Posted on | June 6, 2013 | 2 Comments
A phenomenon I’ve recently witnessed is what I’m calling the “fauxquihire” (a purposefully ugly mouthful, though not any worse than acquihire.) In particular, there was a company, with a decent-sized design team, that made a strategic shift in its business, that meant it no longer made sense to have an in-house design team. If it were 5 years ago, this would be a simple (and unfortunate) layoff, with things like severance and, one hopes, a program to help folks find new work.
Now, in this overheated job market (at least in Silicon Valley), this team was being served up as a kind of acquihire, where other companies were offered the opportunity to hire the entire team, and were expected to give the provider some kind of premium in terms of a per-head fee. This way, the provider turns a liability (a team that they can’t get enough value from) into a highly desirable asset. But, it’s not really an acquihire, because the providing company still exists and continues to go about its business.
I don’t have anything more to say about this, except that I find it interesting, and indicative of just how nuts things are in terms of design talent around here.
Posted on | May 30, 2013 | 4 Comments
Last night I saw Luke W give his excellent “Mobile to the Future” presentation. In it, he questions many of the interface paradigms and assumptions that underlay our desktop web experience, and demonstrates the power of thinking “mobile first.” He shares great ideas for improving mobile interfaces, many of which are applicable to desktop web as well. It got me fired up to overhaul our designs.
Relatedly, there’s been enormous buzz about mobile in the past week. Mary Meeker’s internet trend report seems mostly about mobile (Groupon is featured in slide 35!). Sheryl Sandberg recently claimed that every team at Facebook is now mobile first.
All this talk about mobile is necessary. However, it’s also misleading. In that it sets up a false distinction. The idea of “mobile first” or “design for mobile” is in order to contrast it with “design for desktop”. But, as the ascent of mobile demonstrates, “design for desktop” was also always flawed. The problem is to focus on the specifics of a platform or technology. These things will continue to change. In five years, will we be saying “wearables first!”?
It’s never been about the technology. It’s about where your customers are. If you design for your customer relationship, then the rest falls into place. If your customers are moving from web to smartphone, you’ll just move with them. If your customers are moving from smartphone to tablet, head there. (Though, as we’re seeing, it’s less about moving from one to another than it is about customers using a variety of devices throughout a day.) USAA was the first to offer mobile check deposit not because they’d embraced a “mobile first” mindset, but because they have a remarkably attuned sense of customer care and service, and realized they could address a real need, one that happened to use that platform in the solution.
My concern with “mobile first” is that we’ll mistake that for “mobile only” (the way that the Web was seen as the end-all be-all for quite a while) and not appreciate just what our customers are actually doing, nor prepare ourselves for what’s next.
Posted on | March 3, 2013 | 1 Comment
12 years and 1 day ago, a group of 7 founded Adaptive Path. If you look at the NASDAQ 100 around that time, you’ll see just how far things had fallen, and they actually got worse over the course of the following year.
But, no matter how bad the internet economy was, there was always work for digital product designers. Even with layoffs or companies dissolving, I never knew any designer who went long without work. It might not have been the most desirable work, designers might have felt continually compelled to prove our ROI, but there were always jobs.
What I realized then was that, even at its lowest point, there were still more jobs than there were designers to fill them. Up until 1995, design for software meant working on packaged goods, and there simply wasn’t as much need. Beginning in 1995, the web created a sea change in the job market, and then the launch of iPhone in 2007, and iPad in 2010, has lead to successive waves of need for digital product design.
So now, supply and demand in the market of designers is frighteningly out of whack. The competition for designers is fierce. I remember getting paid $60,000 in 1997, roughly 4-5 years into my career. That is the equivalent of $87,000 today, and I can tell you that capable designers with 4-5 years experience are earning much more than that.
There is a paradoxical risk when designers are in such demand. The demand reflects the value that is seen in design work. But, with such demand, most organizations have too few designers given what they’re trying to deliver. That means those designers are spread too thin, and are focused on execution that keeps the light on. Which means design isn’t being used to its fullest extent, driving not just execution, but product strategy and definition.
Because designers are seen as so valuable, they are not able to deliver their ultimate value.
