frog + Early-stage Startups

Over the course of the last few years, top-tier design firms - like frog - have begun educating companies on how to build their own in-house design organizations. 

That was essentially a response to companies realizing that design is fundamentally tied to their business strategies, which isn't something that makes sense to 'outsource'. 

This recent piece from Fast Company about how frog is investing in early-stage start-ups nicely describes the natural progression from that agency's perspective as the paradigm continues to evolve.

Marc 

Let My People Go Surfing (Redux)

To kick off the new year, I just finished reading the 10th anniversary edition of Let My People Go Surfing by Yvon Choiuinard, which I started reading late last year while in South Africa.

It's an important book on many levels (e.g., Our planet's environmental crisis and the culture of consumerism driving it). I won't attempt to try and summarize or pontificate about its importance here. Let's just say that I highly recommend it and it's changed my world view on several dimensions. 

What I did want to address however, is how Patagonia's philosophy and deep understanding of their customer base impacted every aspect of their business. The chapters on philosophy - from product design and distribution, to marketing and management - in particular are both inspiring and should be recommended reading for any start-up, regardless of their product space. 

I'll leave you with perhaps my favorite paragraph in the book that describes their core values:

"The basic tenets of that philosophy are a deep appreciation for the environment and a strong motivation to help solve the environmental crisis; a passionate love for the natural world; a healthy skepticism toward authority; a love for difficult, human-powered sports that require practice and mastery; a disdain for motorized sports like snowmobiling or jet skiing; a bias for whacko, often self-deprecating humor; a respect and taste for real adventure (defined best as a journey from which you may not come back alive - and certainly not as the same person); and a belief that less is more (in design and consumption)."

Happy 2017!

Best, 

Marc

Design on the Rocks with Our Friends at Netflix

We are pleased to be partnering with Netflix to chat about all things design (with some great cocktails!) #DesignOnTheRocks

If you're designing experiences for interesting products and services -- and happen to be in the Venice area on Thursday, September 15th -- certainly come out and hang with us!

Design on the Rocks 2.png

Invitation only. Please RSVP through nvite.

Hope to see you there!

Marc

Taking on Collaboration Overload with an Essentialist Mindset

A colleague recently shared a great piece from HBR regarding Collaboration Overload. In short, it discusses how knowledge workers are becoming increasingly distracted and pulled in multiple directions by both a flood of incoming information and collaboration requests, especially leaders and high-performers. 

As you become better at what you do and move up in an organization, your input is largely sought after more often, which means more choices, time constraints, and trade-offs. You therefore tend to stretch yourself even thinner - ironically, because hard work is what got you there in the first place - and sometimes even become a bottleneck for others actually getting things done. The article offers some practical advice on how to keep information flowing, as well as a framework for handling collaboration-intensive requests.  

I've been thinking a lot about priorities lately; both professional projects and personal passions. Thought this topic also dove-tailed nicely into a book I just wrapped entitled Essentialism. (If you don't read it, at least check out Greg McKeown's inspiring talk at the Authors at Google series.) 

Overall, I think an Essentialist mindset is a nice antidote to some of the above issues. As the author eloquently puts it:

"Creating an essential intent is hard. It takes courage, insight, and foresight to see which activities and efforts will add up to your single highest point of contribution. It takes asking tough questions, making real trade-offs, and exercising serious discipline to cut out the competing priorities that distract us from our true intention. Yet it is worth the effort because only with real clarity of purpose can people, teams, and organizations fully mobilize and achieve something truly excellent." 

Word. 

Marc

Design Thinking: Nicely Deconstructed

Sometimes, it's just good to get back to basics. Revisit what got us here.

NN/g (Nielsen Norman Group) did just that recently with a nice summary of what design thinking is (and means) with their Design Thinking 101 article.

Sarah Gibbons writes: "Design thinking is an ideology supported by an accompanying process. A complete definition requires an understanding of both." I also like how they call out the need for more "design doing" -- not only as part of the implementation step, but in general.

Not to mention that their infographic elegantly captures the process well...

The piece is definitely worth a read. 

