Podcasts about interaction designer

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Best podcasts about interaction designer

Latest podcast episodes about interaction designer

UNIQUEWAYS WITH THOMAS GIRARD
226 Alexandra Deschamps-Sonsino, Industrial and Interaction Designer

UNIQUEWAYS WITH THOMAS GIRARD

Play Episode Listen Later Dec 19, 2024 17:43


Alexandra Deschamps-Sonsino is an Internet of Things author, consultant, public speaker, and entrepreneur with a background in industrial and interaction design. She wrote Smarter Homes: How Technology will Change your Home Life (Apress, 2018). Her projects are also part of the permanent collection at the Museum of Modern Art in New York.

DESIGN SYSTEM - Le Podcast
#84 Romain Kuzniak - ex-CTO & Head of Product @ OpenClassrooms - Donner aux designers un siège à la table

DESIGN SYSTEM - Le Podcast

Play Episode Listen Later Nov 26, 2024 93:00


Tu peux soutenir sur le podcast sur KissKissBankBank ou en mettant 5⭐️ sur Apple Podcasts ou Spotify !Romain est l'ex-CTO & Head of Product d'OpenClassrooms.Romain a un parcours atypique. Il commence son parcours par des études d'ingénieur du son, puis en fait son métier pendant quelques années, tout en ayant un groupe à côté.Ayant du mal à vivre de sa passion, il fait une reconversion professionnel et devient développeur dans une ESN. Petit à petit, il endosse également un rôle de project manager. Mais il enchaine les projets régulièrement, sans forcément avoir un véritable challenge. Ce qu'il recherche, c'est un projet de fond, qu'il peut creuser.Il rejoint alors Le Site du Zéro en tant que développeur. A l'époque, il s'agit d'une plateforme d'apprentissage communautaire et d'une maison d'édition.Au début, il vient pour développer la plateforme d'apprentissage du futur. Dont il reprend le management produit et design dans la foulée. Côté design, il gère un designer qui fait surtout des bannières pub et de la PAO.Après 1 an et demi, la plateforme évolue et devient OpenClassrooms. Exit la maison d'édition, la plateforme de vient 100% numérique. A ce moment, Romain n'a pas les compétences en design pour faire évoluer la plateforme, il pense d'ailleurs qu'il doit être un créatif pour faire du design. Et cela ne colle pas pour lui : il faut réussir à solutionner des problèmes , par faire de la création pour faire de la création. S'engage alors une transformation du graphisme vers du UI Design pour le rebranding. S'engage même un systématisation du Design - on ne parle pas encore de Design System - pour avoir de la cohérence partout sur le suite et améliorer la rapidité d'éxécution.Puis l'UX Design commence à émerger et Romain recrute un UX Designer pour faire grande l'entreprise sur cette compétence. Il décide alors de créer des binôme UI & UX Designers pour créer le produit OpenClassrooms. Le niveau d'exigence du design augmente également : tous les choix pris doivent être justifiés pour couper court à tout débat. A ce moment là, les processus sont aussi standardisés et l'outillage se développe en interne pour aller plus vite et simplifier le travail des designers, développeurs et du produit.Mais, l'organisation capote : il n'y a pas de synergie et d'adhésion. Romain ne garde alors qu'une seule personne dans son équipe : un véritable échec pour lui. Mais aussi un moyen de revoir le processus de recrutement des designers : mettre l'emphase sur le travail d'équipe, la prise de feedback et l'onboarding à l'arrivée.Ensuite, l'équipe de Romain s'hyper-spécialise : Content Designer, User Researcher, Service Designer, Interaction Designer, etc. L'objectif est de faire monter tout le monde en même temps, grâce à des spécialistes qui outillent l'équipe.Puis Romain “cède” sa place à Audrey Hacq qui va gérer l'équipe Design. Il doit alors revoir son rôle et sa manière de communiquer et d'apporter du feedback aux designers. Une nouvelle mission d'équilibriste sur laquelle Romain revient en détail.Enfin on aborde des sujets comme la relation tech - design, l'objectivation du design, comment intégrer le design dans la stratégie d'une entreprise ou encore transformer les Product Designers en Experience Designers.Les ressources de l'épisodeTeam Topologies, Matthew Skelton & Manuel PaisDesigning You Life, Bill Burnett & Dave Evans Les autres épisode de Design Journeys#15 Audrey Hacq, Product Designer Director @ OpenClassrooms#81 Morgane Constant, Content Design & UX Research Manager @ OpenClassrooms Pour contacter RomainLinkedIn

UNIQUEWAYS WITH THOMAS GIRARD
154 Jesi Carson, Interaction Designer

UNIQUEWAYS WITH THOMAS GIRARD

Play Episode Listen Later Feb 9, 2024 14:10


Jesi Carson is a design researcher and interaction designer specializing in community engagement and creative facilitation. Her current roles include Co-director and Board President of the Vancouver Design Nerds︎︎︎.

Design Practice
046: Jak się pracuje w Meta,
Tik Tok i Google? | Kuba Kociński

Design Practice

Play Episode Listen Later Jan 15, 2024 90:40


Notatki i linki wymienione w tym odcinku znajdziecie na naszej stronie: ⁠designpractice.pl/046 Rozmawiamy o: → Wyzwaniach pracy w bigtechach Meta, Google, Bytedance → Budowaniu strategii wellbeingu dla użytkowników Meta → Ciągłym rozwoju i szukaniu swojej drogi w produkcie → Potrzebie resetu i dłuższym urlopie od pracy Kuba Kociński – pracował m.in. jako Head of Responsible Innovation w Meta, gdzie wdrażał rozwiązania mające polepszyć wellbeing użytlowników. Zna duże korporacje od podszewki – prowadził zespoły i zajmował się trust&safety m.in. w Google i ByteDance, czyli TikToku. Obecnie mieszka z rodziną w Kalifornii. Sponsorem odcinka jest the:protocol - serwis z konkretnymi ofertami pracy dla branży IT. Sprawdźcie ⁠⁠⁠⁠⁠theprotocol.it Timestamps: 0:00:00 Start 0:01:49 Interaction Designer #2 0:02:15 Jaką książkę ostatnio przeczytałeś? 0:04:03 Jaka była twoja ścieżka? 0:07:48 Cięcia w branży IT i sabbatical 0:10:54 Trust&safety 0:13:49 Trust&safety w Mecie 0:18:37 Burzliwy rok w Meta - zmiany i zwolnienia 0:26:11 Wpływ zwolnień na działanie zespołu Trust&Safety 0:28:41 Decyzja o odejściu z Mety 0:29:44 Krótki przerywnik - pytanie na Spotify i ocena odcinka 0:29:56 Specyfika pracy w Mecie - Workplace i liczebność firmy 0:34:00 Specyfika pracy w Mecie - KPIs 0:35:14 Zaskoczenia w Mecie 0:37:32 Mierzenie i rozliczanie pracy PM w Mecie 0:39:58 Praca z biura czy zdalna? 0:44:13 Plusy i zalety pracy w Meta 0:45:43 Porównanie: Google 0:48:32 Porównanie: Bytedance 0:52:13 Tik Tok vs Douyin 0:52:54 Algorytm Tik Toka 0:55:04 Dlaczego trust & safety jest takie ważne? 0:55:50 Czy Tik Tokiem rządzą reptilianie? 0:58:14 Rady rekrutacyjne - jak dostać się do Big Tech? 1:03:34 Proces rekrutacyjny na wysokie stanowiska 1:09:03 Sabbatical (dłuższy urlop) 1:12:35 Plany na przyszłość 1:14:50 Czego nauczyły cię kursy? Stanford i Berkeley 1:20:21 Jakie elementy kursów wdrożyłeś w swojej pracy? 1:22:33 Skąd pomysł powrotu z USA rodziną do Europy? 1:25:49 Czy zmieniłbyś coś w swoim rozwoju? 1:27:26 Na rozwoju jakich umiejętności chciałbyś się skupić w najbliższym czasie? 1:28:52 Zakończenie

Revision Path
Matai Parr

Revision Path

Play Episode Listen Later Jan 1, 2024 53:58


Happy new year! We're kicking off 2024 with Matai Parr, a designer with a unique approach to his work and his career. Matai just finished the Masters program in interaction design from ArtCenter College of Design, and our conversation was full of fresh insights into the evolving nature of human connections in the digital age, particularly with freelancing, gaming, and social media.Matai talked about his love for computer science in high school which eventually led him to ArtCenter, and he spoke at length about the significance of gaming communities as modern-day social hubs, the importance of advocacy in the design industry, and what he's got planned for this year — writing about design!Matai is all about appreciating the now and making projects that matter to him, and I think we'll be hearing a lot more from him in the future. Thanks to Breon Waters II for the introduction!LinksMatai Parr's WebsiteMatai Parr on LinkedInMatai Parr on MediumFor a video of this interview, including a full transcript, visit revisionpath.com.==========Donate to Revision PathFor over 10 years, Revision Path has been dedicated to showcasing Black designers and creatives from all over the world. In order to keep bringing you the content that you love, we need your support now more than ever.Click or tap here to make either a one-time or monthly donation to help keep Revision Path running strong.Thank you for your support!==========Follow and SubscribeLike this episode? Then subscribe to us on Apple Podcasts, Spotify, or wherever you find your favorite shows. Follow us, and leave us a 5-star rating and a review!==========CreditsRevision Path is brought to you by Lunch, a multidisciplinary creative studio in Atlanta, GA.Executive Producer and Host: Maurice CherryEditor and Audio Engineer: RJ BasilioIntro Voiceover: Music Man DreIntro and Outro Music: Yellow SpeakerThank you for listening!==========Sponsored by Brevity & WitBrevity & Wit is a strategy and design firm committed to designing a more inclusive and equitable world. They are always looking to expand their roster of freelance design consultants in the U.S., particularly brand strategists, copywriters, graphic designers and Web developers.If you know how to deliver excellent creative work reliably, and enjoy the autonomy of a virtual-based, freelance life (with no non-competes), check them out at brevityandwit.com.Brevity & Wit — creative excellence without the grind.==========Sponsored by the School of Visual Arts - BFA Design & BFA AdvertisingThe BFA Design program at the School of Visual Arts consistently produces innovative and acclaimed work that is rooted in a strong foundational understanding of visual communication. It encourages creativity through cutting-edge tools, visionary design techniques, and offers burgeoning creatives a space to find their voice.Students in BFA Advertising are prepared for success in the dynamic advertising industry in a program led by faculty from New York's top ad agencies. Situated at the center of the advertising capital of the world, the program inspires the next generation of creative thinkers and elite professionals to design the future.School of Visual Arts has been a leader in the education of artists, designers and creative professionals for over seven decades. Comprising 7,000 students at its Manhattan campus and more than 41,000 alumni from 128 countries, SVA also represents one of the most influential artistic communities in the world. For information about the College's 30 undergraduate and graduate degree programs, visit sva.edu.

Design Practice
045: Jaki był rok Design Practice?
Podsumowanie 2023 | Aga Naplocha i Paulina Kacprzak

Design Practice

Play Episode Listen Later Jan 1, 2024 67:12


Notatki i linki wymienione w tym odcinku znajdziecie na naszej stronie: designpractice.pl/045 W tym odcinku rozmawiamy o: → O tym, co wydarzyło się w 2023 r. 
w Design Practice → Co nas zaskoczyło → Co nam się nie udało → Jakie mamy plany na 2024 Aga Naplocha i Paulina Kacprzak. To my, czyli Aga i Paulina. Założyłyśmy Design Practice 2 lata temu i 2 lata temu powstał pierwszy odcinek tego podcastu. Znamy się nie od dziś i niejedne wakacje spędziły razem. Od wielu lat współpracowałyśmy ze sobą, organizując konferencje czy wydarzenia. Lubimy dzielić się kulisami naszej pracy, dlatego w tym odcinku zapraszamy Was do naszej „kuchni” :) Sponsorem odcinka jest the:protocol - serwis z konkretnymi ofertami pracy dla branży IT. Sprawdźcie ⁠⁠⁠⁠⁠theprotocol.it - 00:00 Start 00:25 Wstęp 01:50 Jaką książkę ostatnio przeczytałyście? 03:42 Co się udało w 2023 w Design Practice? 10:52 Nowa identyfikacja 16:10 Brand Designer 17:05 Interaction Designer 18:50 Interaction Designer - bezpłatne lekcje 19:03 Aktualizacja Digital Designer 20:03 Zespół Design Practice 21:34 Work life balance 25:29 Ogrom spotkań online 27:17 Co się nie udało w 2023 w Design Practice 29:06 Największe zaskoczenia 29:46 Proces tworzenia kursu 34:16 Ulubione zajęcia Agi i Pauliny - rowery 38:20 Plany na 2024 52:40 Pytania od was 1:04:32 Drugie urodziny Design Practice 1:05:41 Zakończenie

Fail Faster
#381 - Beyond Interfaces: Exploring UX and Design Philosophy

Fail Faster

Play Episode Listen Later Jul 4, 2023 34:43


Ashutosh Kaushik is a UX design leader originally from Mumbai, India. He holds a Bachelor's degree in Electronics Engineering and a Master's degree in Human-Computer Interaction from the University of Michigan, Ann Arbor. Starting his career as a User Experience Designer at Ford Motors, Ashu later joined Walmart.com/Walmartlabs as an Interaction Designer, where he led multiple successful projects, including Pharmacy and Search redesigns. He then worked at Intuit Inc, where he played a significant role in growing the apps ecosystem for Quickbooks, followed by leading the redesign of Quickbooks.com into a successful e-commerce site. In 2020, he joined ServiceNow as a Senior Group Manager Design & Research, where he established the research team and created the design system from scratch. Currently, Ashutosh is the Director of UX at Indeed.com, leading the growth and Monetization team and driving the evolution of the business model for the billion-dollar job website.

UX Heroes
E40: Manuela Risch und Martin Bender von About Jacky über Jobs to be done

UX Heroes

Play Episode Listen Later Jun 12, 2023 48:11


Herzlich willkommen zu einer neuen Folge von UX Heroes. Heute haben wir gleich zwei Gäste: Manuela Risch und Martin Bender. Manuela ist UX Researcherin und unterstützt Projektteams mit Nutzerfeedback dabei, bessere Entscheidungen für die Produktentwicklung zu treffen. Nach dem Studium in Soziologie ist sie 2011 über Design Thinking in die Produktentwicklung gekommen. Sie hat 5 Jahre lang als Researcherin bei USEEDS° gearbeitet, einer UX Agentur in Berlin und ist seit 2017 freiberuflich tätig. Zu ihren Kunden gehören unter anderem Zalando oder Kununu. Martin ist seit über 16 Jahren im UX Bereich tätig und hat dabei schon verschiedene Rollen wie Interaction Designer, UX Consultant und Design Manager übernommen. Seit etwa 3 Jahren ist er ebenfalls freiberuflich unterwegs. In seinen Projekten versucht er so früh wie möglich mit User Research zu starten und live dabei zu sein, wenn Nutzer in ihrem Alltag und Kontext begleitet werden. Gemeinsam sind Manuela und Martin "About Jacky". About Jacky stellt die Research Ergebnisse in der Form von Video-Dokumentationen dar, bei denen Hintergrundgeschichten von Kund:innen mit dem Framework von Jobs to be done verbunden werden. Das Ergebnis sind Research Ergebnisse, die unter die Haut gehen und gleichzeitig die strategische Produktentwicklung über verschiedene Abteilungen hinweg vorantreiben. Ich spreche mit Manuela und Martin über den Unterschied von funktionalen und emotionalen Jobs to be done, wie sich Jobs to be done von Personas unterscheiden und wie man Research-Dokumentation erstellen kann, die auch Lust macht sich damit auch zu beschäftigen. Manuela und Martins Links⁠About Jackys LinkedIn⁠⁠Manuelas LinkedIn⁠⁠Martins LinkedIn⁠⁠About Jackys Website⁠⁠Manuelas Website⁠⁠Martins Website⁠ Ressourcen⁠The creative brain⁠⁠When coffee and kale compete - Alan Klement⁠ ⁠The job to be done playbook - Jim Kalbach⁠ ⁠The field study handbook - Jan Chipchase⁠ ⁠⁠ SponsorSponsor dieser Folge ist die ⁠UXCon Vienna,⁠ eine Konferenz für alle, die sich für User Experience Research und Design interessieren. Die UXCon Vienna findet am 13. und 14. September in der Expedithalle in Wien statt und es erwarten euch Vorträge und Workshops rund um das Thema User Experience auf höchstem Niveau. Mit dabei sind großartige Speaker wie beispielsweise Erika Hall und Debbie Levitt, sowie weitere UX Größen von Google, Spotify und Meta. Das aktuellste Line-up und alle weiteren Details findet ihr unter ⁠uxcon.at⁠. Mit dem Code „uxheroes“ bekommt ihr 10% Rabatt auf euer Ticket. Ich hoffe, ihr fandet diese Folge nützlich. Wenn ihr auch die nächsten nicht verpassen wollt - abonniert UX Heroes doch auf Spotify, Apple oder eurem Lieblingspodcaster - ihr könnt uns dort auch bis zu 5 Sterne als Bewertung dalassen. Wenn Ihr Fragen oder Feedback habt, lasst uns doch eine Sprachnachricht auf ⁠ux-heroes.com⁠ da und wir beantworten sie mit etwas Glück in einer der nächsten Folgen. Ihr findet ihr mich auf ⁠LinkedIn⁠ unter Markus Pirker. Bis bald bei UX Heroes. UX Heroes ist ein Podcast von ⁠Userbrain⁠.

Driving While Awesome
Ford Interaction Designer, Mel Dominguez - Driving While Awesome Podcast Ep. #773

Driving While Awesome

Play Episode Listen Later May 18, 2023 101:21


Our friend, 'Mel Dominguez', an artist and Interaction Designer at Ford joins us to talk cars.Thanks for listening!Please rate and review the show on your favorite podcast app.

Revision Path
Ube Urban

Revision Path

Play Episode Listen Later Mar 27, 2023 82:49


Maintaining authenticity is an important part of every creative's journey, especially as you move up the ranks and gain more experience. But does it come at a cost? That certainly came up during my conversation with the highly acclaimed designer Ube Urban. Ube defines a space that is unclear — the innovation space — but he's learned to wield that in his favor and now he's on the lookout for his next opportunity.Ube explained more about what he does, going in-depth with how he first got involved in design and how he works with brands. He also shared his story about growing up in Hawai'i, moving to California for college, and how his early entrepreneurial journey as a creative in San Francisco eventually brought him to Atlanta. We also spent some time talking about how he maintains his authentic self in an industry that often forces you into a box. Ube is so much more than his profession, and I think by the end of this conversation, you'll see that too!LinksUbe Urban's WebsiteUbe Urban on LinkedInFor a full transcript of this interview, visit revisionpath.com.==========Donate to Selma Tornado ReliefWe are raising money for Selma Tornado Relief through United Way of Central Alabama to help serve victims of the tornado that tore through Selma, Alabama on Thursday, January 12th.Click or tap here to donate, or text SELMA to 62644. Send us proof of your donation, and we will match it 100% (up to the first $1,000 donated).Thank you for helping fund Selma's recovery!==========Donate to Revision PathFor 10 years, Revision Path has been dedicated to showcasing Black designers and creatives from all over the world. In order to keep bringing you the content that you love, we need your support now more than ever.Click or tap here to make either a one-time or monthly donation to help keep Revision Path running strong.Thank you for your support!==========Join The Tenth CollectiveAre you a Black designer looking for your next opportunity? Then you should join The Tenth Collective, an initiative from Revision Path and State of Black Design to connect Black professionals in the design and creative industries with companies committed to hiring Black candidates for design and creative positions. And it's 100% free.Members of The Tenth Collective will receive curated introduction requests from companies vetted by us, and you'll only be contacted when a company wants to speak to you.We know that looking for a new opportunity can be tough, especially during these times. Let The Tenth Collective help you out!Click or tap here to join The Tenth Collective today!==========Follow and SubscribeLike this episode? Then subscribe to us on Apple Podcasts, Spotify, or wherever you find your favorite shows. Follow us, and leave us a 5-star rating and a review!You can also follow Revision Path on Instagram and Twitter.==========Buy Our Merch!Grab yourself a t-shirt or a hoodie and show your support for Revision Path! 100% of proceeds go directly back into production for the podcast.Click or tap here for the Revision Path merch collection on Mon-Cherry.==========CreditsRevision Path is brought to you by Lunch, a multidisciplinary creative studio in Atlanta, GA.Executive Producer and Host: Maurice CherryEditor and Audio Engineer: RJ BasilioIntro Voiceover: Music Man DreIntro and Outro Music: Yellow SpeakerTranscripts are provided courtesy of Brevity and Wit.☎️ Call ‪626-603-0310 and leave us a message with your comments on this episode!Thank you for listening!==========Sponsored by HoverWith over 400+ domain name extensions to choose from, including all the classics and fun niche extensions, Hover is the only domain provider we use and trust.Ready to get started? Go to hover.com/revisionpath and get 10% off your first purchase.

DDCAST - Was ist gut? Design, Kommunikation, Architektur
DDCAST 117 - Andreas Muxel & Daniel Rothaug "Creative Engineering"

DDCAST - Was ist gut? Design, Kommunikation, Architektur

Play Episode Listen Later Nov 6, 2022 36:08


Andreas Muxel studierte Kommunikationsdesign an der Fachhochschule Vorarlberg und Mediale Künste an der Kunsthochschule für Medien Köln. Er arbeitete als Interaction Designer am MARS-Exploratory Media Lab des Fraunhofer-Instituts für Medienkommunikation Sankt Augustin und war als Freelancer für verschiedene Büros (u.a. Meiré und Meiré, Stylepark AG, ma ma Interactive System Design) und Kunden (u.a. BMW, Siedle, Bulthaup, Vorwerk) tätig. 2015 gründete er zusammen mit Michael Schmitz das Studio NEOANALOG mit Schwerpunkt Entwicklung und Gestaltung hybrider Artefakte und Räume. Seine Arbeiten an der Schnittstelle von Design, Kunst und Forschung wurden vielfach international publiziert, ausgestellt und ausgezeichnet (u.a. FILE Festival São Paulo, TodaysArt Festival Brüssel, ACM DIS Eindhoven, Prix Ars Electronica Linz, VIDA Award Madrid, Share Price Turin). Von 2013 bis 2017 war Andreas Muxel Professor für Interface Design an der Köln International School of Design der TH Köln. Seit dem Wintersemester 2017/2018 ist er Forschungsprofessor für Physical Human-Machine Interfaces an der Fakultät für Gestaltung der Hochschule Augsburg und leitet dort das Hybrid Things Lab. Das Labor exploriert alternative Perspektiven unserer Beziehung zu proaktiver Technologie hinsichtlich Akzeptanz und Vertrauen. Daniel Rothaug studierte Kommunikationsdesign mit Schwerpunkt Interaktive Medien an der Fakultät Gestaltung der Fachhochschule Würzburg-Schweinfurt. Zuvor arbeite er als Interfacedesigner bei Apple und als Art-Director an multimedialen Projekten für TUI, Opel, Renault und Volkswagen. Während seines Studiums gründete er 2002 gemeinsam mit drei Partnern die Digitalagentur ›Zum Kuckuck‹ in Würzburg. Bis 2015 war er dort als Kreativdirektor für digitale Projekte für Audi, Daimler, Deutsche Telekom, Drykorn, Joop, Reisenthel, SAP, Städel Museum, Volkswagen oder Walter Knoll verantwortlich. Seine Arbeiten erhielten über 150 nationale und internationale Auszeichnungen wie ADC Deutschland, ADC New York, Annual Multimedia Gold, DDC Gute Gestaltung, Designpreis der Bundesrepublik Deutschland, German Design Award, iF Design Award Gold, New York Festivals, Red Dot Best of the Best und wurden u. A. vom Museum of Modern Art San Francisco veröffentlicht. Seit 2013 ist Daniel Rothaug Professor für Interfacegestaltung an der Hochschule Augsburg, seit 2017 Dekan der Fakultät für Gestaltung. Als Designer und Berater ist er für Unternehmen an der Schnittstelle von Design und Technologie tätig. Er ist Mitglied im DDC (Deutscher Designer Club e. V.) und regelmäßiges Jurymitglied.

