A designer without a portfolio?!

My old design portfolio

This was my first portfolio. It is a beautiful leather-bound A2 size folder with a number of glossy leaves inside. Each leaf has a mounted presentation of a project, painstakingly printed, cropped and mounted by my own fair hands. This example even has hand-crafted embossing!

It was not an easy item to produce, but of course at the time (1999) I was a student looking for my first tentative steps into the design world. My objective was to express my fascination with all things visual and hopefully impress potential employers with my fresh unobstructed (ok, perhaps naive) view of the world.

…and of course it worked. In fact, before my graduation, I had landed my first job as a web designer for the Daily Telegraph..however, from that point onwards my portfolio gradually became a stress point rather than a labour of love.

Why? You might ask.

Throughout my career, I have chosen to work in-house for large corporations. I love business as much as art. When I was a student I loved watching the BBCs ‘Working Lunch’ and these days I never miss the Bottom Line on Radio 4 or Newsnight on BBC2. My fascination with business (in my view) makes me a stronger strategic designer because I can quickly appreciate the business models or return on investment of a given project. Plus, I love sticking around to see if my designs actually improved the situation of a business…and if they don’t, learning about that scenario so that I can correct it and avoid the same mistakes in future projects.

I feel strongly that UxD/IxD is a business tool, yet there is an inherent danger with visual communication that we aesthetically please companies rather than change them for the better. Designers, more than anyone else in a business have the power to propose and influence the direction of a company by simply anticipating an interactive experience which responds to a stated mandate.

Of course, if you are a junior designer or with a visual branding bias, this becomes an important aspect of your work. But here’s the problem: projects fail. Not only that, projects fail often. It leaves anyone who worked on them feeling unconfident, under appreciated and under utilised. Anyone who has ever designed for a business in-house knows that interactive projects never follow a strict path from conception to reality. There are other forces at play, such as technical constraints, project budgets, in-house skills, competitors, marketing and yes, stakeholder support.

So as an in-house designer we can react to this in two different ways:

  1. Create a set of visual designs which inspire a ‘I want it’ answer from a high up stakeholder and risk producing a project which fails.
  2. Or, change the way we operate.

This change is what Don Norman coins as being a generalist’.

What use is a ‘beautiful’ user experience to a company that can’t deliver it? Real designs are about influencing change in real scenarios, with real constraints. Businesses need designers who are effective communicators able to work collaboratively with multiple disciplines. Not just purely creative types who objectively beautify a given user scenario.

My experience of ‘purely creative’ designers is that they rarely last any length of time in a given organisation. They become either frustrated by their desire for creativity or the business finds that they add little value as they are not in sync with the project team.

So, coming back to my portfolio. If I was to show my current work in a curated portfolio it would fail on my desire to show projects which are aesthetically pleasing and may only demonstrate the vulnerabilities of the current business. For example, on a recent project I proposed using ‘relative’ times for users (i.e. this happened 5 minutes ago) – which is obviously the correct thing to do in terms of user experience because you significantly reduce the ‘don’t make me think‘ mental overhead (thank you Steve Krug). BUT, during the project we established that we could only update this time attribute every hour due to limitations of how often we can retrieve this data. This is a really important assertion, because I can now revise the ‘relative’ time to a straight forward time stamp – which is a more realistic business solution and more likely to win support in the development team. I am continuing the ambition for business change rather than increasing the potential of another project failure.

In summary, in-house design has to embrace the realities within a given business which means you have to make a number of considered concessions to the user experience in order to ensure the project does not fail.

Explaining this story in a visual design portfolio is (in my view) unrepresentative of the work and considerations I have put in to the project. As an experienced interaction designer, I never want to be judged on the final design alone, I want to be judged on the considerations I have made and the impact of the change on the business.

One final point to consider. Companies looking for an IxD or UxD are deluded if they believe candidates will create a bespoke portfolio specifically aimed at their business. Recruiters control the flow of potential candidates and that means that candidates will have next to no time to pull together a relevant portfolio. Indeed, I don’t believe that most in-house designers going for interviews are actually interested in getting a new job. At best, most will be tentatively understanding what else is out there in order to establish ‘best fit’. In short: it’s a two-way street so get the ‘who are you’ conversations out-of-the-way and then set them a realistic project task. You’ll soon find out if they are serious.

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Embracing failure

Creating a culture where failure is a necessary and essential part of  product development can greatly enhance the collaboration and motivation of your team. This blog post on Neil Gaiman’s blog sums up this spirit up better than I ever could ever hope to.

Enjoy…

I hope that in this year to come, you make mistakes.
Because if you are making mistakes, then you are making new things, trying new things, learning, living, pushing yourself, changing yourself, changing your world. You’re doing things you’ve never done before, and more importantly, you’re Doing Something.
So that’s my wish for you, and all of us, and my wish for myself. Make New Mistakes. Make glorious, amazing mistakes. Make mistakes nobody’s ever made before. Don’t freeze, don’t stop, don’t worry that it isn’t good enough, or it isn’t perfect, whatever it is: art, or love, or work or family or life.
Whatever it is you’re scared of doing, Do it.
Make your mistakes, next year and forever.

