Thoughts on fostering a collaborative work environment

[I just wrote the following passage for my book on building in-house design teams. It needs work, but I still felt it was worth sharing.]

Realizing the benefit of diverse perspectives requires a supportive environment where people are encouraged and comfortable sharing their work, spurring collaboration that makes the final output better than what anyone would deliver on their own.

Every member of the team must demonstrate respect to every other member, or the openness required for successful collaboration will not emerge. Dismissiveness, insults, cattiness, and behind-the-back gossip lead to people feeling shamed and shutting down, and cannot be tolerated.

Earning one another’s respect is necessary in order for the team to “get real”, because frank and candid critique and feedback are essential for upholding the high quality standards. Greatness comes from the tension and collision of different perspectives, addressed openly and honestly. Design teams that favor politeness over respectful candor will rarely produce great work.

Organizational hierarchy can stifle the free flow of ideas within a design organization – when senior people speak, it often stops the conversation. It’s now become cliche, but it’s worth repeating – great ideas can come from anywhere. Great design leaders encourage everyone to speak up, and, for themselves, wait to speak last. These leaders must also place their work alongside others, and accept others’ critique with grace and humility.

The collaborative environment referred to so far has been figurative, but it also should be made literal. Great design work takes space – places to collaborate, whiteboards for sketching and ideation, walls to show work. And those spaces should be permanent, places where the team works and sees their work all around them. Not only does this encourage continual engagement from the team itself, such spaces enable people outside the team to quickly connect with the work. It literally demonstrates openness and transparency. And instead of having occasional big share-outs (that require preparation that takes time away from productivity), these spaces support frequent lightweight check-ins that ensure the work is on track, because if it’s beginning to veer off-course, it is quickly corrected.

My Design Organization Design Talk, Slides Plus Audio

At IA Summit 2015, I spoke about “Shaping Organizations To Deliver Great User Experiences.” Here are the slides:

Now, here is the audio of my talk:

Press play on the audio file, and then guess when it’s time to advance the slides. That way, you can RELIVE THE MAGIC.

If you go to The IA Summit page for my talk you can download the audio, read a complete transcription (!), all captured thanks to Jared Spool and UIE.

Hot Take Part 2: McKinsey jealous of Frog?

Another quick thought about McKinsey’s acquisition of Lunar. I am guessing that McKinsey sees all the press about Disney’s My Magic +, and how they spent a billion dollars on it (so far), and how Frog was deeply involved from beginning to end, and thinks, “Wow, we’re leaving a lot of money on the table by not being able to see these things through” and saw Lunar as a piece that allows them to win business that they would otherwise not even be considered for.

Hot take: The Bifurcation of Design Services (McKinsey acquires Lunar)

[This is a ‘hot take’ hastily scribed while trying to get my household moving in the morning. Forgive typos and other lapses]

Management consulting firm McKinsey has just acquired Lunar Design, an industrial design firm that had been attempting to broaden its capabilities with product strategy and interaction design.

After my post on “San Francisco Design Agencies Feeling The Squeeze,” I was lumped in with the “design consulting firms are dead” bunch, because people are poor at reading comprehension. Design consulting isn’t dead, but it’s definitely morphing, and doing so in an interesting bifurcated way.

At one end you have the big management consulting firms either establishing or acquiring design practices (McKinsey had been growing one organically in-house before the Lunar acquisition, Accenture acquired Fjord, Deloitte has Deloitte Digital). These firms had seen companies like IDEO and Frog get big billings for projects of the sort that used to only go to them. They realized they needed a design competency to stay relevant in the 21st century. And now these firms are deploying design practices at the highest levels of global corporations as a tool for creating strategy. This is actually a really big deal for design as an industry and a practice, and one that hasn’t yet been at all sufficiently appreciated.

At the other end you have design firms who are positioning themselves as partners in the development and launch efforts. This is design for execution, often embedding with product teams, and focused on the detailed work of interaction, interface, and visual design and front-end development. This is typically a ‘gap-filling’ role — augmenting a client’s lack designers in-house.

And the middle? Historically, that was Adaptive Path’s sweet spot. There were multiple times we came in after someone like McKinsey had supplied a client with a Big Idea of where to go, and we would use our design practices to put shape to that existing strategy and suggest offerings and experiences they could deliver. Then we’d leave as the client would take our suggestions and implement them.

As companies have been staffing in-house design teams, that is where this middle work has moved. It hasn’t been worth hiring in-house designers to be the strategic dynamos a la McKinsey, and you can never hire enough designers for all the execution to be done. So, there seems to be plenty of work for design consultants in those regards. The middle bits? Not so much.

There is no such thing as UX Design

Provocative statement: The entire “field” of user experience emerged for one reason — to accommodate, and overcome, poor (or non-existent) product management practices.

Product management’s responsibility is to identify opportunities in the market, specify new offerings, and see these through development and distribution. Originally, product management was seen as a business function, and MBA’s were placed in that role. As such, it was about sweating the market, assessing opportunities, crafting business plans, establishing requirements, and the like.

In Silicon Valley, most notably at Google (where Larry felt it inappropriate for non-engineers to tell engineers what to do), a more technically oriented product manager emerged, essentially a flavor of engineering management but with some business savvy.

The rise of software, and particularly networked software, lead to products of immense complexity. It was in these environments that some designers realized that a significant perspective was being neglected–drawing from customer empathy. Designers, who are typically the most empathetic folks in a product organization, knew that many of the requirements they’d been given were foolhardy–that no one would use the thing. So, they pushed back, incorporating first usability and then up-front user research methods, and developing systems-level design practices around architecture diagrams, interaction flows, wireframes, and the like.

This work was called “user experience,” a term originally coined by Donald Norman to acknowledge that the totality of a user’s experience should be intentionally addressed.

