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	<title>DesignStamp Opinion &#187; Clients</title>
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		<title>Project Spotlight: Intuitive Access to International Statistics</title>
		<link>http://www.designstamp.com/opinion/project-spotlight-intuitive-access-to-international-statistics.html</link>
		<comments>http://www.designstamp.com/opinion/project-spotlight-intuitive-access-to-international-statistics.html#comments</comments>
		<pubDate>Tue, 14 Jul 2009 00:07:16 +0000</pubDate>
		<dc:creator>Gagan</dc:creator>
				<category><![CDATA[Clients]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Personas]]></category>
		<category><![CDATA[UX]]></category>
		<category><![CDATA[User+Experience]]></category>
		<category><![CDATA[ethnography]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[planning]]></category>
		<category><![CDATA[process]]></category>
		<category><![CDATA[userresearch]]></category>
		<category><![CDATA[users]]></category>

		<guid isPermaLink="false">http://www.designstamp.com/opinion/?p=83</guid>
		<description><![CDATA[Project brief: "Present the data from one of the world's most reliable sources of international development statistics."  I am happy to report that our work for the OECD has become one of our most successful projects to date]]></description>
			<content:encoded><![CDATA[<p>It’s not everyday that you get a project brief that goes something like this:</p>
<p class="quotethis">&#8220;Present the data from one of the world&#8217;s most reliable sources of international development statistics.”</p>
<p>The magnitude of the project seemed inconceivable at first glance, and its social and economic ramifications staggering. But I am happy to report that our work for the <a title="OECD" href="http://www.oecd.org/">Organization for Economic Cooperation and Development (OECD)</a> has become one of our most successful projects to date. I write this blog entry after-the-fact, the project has gone ‘live’ and you can read more <a href="http://www.oecd.org/pages/0,3417,en_36734052_36734103_1_1_1_1_1,00.html">about the OECD here</a> and <a href="http://www.2paths.com/projects/oecd-case-study/">learn about the project itself from 2Paths</a>, the company that hired us to conduct user research and design the user interface to drive this web application.</p>
<div class="topaccent">Tip: This blog is an encapsulation of our design process in tackling this project. Want something more visual? You can view the end-result, our interface design solution for the OECD: <a title="We designed the interface for the OECD's Query Wizard for International Development Statistics" href="http://stats.oecd.org/qwids/" target="_blank">Query Wizard for International Development Statistics</a>.</div>
<p>The project began back in November 2007, with 2Paths having initiated a detailed scoping and budget phase with the client. They decided early on to bring design experts on to the team to lead the interface development for this project.  DesignStamp joined in January and development was to begin in March.  Our task was to gather as much knowledge about the project as possible, from the work 2Paths had already done, the various user types identified and also understand business requirements from the client.</p>
<ol>
<li>Our search for this knowledge meant doing extensive <strong>interviews with users</strong> from around the world who came in contact with OECD data for a variety of reasons. We conducted in-person interviews, phone interviews and also relied on video conferencing technology to be able to do small focus group style interviews.</li>
<li>We then made the trip to Paris, to <strong>gather business requirements</strong> from the OECD and echo our understanding of their vision, as well as what the end-users desired.  It was important that we speak with the staff that managed the current databases on international development statistics.  We learnt about the issues OECD development staff had in using the OECD.Stat interface and also documented queries from users.</li>
<li>This knowledge combined with our <a title="Getting to know you, our user" href="http://www.designstamp.com/opinion/getting-to-know-you-our-user.html">user research</a> gave us enough information to be able to create the set of <a title="DesignStamp PDF on User Persona" href="http://www.designstamp.com/downloads/DesignStamp_PersonaProcess.pdf"><strong>user personae</strong> (PDF)</a> that would inform the rest of the project work ahead. The persona process is invaluable in helping not only help keep the end-user in mind when designing solutions but also lend focus to project scope.</li>
<li>We moved quickly from a lo-fi <strong>wireframing deliverable</strong> whereby we explained our proposed solution to the client using sketches, to high fidelity prototypes that enabled us to present click through scenarios and validate our approach based on common tasks that users may undertake to extract data from the interface.</li>
<li>Having received approval on the wireframes, we worked with the 2Paths development team and the client to hit 2 to 3 week iterations and tackle off user stories that helped us <strong>build components of the project in a priority sequence</strong>.</li>
<li>We worked with 2Paths to merge our design with their agile development process.  DesignStamp designers were kept a minimum of 2 weeks ahead of developer work, so that we could get client approval on the <strong>interface decisions</strong> and be ready with assets for developers to complete the user stories in time.</li>
</ol>
