“Innovation has nothing to do with how many R&D dollars you have. When Apple came up with the Mac, IBM was spending at least 100 times more on R&D. It's not about money. It's about the people you have, how you're led, and how much you get it.” - Steve Jobs

Re-looking at T-types and collaboration in UX

Rethinking my T-type (maybe even my I-type) against the commodity, firmness, desirability framework ala Vitruvius. I’m pretty much focused on commodity, utility or usefulness.

This doesn’t mean I don’t understand the greater whole that the triumvirate express together so well. It means that my self-admitted mindset and bias focuses my attention and my skillsets have matured next to that mindset against a sharp focus on making sure that solutions first and foremost fit the needs and motivations for people.

I love desirability and understand the power of the emotional story that an amazing product or service can co-create with people. But for whatever reasons my mindset and skillsets have not led me in the same direction of mastery in this direction as it has in the other direction. The same can be true for what makes up “firmitas” which breaks down to both usability and performance. This can equally just be called engineering. Making it right.

Utilitas – utility – Getting to the right design = research, analysis, synthesis
Firmitas – usability and performance – Getting it to work right
Venustas – Beautiful or desirable – Getting it to feel right

All three are equally important. I know a few people who are a true M-Type person who’s special ability to change mindsets and who have the special discipline to learn all the mindsets and skillsets required to be effective, efficient at quality being an M-Type. But hey, aspirations are great.

But for me, I have found comfort and success with my focus on utility and my ability to collaborate with others who compliment me.

Why I create stories as an interaction designer

1. I play act in my mind, in my sketches, in my physical play possibilities where structure doesn't only map against the frame of narrative, but the framework for how we process experiences. 2. The written words and pictures are crafted artifacts from which to evaluate realism of personas (characters); contexts (setting), ...

Thoughts on code, programming, design, production, development, technology and Oh! Design

I apologize for throwing this 4000 word essay out there like this. I thought and thought and just didn't know where else to put it. I hope someone enjoys it. Yesterday a very respected colleague, who I also call friend (not in that Facebook way, but in that pre-Internet kinda-way), wrote ...

The simple 6 things that a UX designer should be able to do

There has been a lot of debate of late about what a designer does and doesn't do and what they need to know and don't need to know. Since context is such an important variable to all this I offer this attempt to reduce what is the core of what ...

Foundational Principles

To start a conversation on creating your project's design principles you need to make sure that everyone on your team is building off of the same foundation of principles. So I start with these 3. Jakob Nielsen's 10 Heuristics Bruce "Tog" Tognazinni's First Principles of Interaction Design Dieter Ram's 10 Principles of Design Beyond ...

Intention vs. Thoughtfulness … or … Design vs. Good Design

This week a colleague of mine challenged me to tell him if I can (and if so how can I) tell the difference between something that was designed and something that wasn't. Of course, the real answer is that I can't 100% of the time be right, but standing in the ...


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