Products are realized only as necessary artifacts to address customer needs. What Flickr, Kodak, Apple, and Target all realize is that the experience is the product we deliver, and the only thing that our customers care about.
From book Mental Models
New ideas come into play far less frequently than practical ideas — ideas that can be re-used for a thousand variations, supplying the framework for a whole body of work rather than a single piece.
Art and Fear – by David Bayles and Ted Orland
“The work you do while you procrastinate is probably the work you should be doing for the rest of your life.”
— Jessica Hische
With regards to food, living in Taiwan, and now China, for the past 17 – 18 years I’ve just about seen it all. Living and traveling throughout the region has opened my eyes to all kinds oddities, but I still get surprised now and again. This past weekend when visiting for what passes as a high end grocery store here, I noticed tucked amongst the neatly packaged pork, a pair of hooves. It would be interesting to know what kind of recipe calls for sheep’s feet.
“Rigor is the key to overcoming obstacles and completing tasks—and good mood doesn’t improve problem-solving, which involves judgments that almost by necessity won’t feel good: critique and evaluation, experimentation and failure. The stress that arises from problems may be unpleasant but it also motivates us to complete tasks, Davis says. In other words, negative emotions are actually beneficial to the creative process.”
Great! In this lecture at the Delft University of Technology, Bill Buxton (Principal researcher at Microsoft Research) talks about the importance of “sketching”, in all of its different forms, within a design process.
As we craft increasingly complex designs for a growing variety of digital devices, remember that interaction design is not about the behavior of the interface; it’s about the behavior of people.
I was about to launch into my normal rant about how 30-page research presentations and enormous PowerPoint decks full of qualitative data are horrible wastes of time and how they must be avoided at all costs, but I’m tired of giving that speech. Instead, I sat down with the person and started asking questions. What I came up with was this framework.
At the start of any project, or when entering a new project, I always spend a considerable amount of time on some kind of research. Whether that is combing the internet for related research (mining data from documents), reading blogs, articles, case studies, becoming familiar with the full range of competitors products or more formal methods like interviewing users. I attempt as quickly as possible to become as much of an expert as I can be within this new realm — this way I feel I can give a greater contribution and perhaps use this data to inform design. But most companies I have worked with don’t have a robust system for sharing this knowledge and it seems selfish to keep it all to myself (and rather selfishly I also want to give teammates some indication that I did this work in the first place), so I end up writing long briefs with all the accumulated knowledge. I’m received some push back to this habit, as many people don’t have the time to read pages of briefs.
I feel that combining illustration with hyper-summaries would help but my poor illustration ability would only make the results less clear. I’m still working on an ideal solution that works for me and the people I work with.
Laura Klein has some ideas on how to organize your ideas on the topic in her article Creating effective UX research deliverables.
Natural sound is as essential as visual information because sound tells us about things we can’t see and it does so while our eyes are occupied elsewhere. Natural sounds reflect the complex interaction of natural objects; the way one part moves against another, the material of which the parts are made. Sounds are generated when materials interact and the sound tells us whether they are hitting, sliding, breaking or bouncing. Sounds differ according to the characteristics of the objects and they differ on how fast things are going and how far they are from us.
I forget where I got this, perhaps from the Experience Economy.
A goods business charges for distinctive, tangible things.
A service business charges for the activities you perform.
An experience business charges for the feeling customers get by engaging it.