The problem is, Don should have never had to say something so obvious. It was due to the shortcomings of the MBA and computer science mindset that product management had not yet considered this.

So, the field of user experience emerges, typically within design teams, in order to fill this gap. It makes for an awkward organizational fit, because, really, product managers should be the ones driving these efforts, as they are best suited to weigh these inputs alongside the business and technical concerns.

The dissolution of “UX Design”

User experience is an emergent property of an entire organization, not just one group. When user experience is so closely associated with design, it allows non-designers to feel like user experience isn’t their responsibility. This association also sets up designers to fail, because they are given a charter they cannot deliver on.

There is another issue around the job title, and career path, of “UX Design.” The use of the term is so broad as to be meaningless. Instead, let’s unbundle the components of what people think of as UX Design and place them where they make more sense.

Much (most?) of what people mean when they say UX Design is around the structural and interface designs of complex, software-enabled systems. And we already have a name for that: interaction design.

There are strategic aspects of UX Design — user research-informed product strategy, using design and storytelling to help figure out what we should do. We also have a name for this: product management. As in, product managers need to consider this empathy-driven understanding with equal weight to the business and technical concerns.

Do not interpret this as me suggesting designers should not be included in product management — far from it. Design is a key input, and oftentimes, driver of product management. In fact, I am seeing more and more senior “UX Designers” reframing themselves as product managers, because it better explains what they’re actually doing. This is progress.

“User experience design” served a purpose when it was necessary to shine a light on a glaring gap in the ways we were working. That gap has largely been addressed, and I see no reason not to retire that term.

A key challenge in delivering great user experiences

In my last post, I suggested that ,ost of us work in markets where products and services have matured out of “technology” and “features” and into “experience”, and so design should be driving the conversation, because delivering on experience is what design does best. Instead, we find design hamstrung into organization models that are still “features”-driven.

The more I’ve thought about it, the more I’ve realized that there is a potentially intractable issue “experience design” faces. When you study how people behave, and propose design interventions to support better experiences, you’re engaging in a holistic and continuous activity. Human experience is continuous. It flows seamlessly.

However, in order to deliver products and services to people, we must break up this continuous experience into discrete pieces that are achievable by teams. So, to use the example from the last post, the Shopping Experience becomes a series of features (Search, Browse, Product Page, Checkout, Gifting, etc.) Working in producible chunks inevitably means losing the holism that defines human experience, and the thing I struggle with is figuring out how to manage this liminal shift so that what we deliver doesn’t become defined by the features (and the teams dedicated to the features), and it maintains its more subtle, nuanced, integrated qualities.

How could we/should we reorganize development teams and processes to achieve this experiential holism?

STEM into STEAM into STREAM

STEM is the acronym for Science, Technology, Engineering, and Mathematics, and is used when talking about what we need Our Young People to study in order for the United States to Stay Competitive in the world.

John Maeda, formerly president of RISD and now a design partner at KPCB, popularized the idea of turning STEM into STEAM — adding Arts (and design), because it’s clear that inventions that turn into innovations are often not just driven by the hard sciences.

However, this strikes me as insufficient. Because in my experience, the greatest source of insights for inspiring meaningful product and service creation comes not from the hard sciences, but from the social sciences. To turn STEM into STEAM into STREAM, where R stands for Research on people, their behaviors and contexts.

Software, hardware, purpose, and agency–first thoughts from Solid

Rodney Brooks gave the first presentation at Solid Conference, talking about the integration of software and hardware in robotics. For decades, industrial robots were programmatically simple, performing the same action over and over again–not all that distinct from the machines that preceded them.

Brooks, though, is interested in how software allows hardware to change it’s behavior, to become more effective, and, in a way, smarter. He showed the robot Baxter, demonstrating how it picks up items to pack them. On Baxter’s second pass, Brooks takes the object from Baxter midway in his movement. An older robot would continue to go through the packing motion. Baxter, however, realizes that the object is missing, and halts it’s motion to instead go get the next object.

Brooks commented how many of his customers find this disturbing–they expect the machine to behave like a machine. However, Baxter is now exerting something like agency.

This is challenging for people because we assume that anything reacting with agency is alive. Machines are things we use for a purpose, typically a singular purpose. However, if software allows that machine to appear smart, to behave in unpredictable but savvy ways, people no longer perceive it as just a machine. Even if it doesn’t look like a person or animal, we still treat them as alive (think about how people typically name their Roombas.)

The challenge for design is to appropriately set expectations. I wrote an earlier post about the role of purpose in product design–people use an app to fulfill a purpose, and if that app changes (usually to add purposes) people often reject that change. As we start designing for wearables (smart watches, glasses, clothes, etc) and robots, we have to recognize that people bring a preconception of purpose stability–I use a watch to track time; I wear glasses to improve eyesight. Making these things smart crosses a cognitive chasm, where the person no longer perceives it as an object, but now a living thing.

Why I’m Grateful to Massimo Vignelli

News spread over the past day that legendary graphic designer Massimo Vignelli is terminally ill at his home in New York City. There will be a lot said about his contributions to design, notably the New York City Subway Graphic Language, American Airlines’ long standing logo, even stackable dinnerware.

I first came to appreciate Vignelli through my own little discovery. Roadtripping with my wife (then girlfriend) across the American Southwest, we visited many National Parks. And for every park, we got a beautiful brochure. And I was struck these thoughtfully designed objects, as we don’t tend to think of the Feds and good design. So much so that I blogged about it and through my research found out that Vignelli developed the “Unigrid” system that kept all these different brochures feeling like they’re part of the same family, though with enough flexibility so that each was quite distinct.

We should cherish good design when we find it, and laud those who help bring it into being. So, thank you, Signor Vignelli.