Category: teach

Will the Next Zuckerberg Be a Designer, not a Hacker?

By Tom Simonite

Track record: This sketch from 500 Startups, a tech incubator,
shows examples of technology companies whose founders included
designers along with engineers.

Credit: 500 Startups

Facebook, Google, Apple: all companies that were started by hackers
of one kind or another, grew fast, and changed the world. It’s a model
that still motivates computer scientists and engineers who bet
everything on their own tech startups. But the next company to join that
list of successes may be founded by a designer, not a hacker, if the
backers of a new Silicon Valley investment fund are right. The Designer Fund
will focus on companies led by Web and product designers rather than
solely engineers, in hopes of creating more tech startups that
specialize in compelling user experiences.

The fund is being put together by 500 Startups,
a company that acts as an incubator for early-stage tech companies,
trading seed funding and mentoring for a stake in a venture.

“In the startup world, designers are often brought in after the
engineers have built everything,” says Enrique Allen, a coördinator of
the new fund. They might even be limited to specific tasks like logo
design. Yet a company founded or at least cofounded by a designer will
have more than a nicer-looking website, he says: “A designer-founder can
bring user-focused insight to everything from interfaces and user
experience to information architecture to branding. We think that the
world would be a better place were more designer-founders building
products that rapidly grow to large scale.” He points to Flickr, Tumblr,
and YouTube as examples of successful companies founded by designers.

Allen argues that today’s consumers are more sophisticated, which
means Web and mobile services need to focus on “creating emotional
scaffolding that keeps people coming back [rather] than just building
technical features.” That is evidenced, he says, by the way Silicon
Valley’s largest companies are emphasizing their designs. “Facebook, Square, and Twitter explicitly use the rhetoric of design as a strategy to differentiate themselves and retain talent,” he says.

High-profile designers are being asked to invest their own cash in
the new fund as “angel” investors. Allen hopes to raise several million
dollars; he expects to be ready to receive applications for investment
next month, and to fund two or three startups that apply. He will do
more than just hand out cash, though: the staff of 500 Startups and the
fund’s investors will offer guidance to the companies receiving funding
and to designers that haven’t yet formed a company. “This career path
hasn’t existed for designers before,” he says.

Danny Wen, a Web designer and cofounder of New York startup Harvest,
which provides an online time-tracking and invoicing service for small
businesses, says getting more designers into the startup world should
result in better products because the user experience will be stressed
earlier. Before starting work on Harvest’s mobile apps, the company
spent weeks just sketching out ideas, he notes.

However, Wen points out that even when designers take charge, they
still need engineers. “It’s unwise to think one can go without the
other,” he says. “A designer-founder that has business acumen and an
understanding of engineering will be in the best position.” That’s
exactly what Allen hopes his support and the mentoring of his investors
will help create, although his startup dream team features more than
just designers. “The ideal trifecta,” he says, “is a tech lead, a
designer, and a business-hustler type.”

The Creativity Killer: Group Discussions

by David Sherwin

Traditional meetings are often more about socializing than making decisions. A case for rethinking how we generate ideas.

http://cdn.theatlantic.com/static/mt/assets/food/RTXSS42_wide.jpg

Perhaps this situation hasn’t happened to you yet at work. But it probably will.

Your entire team has been corralled into a conference room and told by
your boss to become more creative as a unit. To collaborate more
efficiently. To generate breakthrough ideas that will transform your
business, your industry, the world at large. To hone your group’s
collective creativity in ways that makes a team of three or four people
more effective than dozens. No pressure—only your career is riding on
it.

With the emerging dialogue in the popular press and blogosphere about
fostering creativity in business, there is no lack of desire for
collective creativity. Take this recent quote by Bruce Nussbaum about looking beyond fostering “design thinking” and instead encouraging “creative Intelligence”:

I am defining Creative Intelligence as the ability to frame problems in
new ways and to make original solutions. You can have a low or high
ability to frame and solve problems, but these two capacities are key
and they can be learned…. It is a sociological approach in which
creativity emerges from group activity, not a psychological approach of
development stages and individual genius.

Yes, group activity can provide the impetus for better framing of
problems, which can lead to original solutions. But creativity is the
“end result of many forms of intelligence coming together, and
intelligence born out of collaboration and out of networks,” to quote one of my co-workers,
Robert Fabricant. When we collaborate with different kinds of thinkers,
sometimes from different cultures and backgrounds, we individually
struggle with ingrained behaviors that reduce our likelihood of
manifesting creativity.