CryptoNews Podcast
#168: Grace “Ori” Kwan on Solana-Based DeFi and Orca

CryptoNews Podcast

Play Episode Listen Later Oct 10, 2022 46:42


Grace “Ori” Kwan is a programmer, designer, illustrator, and Co-Founder of Orca. Her specialty is creating simple, human-centered interfaces for deeply technical fields. Upon graduating from Stanford with a B.S. and M.S. in Computer Science, she started her career as a software engineer at Coursera in the Bay Area. After that, she became an Interaction Designer at IDEO's Tokyo studio, which gave her a deep appreciation for the many and varied meanings of "good design." Outside of the space, Ori dabbles as a food writer and has contributed stories to Gastro Obscura.In this conversation, we discuss:- Design fundamentals; talking to people and finding solutions to problems- Society rewarding specialists over generalists- Orca DeFi- Orca's climate footprint- Measuring energy consumption via SDKs and validators- Solana being energy efficient in contrast to the Solana Conference- How Web3 leaders can support climate initiatives- DeFi lego - The smart router - Creating value and not just moving value around- Reality of NFT value- Living in Mexico City- Being a food writerOrcaWebsite: orca.soTwitter: @orca_soDiscord: discord.orca.soGrace "Ori" Kwan Twitter: @oritheorcaLinkedIn: Ori Kwan ---------------------------------------------------------------------------------  This episode is brought to you by PrimeXBT.  PrimeXBT offers a robust trading system for both beginners and professional traders that demand highly reliable market data and performance. Traders of all experience levels can easily design and customize layouts and widgets to best fit their trading style. PrimeXBT is always offering innovative products and professional trading conditions to all customers.  PrimeXBT is running an exclusive promotion for listeners of the podcast. After making your first deposit, 50% of that first deposit will be credited to your account as a bonus that can be used as additional collateral to open positions.  Code: CRYPTONEWS50  This promotion is available for a month after activation. Click the link below:  PrimeXBT x CRYPTONEWS50

