1576 search results for
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Levelling up the Design Org

Growth of design maturity in orgs. Goes very slowly, from progression to regression (even).

“At Redgate we place a significant emphasis on the growth and development of our employees. This investment in folks’ progression is, I believe, one of the main reasons why we continue to attract and retain some amazing people. Alongside a compelling mission, strong culture and ethics, individual’s are highly motivated where there is a genuine sense that the company cares about and is committed to their growth.”

Matthew Godfrey a.k.a. /msgodfrey | @MatthewGodfrey ~ Redgate

Defining the Behavioural Design Space

Nudging galore.

“Behavioural Design is a critical means to address human behaviour challenges including health, safety, and sustainability. Practitioners and researchers face difficulties in synthesising relevant perspectives from across fields, as behavioural challenges are complex and multi-dimensional.”

Bay Brix Nielsen, Daalhuizen & Cash ~ International Journal of Design 15.1

Impact-Centered Design: Introducing an Integrated Framework of the Psychological and Behavioral Effects of Design

A design dent in the universe.

“This paper introduces a framework for impact-centered design that maps the direct and indirect psychological, social, and behavioral effects resulting from human-product interactions, as well as the strategic pathways that designers utilize to achieve these effects. The framework was created through a series of expert workshops in which 186 design cases were analyzed. The framework includes three basic levels. At the base, user-product interaction evokes three types of direct product experience: aesthetic experience, experience of meaning, and emotional experience. The second level describes more indirect and long-term types of impact: on behaviors, attitudes, (general) experiences, and users’ and stakeholders’ knowledge. The third and final level represents the general quality of life and society. This paper details the characteristics of and theoretical models underlying the various impact areas, provides illustrative student design cases, and describes how the impact areas relate to each other and how design can influence them. Design research can help increase the designer’s influence by contributing theoretical models that explain the various relationships in the impact areas. We propose a three-part classification of these models to get an overview of the current state of knowledge of each impact area, and to discuss the different ways in which models can guide designers. In the discussion, we offer four action points to help set a concerted agenda for impact-centered design research.”

Fokkinga, S. F., Desmet, P. M. A., & Hekkert, P. (2020) ~ International Journal of Design, 14(3)

Christopher Alexander’s Battle for Beauty in a World Turning Ugly: The Inception of a Science of Architecture?

Patterns from the physical world finding its way into the virtual one. Still relevant and urgent, after all these decades.

“Christopher Alexander has been a leading pioneer of academic research on architectural and urban design since the early 1960s. He is also a practicing architect and builder with a passion for creating and restoring life and beauty to our physical environment. In this essay I review, evaluate, and reflect on some of his particularly fruitful, promising, or problematic ideas. I will put forth some ideas of my own for clarification, and to indicate avenues for future research. I argue that Alexander’s notion of patterns (a verbal medium for capturing and conveying design knowledge in a systematic, reusable form) is in need of conceptual development along lines I suggest, even though Alexander downplayed the significance of patterns as he moved on to other theoretical ideas (mainly about aesthetics) later in his career. While I go into some detail about selected parts of Alexander’s work, the intended readership of this essay is not restricted to specialists. I have made an effort to provide guidance and background information to readers not already familiar with Alexander’s comprehensive body of theory.”

Per Galle a.k.a. /per-galle ~ She Ji: The Journal of Design, Economics, and Innovation 6.3

Designing Behaviour Change: A Behavioural Problem/Solution Matrix

Human behaviour as a new design focus after design for human experience.

“Behavioural design has emerged as a critical new area of research and practice. However, despite the development of extensive lists of possible problem features and suggested solution principles there is little guidance on how these should be connected. Therefore, in this work we systematically examine interactions between major problem features and solution principles, based on an analysis of 218 behavioural design interventions drawn from 139 cases across design domains and foci. This forms the basis for a number of contributions. First, we bring together behavioural and designerly perspectives on problem characterisation via two proposed problem features: change demand and behavioural constraint, related in a two-by-two framework. Second, we synthesised recommendations from across domains and foci to operationalise a list of 23 solution principles relevant to designers. Third, we link these insights in a proposed Behavioural Problem/Solution (BPS) matrix. Further, we identify a number of potential systemic challenges in the reporting and evidencing of behavioural design interventions. Together, these insights substantially extend both theory and practice surrounding problem-solution mapping in behavioural design, and form a foundation for further theory development and synthesis in this area.”

Philip Cash, Pramod Khadilkar, Joanna Jensen, Camilla Dusterdich, and RuthMugge ~ International Journal of Design 14.2

Design Inquiry Through Data

From the caves of design research.

