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Putting People First

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Search results for 'rosenfeld'
10 May 2013

How do you interview an interview specialist?

steve

Ethnography Matters took on a difficult challenge with this interview of Steve Portigal about his new book “Interviewing Users“.

EM: In your 18 years in this business, what has been some of the biggest shifts that you have witnessed in the field?

SP: When I entered the field, it was barely a field. There was no community, there were few people practicing, and there wasn’t a lot of demand for the work. I think the growth in the user experience field, through the web and then mobile devices has really pulled us along. Of course, there are researchers working in categories I have less visibility into so their shifts would be different. I saw insights about customers regarded as a luxury in the 2001 recession and thus low demand; but in 2008 companies talked about trying to innovate their way through the downturn and so insights and design were no longer expendable ingredients in product development.

Steve Portigal is the founder of Portigal Consulting, a bite-sized firm that helps clients to discover and act on new insights about themselves and their customers. Over the course of his career, he has interviewed hundreds of people, including families eating breakfast, hotel maintenance staff, architects, rock musicians, home-automation enthusiasts, credit-default swap traders, and radiologists. His work has informed the development of mobile devices, medical information systems, music gear, wine packaging, financial services, corporate intranets, videoconferencing systems, and iPod accessories.

Putting People First readers have a 20% discount off the list price of the book — simply place your order through Rosenfeld Media and use the coupon code PPF2013 upon checkout.

8 May 2013

Interviewing Users book – Special offers for Putting People First readers

interviewing-users

A few weeks ago, I announced Interviewing Users, the new book by Steve Portigal published by Rosenfeld Media. It is now available for purchase, both in print and in digital version.

Steve and his publisher provide Putting People First readers with two special offers:

  • Giveaway: the first three people leaving a reply on this post why they would love to get a free copy of this book, will get a mail from me with the code for exactly that: a free paper copy!
  • Discount: all others get something too: an exclusive 20% discount off the list price of the book — simply place your order through Rosenfeld Media and use the coupon code PPF2013 upon checkout.

Also note that Steve has posted a long excerpt from Chapter 2 “How to Uncover Compelling Insights” on Core77: . This part off the book sets up the overarching framework for successful interviewing: most experts have a set of best practices—tactics, really—that they follow. But what really makes them expert is that they have a set of operating principles. This ends up being more like a framework for how to be, rather than a list of what to do.

Grant McCracken meanwhile has posted his foreword to the book.

Thank you Louis, Mary and Steve.

15 April 2013

Book: Interviewing Users (by Steve Portigal)

interviewing-users

Interviewing Users: How to Uncover Compelling Insights
by Steve Portigal
Rosenfeld Media
To be published: early May 2013

Interviewing is a foundational user research tool that people assume they already possess. Everyone can ask questions, right? Unfortunately, that’s not the case. Interviewing Users provides invaluable interviewing techniques and tools that enable you to conduct informative interviews with anyone. You’ll move from simply gathering data to uncovering powerful insights about people.

Interviewing Users will explain how to succeed with interviewing, including:

  • Embracing how other people see the world
  • Building rapport to create engaging and exciting interactions
  • Listening in order to build rapport.

With this book, Steve Portigal uses stories and examples from his 15 years of experience to show how interviewing can be incorporated into the design process, helping you learn the best and right information to inform and inspire your design.

12 March 2013

Book: Service Design – From Insight to Implementation

servicedesign

Service Design – From Insight to Implementation
by Andy Polaine, Lavrans Løvlie & Ben Reason
Rosenfeld Media – March 2013
(book will be published tomorrow)

We have unsatisfactory experiences when we use banks, buses, health services and insurance companies. They don’t make us feel happier or richer. Why are they not designed as well as the products we love to use such as an Apple iPod or a BMW?

The ‘developed’ world has moved beyond the industrial mindset of products and the majority of ‘products’ that we encounter are actually parts of a larger service network. These services comprise people, technology, places, time and objects that form the entire service experience. In most cases some of the touchpoints are designed, but in many situations the service as a complete ecology just “happens” and is not consciously designed at all, which is why they don’t feel like iPods or BMWs.