Software Sessions
Jonathan Shariat on Tragic Design

Software Sessions

Play Episode Listen Later Sep 9, 2022 55:19


Jonathan Shariat is the coauthor of the book Tragic Design and co-host of the Design Review Podcast. He's currently a Sr. Interaction Designer & Accessibility Program Lead at Google.This episode originally aired on Software Engineering Radio.Topics covered: How poor design kills in medical environments Causing harm with features meant to bring joy Considerations during the product development cycle Industry specific checklists and testing requirements Creating guiding principles for a team Why medical software often has poor UX Designing for crisis situations Why dark patterns can be bad in the long term Related Links @designuxui Tragic Design How Bad UX Killed Jenny Design Review podcast Deceptive Design TranscriptYou can help edit this transcript on GitHub.[00:00:00] Jeremy: Today I'm talking to Jonathan Shariat, he's the co-author of Tragic design. The host of the design review podcast. And he's currently a senior interaction designer and accessibility program lead at Google. Jonathan, welcome to software engineering radio.[00:00:15] Jonathan: Hi, Jeremy, thank you So much for having me on.[00:00:18] Jeremy: the title of your book is tragic design. And I think that people can take a lot of different meanings from that. So I wonder if you could start by explaining what tragic design means to you.[00:00:33] Jonathan: Hmm. For me, it really started with this story that we have in the beginning of the book. It's also online. Uh, I originally wrote it as a medium article and th that's really what opened my eyes to, Hey, you know, design has, is, is this kind of invisible world all around us that we actually depend on very critically in some cases.And So this story was about a girl, you know, a nameless girl, but we named her Jenny for the story. And in short, she came for treatment of cancer at the hospital, uh, was given the medication and the nurses that were taking care of her were so distracted with the software they were using to chart, make orders, things like that, that they miss the fact that she needed hydration and that she wasn't getting it.And then because of that, she passed away. And I still remember that feeling of just kind of outrage. And, you know, when we hear a lot of news stories, A lot of them are outraging. they, they touch us, but some of them, some of those feelings stay and they stick with you.And for me, that stuck with me, I just couldn't let it go because I think a lot of your listeners will relate to this. Like we get into technology because we really care about the potential of technology. What could it do? What are all the awesome things that could do, but we come at a problem and we think of all the ways it could be solved with technology and here it was doing the exact opposite.It was causing problems. It was causing harm and the design of that, or, you know, the way that was built or whatever it was failing Jenny, it was failing the nurses too, right? Like a lot of times we blame that end user and, and it caused it. So to me, that story was so tragic. Something that deeply saddened me and was regrettable and cut short someone's uh, you know, life and that's the definition of tragic, and there's a lot of other examples with varying degrees of tragic, but, um, you know, as we look at the impact technology has, and then the impact we have in creating those technologies that have such large impacts, we have a responsibility to, to really look into that and make sure we're doing as best of job as we can and avoid those as much as possible.Because the biggest thing I learned in researching all these stories was, Hey, these aren't bad people. These aren't, you know, people who are clueless and making these, you know, terrible mistakes. They're me, they're you, they're they're people. Um, just like you and I, that could make the same mistakes.[00:03:14] Jeremy: I think it's pretty clear to our audience where there was a loss of life, someone, someone died and that's, that's clearly tragic. Right? So I think a lot of things in the healthcare field, if there's a real negative outcome, whether it's death or severe harm, we can clearly see that as tragic.and I, I know in your book you talk about a lot of other types of, I guess negative things that software can cause. So I wonder if you could, explain a little bit about now past the death and the severe injury. What's tragic to you.[00:03:58] Jonathan: Yeah. still in that line of like of injury and death, And, you know, the side that most of us will actually, um, impact, our work day-to-day is also physical harm. Like, creating this software in a car. I think that's a fairly common one, but also, ergonomics, right?Like when we bring it back to something like less impactful, but still like multiplied over the impact of, multiplied over the impact of a product rather, it can be quite, quite big, right? Like if we're designing software in a way that's very repetitive or, you know, everyone's, everyone's got that, that like scroll, thumb, scroll, you know, issue.Right. if, uh, our phones aren't designed well, so there's a lot of ways that it can still physically impact you ergonomically. And that can cause you a lot of problem arthritis and pain, but yeah, there's, there's other, there's other, other ways that are still really impactful. So the other one is by saddening or angry.You know, that emotional harm is very real. And oftentimes sometimes it gets overlooked a little bit because it's, um, you know, physical harm is what is so real to us, but sometimes emotional harm isn't. But, you know, we talk about in the book, the example of Facebook, putting together this great feature, which takes your most liked photo, and, you know, celebrates your whole year by you saying, Hey, look at as a hero, you're in review this, the top photo from the year, they add some great, you know, well done illustrations behind it, of, of balloons and confetti and, people dancing.But some people had a bad year. Some people's most liked engaged photo is because something bad happened and they totally missed. And because of that, people had a really bad time with this where, you know, they lost their child that year. They lost their loved one that year, their house burnt down. Um, something really bad happened to them.And here was Facebook putting that photo of their, of their dead child up with, you know, balloons and confetti and people dancing around it. And that was really hard for people. They didn't want to be reminded of that. And especially in that way, and these emotional harms also come into the, in the play of, on anger.You know, we talk about, well, one, you know, there's, there's a lot of software out there that, that, um, tries to bring up news stories that anger us and which equals engagement. Um, but also ones that, um, use dark patterns to trick us into purchasing and buying and forgetting about that free trial. So they charge us for a yearly subscription and won't refund us.Uh, if you've ever tried to cancel a subscription, you start to see some real their their real colors. Um, so emotional harm and, uh, anger is a, is a big one. We also talk about injustice in the book where there are products that are supposed to be providing justice. Um, and you know, in very real ways like voting or, you know, getting people the help that they need from the government, or, uh, for people to see their loved ones in jail.Um, or, you know, you're getting a ticket unfairly because you couldn't read the sign was you're trying to read the sign and you, and you couldn't understand it. so yeah, we look at a lot of different ways that design and our saw the software that we create can have very real impact on people's lives and in a negative way, if we're not careful. [00:07:25] Jeremy: the impression I get, when you talk about tragic design, it's really about anything that could harm a person, whether physically, emotionally, you know, make them angry, make them sad. And I think the, the most liked photo example is a great one, because like you said, I think the people may be building something that, that harms and they may have no idea that they're doing it.[00:07:53] Jonathan: Exactly like that. I love that story because not, not to just jump on the bandwagon of saying bad things about like Facebook or something. No, I love that story because I can see myself designing the exact same thing, like being a part of that product, you know, building it, you know, looking at the, uh, the, the specifications, the, um, the, the PM, you know, put it that put together and the decks that we had, you know, like I could totally see that happening.And just never, I think, never having the thought, because our we're so focused on like delighting our users and, you know, we have these metrics and these things in mind. So that's why, like, in the book, we really talk about a few different processes that need to be part of. Product development cycle to stop, pause, and think about like, well, what are the, what are the negative aspects here?Like what are the things that could go wrong? What are the, what are the other life experiences that are negative? Um, that could be a part of this and you don't need to be a genius to think of every single thing out there. You know, like in this example, I think just talking about, you know, like, oh, well, some people might've had, you know, if they would have taken probably like, you know, one hour out of their entire project, or maybe even 10 minutes, they might've come up with like, oh, there could be bad thing.Right. But, um, so if you don't have that, that, that moment to pause that moment to just say, okay, we have time to brainstorm together about like how this could go wrong or how, you know, the negative of life could be impacted by this, um, feature that that's all that it takes. It doesn't necessarily mean that you need to do.You know, giant study around the impact, potential impact of this product and all the, all the ways, but really just having a part of your process that takes a moment to think about that will just create a better product and better, product outcomes. You know, if you think about all of life's experiences and Facebook can say, Hey, condolences, and like, you know, and show that thoughtfulness that would be, uh, I would have that have higher engagement that would have higher, uh, satisfaction, right?So they could have created a better outcome by considering these things and obviously avoid the impact negative impact to users and the negative impact to their product. [00:10:12] Jeremy: continuing on with that thought you're a senior interaction designer and you're an accessibility program lead. And so I wonder on the projects that you work on, and maybe you can give us a specific example, but how are you ensuring that you're, you're not running up against these problems where you build something that you think is going to be really great, um, for your users, but in reality ends up being harmful and specifically.[00:10:41] Jonathan: Yeah, one of the best ways is, I mean, it should be part of multiple parts of your cycle. If, if you want something, if you want a specific outcome out of your product development life cycle, um, it needs to be from the very beginning and then a few more times, so that it's not, you know, uh, I think, uh, programmers, uh, will all latch onto this, where they have the worst end of the stick, right?Because a and Q and QA as well. Because, you know, any bad decision or assumption that's happened early on with, you know, the, the business team or, or the PM, you know, gets like multiplied when they talk to the designer and then gets multiplied again, they hand it off. And it's always the engineer who has to, has to put the final foot down, be like, this doesn't make sense.Or I think users are going to react this way, or, you know, this is the implication of that, that assumption. So, um, it's the same thing, you know, in our team, we have it in the very early stage when someone's putting together the idea for the feature, our project, we want to work on it's right there. There's a few, there's like a section about accessibility and a few other sections, uh, talking about like looking out for this negative impact.So right away, we can have a discussion about it when we're talking about like what we should do about this and the D and the different, implications of implementing it. That's the perfect place for it. You know, like maybe, maybe when you're a brainstorm. Uh, about like, what should we should do? Maybe it's not okay there because you're trying to be creative.Right. You're trying to think. But at the very next step, when you're saying, okay, like what would it mean to build this that's exactly where I should start showing up and, you know, the discussion from the team. And it depends also the, the risk involved, right? Like, uh, it depends, which is attached to how much, uh, time and effort and resources you should put towards avoiding that risk it's risk management.So, you know, if you work, um, like my, um, you know, colleagues, uh, or, you know, some of my friends were working in the automotive industry and you're creating a software and you're worried that it might be distracting. There might be a lot more time and effort or the healthcare industry. Um, those were, those are, those might need to take a lot more resources, but if you're a, maybe a building, um, you know, SaaS software for engineers to spin up, you know, they're, um, you know resources.Um, there might be a different amount of resources. It never is zero, uh, because you still have, are dealing with people and you'll impact them. And, you know, maybe, you know, that service goes down and that was a healthcare service that went down because of your, you know, so you really have to think about what the risk is.And then you can map that back to how much time and effort you need to be spending on getting that. Right. And accessibility is one of those things too, where a lot of people think that it takes a lot of effort, a lot of resources to be accessible. And it really isn't. It just, um, it's just like tech debt, you know, if, if you have ignored your tech debt for, you know, five years, and then they're saying, Hey, let's all fix all the tech debt. Yeah. Nobody's going to be on board for that as much. Versus like, if, if addressing that and finding the right level of tech debt that you're okay with and when you address it and how, um, because, and just better practice. That's the same thing with accessibility is like, if you're just building it correctly, as you go, it's, it's very low effort and it just creates a better product, better decisions.Um, and it is totally worth the increased amount of people who can use it and the improved quality for all users. So, um, yeah, it's just kind of like a win-win situation.[00:14:26] Jeremy: one of the things you mentioned was that this should all start. At the very beginning or at least right after you've decided on what kind of product you're going to build, and that's going to make it much easier than if you come in later and try to, make fixes then, I wonder when you're all getting together and you're trying to come up with these scenarios, trying to figure out negative impacts, what kind of accessibility, needs you need to have, who are the people who are involved in that conversation?Like, um, you know, you have a team of 50 people who needs to be in the room from the very beginning to start working this out.[00:15:05] Jonathan: I think it would be the same people who are there for the project planning, like, um, at, on my team, we have our eng counter counterparts there. at least the team lead, if, if, if there's a lot of them, but you know, if they would go to the project kickoff, uh, they should be there.you know, we, we have everybody in their PM, design, engineers, um, our project manager, like anyone who wants to contribute, uh, should really be there because the more minds you have with this the better, and you'll, you'll tease out much, much more of, of of all the potential problems because you have a more, more, um, diverse set of brains and life experiences to draw from.And so you'll, you'll get closer to that 80% mark, uh, that you can just quickly take off a lot of those big items off the table, right? [00:16:00] Jeremy: Is there any kind of formal process you follow or is it more just, people are thinking of ideas, putting them out there and just having a conversation.[00:16:11] Jonathan: Yeah, again, it depends which industry you're in, what the risk is. So I previously worked at a healthcare industry, um, and for us to make sure that we get that right, and how it's going to impact the patients, especially though is cancer care. And they were using our product to get early warnings of adverse effects.Our, system of figuring that like, you know, if that was going to be an issue was more formalized. Um, in, in some cases, uh, like, like actually like healthcare and especially if the, if it's a device or, or in certain software circumstances, it's determined by the FDA to be a certain category, you literally have a, uh, governmental version of this.So the only reason that's there is because it can prevent a lot of harm, right? So, um, that one is enforced, but there's, there's reasons, uh, outside of the FDA to have that exact formalized part of your process. And it can, the size of it should scale depending on what the risk is. So on my team, the risk is, is actually somewhat low.it's really just part of the planning process. We do have moments where we, we, um, when we're, uh, brainstorming like what we should do and how the feature will actually work. Where we talk about like what those risks are and calling out the accessibility issues. And then we address those. And then as we are ready to, um, get ready to ship, we have another, um, formalized part of the process.There will be check if the accessibility has been taken care of and, you know, if everything makes sense as far as, you know, impact to users. So we have those places, but in healthcare, but it was much stronger where we had to, um, make sure that we re we we've tested it. We've, uh, it's robust. It's going to work on, we think it's going to work.Um, we, you know, we do user testing has to pass that user testing, things like that before we're able to ship it, uh, to the end user.[00:18:12] Jeremy: So in healthcare, you said that the FDA actually provides, is it like a checklist of things to follow where you must have done this? As you're testing and you must have verified these, these things that's actually given to you by the government.[00:18:26] Jonathan: That's right. Yeah. It's like a checklist and the testing requirement. Um, and there's also levels there. So, I have, I've only, I've only done the lowest level. I know. There's like, I think like two more levels above that. Um, and again, that's like, because the risk is higher and higher and there's more stricter requirements there where maybe somebody in the FDA needs to review it at some point.And, um, so again, like mapping it back to the risk that your company has is, is really important to understanding that is going to help you avoid and, and build a better product, avoid, you know, the bad impact and build a better product. And, and I think that's one of the things I would like to focus on as well.And I'd like to highlight for your, for your listeners, is that, it's not just about avoiding tragic design because one thing I've discovered since writing the book and sharing it with a lot of people. Is that the exact opposite thing is usually, you know, in a vast majority of the cases ends up being a strategically great thing to pursue for the product and the company.You know, if you think about, that, that example with, with Facebook, okay. You've run into a problem that you want to avoid, but if you actually do a 180 there and you find ways to engage with people, when they're grieving, you find people to, to develop features that help people who are grieving, you've created a value to your users, that you can help build the company off of.Right. Um, cause they were already building a bunch of joy features. Right. Um, you know, and also like user privacy, like I, we see apple doing that really well, where they say, okay, you know, we are going to do our ML on device. We are going to do, you know, let users decide on every permission and things like that.And that, um, is a strategy. We also see that with like something like T-Mobile, when they initially started out, they were like one of the nobody, uh, telecoms in the world. And they said, okay, what are all the unethical bad things that, uh, our competitors are doing? They're charging extra fees, you know, um, they have these weird data caps that are really confusing and don't make any sense their contracts, you get locked into for many years.They just did the exact opposite of that. And that became their business strategy and it, and it worked for them now. They're, they're like the top, uh, company. So, um, I think there's a lot of things like that, where you just look at the exact opposite and, you, one you get to avoid the bad, tragic design, but you also see boom, you see an opportunity that, um, become, become a business strategy.[00:21:03] Jeremy: So, so when you referred to exact opposite, I guess you're, you're looking for the potentially negative outcomes that could happen. there was the Facebook example of, of seeing a photo or being reminded of a really sad event and figuring out can I build a product around, still having that same picture, but recontextualizing it like showing you that picture in a way that's not going to make you sad or upset, but is actually a positive.[00:21:35] Jonathan: Yeah. I mean, I don't know maybe what the solution was, but like one example that comes to mind is some companies. Now, before mother's day, we'll send you an email and say, Hey, this is coming up. Do you want us to send you emails about mother's day? Because for some people that's Can, be very painful. That's that's very thoughtful.Right. And that's a great way to show that you, that you care. Um, but yeah, like, you know, uh, thinking about that Facebook example, like if there's a formalized way to engage with, with grieving, like, I would use Facebook for that. I don't use Facebook very often or almost at all, but you know, if somebody passed away, I would engage right with my, my Facebook account.And I would say, okay, look, there's like, there's this whole formalized, you know, feature around, you know, uh, and, and Facebook understands grieving and Facebook understands like this w this event and may like smooth that process, you know, creates comfort for the community that's value and engagement. that is worthwhile versus artificial engagement.That's for the sake of engagement. and that would create, uh, a better feeling towards Facebook. Uh, I would maybe like then spend more time on Facebook. So it's in their mutual interest to do it the right way. Um, and so it's great to focus on these things to avoid harm, but also to start to see new opportunities for innovation.And we see this a lot already in accessibility where there's so many innovations that have come from just fixing accessibility issues like closed captions. We all use it, on our TVs, in busy crowded spaces, on, you know, videos that have no, um, uh, translation for us in different places.So, SEO is, is the same thing. Like you get a lot of SEO benefit from, you know, describing your images and, and making everything semantic and things like that. And that also helps screen readers. and different innovations have come because somebody wanted to solve an accessibility need.And then the one I love, I think it's the most common one is readability, like contrast and tech size. Sure. There's some people who won't be able to read it at all, but it hurts my eyes to read bad contrast and bad text size. And so it just benefits. Everyone creates a better design. And one of the things that comes up so often when I'm, you know, I'm the accessibility program lead.And so I see a lot of our bugs is so many issues that, that are caught because of our, our audits and our, like our test cases around accessibility that just our bad design and our bad experience for everyone. And so we're able to fix that. And, uh, and it's just like an another driver of innovation and there's, there's, there's a ton of accessibility examples, and I think there's also a ton of these other, you know, ethical examples or, you know, uh, avoiding harm where you just can see it. It's an opportunity area where it's like, oh, let's avoid that. But then if you turn around, you can see that there's a big opportunity to create a business strategy out of it.[00:24:37] Jeremy: Can, can you think of any specific examples where you've seen that? Where somebody, you know, doesn't treat it as something to avoid, but, but actually sees that as an opportunity.[00:24:47] Jonathan: Yeah. I mean, I, I think that the, um, the apple example is a really good one where from the beginning, like they, they saw like, okay, in the market, there's a lot of abuse of information and people don't like that. So they created a business strategy around that And that's become a big differentiator for them.Right. Like they, they have like ML on the device. They do. Um, they have a lot of these permission settings, you know, the Facebook. It was very much focused right. On, on using customer data and a lot of it without really asking their permission. And so once apple said, okay, now all apps need to show what you're tracking.And, and then, um, and asked for permission to do that. A lot of people said no, and that caused about $10 billion of loss for, for Facebook. and for, for apple, it's, you know, they advertise on that now that we're, you know, ethical that, you know, we, we source things ethically and we, we care about user privacy and that's a strong position, right?Uh, I think there's a lot of other examples out there. Like I mentioned accessibility and others, but like it they're kind of overflowing, so it's hard to pick one.[00:25:58] Jeremy: Yeah. And I think what's interesting about that too, is with the example of focusing on user privacy or trying to be more sensitive around, death or things like that, as I think that other people in the industry will, will notice that, and then in their own products, then they may start to incorporate those things as well.[00:26:18] Jonathan: Yeah. Yeah, exactly what the example of with T-Mobile. once that worked really, really well and they just ate up the entire market, all the other companies followed suit, right? Like now, um, having those data caps that, you know, are, are very rare, having those surprise fees are a lot, uh, rare.Um, you know, there's, there's no more like deep contracts that lock you in and et cetera, et cetera. A lot of those have become industry standard now. Um, and so It, and it does improve the environment for everyone because, because now it becomes a competitive advantage that everybody needs to meet. Um, so yeah, I think that's really, really important.So when you're going through your product's life cycle, you might not have the ability to make these big strategic decisions. Like, you know, we want to, you know, not have data caps or whatever, but, you know, if you, if you're on that Facebook level and you run into that issue, you could say, well, look, what could we do to address this?What could we could do to, to help this and make, make that a robust feature? You know, when we talk about, lot of these dating apps, one of the problems was a lot of abuse, where women were being harassed or, you know, after the day didn't go well and you know, things were happening. And so a lot of apps have now dif uh, these dating apps have differentiated themselves and attracted a lot of that market because they deal with that really well.And they have, you know, it's built into the strategy. It's oftentimes like a really good place to start too, because one it's not something we generally think about very, very well, which means your competitors. Haven't thought about it very well, which means it's a great place to, to build products, ideas off of. [00:27:57] Jeremy: Yeah, that's a good point because I think so many applications now are like social media applications, their messaging applications there, their video chat, that sort of thing. I think when those applications were first built, they didn't really think so much about what if someone is, you know, sending hateful messages or sending, pictures that people really don't want to see.Um, people are doing abusive things. It was like, they just assume that, oh, people will be, people will be good to each other and it'll be fine. But, uh, you know, in the last 10 years, pretty much all of the major social media companies have tried to figure out like, okay, um, what do I do if someone is being abusive and, and what's the process for that?And basically they all have to do something now. Um,Um [00:28:47] Jonathan: Yeah. And that's a hard thing to like, if, if that, uh, unethical or that, um, bad design decision is deep within your business strategy and your company's strategy. It's hard to undo that like some companies are still, still have to do that very suddenly and deal with it. Right. Like, uh, I know Uber had a big, big part of them, like, uh, and some other companies, but, uh, we're like almost suddenly, like everything will come to a head and they'll need to deal with it.Or, you know, like, Twitter now try to try to get, be acquired by Elon Musk. Uh, some of those things are coming to light, but, I, what I find really interesting is that these these areas are like really ripe for innovation. So if you're interested in, a startup idea or you're, or you're working in a startup, or, you know, you're about to start one, you know, there's a lot of maybe a lot of people out there who are thinking about side projects right now, this is a great way to differentiate and win that market against other well-established competitors is to say, okay, well, what are they, what are they doing right now that is unethical. And it's like, you know, core to their business strategy and doing that differently is really what will help you, to win that market. And we see that happening all the time, you know, especially the ones that are like these established, uh, leaders in the market. they can't pivot like you can, so being able to say, I'm, we're going to do this ethically.We're going to do this, uh, with, you know, with these tragic design in mind and doing the opposite, that's going to help you to, to find your, your attraction in the market.[00:30:25] Jeremy: Earlier, we were talking about. How in the medical field, there is specific regulation or at least requirements to, to try and avoid this kind of tragic design. Uh, I noticed you also worked for Intuit before. Uh, um, so for financial services, I was wondering if there was anything similar where the government is stepping in and saying like, you need to make sure that, these things happen to avoid, these harmful things that can come up.[00:30:54] Jonathan: Yeah, I don't know. I mean, I didn't work on TurboTax, so I worked on QuickBooks, which is like a accounting software for small businesses. And I was surprised, like we didn't have a lot, like a lot of those robust things, we just relied on user feedback to tell us like, things were not going well. And, you know, and I think we should have, like, I think, I think that that was a missed opportunity, um, to.Show your users that you understand them and you care, and to find those opportunity areas. So we didn't have enough of that. And there was things that we shipped that didn't work correctly right out of the box, which, you know, it happens, but had a negative impact to users. So it's like, okay, well, what do we do about that?How do we fix that? Um, and if the more you formalize that and make it part of your process, the more you get out of it. And actually this is like, this is a good, a good, um, uh, pausing point bit that I think will affect a lot of engineers listening to this. So if you remember in the book, we talk about the Ford Pinto story and there isn't, I want to talk about this story and why I added it to the book.Is that, uh, one, I think this is the thing that engineers deal with the most, um, and, and designers do too, which is that okay. we see the problem, but we don't think it's worth fixing. Okay. Um, so that, that's what I'm going. That's what we're going to dig into here. So it's a, hold on for a second while I explain some, some history about this car.So the Ford Pinto, if you're not familiar is notorious, uh, because it was designed, um, and built and shipped and there, they knowingly had this problem where if it was rear-ended at even like a pretty low speed, it would burst into flames because the gas tank would rupture the, and then oftentimes the, the, the doors would get jammed.And so it became a death trap of fire and caused many deaths, a lot of injuries. And, um, in an interview with the CEO at the time, like almost destroyed Ford like very seriously would have brought the whole company down and during the design of it, uh, and design meaning in the engineering sense. Uh, and the engineering design of it, they say they found this problem and the engineers came up with their best solution.Was this a rubber block. Um, and the cost was, uh, I forget how many dollars let's say it was like $9. let's say $6, but this is again, uh, back then. And also the margin on these cars was very, very, very thin and very important to have the lowest price in the market to win those markets. The customers were very price sensitive, so they, uh, they being like the legal team looked at like some recent, cases where they have the value of life and started to come up with like a here's how many people would sue us and here's how much it would cost to, uh, to, to settle all those.And then here's how much it would cost to add this to all the cars. And it was cheaper for them to just go with the lawsuits and they, they found. Um, and I think why, I think why this is so important is because of the two things that happened afterward, one, they were wrong. it was a lot more people it affected and the lawsuits were for a lot more money.And two after all this was going crazy and it was about to destroy the company, they went back to the drawing board and what did the engineers find? They found a cheaper solution. They were able to rework that, that rubber block and and get it under the margin and be able to hit the mark that they wanted to.And I think that's, there's a lot of focus on the first part because it's so unethical to the value of life and, and, um, and doing that calculation and being like we're willing to have people die, but in some industries, it's really hard to get away with that, but it's also very easy. To get into that.It's very easy to get lulled into this sense of like, oh, we're just going to crunch the numbers and see how many users it affects. And we're okay with that. Um, versus when you have principals and you have kind of a hard line and you, and you care a lot more than you should. And, and you really push yourself to create a more ethical, more, a safer, you know, avoiding, tragic design, then you, there there's a solution out there.Like you actually get to innovation, you actually get to the solving the problem versus when you just rely on, oh, you know, the cost benefit analysis we did is that it's going to take an engineer in a month to fix this and blah blah blah. But if, if you have those values, if you have those principles and you're like, you know what, we're not okay shipping this, then you'll, you'll find that.They're like, okay, there's, there's a cheaper way to, to fix this. There's another way we could address this. And that happens so often. and I know a lot of engineers deal with that. A lot of saying like, oh, you know, this is not worth our time to fix. This is not worth our time to fix. And that's why you need those principles is because oftentimes you don't see it and it's, but it's right there at right outside of the edge of your vision. [00:36:12] Jeremy: Yeah. I mean, with the Pinto example, I'm just picturing, you know, obviously there wasn't JIRA back then, but you can imagine that somebody's having an issue that, Hey, when somebody hits the back of the car, it's going to catch on fire. Um, and, and going like, well, how do I prioritize that? Right? Like, is this a medium ticket?Is this a high ticket? And it's just like, it's just, it just seems insane, right? That you could, make the decision like, oh no, this isn't that big an issue. You know, we can move it down to low priority and, and, and, ship it.Okay. [00:36:45] Jonathan: Yeah. And, and, and that's really what principals do for you, right? Is they help you make the tough decisions. You don't need a principle for an easy one. Uh, and that's why I really encourage people in the book to come together as a team and come up with what are your guiding principles. Um, and that way it's not a discussion point every single time.It's like, Hey, we've agreed that this is something that we, that we're going to care about. This is something that we are going to stop and, fix. Like, one of the things I really like about my team at Google is product excellence is very important to us. and. there are certain things that, uh, we're, you know, we're Okay. with, um, letting slip and fixing at a next iteration.And, you know, obviously we make sure we actually do that. Um, so it's not like we, we, we always address everything, but because it's one of our principles. We care more. We have more, we take on more of those tickets and we take on more of those things and make sure that they ship before, um, can make sure that they're fixed before we ship.And, and it shows like to the end user that th that this company cares and they have quality. Um, so it's one of it. You need a principal to kind of guide you through those difficult things that aren't obvious on a decision to decision basis, but, you know, strategically get you in somewhere important, you know, and, and like, like design debt or, um, our technical debt where it's like, this should be optimized, you know, this chunk of code, like, nah, but you know, in, in it grouping together with a hundred of those decisions.Yeah. It's gonna, it's gonna slow it down every single project from here on out. So that's why you need those principles.[00:38:24] Jeremy: So in the book, uh, there are a few examples of software in healthcare. And when you think about principles, you would think. Generally everybody on the team would be on board that we want to give whatever patient that's involved. We want to give them good care. We want them to be healthy. We don't want them to be harmed.And given that I I'm wondering because you, you interviewed multiple people in the book, you have a few different case studies. Um, why do you think that medical software in particular seems to be, so it seems to have such poor UX or has so many issues.[00:39:08] Jonathan: Yeah, that's a, complicated topic. I would summarize it with a few, maybe three different reasons. Um, one which I think is, uh, maybe a driving factor of, of some of the other ones. Is that the way that the medical, uh, industry works is the person who purchases the software. It's not the end user. So it's not like you have doctors and nurses voting on, on which software to use.Um, and so oftentimes it's, it's more of like a sales deal and then just gets pushed out and they, and they also have to commit to these things like, um, the software is very expensive and, uh, initially with, you know, like in the early days was very much like it needs to be installed, maintain, there has to be training.So there was a lot to money to be made, in those, in that software. And, and so the investment from the hospital was a lot, so they can't just be like, oh, can it be to actually, don't like this one, we're going to switch to the next one. So, because like, once it's sold, it's really easy to just like, keep that customer.There's very little incentive to like really improve it unless you're selling them a new feature. So there's a lot of feature add ons. Because they can charge more for those, but improving the experience and all that kind of stuff. There is less of that. I think also there's just generally a lot less like, uh, understanding of design, in that field.And there's a lot more because there's sort of like traditions of things. they end up putting a lot of the pressure and the, that responsibility on the end individuals. So, you know, you've heard recently of that nurse who made a medication error and she's going to jail for that. And sh you know, And oftentimes we blame that end, that end person.So the, the nurse gets all the blame or the doctor gets all the blame. Well, what about the software, you know, who like made that confusing or, you know, what about the medication that looks exactly like this other medication? Or what about the pump tool that you have to, you know, type everything in very specifically, and the nurses are very busy.They're doing a lot of work. There's a 12 hour shifts. They're dealing with lots of different patients, a lot of changing things for them to have to worry about having to type something a specific way. And yet when those problems happen, what do they do? They don't go in like redesign the devices. Are they more training, more training, more training, more training, and people only can absorb so much training.and so I think that's part of the problem is that like, there's no desire to change. They blame the end, the wrong person, and. Uh, lastly, I think that, um, it is starting to change. I think we're starting to see like the ability for, because of the fact that the government is pushing healthcare records to be more interoperable, meaning like I can take my health records anywhere, that a lot of the power comes in where the data is.And so, um, I'm hoping that, uh, you know, as the government and people and, um, and initiatives push these big companies, like epic to be more open, that things will improve. One is because they'll have to keep up with their competitors and that more competitors will be out there to improve things. Because I, I think that there's, there's the know-how out there, but like, because the there's no incentive to change and, and, and there's no like turnover and systems and there's the blaming of the end user.We're not going to see a change anytime soon.[00:42:35] Jeremy: that's a, that's a good point in terms of like, it, it seems like even though you have all these people who may have good ideas may want to do a startup, uh, if you've got all these hospitals that already locked into this very expensive system, then yeah. Where's, where's the room to kind of get in there in and have that change.[00:42:54] Jonathan: yeah. [00:42:56] Jeremy: Uh, another thing that you talk about in the book is about how, when you're in a crisis situation, the way that a user interacts with something is, is very different. And I wonder if you have any specific examples for software when, when that can happen.[00:43:15] Jonathan: yeah. Designing for crisis is a very important part of every software because, it might be hard for you to imagine being in that situation, but, it, it definitely will still happen so. one example that comes to mind is, uh, you know, let's say you're working on a cloud, um, software, like, uh, AWS or Google cloud.Right. there's definitely use cases and user journeys in your product where somebody would be very panicked. Right. Um, and if you've ever been on an on-call with, with something and it goes south, and it's a big deal, you don't think. Right. Right. Like when we're in crisis, our brains go into a totally different mode of like that fight or flight mode.And we don't think the way we do, it's really hard to read and comprehend very hard. and we might not make this, the right decisions and things like that. So, you know, thinking about that, like maybe your, your let's say, like, going back to that, the cloud software, like let's say you're, you're, you're working on that, like.Are you relying on the user reading a bunch of texts about this button, or is it very clear from the way you've crafted that exact button copy and how big it is? And, and it's where it is relation to a bunch of other content? Like what exactly it does. It's going to shut down the instance where it's gonna, you know, it's, it's gonna, do it at a delay or whatever, like be able to all those little decisions, like are really impactful.And when you, when you run them through the, um, the, the furnace of, of, of, uh, um, a user journey that's relying on, on a really urgent situation, you'll obviously help that. And you'll, you'll start to see problems in your UI that you hadn't noticed before, or, or different problems in the way you're implementing things that you didn't notice before, because you're seeing it from a different way.And that's one of the great things about, um, the, the systems and the book that we talk about around, like, thinking about how things could go wrong, or, you know, thinking about, you know, designing for crisis. Is it makes you think of some new use cases, which makes you think of some new ways to improve your product.You know, that improvement you make to make it so obvious that someone could do it in a crisis would help everyone, even when they're not in a crisis. Um, so that, that's why it's important to, to focus on those things. [00:45:30] Jeremy: And for someone who is working on these products, it's kind of hard to trigger that feeling of crisis. If there isn't actually a crisis happening. So I wonder if you can talk a little bit about how you, you try to design for that when it's not really happening to you. You're just trying to imagine what it would feel like.[00:45:53] Jonathan: yeah. Um, you're never really going to be able to do that. Like, so some of it has to be simulated, One of the ways that we are able to sort of simulate what we call cognitive load. Which is one of the things that happen during a crisis. But what also happened when someone's very distracted, they might be using your product while they're multitasking.We have a bunch of kids, a toddler constantly pulling on their arm and they're trying to get something done in your app. So, one of the ways that has been shown to help, uh, test that is, um, like the foot tapping method. So when you're doing user research, you have the user doing something else, like tapping or like, You know, uh, make it sound like they have a second task that they're doing on the side.It's manageable, like tapping their feet and their, their hands or something. And then they also have to do your task. Um, so like you can like build up what those tabs with those extra things are that they have to do while they're also working on, uh, finishing the task you've given them. and, and that's one way to sort of simulate cognitive load.some of the other things is, is really just, um, you know, listening to users, stories and, and find out, okay, this user was in crisis. Okay, great. Let's talk to them and interview them about that. Uh, if it was fairly recently within like the past six months or something like that. but, but sometimes you don't like, you just have to run through it and do your best.Um, and you know, those black Swan events or those, even if you're able to simulate it yourself, like put your, put your, put yourself into that exact position and be in panic, which, you know, you're not able to, but if you were that still would only be your experience and you wouldn't know all the different ways that people could experience this.So, and there's going to be some point in time where you're gonna need to extrapolate a little bit and, you know, extrapolate from what you know, to be true, but also from user testing and things like that. And, um, and then wait for a real data [00:47:48] Jeremy: You have a chapter in the book on design that angers and there were, there were a lot of examples in there, on, on things that are just annoying or, you know, make you upset while you're using software. I wonder for like our audience, if you could share just like a few of your, your favorites or your ones that really stand out.[00:48:08] Jonathan: My favorite one is Clippy because, um, you know, I remember growing up, uh, you know, writing software, writing, writing documents, and Clippy popping up. And, I was reading an article about it and obviously just like everybody else, I hated it. You know, as a little character, it was fun, but like when you're actually trying to get some work done, it was very annoying.And then I remember, uh, a while later reading this article about how much work the teams put into clubby. Like, I mean, if you think about it now, It had a lot of like, um, so the AI that we're playing with just now, um, around like natural language processing, understanding, like what, what type of thing you're writing and coming up with contextualized responses, like it was pretty advanced for the, uh, very advanced for the time, you know, uh, adding animation triggers to that and all, all that.Um, and they had done a lot of user research. I was like, what you did research in, like you had that reaction. And I love that example because, oh, and also by the way, I love how they, uh, took Clippy out and S and highlighted that as like one of the features of the next version of the office, uh, software.but I love that example again, because I see myself in that and, you know, you ha you have a team doing something technologically amazing doing user research, uh, and putting out a very great product, but he totally missing. And a lot of products do that. A lot of teams do that. And why is that? It's because they're, um, they're not thinking about, uh, they're putting their, they're putting the business needs or the team's needs first and they're putting the user's needs second.And whenever we do that, whenever we put ourselves first, we become a jerk, right? Like if you're in a relationship and you're always putting yourself first, that relationship is not going to last long or it's not going to go very well. And yet we Do that with our relationship with users where we're constantly just like, Hey, well, what is the business?The business wants users to not cancel here so let's make it very difficult for people to cancel. And that's a great way to lose customers. That's a great way to create, this dissonance with your, with your users. And, um, and so if you, if you're, focused on like, this is what the we need to accomplish with the users, and then you work backwards from.You're you're, you're, you're, you're lower your chances of missing it, of getting it wrong of angering your users. and const always think about like, you sometimes have to be very real with yourselves and your team. And I think that's really hard for a lot of teams because we have we don't want to look bad.We don't want to, but what I found is those are the people who actually, um, get promoted. Like, you know, if you look at the managers and directors and stuff, those are the people who can be brutally honest. Right. Um, who can say, like, I don't think this is ready. I don't, I don't think this is good. And so you actually, I, I, you know, I've done that in the front of like our CEO and things like that.And I've always had really good responses from them to say, like, we really appreciate that you, you know, uh, you can call that out and you can just call it like, it is like, Hey, this is what we see this user. Maybe we shouldn't do this at all. Maybe. Um, and that can, uh, you know, at Google that's one of the criteria that we have in our software engineers and the designers of being able to spot things that are, you know, things that we shouldn't should stop doing.Um, and so I think that's really important for the development of, of a senior engineer, uh, to be able to, to know that that's something like, Hey, this project, I would want it to work, but in its current form is not good. And being able to call that out is very important.[00:51:55] Jeremy: Do you have any specific examples where there was something that was like very obvious to you? To the rest of the team or to a lot of other people that wasn't.[00:52:06] Jonathan: um, yeah, so here's an example I finally got, I was early on in my career and I finally got to lead in our whole project. So we are redesigning our business micro-site um, and I got to, I got, uh, assigned two engineers and another designer and I got to lead the whole. I was, I was like, this is my chance.Right? So, and we had a very short timeline as well, and I put together all these designs. And, um, one of the things that we aligned on at the time was like as really cool, uh, so I put together this really cool design for the contact form, where you have like, essentially, I kind of like ad-lib, it looks like a letter.and you know, by the way, give me a little bit of, of, uh, of, of leeway here. Cause this was like 10 years ago, but, uh, it was like a letter and you would say like, you're addressing it to our company. And so it had all the things we wanted to get out of you around like your company size, your team, like, and so our sales team would then reach out to this customer.I designed it and I had shown it to the team and everybody loved it. Like my manager signed off on it. Like all the engineers signed off on it, even though we had a short timeline, they're like, yeah, well we don't care. That's so cool. We're going to build it. But as I put it through that test of like, does this make sense for the, what the user wants answers just kept saying no to me.So I had to go and back in and pitch everybody and argue with them around not doing the cool idea that I wanted to do. And, um, eventually they came around and that form performed once we launched it performed really well. And I think about like, what if users had to go through this really wonky thing?Like this is the whole point of the website is to get this contact form. It should be as easy and as straightforward as possible. So I'm really glad we did that. And I can think of many, many more of those situations where, you know, um, we had to be brutally honest with ourselves with like this isn't where it needs to be, or this isn't what we should be doing.And we can avoid a lot of harm that way too, where it's like, you know, I don't, I don't think this is what we should be building. Right.[00:54:17] Jeremy: So in the case of this form, was it more like you, you had a bunch of drop-downs or S you know, selections where you would say like, okay, these are the types of information that I want to get from the person filling out the form as a company. but you weren't looking so much at, as the person filling out the form, this is going to be really annoying.Was that kind [00:54:38] Jonathan: exactly, exactly. Like, so their experience would have been like, they come up, they come at the end of this page or on like contact us and it's like a letter to our company. And like, we're essentially putting words in their mouth because they're, they're filling out the, letter. Um, and then, yeah, it's like, you know, you have to like read and then understand like what, what that part of this, the, the page was asking you and, you know, versus like a form where you're, you know, it's very easy.Well-known bam. You're, you're you're on this page. So you're interested in, so like, get it, get them in there. So we were able to, to decide against that and that, you know, we, we also had to, um, say no to a few other things, but like we said yes, to some things that were great, like responsive design, um, making sure that our website worked at every single use case, which is not like a hard requirement at the time, but was really important to us and ended up helping us a lot because we had a lot of, you know, business people who are on their phone, on the go, who wanted to, to check in and fill out the form and do a bunch of other stuff and learn about us.So that, that, that sales, uh, micro-site did really well because I think we made the right decisions and all those kinds of areas. And like those, those general, those principles helped us say no to the right things, even though it was a really cool thing, it probably would have looked really great in my portfolio for a while, but it just wasn't the right thing to do for the, the, the goal that we had.[00:56:00] Jeremy: So did it end up being more like just a text box? You know, a contact us fill in. Yeah.[00:56:06] Jonathan: You know, with usability, you know, if someone's familiar with something and it's, it's tired, everybody does it, but that means everybody knows how to use it. So usability constantly has that problem of innovation being less usable. Um, and so sometimes it's worth the trade-off because you want to attract people because of the innovation and they'll bill get over that hump with you because the innovation is interesting.So sometimes it's worth it and sometimes it's not, and you really have to, I'd say most times it's not. Um, and So you have to find like, what is, when is it time to innovate and when is it time to do the what's tried and true. Um, and on a business microsite, I think it's time to do tried and true. [00:56:51] Jeremy: So in your research for the book and all the jobs you've worked previously, are there certain. Mistakes or just UX things that you've noticed that you think that our audience should know about?[00:57:08] Jonathan: I think dark patterns are one of the most common, you know, tragic design mistakes that we see, because again, you're putting the company first and the user second. And you know, if you go to a trash, sorry, if you go to a dark patterns.org, you can see a great list. Um, there's a few other sites that have a nice list of them and actually Vox media did a nice video about, uh, dark patterns as well.So it's gaining a lot of traction, but you know, things like if you try to cancel your search, like Comcast service or your Amazon service, it's very hard. Like I think I wrote this in the book, but. Literally re researched what's the fastest way to delete it to, to, you know, uh, remove your Comcast account.I prepared everything. I did it through chat because that was the fastest way for first, not to mention finding chat by the way was very, very hard for me. Um, so I took me, even though I was like, okay, I have to find I'm going to do it through chat. I'm gonna do all this. It took me a while to find like chat, which I couldn't find it.So once I finally found it from that point to deleting from having them finally delete my account was about an hour. And I knew what to do going in just to say all the things to just have them not bother me. So th that's on purpose they've purposely. Cause it's easier to just say like fine, I'll take the discount thing.You're throwing in my face at the last second. And it's almost become a joke now that like, you know, you have to cancel your Comcast every year, so you can keep the costs down. Um, you know, and Amazon too, like trying to find that, you know, delete my account is like so buried. You know, they do that on purpose and a lot of companies will do things like, you know, make it very easy to sign up for a free trial and, and hide the fact that they're going to charge you for a year high.The fact that they're automatically going to bill you not remind you when it's about to expire so that they can like surprise, get you in to forget about this billing subscription or like, you know, if you've ever gotten Adobe software, um, they are really bad at that. They, they trick you into like getting this like monthly sufficient, but actually you've committed to a year.And if you want to cancel early, we'll charge you like 80% of the year. And, uh, and there's a really hard to contact anybody about it. So, um, it happens quite often. If the more you read into those, um, different things, uh, different patterns, you'll start to see them everywhere. And users are really catching onto a lot of those things and are responding.To those in a very negative way. And like, um, we recently, uh, looked at a case study where, you know, this free trial, um, this company had a free trial and they had like the standard free trial, um, uh, kind of design. And then their test was really just focusing on like, Hey, we're not going to scam you. If I had to summarize that the entire direction of the second one, it was like, you know, cancel any time.Here's exactly how much you'll be charged. And on the, it'll be on this date, uh, at five days before that we'll remind you to cancel and all this stuff, um, that ended up performing about 30% better than the other one. And the reason is that people are now burned by that trick so much so that every time they see a free trial, they're like, forget it.I don't, I don't want to deal with all this trickery. Like, oh, I didn't even care about to try the product versus like. We were not going to trick you. We really want you to actually try the product and, you know, we'll make sure that if you're not wanting to move forward with this, that you have plenty of time and plenty of chances to lead and that people respond to that now.So that's what we talked about earlier in the show of doing the exact opposite. This is another example of that. [01:00:51] Jeremy: Yeah, because I think a lot of people are familiar with, like you said, trying to cancel Comcast or trying to cancel their, their New York times subscription. And they, you know, everybody is just like, they get so mad at the process, but I think they also may be assume that it's a positive for the company, but what you're saying is that maybe, maybe that's actually not in the company's best interest.[01:01:15] Jonathan: Yeah. Oftentimes what we find with these like dark patterns or these unethical decisions is that th they are successful because, um, when you look at the most impactful, like immediate metric, you can look at, it looks like it worked right. Like, um, you know, let's say for that, those free trials, it's like, okay, we implemented like all this trickery and our subscriptions went up.But if you look at like the end, uh, result, um, which is like farther on in the process, it's always a lot harder to track that impact. But we all know, like when we look at each other, like when we, uh, we, we, we talk to each other about these different, um, examples. Like we know it to be true, that we all hate that.And we all hate those companies and we don't want to engage with them. And we don't, sometimes we don't use the products at all. So, um, yeah, it, it, it's, it's one of those things where it actually has like that, very real impact, but harder to track. Um, and so oftentimes that's how these, these patterns become very pervasive is the oh, and page views went up, uh, this was, this was a really, you know, this is high engagement, but it was page views because people were refreshing the page trying to figure out where the heck to go. Right. So um, oftentimes they they're less effective, but they're easier to track[01:02:32] Jeremy: So I think that's, that's a good place to, to wrap things up, but, um, if people want to check out the book or learn more about what you're working on your podcast, where should they head?[01:02:44] Jonathan: Um, yeah, just, uh, check out tragic design.com and our podcast. You can find on any of your podcasting software, just search design review podcast. [01:02:55] Jeremy: Jonathan, thank you so much for joining me on software engineering radio.[01:02:59] Jonathan: alright, thanks Jeremy. Thanks everyone. And, um, hope you had a good time. I did.