Marc

Master of HCI & Design Program @ UC Irvine

Looking forward to joining the Industry Advisory Board for the University of California, Irvine's new Master of Human-Computer Interaction and Design program! 

Their Department of Informatics is kicking off a world-class curriculum centered around design, research, and core HCI skills. Their interdisciplinary approach will aim to help students create the next-generation of amazing products and services!   

Check out the program deets here. 

Marc

Dyson's Product Descriptions Actually Describe Their Design Process

I recently purchased one of Dyson's Air Multiplier Tower fans. It's a beautiful appliance/object with great customer reviews. (And yes, it's more than I thought I'd be paying for a fan.)

Dyson.jpeg

I did a bunch of research on air velocity, flow circulation, energy usage, etc. The specs for this unit were solid. 

However, I have to also admit that one of the selling points for me was the following contained in their product description:

"Dyson encourages failing - at least as far as creating successful products goes. Engineers start with a problem - something that doesn’t work properly - and figure out how to make it work better. Along the way, failure is a guarantee. But at the end of the process, there’s an innovative solution. Sketching, prototyping, and testing all go into Dyson’s full line of vacuums, hand dryers, fans, and motors, all of which efficiently - and aesthetically - end up making those everyday problems no problem at all."

The approach to product development is obviously significant enough in their minds to live alongside the description of what the thing is, what it does, its dimensions, warranty info, etc. 

I'm a sucker for design deets. Hope the product lives up to it! 

Marc

Thoughts and Feelings on the State of Design (And yup, it's been a while!)

It's been a while. Life happens, kids are born, and blogs sometimes sadly wither. 

I've been incredibly fortunate to have had a wonderful year being a new Dad. It has given me a new perspective on patience, a greater appreciation of focusing on what is essential, and an intense understanding of meeting the needs of your users (albeit, ones that are sometimes screaming at 3:00 a.m., throwing up on you, or just saying "no" repeatedly these days! ;)

On the design front, I've had a chance to travel pretty regularly to tech hubs; namely the Bay area, Seattle, and New York City. The goals have primarily been recruiting-focused and to deepen our connections within the design community. In talking with these really talented folks, you also can't help but get a grass-roots sense of what's happening within the field of design across lots of different orgs and verticals. 

Here are some general takeaways from the last year of lurking on design blogs, speaking at conferences, and from many-a-coffee with some immensely talented people...

Design is a thing. Although there are certainly differences in maturity throughout organizations, design as a competitive and strategic advantage is here to stay. Regardless of whether you call it UX, Experience Design, Interaction Design, or Product Design, companies have recognized the very real value that the craft brings to their customers (and therefore bottom lines!) 

A seat at the table isn't enough. It's what you do with that seat that matters! Designers are in influential positions, but a theoretical appreciation of design principles isn't enough. Being able to articulate why design excellence matters in the context of very real product decision-making with Product and Engineering leaders - and then substantiated it with real data - is where it's at. (And yes, you can measure things like engagement and fun if you happen to be working in the entertainment space). 

Outcomes matter. Understanding the experiential and emotional goals that products and services hope to achieve are arguably becoming as important as business planning itself. (My favorite overheard line at a recent VC pitch session went something like: "That all makes perfect business sense, but how will you invent the future in this particular space?")

Talented Designers are scarce and jobs are aplenty. With the stated needs above, great designers are usually pretty busy working on the future. And, the pipeline for creating great design talent isn't catching-up any time soon! A stat I saw recently indicated that there are currently over 20,000 'design' jobs available and something like less than 1,000 designers coming out of the more well-established design programs annually. Wow, the numbers are in our favor and companies are even building out design education programs internally to keep up with demand (e.g., IBM's Design Studio).

I'll definitely go a little deeper into some of the above topics soon, especially the one on attracting great talent. I've spent a fair amount of my time in this area lately and can hopefully share some perspective on how to build world-class teams.

Marc

Talkin' Experience Design at the New York Film Academy

Had a great time talking with some students this past weekend from the New York Film Academy's game design program here in Los Angeles. 

