Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Monday, May 21, 2012

Innovation Begins with Real People



If you are trying to innovate and are looking for new ideas and insights for new products or services, nothing proves more useful and fruitful than getting out of the office and out from behind the computer, then immersing yourself in the World outside. Where real people live and work. Go to where your customers and potential users are.

The art of seeing and observing people with an open mind and especially recording those observation with good ethnographic techniques, such as video, diaries and in person interviews. Makes you more aware of existing pain points, that can be fixed and improved upon. It can also fuel new ideas for things that can be introduced and created to improve peoples lives and make your services and products better and easier to use. Techniques such as participant observations where you try for yourself what others have to go through, will give you incredible first hand experience of what people do and how they do it. Living with a customer for a day or watching them use your service or product without prompting can be incredibly insightful, about what is lacking, and where improvements can be made. The data and information your gather can fuel many insightful innovations.

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This you cannot gain from sitting at a computer and just assuming what people do in the outside World, where noise and distraction can occur. You cannot even always believe what people say they do, you sometimes are best seeing them do it and then trying it for yourself. Then you can better empathize and really begin to use design to solve and build something with a clear purpose for improvement. Designers are incredibly adept at solving problems and coming up with innovative solutions, sadly though their focus is not always finely tuned to the exact problem they are solving or they are tasked with the wrong problem to solve by their clients. Getting them out of the office and educating your clients that can hide behind their data from focus groups gets you closer to problems and ideas that really need fixing, inventing or improving.

Wednesday, May 2, 2012

Core of the Brand




Too often the style guide is confused as being a brand guide in design projects. The style guide document says that the logo is yellow and the suggested color palette along with that is black and the font Helvetica, that doesn't mean that the brand is the summation of all these design elements. The brand is not about the right combination of these elements. To often the company focuses on seeing beautiful design work and expect that it will fit their definition of cool, versus their rivals. The designers themselves can also be to blame about what a website or interactive experience can be. They sit down and produce portfolio worthy concepts that look amazing and really make those brand elements shine. 


However, underneath all of that is the true brand of the company. The story that the company tells itself and it's consumers or customers of it's content. They should all be focused on making all decisions on building and supporting those messages. Once you pull back the curtain and see the client and their brand at its core then you can begin to make design decisions that help support those ideals. Until then you are only working on a fraction of the overall brand value you should be thinking about. Yes the logo is important and the style sheets valuable, but they do not get to the heart of the message and the direction things should move in. The visual aesthetic can be thought of as the language of the company the brand though is the message and meaning they support.


The great thing is once you get to the brand core then decisions become surprisingly easier. What should our website experience be? Look at the brand. What user experiences should we work on in mobile? Look at the brand. I think the concept is clear. The brand can be the driving force behind many decisions and help design teams focus their ideas and attention to the right ideas. The client is also about to understand an idea and it's true value if they to are reminded of their brand value and messaging.

Wednesday, January 18, 2012

Design Thinking

Design thinking is an alternative way of thinking about problem solving and idea generation. It could well be one of the most important new ways of structuring new business teams and creating environments for future workers that has been put forward in recent years. The concept is not really anything new, and certainly many historical figures like Edison, Leonardo Da Vinci, and Tesla, would be in my mind classed as design thinkers. Really the newest step forward is the more formal acceptance of the process of design thinking as promoted by companies such as IDEO that produces reproducible successful results. Most people in the realm of invention and idea creation really have been practicing design thinking for centuries.

Design thinking is a really a process in approaching a problem. The basic four steps of design thinking are: 

Define the problem
Create and consider possibilities
Refine and dissect results
Repeat(optional)
Execute most successful outcome

Within each of these steps are tools and methods that help get the most out of the process. 

Defining the problem, involves a discovery phase with analysis of the problem space. At this point in the process it is critical to immerse oneself in the problem, existing solutions (if any), and the all the available resources and literature. It may also require observation of people and processes already in place. Only after a full discovery would it be worth moving onto a creation phase. At this point in the process it is worth considering tools like brainstorming on smaller parts of the problem, grouping and ideating ideas together to be evaluated as worth pursuing. Which leads nicely into to a complimentary part of the phase of creating prototypes of various levels of fidelity. To test out concepts and encourage team engagement at the early production stage. This is when things begin to really stand out as feasible and worthwhile solutions or not. Then, comes the refine and dissection of those ideas that seem most worthy. Further prototyping, and maybe some usability tests can help refine the results. repeating earlier stages may also prove advantageous. After things seem to funneling into a particular result it then becomes time to execute the most successful outcome into the final product or service.

