Concept prototyping. Too valuable not to.

Have you noticed that ‘being innovative’ and ‘producing concepts’ are all the rage at the moment? It’s very fashionable, let me tell you; and quite frankly, it’s about bloody time.

I’m not going to go into how to facilitate innovation, or why and  how Apple seem to do such a good job at it all, I will however join the chorus and bluster on a bit about the common sense reasons why we need to do truckloads more concept prototyping.

The concept provides the experiential and aesthetic vision for a product, and I’m not talking just any old vision, I’m talking about a verified vision. You did remember to test it didn’t you? Yes of course you did. The vision isn’t just a well documented set of requirements, or a set of wireframes, it’s an interactive prototype that shows exactly what the final product is going to be. Why’s that? Because seeing is believing; and believing gives us confidence and direction.

The concept is what gives us focus to ensure every action we take along the way through detailed design and development support the core idea we want to bring to life. It also gives us the evidence at the end of the process to show that we did the right thing… When someone asks “But why?” you can just point to your archive of concepts and say “That’s why”.

Personally, I love doing concept work. That time when you take the core of an idea, explore it, bring it to life, verify that it works, and either nurture it or mercifully pull the plug and let it fizzle into oblivion. The work isn’t easy, in fact if you’re doing it right, starting broad and verifying each concept with real people it’s a hard slog. It takes time, it’s full of risk, but it is most certainly worth it. How else do you differentiate? How do you make something better, unique, and desirable for your customers? Importantly, how do you do it all before you actually throw down the cash and build it? There’s no other way really.

Prototypes mean less wireframes in documents, less verbiage in requirements specifications, less meetings to clarify it all and more time to go get a beer on a Friday afternoon. Arguably, wireframes (and every other bit of documentation) have their place in the process, but it’s not until the ‘thing’ starts to come to life that customers, people on the project and stakeholders truly understand what it’s all about. I’m sure there are people you love and care about that are wireframe experts, but is that bundle of paper they sweat over and push across the table to you really an articulation of the experience, or just an articulation of how hard they’ve worked for a couple of months? And when you read that weighty tome, do you immediately get how the transitions will flow, how the visual design is impacting the information design, how the panel slides out from… er, which page was that on? Well, maybe you do and that’s great; but then, how do you present that set of wireframes to your customers for testing? Perhaps with a prototype?

Where am I going with this? Nowhere everyone hasn’t been before, except to say maybe we could be keeping the process simpler, and take advantage of all of those prototyping tools out there now that make building something almost as easy as talking about it.  How about not even making it a process and just having the framework to create verified, readily shared and understood concepts…

  1. Get insights. You need to have an ongoing program of research to deliver insights for new products, and to refine the ones you already have; just don’t go overboard with it.
  2. Prototype. Use the insights to drive design and explore alternatives, lots of alternatives. Think ‘many, many’ like Apple, but do it your way.
  3. Verify what you’ve got. Test everything, explore it with customers, make sure they can use it, want it, and don’t already have it.
  4. Decide. Make a decision on what you’re going to do with the concepts, and move on.

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The final push to finish the software: Real Artists Ship… You’d better get back to work!

A little tale about shipping product at Apple from January 1984 and getting ‘something’ out the door on time.

Article Extract: Finally, the deadline for finishing the software was less than a week away, and it seemed obvious that there were still too many bugs for us to ship it. Late on Friday evening, we convinced ourselves that we needed an extra week or two to fix the remaining problems. Steve Jobs was on the East Coast, along with Bob Belleville and Mike Murray, doing press for the introduction, so we arranged for a conference call early Sunday morning to tell him about the slip… “No way, there’s no way we’re slipping!”, Steve responded. The room let out a collective gasp. “You guys have been working on this stuff for months now, another couple weeks isn’t going to make that much of a difference. You may as well get it over with. Just make it as good as you can. You better get back to work!”

http://www.folklore.org/StoryView.py?story=Real_Artists_Ship.txt

Wiki’s as specification… I don’t think so

Browsing this article the other day at B&A about using Wiki’s for specs, yet again raised the point about how teams seem to rarely agree on just how the ‘thing’ they’re creating should be documented. Now, I’m keen on the collaboration side of wiki’s, but managing links, tracking progress, and mixing design with documentation can be a bit tricky.