“The emergence of the internet and subsequent massive data collection and storage is creating vast opportunities for design research and practice. In this dissertation, we investigate the interrelationship between design and data science practices and explore data as a new creative lens for design inquiry. While digital data has been increasingly used by designers, such as using A/B testing to drive design decisions for internet products, data has been less explored as a resource for inquiry about the world. Despite how data-connected artifacts increasingly facilitate human interactions, designers’ repertoire still primarily relies on practices established for inquiring in the physical world. The current industry practice of integrating data scientists into the design team is neither affordable nor feasible to apply across the vast majority of contexts and cases where design operates. To address these problems, in this dissertation, we aim to deepen the theoretical and practical knowledge on the intersection of design and data science, and to develop methodological contributions to support future data-rich design practices. The main research question we pursue in this dissertation is ‘How can designers integrate data practices into design inquiry?’ We address this question through conducting a Research-through-Design program to gain, on the one hand, a better understanding of how the fields of design and data science intersect, and on the other hand, to develop methodological contributions for future data-rich design practices. The resulting conceptual framework of Design Inquiry Through Data has been constructed throughout a series of empirical studies in which data-rich design practices are studied. For each study, practical data methods and techniques have been curated and/or developed.”

Peter Kun a.k.a. /peterkun | @kuniiii ~ TU Delft Repositories

Beyond accessibility: Design ethics, edge users, and the role of active proxies in unwinding the spiral of exclusion

Accessibility, inclusion and exclusion. Life matters.

“The ethics and responsibilities of technology companies are under increased scrutiny over the power to design the user experiences embedded in their products. Researchers advocating a Rawlsian ‘just and fair’ design process have suggested a ‘veil of ignorance’ thought experiment in which designers adopt the standpoint of unspecified hypothetical users to ensure designers are not biasing their own perspectives at the expense of others. This article examines including and excluding such standpoints through the lens of edge users – a term based on extreme ‘edge cases’ in which systems are more likely to break down. Edge users are particularly marginalized and subject to a spiral of exclusion when interacting via Internet and Web resources whose design disregards them because their ability to research and voice their experiences is further limited. Active proxies, those already helping or standing in for marginalized users, can be enlisted as design allies to develop a deeper understanding of such edge groups and contexts. Design ethics, in short, needs to move beyond making technologies accessible to all people, to making all types of people accessible to designers.”

Julian Kilker ~ First Monday 25.6

A usability evaluation of Web user interface scrolling types

Paper against pixels, hence scrolling.

“​This paper details a usability evaluation of scrolling techniques on Web sites. The scrolling methods evaluated were normal scrolling (with default pagination), infinite scrolling, infinite scrolling with a load more button and infinite scrolling with pagination. The four scrolling types were evaluated in the context of tasks that involved either serendipitous type tasks or goal-oriented type tasks. The evaluation was principally about the raw’ performance and participant perceptions. This is because it was felt that the greatest gap in knowledge concerned these aspects. The evaluation was done by means of an experiment and the data collected was statistically analysed. The results were mixed in nature, where no single scrolling method stood out as being the most usable.”

Sushil Sharma and Dr. Pietro Murano ~ First Monday 25.3

Histories and futures of research through design: From prototypes to connected things

Or how information (not data) drives design and research.

“​This article discusses how the artifact of Research through Design (RtD) is changing due to data technology. The article firstly reviews the character and role of the prototype in RtD traditions informed by practices of skillful crafting and industrial design manufacturing. It then describes the move of RtD to data-enabled practices to offer a conceptualization of artifacts as connected things, that is, decentralized objects that actively collapse the division between design participation, user interaction and the creation and distribution of products and services. By considering connected things as capable of ‘making’ things too, the article positions the changing character and role of the RtD artifact in relation to three key shifts in design practice: (1) the agential shift towards the inclusion of things as partners in design, (2) the temporal shift towards always available opportunities for co-creation, and (3) the infrastructural shift towards unstable forms of value. The article concludes with a discussion on the implications of these changes for how knowledge might be generated, critiqued and shared in future data-enabled RtD practice.”

Elisa Giaccardi a.k.a. /elisagiaccardi | @elisagiaccardi ~ International Journal of Design 13.3 courtesy of @g_ferri

Information and design: Book symposium on Luciano Floridi’s The Logic of Information

The link, connection and relation is more important than the node, place or idea.

“​The purpose of this paper is to review and discuss Luciano Floridi’s 2019 book The Logic of Information: A Theory of Philosophy as Conceptual Design, the latest instalment in his philosophy of information (PI) tetralogy, particularly with respect to its implications for library and information studies (LIS). Nine scholars with research interests in philosophy and LIS read and responded to the book, raising critical and heuristic questions in the spirit of scholarly dialogue. Floridi responded to these questions. Floridi’s PI, including this latest publication, is of interest to LIS scholars, and much insight can be gained by exploring this connection. It seems also that LIS has the potential to contribute to PI’s further development in some respects.”

