Key questions for every designer

When entering a situation for the first time, or when re-visiting issues later on in the cycle, there are a few critical questions that as a designer you should continually ask (at least subconsciously if not always out loud) to avoid confusions or misunderstandings downstream.

1. What assumptions are we making (about the user, task, context, technology, marketing requirements, etc.)

2. What are the dependencies if any? Should team x be aware of what’s going on with this part of the product? Does team y know about team x’s change request?

3. What are the expectations for this feature (held by stakeholders, customers, users, etc.)? Do we need to adjust those expectations due to changing circumstances, etc.

So in sum, always examine your assumptions, dependencies, and expectations and make sure everyone is on the same page! It’s hard to remember this when you are suddenly thrown into a situation or aggressively pounced upon by an engineer or product manager, but it pays off invaluably down the road in complex, multi-disciplinary contexts.

On design process…

I must confess–I find it amusing when people talk about “the” design process as if there were one final absolute ultimate standardized process that always guarantees success. Hmmm! Even I’m not sure what that really is! In my mind there exist multiple flavors of a general “ problem identification/solution creation ” process or methodology, with different steps depending upon the company, industry, and individual characteristics of the designer, as well as personal range of experiences, and evolution of preferred methods.

Fundamentally a design process features cyclical iterations. Not just iterations for the sake of iterating, but towards resolution, winnowing down multiple possible options (hypotheses) to get to the optimal/sufficient/viable solution for a given problem. It’s also cyclical–there’s a 360 degree revolution from start to finish, then starting again with different problems and situations (that may have emerged while investigating the initial issues, for instance). Or you may have to hop back up or jump ahead to other steps per emerging information or changing circumstances. It’s this fluidity and dynamism that I realize confounds non-designers (i.e., engineers and product managers). It’s not a recipe, nor a formula.

Also there’s something else that is difficult to pin down and quantify but must be accounted somehow: that serendipitous spark of brilliant creative insight, often expressed in terms of aesthetics but also it could be clever mechanics or nifty usability or a compelling story of use. To outsiders this must all seem quite confusing, chaotic, or even a bit mystical. Yet there is actually a general overarching pattern and structure, moving from problem to solution.

Here’s my take on the major phases of my particular flavor of “the design process”:

design process diagram

Understanding: a phase for becoming deeply informed about the users, market, industry, domain, competitors, as well as learning stakeholder concerns, issues, values, goals, etc. and ramping up on existing products if available. This will help identify the core problems and shape the personas, scenarios, and overall problem scoping. This is paramount. If you’re not solving the appropriate problems, then the entire design effort is in jeopardy. What is meant by “appropriate”? Depends upon the user, context, goal, task, etc. :-)

** Verify your personas and scenarios with real users and other stakeholders to ensure accuracy. (like the old adage, “trust but verify”)

Modeling: a phase for articulating the pieces that help in later design work, mapping out the objects and data/tasks/flows in the product or system, modeling the main workflows and tasks, and laying out the overall architecture of content and functionality.

These result in analytical artifacts, mostly diagrams for starting critical conversations and getting initial consensus and understanding/agreement from major stakeholders about the skeletal frameworks for the product (especially true for digital designs, web apps, software, services). Architectures are key here too: screen architecture, content structure, etc.

** Assess your models with Product Managers and Engineering leads for completeness of capturing and representing all the relevant tasks and objects and functions, etc.

Visualizing: a phase for actually designing possible solutions, with hand sketches, wireframes, mock-ups and prototypes all done as needed to help identify which options work best for your particular situation.
** Evaluate the visualizations (of whatever fidelity level) with your users via usability tests to catch usability problems, missed features, etc.

Hopefully issues of flow and architecture have been resolved by this stage, but more likely they will be often revisited as greater fidelity of the solutions emerge, especially at the prototype level. There needs to be a general understanding that phases can and often will need to be revisited but this should not be considered “failure” or “wasting time”. It’s all part of the practice of designing!

However, excessive re-addressing of design solutions should be avoided with the help of early upfront activities and artifacts like personas, scenarios, flows, and other items which help identify major requirements and so forth.

And as for that spark of creativity…personally I believe that true designers are always sketching and thinking and writing, jotting down options and alternatives, even when a phase isn’t “done” yet. Or if you’re leaping ahead downstream, that’s OK too. Naturally thoughts and images come to mind, just jot them down. Try things out. Sketching is a great way of probing and reflecting upon issues, just visually. It’s a way of freeing up your mind and getting ideas out there. A lot of it is just statistical: it often takes tons of ideas to get to that good one. So keep generating even while researching and meeting with stakeholders and drafting models/architectures. Developing this habit early increases the creativity potential (as well as open whiteboard brainstorming sessions with stakeholders), so I think it should be folded into “the process” from the beginning and doesn’t become a mad rush at the end to conjure up “the solution”.

So in the end, for me a well-thought out and compelling design solution results from informed understanding + personal ingenuity/creativity + collaborative inputs + technical viability + commercial value.