One of the goals of service design is to redress this imbalance and to design services that have the same appeal and experience as the products we love, whether it is buying insurance, going on holiday, filling in a tax return, or having a heart transplant. Another important aspect of service design is its potential for design innovation and intervention in the big issues facing us, such as transport, sustainability, government, finance, communications and healthcare.

Given that we live in a service and information age, a practical, thoughtful book about how to design better services is urgently needed.

Along with many other insights, this book offers:

  • A clear explanation of what service design is and what makes it different from other ways of thinking about design, marketing and business.
  • Service design insights, methods and case studies to help you move up the project food chain and have a bigger design impact on the entire service ecosystem.
  • Practical advice to help you sell the value of service thinking within your organisation and to clients.
  • Ways to help you develop business, design, environmental and social innovation through service design.

Also of note: Free webcast by the authors (recommended!)

8 October 2012

Videos of keynote presentations at The Web and Beyond 2012

webbeyond

The Web and Beyond is a bi-annual conference organized by Chi Nederland, focused on the practice and business of user experience.

On September 26, our 425 attendees saw a full-day, 3-track conference with keynotes and parallel sessions on user experience research, design, evaluation and management. The event featured both Dutch and English sessions by national and international presenters.

This year’s theme was “Momentum”, in recognition of the masses of people that are now convinced that user centered design is the best approach for designing successful interactive experiences, as well as the speed with which the field of user experience is developing.

Videos of the keynotes are now online.

Tablets and the age of comfortable computing (synopsis)
Rachel Hinman, senior research scientist, Nokia Research
Since their introduction in 2010, tablets have taken the mobile industry by storm, with sales expected to reach 120 million in 2012 alone. Whether novelty or need, tablets are clearly a big and growing part of the mobile device landscape that won’t be going away any time soon. Which begs the question: Now that these shiny new gadgets are finding their way into the world, how are people actually using them? In this talk, Rachel Hinman shared findings from her year-long study of tablet usage as well as provide design implications for designing tablet experiences. She covered:

  • Comfortable Computing: How users are seeking experiences that provide a sense of comfort and connection through tablet devices and how designers can better support these needs.
  • Mutual Reconfiguration: The impact environments and social contexts have on tablet usage and how to account for the dynamic nature of the mobile context when designing tablet experiences.
  • New Forms of Creation: Collage, curate and animate. How tablet devices are redefining what it means to create in the digital world.

Make It So: Apologizing for bad sci-fi UI (synopsis)
Chris Noessel, managing director, Cooper
Interfaces in sci-fi serve a primarily narrative purpose. They’re there to help tell the story of how a character disables the tractor beam, or hacks into the corporate database, or diagnoses the alien infection. But what would happen if we tried to build these same interfaces for the real world? Some would fare just fine. Most would need a little redesign. A few appear to be just plain stupid or broken. They couldn’t work the way they appear to. That is, until you use the technique of apologetics to discover that in fact far from being stupid, they’re brilliant.
Chris Noessel, co-author of the book Make It So: Interface Lessons from Sci-Fi (Rosenfeld Media, 2012) discussed this critical technique, showed how it works across several sci-fi interfaces, and challenged the audience to apologize for some “bad” sci-fi interfaces.

Get Lucky: How to put planned serendipity to work for you and your business (synopsis)
Lane Becker, author of Get Lucky
The world of work has changed. To keep pace with the rapidly shifting needs and expectations of the market – and stay relevant and competitive – we need to find ways to encourage and reward ongoing innovation inside our organizations. But embracing change as part of the regular process of doing business can be challenging for organizations that have learned to rely on routine and process to ensure consistent, reliable growth.
In their New York Times bestseller “Get Lucky,” authors and entrepreneurs Thor Muller and Lane Becker explore the qualities and business practices of Twitter, Instagram, Pixar, 3M, Google and other high-performing companies. In this keynote, Lane shared the secret formula behind the success of the world’s most successful organizations: “planned serendipity.”