<h3>Lessons learned from this project:</h3>
<ol>
<li>One of our big wins was to <strong>align ourselves with the client from the get-go and work with them as partners</strong> trying to solve the problem. We took the time to understand the “pain”, and appreciate their goals before we started to do any design work.</li>
<li>The time 2Paths spent <strong>educating the client on how an agile development process works</strong> was worth the effort. Having client buy-in was invaluable, as they knew what to expect, what not to expect and just how we would tackle off the project in incremental bits. 2Paths did a great job managing this.</li>
<li>The OECD was the perfect client in many ways. <strong>Perfect client=Accommodating, collaborative and open</strong> to providing us with the knowledge we needed to do our job well.</li>
<li>The agile process works only when the <strong>client, and the entire team appreciate the benefit of frequent deliverables</strong>. It was also important that designers were kept 2 weeks ahead of the developer work, so that we could have time to work on, and gain approval on interface decisions, prior to the developers needing graphic assets.</li>
<li><strong>Modern communication tools helped our global team produce a global project</strong>. Say what you will but the project would have been severely impacted if we could not rely on web conferencing and being able to share our desktops in Vancouver with a client in Paris. We had weekly check-in points to keep the client in the loop at all times. Remote conferencing was invaluable for that (even if it meant that the Vancouver team was bleary eyed, attending conference calls at 7 am in the morning!).</li>
</ol>
<p>This project tested our process by the shear magnitude of the design brief. This project has proved to us once again, that we don’t just create good looking work; we solve problems. We do so by following a user-centric <a title="DesignStamp Process" href="http://www.designstamp.com/about/process.html">design process</a> that marries business objectives with user goals. And at the end of the project, our biggest rewards: The glowing testimonials from the client and the users who have tested our new interface. You can view <a title="OECD: Query Wizard for International Development Statistics" href="http://stats.oecd.org/qwids/" target="_blank">our design solution for this project here</a> or <a href="mailto:%69%6e%66%6f%40%64%65%73%69%67%6e%73%74%61%6d%70%2e%63%6f%6d">contact us</a> if you would like to learn more about our process for solving complex business problems.</p>
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		<title>Joy to the Designer. Being a good client.</title>
		<link>http://www.designstamp.com/opinion/joy-to-the-designer-being-a-good-client.html</link>
		<comments>http://www.designstamp.com/opinion/joy-to-the-designer-being-a-good-client.html#comments</comments>
		<pubDate>Sat, 15 Dec 2007 21:38:29 +0000</pubDate>
		<dc:creator>Gagan</dc:creator>
				<category><![CDATA[Clients]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Ethics]]></category>
		<category><![CDATA[customer]]></category>
		<category><![CDATA[process]]></category>

		<guid isPermaLink="false">http://www.designstamp.com/opinion/joy-to-the-designer-being-a-good-client.html</guid>
		<description><![CDATA[This month I write a few tips targeting clients. I think every designer should get their client to read these. And clients: 'Tis the season to give. So go on, give your designer some love! Here are the 10 things that you can do to share some joy with your designer]]></description>
			<content:encoded><![CDATA[<p class="quotethis">First, a huge apology for being so tardy in posting this month&#8217;s article. And an apology to precede that one: Sorry for not posting any article at all in November. There are a billion excuses one could make about how priorities sometimes have an interesting way of dictating what gets completed and what must fall to the wayside, but I won&#8217;t bore you with them. Thank you for waiting, and thank you for continuing to make this lil&#8217; blog a part of your online journeys!</p>
<p>I write this month&#8217;s article in the spirit of bringing some joy to my fellow designers.  A happy designer is one that has happy clients. There is no greater professional joy than to know that your work matters and is being appreciated by those who use it, and those who pay for it. While clients (those pay for the work) wait to derive happiness from the <a href="http://www.designstamp.com/opinion/getting-to-know-you-our-user.html" title="Getting to know you, our user">reaction of the end-user</a> (those that will use it), the design process often precedes that usage. So the client and the designer must work together and alone, against odds, creating work together that has yet to see light of day. Someday the work will be known to, and used by, millions but for today it is tended to and developed by the two people who care most about it.</p>
<p>I have written articles about <a href="http://www.designstamp.com/opinion/10-indicators-of-an-ethical-designer.html" title="10 indicators of an ethical designer">ethical designers</a>, and I have bantered about <a href="http://www.designstamp.com/opinion/designers-as-good-bed-partners.html" title="Designers as good bed partners">how to be a good designer</a>, but this month I write a few tips targeting clients.  I think every designer should get their client to read these. And clients: &#8216;Tis the season to give. So go on, give your designer some love! Here are the 10 things that you can do to share some joy with your designer:</p>
<ol>
