[IxDA Discuss] Fwd: Thoughts on Alan Cooper's Keynote
Anjali R Arora
aa917 at nyu.edu
Tue Feb 12 09:30:42 PST 2008
This does sound like a dream project: getting 4 months to research & design!
Within the agile discussion here, I did not read about how important it is that the build-in-progress be seen by all the team-members from the start. I am now in a situation where I find that what has been built in the past three months is a complete & random rehash of developer-designed screens ( a very large component) & my designs (small component). The primary philosophy appears to be: launch on time, & ready-to-use code dictates all else: use what you have, & all else will follow! At this late stage, I am finding that there is very little change one can make except for some cosmetic ones.
In doing a post-mortem, I am inclined to think all of the following may have contributed to this:
- Not being able to see the product-in-progress in time.
- Territory issues where developers have gotten used to completely owning the product, no matter that all previous products launched have been failures.
- The teams being too large & geographically dispersed. I now think that where the teams have to be large, 1-2 members from each should be owning the product, communicating frequently, & shepherding it through.
- I am also exploring how my design documents can be enriched to provide more detail, especially since folk were remote & there was no face-to-face.
-Anjali
www.artbrush.net
----- Original Message -----
From: Christopher Fahey <chris.fahey at behaviordesign.com>
Date: Tuesday, February 12, 2008 11:35 am
Subject: Re: [IxDA Discuss] Fwd: Thoughts on Alan Cooper's Keynote
To: discuss at ixda.org
> On Feb 12, 2008, at 11:04 AM, Cagwin, Virginia wrote:
> > Like David mentioned, interaction design must come first. It's the
>
> > only
> > way I found a project to work successfully.
>
>
> Interestingly, I am about to begin Phase 3 of a major project with
> the following phases, each of which slightly overlaps the others. For
>
> context, the whole process is overseen by a small product management
>
> team while the design and programming teams are largely specialized
>
> consultant firms (including my team at Behavior).
>
> 1) Strategy- and Design-Focused (4 months): Thoroughly design a
> version 1.0 prototype and test it with real users. No tech
> development. Just collect requirements and design something that
> meets a business strategy and delivers an awesome user experience.
> Identify the technological needs, but don't code anything.
>
> 2) Engineering-Focused (4 months): Agile programming team develops
> the product using the prototype as a target, with occasional light
> input from the design team but mostly focusing on solving and
> innovating tech solutions. Expose the development product regularly
>
> to a small user test base and collect feedback. Meanwhile, the design
>
> team begins conceptualizing the version 2.0 product.
>
> 3) Close Collaboration (4 months): Design team ramps up again, using
>
> the lessons learned and opportunities identified during the tech
> progress, plus the prototype and product user testing feedback, to
> work alongside the tech team to finalize the UX and implement the fit
>
> and finish of the product. Much triage is anticipated.
>
> It's a little more complex than this when you drill down a little bit
>
> (there are design cycles that are heavily focused on branding and
> larger corporate integration issues and that have little to do with
>
> the features and functionality), but this is the basic idea. Design
>
> first, code it halfway, then collaborate closely down the home stretch.
>
> I'd love to hear what people think of this approach, especially if
> you've tried something like it. I'm pretty confident in it, at least
>
> for now.
>
> Cheers,
> -Cf
>
> Christopher Fahey
> ____________________________
> Behavior
> biz: http://www.behaviordesign.com
> me: http://www.graphpaper.com
>
> >
>
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