Posted on | January 22, 2013 | Comments Off
Last week I attended BusinessWeek’s first conference dedicated to design. I got more out of it than I thought I would. Many had eye- and mind-opening things to say. I thought I would share a few.
Brian Chesky, CEO of AirBNB
Among my favorite presenters was Brian Chesky, CEO of AirBNB. He has a degree from the Rhode Island School of Design, and is very design-forward in thinking about how to run AirBNB. Some of his thoughts/beliefs:
- Designers have the opportunity to remake the world around them. If there’s something we don’t like, we can fix it.
- Early on AirBNB followed Paul Graham’s advice of being loved by 100s rather than kinda liked by millions. They felt that passion was important, and they were very explicit in designing the service to stoke that passion in their customers.
- At one point he said, “You’re not going to A/B test your way to Shakespeare”. Too often companies defer decisions to A/B testing.
- “Take a method acting approach to design”… Develop deep empathy for your customers so that you can then really understand what it’s like to be them. This will allow you to develop magical experiences, and you can help your customers elevate their expectations of what a great service can and should be. I LOVE THIS.
- When asked about what flaws designers have, Brian said, “They can lose touch of who they are designing for. Particularly when they silo themselves. Designers have to watch their ego. And collaborate with every function throughout the company.”
- Brian also stressed the importance of physical space. He remarked on how most offices interiors are awful, and most home interiors are delightful. They’ve designed their conference rooms as re-creations of spaces available in people’s homes on AirBNB.
- AirBNB doesn’t offer a desk for every person. Some people need permanent desks, yes. Many don’t, because they’re always collaborating, or rarely at them. So AirBNB favored creating spaces to promote collaboration rather than making sure everyone has a dedicated desk. I ALSO LOVE THIS.
Paul Bennett, Chief Creative Officer at IDEO
Paul used a metaphor of flying flocks of wild geese to talk about designers and design teams:
- the lead goose creates uplift for followers
- when the lead gets tired, it moves to the back of pack
- the followers honk as a way to motivate the leader
Tony Fadell, CEO of Nest
Tony Fadell, lead designer of the iPod and iPhone at Apple, and now CEO of Nest, the dynamic thermostat folks, stressed that any design/product team needs to have a “point of view, a vision.” The reality is that not every decision can be fact-based, that many will be opinion-based, and with a shared point-of-view, teams can arrive at a shared opinion.
For me, this tied into Brian Chesky’s comment about A/B testing. If you simply let A/B testing decide your future, you’ll have a product that might perform well in the moment, but that could miss out on a much more impactful gestalt. You need that point of view, that shared perspective, to ensure coherence and the best experience over all. I think you should then use A/B testing to optimize those parts of the experience.
Posted on | October 31, 2012 | 3 Comments
(This may or may not end up being part of a series of my reflections as in my role as VP of Global Design at Groupon.)
In Silicon Valley, there’s a new(-ish) design role called “product designer.” I first heard about it at Facebook a few years ago, and since then, many other companies have adopted it (including Groupon, where I work). Product designers are jacks-of-all-trades, expected to deliver interaction design, information architecture, visual design, and even front-end code. From what I can tell, “product designer” emerged for two primary reasons:
- Startups don’t have the resources for many employees, and so needed individual designers who could cover a lot of ground
- More and more young designers demonstrate these cross-trained skills, and don’t want to be pigeon-holed
The title also suggests a tight relationship with product managers.
With the rise of the product designer, there’s a simultaneous progression and regression in digital experiences. Using Jesse’s 12-year-old diagram (!) as a framework, we’re seeing the top two planes getting tastier and more interesting — look at Path, Square, AirBNB. Luscious full-bleed high-design screens where it’s clear that designers obsessed over every pixel and element of movement. But in that middle plane, digital experiences suffer from a lack of attention to flows, taxonomies, relationships between content areas, etc. (Any attempt to navigate Path turns into a trip down the rabbit hole.) We’ve forsaken managing complexity in favor of delight in the moment.
Additionally, a challenge seems to occur as design organizations scale, and the product designer (or 2) needs to turn into a product design team. People who are able to deliver effectively across the entire “product designer” set are few and far between, and so if you require all of those boxes to be checked, you’ll be looking for a long time.
