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Designing as a Team A Collaborative Approach to Web Development. Jeffrey Veen jeff@adaptivepath.com. The Project: FirstChurchOfIowa.org. The congregation has formed a Web Committee to expand their online efforts. They’ve contacted you to develop the site and applications for them.
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Designing as a TeamA Collaborative Approach to Web Development Jeffrey Veenjeff@adaptivepath.com
The Project: FirstChurchOfIowa.org • The congregation has formed a Web Committee to expand their online efforts. They’ve contacted you to develop the site and applications for them. • Suggested the following features for an intranet: • Calendar of events (view/add/edit) • Sermon database tool • Congregation Directory • Conference Room Reservation System
What is it, exactly, that we are building? • Do some discovery and gather assumptions • Talk to some users • Analyze what they said • Use that for your site’s structure • Sketch out interface ideas quickly as a team • Do a quick usability test
The “Discovery” Process • No matter how good your solution is, if it doesn’t fit within the existing expectations and processes of your organization, it will fail • Remember: A sick body will reject a healthy organ if the body isn’t prepared properly first
10 Roadblocks Discovery Can Help You Avoid • Project gets bogged down in approvals • Your assumptions about the goals of the project are way off base • You discover half-way through that the scope is much greater than you imagined • Feature creep • Disenfranchised people become obstacles • Nobody listens to you…even though you’re supposedly “in charge” • Nobody understands what you’re saying (maybe because you don’t have the same understanding of the project) • Someone important and powerful (e.g., the CEO) hates the final solution a week before launch • Your final solution, though cool, doesn’t solve the original problem • Your proposed solution can’t be implemented
Exercise 1: Gathering Assumptions • Get into groups of 4 • Choose Roles: • Engineer/Technical Manager • Design/Creative Director • Editorial/Content Strategy • The Client • Without sharing, sketch the product as quickly as you can: • Front page showing features • Scribble out the top page of each application • You only have 10 minutes. Don’t design! Just draw!
Remember: You Are Not Your Audience • You do not • see things like they do • know what they know • want what they want • work how they work • This is critical information when designing a product So how do you figure out all of these things?…
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Open:- Who? • What?- Where?- When?- Why?- How? Closed:- Is?- Can?- Will?- Do?- Should?- Have? Ask good questions • Focus on experience, not extrapolation • Concentrate on immediate experience • Be nonjudgmental • Make questions open-ended • Avoid binary questions
Exercise 3: User Research • Designer: Interview the client • How do you work now? (Sermons, Calendar, Scheduling, Directory) • What challenges do you face? Constraints? Politics? • What is motivating you to do this project? • Others, take careful notes. Get as much detail as you can. • Next do the stickies! • Read through notes, listen for “tasks” • Someone write the task on a note as a verb/noun • “Delete Old Sermon” • “Reserve Room” • Cluster stickies as they make sense.
Exercise 4: Blue Sky Brainstorming and Prioritizing • Share your sketches. • Talk about why you decided to draw things the way you did. • Talk about what technologies you’d would be needed. • Try to channel your role (design/tech/edit/client) • Make a master list of the features you’ll need to build • Add as many other features as you can now. Be creative! • Prioritize the list • Engineer: 1-5 on technical feasibility • Design: 1-5 on importance to the user • Content: 1-5 on resource feasibility • Client: 1-5 on importance to the organization
Now – We Make Stuff! • Gather the team, a projector, a whiteboard, and an afternoon. • Talk through the architecture, throwing boxes and arrows together in Visio (or whatever you like drawing in). • Then explode each box into a page schematic. • YOU ALL NEED TO BE INVOLVED! • This is not “designer stuff” • engineers are responsible for technical feasibility • stakeholders own economic viability • design/architecture maintains user desireability
Observe Diagram Feng Shui • A flow should be logical and readable by anyone without explanation • Use principles of good visual design • Include meaningful labels for all lines that need them • Don’t cross lines
Go With The Flow(s)… • Use standard symbols • Include a legend explaining the symbols • Include error cases • Follow all pathways to their natural end or clearly mark where your flow connects with another flow See also: Visual Vocabulary, http://www.jjg.net/ia/visvocab
So What Does The Page Look Like? Daunting, isn’t it?
From Collaborative Design to Prototype • Print schematics as PDF files • Add hyperlinks in Acrobat • Fake the forms if you can • Full screen mode makes it your prototype!
Save as “Deliverables” • Documentation becomes “What we learned,” not “What I want you to do.” • No more 50-page specs! • Use as a “layer” of your site when browsing No More Specs!