(I will most likely re-visit this equation, many times! :-)

What drives a designer?

Problems. And a passionate desire to improve upon problems found anywhere.

But to elaborate more on that…I think there are at least two (and certainly more…coming soon!) critical factors that shape the kind of designer you are.

1. The questions: Do you like to ask questions about the user? About the technology? About the business? Ideally all of them, but I’m betting that some designers are more naturally inclined in one orientation than others, which is fine. Also, do you like to ask tactical questions of construction and production primarily? Or more strategic questions about the product lifecyle, platform, ecosystem, etc. Or perhaps conceptual questions proposing hypotheticals, that drive research imperatives and foresight activities?

Just as Trinity told Neo in the nightclub in The Matrix: “It’s the question that drives you.” So what question burns in your mind? That more than likely shapes type of designer you are or strive to be.

2. The artifacts: What do you like to make? What artifacts from the design process do you naturally gravitate towards or have affinity for? Do you like the flows, diagrams, models, and maps? Or getting into the pixels and code? Or maybe somewhere between? Hopefully not excel spreadsheets! :-)

3. (possibly third one) Users/domains: What kind of domains and situations and users do you like to design for? Enterprise? Consumer? Mobile? Medical? Again, no right answers, just something to reflect on for yourself in terms of what challenges you as a designer and gets you excited, what you naturally gravitate towards, and keeps you thriving.

What is meant by “product”?

In CMU-speak, a product can be a lot of things. It has a very broad, liberal interpretation, referring to anything artificial, material or immaterial, resulting from deliberative human effort and planning, not just a piece of hardware or physical gadgetry for sale.

A product thus, in this sense, can be any of the following:

  • A map
  • A poster
  • A physical object
  • A website
  • A software application
  • A network device
  • An electronic gadget
  • A user interface
  • A complex system
  • A web-delivered service
  • A business process
  • An environment
  • An organization
  • A course syllabus, even!

When you look at the possible range of what could be a “product”, you can see there’s an extraordinary range of possible arguments and forms of rhetorical communication, as well as methods of thinking to solve their inherent problems. Each of these product types is a potential argument requiring different ways of handling them and presenting them to people. It should also be apparent that each one of these product types embodies a flavor of interaction design thinking, how people engage with the product and leverage it given a particular context or purpose.

Again, there is nothing inherently digital or web-based about product design, or interaction design. Once you’re able to accept this and start from this place as your baseline, it frees up your abilities and approaches as a designer, imho.

The product as argument

Another key tenet of CMU-style of design thought centers around this concept of shaping and delivering arguments, based upon rhetorical motives of effective, persuasive communication. If you treat your product as an argument, it provides a critical lens and systematic framework for deconstructing what you do as a designer. Not merely pushing pixels around or type, image, animations on a blank canvas to make something “cool” and “trendy” but a guided, deliberate, intentional act of communication that directs a person’s behavior and response. It’s not art, but a design act. A rhetorical moment choreographed by the designer’s vision and goals, much like an orator/speaker.

An argument (in the rhetorical sense) has a basic set of three pivotal elements: logical structure (logos), human emotional response (pathos), and the presentational style or voice of delivery (ethos). Held together in balance of emphasis where neither one of these three overpowers the other (known as the rhetorical stance, from Wayne Booth), an effective argument is formed and executed by the speaker.

the rhetorical stance

The relationship to design is apparent, if you consider a product like an iPod or Google’s search page or Dyson’s vaccuum cleaner as an argument. Not a work of art, not cool form, not mass-produced consumerism. As an argument: Its mechanical and operational abilities must function in concert with the emotional response, human affordances, usability/human factors, as well as with its brand, styling, colors, imagery to constitute a well-formed argument that draws the customer in, compelling her to purchase and use the product in her daily lifestyle as appropriate.

In essence, the argument (product) must be deemed useful, usable, and desirable–the invaluable holy trinity of design success! That success is most likely achieved when there is a proper balance of the elements (logos, pathos, ethos) that make up the argument. Engineering, human factors, brand/style must all work in concert effectively without any one overpowering the other. When something is heavy engineering, it’s too “techie” and over complicated for targeted users. When something is driven by usability concerns, it lacks elegance, beauty, aesthetic character which enliven a person’s life. When something is overly stylized and expressive, it becomes frivolous and useless, or even makes a mockery of basic functionality.

Each product is a form of communication that speaks out to potential customers, in subtle and unconscious ways, via the semantics of use, visual signals, formal affordances, and mechanical abilities (ie, features), as well as overal appearance and fit for the user’s situation or context.

Each product is an argument delivering a multi-pronged reason or set of appeals to persuade somebody to use it and enjoy it.

Ultimately, this rhetorical balance (the well-formed argument) is the central task of the designer: to envision and create products appropriate for human situations of use, drawing upon whatever knowledge is needed to get the job done.