(via InfoDesign)

18 September 2012

Book: Make It So: Interaction Design Lessons from Science Fiction

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Make It So – Interaction design lessons from science fiction
By Nathan Shedroff & Christopher Noessel
Rosenfeld Media
September 2012
ISBNs: paperback (1-933820-98-5); digital editions (1-933820-76-4)

Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.

Make It So shows:

  • Sci-fi interfaces have been there (almost) from the beginning
  • Sci-fi creates a shared design language that sets audience expectations
  • If an interface works for an audience, there’s something there that will work for users
  • Bad sci-fi interfaces can sometimes be the most inspiring
  • There are ten “meta-lessons” spread across hundreds of examples
  • You can use — and not just enjoy — sci-fi in your design work

Also:

24 July 2012

Debate on the UXPA name change

 

At the beginning of June, the Usability Professionals Association (UPA) announced that from now on it would be known as the User Experience Professionals Association (UXPA).

This didn’t go unnoticed, and UX publisher Louis Rosenfeld reacted to this news with a strongly worded and much commented blog post, where he accuses the whole initiative to have no clear vision.

In turn, UXPA board member Ronnie Battista wrote a response to Rosenfeld’s blog post on the UXPA blog.

Enjoy the debate.

10 June 2012

Book: The Mobile Frontier

mobilefrontier

The Mobile Frontier – A Guide for Designing Mobile Experiences
By Rachel Hinman
Rosenfeld Media
June 2012
Publisher’s page | Amazon page

Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.

The Mobile Frontier will assist in navigating the unfamiliar and fast-changing mobile landscape with grace and solid thinking while inspiring you to explore the possibilities mobile technology presents.

> Excerpt from the book on UX Magazine

17 February 2012

World IA Day 2012 keynote talks

WIAD-logo-shadow

World IA Day 2012 is about bringing the Information Architecture community together, and the first ever World IA Day, which took place on 11 February, featured keynote presentations by Peter Morville, Lou Rosenfeld and Jorge Arango.

- Peter Morville: Cross-training for ubiquitous information architecture
- Lou Rosenfeld: Thoughts on the last 14 years and the future of information architecture
- Jorge Arango: The Well

29 July 2011

Good mobile experiences unfold and progressively reveal their nature

Topping in
Successful PC and mobile experiences are built on fundamentally different conceptual models and leverage different psychological functions of the user, argues Rachel Hinman. Understanding these differences will help you create better experiences for both contexts.

She delves into the matter in a longer article that acts as a preview for her forthcoming Rosenfeld Media book “The Mobile Frontier: A Guide for Designing Mobile Experiences“:

“The natural user interfaces (aka NUIs) found on most modern mobile devices are built on the psychological function of intuition. Instead of recognizing an action from a list, users must be able to sense from the presentation of the interface what is possible. Instead of “what you see is what you get” NUIs are about “what you do is what you get.” Users see their way through GUI experiences, and sense their way through NUI ones. Unlike GUI interfaces with minimal differentiation between interface elements, NUI interfaces typically have fewer options and there is more visual differentiation and hierarchy between the interface elements.”

Read article

15 May 2011

UX Lx, a user experience conference in Lisbon

UX Lx
Jeroen van Geel and Vicky Teinaki report on Johnny Holland on UX Lx, the international user experience conference that took place in Lisbon, Portugal, May 11-13.

Day One
featuring Whitney Quesenbery, Leah Buley, Andrew Watterson, Susan Dybbs, Stuart Cruickshank, Dan Brown, and Anders Ramsay.

Day Two
featuring Leisa Reichelt, Steve Mulder, Louis Rosenfeld, Ian Fenn, Jeroen van Geel, Jason Masut, and Kevin Chang.

Day Three
featuring Louis Rosenfeld, Christian Crumlish, Stephen Anderson, Kristina Halvorson, Nick Finck, Josh Clark, Dario Buzzini, and Don Norman.