<li><strong>Don&#8217;t rush it. </strong>The first to market syndrome plagues most of the online business world. Sometimes the quality of the final product can be directly proportionate to the time spent on building the product. Ask for timelines from your designer, and work with them to meet your business needs. Consider breaking up your project into phases if necessary. Your customers will love you, not if you launch your product within a month, but if your product actually meets or even exceed their expectations.</li>
<li><strong>Design briefs are important.</strong> <a href="http://en.wikipedia.org/wiki/Design_brief">Design briefs <img src="http://www.designstamp.com/images/common/whatis.gif" alt="what is" height="11" width="12" /></a> help define the problem and the desired solution. It&#8217;s important to at least identify the problem that needs to solved, the target audience and the intended impact even before the first pixel is drawn. Good pre-planning and a targeted brief just means that everyone is facing in the same/correct direction. You should be a partner in helping craft this document. It doesn&#8217;t need to be a thick document. Good design briefs are short, succinct and capture the key points that help define the project and its requirements.</li>
<li><strong>Don&#8217;t design for the designer.</strong> Don&#8217;t ask your designer if they can move that one element 5 pixels to the left or right. Of course they <em>can</em>. But if they are good at their job, everything was done with intention. Good designer lay out grids and work from them, so moving elements means everything could potentially have a ripple effect. They are presenting you the best solution for the design problem you posed to them in the design brief (see #2). If you don&#8217;t trust your designer or don&#8217;t like their work, the issue may go far beyond the 5 pixel shift. There may be other things that need to shift (either how you relate with the designer or your business to another designer!)</li>
<li><strong>Help Manage production.</strong> It is important that assets are managed with care during production. I find it humorous to see files names such as &#8220;final_final.doc&#8221;. It&#8217;s good to get used to <a href="http://en.wikipedia.org/wiki/Versioning">versioning <img src="http://www.designstamp.com/images/common/whatis.gif" alt="what is" height="11" width="12" /></a> and working within a structured pipeline to provide assets to your designer because you are ultimately helping them deliver intended results on time. Trust me, more chances that the copy will be correct if you give a file named &#8220;About_copy_GD02.doc&#8221; for implementation instead of &#8220;final_final_07_FINAL.doc&#8221;.</li>
<li><strong>Communicate. Well!</strong> It&#8217;s important to define communication protocol early on. Instant Messages and impromptu phone calls are usually not productive because they interrupt the flow of work and catch people unprepared. It is best to define when/how often status and feedback meetings would take place. I find weekly check-ins is a good thing along with the usual stream of emails as needed. <a href="http://www.43folders.com/2005/09/19/writing-sensible-email-messages">Meaningful subject lines and well-formed emails help matters</a>. It is best to not have stream-of-consciousness communication as it can make it difficult for the recipient to follow along and result in misunderstanding and wasted time seeking clarification.</li>
<li><strong>Help define expectations.</strong> In the end, everyone wants the same thing. A successful project. Success means everyone walks away happy and looks forward to another opportunity to work together. Good pre-planning also means that success metrics are defined and so the end-result can measured against those objectives. This also removes subjective desires or at the very least identifies them. In my experience most people in this world are not bad, lazy or mean. Most misunderstandings happen when expectations are not aligned. Set expectations, develop trust and a plan and then build something good together.</li>
<li><strong>Don&#8217;t hire in-house full-time designers.</strong> The agency model works so much better than having in-house designers. Designers who benefit from being exposed to a diversity of projects, bring fresh energy and perspective to the client work they take on. In-house designers who deal with only one product, one problem at one time, end up stuck in the politics and become colored by the subjectivity that surrounds them. Obvious exceptions are designers who work in large, kick-ass companies where the entire ethos is built around keeping design integral to the company&#8217;s mojo. These companies have built successful brands by design and work hard to keep their designers (and thus their design) <a href="http://innovationzen.com/blog/2006/10/30/what-does-google-apple-and-harley-davidson-have-in-common/">fresh and innovative e.g. Apple, Google even Harley Davidson</a>!</li>
<li><strong>Do some small talk.</strong> While familiarity breeds contempt, a lack of humanity and connection leads to communication that is not natural and that can negatively impact project quality. It takes only a few minutes, but connecting with each other at a human level creates a more fulfilling and positive work environment. Some of my best clients are those that I can see myself socializing with. That doesn&#8217;t mean that I would socialize with the, but I <em>get</em> them. And that matters.</li>