In my mind, there's a fair amount of overlap between product design and game design. Great digital products go beyond usability (that's just table stakes!) and are truly engaging. Game designers are tremendous systems-thinkers and have an uncanny ability to think through a lot of different perspectives, which all experience designers should consider. 

I've always said that Jesse Schell's The Art of Game Design is one of my favorite, straight-up UX books. All of those lenses matter when you're creating immersive experiences, regardless of the domain.

New York Film Academy in Burbank, California (Photograph by Marc Sasinski)

Special thanks to Lara Federoff for the invitation to speak - and to the students who attended on a Friday evening!

Marc

Forging Ahead in Philadelphia

I recently got back from speaking at the Forge Conference in Philadelphia. Had a wonderful time! 

The startup scene in Philly is rad and there's a ton of energy there. We had the good fortune of meeting with the President of Greater Philadelphia's Chamber of Commerce to learn more about their initiatives to foster an entrepreneurial climate in the tech sector.

Independence Hall (Photograph by Marc Sasinski)

As for the conference, the awesome team over at O3 World organized a fantastic event! The talks - as well as the Skybox Event Center venue in the Fishtown neighborhood - were inspiring. 

My colleague, Weszt Hart, and I gave a talk about designing engaging experiences. He spoke to a case study for a recently launched feature; and I framed the problem space and introduced how we think about and manage experience design. 

Fantastic Venue in Philadelphia (Photograph by Marc Sasinski)

A few, key takeaways from my section to an audience of Designers, Product folks, and Makers included:

Evangelize through Doing: UXers love to talk about process. I'm certainly guilty of it! ;) Tying into the spirit of the maker movement, our point here was that design thinking evangelism becomes much more real when you do things that demonstrate value. 

For example, our team's design footprint extends well beyond player-facing stuff; we also actively lead and Product Own initiatives around internal experiences for our employees. That includes service design, which is a lot of fun and moves into the land of I/O Psychology. 

Although upfront product discovery and definition is incredibly important, the takeaway here is that nothing builds credibility like leading through example. It shouldn't just be about our design process (e.g., User research, affinity diagramming, [insert your very own, go-to UX process issue here], etc.)    

Understand Context and Culture: Regardless of whether you are creating responsive sites, web apps, or mobile products, at the end of the day we're all solving problems for people. And since more and more products are inherently social, why not leverage the work of Social Psychologists early and often? We work closely with psychologists to help us frame problem spaces and to better understand the ability to influence behavior - well before we put pencil to paper or move pixels around. 

Our other point here was the usability is table stakes these days. Simply allowing the user to get from point A to B won't define your product. 

What differentiates are engaging and immersive experiences. We feel that leveraging principles from the world of Game Design can help achieve some of that. (For example, one of my favorite User Experience design books is The Art of Game Design: A Book of Lenses by Jesse Schell).  

Emphasize Experiential Goals and Outcomes First: If you work in the world of Agile, chances are you've encountered user stories. 

As a < type of user >, I want to < some goal > so that < some reason >. 

Um, yeah; about that. "Some goal." "Some reason." Sounds like Mad Libs.

Somewhere along the way, the spirit and intent of a bunch of user stories and their epic simply gets lost. Backlogs grow, priorities are argued over, and it's too easy to loose the forest for the trees.

Instead, we challenge you to start with experiential goals and outcomes. Really focus on what you want your users to feel and achieve by using the thing. What's the emotion that you're seeking? How do you want the feature to feel? Trust me, you can ask that of even the most seemingly mundane of services to help make that emotional connection. 

Our audiences are becoming increasingly sophisticated. It's hard to create deeper and more meaningful experiences unless you start with clear goals and the outcomes that you want to achieve first. 

You can learn more about some of the above considerations through an interview that we did with UX Booth: Forging Ahead in the World of the Web. 

And last, but certainly not least, I got an incredibly-detailed, commemorative bobblehead doll of myself... 