19 February 2011

Book: Make It So

Rosenfeld Media
Make It So: Interaction Design Lessons from Science Fiction
A book in progress by Nathan Shedroff & Chris Noessel
Publisher: Rosenfeld Media
Anticipated publication date: 2012

Science fiction has remained a pastime for designers, instead of a valuable source of insight and learning until now. Make It So, a book in progress by Nathan Shedroff and Chris Noessel, will be the first book to connect the inspiring “blue sky” designs of scifi with your own work in interaction design.

Interaction and interface designers can learn practical lessons from the interfaces in Science Fiction films and television. Though lacking rigorous engagement with users, production designers are nonetheless allowed to develop influential “blue-sky” examples that are inspiring, humorous, prophetic, useful, and can be incorporated into “real” work to make online, mobile, and ubiquitous interfaces more interesting and more successful. This book will share lessons and examples culled from imaginative interfaces free from traditional constraints. In addition, the authors will outline their process of investigation and describe a toolkit for others to make similar explorations into other domains.

Make It So will show how:
* SciFi interfaces allow us to see current issues from fresh perspectives, testing design techniques we don’t always expect but are, nonetheless, applicable to current work
* SciFi is a design tool like any other
* All design is already fiction (until it gets built)
* If it works for an audience, there’s something there that works for users
* Interaction designers can be inspired by a source they already love.

2 November 2010

Storytelling for UX, an interview with Whitney Quesenbery and Kevin Brooks

Storytelling
Daniel Szuc spoke with Whitney Quesenbery and Kevin Brooks about their new book Storytelling for User Experience: Crafting Stories for Better Design.

Daniel: Why the book?

Whitney: Because thinking about user experience as a form of storytelling and, more importantly, thinking of our own process as a form of storytelling is something that was out there, but no one had really collected up in a coherent form. So I thought this was a chance to look at storytelling that way.”

Read interview

19 June 2010

UXnet disbanded

UXnet
Louis Rosenfeld, president of the Board of Directors of UXnet, announced last night that the user experience network is being disbanded:

“On behalf of UXnet’s board of directors, I have a bit of difficult news to share: we are disbanding UXnet.

UXnet simply is not structured to achieve its goal of building a sustainable network of UX people. We don’t have the ability to tackle or pay for the kind of development work that such a goal requires. We’ve tried hard for eight years, but it’s time to recognize that our approach isn’t the right one and move on.”

Read announcement

12 June 2010

Using stories for a better user experience

Storytelling
Whitney Quesenbery and Kevin Brooks, authors of the book “Storytelling for User Experience: Crafting Stories for Better Design”, describe how storytelling can help you collect, analyze and share user research information.

“Stories can help you collect, analyze and share qualitative information from user research and usability, spark design imagination and keep in touch with your audience. Storytelling and story listening are not a new methodology, but something you can add to your current practice to deepen and richen your understanding of users and their experience.

Three places where stories are a good fit are:

  • Collecting stories from your audience to create a richer picture of how, when and why they use your products and documentation.
  • Adding stories to personas to share your audience analysis, blending facts and information to make an emotional connection.
  • Using stories for more naturalistic usability testing (planning those stories, or gathering them on the spot).”

Read articles: WritersUA | Johnny Holland

3 May 2010

Book: Storytelling for User Experience

Storytelling
Storytelling for User Experience – Crafting Stories for Better Design
By Whitney Quesenbery & Kevin Brooks
Rosenfeld Media
April 2010
Availability: Paperback + PDF

We all tell stories. It’s one of the most natural ways to share information, as old as the human race. This book is not about a new technique, but how to use something we already know in a new way. Stories help us gather and communicate user research, put a human face on analytic data, communicate design ideas, encourage collaboration and innovation, and create a sense of shared history and purpose. This book looks across the full spectrum of user experience design to discover when and how to use stories to improve our products. Whether you are a researcher, designer, analyst or manager, you will find ideas and techniques you can put to use in your practice.

