What is a principal designer?

Found this description online while, ahem, researching similar or related principal designer jobs in the area ;-) Pretty true to my current role and daily tasks/activities so far. Definitely a leadership position requiring some fortitude…and lots of caffeine!

The Principal Product Designer will engage and work closely with other UX professionals, product teams and end users to accomplish goals.  Operates with considerable latitude toward broadly stated objectives.  Provides design consultation to management on broad, complex problems that require outstanding practical experience and theoretical knowledge. Makes significant contributions to organizational objectives directly affecting the user interface for products. Acts as trusted advisor to management.

Works on significant and unique issues where analysis of situations or data requires an evaluation of intangibles. Exercises independent judgment in methods, techniques and evaluation criteria for obtaining results.  Exercises wide latitude in determining objectives and approaches to critical assignments.  Viewed as a leader by others and represents a dynamic force that motivates and coordinates the organization to accomplish its objectives.

What’s your mojo?

Citrix CEO Mark Templeton likes to talk about having “mojo” in the product, and woven throughout the overall user experience. He likes to use lots of funny metaphors including “cold patient rooms” and “wedding altars” when describing bad interfaces ;-) But “mojo” is one that is of special importance as it gets at the essence of a great product, I think.

What is “mojo”? In my view, basically it has to do with charisma, tone of voice, and delightful qualities that distinguish your product with a coherent, unifying sense of being authentic and special.

The opposite is a product that is boring, dull, stale, flat and frankly mediocre. Just not worthy of our increasingly expensive attention span in a hectic day.

How do you create “mojo”? From a design perspective, there are multiple levers that can be manipulated: The visual palette and style. The animations / transitions / or cinematic flourishes. The layout and structure of elements on-screen with compositional balance and simplicity. The polish of behaviors and well-thought interactions / affordances / feedback that make someone say “wow. thank you. of course.” The user has to “get it” that this is a special product apart from the crowd of competitors and imitators. It has to speak to the user, seductively yet proactively, connecting to the opportunities beyond the user’s imagination.

Note that it’s not just sexy visuals. There has to be something unique to the character of the product, reinforcing the functionality, content, services, and overall lifecycle and ecosystem.

And it’s more than just design! There’s also the fundamental value prop and business strategy / marketing story that connect to a person’s willingness to embrace this product, fold it into their daily lives. The website, the advertising, the sales demos, customer contacts…all of that has to connect back to (and enhance) the “mojo” of the product. Else it just falls flat, something that looks gorgeous and sexy yet is an empty vessel, a decoy, a fake.

Five Highlights from IxD11

A couple weeks later, I wanted to highlight the key talks/presos that still stand out in my mind long after the wonderful festivities have finished…and more than the in-the-moment tweets or day after reactions I had previously posted. Below are my Top 5 Highlights :-)

1. Keynotes: Bill Verplank & Dick Buchanan & Brenda Laurel

What an amazing, thought-provoking triad of keynote talks by the legendary thought leaders and pioneers of “interaction design”, raising critical questions about the history, essence, and directions of the field, from a systems theory POV (Verplank), Aristotelian rhetorical basis (Buchanan), and personal practitioner perspective (Laurel).

Verplank’s live sketching via conte on paper was simply priceless, a true testament to the power of visual storytelling–and the ultimate anti-Powerpoint weapon! He delved patiently into the rich history of interaction design, moving among frames of “doing” (enactive), “seeing” (iconic) and “knowing” (symbolic).

Buchanan brilliantly recapped in a TED-style “alone on the stage” lecture the Graduate Design Seminar from Carnegie Mellon, tracing the trajectory of design thinking (applying John Dewey and Erving Goffman, as well as George Nelson and even St. Augustine as reference points) via his infamous “cross of pain” and “triangle of doom” conceptual tools, which I’ve cap’d here  :-) Perhaps most important, Buchanan stated the overarching principle of all design is “human dignity”, and that the materials of design are “the purposes and behaviors of the people we serve”. Hmm!

Laurel detailed her rich and lively history as a female design practitioner in the heavily testosterone driven world of Silicon Valley software, highlighting lessons learned at Atari, and then Purple Moon, and now as a professor shaping the next generation of designers.

2. Patterns still matter: Film, rhythm, neuroscience

It was interesting to hear quite a bit about patterns in both ridicule (Tim Wood provocatively suggested “patterns are the clip art of designers”) and praise. Particularly the short talks pointing to the value of film-making patterns applied to interface design (motion, transitions, animations to convey orientation / navigation / feedback), musical tempos and rhythms applied to designing interactions to shape a sense of autotelic flow, and of course the neuro-bio-chemical basis of humans being “softwired” for detecting patterns for survival and life improvement in our daily activities. Yep, patterns still matter, and often present their value in interesting ways!