 

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Experience Success Criteria

Experience Success Criteria – My guest post for Firehoop

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Learning Ruby on Rails: Starting out

Over the years I have developed a deep interest in web development languages. I am in no way an expert, but I do have an complimentary appreciation of most front end technologies. I feel this is essential skill when working with engineers on a daily basis.

However, one of the big mysteries to me is the stuff that happens before the front end technologies such as HTML, CSS and JavaScript; namely the middleware and database layers. Whilst I have a basic appreciation of object oriented languages such as C++ plus scripting languages such as PHP, I confess I don’t know enough to give me a leg up to establishing those quick wins in a project team.

I am going  to change this by learning Ruby on Rails.

But why rails? The engineering team at Symantec.cloud use the MS dotnet framework, so this might seem a slight tangent. Rails is advertised as quicker way to deploy web apps, with rails scaffolding providing the magic and power to make stuff happen with relatively little effort.

So this means, its a language which I am more likely to develop an interest in over a long term – since I can create apps easily on my own, plus its a little more cross platform and relevant whatever machine I may be using next.

My objective is to develop a bespoke wedding RSVP application. Before the end of January 2012. At the moment, I’m not sure if that is a ridiculous objective – but it gives me a challenge and something to work towards.

To aid my progress I have purchased two items:

Huw Collingbourne’s exellent Learn Ruby Programming (in ten easy steps) screencasts (with a fabulous welsh accent) at Udemy and Michael Hartl’s Ruby on Rails Tutorial, which I have purchased via my Kindle.

For the moment, these two resources have given me more than enough challenges, but I have no doubt that I will need more in the future.

One thing I have found is that the setting up the initial setup has been a major headache: Heroku is (by default) incompatible with Windows, you can’t upgrade Ruby on MacOS unless you have Apples XCode installed, the RVM command is only available on Unix based machines. The list of challenges to a stable and working development environment seems endless…but I’m working through them one by one, with Google as my friend.

The bigger question for me is this. How will my knowledge of Ruby on Rails assist or improve my appreciation of user experience. Will it make me a better designer? Or will it simply distract me from the core principles of user/people-centred-design? The jury is out.

In the meantime, if you have any additional resources which may assist me, please leave them in the comments below. I think I may need them!

 

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Don Norman: We need more ‘generalists’

I found this speech tucked away in the Q&A section of Don Norman lecture at Stanford University. As usual, Don is completely on the money.

However, Its not only only design education that needs to change.

The industry still hires designers as ‘artists’ – and yes, I believe this is a hangover from the historically focused art & design education. We seem to be in a vicious circle of focusing on appearance alone and its doing little for the reputation of the wider interaction design industry.

Designers should have a broad understanding of technologies and their given audiences/users, but they should also be hired at the right level and be expected to quickly assume a deep knowledge of the business in much the same way as a product manager might.

Of course, we still need the ability to communicate visual concepts effectively, but without an intimate understanding of a given business model or product, our value or impact on ROI is significantly impeded.

Please note: I have edited slightly in places in the interest of readability.

The main principles you learn were (I think) historical, you look at previous designs and you copy them or you change them. Most of Apple comes from Braun (the German company), if you actually look at the iPods and you look at the early Braun products – they are very similar.

I’m not criticising them, in fact Johnny Ive (who is the main designer) is proud of that fact. Because design in the traditional sense is like art in a traditional sense; you learn about the other artists and you learn about them and you build upon them whilst doing your own thing.

…but all thats about appearance and its not about how we use it (interaction). Its not about what we call human centred – so that people can understand how to use it. Thats been big change and that change started with the home computer.

Interaction design started with the development of the first PC’s. We started to realise there were psychological principles like feedback, like conceptual models, like affordances, like constraints (etc) that could be applied and thats very far into most designers.

…and today design is still taught as an art. At CMU (technology school), the design department is located in the School of Arts and the Dean is a piano player. At most schools the design is located in the arts and humanities or they are separate design schools (he gives examples). They care about art…design is art.

So we need a new breed of designer and what we now have human computer interaction as a discipline with people really learning to understand how new technologies are evolving and used…and we have a design discipline but they seldom talk to each other…and so the stuff that HCI people put out tends to be ugly. They are not very good at communicating the real principles that they themselves are talking about…and we have communication designers (people study a lot about how we communicate concepts) but unfortunately they don’t work with the technologists. So I think that we are getting better, but we need to change our educational practices.

In the university, we pride ourselves on specialists…and the way to be bonafide is to become very specialised and quite narrow (you are really good at this). In the world of business and industry, we have to produce products, and products require expertise across a wide number of specialties – you require generalists. Well universities don’t train generalists. Because actually a generalist faculty member would either never get hired, or if they were hired by accident they wouldn’t get promoted. Because in any given field they would need letters to see if this was a great person.

We need more generalists. Designers are generalists, but right now they are generalists in art…and maybe on materials – but not enough. I think they need training in social sciences and the technologies. A lot of designers hate technology, they hate numbers.

Where I teach <snip>, the ones who hate technology are the ones who end up in the design department…and in a similar way, engineers hate people. But whats engineering about? Its about designing things and developing things that are to be used by people. And if you look at what modern design is about, its applied social sciences.

 

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