14 February 2010

Conversations in a weekend village — Interaction10 impressions

Interaction10
Written by Experientia partner Jan-Christoph Zoels.

Interaction10 is over. Four days of presentations, workshops, games, installations stimulated vivid exchanges of ideas and reflections on the changing landscape of interaction design. Hosted in beautiful downtown Savannah by the international Interaction Design Association and Savannah College of Art and Design (SCAD), the conference set the stage for lively face to faces encounters, practice discussions and sensory southern food discoveries. Deep thoughts and constant twittering.

Co-chairs Bill DeRouchey (Ziba Design) and Jennifer Bove (Kicker Studio and a graduate of Interaction Design Institute Ivrea) moderated a salon style conference across several historic venues getting the participants out onto the squares and into the charming nooks of Savannah. SCAD has over the years preserved historic buildings and filled them with live through their educational programs such as those in Interaction Design and Service Design, led by professors such as Dave Malouf, Jon Kolko and Diane Miller. A great experience! The following notes give some impression on select highlights.

Learning from the past – Talk to me

Paolo Antonelli, senior curator of architecture and design at MOMA, laid out her exhibition plans charting the ‘subtle, subliminal ways, things talk to us’. Her talk showcased outstanding examples of how objects and interactions changed our way of seeing, mapping and explaining the world. She traced the impact of networks and systems on our capability to make and mix worlds to the shifting face of things. Examples range from Muriel Cooper‘s Visual Language workshop at MIT to Ben Fry‘s scientific information visualizations, and from the changing nature of prototyping via open source design tools Processing and Arduino, visionary scenarios such as Apple’s 1087 Navigator video to Applied Minds Touch landscapes. Take her title ‘Talk to me’ literally – Paola is looking for visionary artefacts from the history of interaction design.

Our scattered distribution of memories – The 40 year old tweet

Is there a life after the half hour half-life of tweets? How to approach your parents’ Flickr collection or find the heirloom experiences in your grand parents’ SMS exchanges? How does the web of metadata become part of our reminiscences years later? Richard Banks of Microsoft Research Cambridge explored in several prototypes the sentimental value, burden and sense of obligation digital exchanges will pose to future generations. Matt Cottam extends this search to heirloom electronics and our design capabilities to give modern products greater longevity and meaning.

Making it – Designing for the web in the world

Timo Arnall, Kevin Cheng, Ben Fullerton, Gretchen Anderson and Raphael Grignani offered diverse strategies to engage people’s experiences of physical products and digital services.

Timo Arnall explored in the Touch project controversial issues of technology usage such as leaking RFiD fields and the tangible experience of invisible data. Which kind of graceful interactions remain when a connected object goes offline or is without power? In his research and work with Berg, a London based interaction design studio, he proposes that interactive objects need to provide an immediate tangible experience even if not in use, that the purpose of being connected and data sharing should become obvious, and that long-term services and data visualizations provide feedback loops.

Twitter’s Kevin Cheng gave an excellent overview about the challenges and opportunities of Augmented Reality (see also his book in progress). He documented how context based smartphone applications expand our experience spaces such as in Yelp, Nearby, Layar, Arg DJ, Lego selections in retail stores, a USPS shipping box simulation, and ARhrrr games. Challenges are the lack of design patterns, glanceable interfaces and usability issues.

Gretchen Anderson, IxD director at Lunar, showcased our visceral reactions to facial features – ‘those key things your users see first’ – in products. What is the impression which we are giving? What can we understand at a first glance? Imbuing objects with a sophisticated character can enhanced the storytelling potential and interaction magic.

According to Bruce Sterling ‘Sense of wonders have short shelf life’. Our search capabilities have undergone dramatic change. Peter Morville of Semantic Studios spoke about the future of search. He introduced various behavioral and design patterns from his latest book Search Patterns. What we find, changes what we are looking for. How will we search in the future – feels like, tastes like, looks like, sounds like, smells like? Multi-sensory search is an untapped area of exploration – moving search beyond the web.

