Via home visits – "contextual inquiry" as we call it – I learned things I could not have learned any other way. The Ahlstrand family visit
Design research: SVT Kids Online
Part 3 of 13 in the series Some of my skills.
Part 3 of 13 in the series Some of my skills.
Via home visits – "contextual inquiry" as we call it – I learned things I could not have learned any other way. The Ahlstrand family visit
Part 2 of 5 in the series Human-centered product design in 2019.
I love to understand humans and their desires (or, at least some humans). I also don't want to waste time. This perspective makes me human-centered.
When I am a catalyst towards social justice and inclusion of the extremes of human abilities.
When i help my team have a good product strategy and make good product design choices by focusing on serving humans.
When I help you be brave and curious.
My team wants to understand why we build the things we build. So, how can I get our users into their minds? It's all individual...
I like being efficient and effective. So I have optimized where I wait in some of the stations of the Stockholm subway. I'm an optimization freak. :) The Japanese do it too!
I worked for three years as an Interaction Designer at SVT, the Swedish public service TV broadcaster. While helping to build some great video services (and games) I developed my ability to think strategically, learned to appreciate Scrum and met hundreds of persons to validate interaction concepts. Strategist, inclusion, Scrum and more.
A concept should always solve specific problems or create a clearly defined new opportunity. There is always more then one solution to any concept task so chose a solution that can be created within the boundaries of your available resources. "It's ok, just chose an other concept."
I recently found the video The Social Life of Small Urban Spaces (1988) by William H. Whyte that I just have to share. The hour long movie is about what makes a successful plaza but I can see clear parallells with how we can create successful digital artefacts. A list that gives me chills!
At SVT we design our web sites upon a philosophy called "progressive enhancement". One reason for that is Love. "Those persons who use IE7, for whatever reason, deserve much more respect..."
Part 5 of 5 in the series 4 ways I meet "users".
As the final part of my short series about participatory design I have created a comparison table to help you chose the best method for the current phase of your project. A table of pro's and con's.
Part 4 of 5 in the series 4 ways I meet "users".
A longitudinal study with up to 100 participants has the potential to combine the best of quantitative and qualitative metjods. A bonus: no need to constantly find new "test subjects". "Is the service valuable over time?"
Part 3 of 5 in the series 4 ways I meet "users".
In a guided exploration I let a person immerse themselves in a system. I ask them to accomplish tasks that touch on points in the artefact that we want to validate. During the hour-long session I can find a lot of pain points in the artefact I help design. I can validate full use cases.
Part 2 of 5 in the series 4 ways I meet "users".
Interviews help me understand the life and desire of those that will use the artefacts that I help design. "How do persons decide/negotiate which channel to watch?"
Part 1 of 5 in the series 4 ways I meet "users".
In this first part of a short series on participatory design methods I write about usability tests. The tests help me prove if my solutions for important details in my artefacts work or if I have to "go back to the drawing board". There are an enormous amount of persons who know more then I do about the things I design.
In the span of 90 minutes I changed my mind on several key aspects, scrapped two prototypes and got lots of new ideas. All thanks to my colleagues!
Part 3 of 8 in the series Deliverables.
I wanted to introduce my colleagues to the user experience parts of a new project we are working on so I invited them to a paper mockup session. The team created a lot of cool, fun and useful interaction ideas and my colleagues also started thinking a lot about the details in the product that we are creating. The workshop was a great success.
The list is a reminder of the very broad range of persons, systems and organizations that I must empathize with and cater to when designing. "Users", editors, developers, graphic designers, guidelines, CMS:s, future system owners...
Part 6 of 7 in the series Bathroom User Experiences.
Use the human ability to see connections between separate parts of a system. Build products that help us improve the world a bit. Build accessible artefacts. Make the important system states obvious. If your interface needs instructions, you have failed.
Part 5 of 7 in the series Bathroom User Experiences.
Some shower faucets have more then one outlet – one for a shower head and one for filling the bath tub, for example. In these, the water temperature and water flow is set once and a lever is used to switch between the outlets. The design of that switching mechanism can be quite horrid.
Part 3 of 7 in the series Bathroom User Experiences.
Over the last 100 years, bathroom and kitchen faucets have become very common. Have you thought about how much they have changed over time?