Italiani in Olanda
#35 | Enrica Masi - Interaction designer e visual artist

Italiani in Olanda

Play Episode Listen Later May 8, 2022 33:22


La quindicesima puntata della seconda stagione di Italiani in Olanda ha come ospite Enrica Masi @enricamasi, meglio conosciuta come Masi! Masi è una interaction designer e visual artist, e da più di 10 anni vive in Olanda. Si è mossa molto: Roma, Rotterdam, Milano, Londra e San Francisco sono state le sue città. Ma se le si chiede dove si trova a casa risponde senza esitazione: Amsterdam. Dopo essersi laureata alla triennale alla Quaroni di Roma, ha deciso di fare la specialistica all'università di Delft. Nonostante l'Olanda che Masi si trova a vivere è differente da quello che si aspettava, si è innamorata del paese e dell'esperienza che stava vivendo da studentessa tanto da decidere di rimanere più a lungo. Dopo diverse fasi della vita dove Masi ha cercato ispirazione nelle grandi metropoli, oggi lei è felicemente di base ad Amsterdam che le da lo spazio mentale e l'ispirazione per creare le sue opere, i suoi mostri, come li chiama lei, fatti di forme e colori vivaci. Buon ascolto! Se avete voglia di contattare Masi potete connettervi con lei via Instagram - https://www.instagram.com/enricamasi Se invece avete voglia di mettervi in contatto con Italiani in Olanda ci trovate su Instagram, o scrivete all'indirizzo italianiinolanda.podcast@gmail.com

Creative Juicy
14. Natalie Lew: Finding your niche in design and music

Creative Juicy

Play Episode Listen Later Apr 27, 2022 44:35


Natalie Lew is a product designer for a tech company by day and a dreampop musician living in Seattle by night. Before Natalie landed her current 9-5 as Senior Experience Designer at ChowNow, she was previously a Product Designer at Flatiron Health, an Interaction Designer at frog and 2017/2018 Adobe Creative Resident, where she focuses on the intersections of ethics, technology, and interaction design. On today's episode, Nat and I talk about her experience as an Adobe Creative Resident fresh out of school, what it means to do ethical design work, her advice for young designers and sustaining a career in design, and her most recent creative exploration as solo artist, Sea Lemon, and all that being a musician and putting yourself out there through a new medium entails. MORE NATALIE: Natalie's Instagram: instagram.com/itssealemon/ MORE CREATIVE JUICY: Michelle's Instagram: instagram.com/mich_wainwright/ Visit CreativeJuicyPodcast.com for show notes, transcripts and more. Say hello to Michelle: creativejuicypodcast@gmail.com

Content Strategy Insights
Katrin Suetterlin: Content Design for Neurodiversity – Episode 115

Content Strategy Insights

Play Episode Listen Later Mar 22, 2022 34:57


Katrin Suetterlin Katrin Suetterlin is a content architect, a content designer, and an expert on designing for neurodivergent populations. You hear jokes about ADHD, dyslexia, and similar neurological conditions all the time, but as designers we need to take neurodivergence seriously. Research shows that at least 20% of the population exhibits one or more types of neurodiversity. If you're a human-centered design practitioner, you don't want to overlook this important group of humans. We talked about: her work at wefox, a German insuretech company, where she is a UX content architect what neurodiversity is (not just ADHD and dyslexia), how it affects people, and how gender identity can affect a person's experience of it the role accessibility in designing for neurodiversity the incidence of neurodiversity - at least one in five people worldwide how to address neurodiversity in your content-design practice, and how folks who are not neurodivergent can also benefit from these practices how physical architectural practices and other professions address neurodivergence Katrin's bio Katrin Suetterlin is a UX writer and content designer with a Master's degree in German and English literature, a background in language teaching and SEO, PR and online marketing. She is a soulful and witty public speaker, advocating for inclusion, ethical design and visibility of neurodiversity. Appearing in her community's podcasts, conferences and meetups, her goal is to bring a different perspective to the discourse and learn from others. Together with two co-founders, she is also holding a monthly meetup for German UX writing. Along with Andrew Astleford, Katrin is executing a different kind of pair-writing in a question and answer format to shed light on a myriad of facets the profession of human-centred UX writing offers. Connect with Katrin online LinkedIn Medium Pair writing across the pond (connect with Katrin to get access) Links and resources mentioned in the interview Katrin's survey Neurodiversity is a strength in UX Design by Saskia Mick Neurodiversity and User Experience with Kalina Tyrkiel Designing for Neurodiversity by Rain Breaw, Interaction Designer, Google Masking & Sensory Issues by Neurodivergent Rebel Human Neurodiversity Should Be Celebrated, Not Treated as a Disorder | Op-Ed | NowThis Neurodivergent designers on Twitter How to Embrace Neurodiversity in your Employer Brand Enabling Spaces featuring a simulation produced by the National Autistic Society UK Office Space Design for Neurodiversity Video Here's the video version of our conversation: https://youtu.be/doSyIoqCMq8 Podcast intro transcript This is the Content Strategy Insights podcast, episode number 115. It's common to joke about ADHD, dyslexia, and similar neurological conditions. But as content designers - and as design professionals in general - we need to think seriously about them. Research shows that at least 20% of the population exhibits one or more of these types of neurodivergence. To learn more, listen in on this conversation with Katrin Suetterlin, a content architect and an expert on designing for neurodivergent populations. Interview transcript Larry: Hi, everyone. Welcome to episode number 115 of the Content Strategy Insights Podcast. I am really happy today to have with us, my friend, Katrin Suetterlin from Germany. She's a senior content architect at wefox, which is an insurance technology company in Germany. Welcome, Katrin. Tell the folks a little bit more about what you do there at wefox. Katrin: Hello. I'm basically doing what I've been doing all my life, which is writing and making things better for others, because I'm a user myself and I experience the world a little bit differently and I want to make it better and more inclusive for everyone. Wefox does insuretech, which means we try to digitalize all the steps of insurance,

Understanding Users
9. The Interaction Designer - Ben Watson @ London Borough of Sutton

Understanding Users

Play Episode Listen Later Mar 3, 2022 40:03


Ben Watson is a freelance UX designer currently working with the London Borough of Sutton. In this episode of Understanding Users, Ben shares his view of how technology should never be an end in itself, but rather a means of allowing users to achieve their desired goals. He portrays a key part of his role as being a facilitator of the flow of information between the user and the product team, and talks of the vital importance of dispersed development and UX teams being joined up as a product evolves.   He also cautions against the danger of allowing research participants to ‘invent problems' during the usability testing phase, and speaks of his firm belief that designers should always understand and keep in mind the medium they're designing for, and its limitations.   Finally, he plays my 3 card challenge to share his favourite UX tool, favourite technique and a trend he hopes to see in the future.  Thanks for listening, and I hope you enjoy the episode.  Mike Green This podcast is brought to you by Researchable UX.

Revision Path
Charlene Atlas

Revision Path

Play Episode Listen Later Jan 3, 2022 52:49


The introduction of the metaverse to the general public was one of the biggest topics in tech last year. As we all learn more about the metaverse and what it means for the future of the Internet, I thought it would be a fantastic idea this year to talk with some of the folks out there who are involved with the metaverse in some capacity.Meet Charlene Atlas, an interaction designer for undoubtedly one of the biggest companies to stake their claim in the metaverse -- Meta. We started off our conversation talking about her resolutions for this year, and she spoke about her work on the Reality Labs team. From there, we discussed the metaverse and some of Meta's plans, and Charlene shared how she became interested in technology, gaming, and eventually got into the AR/VR space.Charlene is just one of many people who are helping to create the future of the Internet, so I hope you get inspired by her work and discover a way to chart your own course!LinksCharlene Atlas' WebsiteCharlene Atlas on LinkedInCharlene Atlas on InstagramCharlene Atlas on TwitterMeta | Reality LabsFor extended show notes, including a full transcript of this interview, visit revisionpath.com.==========We're doing a mailbag episode on January 31, so send us your questions about design, tech, or the podcast, and we'll answer them on the show! You can email the show at mail@revisionpath.com, or send us a message through our contact page.==========Sponsored by Brevity & WitBrevity & Wit is a strategy and design firm committed to designing a more inclusive and equitable world.We accomplish this through graphic design, presentations and workshops around I-D-E-A: inclusion, diversity, equity, and accessibility.If you're curious to learn how to combine a passion for I-D-E-A with design, check us out at brevityandwit.com.Brevity & Wit — creative excellence without the grind.==========Follow and SubscribeLike this episode? Then subscribe to us on Apple Podcasts, Google Podcasts, Spotify, or wherever you find your favorite shows.Follow us there, and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us!You can also follow Revision Path on Instagram and Twitter.==========CreditsRevision Path is brought to you by Lunch, a multidisciplinary creative studio in Atlanta, GA.It is produced by Maurice Cherry and engineered and edited by RJ Basilio. Our intro voiceover is by Music Man Dre, with intro and outro music by Yellow Speaker.Thank you for listening!

Unlocking Your World of Creativity
Diego Pulido, Interaction Designer

Unlocking Your World of Creativity

Play Episode Listen Later Dec 7, 2021 29:44 Transcription Available


Today's guest is https://www.linkedin.com/in/diegopulido/ (Diego Pulido).  Diego is a senior interaction designer at Google, before that he was at Adobe, JP Morgan Chase & General Assembly as an Instructor, and what used to be Rackspace Technology. Today we will talk about the importance of how interactivity with the content leads to developing great content.   Diego has always considered himself an early adopter. Back when mobile phones were coming up, Diego did his degree in Psychology but the Computers in Psychology class cemented his love for technology and people at the same time. This led him to discover Human-Computer Interaction (HCI) which he did a Master's Degree in. His career took off from there.   Diego grew up in Bogota  Colombia, has lived in France, Italy, and South America. His experience of feeling like an outsider in these countries has enabled him to gain a level of understanding and empathy for users, making him a great interaction designer.  How does the creative process of an interaction designer look like? Diego speaks a number of languages and as a result, he is always translating from one language to the other depending on which part of the world he is in. It's the same when it comes to work.  Whenever he gets a request for a screen to do X or an App must do Y, he is able to translate those into things ordinary users can see, touch and interact with. Therefore making interaction designers -interpreters.  According to Diego, it's not just about the interactivity of an app or screen or process but a lot to do with the flow of that experience, keeping in mind that as human beings, we are interrupted a lot in the middle of what we are doing, so interactive designers make sure that whatever your interruption, the user is able to continue flawlessly with the process.  Collaboration is critical for an interactive designer because of the different teams that come together to create the final product. For it to be successful, communication is at the core.  Communication is not just within the company but also you need to communicate heavily with the users/customer. Although there is a lot of market research you can find on the internet, you must bring in the human aspects of this research. This means bringing your potential users onboard and getting their feedback. Human communication.   In conclusion, Diego thinks that the future for interaction design is in Mixed Reality- a combination of Augmented reality & Virtual reality, and designing human experiences.  Diego's Website: https://diego.soy/ (Diego.soy) LinkedIn: https://www.linkedin.com/in/diegopulido/ (Diego Pulido) Twitter:http://@ixdiego (DiegoPulido) Instagram: http://@ixdiego (DiedoPulido)

World Designer - the podcast with people who are shaping the world
Interaction design and emotional connections with Feild Craddock

World Designer - the podcast with people who are shaping the world

Play Episode Listen Later Nov 10, 2021 45:05


Our guest is Feild Craddock, an Interaction Designer specializing in interactive hardware that shares his experience with us. Feild tells about problems with politics and how a few people can have too much power. He explains the hardest part about designing physical products and the differences between the design of software and physical products. We learn about bodystorming and how designing for Augmented Reality looks like. He tells us why designers and developers should share terminology and why developers have to ask more questions. Later Feild shares with us his thoughts about brainstorming. He tells us also why he is learning to build software and how it relates to being a designer. Most importantly, Feild shares his thoughts about sketching and why we should do it more often. We also talk about the emotional connection between products and users, should a good design always form that connection? In the end, Feild shares his tips with aspiring interaction designers. You can find Feild at: https://www.feild.work/ https://www.linkedin.com/in/feild/

Design To Be Conversation
Jonathan Shariat: Tighten your communication skills by learning how to talk to kids

Design To Be Conversation

Play Episode Listen Later Oct 12, 2021 40:56


In today's episode, I speak with Jonathan Shariat. Jonathan is the co-author of Tragic Design published by O'Reilly. He co-hosts the Design Review podcast, and is currently an Interaction Designer and Accessibility Program Lead at Google.We dive into the importance of communication for designers to convey clarity and solve problems, what communication skills he's learned from parenting books, tactical ways to build good communication skills by actively listening and asking good questions to get behind the why, and how EQ can lead you to become a more effective communicator.

UX Pursuit
Claire Sontra | Interaction Designer & Karen Wang | UX Researcher

UX Pursuit

Play Episode Listen Later Aug 16, 2021 81:48


To cap off season one Karen Wang, a UX Researcher, and Claire Sontra, an Interaction Designer join me to share a little bit of their journey, discuss the differences and similarities of working in-house vs. in a consultancy, and answer some common questions from folks trying to get into UX. This episode is jam packed with tons of great information and advice and well worth a full listen. TOPICS AND QUESTIONS COVERED DURING THE DISCUSSION Working at a Consultancy & Working In-house What's different about doing UX Research/Design at a consultancy vs. in-house? What's similar? What are the pros and cons of both when it comes to UX Research/Design? What advice would you give to those going from in-house to a consultancy or visa versa? Questions from Those Pursuing UX What should I do to get more experience? How do I build my portfolio without getting work? Do I need a higher degree? How can I make my portfolio better? What can help it stand out? What resources should I check out to learn more about UX? What does it look like to work with researchers? What does it look like to work with designers? What's a non-UX skill you think is critical to your work? Any other advice you'd give someone pursuing a career in UX? LINKS Claire Sonta LinkedIn Claire Sonta Portfolio Karen Wang LinkedIn Karen Wang Portfolio Thank you Claire & Karen for being guests on the show! If you want to get in touch or if you have questions about pursuing a UX career please email me at hello@uxpursuit.com. Lastly, thanks to Irene Barber for creating the music for today's episode. Check out her music under the artist name Nearby on Spotify or at nearbymusic.bandcamp.com.

UI Narrative
Day in the Life of a Interaction Designer in Mexico City | Omar Tosca, frog

UI Narrative

Play Episode Listen Later Jul 27, 2021 51:45


Episode 45 Show Notes: Omar Tosca was born an engineer but was raised between designers. He has over seven years of experience as an interaction designer in Mexico, working with almost fifty companies. In this episode, we discuss his journey and the impact a mentor can have at all stages in your design career.  "I always thought that you always needed to manage people all the time to improve. Some designers just want to improve their skills. They want to be better at illustration or managing colors. And that's good too. If that's the way, you want to go at that time of your life." Omar Tosca Take a listen and tag @uinarrativeco on Twitter with your questions or comments.   Mentions:   Polywork https://www.polywork.com Omar's LinkedIn https://www.linkedin.com/in/omartosca/detail/contact-info/ Omar's Twitter https://twitter.com/omartosca Omar's Dribbble https://dribbble.com/omartosca Omar's Website Omartosca.com Omar's Instagram https://www.instagram.com/omar.tosca/?hl=en Omar's podcast: Diseño con Ñ https://open.spotify.com/show/0OkPACgPsJlQT4fvDjIUAS ------ Today's sponsor, Google Design, produces original content like articles and videos to show how Google's products come to life—and to inspire designers everywhere. Head over to goo.gle/UINarrative to get inspired.   Podcast Info:   Transcripts available on episode web page.   Listen on Apple Podcasts, Soundcloud, Stitcher, and Spotify.   RSS feed: https://uinarrative.libsyn.com/rss   Don't forget to subscribe and leave a review if you like what you hear. Announcements: Join the UI Narrative Email Club to be the first to hear about weekly blog posts and exclusive podcast recaps. You can sign up at uinarrative.com/emailclub.   Want to become a Product Designer? Or need a portfolio review? Learn more at uinarrative.com/workwithme.   Let's Connect: Have a question for me? Email me at hello@uinarrative.com.   Let's connect! #uinarrative Instagram, Facebook, LinkedIn @uinarrative Twitter @uinarrativeco

RaphaCast
2nd Season • Carla Demarchi (Português)

RaphaCast

Play Episode Listen Later Jul 14, 2021 47:54


Neste episódio Raphael conversa com Carla Demarchi. Carla trabalha como Design System Senior Designer na Globo.com. Ela também já trabalhou na Philips como Interaction Designer e é extramente ativa quanto a Design Systems, já tendo sido entrevistada por diversos meio a respeito deste assunto. Neste episódio conversamos um pouco de sua mudança para o Rio de Janeiro, pandêmia, vida saudável e outros assuntos. Carla Demarchi Linkedin: https://www.linkedin.com/in/carlademarchi/ Carla Demarchi Twitter: https://twitter.com/demarchicarla

thistbh – A podcast about design
Sandra Pallier (Microsoft & Climate Action Tech) on designing for sustainability

thistbh – A podcast about design

Play Episode Listen Later Jun 16, 2021 34:34


This week we're talking about green design and how we can become more environmentally conscious in our practice as designers. We'll be talking to Sandra Pallier the Co-organiser of ClimateAction.tech and an Interaction Designer at Microsoft. We cover a wide range of topics with Sandra, from advocating for business buy in to metrics you can use to benchmark your carbon output. We also cover some practical strategies you can adopt to start having a positive impact through your work now.

Kode Nol
Membangun Prototipe

Kode Nol

Play Episode Listen Later Apr 25, 2021 15:43


Manusia itu makhluk visual. Faktanya 30% dari cerebral cortex manusia ditujukan untuk penglihatan. Nggak heran, sebelum merilis produk digital biasanya kita perlu membuat sebuah prototipe. Prototipe digunakan sebagai simulasi untuk melihat dan memahami bagaimana user berinteraksi dengan produk digital. Apakah sudah sesuai dengan kebutuhan user atau masih ada yang perlu diperbaiki. Langsung aja kita telaah lebih dalam tentang prototipe bersama Luthfi Eryando, Interaction Designer di Gojek

Ux al suave
UX Al Suave ep 18 con Jason Gutierrez - ¿Qué se necesita para ser un buen Diseñador de Interacción?

Ux al suave

Play Episode Listen Later Apr 8, 2021 49:38


Jason Gutierrez UI & Interaction Designer, nos habla acerca de su experiencia en el mundo del diseño interactivo y nos da algunas recomendaciones para los que están comenzando.

Kode Nol
Mengenal UI Designer

Kode Nol

Play Episode Listen Later Mar 28, 2021 26:31


Kamu penasaran nggak sih kenapa beberapa website atau aplikasi terlihat lebih nyaman dipandang dan lebih mudah dinavigasi daripada yang lain? Untuk hal ini, berterima kasihlah pada UI designer. Mereka berperan penting dalam membangun loyalitas pelanggan dan branding sebuah produk melalui user interface. Tapi sebetulnya, apa sih tugas UI Designer dan apa pengaruhnya dalam pengalaman seseorang saat menjelajah situs web atau aplikasi? Yuk kita ngobrol-ngobrol dengan Wilhan Budiman, Interaction Designer di Gojek.

Teknologi. Av og for mennesker
#74: Åtte teknologitrender fra SXSW – årets største tech-konferanse

Teknologi. Av og for mennesker

Play Episode Listen Later Mar 23, 2021 65:27


Årets største tech-konferanse, SXSW Online, er over. De to viktigste trendrapportene, som alle har store forventninger til hvert eneste år, ble presentert på årets konferanse - nemlig Amy Webb Tech Trends 2021 og Fjord Trends 2021. Våre gjester har plukket ut de åtte viktigste trendene som du bør kjenne til. Ukens gjester er Tuva Lunde Smestad, Service & Interaction Designer i Fjord Oslo, og Ann-Kristin Hansen, daglig leder i AntiDiffer. See acast.com/privacy for privacy and opt-out information.

Roots
088: The Misguided Youth

Roots

Play Episode Listen Later Mar 22, 2021


Francis Estrada is an Interaction Designer at Google, currently working on YouTube Music Ads. As a fan of taking the scenic route, Francis gained experience working in marketing, software quality assurance, and web design before finding his way into UX. Over the years, he's picked up a side hustle as a UX instructor, having taught both undergraduates and adult learners at several institutions including The University of Washington, Bellevue College, and the School of Visual Concepts in Seattle.  In this episode we talk about starting out as a web designer, designing for Amazon Key and its delivery experiences, working on Google Cloud design systems, joining the Youtube Music Ads team, and so much more.

Roots
088: The Misguided Youth

Roots

Play Episode Listen Later Mar 22, 2021


Francis Estrada is an Interaction Designer at Google, currently working on YouTube Music Ads. As a fan of taking the scenic route, Francis gained experience working in marketing, software quality assurance, and web design before finding his way into UX. Over the years, he's picked up a side hustle as a UX instructor, having taught both undergraduates and adult learners at several institutions including The University of Washington, Bellevue College, and the School of Visual Concepts in Seattle.  In this episode we talk about starting out as a web designer, designing for Amazon Key and its delivery experiences, working on Google Cloud design systems, joining the Youtube Music Ads team, and so much more.

Bézier
Anna Foltinek, Interaction Designer

Bézier

Play Episode Listen Later Mar 1, 2021 27:04


Website: http://anna-foltinek.de/ Linkedin: linkedin.com/in/anna-foltinek Support our guests and the creation of future episodes through sponsorship (bezier.show/support) or by buying Bézier swag. This episode of Bézier is sponsored by SuperHi. Transcript link. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/bezier/message Support this podcast: https://anchor.fm/bezier/support

The Kunai Podcast: Fintech is Eating the World
Gustavo Cruz, Interaction Designer at Google

The Kunai Podcast: Fintech is Eating the World

Play Episode Listen Later Feb 24, 2021 36:07


Episode Outline[02:10] Gustavo's background[04:00] Coming to the US[05:16] Getting into design[08:25] Gustavo's first computer[13:40] The road to Citi[21:48] Bringing great design to a bank[25:34] How did Gustavo build high-performing creative teams?[30:33] What trends are Gustavo seeing?Connect with GustavoLinkedInInstagramWebsite

Brainstorm
The Fight to Rid Technology of Racism and Bias

Brainstorm

Play Episode Listen Later Feb 18, 2021 28:13


While technology has enormous power to solve problems, it can also systematize the most toxic elements of our culture. Think algorithms that equate beauty with lighter skin, or that disproportionately disqualify black people from receiving bank loans. Why haven't the creators behind the tech corrected these problems? And what will it take to fix them?  Brainstorm hosts Michal Lev-Ram and Brian O'Keefe speak with tech insiders and experts committed to building more inclusive technology. Sharae Gibbs is an Interaction Designer at Google and the CEO of She Designs, which is building a pipeline into the tech industry for women, especially women of color, through online courses, mentorship and job-training.   Then we hear from Nikkia Reveillac, Head of Research for Twitter, about how the company is increasing healthy participation on its platform. And finally, Mutale Nkonde, CEO of the non-profit AI for the People, details how technology can negatively impact users based on their race...and how we can fix that problem.

Design Untangled | A UX & design podcast in plain English
S2E2: Kieron Leppard - Is Design Thinking still the answer?

