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Category Archives: Creativity

Position Diagram 2: Infographic on Education

This diagram is not meant to tell a story that traditional educational systems are going away.  The purpose of the position diagram to show how innovation currently happening within education can disrupt larger institutions and get them to start thinking outside the box as well.  The opportunities come from design strategy and risk which lead to innovation.  It takes a few leaders to think outside of the traditional ecosystem in order to start to disrupt traditional systems.   In this case education had remained lecture based, top down, and within classrooms for decades.   The creative thinking which leads to innovation allows smaller educational startups with less resources the ability to disrupt the current system and create ripples of impact.

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Abductive inference and sense-making

In our latest batch of readings for our theory class, I was particular interested in deconstructing a lecture from Charles Pierce. He is considered “the father of pragmatism.” Given that he is a philosopher and logician, his lecture, “The Three Cotary Positions,” is particularly thick, and I found difficult to parse: which made it a great candidate for using diagrams to make sense of it! This brought to mind another reading, “Organizing and the Process of Sensemaking,” by Karl E. Weick, Kathleen M. Sutcliffe, and David Obstfeld. So in this diagram, I’ve woven together both concepts to describe a process and relationship between abductive inference, synthesis, hypothesis testing, and sensemaking.


Click to download a PDF version

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Genevieve Bell and my dad would be friends…

In our Theory of Interaction Design and Social Entrepreneurship course with Chris Risdon, we read several batches of readings around technology and human experience. Inspired by Jessica Hagy’s ThisIsIndexed, I made several diagrams referencing our Theory readings. Here’s my favorite, an homage to my dad and Genevieve Bell:

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Venn Diagrams based on Marsden

I thought about Marsden’s article “People are People, but Technology is not Technology” and applied it to my team’s research into aging in place and elders and technology. Here is my distillation:

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Technology and Human Experience

As an exploration of the role of technology in our lives, I wrote the pieces below:

 

 

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Lipstick on a Pig

Recently, Michael Bierut wrote an article about branding, and our cultural tendency to armchair quarterback design decisions. The first 2700 words (or parts I-IV) poke at populist response to graphic design, during which the piece shifts between sarcastically casting the consumers as a lynch mob to casting designers as arrogant idiots. The last 450 words seem to lament the death of graphic design. That’s part VI, which includes a Vignelli quote that seems to contradict everything in the first chunk.

But it is part V that sparked me to write this response. In Part V – How Many Psychiatrists Does It Take to Change a Lightbulb? – Bierut describes his own experience in redesigning the UPS brand. I appreciate his honesty, because it offers an intimate view into what happens in corporate America. An agency is called in to do some “creative work.” They offer concepts and vision. The work passes through endless meetings and a machine of consensus. If the work is not killed during the process, blanding pops out the other end.

What concerns me is the view of design – and particularly identity design (or branding) – as the hammer, where stagnant consumer growth is the nail, and the need to “change consumer perception” is more important than the need to “change our product offering.” Bierut presents the UPS opportunity as a response to marketing needs. As he describes, “We were hired for a simple reason: surveys kept showing the company was inaccurately perceived as being slower, more inflexible, and less technologically adept than their competition.” Yet there’s nothing simple about this reason, and it begs an even less simple question: if the company was perceived as being slower, more inflexible, and less technologically adept, could it be because they are slower, more inflexible, and less technologically adept?

This is a constant and reoccurring theme in design circles. In the well-publicized Tropicana example that Bierut cites, communications director Jamie Stein initially explained the rebrand: “Our intent was to get people to rediscover the benefits of orange juice.” When UC tried to redesign their identity, the stated goal was to unify the UC system. In the recent American Airlines rebrand, the “new logo and livery are designed to reflect the passion for progress and the soaring spirit…

But a redesigned logo does not make a broken airline better, and a redesigned logo does not make a tired parcel system more flexible. New paint on the outside of a plane does not offer ergonomic support to flyers, who are forced to sit on a “chair” made of metal rods. It does not empower customer service representatives to help confused, tired, or pissed off customers. It does not make right the countless absurdities of random ticketing and return policies, or baggage fees, or headphone fees, or inflight entertainment fees, or change fees. It does not fix the countless broken interactions that occur within the American Airlines service ecosystem, and it will not fix the poor financial state of the company, which is bleeding money.

Similarly, a new logo does not help UPS better respond to the complexities of their customers, who change their mind and need packages re-routed. A new logo doesn’t help educate people about the nutritional benefits of fruit in their diet. And a new logo doesn’t improve the ability for students to register for classes across the UC system, or help them better manage the complexities of course registration and degree completion, or navigate the bureaucracy of the enormous California college system.

We see example after example of branding as band-aid: a new identity will somehow magically transform a company from broken to fixed, from out of touch to empathetic. It won’t. The cited reason for a rebrand, in each example above, should have been addressed by changes to the actual product, service, and business strategy.

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I herald design as one of the most powerful forces of change we have for addressing complicated business and social problems. Part of design is selecting tools, methods, techniques, and approaches that make sense in the context of the problem. Design, like any other discipline, is not “one size fits all.” It is not appropriate for “the masses” to critique the aesthetic of the new design in each case mentioned above, and while predictable, it’s particularly disappointing to see the criticism at such shallow and superficial levels (“it looks like a toilet”; “my two year old could do better.”) But it is entirely fair for those same masses to critique the design strategy in each example, for the design strategy in each example was to put lipstick on a pig.

 

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Design Extravaganza – Videos Online

Austin Center for Design’s 2012 Conference, Design Extravaganza, featured long form talks from Alan Cooper, Genevieve Bell, and other thought leaders. You can now view the videos from this event online here. If you missed the coverage of this great event, Core 77 posted a recap here.

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Wireframing: Iteration #5: I made a thing!

For the last iteration of wireframes, I changed up quite a bit. I added more elements to the social aspect as merged multiple screens into the social aspect. I think I made quite a bit of progress with this iteration. It’s been a lot of work to get to this point, looking back at the start of this quarter I wasn’t sure how I was ever going to finish this project. There is so much responsibility when it comes to designing for the user. You think you have covered every single corner, and you suddenly realize you may have touched about 1/10th of it. However, using user testing, and going through multiple iterations of this project, I finally have better grasp on wireframing.

Iteration #5

As painful as this project was at times, I really enjoyed building wireframes. It was like placing together an extremely complicated puzzle. There’s not real right answer. There is some really bad answers, a lot of good answers, and only a few great answers. I hope to get to a place where I can always come up with a great answer.

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MindMaps and Wireframes: Putting Puzzle Pieces Together

On the second iteration of wireframes, I decided to take a few steps back. I started with a mind map of all the features of the site that my client wanted. I feel starting with this basic task helped to really work through a lot of potential issues in the beginning. Along with working my ideas out loud I was able to figure out better ways to solve the problem in the beginning. One thing I took from this was something my friend mentioned in conversation, “in interaction design, there is never a right answer, there are good answers, bad answers, and really really great answers. Always strive to get a really great answer”.



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Just for Fun- a Flow Diagram

Espresso Machine Flow Chart

It took me a lot of practice to learn the steps required to use the espresso maker at a friend’s house, where I was recently house-sitting. I made this for future house-sitters.

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