It’s something that’s difficult to make work because specification is as much about the experience and preferences of the team as it is about the effectiveness of any one tool or method. Perhaps we can put it to a vote…

This week, I’m a fan of using:

  • Axure with Shared Projects setup for the collaborative production of interactive prototypes as specification (with a bit of messing about you can output Word docs too), and
  • Basecamp for general project management

…but although we’re seeing increase use of these tools, they’re yet to really take off in my immediate design community.

What tools would you vote for?

On innovation culture and experimentation: Newspapers and Thinking the Unthinkable

A good read here titled “Newspapers and Thinking the Unthinkable”, (thanks Brett.C for this one)…

One of the key aspects of an innovation culture the article highlights is the important role experimentation plays. Innovative companies try stuff.

http://www.shirky.com/weblog/2009/03/newspapers-and-thinking-the-unthinkable/

A few extracts from the longish article:

“Revolutions create a curious inversion of perception. In ordinary times, people who do no more than describe the world around them are seen as pragmatists, while those who imagine fabulous alternative futures are viewed as radicals. The last couple of decades haven’t been ordinary, however. Inside the papers, the pragmatists were the ones simply looking out the window and noticing that the real world was increasingly resembling the unthinkable scenario. These people were treated as if they were barking mad…

During the wrenching transition to print, experiments were only revealed in retrospect to be turning points. … That is what real revolutions are like. The old stuff gets broken faster than the new stuff is put in its place. The importance of any given experiment isn’t apparent at the moment it appears; big changes stall, small changes spread. Even the revolutionaries can’t predict what will happen.

And so it is today. When someone demands to know how we are going to replace newspapers, they are really demanding to be told that we are not living through a revolution. They are demanding to be told that old systems won’t break before new systems are in place. They are demanding to be told that ancient social bargains aren’t in peril, that core institutions will be spared, that new methods of spreading information will improve previous practice rather than upending it. They are demanding to be lied to. There are fewer and fewer people who can convincingly tell such a lie.

When reality is labeled unthinkable, it creates a kind of sickness in an industry. Leadership becomes faith-based, while employees who have the temerity to suggest that what seems to be happening is in fact happening are herded into Innovation Departments, where they can be ignored en masse. This shunting aside of the realists in favor of the fabulists has different effects on different industries at different times. One of the effects on the newspapers is that many of their most passionate defenders are unable, even now, to plan for a world in which the industry they knew is visibly going away…

Imagine, in 1996, asking some net-savvy soul to expound on the potential of craigslist, then a year old and not yet incorporated. The answer you’d almost certainly have gotten would be extrapolation: “Mailing lists can be powerful tools”, “Social effects are intertwining with digital networks”, blah blah blah. What no one would have told you, could have told you, was what actually happened: craiglist became a critical piece of infrastructure. Not the idea of craigslist, or the business model, or even the software driving it. Craigslist itself spread to cover hundreds of cities and has become a part of public consciousness about what is now possible. Experiments are only revealed in retrospect to be turning points.”

Facilitating Product Innovation… The Yahoo way.

Doing short, sharp sprints of activity to explore and verify concepts is definitely the way to go to ensure you’re looking at the right things at the right time for customers; and it’s interesting to hear from someone working within Yahoo having success with their ‘YoDeLs’. The YoDeLs are simply an intensive week or so of ideation, design, iteration, and usability testing, during which product managers, researchers, UX designers, and engineers work together to solve a focused challenge.

They keep the specification light and instead of detailed documentation they produce visually rich, interactive prototypes and deliver them with financial models showing the value of the ideas. It’s a good, practical approach to innovation.