America’s Oldest Brewery and My Bobblehead (Photography by Marc Sasinski)

The likeness is pretty, darn uncanny and my baby daughter loves it! So fun :)

Marc

#ForgeConf

Excited to be speaking at Forge Conference in September! Definitely looking forward to spending some time in Philadelphia, as well. Great, American city.

Marc

The Path Ahead: IA Summit + Riot Games

Riot Games is proud to have sponsored the 2014 IA Summit in San Diego earlier this year. The theme was The Path Aheadand it was the conference's 15th year!

Riot Games honored to sponsor the 2014 IA Summit in San Diego, California (Photograph by Marc Sasinski)

Riot Games honored to sponsor the 2014 IA Summit in San Diego, California (Photograph by Marc Sasinski)

Thanks to everyone who came by the Riot lounge to say hello. It was great to reconnect with old friends — and to make some new ones! 

Best, 

Marc

Gigaom Roadmap: The Intersection of Design and Experience

Back in October, I thought I was done for the year as far as attending conferences goes. But, when I saw the lineup for Gigaom’s Roadmap, I just had to attend. The conference certainly didn’t disappoint. 

The focus was on the intersection of design and experience. There were lots of Designers-as-Founders and discussions about rethinking verticals from top to bottom. 

Software and hardware, too. And by ‘hardware’, I mean everything from wearable computers to electric cars. 

Atoms to electrons.

Yerba Buena Center for the Arts, San Francisco, California  (Photograph by Marc Sasinski)

Yerba Buena Center for the Arts, San Francisco, California (Photograph by Marc Sasinski)

Here are few nuggets of wisdom that stood out for me:

Robert Brunner from Ammunition described how technologists like us are now in the fashion business. Fashion is both substantive and superficial. What you wear is what you aspire to be and references your tribe. That very much applies to wearable computing. (I dislike that term, by the way. It sounds so old-school). 

Jack Dorsey talked about how Square built the product for themselves, not merchants. They didn’t want to wait in line at boutique vendors like Blue Bottle Coffee. Square wanted to build a seamless stack; but also focused on the tiniest of details, like a receipt, which he described as a “communication channel” and an artifact from that transaction.

The company also has a unique and transparent culture where all meeting notes and minutes (including board meetings) are broadcast internally so that everyone knows what’s happening at any time.

Tony Fadell from Nest gave an incredibly insightful talk on choosing to go really deep within a vertical (home thermostats and fire alarms) and rethinking an experience from top to bottom. He described some of the challenges inherent in getting VC funding for physical products because you generally need a physical thing to show off how it acts and feels. And unlike prototyping software, that simply takes a lot longer and is much more complex.

The success of physical products hinges on processes, manufacturing, and supply chain stuff.; not just getting eyeballs.

With all the buzz around the Internet of Things, Fadell described how not only is it costly to house and maintain all the data, but that sometimes just because you can connect stuff, doesn’t mean you should. The end user’s experience should dictate what data is accessible, where, and for how long.

Balancing the relationship between utility and emotions is also key for home products such as Nest’s. Creating those magical moments, from the time a user starts using a product, to some point down the road (e.g., Lower heating or cooling bills) is also critical.

Value. Early and often. Check.

Carl Ledbetter, the Principal Industrial Designer for Xbox One gave an interesting talk about how their goal was to make this next-gen console feel like a welcomed member in the family living room.

They saw lots of opportunity with voice-enabled controls in addressing simple things like a television’s programs menu - which basically hasn’t changed since the 1970’s! (And yup, my Xbox One Day One Edition has finally arrived!)

Jonah Jones and Bernhard Seefeld discussed some of the possibilities for Google Maps moving forward. They talked about how the physical world is their biggest competitor in that business locations change quite often, etc.

What’s to come in the world of interactive maps is really exciting. We’re now seeing a tipping point where a map is a canvas for much deeper personal experiences. Location is simply the query and the context.

Those possibilities around context and knowing things like when you have dinner reservations for 4 people at particular location are also tremendous.

And looking back at how cartographers used to to tell a story with their maps about a particular area is also inspiring. Folklore, history, regional quirks, etc. (See Edward Tufte. Please.) Funny how we sometimes need to look back to truly move ahead.