One of the joys of working in teams is the cadence and flow of dialogue
between people, and seeing how ideas grow and change through discussion.
We often become lost in these exchanges, and delightfully so.

They seem to be core to the notion of design and creativity, but they
aren’t. Instead of holding an hour-long meeting with a facilitator at
the whiteboard, pen poised to capture ideas called out, what would
happen if every person in the room were provided five minutes to
generate ideas individually?

Instead of holding an hour-long meeting
with a facilitator at the whiteboard, what would happen if every person
in the room were provided five minutes to generate ideas individually?

How would that transform the interaction between people in the room, as those ideas were shared with the group?

When we lose track of time in group discussion, we are often crafting an
enjoyable group experience at the cost of surfacing everyone’s unique
perspectives and voices. We risk filling the time with consensus, rather
than exploring divergent, multi-disciplinary viewpoints. It is in the
friction between these views that we explore new patterns of thought.

Creative collaboration requires disciplined teamwork. And this kind of
teamwork requires knowing when not to work in teams. This sounds
obvious, but we constantly struggle with the belief that we must be
inclusive to succeed. When to diverge and when to converge: that is the
question.

A useful tool to combat open-ended group dialogue is “timeboxing,” the
use of short, structured sprints to reach stated goals for individuals
or teams. That is, you use little boxes of time. When entering into a
meeting or group collaboration, you take the first few minutes of the
allotted time to plan out a series of manageable steps with tangible
work output, such as ideas on sticky notes or sketches. Over the course
of your discussion, you pause to acknowledge and discuss the material
you’ve generated, and what ideas or areas you may want to address next.

This constant bouncing between generating material for consideration,
acknowledging and evaluating that material, and making collective
decisions will further your end goals. Whether you’re coming up with
rough ideas or working through the complexity of their execution, these
methods can radically impact a group’s collective creativity.

What’s the quickest way to get people used to this new style of
behavior? Construct a situation where you can make your teammates aware
of it. Give your team a big problem with almost no time to solve it,
step back, and watch what behaviors emerge.

Did the group lose track of time? Did one person control the process of
funneling the team towards a solution? Did the group know enough about
the problem to approach it, or establish well-informed assumptions? And,
most importantly, did people establish explicit roles and goals for how
they could effectively work together to make the most of their time?

Make it clear to everyone on the team that they’ll have to participate.
Agree collectively to the problem you’re seeking to solve—or take the
time to articulate the problem into small enough pieces that you can
tackle it bit by bit. Sketch every idea, whether in your mind or spoken
aloud by another person. And watch, week by week, as your team increases
its capacity to be creative together.

Image: Brian Snyder/Reuters

The Components of a Designer

THOUGHTS: As posted on the original site —

This is good…an image of a ’rounded’ designer. I get it and agree as a former frog.
The conversation I would like to read is — ‘what do you think about people that believe visual and interaction design / user experience can be separated?’

However, let me state it plainly — As a profession, we should not cleave user experience design into visual design and interaction + interface design.  I have seen this schism create strange / partial designs where neither designer is happy with the outcome. 

True, it is hard to be a jack of all trade. 
But, somehow other professions have managed to keep the stylist, designer, and researcher in one person (e.g. industrial design from personal experience) — I believe we should do the same. 

No, one person can go it alone ~ for long…
True and there may be ‘assistants’ around the periphery helping the designer collect the necessary materials or build presentation models, e.g. then Fitch Richardson Smith / now Fitch: Worldwide’s librarian or their model makers.  But, the rough concepts sketches, models, materials gathered, research where done by the designers.  As a participant, I have to say it was a wonderfully rich environment.

User Experience tend to have larger products…
Yes, the projects that we work on tend to be systems rather than self contained items as in industrial design.  However, even those systems are broken into ‘features’.  This leads me to believe both professions focus on the units and the whole, the product and the context of the product, as a part  and as part of an ecosystem.

Thoughts?

By Michael DiTullo

We’ve seen a rapid expansion of the title of designer in recent years. A few of my friends were chatting over on the core77.com discussion forums on what a baseline skill set that goes across our profession might be; including industrial/product, graphic, interior, landscape, fashion designers and even architects. Liking Venn diagrams as I do, I decided to make my answer a visual one.

Check out the full discussion and weigh in with your view point HERE. For those of you with less of a palette for diagrams and more of a taste for nostalgic 80′s cartoons, I’ve formatted a version for you as well below.