So, organizations end up changing requirements, looking more for “T-shaped” people (strong in one thing, able to work well cross-discipline). This leads to an uncomfortable interim where you have these jacks-of-all-trades who feel a sense of ownership of the whole trying to figure out how to collaborate with a designer who is focusing on a part.
This means designers (and the organizations they work for) must embrace a team model of design. I’ve never worked in a context other than that of team design, so I’ve been staggered by the Silicon Valley startup model where team design is considered optional. (I had coffee with a friend from New York today, who said that Silicon Valley is becoming notorious for the ‘design unicorn‘, whereas New York startups are more, well, traditional in their thinking about teams.)
Another interesting aspect to this is productivity. I’ve always sought to hire generalists, because I believe a small team of capable generalists (who each might have different emphases) is stronger and can deliver more than a large team of dedicated specialists. Product designers often work alone, and because they’re expected to do so many things, end up working on projects of limited scope. (I think this contributes to the problem of managing complex user experiences). My supposition is that the small team of generalists can also out-produce an equal number of team-of-one product designers. You get higher quality, because folks who have a functional emphasis (such as visual design or interaction design) can deliver better than those whose priority is developing a broader set of tools. And you get greater output, because their mastery of those areas means they can deliver more quickly. What you give up are the transaction/overhead costs of teamwork, but I don’t think those are as great as the gains.
An essential element to making this all work is leadership. Design teams *will* be less effective than a squad of singular designers if there’s no clear leadership and authority. Someone needs to step up and be accountable, or design teams will flounder. For reasons I’ve never quite understood, design teams can be quite bristly about leadership, but it is essential. Much the same way that there’s one director of a film who makes the final call, there needs to be one leader of a design team who makes decisions and keeps things moving.
Posted on | October 25, 2012 | Comments Off
In two weeks, on November 8 and 9, we at Groupon will be visiting New York to talk to people interested in working with us in design, product management, and engineering positions in our Chicago, Palo Alto, San Francisco, and Seattle offices. As I’ve explained earlier, there are lots of tasty design challenges we’re tackling, online and offline, for merchants as well as buyers. I also think this could be a remarkable career move for the right candidate — an ability to lead teams and elevate your practice within a passionate internal design community.
If joining a burgeoning world-class design team compels you, please let us know by submitting through our listings for product designers and visual designers, or emailing me directly at [peterme] AT [groupon] DOT [com].
(And I promise this is my last post soliciting designers for a while. I know I need to get back to addressing design ideas! And the NBA! And Top Chef, when it returns.)
Posted on | October 16, 2012 | 1 Comment
Truly! I am calling all designers.
I’m in my third week at Groupon, and one thing is very clear–to tackle all the interesting stuff we’re doing (reducing the friction in local commerce between merchants and their prospective customers with web/mobile/tablet solutions, marketing and brand work, print and packaging), we need heaps more design talent.
We have design needs in Chicago, Palo Alto, San Francisco, Seattle, and Berlin.
We are looking for full-time digital product and visual designers from junior all the way to director level. We pay competitively for Silicon Valley/tech.
If you like your freedom and independence, we are happy to collaborate with contractors and freelancers. (This is particularly true for our marketing and communication work, which spans all media.)
And we are looking to partner with small design shops (digital product, ux, marketing) in those locations as well.
If this is you, please contact me directly at peterme (at) groupon (dot) com.
Posted on | October 1, 2012 | 8 Comments
Today I begin a new job — VP, Global Design at Groupon. I’m thrilled for the opportunity to work on what I consider to be one of the most interesting design challenges of the Connected Age.
Now, if you’re someone who, when you think of Groupon, you think of daily deals, you probably wonder what in hell I’m talking about. And that’s going to be one of my big initial challenges. Because Groupon’s vision is to become the operating system for local commerce. Thanks to the daily deals, Groupon has relationships with hundreds of millions of shoppers, and hundreds of thousands of merchants. The objective is to activate those relationships in interesting new ways in order to reduce the friction in local commerce, to make it easier for local businesses to attract and serve customers, and for those customers to find and buy what they desire.
You could think about it as taking the kind of e-commerce intelligence found within a single site like Amazon, and figure out how to distribute it to local businesses throughout the world. To give these local businesses access to the kinds of technology and data that currently only big box or online retail has. And in a time of increasingly boarded-up shops, it’s clear local commerce could use every advantage it can get.