Networking. With wine and Google Glasses  (Photograph by Marc Sasinski)

Networking. With wine and Google Glasses (Photograph by Marc Sasinski)

Kevin Systrom from Instagram talked photos. Photos as messages, that is. It’s all about friction-less communication, which Instagram pretty much nailed. The rest is history.

The use of data will be key for them moving forward. For example, knowing when a bunch of photos are coming from a particular location. Maybe there’s a major event happening, etc. Layering meta data onto that could be really powerful. As is proximity. As he put it, ‘you don’t have to be the First Person Shooter in order to be a part of the story.’

On the future of mobile products, his take was that it was all about apps as utilities with a narrow focus. He also described how bland decisions create bland products. You need a point of view. Word. 

Gentry Underwood from Mailbox was one of my favorite speakers. (Love the iOS apps, BTW!) Hearing about the evolution of the product was really interesting in terms of how they originally intended to start with a productivity app, but quickly realized there was a huge elephant in the room: ELECTRONIC MAIL. (Think about how often you email yourself reminders. Yup, exactly.) So, they decidthat paradigm by embracing it and ended up killing off their first product.

“When you want to make something better, it also has to be familiar.”

They began looking at how much time people spend ‘housekeeping’ in terms of putting emails into folders and organizing content to make better sense of their virtual worlds. Then, 

The evolution of how people interact with touch devices was also discussed. Gentry described how people are much more comfortable "in glass" these days, given the evolution - gesture-wise, the use of skeuomorphism, etc. - over the years.

The mobile era is also clearly in a multi-screen environment where we expect continuity across devices.

Being a car guy and all, Tesla Motors’ Chief Designer, Franz von Holzhausen, was a great interview. He discussed how design was a huge part of their vertical integration. Even the smallest of things mattered. For example, rethinking the door handles - if you haven't seen them, they pop-out when you reach for them - was an initial and memorable touchpoint.  

They also made the onboard screen much larger and the affordances bigger. Removing lots of knobs and switches also means a car ages more gracefully and doesn’t look totally out of date when the next models roll out.

They also prototype and get stuff into driver’s hands often. As a matter of fact, they have a charging station in front of the design studio where they observe!

And I’ve been a big fan of Behance and 99U for some time now, so it was great to see Scott Belsky. He described how Adobe is slowly moving into the creative services end of things. Experience is also leading the way there (i.e., “You don’t need 100 Photoshop filters when you’re moving from screen to screen.”)

Interestingly enough, at Behance, they basically removed the Product Manager role to make sure that it was more design-driven and to enhance communication within teams.

Product leaders that are design-driven are in it for the long haul - short vs. long-term greed :)

That tied-in nicely to the spirit of the conference overall.

Thanks for reading.

Marc

Hiring Industry Outsiders at Square

On the eve of Twitter's IPO, I came across an interesting piece in The New Yorker magazine - entitled Two Hit Wonder - about Jack Dorsey, Twitter, and Square. 

There were lots o’ good nuggets in the article about the history of Twitter, some juicy in-fighting deets, and stuff on Dorsey’s quirky personality. 

However, two sentences really stood out for me around his take on Square’s hiring practices. The company basically avoids hiring from within the payment or credit card industry so as to be able to truly reinvent it: 

“Of the six hundred people here, only ten ever worked in finance.” 

Wow. 

Say what you will about Dorsey, but that takes vision and guts. In order to truly reinvent something, you sometimes need to do away with what you know or look at it through a completely different lens. 

With Square, that approach appears to be paying off. (No pun intended. Well, maybe a little.) 

Marc

CoDesign Sessions are Good for Your UX Teams. And Your Products.

As a UX team grows and scales to meet the needs of a business, so do the team’s internal challenges. This is especially true with things like team communication, having a shared understanding of what good quality looks like, and simply ensuring that what your users see is consistently awesome. 

Even with stuff like pattern libraries and the likes of Experience Architects doing their thing, a team of about 8+ designers can find it hard to design holistically and know what’s going on all of the time. 

