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Originally published at Eggwhite's Eggbox. You can comment here or there.

After listening to the ” What is Wrong With UX? ” podcast (from Kate Rutter and Laura Klein ) for a while, I recently picked up the book the hosts have been relentlessly shilling (and writing or contributing to) since the dawn of time  start of the podcast.

But to start with, before I get onto the book ( Build Better Products by Laura Klein), I’ll mention the podcast a bit more.

They introduce it every time as “The podcast where two old ladies yell at each other about how to make products suck slightly less”, and typically conclude by complaining about how they’ve run out of booze.

If you’re a UXer who likes talking about UX a) in a frank, open manner and b) in a pub, this might be a podcast for you.  They have a cynicism which is oddly refreshing in this particularly shiny and glossy field, and I’m pretty sure I’ve been to workshops presented by one or both of them at some point.  One of them probably helped me get into sketchnoting… which you might have noticed included in some of my other posts.

So.  The book.

It’s a no-nonsense, clear and straightforward guide to UX processes, which (for a nice change) acknowledges that some of us are in-house UXers working in the enterprise space, and so have to live with our work for years (decades!) in a way that just doesn’t happen the same way in the consumer world.

There are parts of if which I’d describe as leaning towards “my first UX” or “teaching grandmother to suck eggs”, but they’re wrapped in a mountain of useful advice and sane ways to make some fairly weird and wonderful UX practices actually make sense to business users and developers .

Really, I ought to wait until I’ve finished reading the book before blathering on about it, but this time I decided not to.  Why?  Because it’s that good.  Because not only does it make sense to me in the UX field, but it’s also written in a clear and concise way that  managers,   directors and developers will understand and find useful as well.

It’s not about putting some UX next to your product, or trying to smear it on at the end.  It’s about baking UX design thinking in throughout the life-cycle of the product.  From identifying user needs, through promoting behaviour that supports and addresses them and on to validating assumptions, measuring outcomes and then iterating based on what you find .

I’ll be making sure a copy gets added to our office library, and quite possibly demanding that our product management team, senior developers and architects get locked in a room until they’ve read it.  If you’re a UXer who works with other human, read it.  It’s a breath of fresh air. Written with the same combination of capability, realism, pride and self-effacing humour that the podcast has, it manages something that most UX books have utterly failed at: It provides an enjoyable and memorable reading experience .

If you work with a UXer and don’t really know what they actually do or why they keep asking weird questions and going off sideways from problems, you could do a lot worse than picking this up.

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Originally published at Eggwhite's Eggbox. You can comment here or there.

Two Bad Words

Nothing turns a design to crap faster than a certain two words.  They are the bane of my professional life. They are a signifier that work I’ve done is either the wrong work, the right work done at the wrong time or the right work done for the wrong people.  They are, without fail, the worst words to hear in response to a request for your work to be reviewed.

The words in question?

“Seems Fine.”

Give a shit

There are other words that can be similarly bad, but “Seems fine” basically boils down to “this was not important enough for me to give any time to”.

If it’s a design review, and you’re seriously and honestly not able to see any problems then shout it from the rooftops .  You have found the perfect, shining unicorn. Hand that designer all the money in the world and tell everyone else to retire because they are done .

If you are involved in a design process, be involved . Merely being present is not good enough. In the event that it’s not so perfect that a life of perpetual ecstasy would disappoint, say something .

If you don’t give a shit, you’re in the wrong place .  I don’t care what job you actually do, but if you don’t care enough to do more than phone it in then be up-front about it.  Remove yourself from the process.

Push Back

If you do give a shit, then push back .  It’s not even about disagreeing .   It’s about making sure that the design stands up.  A rough design that you agree with still needs to be challenged, otherwise that rough design is what you’ll ship .

All design thrives on creative tension – you can usually produce “good enough” without it, but is “good enough” all you want? Do you really want to ship your designer’s first draft?  They sure as hell don’t you to.

Constraint

A request for a design to be reviewed is a request for one of the following:

  • Information to inform or further constrain the next iteration of the design
  • Information to inform the complete restart of the design within different contraints
  • Confirmation that the design is the best it can be, given the established constraints

A first draft is more interview technique  than design

I always consider my first-draft to be an interview technique rather than a design. It’s a means to gather more information about what’s needed and refine the direction, rather than an actual attempt to deliver a solution.

The sacrificial first-cut is a long established way to tease out other people’s ideas. People are a lot more able to articulate what they’d rather see than they are to articulate what they want in the first place.

If you don’t push back, then you’re committing to a shot-in-the-dark .

Constraint

Design is all about constraints. Without constraints, all problems are trivial and solutions are obvious. Design, as a process, works best when the current result of that process is challenged and pushed to improve.

One of the best ways for that push to come is from tightening and refining the constraints – from speaking up when something is not good enough .

If everything is good enough from the outset, you’ll never get to actually good .

Summing Up

If you take one thing away from this post, take this:  If you’re meant to be involved in a design process, be involved or acknowledge that you’re not, acknowledge what that means and step away.

March 2018

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