And, hoo-boy, what a design challenge. Across merchants and shoppers you have a remarkably complex eco-system of devices, touchpoints, desires, and processes to serve. To make this real, we will need to bring to bear every tool in the design toolkit — service design to understand end-to-end customer journeys, brand design to better communicate Groupon’s evolution, interaction design at every touchpoint, whether a shopper using the website or mobile app, or a merchant processing a payment (yep, Groupon helps merchants take payments now). Addressing this all is going to be hard, but it’s also going to be a lot of fun.
Groupon has been a punching bag for the tech and finance press the past year, but I think the company has only remarkable opportunity ahead of it. With their (our!) phenomenal growth in the past few years no other company is so embedded on both sides (shopper and merchant) of the local commerce equation. But don’t merchants hate Groupon? Given all the bad press about unhappy merchants, you might think so, but it turns out that while it makes for compelling stories that fit the media’s overarching narrative about Groupon, it’s not indicative of broader merchant sentiment (yes, that’s a link to a press release, and yes, it’s research commissioned by Groupon. For a broad and deep look at Groupon and merchants, try this article.)
What cinched the deal for me was how impressed I’ve been, up and down the line, with the people I have met, and their commitment to serving their customers with great experiences. My job is not to try to convince Groupon that it should care about its customers — they already do that. My job is to help Groupon figure out how to sustainably deliver great product and service experiences that appropriately reflect its internal passion for customers.
If this all sounds interesting to you, we’re hiring (product designers for web and mobile, visual designers), and I’d love to hear from you.
Posted on | September 4, 2012 | 19 Comments
I was asked to speak at UX Week 2012, and figured I’d turn my blog post “User experience is strategy, not design” into a talk, but a funny thing happened along the way. I realized that, yes, UX is design, but not design as we’ve been thinking of it. And by reframing “UX design” as a profession, we can set it up to uniquely address increasingly prevalent business needs.
Before tackling the profession, we need to agree on just what “UX design” is. I have not come across a better definition than Jesse’s, which he originally shared in 2009:
Experience design is the design of anything, independent of medium, or across media, with human experience as an explicit outcome, and human engagement as an explicit goal.
Similarly, Dan Saffer attempted to diagram the scope of user experience design:
These both present very broad mandates. This is particularly vexing for those who see design as execution, as making stuff, Because how can anyone be expected to execute on all that? How can UX design as a profession address the enormity of what it encompasses?
And I think the issue is that we haven’t been able to see the forest for the trees. UX design isn’t all of those disciplines. UX design is not design-as-execution. UX design is what’s left.
What’s more, Jesse’s and Dan’s diagrams are overly design-oriented. User experience arises from the sum total of interactions with a organization’s products and services. If we take Jesse’s definition to heart, we need to recognize that just because UX emerged from software and grew on the web, that doesn’t mean it has to be digital. User experience is affected by business development, marketing, engineering, customer service, retail, as well as product and service design.
An analogous model for UX design
The challenge for the UX designer is to identify where, how, and at what level to engage in order to appropriately address this scope. Typical “UX design”– workflows and wireframes– is insufficient. It needs to embrace a much broader potential that drives outcomes through deep organizational engagement.
I propose that we think of UX design in a manner similar to film direction. To explain what I mean, look at this org chart from Walt Disney (I’ve zoomed in on the pertinent area).
A film director doesn’t “do” anything. All of the execution is carried out by specific craftspeople. The job of the director is to coordinate, to orchestrate these activities in order to deliver on a singular vision. The director likely came up through a specific craft (writing, acting, editing, cinematography), but through experience and vision, has come to lead across all these functions.
I propose that the profession of the UX Designer is analogous to the profession of the film director, coordinating across all those disciplines identified in the diagrams (and undoubtedly other activities).
(It’s worth calling out that Dan mentioned something similar in the post supporting his diagram, but he was somewhat dismissive about the role of the creative director, saying there wasn’t much to it, and that it was a temporary role.)
What this means is that UX Designer is not a workflows-and-wireframes role. It’s a leadership role (though not necessarily a management role). It is a systems role — UX brings humanity to systems design and engineering. UX is a fundamentally synthetic role, not just coordinating these distinct activities, but helping realize a whole that is greater than the sum of the parts. And while a UX Designer uses design approaches, they are not for typical design outcomes.