Folks get focused on their output and silos emerge. That’s just the way things go. And in highly-entrepreneurial environments where teams are empowered and given a fair amount of autonomy (ahem, like at most tech companies), what sometimes emerges is a fragmented end user experience. 

I’ve found that having regular collaborative design (CoDesign) sessions can be incredibly helpful. It gets folks who don’t traditionally have insight or input into other projects to gain and provide just that. 

It also helps build a sense of collegiality and shared ownership within the team. That's incredibly important! 

I’ve tried to capture a few thoughts about hosting these types of sessions. Some goals and logistical considerations that come to mind include: 

  • We generally do an hour every week. I try to not calendar mid-week and avoid stressful times. The goal is to stay relaxed, but focused. 

  • 3 - 4 designers tops. Anything more than that, and it becomes a bit unwieldy. Also, the designers attending shouldn't necessarily be working on the same stuff. Actually, it helps if they're not to provide more of an outsider's perspective. 

Everyone gets about 15 – 20 minutes to:

  • Generate ideas for a problem that they're trying to solve. 

  • Present work-in-progress for feedback. This is both about the content and design rationale, as well as presentation style. 

  • Talk about process issues and blockers. A lot of this is just straight-up mentorship on the part of the more senior-level designers in the room, but the ovearching goal is to enable a group discussion so that everyone learns. The trick is for it not to turn into a bitch session. That's the facilitator's job. 

By the way, a lot of this should involve each individual clearly articulating the design problem at hand first (i.e., Why are we doing this? What is the goal? What do we expect a solution to accomplish?) Recognizing that proposed solutions are a hypothesis is important.

And what's cool, is that after a few sessions, the folks in the room will have more and more context. So, Designer X knows more about Project Y and can contribute in more meaningful ways moving forward, etc. 

For managers and team Leads, considerations in terms of facilitation include: 

  • Make sure everyone understands that they don't need to be totally buttoned-up and have everything solved ahead of time. This should be a safe space to collaborate and ideate with your peers. 

  • If there's a problem statement, have everyone jot down an idea first to get some skin in the game. Less random brainstorming. (There's lots of good, recent research why groupthink brainstorming isn't all that it was thought to be, BTW). 

  • Make any critiques about the work, not the individual. No-brainer here.

  • Let their peers judge, not you. The trick is to not to come across as the expert because you're the most senior person in the room or whatever. 

  • The designer still owns the solution and the responsibility of executing on the idea. Leaders should help them refine their ideas. 

  • And of course, be flexible. Like with anything else, iterate on the meeting format to optimize what works best for the group.

At the end of the day, a UX team is probably the only group within an organization discussing these holistic, common thread experiences across projects. CoDesign sessions not only level-up your team members' skills, but they also uncover potential gaps and opportunities that product roadmaps and spreadsheets can't. 

Calling that stuff out is a huge part of our jobs as UXers, after all. 

Marc

Startup Weekend LA

I recently had a lot of fun providing some mentorship to several teams at Startup Weekend LA.

Startup Weekend recently started tackling verticals and this was the first time that one was devoted exclusively to entertainment and media. There were some incredibly talented folks generating some really cool product ideas!

Working with TEAM REALDANCERS in Venice Beach

Working with TEAM REALDANCERS in Venice Beach

If you're not familiar with Startup Weekend, it’s a global non-profit that basically puts teams together for about 48 hours. They generate ideas on Friday night, self-organize, work through the weekend, and then pitch a concept (e.g., working prototype, business plan) to a group of judges on Sunday evening. Teams generally consist of a Product person, developers, and of course, a UXer.

Much of my work with the teams involved providing advice on how to go about embarking on a path to product discovery, coaching around delivering a proof of concept to then validate with users, as well as trying to rein in a few pretty grandiose ideas such that they could deliver incremental value. In other words, focus. Interfaces come later.

Overall, it was so fun. I can do this stuff all day long - and was almost late to my wife’s birthday dinner because of that! Doh.

Best of luck to all the teams boot-strapping it or seeking some early round funding!

Marc