Divergent thinking and collaboration

I watched an illustrated video of an illustrated speech by Ken Robinson on changing education paradigms. I believe the paradigm shifts he calls are also needed in the development process of software and information products.
In his speech, Robinson cites a study on divergent thinking—thinking in an unusual and unstereotyped way—which isn’t the same thing as […]

Starting over on the right problem

If you’re designing a bedpan washer, do you design one that nurses don’t have to wait for?
According to a newspaper report, BC’s Centre for Disease Control, or CDC, found that a British Columbia hospital had
bedpan-cleaning machines that take 13 minutes for each cycle.
If they wanted to ensure each bedpan got returned to the right patient, nurses had […]

Speed sketching vs. art/perfectionism

For a Five Sketches™ design session, I ask design participants to bring at least five substantially different ideas to the table, in the form of sketches. A common initial reaction is: “…But I can’t sketch!”
Many design participants believe they cannot draw. To be honest, I believe that about myself. People who feel they cannot draw tend to extend that belief […]

Sketch, wireframe, prototype

Over the past month, I’ve come across the same discussion several times: “When designing a website or product, do you use wireframing or prototyping?”
The first part of my answer is: “Make sure you sketch, first.”
At the design stage, sketching, wire-framing, and prototyping are not equal. Sketching is useful at the divergent phase of design because it lets […]

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 […]

Ideas are disposable

Having a good design idea is not an amazing event. People have good design ideas all the time. What is amazing is having lots of good design ideas, so that they can be combined and iterated into the best possible design.
Here’s why ideas are disposable:

Sketching lets you capture lots of ideas, quickly and inexpensively.
The more ideas […]

Put the card in the slot

We know that human brains use patterns (or schemata) to figure out the world and decide what to do. This kind of cognitive activity takes place very quickly, which means we can react quickly to the world around us, as long as the pattern holds.
Here’s a pattern (or schema) that your brain may know: to put a card […]

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 […]

Functional sophistication, not complexity

Some software companies add ever more features to their software as a way to differentiate it from its competitors. Lucinio Santos’ lengthy analysis of sophistication versus complexity includes this graphic:

An excellent example of simplification is the Microsoft Office ribbon. Many users who upgrade dislike the ribbon for months because of the sheer amount of GUI change it imposes, but the ribbon […]