<li><strong>Care about the project.</strong> Like a tiny seedling, a project needs to be taken care of, and tended to, by the stakeholders. Neglect, apathy and negativity can severely hinder the project plan and result in ugliness all around. Only hire people you think can care about the project you want them to work on. Don&#8217;t hire people who show even the slightest indication of being flippant or bored by your project needs or its objectives. They won&#8217;t be able to sustain the energy required in later stages.</li>
<li><strong>Respect! </strong>If you read the previous points, you know this article is not really about design at all. It is not really even about the final product. It&#8217;s about how people come together to achieve common objective. And the process for creation. How people connect, and how the process flows, depends largely on communication and mutual respect. If you have to share a common objective to solve a given problem together in the best way possible than you have to respect each other. Respect is the oil that makes this machine run smoothly. The design process can be fulfilling and rewarding in not only its outcome but in the how the end-result is made. And if there is mutual respect that process can be joyful. That is why <a href="http://designstamp.com/about/principles.html" title="DesignStamp Principles: Respect">our guiding principles are all about respect</a>.</li>
</ol>
<p>We wish you, our clients and everyone around the world, a joyful festive season. We expect a whole bunch of new-ness next year. See you in 2008!</p>
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		<title>Brainstorming magic</title>
		<link>http://www.designstamp.com/opinion/brainstorming-magic.html</link>
		<comments>http://www.designstamp.com/opinion/brainstorming-magic.html#comments</comments>
		<pubDate>Thu, 01 Sep 2005 17:00:00 +0000</pubDate>
		<dc:creator>Gagan</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Clients]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Personas]]></category>
		<category><![CDATA[User+Experience]]></category>
		<category><![CDATA[brainstorming]]></category>

		<guid isPermaLink="false">http://clotho.site5.com/~designst/opinion/brainstorming-magic.html</guid>
		<description><![CDATA[Part of the reason for writing this opinion is to help clients understand why we will brainstorm with them about what we are creating for them. We use two tried and true methods to get us all thinking beyond the comfort of looking at what exists today. To challenge that status quo..]]></description>
			<content:encoded><![CDATA[<p>Part of the reason for writing this opinion is to help clients understand why we will brainstorm with them about what we are creating for them. We use two tried and true methods to get us all thinking beyond the comfort of looking at what exists today. To challenge that status quo.</p>
<p><strong>What if it were magic?</strong><br />
Example 1: If my phone were magic, it would know who I want to talk to. Solution today: Voice activated dialing.</p>
<p>Example 2: If my in-flight experience were magic, I would have privacy so the person next to me doesn&#8217;t see that I drool when I nap. Oh by the way, I&#8217;d like those seats to be more comfortable. Solution today: For the select few <a href="http://www.nwa.com/services/bustrav/wbc/" rel="external">not-in-the-cattle-class</a></p>
<p>Another way to look at this is to look at the user&#8217;s end-goal first and then design the experience around that. Goal-directed design as <a href="http://www.cooper.com" rel="external"> Alan Cooper</a> calls it or User-centered design for the rest of us.</p>
<p><strong>What will be the user&#8217;s goal when they use this product?</strong></p>
<p>Example: Goal: Skip that annoying Celine Dion song playing on my car radio without taking my hands off the steering wheel! Well, for now, we look at <a href="http://news.com.com/BMW+puts+iPod+in+drivers+seat/2100-1041_3-5341081.html?tag=nl" rel="external">steering wheel controls</a> as a quick innovation. Next, talking to your car.</p>
<p>Example 2:  Goal: I want to not have to wait forever to get some ketchup on to my fries (let&#8217;s not judge our culinary habits in this article). <a href="http://www.packworld.com/articles/Departments/14726.html" rel="external">Heinz&#8217;s solution: the upside down ketchup bottle</a> that keeps the ketchup close to where it comes out from and eliminates the wait time. Too bad the design is a bit flawed and the ketchup actually spurts out fast, but in a direction completely unanticipated! By the way, you also pay more for this high-tech bottle than the regular bottle of ketchup.</p>
<p>These innovations are baby steps, but they are new ways to think up solutions to old problems. </p>
<p>So the idea of design brainstorming is simple. Let&#8217;s get our minds thinking beyond what exists today and find opportunities for improving the user experience in ways that haven&#8217;t been thought of before. Some solutions may require the use of complex technology, some not. We are not concerned with technology, budgets and other constraints when we brainstorm. Brainstorming is opening our mind to the possibilities. We will have plenty of time to &#8220;get real&#8221; and make a design that fits within the project&#8217;s constraints. But we want to find that &#8216;innovation mojo&#8217; that will help us create distinctive, more useful design.</p>
<p>More on brainstorming coming soon, for now, I am late for a brainstorming meeting. Need to grab my post-it notes, crayons, flip chart paper, markers, moldable colored clay and fashion magazines and school glue-stick.</p>
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