Developers can learn ¾ of Design

Microsoft’s Bill Buxton recently wrote an article for Business Week, titled On Engineering and Design: An open letter. In it, Buxton explains that developers can improve the user experience of the product that they’re building by learning three of the four layers that engage designers:

Design awareness.
Design literacy.
Design thinking.

Buxton also mentions a fourth layer, design practice. He explains that […]

Low-fi sketching increases user input

Here are three techniques for eliciting more feedback on your designs:

show users some alternatives, so more than one design.
show users a low-fidelity rather than high-fidelity rendering.
ask users to sketch their feedback.

To iterate and improve the design, you need honest feedback.  Let’s look at how and why each of these techniques might work.
Showing alternative designs signals that the design process […]

Are *five* sketches too many?

I first heard Bill Buxton talking about sketching in Texas, at the UPA 2007 annual conference. I was running around with a video camera asking people what they thought of Bill Buxton’s presentation. Everyone loved it, including his ideas on sketching and design. But almost everyone I spoke to also said Buxton’s requirement for five sketches […]

Generative design vs. Five Sketches™

Leah Buley talked about generative design at the South by Southwest Interactive conference, today. Buley feels design methods are lacking in the set of professional tools we use for software development: “We don’t have so many good, reliable, repeatable design techniques.” I agree with her.
Buley tells how, in her first design session at Adaptive Path, she was handed a pen and […]

Napkin to Five Sketches™

It’s been a year since that flash of insight hit me. Looking back, getting to what I now call the Five Sketches™ ideation-design method was an interesting journey.
The setting. I was working on a two-person usability team faced with six major software- and web products to support. We were empowered to do usability, but not design. At the time, the team was in the […]