Date post: | 27-Jan-2015 |
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Design |
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DESIGNER
John DouglassGoogle
SharePoint Conference 2012
Battle of Ideas
Few Win
How can we work together to find the
best ideas?
%@!
MIT Building 20
Nuclear science, linguistics, machine shop, particle accelerator, R.O.T.C., piano repair facility, & cell-culture lab.
But working through differences is hard.
Traditional methods are broken
About more than meetings...
About more than meetings...
Communication Channels
About more than meetings...
Communication Channels
Right People at the Right Time
About more than meetings...
Communication Channels
Right People at the Right Time
Aligning Visions
We can create better products, stronger ideas and more informed decisions.
But need creative thinking techniques and structured play in our arsenals.
Who is “we”?
Who is “we”? Everyone. In three ways:
Who is “we”? Everyone. In three ways:
Defining
Who is “we”? Everyone. In three ways:
Defining
Exploring
Who is “we”? Everyone. In three ways:
Defining
Exploring
Honing
Define
Explore
Hone
We See Differentlyhow many cubes?
ThinkerToys: http://goo.gl/Kpq2J
What’s Your Problem?
3 Ways to Define
Squeeze
Stretch
State
Squeeze
In What Ways...
In What Ways...
In what ways can we increase user engagement?
In What Ways...
In what ways can we increase user engagement?
In what ways can we improve sharing on G+?
In What Ways...
In what ways can we increase user engagement?
In what ways can we improve sharing on G+?
In what ways can we improve our sharing tools?
In What Ways...
In what ways can we increase user engagement?
In what ways can we improve sharing on G+?
In what ways can we improve our sharing tools?
In what ways can we improve personal connections?
In What Ways...
In what ways can we increase user engagement?
In what ways can we improve sharing on G+?
In what ways can we improve our sharing tools?
In what ways can we improve personal connections?
In what ways can we make our users’ lives better?
Stretch
Cover Story • Getting rid of logical constraints
• Revealing shared hopes & plant seeds for real possibilities
• Artifacts for continued ideas and inspiration
• Any number of participants
• 60 minutes
Grove Consultants: http://www.gogamestorm.com/?p=365
Cover Story • Envision the ideal state of your organization.
• You’ve wound up on the cover of a major magazine.
• Story has already happened and been reported by mainstream media.
• Break into groups of 4-6 and tell the story.
SharePoint Example“FinCorp search promotes knowledge sharing with other departments thus driving down costs”
“FinCorp search reduces the time to find experts and allowing greater customer satisfaction”
“FinCorp search allows users to find what they need and allow them to express the opinions on search”
SharePoint Analyst HQ: http://goo.gl/nv1ca
State
Create FodderDocument what you’ve learned squeezing and stretching.
Keep a problem journal.
• What business problems do you want to work on?
• What business relationships do you want to improve?
• What is too complicated? • How can we become more user-centric?
Explore
Define
Hone
How do we explore ideas effectively?
We need a better balance
We need a better balance
Group interaction
Individual meditation
We need a better balance
Group interaction
Individual meditation
Creating ideas
Critical discussion
We need a better balance
Group interaction
Individual meditation
Creating ideas
Critical discussion
Spontaneity
Preparation
Brainwriting
• Periods of mediation within group discussion
• Less vocal participants are heard
• 5 - 20 participants
• 30 - 45 minutes
ThinkerToys: http://goo.gl/Kpq2J
Brainwriting• Discuss problem and write it on a board
• 3x5 index cards, each person writes one idea
• Pass silently to the right
• Each idea is stimulation for next person
• Tape ideas to the wall
• With different categories
• Participants put adhesive dots on the ideas they like
Challenge Cards
Solution Challenge
• To identify and think through challenges, problems and potential pitfalls in a product, service or strategy.
• 5 - 10 participants
• 45 - 60 minutes
Gamestorming: http://www.gogamestorm.com/?p=572
Challenge Cards• One team writes a strength of the product or
solution on each card
• Other team brainstorms potential challenges
• Challenge team pulls out one of their cards
• If they have a solution, solution team gets a point. if they don’t challenge team gets a point.
• Then both teams think of a solution.
• Continues until story reaches conclusion.
• Avoid developing just the first good idea • Explore complementary approaches. • Generates lots of ideas in a short time. • Repeatable to hone and flesh out a few of the
best ideas. • 2+ players, 30 - 60 minutes
6-8-5
Gamestorming: http://goo.gl/MU38W
• Before meeting, prepare grids.
• Generate between 6 - 8 ideas in 5 minutes.
• Silently sketch out as many ideas as possible.
• Intentionally very rough
• Share their sketches with the rest of the group.
• Everyone presents!
6-8-5
Preparation
Preparation
Define
Explore
Hone
How do we effectively eliminate ideas?
Smashing Magazine: http://goo.gl/kGBw
When is the right time to hone?
Smashing Magazine: http://goo.gl/kGBw
When is the right time to hone?
When is the right time to hone?
• Creates a single list of ranked items.
• Obligates the group to make difficult decisions, and each item is ranked relative to the others.
• 3 - 10 participants
• 30 - 60 minutes
Forced Ranking
Gamestorming: http://www.gogamestorm.com/?p=350
• Creates a single list of ranked items.
• Obligates the group to make difficult decisions, and each item is ranked relative to the others.
• 3 - 10 participants
• 30 - 60 minutes
Forced Ranking
• 2-10 players
• Unranked list of items
• Several different criteria, such as
• Most important features for User X
• Most potential impact over the next year
• Least amount of effort over over the next six months
• Discuss and finalize next steps
Forced Ranking
What about honing sketches, mocks and
prototypes?
Not Proofing
Design Critique
Not Proofing
Design Critique
"What is it we're really trying to do here?"
Not Proofing
Design Critique
"What is it we're really trying to do here?"
"How close are we to doing it?"
Art of Critique
• All about the right intent
• Everyone is an equal
• Design owner decides what to act upon
• Problem solving and design decisions avoided during session
Art of Critique (Aaron Irizarry, Adam Connor): http://goo.gl/mgwZx
Giving Critique
• What did I enjoy about this design and why?
• What concerns me about this design and why?
• What does this design remind me of and why?
Receiving Critique
• Listen. Focus to understand the critics
• Think before taking a position
• Refer to design goals
SummaryD
efine
Expl
ore
Hon
e
Summary• Stretch and squeeze the problem
• Get it out of your head - state it!
Defi
neEx
plor
eH
one
Summary• Stretch and squeeze the problem
• Get it out of your head - state it!
• Encourage individual meditation
• Embrace “No, because...”
• Get creative in your preparation
Defi
neEx
plor
eH
one
Summary• Stretch and squeeze the problem
• Get it out of your head - state it!
• Encourage individual meditation
• Embrace “No, because...”
• Get creative in your preparation
• Refine and iterate from beginning to end
• Critique with the right intent
• Practice often, both giving and receiving
Defi
neEx
plor
eH
one
We can create better products, stronger ideas and more informed decisions.
But need creative thinking techniques and structured play in our arsenals.
ReferencesGamestorming:
http://www.gogamestorm.com/
Thinkertoys
http://goo.gl/Kpq2J
Art of Critique:
http://goo.gl/mgwZx
UIE - What goes into a Well Done Critique:
http://goo.gl/qPncg
NYT - In Pursuit of the Perfect Brainstorm:
http://goo.gl/JvWxn