ITP professor Tom Igoe demanded to extend open source design to products and services to enable public knowledge and participation in the modification and/or reproduction of a product. Consequences might be flexible warranty agreements, impact on recycling and reverse engineering, or community patent reviews. Practical layers of openness need to include the whole value chain from physical construction, bill of materials, code, extendibility and reprogrammability, API’s and communication protocols, interoperability as well as design and interaction guidelines. This also requires to address frequent usability issues of open source projects.

From observing failures to provoking them was Nicholas Nova‘s contribution in addressing product non-usage, real-time accidents, traces and individual blame bias. ‘Failures are often overlooked in design research’. He proposed to actively provoke failures as a design tactic and to observe responding people’s behaviors.

Designing for the next billion

Nokia Design has over the years embraced ethnographic research and design discovery processes to shape mobile experiences and accelerate decision making processes. Raphael Grignani, head of Nokia’s San Francisco design studio, engaged workshop participants in exploring incremental and radical design innovation through community-based ethnographic design approaches. Nokia sends 3-4 times per year design teams to search for extreme behaviors in remote locations in Africa, Asia, Latin America and eastern Europe. Raphael guided us through the design process – discover, define, develop and deliver – with examples from the open studio project – My mobile phone, to Lifeblog to Remade and Homegrown.

See also:
- Patterns in UX Research
- Deconstructing Analysis Techniques
- Mobile Literacy
- Homegrown people planit profit

Processes and reflections – Design is the process of evoking meaning

Nathan Shedroff, chair of the MBA program in Design Strategy at California College of Arts in San Francisco, started of the row of thought leaders in situating meaning, behavioral change and sustainability as key challenges for interaction designers. How does a more meaningful world look like? Or a post consumer society?

Easy answers are difficult to come by. Next year’s conference needs a track of fast paced inspirational show & tells and the design thinking behind it. Dan Hill from Arup came closest in establishing a vision of a new soft city, merging multi-sensor interaction design ‘with architecture, planning and urbanism informed by a gentle ambient drizzle of everyday data’ – alive to the touch of its citizen. In his closing talk he exhibited a range of responsive well-tempered environments supporting civic relationships between individuals and communities around them. Examples of his call for civic sustainability feedback loops are projects in Barangaroo, the State Library of Queensland and the Sydney Metro in Australia, Arup’s contribution to the Masdar city centre, and the low2no carbon emissions project for Helsinki Harbor by Arup, Sauerbruch Hutton and Experientia.

A further exploration of the poetics of space were Kendra Shimmell‘s staging of interactive environments sensitive to movement and intent. Trained as a ballet dancer she presented motion capture studies in real time. Every movement unleashed auditory qualities in the space. A blink of an eye turned into sound, a raise of an arm provoked a tonal scale, fast movements elicit under her control musical compositions. Robert Wechsler provided the artistic motion tracking software.

‘You find things that you are nor looking for, when you are not looking’. Dave Gray continued the playful approach to innovation in his presentation of Knowledge Games: The visual thinking playbook. Fuzzy goals can lead to prospecting unexpected sensory, emotional and functional discoveries. Unfortunately he illustrated his engaging talk with a glorification of the AK47 as a ‘powerful tool of change’. His agnostic design philosophy hides an ethical ambivalence and repositions designers as hired hands of industry who do whatever is needed – even weapons of mass destruction. Can’t we find ethical examples which enable people, but don’t kill?

Chris Fahey applied the Uncanny Valley hypothesis of robotics to interface design. As interfaces behave eerily humanlike, people find them repulsive until they become more realistic representations of human behaviors. Human interface need to be ‘responsive to human needs and considerate of human frailties’. Qualities are sentience – the ability to feel subjectively, intimacy and personality. Character and personality may imbue interfaces with meaning and make them memorable. Now just watch your step, the uncanny valley is calling.

