your design process is killing you
There are markers and paper being distributed, butcher paper being put up on the wall. Get ready to touch and feel, people.
- Presenter(s)
- Sara Summers
- Date
- 14 March 2010
- Tag(s)
- #designprocesskillingyou
There are markers and paper being distributed, butcher paper being put up on the wall. Get ready to touch and feel, people.
UX is a thread that runs through all of our disciplines, and which no discipline owns or controls. Everyone is a UX professional to one level or another (“t-shaped people”).

In the UX field: no one shows their work! So Todd and Russ are here to show us everything they do when they build a design project. Has anyone seen a wireframe from Jesse James Garrett, Peter Morville, or Jared Spool?
If you are arguing about the differences between wireframes and prototypes or the best tools (OmniGraffle, Visio, Fireworks, Balsamiq Mockups, Axure), you are missing the point. The best tool / model is the one you are most comfortable with and the one you can produce the best output with. The idea is to communicate your concept to someone else, period.
Requirements. Research. Audience. [Content Strategy?]. Concepts (sketch). Wireframe/Prototype. Visual Design.
[ session description ]
So the iPad is a large-format iPod Touch when people thought Apple would be entering the tablet market the same way everyone else has entered that market: re-working an operating system to a touch/large-format interface. People were expecting Mac OS X on a touch screen. Instead, Apple decided to expand the featureset of the mobile environment used in the iPhone and iPod Touch devices. Even more device-centric than Mac OS X, the mobile environment is geared toward getting the best bang out of mobile-sized processors rather than mediocrity. This is always Apple’s approach, so why are we surprised by a product that does things in a different way? Yet controversy abounds and the technorati is sadface.
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Some people in higher education don’t get universal design, especially when creating curriculum or web sites. UD isn’t about the branding or style. And it isn’t about accommodation or creating content for the lowest common denominator student (a phrase that borders on insulting to those students who are left out when universal design isn’t practiced). UD is about getting it right the first time by providing content accessible to all users, not just those with a disability. Instead of one-size-fits-all, UD recognizes that there are numerous sizes. The goal is to provide a continuum of sizes to fit each individual. To suggest otherwise is to miss the point entirely.
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This ain’t your mom’s accessibility panel. This is how universal design benefits everyone, not just those with disabilities. Universal design is “design that is so thoughtful that it works for everyone from the start instead of needing to be ‘patched’ for the disabled.” The idea is to make a more enabled future for everyone, not just traditional disabled people.
The curb cuts (ramps) on sidewalks or roads are probably the best examples of universal design. Think about how many non-disabled people use those ramps for pushing strollers/prams, riding bikes or skateboards. This was a solution that helped everyone.
I arrived at this session and it was SRO and full. I got some final ideas (after making it inside with 15 minutes to go):
For the rest of the notes, I depend on my trusty Michigan friend, daniel slaughter. He takes amazing notes.
These are notes from a session at sxsw interactive. My own take on topics are mixed in with what the presenters were actually saying, so do not assume all of this content is my own.
There is not just one wireframe for a project. You need a wireframe for each type of documentation user: design team, business people (how does this affect them during day to day), managers (are the ideas good ones?), developers (details so they know how to build).
Iterate from sketches to a wireframe.
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When you should get design involved? At the beginning along with everything else. You can’t compartmentalize anymore (marketing, business, design, tech; design: interaction, information, visual, info architecture). You can teach in compartments, but you can’t work in compartments. Education has to start out compartmentalized but with a goal to aggregate (inter-disciplinary capstone projects planned from the very first freshman class). You get people to swing back and forth from being the expert to being the smart guy in the room.