Design Untangled | A UX & design podcast in plain English

Play Episode Listen Later Feb 2, 2021 32:47


We’ve partnered with ProtoPie, the future of interactive product design, to help you navigate through uncertainty and overcome the challenges today's unprecedented conditions have brought to the industry. Join us for Season 2 - Designing for a new level of uncertainty. Design Thinking has been used for many years as a framework to solve all kinds of problems. Is this methodology still valid, when customers, organisations and the society are facing a completely new and unprecedented set of conditions? Kieron Leppard shares his experience working with different clients during the pandemic, talks about the challenges they’re facing and gives his point of view on Design Thinking and how designers can help make change rather than just being part of it. He also highlights the accelerated importance of "Society Centered Design” and how this should be part of everything designers and organisations are delivering during this time. Kieron believes Design Thinking is still the right methodology to deliver value, but he encourages Designers to focus on real solutions rather than just deliverables. Speculative design processes and constant prototyping and testing are some of the techniques that Kieron thinks Designers should keep utilising in order to respond to this new level of uncertainty. About our guest Kieron is the Vice President Experience Design at HUGE. Apart from juggling family during two lockdowns in the UK, Kieron has also been helping his clients respond quickly to their digital needs. Kieron is an Interaction Designer at heart.This means he designs how people interact with brands, products, services and experiences to get something done. How they look, how they behave, how they feel. He is always. He always gives a fresh perspective on design and provides tangible and practical advice. What you’ll learn How has Covid-19 impacted what businesses are asking from designers How can designers help clients navigate this new level of uncertainty What can designers do to help companies unlock existing value rather than looking for new products or services What is society centered design and how do you apply it How can designers help with change and not just to be part of it Is our responsibility as designers to help define the new normal Show notes Rethinking Design Thinking Design will grow up Society Centered Design

How I Launched This: A SaaS Story
Quality Networking and Relationship Building with Warmly Co-Founder and CPO Val Yermakova

How I Launched This: A SaaS Story

Play Episode Listen Later Jan 20, 2021 33:20 Transcription Available


Stephanie (@swongful) and Carter (@carterthecomic) welcome Co-Founder and CPO, Val Yermakova of Warmly today on the show! Warmly helps companies leverage business contacts and streamline networking practices for more efficient lead generation: think Warm Intros to Warm Sales Leads!Val's intellectual curiosity and flexibility mean she's had myriad job titles and hobbies, including FulBright China scholar, Stanford Melanoma researcher, Security Analyst, Interaction Designer, Krav Maga and Muay Thai fighter, Circus Aerialist, Ex-competitive wrestler and figure skater, speaks Chinese, Russian, Spanish and English. At Warmly, Val continues to expand her knowledge base, learning from the many and varied industries that join. As a networking aid, Warmly helps sales departments in all fields find and foster meaningful relationships with people, allowing them to stay in contact with their network even as those people are promoted or hired by new companies. To begin, Val describes the iterations of Warmly and how bringing on co-founders expanded and improved the company. Market research played a big role in refining the product as well. In the current setup, Warmly clients use the dashboard to control which contacts are monitored and how. When a network contact change is detected by Warmly, email notifications are sent to the relevant company employee along with applicable advice. Val gives us great examples of how this process can increase sales and network contactsLater, we hear how the company will expand in the next five years. Google Cloud products have been integral in the development of Warmly, and Val explains how scaling has been made easier with Google Cloud. Val details how she incorporates positive mental health and nonviolent communication into the company culture and why emotional awareness is so important in work and private life.Episode Links:WarmlyPush-PullVal on Medium Warmly BlogValy.space

Simpleia UX Podcast
4. Interview with Amr Khalil, Interaction Designer @ Google

Simpleia UX Podcast

Play Episode Listen Later Nov 25, 2020 68:37


Amr discussed many interesting points with us: 1- What is it like to work as an Interaction Designer at Google 2- How is tasks handled within the team and what is the process 3- What does it take to land a job at Google or large corporates in general

Los Martes son de UX
Diego Pulido: El valor del Diseño de Interacción

Los Martes son de UX

Play Episode Listen Later Nov 10, 2020 47:02


En este nuevo capítulo conversamos con Diego Pulido, Interaction Designer en Google. Disfruta de una conversación donde revisamos los principales desafíos del Diseño de Interacción, la industria de las aplicaciones móviles, el impacto de las nuevas tecnologías y algunos datos sobre lo que se viene en la nueva edición de los Interacction Awards.

Whiteboard.fm
Rahul Bhosale – Senior Interaction Designer at DisneyPlus Hotstar , Prev. Housing – Whiteboard.fm #030

Whiteboard.fm

Play Episode Listen Later Nov 9, 2020 41:32


In this episode, we speak to Rahul Bhosale. He is a UI/UX and Interaction Designer. He has previously worked at Housing, India and is currently working at Disney+ Hotstar.

Straight to the Point!
Up Close and Personal with CEO of Heights Platform - Bryan McAnulty by Andrew Chow

Straight to the Point!

Play Episode Listen Later Oct 11, 2020 17:02


Lab: The Power of Leverage for Impact and Income How to successfully create additional leveraged income streams through online courses and digital products Professional speaking is an excellent way to make an impact on many at one time, but as we have seen in 2020, the time has come where additional leverage becomes necessary, as well as an opportunity to impact more people and further scale your revenue. This lab will show us how we can make a greater impact around the world by transforming our expertise into online programs and digital products that produce real results for our customers. What will be the key take-aways? Demystifying what makes an online course successful with actionable examples that we can implement in our businesses How to structure our online program, price it, and get results for our students Clearing the path with steps to take us from idea to launch in 30 days Bryan McAnulty, Entrepreneur, Interaction Designer and Developer, Founder of Heights Platform Bryan McAnulty is a designer and entrepreneur, who has been building digital products since 2009. Today his company, Heights Platform, helps creators in over 100 countries monetize their knowledge through online courses and digital products. Bryan architects interactions to create the most engaging user experience, and to ensure that product vision is seamlessly flushed out by merging design and programming knowledge to efficiently manage product development cycles. His design and development knowledge is applied to help businesses optimize each step of a customer’s journey, both before purchase and during use of a product – to increase revenue and increase the lifetime value of each customer. Bryan turns ideas into realities. --- Send in a voice message: https://anchor.fm/ideasandrew/message

Revision Path
Mitzi Okou

Revision Path

Play Episode Listen Later Sep 7, 2020 82:38


If you attended the inaugural "Where Are The Black Designers?" conference a few months ago, then you're probably familiar with this week's guest -- Mitzi Okou. This interaction and visual designer made quite the splash this year, and now that the dust has settled from this summer's event, I figured it would be a great time to have her on Revision Path. Mitzi talked about growing up in Atlanta and shared how her time as a classical cellist ended up fueling her career in design. We also discussed the Where Are The Black Designers? conference, and Mitzi gave some behind-the-scenes info on how it all came together and what she plans on doing next to keep the momentum going. Mitzi has definitely gotten the attention of the design community, and I'm intrigued to see what her next move will be! Links Mitzi Okou's Website Mitzi Okou on Instagram Like this episode? Then subscribe to us on Apple Podcasts, Google Podcasts, SoundCloud, Spotify, or wherever you find your favorite shows.Subscribe and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us!Revision Path is brought to you by Lunch, a multidisciplinary creative studio in Atlanta, GA. Looking for some creative consulting for your next project? Then let's do lunch!You can also follow Revision Path on Instagram and Twitter. Come chat with us! And thank you for listening!

Designers.fm
#10 · Designer Job Titles

Designers.fm

Play Episode Listen Later Aug 31, 2020 19:55


A new format: 20 mins discussion on a single topic. So you don't need to listen for a full hour! Graphic designer, Visual Designer, UI Designer, UX Designer, Product Designer, Interaction Designer, Web Designer. That's probably just a bunch of all the designer titles that are out there. How did we get here? And how do we get out of it? That's what Andrei Herasimchuk and myself tried to find out. And yes, we found an answer. Enjoy! If you like our podcast, please leave a review on iTunes or just tell your friends about it. Don't forget to subscribe, and have a listen to the Designers.fm Mixtape which includes songs from all guests on the show: https://open.spotify.com/playlist/4uCPhibuewkSeTguKas4G5?si=seZYEDLlS5St3NAEKoE24A --- Send in a voice message: https://anchor.fm/designersfm/message

Companies House
Meet the Team: Oceanne, interaction designer

Companies House

Play Episode Listen Later Aug 20, 2020 10:35


In the first episode of our new Meet the Team series, Meg speaks to Oceanne, about multiple uploads, new projects and cold January nights.   Transcript Megan Hayward: Hello and welcome to Companies House Meet the Team podcast. My name's Meg and I work in our external communications department, and I'll be hosting this series. I'm here today with Oceanne. Oceanne Esparcieux: Hi MH: So hello Oceanne and welcome to our brand new series. Thank you so much for agreeing to be our debut guest. I feel so excited about this series and I'm really pleased to be sat here with you today. How are you? OE: I'm very well thank you. MH: Good, how's January treating you so far? OE: It's pretty dark. I don't think I've seen daylight for a few months but it's treating me pretty well. MH: I feel like we're coming out the other side. The weather looks nice for this weekend. OE: Yeah, I'm hopeful that we'll see some sunshine soon. MH: So firstly can you just tell me your role title and how you fit into the wider team here at Companies House? OE: I'm an interaction designer and I work within the product team which is situated in the digital department. And my job is to basically design the digital services that we have at Companies House. So everything is moving away from being paper-based and is hopefully going to be online within the next few years. MH: That's fabulous. I think that's the way loads of places are trying to move. OE: I hope so because I hate speaking to people on the phone and I hate filling out forms, so if I can do it online, it's a bit better. MH: It's the future isn't it? OE: Yeah. MH: So I've had this plan that we're going to have these jokey opening questions to get us going at the start of every podcast, so obviously you're the first. So I'm going to start with… cats or dogs? OE: Dogs. MH: Tea or coffee? OE: Coffee. MH: Introvert or extrovert? OE: Introvert. MH: Night owl or early bird? OE: Night owl. I've got one for you. MH: What? OE: Starter or dessert. MH: Both. Starter. OE: Good shout. MH: Okay, so, moving on. Back to work. Which piece of work are you really proud of? OE: I haven't been at Companies House for very long, so I've not had a chance to work on many services. But I did develop a service for applying for an extension for your filing deadline. And within that service, which has passed assessments and you can now use it online if you need an extension. Within that service, we have file upload and it was a pattern that we didn't actually have in government yet. So I helped design it with my colleague, Ollie. So we helped build it and it's now available online. And it's not just a single file upload, you can upload multiple files. And it's going to be the standard across all of Companies House file uploads now. MH: That's really rewarding isn't it. OE: Yep, definitely. MH: So why do users need to upload files? OE: If they are applying for an extension, they need to upload a file to provide evidence to the team within Companies House that will decide whether the extension will be granted. And at the moment when it's paper-based or by email, 10% of all applications come with files attached. So we wanted to be able to give the user that same opportunity online as well. And it makes them feel like their application is going to be considered slightly better because they're actually providing evidence for their reason. MH: Yeah, that's really interesting. It's not just a tick box, it's giving that evidence that people can see their reasonings behind. OE: They're not just saying they're ill, they're saying I was ill and here's a doctor's note. MH: Yeah, definitely. So why do stakeholders need the users to upload files? OE: So it allows the team, the internal team more information, to be able to make that decision. So not taking everything on blind faith, they're actually being able to dig in a bit deeper and make sure that they can verify things. MH: So Oceanne, why do we need multiple file uploads? OE: Good question. We currently allow multiple file uploads on our paper-based or email applications. And we find that 10% of all file uploads will have multiple file uploads. It allows the user to give extra evidence. So if they were ill and they have the doctor's note, maybe they're also in hospital and they have information about being in hospital as well, it just provides more information about the extension application they have. We actually found that when we did the first release of the online service, that users were finding a way around it and creating zip files or pressing the back button to upload another file. So it just meant that it was a more elegant solution to those people that were able to find their way around. MH: I think it's really important because I definitely know from services that I've used, quite often you have that one chance to upload one thing and it's choosing which one. It's important to give all the evidence that you have. OE: Definitely, and it's so much easier for the user, they don't have to think ‘oh, shall I create all of these documents into one PDF or?' MH: And that just doesn't work. OE: That's right, yeah. MH: But hasn't the government digital service got a design for that already? OE: GDS which is the government digital service, currently has a design for single file uploads. But they didn't have one for multiple file uploads, and it was something that had been discussed across all of the departments, so HMRC, DVLA, ONS have all discussed how they could create multiple file uploads. And no one was able to do it. And GDS are really good at having quite open discussions, so everyone went away and designed their own, tested it made sure it was accessible and that uses understood what they were doing. But, no one was actually able to have a fool-proof, accessible, multiple file upload that users were able to use every single time. So I think that's why I was so proud that using all of the information that I gathered from these other departments that had done the hard work, I was able to amalgamate it and actually make it work for us. MH: That's so amazing. And it's really nice that we're collaborating with the other government departments and creating really amazing things. What file formats do you accept? OE: We accept most file formats, so we expect people to upload PDFs or images, word documents and things like that. At the moment there's a limited number of things we don't accept. We don't accept videos and stuff like that but we do accept zip files still, so people can put whatever they like in there. But we can only accept files that are 4MB or smaller, which might limit people uploading videos and stuff like that. But we found that the videos that users had previously submitted weren't really relevant to the case and didn't really help the internal team make a decision on the application. MH: So why don't you say that on the page when the user uploads? Why doesn't it say that? OE: We felt that if we had information about all of the things you couldn't upload it would detract and it wouldn't be a very smooth service. And because we accept so many file formats, it's easier for us to allow the user to go about what they do and then stop them if they're doing something wrong and tell them why rather than just having too many warnings and too much stuff to read. MH: I think it's way more progressive to have the things you can do, rather than the things you can't. OE: We haven't found that anyone hasn't been able to upload what they want. MH: Yeah, that's great. What would you say the biggest challenge you're facing right now is? OE: In my whole job right now? MH: Yes. OE: I'm currently working on a couple of different services and I'm struggling with one project at the moment, which I will keep secret for now. But it's making sure that the user fully understands what they're signing up for basically. So making the service appealing but also communicating that it can have quite severe consequences if you don't do correctly. Because either the user doesn't want to read that so they'll ignore it or they might just miss how grave the situation would be if they do it wrong. So it's quite a difficult balance. MH: Sounds like quite an exciting project. OE: Yes. MH: Can you describe your role to me in 3 words? OE: If I hyphenate words and count them as one. So, it's definitely a creative role, and there is problem solving but I think the main part of my role is making sure that everything I do is user centred. Putting users first. MH: Excellent. And if you were going to go and work in another part of Companies House, where would you choose and why? OE: That's a really hard question. I like to think that I'd put my degree to use. MH: Which is? Can I ask? OE: It's in Film Production. So maybe I'd work in comms. MH: Come work with us! OE: But realistically, I love a spreadsheet. So probably somewhere in HR? MH: Oh, I hate a spreadsheet! OE: They're so cool. MH: They're so hard. OE: Yeah so maybe somewhere in HR, I don't know. MH: Well thank you so much, that's the end of our questions for today. OE: Thank you Meg. MH: You've been a fabulous guest. So thank you and goodbye. OE: Thanks. Bye.

Ivan Tree Podcast
#Podcasters Interacción Humano - Computadora y un poco de Interaction Design con Arturo, Interaction Designer en Frog

Ivan Tree Podcast

Play Episode Listen Later Jul 29, 2020 47:24


En el episodio #29 tuve una muy buena charla con mi colega y amigo @attearturo sobre Diseño de Interacción y sus principales características. También hago una pequeña reflexión entre la relación de los humanos con la computadora, e hice un breve viaje por la historia del HCI, y el papel que juega en la actualidad. Escúchalo en iTunes & Spotify. Link en la bio y así! =)

Revision Path
Tevin Stuurland

Revision Path

Play Episode Listen Later Jul 20, 2020 61:02


We’re back in Europe this week (not literally) to talk with interaction designer Tevin Stuurland. He just graduated from college recently, so this was a great time to chat about work and the future, especially during this unprecedented pandemic.Tevin walked me through what he’s doing to keep busy these days, and he discussed growing up Black in The Netherlands, the ups and downs of learning design in college, and shared some of the contributions people of color have made to the Dutch design scene. It’s amazing to learn about the experiences of Black designers all over the world, and I’m glad Tevin could share his thoughts and perspectives!LinksTevin Stuurland’s WebsiteTevin Stuurland on LinkedInTevin Stuurland on Instagram  Like this episode? Then subscribe to us on Apple Podcasts, Google Podcasts, SoundCloud, Spotify, or wherever you find your favorite shows. Subscribe and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us! Revision Path is brought to you by Lunch, a multidisciplinary creative studio in Atlanta, GA. Looking for some creative consulting for your next project? Then let's do lunch! You can also follow Revision Path on Instagram and Twitter. Come chat with us! And thank you for listening!

This is The Goods
E07.2 - How to Be an Interaction Designer In The COVID-19 Era

This is The Goods

Play Episode Listen Later Jul 10, 2020 36:47


This is Part 02 of E07 with Stephanie Prevost, Director of Interaction Design at Code and Theory in New York City. If you've finished Part 1, you're crushing it! If you haven't, there's a lot to be discovered in that episode. You'll need to skip back to episode 7.1 to get the whole story. For show notes, transcripts and more, please visit thisisthegoods.com If you like the show, would leave a review on Apple Podcasts? It'll take about 60 seconds, and will help me draw even more insanely interesting guests. Now all that's out of the way, let's get into it. Please enjoy episode 7.2! - Mike

This is The Goods
E07.1 - How to Be an Interaction Designer In The COVID-19 Era

This is The Goods

Play Episode Listen Later Jul 10, 2020 41:22


Today, you'll meet Stephanie Prevost, Director of Interaction Design at Code and Theory in New York City. In our conversation, we explore the evolution of creative agencies in New York, and you'll learn what Interaction Design is and how it works. We discuss how agencies are evolving in response to COVID-19, and how Code and Theory continue to create online experiences while working remotely. This is a 2 part episode. Both parts will be about 40 mins so you can listen at your own pace, or all at once. You get to choose. If you like the show, would you leave a review on Apple Podcasts? It'll take about 60 seconds, and will help me draw even more insanely interesting guests. I hope you enjoy this one! - Mike

Noticing The Obvious
021 Bringing Design Thinking Into a 400-Year-Old Company

Noticing The Obvious

Play Episode Listen Later Jun 29, 2020 47:41


My guest is Juho Paasonen, the current Design Lead at a 400-year-old national institution that is the Finnish Postal Service Group: Posti. Juho talks about starting his professional career at the age of 17 which led to working as Interaction Designer at Google before returning to Finland to build a creative design team at Posti. We discuss the differences between making art and making design, and what's required from good design leadership.    

Revision Path
Arielle Wiltz

Revision Path

Play Episode Listen Later May 4, 2020 57:53


The COVID-19 public health crisis is affecting us all, taking us out of the lives we led before and forcing us to move forward through a fog of uncertainty as we try to find our way back to some semblance of normalcy. Such is the case with this week’s guest, Arielle Wiltz. While she is typically based in NYC, she was sheltered in place in New Orleans when we spoke. We started off discussing her work at frog design, including how she’s taking the current relocation in stride with everything else happening at the moment.Arielle also shared how she transitioned from being a dancer to being a designer, talked about her volunteer work with ADCOLOR, and she shared some of the new things she’s learning to help keep her focused and motivated during this time of transition. Arielle may say she just fell into design, but it sounds to me like that’s just the kind of inspiration others need to hear in order to see themselves in this industry as well!LinksArielle Wiltz’s WebsiteArielle Wiltz on LinkedInArielle Wiltz on Medium  It's time for Revision Path's annual audience survey! Give us your feedback on the podcast, and you could win a $250 Amazon.com gift card from us! Head over to revisionpath.com/survey today. The survey closes on May 31, 2020. Thank you! Like this episode? Then subscribe to us on Apple Podcasts, Google Podcasts, SoundCloud, Spotify, or wherever you find your favorite shows. Subscribe and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us! Revision Path is brought to you by Lunch, a multidisciplinary creative studio in Atlanta, GA. Looking for some creative consulting for your next project? Then let's do lunch! You can also follow Revision Path on Instagram and Twitter. Come chat with us! And thank you for listening!

CoolCast
03.- Diego Rojas, Interaction Designer en Google | El feedback como elemento esencial para diseñar

CoolCast

Play Episode Listen Later Apr 30, 2020 59:37


Entendemos el diseño estratégico como una enorme caja de herramientas que nos permiten solucionar de la mejor forma las problemáticas y necesidades que existen en el mundo. Queremos ir más allá de transmitir conocimiento y enseñar técnicas y marcos de trabajo, buscamos a través de la generación de comunidad y un trabajo con pasión, inspirar hoy a los diseñadores del mañana.

Filipina on the Rise
“Remind yourself of who you are, as it’s essential to being able to own a space” – Alexis Bustos, Interaction Designer, UX Researcher, Advocate for Inclusivity in Design & Tech

Filipina on the Rise

Play Episode Listen Later Apr 30, 2020


Alexis Bustos is a San Francisco-based Interaction Designer, who is making waves while promoting Pinay Excellence in the world of User Experience Design & Research! She is consistently advocating for inclusive design and accessibility in tech. She holds a BFA in Interaction Design from California College of the Arts and is currently an interaction designer at […]

Sit, Talk, Design.
EP.16 - Armas Nurbahari Tentang Menjadi Designer Specialist UI Design

Sit, Talk, Design.