That in a nutshell is design thinking. Again nothing completely new but really people's acceptance and corporate push for innovation has brought these now more well defined steps into new consideration. They are effective and powerful ways to generate ideas and produce prototypes that lead to more successful end products and services, when done correctly.

Other breakdowns of the steps include.

Discover, Analysis, Ideation, Prototype and Evaluate.
Define, Research, Ideate, Prototype, Choose, Implement, Learn.

In each instance you can see the common form of four basic steps.

I have some further reading here for design thinking.
You can read some more of my thoughts on prototyping here.
And some ideas on idea generation here.

Tuesday, January 17, 2012

Successful Crowdsourcing Requirements

As part of a project I am working on at the moment I am thinking carefully about how it might benefit from crowdsourcing the content for the site. I can't talk too much about the project right now, but I can share my discoveries about crowdsourcing so far. As I mentioned in a previous post I recently read the book by Jeff Howe, and in a previous post I had found a few key motivators to crowdsourcing on the web. Jeff, kindly puts a summary at the end of his book that extends this list, with the following observations that he made on crowsourcing and what makes it work. His key discoveries for successful crowdsourcing include:

Picking the right model. 
As outlined in his book, which I don't plan to repeat fully here I suggest you buy and read it yourself, he talks about the different models of crowdsourcing that exist, including crowd creation, collective intelligence and crowd voting. Each of these has different goals and needs from the crowd, and some projects require one of these approaches and some require all three.

Pick the Right Crowd.
Picking the right group of minds to tap into is of course important to any endeavor as you want to have the product of their efforts to be inline with your needs and goals.

Offer the right incentives.
offering the right incentives of course falls inline with the right crowd and right model. Some crowds are inspired and work to impress peers and some work to make money, each crowd can be motivated by different things, so it is important to know what motivates your crowd, and allow those motivations to shine and work in your site.

Don't assume the crowd is your new workforce.
It seems that it is easy to fall into the mindset that crowdsourcing is going to save you time and effort and reduce the need for fulltime employees. But as Jeff explains, often the content they produce needs guidance, and filtering, by someone professional in the area of the crowds domain. Crowds also don't always show loyality if they feel cheated and any attempt to think of them as substitute works will back fire.

Dumbness of crowds or the benevolent dictator
This is an extension of the previous principle, crowds are not always very good at self organizing and often need guidance from a guide, or principle that helps focus the crowds efforts.

Keep it simple
The way to think about crowds is to see them as many different people with many different skills and more importantly with various amounts of time available to work on their projects. So as such breaking problems or tasks that are of different sizes ideally smaller the better, is more likely to yield results. Those that have an hour to spare can use it, and those that have 5 mins can also take part in the collaborative efforts.

Sturgeons Law
This is simply that most of the content(+90%) that people of such varing degrees of ability will produce will be less than satisfactory. But 10% will be amazing and above average. The task of course is to get as many people invloved as possible to increase the amount of great work produced.

10% Rule to aid Sturgeons Law
Allow the crowd to sort through the content themselves voting the best up to the top and allowing the bad items to fall to the bottom of the fish tank. The 10% concept comes from the view, of Bradley Horowitz that approximately 1% of a crowd produces something, 10% votes and comments on it and 90% will just consume it. So the 10% is a valuable asset to getting the best of the crowd.

The community is always right.
This simply suggests that the community can be guided, but in the end you are a follower to the crowds wants and desires. After all, if the community feels ignored or pushed, then they will just leave for something else.

Ask what you can do for the crowd.
It is important for crowd to be considered as individual people, they are going to have needs, wants and desires. Your job as a crowdsorcerer  is to put in place those things that address the crowds Maslow needs, if you want to really see success then work with the community you create.

So there you have it a nice summary of some considerations for crowdsourcing efforts. I have already begun to rethink how my project might benefit from some of this advice. Time will tell how successful it becomes.