A little bit scary perhaps that only 4% of innovations actually go anywhere, but a great call out that innovation means lots of work, lots of time, involving customers deeply in the process, and taking risks and being prepared to fail often and move on quickly.

http://www.uxmatters.com/mt/archives/2009/06/innovation-workshops-facilitating-product-innovation.php

Usability & Experience Metrics – Lightweight, powerful, and telling

One of the most powerful and telling metrics I like to use is the single question “I would recommend this product to a friend or family member” with a rating scale for agree/disagree. I’ve found it correlates well with more comprehensive usability measures like SUS, SUMI, etc, and so on and provides a good measure of the overall experience. When evaluating banking processes a few years ago we did a bit of a comparison and found a strong correlation. There’s a whole book out there on the topic: The One Number You Need to Grow, by Reichheld but I must admit I’ve never read it myself.

I was just browsing about and came across the Forrester index again and couldn’t help but admire how they keep the survey really simple, just three questions. It prompted me to think about our metrics, and if while we’re all getting people to fill in things like the SUS at the end of sessions, why don’t we also get them to just complete a couple more to get an overall experience rating.

So next time you’re doing your SUS at the end of a typical set of tasks, how about prompting with these ones as well:

  • I would recommend this product to a friend or family member
  • I enjoyed interacting with this product

The advantage of getting something reliable with just two or three questions is that these could easily be tacked on to products or web sites to be completed while people are using them (with perhaps, a pretty good chance people will respond to the one, two, three question format).

Would you recommend this recommendation to a friend or family member?

——————

Here’s the bit about Forrester…

The CxPi Methodology – Forrester’s three little questions to rank the CxP of more than 100 companies.

This analysis was based on responses from 4,564 US consumers during October 2008. The Customer Experience Index (CxPi) was calculated as an average of the indices that came from consumer responses to the following three questions from an online survey:

  • Thinking about your recent interactions with these firms, how effective were they at meeting your needs? (”Usefulness” rating)
  • Thinking about your recent interactions with these firms, how easy was it to work with these firms? (”Ease Of Use” rating)
  • Thinking about your recent interactions with these firms, how enjoyable were the interactions? (”Enjoyability” rating)

Consumers selected responses along a five-point scale – ranging from a very negative experience (1) to a very positive one (5). The individual indexes were calculated by taking the percentage of consumers who selected one of the top two boxes (4 or 5) and subtracting the percentage of consumers who selected the bottom two boxes (1 or 2).

Melbourne Event: Iron Designer II – Revenge is a dish best served cold – 7pm, Friday July 24th

Like Iron Chef, perhaps MasterChef… How about throwing fruit at designers while they try and cook something up? Come along if you’re in Melbourne on July 24.

Iron Designer is the official closing event of the State of Design Festival where some of Melbourne’s most creative minds fight it out in a no holds barred design battle – vying for the people’s ovation and fame forever.

The scissors will be out as this year’s challengers go head to head for the coveted Iron Designer crown. Inspired by their Japanese cooking counterparts, design contestants work individually or in teams of 2–3 in a pressure-cooker, style design-off. Responding to State of Design’s Festival theme, design contestants will receive a ‘Sample of the Future’ and the battle’s key ingredient will be revealed.

The designers are required to represent their future visually, within a set amount of time, using the key ingredient as their main working material. The aim of the game is to present a live and entertaining exploration of the creative process, showcasing the way designers think and how they transfer their thoughts into something visual.

Reputations will be on the line at the BMW Edge Design Stadium. This fast-paced contest will then see winners go through to a championship playoff – where the ultimate winner will be crowned Iron Designer 2009, basking in the glory and adulation of the crowd.

Featuring Chase & Galley, The Foundry, Cornwell Design, Maddison Architects, Wooden Toy, 21-19 and Six Degrees. Hosted by Tony Wilson.

Tickets
https://www.stateofdesign.com.au/tickets

About
http://stateofdesign.com.au/events/design-for-everyone/iron-designer
http://irondesigner.studiobinocular.com/ (not much info on this link yet)