Gorichanaz, T., Furner, J., Ma, L., Bawden, D., Robinson, L., Dixon, D., Herold, K., Søe, S., Van der Veer Martens, B. and Floridi, L. (2020) ~ Journal of Documentation 76.1

Confronting the tensions where UX meets AI

Without tensions no glory.

“​AI research has now been around for about 65 years, and the consequences of design decisions on AI outcomes have been a lively debate for 20-plus years, if not longer. Governments, companies, and investors are now pouring in copious resources to advance AI techniques and create ‘AI-powered’ products. Amid the hype, however, people question whether breakthroughs are reproducible and transferable to practice, and who benefits from them. Keeping up with the latest trends has become increasingly challenging, even for the experienced. And the definition of accepted terminology itself is ever changing. As we – HCI researchers and UX practitioners – struggle to keep up with where the field is going, it is easy to lose sight of its past, repeat mistakes, and stumble on unintended consequences.”

Henriette Cramer and Juho ~ ACM Interactions Volume XXVI.6

There is no design system

Tagged as ‘There is no such thing as’ a.k.a. #tinsta.

“​So in the design systems work we do, you often think of a style guide. Or a component library. Or a Sketch UI Kit. And there are arguments on whether either of those things can be called a design system if it doesn’t include this other thing or that other thing. We even talk about whether design systems are products or are more of a service. My take? The word “design” and “system” used in combination together literally just means to systemize your design (and in my world view that is more about the overall experience). And so if for you that means a Sketch UI Library, then you do you! My point is I think there is too much focus on the deliverables in the first place.”

Jina Anne ~ /sushiandrobots | @jina ~ 24 ways

Reflection on business, design and value

Fits into the trend of Value Sensitive Design and more.

“​What’s been important about the emergence of design thinking aside from the capacities it creates is that it points to the activities of design as a source of value, instead of focusing solely on the products of design. To me this is an important distinction and increases the relevance of design to business exponentially. It also means that design activities, when made visible as a source of value, have the potential to be learned and used across the entire organization.”

Andrea Mignolo a.k.a. /mignolo | @pnts courtesy of @odannyboy

User experience as legitimacy trap

Designers are responsible, always and everywhere.

“​For many years, telling someone in everyday settings that you worked on user interface design or human-computer interaction would produce puzzled looks and require a good deal more explanation. With the rise of design and interaction associated with the proliferation of interactive devices, these terms became much more familiar to people outside the discipline. Lately, though, there has been a second shift. Lately, if you tell someone that you work on interactive systems, or that you find new ways to make interaction effective and enjoyable, it is likely to evoke a skeptical or mistrustful response. In light of a series of scandals – over user data management, over online profiling, over online tracking, over targeted manipulation, over digital addiction, and more – user experience professionals and researchers have found themselves facing new questions about our work and its consequences.”

Paul Dourish a.k.a. /pauldourish ~ ACM Interactions XXVI.6

Connectedland #2020

When all design disciplines are converging, why are there then so many design specialties.

“​Design disciplines are converging, as smart and autonomous product ecosystems increasingly blend human, digital and physical service experiences. (…) It’s time to revisit those considerations as design disciplines are converging, and that’s a great thing.”

Fabio Sergio a.k.a. /fabiosergio | @freegorifero

Content: The design system element you forgot

Content, the orphan of design as always. We used to call it information, that helped.

“​Content and design are parallel, intertwined communication systems. They are fundamentally dependent on each other for successful outcomes. (…) Content and design can integrate right down to having repeatable variants and data references within design tokens. It’s entirely possible to integrate that deeply, and scale up content rapidly. So I don’t buy the arguments put forward so far that content doesn’t scale, or that it should be an afterthought.”

Kate Kenyon a.k.a. /katekenyon

Data-driven design: Gathering data for your design project

Getting quantitative insights into your design decisions.

“​This is not the millionth article that will tell you to base your UX decisions on an obscure combination of metrics. Data-driven can be taken quite literally: using real data in the design process from start to finish. This is an overview of where we are now and what lies ahead.”

Peter Vermaercke a.k.a. /petervermaercke | @pvermaer

Diving into global Information Design: Cosmology in the large

There might be something in universal InfoDesign as well.

“​Classification is an intellectual act, performed as often in the name of theology as in the name of science. The classifications proposed here are an attempt to impose useful differences onto a field of infinite examples. In that sense, it is analogous to classification schemes in the biological sciences. In his explanation of contemporary evolution theory, David Quammen describes how the biologists Robert Whittaker and Lynn Margulis recognized the limits of imposing order on the phenomenon we study.”

Paul Kahn a.k.a. /paulkahn | @pauldavidkahn ~ Nightingale