRODUCT’S EXPERIENCE EVERYONE’S RESPONSIBILITY.

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SCRAP YOUR SILOS

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

• That isolation causes one-dimensional thinking.

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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.

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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.

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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.

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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.

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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.

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Maker

Thinker

DesignerDeveloper

LARGER SKILL OVERLAP AND NO GAPS IN UNDERSTANDING.

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COLLABORATION IS FUN! BUT...

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THIS IS NOT EASY.

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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.

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

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HOW YOU CAN GET STARTED

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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.

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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.

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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.

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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.

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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.

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

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GIVE YOURSELF PERMISSION

• Design is learned, not innate.

• Practice > Talent.

• Expect quality work from yourself.

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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


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