3. Workshop on Advanced Design

Wow, what a fascinating session! The current Creative Director for Phone 7 at Microsoft presented ideas per his own professional experience on what it takes to create an “advanced concept design team” and pursue forward-looking design ideas amidst the hum-drum of daily business/finance/marketing. We performed an interesting activity centered on factory production optimization, to drive home the point about the vexing challenges of intersecting “cool new ideas” with bean counter goals of optimizing efficiencies for profit, within a pre-defined pipeline of financial order. There are various organizational models and approaches for introducing radical ideas like “embedded” or “peel off” or “skunkworks”; but ultimately you have to seek out the “soft spots” which are points in time open to innovative product ideas.

4. Student competition ideas

It was quite humbling to see the wonderful ideas cobbled together by several student design teams in just a few days, addressing the social/humanitarian design issues of reducing consumption, helping the homeless, and enabling sustainable living. Great ideas all around, and such raw curiosity and spirit of wanting to create something viable, desirable, and truly “good”. Kudos! We should do more to cultivate this vitality in corporate design environs too…

5. Complexity & gamification

So glad to hear these talks celebrating the value of “complexity” similar to Don Norman’s recent book, and suggesting ways to augment the playful, rewarding qualities of an app, beyond typical badges and points and rank-ups. Gets to the heart of motivations, incentives, and personal goals in using software…

* And one more… Technobrega!

What a wonderful, fun and eye-opening talk about the “alternative sub-culture” in Brazil, examining from a participatory design POV the lives, values, and expectations of a fascinating mix of people blending music, culture, food, various social contexts to create a techno-music reality, if you will. Entertaining and quite introspective as well.

 

 

The UX pattern of all software

At the end of the day, all software is basically the same whether for web, desktop, or mobile. If you think about, there’s a general archetypal pattern to the software UX lifecycle. For example:

• Often there’s some “out of the box” (OOBE) or first time use experience (FTU) with download/install/register/set-up. Maybe there’s a demo or trial version with some licensing options to select.

• Then there’s the primary interface with some objects (conceptual or literal) with some values or properties, and some actions can be taken against it (or related objects) that lead to some flow or activity fulfilling a user’s goals/desires/needs. Sure there’s errors, alerts, notifications. There may be multiple pathways through the system per roles or privileges. This may be presented as a dashboard or search/results screen or newsfeed, etc.

• And, there’s some profile or settings panel with credentialing (sign-in, connect, etc.) … with settings or preferences, and some customization (like wallpapers or ringtones, etc.).

• Plus, there are also updates and upgrades. Maybe a few plug-ins or extensions. And finally log-out or uninstall or deactivate to round out the total UX lifecycle, depending on situation.

(Not to be forgotten in this era of cross-device and cloud-sync’d apps is the total roundtrip experience and achieving seamless integration, single sign-on, remembering states, data conflict management, etc.)

That’s really it! :-) Not to sound glib about it all–it is an arduous journey to design great software–but just identifying the basic underlying pattern to a software experience, which can be, at times, challenging to recall or suss out, especially in the midst of heated requirements debates or tedious planning sessions. We often get lost in the sticky minutia, forgetting the forest.

Of course, the manner of visual (and behavioral) expression, the conceptual metaphors, the interaction model, the information architecture and navigational pathways– all that varies widely per situation and device. But deep down it’s all the same whether an advanced bandwidth monitoring tool or a financial dashboard or a social networking app  or a pro photography workflow package…for any device situation.

Realizing this should enable any bonafide UI designer to tackle any kind of digital product design challenge regardless of domain, and grapple with its intricacies more confidently.

Buchanan design reader

Since his widely admired keynote address given at IxD11 in Boulder CO, there’s been quite a bit of interest in Dick Buchanan’s ideas and writings. I’ve compiled much of it here drawn from the various blog posts I’ve written the past 3 years, as a starter for folks who want to dig a bit deeper. Enjoy!

 

CMU Grad Design Seminar (c2001)

Grad Design Seminar Syllabus PDF

Grad seminar diagrams and lessons

 

Essays & Keynotes

Emergence 2007 keynote

Design & Organizational Change PDF

Branzi’s Dilemme: Design in Contemporary Culture PDF

Good design in the digital age

Human Dignity and Rights PDF

Origins of CMU School of Design PDF

The Idea of Design: A Design Issues Reader

Discovering Design: Explorations in Design Studies

 

My blog posts / interpretations

What is “interaction design”

The CMU way of design thinking (p1)

The CMU way of design thinking (p2)

Design thinking = rhetorical thinking

The product as argument

What is a product?

Core ideas of design

Core design abilities

Ultimate purposes of design

On human dignity

Rhetorical definitions and design

 

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