Play Episode Listen Later Apr 15, 2020 27:56


Armas adalah salah satu punggawa dari tim @gojekdesign. Berperan sebagai Interaction Designer, kali ini Armas akan bercerita tentang tips menjadi UI Designer yang baik dan bagaimana ia memutuskan untuk menjadi seorang Design Specialist. Apa itu Design Specialist? Dengerin dulu episode kali ini. Music by Ilya Truhanov from Fugue

Government Digital Service Podcast
Government Digital Service Podcast #16: GOV.UK Design System

Government Digital Service Podcast

Play Episode Listen Later Feb 28, 2020 38:37


Laura Stevens:  Hello, and welcome to the Government Digital Service Podcast. My name is Laura Stevens and I’m a Creative Content Producer here at GDS. And today’s podcast is going to be on the GOV.UK Design System.    The GOV.UK Design System is a collection of tools and resources for designing and building products and services. It provides styles, components and patterns that are accessible. This helps hundreds of teams across the public sector design and build services that are of high quality and can be used by anyone.    The impact of the design system, created and managed by a team of 10 here at GDS, is significant. It’s used in central government, local government and has also been used by the NHS and international governments to develop their own design systems. It saves teams time and money and helps give people a consistent and accessible experience when interacting with government.    To tell us more is Tim Paul, who is on the team who launched the GOV.UK Design System. Tim has also been at GDS for a long time, he was on the team that launched GOV.UK in fact as well. We’re also going to be hearing from people from central and local government about how the GOV.UK Design System has helped their work.   So yeah, welcome Tim to the podcast.    Tim Paul:  Hi there, how are you doing?   Laura Stevens: Thanks for coming on today. And could you tell us what your job is here at GDS and how you work with the GOV.UK Design System?   Tim Paul:  Yeah so I guess my official job title is Head of Interaction Design. But for the last couple of years, I’ve mainly been kind of doing that as a Product Manager really for the Design System. So that’s a thing that we kind of kicked off a couple of years ago and we’ve managed to build a team around that, and develop a suite of products. We launched those back in summer of 2018 and yeah, I’ve been product managing that and working with the team closely ever since.   Laura Stevens:  So the Design System was launched back in July 2018. But what is the Design System made up of?   Tim Paul:  So it’s essentially a suite of 3 different products. So you’ve got the Design System itself, which is basically a website with guidance and coded examples for designers and frontend developers to use to design and prototype and build public services. So that’s the first thing.   And then there’s a thing we call the GOV.UK Prototype Kit, and that’s a piece of software that designers in particular can download and install, and they can use it to rapidly create very high fidelity prototypes that they can take into user research. And they can test out ideas before their, their team commits to building anything. So they can find out what the right thing to build is.   Laura Stevens: Yeah.   Tim Paul:  And then the third thing, which underpins both of those, is a thing we call GOV.UK Frontend. And that’s essentially a frontend framework, so it’s all the Javascript and the CSS [Cascading Style Sheets] wrapped up into a nice package that developers can install into their projects. And so the Prototype Kit and the Design System both use GOV.UK Frontend and that means that designers and developers are both drawing from the same kind of library of components and patterns.    Laura Stevens:  I heard you say before that you think of the Design System also as a service as well, what do you mean by that?   Tim Paul:  Yes. So as well as the 3 products that we provide, we also offer support and training. We’ve helped facilitate contributions to the design system and we’ve run community events and we have regular hangouts with our community of users and contributors. So we really think of the whole thing together as being an actual service, and we have you know, a multidisciplinary team to support both the products and that service.    Laura Stevens:  And when you were talking about the different parts of the GOV.UK Design System, for people who are listening and don’t know what a component is or a pattern or a style. Could you explain what those things are please?    Tim Paul:  Yeah, ok, I’ll have a go.   So when we first started out - figuring out how to make this thing, we did a lot of thinking about what were the things that were going to be inside the Design System. There’s no really established language for talking about this stuff. Although design systems as an idea are fairly well established now.    So in the end we settled on 3 definitions. And so we have what we call styles. And they’re the really low level building blocks that everything else is made out of. So it’s things like colour palettes and how your typography works and how your page layouts work and your grid system and so on. So those are the styles.    And then one level up from that if you like, we have things that we call components. And so components are chunks of user interface, UI. So they’re visible things that you can compose onto a webpage and that, and, and that makes your service. So it’s things like drop-down lists and tables and navigation and headers and footers. And all our components are built using code, the code that we provide in GOV.UK Frontend. And so that’s what a component is.   And finally one level up from that we have things that we call patterns, and patterns are a little bit more abstract. They’re centred around common needs that users of public services have. So for example, lots of public services require that people enter information about themselves like their name or their address and so on, and so we have design patterns which explain the best most usable way that we’ve found, to ask users for that kind of information.    And, we have even higher level design patterns so for example, it’s quite common that a public service has eligibility requirements that, that, that users must meet if they are able to use that service. And so we have a pattern for example, which explains how best to help users understand whether or not they can use your service, so that they don’t waste time trying to apply for a benefit or something that they don’t actually meet the requirements for.   Laura Stevens: And so now I feel like I, I know what it’s made up of, I know what those words mean. But why are design systems good for government? And in a previous presentation I found in the Google Drive in my research, you said the national motto of design system teams is ‘efficiency, consistency and usability’   Tim Paul: Oh yeah, I did say that didn’t I?   Laura Stevens: Would, is that why they’re good or have you changed your mind?    Tim Paul: I guess, no that’s almost been one of the most stable beliefs that we’ve held throughout the whole kind of time we’ve been developing these resources. There, there do seem to be 3 pretty stable fundamental user needs that things like design systems are good at meeting. And, and that’s that public services needs to be efficiently built, we don’t want our tax payers’ money to be wasted in people like reinventing the wheel up and down the country in different teams.   They need to be of a high quality. So they need to be really accessible and usable. And they need to be consistent with each other. So one of the big reasons that we made GOV.UK in the first place was to try and create a single unified consistent user experience for all government services because that helps people to be familiar with those services, which means that it makes them more usable. But it also kind of fosters trust because it’s much easier to recognise when you’re using a legitimate government service if they all look the same.    And the way that design systems help with those things is that you have this common suite of components and patterns that are ready made, pre-built, they’ve already been tested for things like usability and accessibility. And so that lifts up the quality because people are re-using existing things, it means that they’re not developing them themselves so that makes teams more efficient and productive. And again because they’re re-using the same suite of components and patterns, it means that different services made by different teams in different parts of the country in different departments, are all consistent with each other.   Laura Stevens: And I think that’s a point that I wanted to pick up on, is because I think as a user coming to GOV.UK, it looks like it’s just one big website.   Tim Paul: Yeah.   Laura Stevens: But it’s actually being managed, and being delivered simultaneously, by different teams up and down the UK.    Tim Paul: Yes. So like you say GOV.UK presents as this single, quite large website that’s full of different services and information and that’s entirely intentional, that was always the vision for GOV.UK. But we, anybody who’s worked on it knows that under the hood, it’s hundreds and hundreds of separate websites and they're owned and managed by different teams in different departments up and down the country. There is no single tech stack for the public sector or for government, there’s hundreds and hundreds of different ones and we don’t try to control what that stack should be.    And so the challenge that we’ve always faced is like how do we let all of those teams work pretty much independently of each other, but deliver something which is coherent and consistent and feels like a single user experience. And this is, this is what design systems are really good at because they, they provide this centralised resource that all teams can draw upon and contribute back to.    So not every organisation, or large organisation, requires a design system necessarily but I think government is maybe almost the best example of an organisation that can benefit from, from a tool and a service like this.   Laura Stevens: So yeah, we’ve got GOV.UK as this, appearing as one site but actually being operated by lots and lots of different teams up and down the country. So is that who’s using the Design System, all these different service teams?   Tim Paul: Yeah, so we think that most users of the Design System are probably designers or developers working in, on, in services teams in different departments up and down the country. And we’ve tried lots of different ways to measure usage, it’s important that we know who’s using our service and how and what problems they might be facing, so that we can improve the service for them.   So one thing we have looked at in the past is, is web traffic. That’s just visitors to the Design System website. And that’s quite useful for showing month on month growth. I think since we launched, we’ve grown the number of visitors to the site by about 250%.    Laura Stevens: So impressive figures.   Tim Paul: Yeah, yeah! It’s, we’re happy with that.   Laura Stevens: I wanted to ask about the community element of the Design System. So people are able to contribute their own patterns and how, so in terms of the number of patterns or number of components now, are most of them done in GDS or do, are they generally done from people who have contributed? How does that work?    Tim Paul: Yeah. So from the outset really, we wanted to make sure that what we built was owned by the community of designers and developers in government, and was easy to contribute back to. And there’s a couple of reasons for that. One is that we’re, GDS is at the centre of government and that’s really helpful as a way to kind of propagate out best practice and so on, but it does mean that we’re kind of one step removed from the actual end users of citizen facing services and staff systems and so on. It’s really the teams in the other departments that are closest to those users. And so we really rely on them to feedback into the Design System about, about whether components or patterns are working or not. Maybe they’ve found ways to improve upon them, maybe they have ideas for brand new components and patterns that, that we don’t realise are needed. And so like I say, from the very beginning we were trying to figure out ways to, to kind of foster a community of collaboration and contributors.    And so we initially populated the Design System with maybe about 30 or 40 components and patterns that we already knew were needed by government. Some of those we brought in from our previous design tools.    Laura Stevens: Yeah.   Tim Paul: But since then we’ve had about 18 new components and patterns published over the last year and a bit. And I think of those 18, about 13 of them have been external contributions. So things that have been built by people in service teams somewhere else in government, from MoJ [Ministry of Justice] or DWP [Department for Work and Pensions] or HMRC [HM Revenue and Customs] and so on, and then contributed back to the Design System.    And so we from kind of experience with our previous tools, our legacy products, that contribution is difficult and it certainly doesn't happen for free and it doesn't happen at all unless you do a lot of work to facilitate it and so on. So we put a lot of effort into developing the necessary processes and the governance and the assurance so that when people made a contribution, they knew what to expect and they knew the criteria that they needed to meet and that there were people available to support that contribution. And then other people who are available to kind of assure the quality.    So what we’re hoping is this, by this, by making this process really open, it kind of encourages trust in what we’re doing, and it means that the work that we’re publishing isn’t biased, in favour of any one department and so on. And that it, and that it actually reflects the needs of teams in government.   Laura Stevens: So how does it make you feel having so many patterns and contr-and components now being able to be contributed? Because, this, this hard work of making it decentralised, making it open is working.   Tim Paul: It, I think it is working, I think we’ve learnt a lot along the way. We’ve certainly learned that it’s harder than we thought it would be. I mean we thought it would be hard, but it’s even harder than we thought it would be. I think perhaps we were tempted to think in the early days that contribution was like a shortcut to scaling.   Laura Stevens: Yeah.   Tim Paul: That like by opening our doors and letting people contribute, we could grow rapidly and it would like solve all our problems that way. And actually over the last year or so, I think what we’ve realised is that facilitating and assuring contributions is often as much work as doing the work yourself. We should probably have realised that at the time. And so I think it does let us scale but not to the extent that perhaps we thought it would.   So yeah, we think that aside from scaling, there are other real concrete benefits to, and I’m encouraging contribution on one of those, is that when people make successful contributions to the Design System, they tend to be pretty strong advocates so they almost act as like people doing engagement in departments on our behalf.   But also, and perhaps more importantly, the more people from service teams in other departments make contributions to the Design System, the more representative the Design System is of what those teams need. And so it just really helps us make sure that our product is actually genuinely meeting the needs of our users.    If we were doing all the work ourselves in the centre, then, then there’d be a really strong risk that what we were producing was only really meeting the needs of the teams that we were closest to.    Laura Stevens: And I think that leads very nicely on. Because we’re now going to hear a clip from somebody who uses the Design System who isn’t from GDS.   Tim Paul: Ah.   Laura Stevens: It’s from Adam Silver, who previously worked at the Ministry for Justice, or MoJ Digital. So yeah and MoJ is the second largest of the 24 ministerial departments, so it’s a big department.   Tim Paul: Yeah.   Laura Stevens: And yeah, he’s going to talk about using the GOV.UK Design System and also about the MoJ specific Design System as well.    Adam Silver: I’m Adam Silver, I’m an Interaction Designer working at the Department for Education, and previously I’ve worked at MoJ Digital and HMCTS [HM Courts & Tribunals Service] as well.   Laura Stevens: Could I talk to you about your work with the GOV.UK Design System on the service claim for the cost of a child’s funeral, which is a highly emotional service and also one that had to be delivered at pace in 6 weeks in fact. So how did having this centralised system help you in that?   Adam Silver: Yeah so we used the MoJ form builder, which is a tool that lets you create and deploy digital forms live, live to a URL without spinning up your own dev team. And under the hood, that form builder uses all of the components and patterns of from the GOV.UK design system. So that meant we didn’t have to spend a whole load of time thinking about text boxes, radio buttons and all of, all of the good stuff that’s already been solved brilliantly. And we could just focus on the specific needs of our service, and filling in the gaps where the GOV.UK Design System didn’t have a solution for that.   Laura Stevens:  And so in that way, was it saving you time, was it saving you hours of work, what was it helping you with?   Adam Silver: Yeah, it saved, saved a lot of time. Because instead of focusing on all those things we could focus on just the needs of our service. So for example, we needed to think about how to ask users for their bank details because we needed to make a payment for them for their claim. And we also focused on things like how to upload files because they had to provide evidence for their claim by uploading copies of their receipts. And those, those 2 particular components and patterns aren’t covered really in the GOV.UK Design System. So that’s where we could really focus our attention.   And the other thing was that when we were doing an accessibility audit before we launched, we could focus most of our attention on the new patterns that we knew might not be up to the level of quality, or level of accessibility, that all of the other components that, like the text boxes and radio buttons in the GOV.UK Design System.    Just that it’s so, so real, it’s just so good. Just the quality of the guidance, the quality of the patterns, the components themselves is excellent. It plays really nicely into the prototype kit. And when I have worked on department specific design systems, it plays nicely with those ‘cause. So we’ve, we’ve... At HMCTS and MoJ Digital, we had our own department design systems and we had to extend and build on top of the GOV.UK Design System. So that was, that was another really good thing.    Laura Stevens:  Could you sort of speak then to how important having this centralised GOV.UK design system is to different departments across government?   Adam Silver:  Oh yeah, absolutely. I mean we have several services at MoJ that were asking people for their bank details. And during our research there are many many government departments that have many many services of their own that are also asking for their bank details. So there is a lot of duplication of effort there and a lot of inconsistency between them. Not, not major inconsistency but little inconsistencies and those can, those things can, can add up to creating a less than ideal, tricky user experience.    So having that centralised and standardised in GOV.UK Design System adds a tremendous amount of value along with everything else that is centralised in, in the system.   Laura Stevens: How does the community behind the design system help you in your work?   Adam Silver: Yeah, so well, that’s, it’s majorly helpful. It’s one of my favourite things about working in gov [government] actually, is, is the huge design community who are just willing to, to help. On, on Slack, there’s like thousands of people on there and they’ve, there’s always somebody that’s either come across your exact problem or they’ve come across something similar and can help out.   And then the backlog itself, or, or the more specific help around the design system, I mean the team are real-super friendly. You get to know them individually, they’re always there to, to help. And having someone dedicated on support each, each day on Slack is, is massively massively helpful, knowing that you can go to one place to get help is, yeah, I can’t, I can’t just, I can’t commend it enough really. It’s super valuable to me and it’s, I know that it’s been super valuable to other people I’ve worked with as well.    The community backlog is really good because if there isn’t something in the design system then you know that there’s going to be...well there’s a very very good chance that somebody has put their own designs into the backlog. Just some screenshots, just some explanation and then some discussion. And that, that will get you going so you don’t have to start, you’re never, you’re never really starting something from scratch because somebody has always done something. And somebody, sorry. Sometimes somebody has done more than something. There’s, there's a lot of contributions on some of the backlog tickets as well.   Laura Stevens:  So Kellie Matheson, who works at MoJ Digital, also spoke at Services Week 2020 about having two Design Systems and working with that. How do you, how, what’s been your experience of using two design systems at once?   Adam Silver: So it’s not, it’s not the ideal situation. It’s because, the reason why I think design systems appear in departments is, is because, well for 2 reasons. One is that GOV.UK Design System just can’t go fast enough in accepting contributions which is kind of what I was talking about earlier. They’re just not resourced enough I don’t think. It takes a lot of effort to build out a component.   Laura Stevens:  Yeah, yeah, yeah.   Adam Silver:  So that, that’s one reason where a department could move a little bit faster. Quality might be a tad lower but they can move a bit faster. Because they’re not worrying about the needs of the whole of government, they’re just worrying about the needs of their department of the needs of a programme within a department, sometimes that’s the case. And the other reason is because there are literally department specific patterns. But I see it as a temporary solution while, until the GOV.UK Design System can pull those patterns in.    Laura Stevens: And you, on your blog post, you also contributed a pattern along with your colleagues Amanda Kerry and Gemma Hutley, what was that pattern?   Adam Silver:  That was how to ask users for their bank details. So as part of the, as part of the Child Funeral Fund service that we were designing, the main, the main point was that the user is claiming back the costs. So to do that they need to provide their bank details and that way we can, during the claims process, make that payment to them.    Laura Stevens: And what was it like to contribute your own pattern to that, or your team's pattern to that?   Adam Silver: The reason why I wanted to contribute the bank details pattern was because while we were designing the service, there was no actual pattern existing for the bank details. And we looked in the backlog and we talked to people across government and in our own department as well, and there was no, there was no solid example of how to, how to ask for it. There was lots of different good examples but there was no one way. So that’s something that we had to tackle during the 6 week period.    And so it would have been a real, it would have saved us a lot of time if that did, if that pattern was part of the GOV.UK Design System. So we thought ok well look, we’ve learnt quite a bit about it by searching around what other people have done, and we made a decision ourselves for our service. So why don’t we use what we’ve learnt, work a little bit harder and contribute it back.    Laura Stevens: So I’m sitting here with Tim Paul...And so you can ask him anything, what do you ask him?   Adam Silver: Hi Tim, I would ask you how to quantify the value of a design system?   Laura Stevens: So a nice easy question there.    Tim Paul: Yeah, thanks Adam!    Laura Stevens: But I did actually hear there was, I did actually see this was, this was your talk in Services Week 2020, wasn’t it?   Tim Paul: Yeah. Yeah. So first of all, that was really good to hear from him. And yeah. One of the things we’ve always known that we need to do, and any team will need to do, is to somehow quantify the benefits of the thing that you’re delivering. Design systems are no exception. But it is quite hard to do that because of the nature of the service and the products I think. They’re not transactional services, you can’t watch people kind of go through them, people aren’t signed in when they use it and so measuring how many people are using your service and product is tricky enough.   And then quantifying the actual material benefits is also not that easy. It’s all about productivity and that’s quite a hard thing to measure. These aren’t small tasks that can be done in a few minutes where you can, can easily measure how much faster people get. These are tools which help people over the course of days and weeks and months in quite unpredictable and subtle ways.    So we’ve always struggled a little bit. Although I think this quarter we’ve gotten a little bit better at this stuff. And so we were joined by Roxy, who’s a Product Manager in GDS, and she’s really helped us deliver a kind of economic model and, and a business case for how, how much benefit the Design System is, is giving people. And so we did a fair amount of research, we did lots of analysis of things like repos on Github.    And we fed all of this information into an economic model, we worked with an economist called Parri. We, we, we had lots of other data points. Our user researcher Rosie did, at quite short notice, did some really good research where we interviewed around 10 designers and dev-developers from different departments, and we got them to talk about their experience of using our tools. We got them to do the very uncomfortable thing of like trying to, trying to tell us how much more or less productive they were using our tools and not using our tools.   Laura Stevens:Yeah.   Tim Paul: Which is a, it’s a really tough ask. But people did tell us and we got enough data points that we figured taking an average and going with a conservative version of that average was sufficient. And so feeding all of this stuff together, and thinking about how many teams are actually using our products and for how long and so on, we got to a kind of round figure of, we think we’re probably saving the government about £17 million pounds a year right now    And that’s based on the assumption that without the Design System, government would need to spend about that much money to deliver the same services of a similar quality. So yeah.   Laura Stevens: And were you, did you think the figure would be about £17 million or did you...   Tim Paul: Yeah..I don’t know. I guess it was higher than maybe I was expecting.   Laura Stevens: Yeah.    Tim Paul: Yeah. Yeah. But one of the things we’re really keen to do is focus as much as we possibly can on, on the more qualitative benefits of Design Systems.   Laura Stevens: Sure.   Tim Paul: Rather than treating them as a kind of efficiency tool. They definitely do help teams work more productively but what we’re really hoping is those teams use their excess capacity to deliver better services. And so Adam kind of touched on that. Because they don’t have to worry about checkboxes, and radio buttons and headers and footers and making those all accessible and usable, they can spend that time that they’ve saved focusing on the actual service itself, and the content design, and the service design and the policy design and so on. And that’s really where the gains are to be had for individual service teams.   Laura Stevens: Adam also referenced about how there are other individual organisations using their own design systems, they’ve made up their own design systems. Why do you think places have created their own versions?   Tim Paul: There have always been other design resources made by other teams and departments in government, and that should come as no surprise. For the most part these are people with quite similar missions and goals to ourselves.   Laura Stevens: Yeah.   Tim Paul: They’re trying to solve the same problems but at the level of their individual programme or department. And so a couple of years ago when we were initiating this work, we made a conscious decision to, to not treat them as rivals or competitors or in some way a symptom of failure. They’re really just people who are trying to solve the same problem.   And so we, r-rather than go around and try and s-shut them down or anything like that, we made friends with these people, these people are now contributors and we try and work closely together with them    Laura Stevens: And not only is the GOV.UK Design System helping in central government, but it’s also being, helping across the public sector in local government and the NHS. And we’re now going to hear from Emma Lewis, from Hackney, about her experience of using the Design System in a local authority.    Emma Lewis: I’m Emma Lewis, I am the Lead Frontend Developer at the London Borough of Hackney.    Laura Stevens:  What is the London Borough of Hackney doing with design systems?   Emma Lewis:  So we have our own Hackney Design System and Hackney Pattern Library, and both of those are based on top of GOV.UK Design System and GOV.UK frontend respoistry. So we have our pattern library is called LHB Frontend. Which is essentially a copy of GOV.UK frontend which also imports GOV.UK frontend and we build on top of that.    So we have a bunch of different components, some of which are basically identical to the GOV.UK components but they have sort Hackney, ‘Hacknified’ styles or small colour changes, spacing tweaks, things like that. We have some components that are actually identical to GOV.UK and some components that are completely new to Hackney because they're more local government focused.   Laura Stevens:  What have been the benefits to you working in local government, for using a central government design system?   Emma Lewis:  I mean it’s been huge. So having all of these things just out of the box sort of we can use, it’s such an enormous time saver. But also having things like we, you know, we know they are accessible. So it means the services that we’re providing to residents and staff are so much better than they would have been otherwise.    Laura Stevens:  And I think a lot of people respond to with the GOV.UK Design System is also that community element of it. Has that helped you as well at the council?   Emma Lewis:  Enormously. There’s no-one else really experienced at frontend development that I work with, and having that community of people who I can ask questions to, is such a positive thing. And likewise I am so grateful for the GOV.UK Design System that it means I want to contribute and I think other people feel like that.    So I’ve contributed a couple of pull requests that are like really really tiny minor changes but feels good to do that. And it’s something that I want to do. And I think you see that with other people in the community who aren’t necessarily working centrally at GDS but have benefited from it so want to contribute something.   Laura Stevens:  Why is having a design system a good thing for local government?   Emma Lewis:  It’s...there are lots of different reasons. The main, the first reason is consistency. So it means that you know, any of our products that use that design system are going to look the same and that means, that’s really good for lots of different reasons. It means we’re not duplicating code in lots of different places. So you know, if something changes we don’t need to update it in loads of different places, there’s just a central place where all of that stuff comes from. And that’s something that developers love.   Laura Stevens:  Yeah.   Emma Lewis:  But also I think accessibility is a huge thing. The time and resourcing that goes into making a design system like GOV.UK, like I’ve never seen the amount of effort that goes into a component be put into that kind of thing outside of a design system.    Laura Stevens:  Yeah.   Emma Lewis:  And so making sure that it is accessible means that it’s usable by all of our residents and that’s really important. And we, one of our missions at Hackney is to create digital services that are so good that people prefer to use them.   Laura Stevens:  Yeah.   Emma Lewis:  And in order to do that, they need to be available to work for everyone and that’s like incredibly important.   Laura Stevens:  So this is a bit of a, like a retrospective question. What do you wish you knew, or to anybody who is listening from a local authority, from a local borough, before you started creating the Hackney Pattern Library?   Emma Lewis:  I think 2 things that spring to mind. One of which is how important your decisions are when you start doing something like that. So I think I hadn’t appreciated how difficult it can be to change things down the line. And this is something that...so Nick [Colley] and Hanna [Laasko] who work on GOV.UK frontend actually we’re really kind and came into Hackney to talk to us about the design system. And they were talking about how hard it is, or how bad it is to make breaking changes.   Laura Stevens:  Yeah.   Emma Lewis:  So you know, changes to the design system or pattern library that are going to break things for users of the older versions. And that’s something that I wasn't, I hadn’t really thought about much until that conversation. And now, we’re sort of 6 months into our first version of our pattern library, and I’m starting to see, ‘oh I wish I’d done that differently’. And you know really feeling empowered to take the time at the beginning and think about those considerations about how you’re doing something and whether it is the right thing and what possible use cases there might be down the line, can be really helpful.   Laura Stevens:  So how, what are people using it, what sort of stage are you at?   Emma Lewis:  So I’m doing some work at the moment with our mapping team, who create all sorts of maps for residents and for staff to look at, from things like where water fountains are, are in the borough to planning applications and all sorts of different things. And we’re coming up with, I suppose sort, it’s sort of similar to a design system in a way, we’re trying to come up with this sort of map template that we can use to show all different kinds of data. And I was just showing them really quickly yesterday how to use the design system to put a header and footer on the page, and their faces were just like lit up. It was so exciting that this was suddenly all available to them.    Like using the GOV.UK design system has been an incredible time saver. Like I can’t, we wouldn’t have a pattern library now if we’d had to build everything from scratch. It just. We have so many different projects on and we don’t have the people to build something like that, and by having that, it’s mean that, not only that we can use it on projects going forward, but we’re also massively reducing the amount of time it takes to build all those individual projects as well. So it’s been, it’s just been enormous in terms of the time it saved and like I said, the community around it.    Laura Stevens:  Yeah.   Emma Lewis:  The support that’s been provided with it.    Tim Paul: That was really really nice to hear that. It’s so, so gratifying I think to all of us on the team when other people reuse our work.    Laura Stevens: Yeah.   Tim Paul: It’s one of the best things about working in government and in the public sector is that we can be happy about the fact that people are stealing our work. In fact we kind of strongly encourage it. So yeah, that’s, that’s great. It’s, it’s doing exactly what we hoped it would do.    So we’ve known for quite a while there’s huge potential beyond central government for, for the work that we’re doing, not just ourselves but alongside our contributors, to, to benefit local government and even as far as international governments. We’ve, we’ve got I think we know about 5 different local authorities which are in some way using GOV.UK Frontend, and we’ve got a couple of other governments from other countries who are using our work as well. So this is really really good.   Laura Stevens: And in both those clips, both Emma and Adam, they both spoke about accessibility and how having it tested to the level AA of the Web Content Accessibility Guidelines or WCAG.    Tim Paul: Yes.   Laura Stevens: Is that right?   Tim Paul: That’s correct, yeah.    So this is, this has turned out to be a huge driver I think for adoption of the Design System because there this standard called the Web Content Accessibility Guidelines, it’s been around for a while, it’s in version 2.1 now. But the thing that has changed recently is that meeting level double A of that standard has now become an actual requirement, not just of central government services but the whole of the public sector by this September.    And so suddenly there’s a real strong need by teams everywhere to make their services fully accessible. And that’s pretty difficult. There’s lots you can do it make it easier like building in accessibility from the very beginning is probably the best way you can make your life easier here. Retrofitting accessibility is, is always a terrible experience for everybody.    But it turns out that making even simple things like buttons fully accessible across the full range of assistive technologies, devices and browsers, is actually pretty involved, difficult work. You’ve got lots of testing to do, you’ve got, the state of assistive technologies at the moment is still probably not as mature as it could be, which means there are lots of weird little bugs and kinks.   Laura Stevens: Yeah.   Tim Paul: Funny little idiosyncrasies across all the different technology stacks. And so the work that we do in the centre is to do all of that testing and iron out all of those bugs and figure out how to make these things work across all of the assistive techs that we know that people use. And that level of work, that depth of work is probably not a thing that an individual service team could or should be spending its time doing. They’ve got the full service to worry about and they really shouldn’t be spending the amount of time that we can spend on, on making low level components fully accessible.    So it’s one of the things I’m happiest about because it’s something that we can really contribute to.   Laura Stevens: And in, you mentioned as well that we’re not only helping central government, local, NHS but we’re also going abroad as well. And in March 2019, the New Zealand Digital Service published a blog about how they used the GOV.UK Design System to help create their own. So, and they had a quote in there saying: “We decided not to reinvent the wheel so we’re building on the GOV.UK Design System, a system with years of development. It’s a mature and proven Design System with full rigour and accessibility and testing”. So what does having that sort of reach and international impact feel like for you and the team here at GDS?   Tim Paul: It’s really nice, it’s kind of flattering. Yeah it also feels a little bit scary.   I think Emma alluded to the issue of having dependencies and breaking changes and things like design systems. And that’s a thing that we’ve experienced as well. So if you’re working on a service team in an agile environment, then the idea that you can iterate rapidly and fail fast and all of that, it’s great, it works really well. It doesn’t quite translate when you’re building a central code resource because if you’re iterating rapidly, if you’re failing fast, if you’re making lots of breaking changes, then you’re disrupting the work of everybody who’s relying on your code base. And so we end up being a lot more conservative, we end up moving slower and at a much measured kind of careful pace. And that’s because we are intensely aware that everybody using our tools is going to be disrupted by any breaking changes we make.   And so when we hear that you know, another country or local government authority is using our service, it’s really really good but it really hammers home to us how careful we have to be not to break things for them as well.   Laura Stevens: Do you think there’s a way of fixing that? Or is that just an inherent problem with having a central design system?   Tim Paul: I think probably the way to address that challenge is to not try to create some uber design system for the world, which would be the egotistical response to that challenge.    You know the internet is supposed to be made up of many parts loosely coupled, and that’s what we should be trying to do here. So making sure that people can use our tools as the foundation for the things they need, and that we have nice productive feedback mechanisms between, between those. That’s probably the right way to approach this.   Laura Stevens: Is there anything where you’ve seen the Design System used in a way that you just never expected it to be used, or it popped up somewhere that you...   Tim Paul:  We’re, we’re sometimes asked about doesn’t, don’t, don’t these products make it really easy to make fake versions of GOV.UK, which is a really valid question. And the answer is yes, they do. They make it easy for anybody to make things look like GOV.UK. But to be honest if your motivations are to trick people, then it’s always been pretty easy to make fake versions of a website.    Laura Stevens: Yeah.   Tim Paul: So we’re not making it that much easier for the scammers, but we’re making it a lot easier for the service teams who are building legitimate services. But yes, every now and then we see, we see a dodgy looking GOV.UK site and we see our own code in there, and that’s kind of weird but you know there’s a whole bit of GDS which is dedicated to spotting that stuff and getting it taken down so.   Laura Stevens: So thank you so much to Tim to coming on today and also to Emma and to Adam for talking about the GOV.UK Design System. And you can listen to all the episodes of the Government Digital Service Podcast on Apple Music, Spotify and all other major podcast platforms. And you can read the transcript of Podbean.  So thank you again and goodbye.   Tim Paul: Thank you.

