It takes a range of skills to develop a product. Each skill—embodied in the individuals who apply that skill—brings with it a different focus:
- Product managers talk about features and market needs.
- Business development talk about revenue opportunities.
- Developers talk about functionality.
- Usability analysts talk about product- and user performance.
- Interaction designers talk about the user experience.
- QA talks about quality and defects.
- Marketing talks about the messaging.
- Technical communicators talk about information and assistance.
- You may be thinking of others. (I’m sorry I’ve overlooked them.)
What brings all these together is design.
Proper design begins with information: a problem statement or brief, information about the targeted users and the context of use, the broad-brush business constraints,
some measurable outcomes (requirements, metrics, or goals), access to a subject-matter expert to answer questions about the domain and perhaps to present a competitor analysis.
Design continues by saturating the design space with ideas and, after the space is filled, analysing and iterating the ideas into possible solutions. The design process will raise questions, such as:
- What is the mental model?
- What are the use cases?
- What is the process?
The analysis will trigger multiple rapid iterations of the possible solutions, as the possible solutions are worked toward a single design:
- Development. What are the technical constraints? Coding costs? Effect on the stability of the existing code? Downstream maintenance costs?
- Usability and experience. Does the design comply with heuristics? Does it comply with the standards of the company, the industry, and the platform? Does paper-prototyping predict that the designed solution is usable?
- User experience. Will the designed solution be pleasing due to its quality, value, timeliness, efficiency, innovation, or the five other common measures of customer satisfaction?
- Project sponsor. Is the design meeting the requirements? Is it reaching its goals or metrics?
It’s risky to expect one person—a developer, for example—to bring all these skills and answers to the table. A team—properly facilitated and using an appropriate process—can reduce the risk and reliably produce great designs.


have a pen and paper, so there’s no need to wait your turn. Sketching is fast, so designers have little invested in any one sketch. Modifying or iterating any one of the ideas is easier to accept. Most importantly, for inexpert sketchers, the sketching process intrinsically discourages high-fidelity work and the wide-nib pen discourages sketching the fine detail that detracts design participants from getting the ideas out, fast.
The process of trying to become a more “transparent” organization, so they can use social media tools, pushes many organizations—companies, nonprofits, trade associations—into change, especially if they have had a very bureaucratic and non-transparent culture before. That can mean many levels of changes, which usually bring up issues between executives or managers and their teams, and it can affect relationships between staff or team members. Individuals often need to be coached to adapt to the new practices or even to drive them more effectively. Some leadership and teamwork issues come up, too.
As Bowman left Google, he pointed out the pro-engineering bias in its approach to problem solving—including problems of design. Two of several examples he gives:
I used Geoffrey Moore’s book, 

I wonder whether the designers of these systems (transit tickets, bank cards) considered all possible options. It’s a
As for bank cards, IBM’s designers must have modelled bank cards on credit cards, which had the magnetic stripe toward the top instead of in the middle. This doubles the customer’s chances of inserting the card incorrectly. An obvious question to have asked at the design stage: can we design a bank machine to read the card regardless of how it’s inserted?
Leah Buley talked about generative design at the