Ezio Manzini spoke about our growing desire for de-intermediated relationships between consumer and producers. Examples range from neighborhood markets and festivals, to community supported agriculture, urban farms, collaborative welfare servicesm etc. Digital platforms become catalysts of social resources and can support our vision of sustainable futures. Keywords to describe these futures are small-connected-local-open. Small-local interweaves issues of scale, relationships and identities, generally associated with control of a smaller set of variables and therefore supporting happiness. Open-connected outlines the rise of new organizational forms, whereas small-connected establishes nodes in a network society with the density of these links becoming important. Local-open: in a sustainable society the local is open, the connected local – resulting in an increase of cultural diversity and dialog between cosmopolitan participants. Manzini called on us to design enabling systems and engage in programs such as the US Social Innovation Fund, funded with 50 million USD by the US Government as announced by Michele Obama: “The idea is simple: Find the most effective programs out there and then provide the capital needed to replicate their success in communities around the country, … By focusing on high-impact, results-oriented nonprofits, we will ensure that government dollars are spent in a way that is effective, accountable and worthy of the public trust.”

If it’s not ethical, it is not beautiful. Jon Kolko expanded on Andrew Carnegie‘s “My heart is in the work” to ‘approach our work with philanthropic enthusiasm that would make Carnegie proud. Design for real cultural change starts by understanding how people really behave. He called on designers to emphasize with people, build trust and purposefully change behaviors. His heart is now in the new Austin Center for Design, a place for wicked problem solving.

Interaction11 is coming. See you on February 10-12, 2011 in Boulder, Colorado.

18 November 2009

Book: Prototyping, a practitioner’s guide

Prototyping
Prototyping
A Practitioner’s Guide to Prototyping
By Todd Zaki Warfel
Rosenfeld Media, November 2009
Available in paperback and digital package (1-933820-21-7), digital (PDF) editions (ISBN 1-933820-22-5)

Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users.

With this book, Todd Zaki Warfel shows how prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team.

Prototyping is available in two packages: a full color paperback plus a screen-optimized DRM-free PDF, and a digital package (two DRM-free PDFs: one screen-optimized, and one for printing yourself). An EPUB version is on the way as well.

Testimonials | illustrations

21 September 2009

Two new user experience communities

 
Louis Rosenfeld alerted me to two new Ning-based community sites that Rosenfeld Media authors recently started:

Design for Care compiles methods, results, case studies, and research from many healthcare contexts to help designers understand and improve healthcare products and services. If you’re interested in the intersection of healthcare and user experience, please participate in this 100+ member community. Peter Jones, the community’s facilitator, is also the author of the forthcoming book Designing for Care.

“Design for Care brings methods and results found effective across healthcare contexts to designers in all situations, illustrated by very current case studies and research. We include & transcend User Experience – as care scenarios are not merely “use” but are complex and multifaceted. We aim to inform information, service, and system designers to make a positive difference in healthcare.”

Agile Experience Design is enabling over 200 participants to work through the challenges of squaring contemporary design practices with agile and other iterative approaches to design and development. Anders Ramsay, who has just begun work on his book Agile Experience Design, is the community’s facilitator.

“Our goal is to explore, evolve, and empower the emergent discipline that fuses Agile Software Development with User Experience Design.”

31 March 2009

Design is the Problem: An Interview with Nathan Shedroff

Nathan Shedroff
Nathan Shedroff‘s latest book, Design is the Problem: The Future of Design Must Be Sustainable, has just been published by Rosenfeld Media, and is likely to become one of the most important books for designers on the subject of design, design practice, and sustainability.

Filled with insanely pragmatic advice, persuasive argument, and impassioned calls for action, Nathan’s book is essential reading for all designers, design students, business people, business students, innovation specialists, and advocates of all stripes.

In celebration of its launch (and in conjunction with our exclusive excerpt, Core77′s Editor-in-chief Allan Chochinov sat down with Nathan (well, email was more sustainable, being on opposite coasts) to chat about the book, the challenges ahead, the culture of business, and the amazing opportunities for designers right now.

Read interview