Companies House
Meet the Team: Toby, software development

Companies House

Play Episode Listen Later Feb 26, 2020 13:39


Meg speaks to Toby about agile techniques, spitfire aeroplanes and being socially responsible. Transcript Megan Hayward: Hello and welcome to Meet the Team podcast. My name is Meg and I work in our External Communications department. And I'm the host of this series.   I'm here today with Toby. Toby was one of the first people that I met here at Companies House as he was on the panel for my interview. And who better to welcome me?   Thank you for agreeing to be on this podcast. I'm looking forward to learning more about Toby and his role. How are you today?   Toby Maxwell-Lyte: I'm very well. Thank you for inviting me.   MH: You're very welcome. Firstly, can you just tell me your role title and how you fit into the wider team here at Companies House?   TML: Okay, so my role title is the Head of Software Development Profession and so my focus is on the community of people with that skillset within Companies House.   So how does that fit into the wider picture? Our purpose is to actually build the software that then meets users' needs, so that we can then make sure that citizens that need to use our services, whether that's companies who're filing information with us or whether that's members of the public who want to get access to that information, are able to do that via our web services.   MH:  Thank you so much. So I'm not sure if you listened to the previous podcast, but we're going to start with some jokey questions to get going. So, cats or dogs?   TML: Dogs   MH: Tea or coffee?   TML: Coffee   MH: Introvert or extrovert?   TML: Extrovert   MH: Night owl or early bird?   TML: Early bird   MH: Same! Moving on to the proper questions, the serious stuff. Which piece of work are you really proud of?   TML: I think one of the pieces of work I'm most proud of is what we've built over the last couple of years. It's been a project called the Streamlined Company Registration Service. This was a joint project where we worked closely with Her Majesty's Revenue and Customs to make it easier for people who are setting up new companies. So historically they would've had to tell Companies House that they wanted to incorporate their new company, and then they would independently have needed to register with HMRC for corporation tax and vat and PAYE.   So we've built a service with them that enables people who want to set up their own companies to be able to do that all in one go now, so they're not having to tell multiple different government departments the names and addresses of directors over and over again. It's made it streamlined.   MH: I think that's interesting because it's actually something that I've thought about. And thought, isn't it great how you just do one thing and then HMRC automatically know about it? It's all these things that have to get done but people don't realise. It's fixed before it's broken almost?   TML: Absolutely and that wasn't always the case and I think it's important that we, as government, work across those sorts of organisational boundaries to make sure that we're providing services for citizens that are user-friendly. You know, they're not customers. They can't choose, they're obliged to do it. So it's important that we make it as easy as possible and reduce the friction.   MH: Talking of making it as easy as possible, which brings us on really nicely to One Team Gov. I know you do a lot of work in that area. Could you tell me a little bit about it?   TML: Yeah, One Team Gov formed about 2 years ago. There were a couple of people who were together at a conference and they thought policy and digital were separate things. And wouldn't life be better if those were more joined up? So they formed One Team Gov which is a group of people who want to make things better across government. And it's kind of as vague as that really, it's about doing things well.   So it's working across boundaries. Working across government boundaries or whether it's working across teams within organizations or you know, even globally. So there was a One Team Goes Global unconference event which I helped at, and we had people from over the world. About 40 countries represented.   I found it really interesting to learn from, say people in Canada, about the challenges they were facing. We have our Companies House register here, and in Canada because they have 11 states, they have 11 equivalents of Companies House. And it was interesting to hear the challenges.   There's often people who have solved the problem you're facing already and if you talk to other people you can get their input, and it's nice to be able to get that from other people and also to give back.   MH: Thank you Toby that's great, can we go back to your role? What made you decide that it was the career for you?   TML: I always enjoyed playing around with computers. My dad was always quite keen on buying shiny new kit. So I got exposure to it and got to play with that. I didn't really know what I wanted to do with a career.   So ended up doing a degree in computer science and then naturally went into the world of software development. I quite like working with people. I enjoy the problem-solving side of things, you know, the extrovert question earlier comes into the sort of working with people and that sort of stuff.   I like working with software developers and helping join the gap in terms of making sure that we build software that meets users' needs. I enjoy that sort of stuff, the human side of the role.   MH: You sound like you're really rewarded by your job. Is that true?   TML: Yeah. I enjoy it and I'm always looking to improve. You know, I find it satisfying. There's nothing more satisfying than being able to build just enough software so that you can make peoples' lives a bit better. And yeah, it's great.   MH: Talking about making peoples' lives better, can you tell me a bit about the social responsibility work that you've been doing in digital?   TML: One of the benefits of being in Companies House is that we get a given number of volunteering days that we're allowed to use each year to help with the wider community.   And something I've been involved with is working with a local organization called City Hospice. So that's a hospice in Cardiff. It's a “bedless” hospice, so people don't actually stay in beds, it's like a day centre for people who might be going through different cancer therapy or they might be experiencing other things which they're going through.   This provides a nice environment for people to get out of their house and go and socialise with other people. So what we do there is, once a month we get volunteers from the digital teams to go along and meet with these people and help them with their digital skills.   For example, I went and I met a really nice man. He said to me “I've heard that I can watch videos of Spitfire airplanes flying over Cardiff Bay. Apparently that happened in the 1980s and I'd really like to see a video of that. What can I do?” So I thought okay. So this must be YouTube, so introduced him to that and no doubt he's now gone down in the whole history of watching those videos.   MH: I know that we've done some equipment donations as well, is that to City Hospice?   TML: So that's to some of the local primary schools. Obviously the older our equipment gets, it comes to the point where it's no longer up to scratch for our software development needs and general user needs. Whereas local schools really value that kind of thing. So I know that we've also donated some of our equipment that we don't use anymore to local schools, which is making their lives a bit better.   MH: Can you tell me, are we using any new or creative processes or attitudes towards work and output?   TML: So the primary way that we do our software development is by using agile techniques. That's not particularly new in the software world, but we're doing more and more of that, which is breaking everything down into small chunks and delivering it as often as we possibly can to meet users' needs. And then getting feedback on it so that we can iterate on those services.   We've recently created a platform team here who can help us with some of the more automation of the software release processes. We're moving towards a continuous integration mindset where all the developers code. They combine their code with each other as often as possible to make sure that it's as straightforward as possible and easy for people to work together.   And then it's breaking that stuff down. It's really small chunks so that it gets delivered really frequently because more often, the smaller the chunks the lower the risk and the better we can meet user's needs.   MH: I know I'm repeating myself, but it's just one of those things that you fix before it's broken. People take so much for granted and you get it to this stage, that you have no idea the work that's gone into it to get to there.   TML: Yeah, but I think it's about the smaller the chunks the lower the risks. Yeah, and that means if you release a small piece of software, there's not too much to fix if it's gone wrong. It's really important that we make sure that we can do that.   MH: Can you tell me a little bit about Innovation time?   TML: So historically there's always been quite a strong focus on projects, which is rightly so. We're ultimately spending public money. So that needs to go in the most efficient and effective ways possible.   What we've realized is, we've got a large group of bright and intelligent people and we need to harness the innovation and creativity side of their roles rather than just purely heads down to the grindstone.   We introduced Innovation time which gives people the opportunity to spend half a day a week on doing whatever they want, that they think will make things better.   So an example of one of the things that came out of that was, in our culture community, one of the things that people liked most was meeting people from other areas. People can register for ‘curious coffee' and then you get randomly paired up with somebody from another directorate. And you can go and have a coffee with them and just get to meet.   MH: Being the head of the development software profession means…   TML: For me it's about enabling people to grow within their roles and develop themselves as a person, so that they can become an even better software developer.   It's getting people across the different teams. We've got 13 software development teams. It's getting them to share their great ideas with each other so that if one team over here is doing great stuff, the other teams are aware of that and can learn and gain from that.   How can we make sure that we're doing high-quality software, that's easy to maintain? Which then means that we can add new features to it easily and quickly without incurring technical debt and pain that is then difficult to iterate in the future. So it's about trying to simplify that whole process.   MH: You definitely strike me as a very people-focused worker and person generally, which is really lovely. I don't think from the outset on face value you'd think software developer as a people focused person. Rightly or wrongly?   TML: It's critical. I mean everybody works in teams. We have to work together. You know, you've got that stereotype, but it's important that our people, are happy and engaged. You absolutely need that to have the most effective way of developing software and get the most out of it.   MH: Well, thank you so much that brings us to a nice end. Have you enjoyed?   TML: Yeah, it's been really good.   MH: So thank you everyone for listening to this podcast. In case you missed the last episode of our Meet the Team series, we spoke with Oceanne last month about her role as an Interaction Designer. You can find all of our podcasts on Soundcloud or wherever you listen to your podcast. Thank you again. Bye.  

Companies House
Meet the Team: Oceanne, interaction designer

Companies House

Play Episode Listen Later Jan 31, 2020 10:35


In the first episode of our new Meet the Team series, Meg speaks to Oceanne, about multiple uploads, new projects and cold January nights. You can read a transcript of this episode on our blog » http://bit.ly/2vLOrGr

Daily-ish pod
#027 App highlights of 2019 from designers' perspective with Paddy | Interaction Designer

Daily-ish pod

Play Episode Listen Later Dec 17, 2019 36:53


Here comes the podcast with Paddy, an interaction designer, where we dive into some of the app highlights of the year 2019 and talk in details about some of our favourite apps. A fun interaction between designers about app. Enjoy! Subscribe to The fun Indian guy here: https://www.youtube.com/channel/UCncaLyG7G_u9IIDQc5OUUEA?view_as=subscriber Watch episode here: https://youtu.be/o4dBzSuBJCE Follow Paddy here: https://www.instagram.com/the_prador/ https://www.instagram.com/suramprady/ --- Send in a voice message: https://anchor.fm/thefunindianguy/message

Tech+Art
Saskia Freeke, Artist, Creative Coder, Interaction Designer | Tech+Art

Tech+Art

Play Episode Listen Later Oct 31, 2019 24:13


Today we’re speaking with Saskia Freeke, an artist, creative coder, interaction designer, visual designer and educator based in Amsterdam. Her work focuses on structure, geometry and playfulness. A big part of her artistic practice is her daily art project that started in January 2015. Each day sees a new exploration and experiment with generative patterns and animations. You can learn more about Saskia and her work here: Website Twitter As always you can find out more about Tech+Art by visiting our website or following us on Twitter! Cover art by Matt DesLauriers.

Kartini Teknologi
Episode 8 - Ngobrolin UI/UX, Aksesibilitas, dan Toptal bersama Velta Destiana

Kartini Teknologi

Play Episode Listen Later Oct 20, 2019 47:33


Pada kesempatan kali ini, kami ngobrol dengan Velta Azizah Destiana, seorang Interaction Designer di PigeonLine dan UX Engineer di Toptal. Kami membahas tentang pekerjaannya sebagai Interaction Designer dan UX Engineer dan proyek-proyek keren yang ia sedang kerjakan. Selain itu kita juga membahas tentang apa itu aksesibilitas dan mengapa hal tersebut penting sampai pengalamannya bekerja remote di Dubai.

Kartini Teknologi
Episode 8 - Ngobrolin UI/UX, Aksesibilitas, dan Toptal bersama Velta Destiana

Kartini Teknologi

Play Episode Listen Later Oct 20, 2019 47:33


Pada kesempatan kali ini, kami ngobrol dengan Velta Azizah Destiana, seorang Interaction Designer di PigeonLine dan UX Engineer di Toptal. Kami membahas tentang pekerjaannya sebagai Interaction Designer dan UX Engineer dan proyek-proyek keren yang ia sedang kerjakan. Selain itu kita juga membahas tentang apa itu aksesibilitas dan mengapa hal tersebut penting sampai pengalamannya bekerja remote di Dubai.

Do not lean
Кирилл Лактионов о дизайне продуктов для автомобилистов, работе в TomTom и жизни в Голландии.

Do not lean

Play Episode Listen Later Aug 17, 2019 35:14


В этом выпуске интервью с Кирой Лактионовым – Interaction Designer в TomTom. Рекомендации от Киры: 1. Книги: • Илья Бирман. Пользовательский интерфейс • Крис Хэдфилд. Руководство астронавта о жизни на земле. • Warren Berger. A more beautiful question. 2. Подкаст Design Better by InVision. 3. Блог Юры Ветрова. Дайджест продуктового дизайна

Bol.com - Techlab
'OK Google.....' - the future of voice is here

Bol.com - Techlab

Play Episode Listen Later Jul 31, 2019 30:58


'OK Google.....' - the future of voice is here. Everybody with a Google Assistant on their phone or with Google Speakers installed uses this command more and more. It's even used by radio DJ's to make fun and just shout out commands to see what's happening.What this episode coversAnd you know when people start making jokes with it, it's becoming a success. There is a future for interaction by voice. Time to talk about this success with our two guests who were part of the team that introduced the future of voice in bol.com.'OK Google...., talk to bol.com'GuestsMarieke Linssen; Interaction Designer with a focus on conversation design.Marvin Zwolsman; Software Engineer in our Young Professional program He participated in the voice project.NotesGoogle Home en Google Nest Hub - see our description on tech.bol.com hereGoogle Voice InteractionIntent Recognition explained by Daniel Heres

Listing Bits
A Collaborative Approach to Web API Adoption with Jon Druse of W+R Studios

Listing Bits

Play Episode Listen Later May 9, 2019 23:30


“A phone call is worth a thousand emails, and a Slack channel is worth a million conversations.”  RESO’s push for an industry shift from RETS to Web API makes a lot of developers nervous. You can spin your wheels for days trying to figure out how to make the new way to consume MLS data work with your application. But here’s the thing: Somebody else has probably already solved that problem. So, how do we create a platform where developers can team up to move adoption forward? How much does accessibility to the experts serve as a game-changer in the switch to Web API? Jon Druse is a Senior Developer at W+R Studios, a software company dedicated to building tools for the real estate industry. Prior to W+R, he served as a Software Engineer and Interaction Designer with Socialcast, Sleepy Giant, and Central Desktop and cut his teeth as a Senior Developer at PhishMe, Inc. Jon has 11-plus years of experience in the industry, and he was recently responsible for leading Cloud Agent Suite’s shift away from RETS, making W+R the first vendor to put Web API into production.  Today, Jon explains why direct access to ‘people with answers’ was critical to his success on the project. He describes how Web API is less error-prone and requires fewer requests than RETS yet displays in the same format. Jon also discusses the minimal differences among Bridge, Trestle and Spark when it comes to replication of a data set. Listen in to understand why collaboration among developers is key in moving Web API adoption forward and learn how Jon was able to make the transition happen at W+R in just 6 months!   What’s Discussed:    How John set up the Web API feed in W+R’s Cloud Agent Suite Why accessibility to ‘people with answers’ was crucial to Jon’s success RESO’s push for an industry shift from RETS to Web API The intention behind RESO’s Replication Workgroup How Web API outperforms RETS in terms of time and accuracy How a common schema will solve for maintenance in Web API The 3 vendor-MLS partnerships delivering data through Web API The minimal differences among Bridge, Trestle and Spark for replication Jon’s insight around how to move Web API adoption forward How Jon taught himself to program working tech support at a high school   Resources: RESO Conference Mike Wurzer & Andy Woolley on Listing Bits EP035 Al at CoreLogic on LinkedIn The Bridge API Trestle Spark API   Connect with Jon:  W+R Studios Email: jon@wrstudios.com Jon on LinkedIn Jon on Twitter

Revision Path
285: Shaun Mosley

Revision Path

Play Episode Listen Later Mar 11, 2019 56:06


Shaun Mosley is one busy guy! By day, he's a software designer and interaction designer, and as part of Intuit's Design System team, he helps build the components and interactions for popular financial apps like Mint and QuickBooks. Outside of work, Shaun is a relatively new resident to the Bay Area, a podcaster, and a proud papa! We spent a good bit of time talking about Shaun's journey as a designer, what he's looking forward to in 2019, and he shared the best advice he's gotten which has helped him grow. Shaun's motto is to "trust the process", and I think doing that has really helped him succeed! Shaun Mosley's Website Successful While Parenting Like this episode? Then subscribe to us on Apple Podcasts, Google Podcasts, SoundCloud, Spotify, or wherever you find your favorite podcasts. Subscribe and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us! Revision Path is brought to you by Glitch and sponsored by Facebook Design, Google Design, and Mailchimp. Powered by Simplecast. Sign up today for a 14-day free trial! You can also follow Revision Path on Facebook, Twitter, and Instagram. Come chat with us! And thanks for listening!

The Boagworld UX Show
How to Make It as an Interaction Designer

The Boagworld UX Show

Play Episode Listen Later Feb 7, 2019 59:56


You can find a complete transcript of this week's show, as well as all of the links mentioned, by going to: https://boag.me/2FYSTok

Dunia Dalam Desain
Episode #13: Validate Your Design!

Dunia Dalam Desain

Play Episode Listen Later Jan 18, 2019 52:11


Kenapa sih desain kita harus divalidasi, harus ditest? Apa bedanya guerilla testing dan segmented testing? Gimana step-by-step buat perform usability testing? Tools apa aja yang dipake? Dengerin jawabannya di episode seru kali ini bareng Anton Chandra, Interaction Designer dari Go-Jek, dipandu host Tri Nugraha.

Sit, Talk, Design.
Ep. 01 - Anton Chandra Tentang menjadi seorang interaction designer di GOJEK

Sit, Talk, Design.

Play Episode Listen Later Dec 30, 2018 24:58


We discuss about life at Gojek UXD team, what you can do as an interaction designer and being cool while doing it.

Storytalking with Lakshya
Ruchika Nambiar

Storytalking with Lakshya

Play Episode Listen Later Dec 21, 2018 67:00


In episode #49 of Storytalking, Lakshya speaks with Ruchika Nambiar, an almost-26 year old artist / writer / designer / illustrator from Bangalore, India. Ruchika tells Lakshya about how she got into writing, how she found her creative voice, what it was like to be in Art school (she went to the Srishti School for Art & Design in Bangalore), how she finds the work-artist balance now that she’s an Interaction Designer, and how she conceptualized and wrote her graphic novel memoir: ‘The Breadcrumb’ - which you can read for free on her website www.ruchikanambiar.com.

Design NG
Episode3 - Yahoo Interaction Designer, Edison Chen (Part II)

Design NG

Play Episode Listen Later Nov 29, 2018 21:01


Design NG是一個Podcast節目,訪談在人生各個不同階段的設計師,他們的成長故事,他們如何從過去NG的經驗成就現在的成績。 上一集,Yahoo亞太區媒體產品設計師Edison和我們介紹Yahoo新聞app revamp的脈絡, 也分享了他在過程中對於「溝通」的學習。接下來, Edison將跟繼續我們分享他進入設計領域的故事.

Design NG
Episode2 - Yahoo Interaction Designer, Edison Chen (Part I)

Design NG

Play Episode Listen Later Nov 20, 2018 25:41


Design NG是一個Podcast節目,訪談在人生各個不同階段的設計師,他們的成長故事,他們如何從過去NG的經驗成就現在的成績。 這集我們邀請到Yahoo亞太區媒體產品設計師Edison來跟我們聊聊他在Yahoo做設計遇到的挑戰,他如何在這些過程中成長,做為一位具有工程背景的設計師,他又是如何看待設計的?

Revision Path
261: Marcus Mosby

Revision Path

Play Episode Listen Later Sep 24, 2018 46:20


I couldn't think of a better way to celebrate the end of this year's HBCU Month on Revision Path (as well as this year's World Interaction Design Day) than with a conversation with Marcus Mosby. Marcus is a senior interaction designer at Fjord in Austin, TX, and his passion lies in designing and creating experiences that help improve the lives of users everywhere. We started off with an introduction to interaction design, and Marcus talked about the processes and tools he uses, and gave tips for other designers looking to get into the field. From there, we talked about his time at Clark Atlanta University, and he shared what it's like to design for different cultural considerations, and even gave us a peek at his photography work! There are a lot of paths you can take to get into design, and Marcus wants you to know that the sky's the limit! Marcus Mosby on LinkedIn Marcus Mosby on Instagram Help support Revision Path by becoming a monthly patron on Patreon! For just $5 per month, you’ll receive behind-the-scenes access to Revision Path, including special patron-only updates, early access to future episodes, and a lot more! Join today! We're on Apple Podcasts, Spotify and Stitcher! Visit https://revisionpath.com/iTunes, https://revisionpath.com/spotify or https://revisionpath.com/stitcher, subscribe, and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us! Revision Path is brought to you by Facebook Design, Glitch, Google Design, and MailChimp. Follow Revision Path on Facebook, Twitter, and Instagram!

