Choosing when to "go it alone" versus involving others is something I still struggle with. However, a deceptively simple system helps me choose. Understand what outcome I want. Consider who else to involve (if anyone). Choose a method.
I think a transformation is happening in digital product creation: We ux/product designers are eating the software creation process. It's a good development and your team should take advantage of it. Marc said...
To design better restaurant sites I interviewed six persons. From the discussions I got eight insights. Among them are that sites are used by newbies and regulars, that reviews are super valuable, that we want to imagine the restaurant visit before it happens, and more. The insights can help when building new sites/apps or evaluating existing ones. 8 things the site needs to enable
I was recently asked to give an example of where I get my inspiration. I immediately though about the transformation of the British train operating company First Great Western into Great Western Railway (GWR). Hard work that was well managed and gave great results.
I worked for three years as an Interaction Designer at SVT, the Swedish public service TV broadcaster. While helping to build some great video services (and games) I developed my ability to think strategically, learned to appreciate Scrum and met hundreds of persons to validate interaction concepts. Strategist, inclusion, Scrum and more.
A “heuristic evaluation” is a review of an interface based on best practices and academic research. This valuation found some major problems with the androidpit.com site on my Android phone. Transcript and all problems I found.
A concept should always solve specific problems or create a clearly defined new opportunity. There is always more then one solution to any concept task so chose a solution that can be created within the boundaries of your available resources. "It's ok, just chose an other concept."
I am not divine. I can not design experiences. But you can expect me to enable experiences. I will help you.
I like making money. But there are much better ways of getting me to do stuff then to pay me. Understand, Prove, Changed minds and more.
I recently found the video The Social Life of Small Urban Spaces (1988) by William H. Whyte that I just have to share. The hour long movie is about what makes a successful plaza but I can see clear parallells with how we can create successful digital artefacts. A list that gives me chills!
As the final part of my short series about participatory design I have created a comparison table to help you chose the best method for the current phase of your project. A table of pro's and con's.
A longitudinal study with up to 100 participants has the potential to combine the best of quantitative and qualitative metjods. A bonus: no need to constantly find new "test subjects". "Is the service valuable over time?"
In a guided exploration I let a person immerse themselves in a system. I ask them to accomplish tasks that touch on points in the artefact that we want to validate. During the hour-long session I can find a lot of pain points in the artefact I help design. I can validate full use cases.
Interviews help me understand the life and desire of those that will use the artefacts that I help design. "How do persons decide/negotiate which channel to watch?"
In this first part of a short series on participatory design methods I write about usability tests. The tests help me prove if my solutions for important details in my artefacts work or if I have to "go back to the drawing board". There are an enormous amount of persons who know more then I do about the things I design.
Prototypes are good for a lot of things: usability studies, testing ideas and as an internal communication tool. For a guideline project I helped create an iOS app prototype. The process was fun and gave us many insights.
In the span of 90 minutes I changed my mind on several key aspects, scrapped two prototypes and got lots of new ideas. All thanks to my colleagues!
I wanted to introduce my colleagues to the user experience parts of a new project we are working on so I invited them to a paper mockup session. The team created a lot of cool, fun and useful interaction ideas and my colleagues also started thinking a lot about the details in the product that we are creating. The workshop was a great success.
On barnkanalen.se we have a few very popular coloring books. In May 2013 we where tasked with enhancing the functionality of the painting book. I used Paper Prototyping as my main tool to define the interactions in the admin interface before it was developed.
In the video I discuss how I and my sister Åsa took a theoretical approach to understanding farm tourism. We gained three insight that informed our communication strategy and also influenced the actual product – a vacation apartment on our family farm Smultronboda. "I say "hhhmmm" a lot less towards the end ;)."