So, what does this person do?
The UX Designer doesn’t sit in a chair and shout “action!” (Actually, neither does the director. That’s usually what an assistant director does.) In order to support the orchestration of organizational resources to deliver great experiences, there are a set of activities I see UX designers leading.
At the heart of great user experience is a deep understanding of the user, and the UX Designer should lead the development of insights that will help a company deliver better experiences. I’m calling out “user insights” distinct from “user research” — not all user insights are gleaned from user research, nor should the UX Designer necessarily be the user research lead. If user research is being conducted, the UX Designer should make sure to understand it well enough to be able to understand and prioritize the insights which will subsequently drive the design and development work.
Ideation and Concept Generation
Driven by user insights and other sources of inspiration, the UX Designer leads the team in coming up with ideas and concepts to address user’s behaviors, motivations, and context. There are many ways this can happen — sketching, brainstorming, bodystorming, improv, prototyping. The UX Designer identifies the most productive approaches, and then, as ideas emerge, filters out the less effective ones, and helps refine and evolve the great ones.
Experience strategy and vision
Perhaps the single most important responsibility for the UX Designer is to develop a clear experience strategy, and craft a compelling vision. An experience strategy specifies how a product or service will be successful from the perspective of user experience. A common part of experience strategy are design principles that help drive decision making.
Essential to helping a team understand how to realize an experience strategy is the creation of an experience vision. An experience vision provides a ‘north star’ for the product development team, helping them understand where they’re heading, and inspiring them to get there. These often take the form of prototypes — my favorite experience vision is Deborah Adler’s masters thesis for a new kind of pill bottle, dubbed SafeRX, which lead directly to Target’s ClearRX. I’ve had some success with illustrated scenarios of future experiences (either hand-drawn, or photographed). “Concept videos” inevitably seem like overkill and are usually never worth it.
It’s not sufficient to simply have a vision. And it’s typically not feasible, nor desirable to hold out on launching something until the complete vision can be realized. A UX Designer develops a plan for how to get from a current state to this desired future. What are in V1, V2, V3 along the way to the promised V4? Brandon’s Cake Model of Product Strategy shows how experience planning differs from typical product planning, because of its insistence on something experientially desirable at each stage.
While a visionary and a leader, the UX Designer must be a strong facilitator as well. There’s no way one person is going to have all the best ideas, so it’s up to the UX Designer to get the best from a broad, cross-functional team. Facilitation is less a discrete activity than a responsibility throughout a project. There will be a lot of things activities to facilitate, including branding exercises, customer value proposition articulation, tangible futures, and ideation and concept generation.
Oversight and coordination
This is the ongoing making-it-real of the experience strategy and vision. The UX Designer engages throughout the entire process, and makes sure that the user experience is never being compromised. If circumstances arise that force changes, the UX Designer leads the discussion to make sure that the new solution still adheres to the overall strategy. The UX Designer must sweat every detail, and, yes, occasionally be a jerk about it. As Charles Eames said, “The details are not the details. They make the design.”
What does this all mean?
We describe the role of the “User Experience Architect’s Office”, which works across the divisions, helping to harmonize the human interface and industrial design process across the divisions of Apple and ATG.
The need Don recognized 17 years ago not only still remains, but is far more acute. As we’ve shifted from a world of standalone products to one of connected services, the increased complexity only makes poorer experiences likelier to arise.
Most people calling themselves “UX Designers” are not. They are interaction designers and information architects. These are perfectly laudable practices in their own right, but if “UX Design” is going to contribute meaningfully in this connected world, it can no longer be bound up in the constituent disciplines from which it emerged, but instead must embrace a new mandate to ensure the delivery of great user experiences regardless of where those experiences take place.
Posted on | June 12, 2012 | Comments Off
On June 11, 2010, inspired by my son’s inability to not press the candy-like home button, I wrote a post for Adaptive Path titled, Toddler Mode for iPad.
On June 11, 2012, Apple announced “Guided Access”, which supports turning off the hardware buttons.
At my new company, we would consider that ticket closed.keep looking »