Bloc Thinking
Allow yourself to surprise yourself

Bloc Thinking

Play Episode Listen Later Sep 2, 2018 54:03


What if you could practice what you preached? Well, Seth Minard, a former Interaction Designer at Cooper is an Example of that. Seth has turned the focus of his design practice inwards to re-design his life. Perhaps, transformation starts with the designer, before attempting to design experiences for others? He gave up his job, belongings and life in San Francisco to take on a new adventure in Europe and attitude to life. We talk about his transition, some of his projects and what transformation means. We hope this episode leaves you inspired. Important Links: The new podcast I mentioned with Aga Szostek, Catching the Next Wave can be found on iTunes. We will launch the full Season 1 on the 5th of September. You invited to explore the future of [Experience] Design with us. https://itunes.apple.com/pl/podcast/catching-the-next-wave/id1434396967 Jericca Cleland (Ex-Pixar) will be in Warsaw (Poland) to host a narrative and storytelling workshop - Narrative Power for Experience Design. We are super excited to have her here - if you interested in joining us you can find all the details to the event at http://aga.szostek.net Check out the Product Development Days, this October. Tons of Exciting speakers, workshops and networking opportunities. See you there! https://www.productdevelopmentdays.com Episode details Seed Cards 10% discount promo - You can only use the special promo code here - [www.gadzetytrenera.pl][6] Subscribe to the podcast on iTunes or in your favorite podcast app with our rss feed: https://rss.simplecast.com/podcasts/4348/rss Connect with us on Twitter: Werner Or LinkedIn: Werner

AppLoads
#07 Filip Łysyszyn - Google

AppLoads

Play Episode Listen Later Jun 22, 2018 43:29


Gościem odcinka jest Filip Łysyszyn, Interaction Designer w Google (a wcześniej Adobe i Booking.com), z którym rozmawiam o: * Kim właściwie jest interaction designer? * Jaka jest rola designera w procesie Scrumowym? * Jak projektować elastyczne interfejsy dla ogromnej grupy docelowej? * W jaki sposób używa się systemów designowych w Google Cloud? * Kiedy skorzystać z pomocy UX Writera? * Co daje praca w międzynarodowym zespole, jak dzięki temu można polepszyć sam produkt? * Jakie zagrożenia niesie za sobą podział zespołów w produkcie wg funkcjonalności? * Czy lepiej używać fontów systemowych czy customowych w złożonych interfejsach * Zagadnieniu dark patterns na przykładzie Booking.com Linki * https://cloud.google.com/ * https://material.io/design/ * https://booking.design/implementing-system-fonts-on-booking-com-a-lesson-learned-bdc984df627f Oferta pracy w Google * https://careers.google.com/jobs#!t=jo&jid=/google/interaction-designer-google-cloud-warsaw-financial-center-emilii-plater-53-3406301100& * https://careers.google.com/jobs#!t=jo&jid=/google/ux-researcher-google-cloud-platform-warsaw-financial-center-emilii-plater-53-3910230097&

Revision Path
246: Sabella Flagg

Revision Path

Play Episode Listen Later Jun 11, 2018 56:32


One of the brilliant things about design is that there's no one "right" way to enter the industry. Career paths aren't linear anymore, and no one demonstrates this more than Sabella Flagg. Her journey has a designer has literally taken her around the world, and now she's settled in Seattle as an interaction designer for digital agency Artefact. Sabella and I talked about what interaction design is, and she shared what prompted her move to Seattle after spending time teaching English in China. Sabella is also a fine artist and photographer, and talked about her dreams of having her own gallery exhibition, and her motivations for growing as a designer. Learn more about Sabella in this week's interview! Sabella Flagg's Website Sabella Flagg on Instagram (@macandrow, @themonarq) Help support Revision Path by becoming a monthly patron on Patreon! For just $5 per month, you’ll receive behind-the-scenes access to Revision Path, including special patron-only updates, early access to future episodes, and a lot more! Join today! We're on Apple Podcasts, Spotify and Stitcher! Visit https://revisionpath.com/iTunes, https://revisionpath.com/spotify or https://revisionpath.com/stitcher, subscribe, and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us! Revision Path is brought to you by Facebook Design, Glitch, Google Design, and MailChimp. Follow Revision Path on Facebook, Twitter, and Instagram!

Method Podcast from Google Design
Fiona Yeung & Alison Boncha of Hexagon UX

Method Podcast from Google Design

Play Episode Listen Later Mar 27, 2018 16:51


In this episode, Aidan Simpson interviews Interaction Designers Alison Boncha and Fiona Yeung about impostor syndrome, the importance of mentorship, and how they developed the bold, inclusive new brand for Hexagon—a supportive community of women and non-binary UXers. The trio also discuss great career advice, hard lessons, and why everyone should have a “Yay Folder.” A few highlights: Alison on why you should leave your first job “A friend in college told me, never stay your first job more than a year… or you're going to always be viewed as the junior person on the team.” Fiona on the hardest lesson she’s still learning “Even if you're the juiciest peach on earth, not everyone likes peaches. Remember that no matter how hard you try, there are still going be people you can't please. You have to like accept yourself for who you are.” How Hexagon got its name “We came up with three names that we thought had potential: Thrive UX, We UX, and Go Boldly. Turns out Go Boldly already exists. But We UX and Thrive UX felt too literal. I wanted something that was more symbolic, with a deeper metaphorical meaning. So I was brainstorming more and came across an article on beehives and why you’d want to structure your team culture like a bee hive. I was fascinated… beehives are also symbolic of great collaborative environments because you have organization and structure and leadership. And worker bees are all female. So we explored more bee imagery, and the shape of honeycombs is a Hexagon.“ Alison Boncha is an Interaction Designer on Google Express within the Shopping team. Allison works alongside engineers and product managers to take a product vision and deliver the best experience possible. Fiona Yeung is a creator, artist, and Interaction Designer on Google’s Material Design team. She’s also the new head of Hexagon, leading an all-volunteer effort to foster supportive UX community.

Revision Path
234: Anthony Daniel II

Revision Path

Play Episode Listen Later Mar 19, 2018 58:13


Do you ever think about how the software that pilots use is designed? If so, then this week's interview is for you! Meet Anthony Daniel II, a senior interaction designer who works in the aerospace field. Our conversation begin with a dive into the world of interaction design, and I even shared a bit about my brief time working for NASA! From there, we talked about whether UX is being taken seriously as a design discipline, and Anthony talked about his creative beginnings, along with some of his dream projects he wants to do in the next few years. According to Anthony, collaboration is essential for design success, and I couldn't agree more. Enjoy! Anthony Daniel II's Website Anthony Daniel II on Twitter Anthony Daniel II on Medium Anthony Daniel II on Dribbble Help support Revision Path by becoming a monthly patron on Patreon! For just $5 per month, you’ll receive behind-the-scenes access to Revision Path, including special patron-only updates, early access to future episodes, and a lot more! Join today! We're on Apple Podcasts and Stitcher as well! Visit http://revisionpath.com/iTunes or http://revisionpath.com/stitcher, subscribe, and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us! Revision Path is brought to you by Facebook Design, Glitch, Google Design, MailChimp, and SiteGround. Get 60% off all hosting plans at SiteGround by visiting siteground.com/revisionpath! Follow Revision Path on Facebook, Twitter, and Instagram!

Custom Made
CM07: Designing the Wrong Product to Get to the Right Product w/ Steven Ray

Custom Made

Play Episode Listen Later Feb 25, 2018 29:30


Steven Ray, Chief Creative Officer at Dialexa, is an award-winning Creative Director and Interaction Designer with over 12 years of focus in interaction, visual, and interface design of: websites, software, mobile applications, and product design. He’s worked on an array of products for a diverse range of clients and industries such as Amazon, Evernote, Shopsavvy, FOX entertainment, Appcelerator. Steve is one of the founding members of Dialexa, as well as the two Dialexa Labs companies, Vinli and Robin, that have been on previous episodes. When Steve joined Dialexa back in 2012 he brought along a more comprehensive view on the role of design within our approach to custom product development. Today, Steve leads experience and creative direction at Dialexa partnering closely with clients and developers to create a seamless user experience. He believes that focusing on the user frequently gets shadowed by focusing on the interface and that it’s important to learn about the person and cater the technology to the user rather than make the user figure out how to use the technology or interface. Steve and his team continually bring the latest thinking and techniques in how we design products here at Dialexa, both visually and from a user experience - there is a difference between these two approaches that should never be undervalued. After all the user experience design of a product is such a crucial part of the product’s adoption, engagement, and the eventual business impact. This episode of Custom Made is about the value of designing the wrong product. Now designing the wrong product may sound counterintuitive but stay with me on this. It is a very expensive way to evaluate a new product if you only align stakeholders’ product vision, test with users, and iterate on the user experience once it is in development. You lose both valuable time and money as you revisit/redesign and redevelop features and workflows. With the need to get a product to market quickly, without rushing out poor quality products, identifying ways to be more efficient throughout the product development process is critical. Gaining alignment on the product as early on as possible in the process is a key step to creating a successful product, in a timely manner. For example, stakeholders involved in a project always have a different image in their mind of the what the product is or can do, and it is not until they have something they can see and react to do you really get a true understanding of their expectations of the product. Therefore taking additional time during the research and design to explore and test a range of product sketches and designs can save you time in the long run. After all, if a picture paints a thousand words, then even a basic sketch of your product is more impactful for product alignment than a feature list or product description. Be sure to tweet at me https://twitter.com/dougplatts and let me know what you think of the show. Follow Dialexa on: Instagram: https://www.instagram.com/dialexa/ Facebook: https://www.facebook.com/dialexa/ LinkedIn: https://www.linkedin.com/company/dialexa Soundcloud: https://soundcloud.com/custom-made-di... iTunes: https://itunes.apple.com/us/podcast/c... Twitter: https://twitter.com/dialexa Medium: https://medium.com/back-to-the-napkin Podcast: https://by.dialexa.com/topic/custom-made YouTube: https://www.youtube.com/c/Dialexa Subscribe to our weekly newsletter for our latest content and top weekly reads here: https://by.dialexa.com/newsletter-signup

Designer & Developer Schnack
Episode 03 — Job Titles

Designer & Developer Schnack

Play Episode Listen Later Nov 28, 2017 72:13


Nach einigen Wochen dreister Abstinenz, sind wir nun wieder zurück. "Was bin ich und wenn ja..." UX, UI, Interaction Designer usw... In dieser 3. Episode geht es vor allem um die immer mal wieder verwirrenden Jobtitel unserer Industrie.

Durchgestartet
1: Thomas Bachem, CODE University

Durchgestartet

Play Episode Listen Later Oct 5, 2017 25:01


Als Thomas Bachem zum ersten Mal programmiert hat, war er noch in der Schule. Direkt danach hat er sein erstes Startup Sevenload gegründet – ein riesiger Erfolg. Sein neuestes Projekt ist aber noch eine Nummer größer: Die CODE University of Applied Sciences in Berlin ist eine Hochschule, in der ab diesem Herbst Software-Ingenieure, Interaction Designer und Product Manager ausgebildet werden. Ein Gespräch über Thomas' Karriere, das Gründen als Teenager und was er an die Startup-Szene zurückgeben will. Was denkst du über diese Folge? Teile deine Gedanken auf LinkedIn mit dem Hashtag #durchgestartet. Produktion: Pixelgalaxie Grafik: Jacqueline Zaccor Musik: Above and Beyond von Silent Partner   Weiterführende Links: Thomas Bachem auf LinkedIn Thomas Bachem auf Twitter CODE University Bundesverband Deutsche Startups e.V.   Sara Weber auf LinkedIn Sara Weber auf Twitter Durchgestartet – der Newsletter

Tech Done Right
Episode 10: Design Sprints with Kai Haley and Zeke Binion

Tech Done Right

Play Episode Listen Later May 10, 2017 44:43


Design Sprints with Kai Haley and Zeke Binion Follow us on Twitter! @techdoneright or leave us a review on iTunes and sign up for our newsletter (http://www.techdoneright.io/newsletter)! Guests Kai Haley (https://twitter.com/kaihaley): Interaction Designer on Google’s Design Relations Team, leads the Sprint Master Academy (http://www.teacuplab.com/blog/get-to-know-the-google-sprint-master-academy/) Zeke Binion (https://twitter.com/ebinion): Former Director of Design for Table XI (http://www.tablexi.com/) and runs Code for Designers (http://codefordesigners.com/) Summary Do you have a product that needs improvement, or a process to define? Is your team looking for a way to generate and test new ideas quickly? The Design Sprint process, created at Google, is a structured way to explore a problem, create a solution, and get user feedback, all in five days or less. Join Kai Haley (https://twitter.com/kaihaley), who teaches sprint facilitation at Google, and Zeke Binion (https://twitter.com/ebinion), who has run many sprints, as they show Noel Rappin (https://www.twitter.com/noelrap) how to use Design Sprints. Notes 01:24 - What is a “Design Sprint?” Who should use them? What are they good for? 04:08 - The Sprint Book: Solve Big Problems and Test New Ideas in Just Five Days by Jake Knapp, with John Zeratsky, Braden Kowitz from Google Ventures (http://www.thesprintbook.com/) Design Sprint Kit (https://designsprintkit.withgoogle.com/) 06:49 - Implementing Sprints Into a Team and High-level Goals How to Conduct Your Own Google Design Sprint (https://www.fastcodesign.com/1672887/how-to-conduct-your-own-google-design-sprint) From Google Ventures, The 6 Ingredients You Need To Run A Design Sprint (https://www.fastcodesign.com/1672889/from-google-ventures-the-6-ingredients-you-need-to-run-a-design-sprint) 10:47 - Facilitating Design Sprints; or “Being a Sprint Master” 16:40 - “How Might We…?” Brainstorming Sessions 19:32 - Journey Mapping and User Experience Mapping 23:45 - Success Metrics 25:18 - Sketching, Comparison, and Presenting Ideas “Crazy Eights” Sketching Sessions (https://www.iamnotmypixels.com/how-to-use-crazy-8s-to-generate-design-ideas/) 32:12 - The Deciding Stage: aka Prototyping 36:29 - User Interviews / Usability Studies 40:36 - Learning to Facilitate Design Sprints Special Guests: Kai Haley and Zeke Binion.

Revision Path
167: John Angelo

Revision Path

Play Episode Listen Later Nov 21, 2016 47:53


John Angelo is a product design lead for Facebook News. He uses his specialty with emotive psychology and interaction design to make sure users are not just easily using the service, but that they're happy while doing it. John started off telling me about his passion for news and about how growing up all over the world left an impression on him as a designer. We also talked about the ins and outs of interaction design, how he approaches new projects, and some of the highlights of his career. John's had a really interesting career, and I'm looking forward to seeing what he'll bring to Facebook! John Angelo's Website John Angelo on Twitter John Angelo on Instagram John Angelo on Facebook Check out the Revision Path Store, and buy specially branded t-shirts, hoodies, mugs, and tote bags to help support the show! http://revisionpath.com/store 15% off everything + FREE SHIPPING from November 24 - 28! Come join the Revision Path community on Slack! http://revisionpath.com/slack We're on iTunes and Stitcher as well! Visit http://revisionpath.com/iTunes or http://revisionpath.com/stitcher, subscribe, and leave us a 5-star rating and a review! Thanks so much to all of you who have already rated and reviewed us! Interested in sponsoring the Revision Path podcast? Head on over to http://revisionpath.com/donate and help support the show!

People & Business
03. DESIGN THINKING with Travis Neilson

People & Business

Play Episode Listen Later Oct 3, 2016 21:56


In this episode, we talk with Travis Neilson, Interaction Designer at Google. He shared his process of implementing Design Thinking in his everyday work and why is it important.

Not a Number
5: My milkshake brings all the Ricky Martin's to the yard

Not a Number

Play Episode Listen Later Jun 2, 2016 70:07


Travis Neilson sits down with Chris and Karl for a deep dive on interaction and it’s application both personally and digitally. Travis Neilson He has been working at Google as an Interaction Designer with the search team for about 7 months and brings lots of industry experience with him. Here is a reasonably complete summary of Travis on the interwebs: http://travisneilson.com Twitter: @travisneilson YouTube: DevTipsForDesigners Dribbble: travisneilson Behance: travisneilson Vine: JustTheTips GitHub: travisneilson Patreon: DevTips LinkedIn: travisneilson Email: travisneilson@gmail.com Podcast: Late nights with Trav & Los

Design Edu Today
025: The D.I.Y. Mentality of Early Web Designers and How Sketching Can Save Time with Sabella Flagg

Design Edu Today

Play Episode Listen Later May 24, 2016 39:07


Sabella Flagg, an Interaction Designer at Artefact, joins Gary Rozanc to discuss how the D.I.Y. mentality and the early web inspired her to become a designer. Sabella goes in depth about how sketching is different from wireframing, and how sketching can save students a lot of time, which ultimately leads to better design. Finally, Sabella shares her insights on the importance of writing and what type of writing courses will best help designers.

Method Matters: Smart Software Engineering Methods
TP002: Stories of Lean UX in Practice with Josh Seiden

Method Matters: Smart Software Engineering Methods

Play Episode Listen Later Mar 23, 2016 39:17


Today we have one of the foremost experts on UX, Josh Seiden. Josh is a user experience and interaction designer as well as a coauthor of the Lean UX Book. Josh is currently a principal at Neo, a digital product innovation studio based in New York City. We discuss how he got into his role of UX and Interaction Designer, waterfall vs lean methodology, engaging with consulting firms, turning down clients and something called the “Decision Meeting”.

Creative Disturbance
The Willful Marionette [ENG]

Creative Disturbance

Play Episode Listen Later Jan 27, 2016 15:15


A talk between artists, Lilla LoCurto and Bill Outcault and Kazjon Grace, Assistant Research Professor at UNC Charlotte. Moderated by Stephanie Grace, an Interaction Designer at Bloomberg in NY. The discussion will relate to a recent work just completed by the artists, an interactive marionette, and how it relates to art, technology and artificial intelligence. https://vimeo.com/108598429

formfunk
Folge 4: Andreas Muxel, Interaction Designer

formfunk

Play Episode Listen Later Nov 5, 2015 54:01


Wir kommunizieren mit Dingen, Dinge kommunizieren mit uns. Diesen Austausch müssen wir besser gestalten, sagt der Interaction Designer und Medienkünstler Andreas Muxel. Technik spielt dabei eine Rolle, aber viel wichtiger ist ihm das Sinnliche. Außerdem sprechen wir über programmierte Quallen und ein Sofa mit Gefühlen. Andreas Muxel hat bis 2004 Kommunikations­design in Vorarlberg studiert, jetzt ist er Professor für Interaction Design an der KISD in Köln. Seine Arbeiten wurden unter anderem auf der Ars Electronica gezeigt, 2015 gewann er den International Light Art Award. Andreas hat nicht das Spätzlewunder erfunden. 00:47 Andreas Muxel00:54 Michael Schmitz3:33 @>

Revision Path
089: Theresa Stewart

Revision Path

Play Episode Listen Later Jul 27, 2015 46:31


Theresa Stewart is an interaction designer for gravitytank, an innovation consultancy in Chicago, Illinois. Her enthusiasm for interaction design is deeply rooted in her love of problem solving and she has helped companies craft meaningful solutions in a range of industries including consumer electronics, retail, and healthcare. We started by talking about her work at gravitytank, and then moved into discussing the concept of play in design, the type of health data wearables should track, and her recent time in Iceland attending DesignMarch part of AIGA's Spring B'Reykjavik. Thanks to Amy Schwartz for the introduction! Theresa Stewart on Twitter Theresa Stewart on LinkedIn Theresa Stewart on Behance

The Ecommerce Influence Podcast
052: 35,000 Landing Pages Later, The 7 Most Important Principles Of Conversion Centered Design - Oli Gardner

The Ecommerce Influence Podcast

Play Episode Listen Later Dec 18, 2014 40:39


Oli Gardner has seen more landing pages than anyone on the planet. As a result he has identified and mastered the 7 most important principles of conversion centered design to help you convert more visitors into paying customers. He is the co-founder of Unbounce, an industry-leading landing page platform that allows marketers to build, publish and a/b test landing pages without IT. With 17 years working in the field of interactive web design and development his career has taken him from small startup companies to the heights of Creative Director at the online entertainment powerhouse Bodog. His roles ranged from Interaction Designer, to establishing and leading Bodog’s first usability team, to inspiring a team of user centered practitioners as the creative lead responsible for re-defining the vision of a billion dollar organization. Oli is an opinionated writer and international speaker on Conversion Centered Design, and is widely respected, and feared, for gently telling it like it is when it comes to conversion optimization on landing pages. Key Takeaways from the Show 3 questions to help you identify usability problems on your pages 7 principles of conversion centered design The WWWH quick-start exercise to writing landing pages quickly How to maximize your confirmation pages for secondary conversions Links / Resources Oli Gardner on Twitter Page Fights Oli's Unbounce Landing Page Conversion Course Subscribe & Review To get more awesome Ecommerce Influence content sent directly to your device and into your ears as they become available, you can easily subscribe by clicking here: Also, ratings and reviews on iTunes (hopefully 5-stars!) help us tremendously a we’re very grateful for them. We do read all of the reviews and we’ll answer your questions or comments on future episodes. Cheers, Austin & Chad!   Follow on Twitter: Follow @chadvanags Follow @a_brawn

Adaptive Path Podcast
UX Week 2008 | Story Telling for User Experience Design

Adaptive Path Podcast

Play Episode Listen Later Oct 1, 2008 33:53


Senior Interaction Deisgner at Adaptive Path, Kim Lenox chats with Kevin Brooks, the Principle Staff Researcher for Motorola Labs about his workshop entitled “Storytelling for User Experience Design”. They discuss various aspects of Kevin’s presentation including the importance of structure and patterns to guide creative endeavors. One critical aspect is listening when striving to be a remarkable storyteller within your own organization. Kim shares her art school experience where the criticism of her art helped her gain the confidence necessary to be a successful Interaction Designer. Kevin also discusses his upcoming publication about storytelling with Whitney Quesenberry. Learn more about his book at Rosenfeld Media. Download Kevin’s presentation from UX Week.

UX Week 2008
Story Telling for User Experience Design

UX Week 2008

Play Episode Listen Later Oct 1, 2008 33:53


Senior Interaction Deisgner at Adaptive Path, Kim Lenox chats with Kevin Brooks, the Principle Staff Researcher for Motorola Labs about his workshop entitled “Storytelling for User Experience Design”. They discuss various aspects of Kevin’s presentation including the importance of structure and patterns to guide creative endeavors. One critical aspect is listening when striving to be a remarkable storyteller within your own organization. Kim shares her art school experience where the criticism of her art helped her gain the confidence necessary to be a successful Interaction Designer. Kevin also discusses his upcoming publication about storytelling with Whitney Quesenberry. Learn more about his book at Rosenfeld Media. Download Kevin’s presentation from UX Week.

Adaptive Path Podcast
UX Week 2006 | What is Interaction Design?

Adaptive Path Podcast

Play Episode Listen Later Feb 22, 2008 35:57


If you ask Dan's parents what they think their son does for a living, they might say he's in advertising or that he's a computer programmer. Pressed further, they develop somewhat of a blank staring response when asked what their son does as an Interaction Designer. With that type of response in mind, both from his parents and from many people outside of the Interaction Design community, Dan Saffer presents a definition of his trade. From the highest level, Interaction Design is all about communication. Dan's presentation starts from there and further breaks the communication into three layers. The first layer takes the perspective of the technology itself; what is it, how does it work, and what problems can it solve. The second layer focuses on behavior; what happens when a user pushes this button, and what behaviors will the user exhibit as a result. The third layer is all about people and how they will use a technology to interact with one another. Dan takes time to define exactly what an interaction is. He identifies some of the attributes of an interaction that designers measure while they create products and services around the interaction. He discusses some of the history of Interaction Design, and some of the people involved in the discipline early on. Lastly, Dan takes a moment to map out the many disciplines that make up the User Experience universe and identifies where, he thinks, Interaction Design fits into this large community.