the simplicity shift - scott jenson one of the better design books I've seen straightforward, concise, broken up with case studies demoing ideas conclusion/summary sections about user centered design 4 types of company blindness user blindness - assuming you know who the user is feature blindness - too many features innovation bl - not realizing the defaults you restrict yourself with thinking new ideas are too hard implementation bl - not seeing things through execution not about design tips and tricks or how to do field research about design insight and management focus on design tools and structure for designers and managers extra features add complexity nonlinearly two buttons means >4 states and required knowledge about which to use when comments on what is simplicity, its difficulty, and why is it valuable view the user experience as something that happens throughout the task, infrastructure, presentation of the product not just presentation be aware of the users background case studies throughout the book gprs phones study analysis - created scenarios for everyday, basic events and activities including eg losing signal in a tunnel short slide pres. about scenario and resulting questions what happens if data lost during email download error message, inform? people didn't agree/know what to do in these situations tech standards often are not prioritized just long list of requirements many might not actually be needed uncovered hidden assumptions *personas break users down into segments describe key user types (just a few) who they are and how they relate to the product get an agreement and ranking of these seemingly too many details about user help understand their perspective helps prioritize goals *scenarios short description of what a persona wants to accomplish eg check for emails from the office, not download emails to inbox helps convey the feeling not just functionality try to maintain context can be structured as persona, having done x, wants to do y,z,... *unfeatures common things that go wrong with the product but are put off and dealt with poorly at the end of dev addressing these early can save time and money common examples setup process error recovery repetitive or discontinuous task flow sense of place *priority trick create a numbered list of all features everyone ranks it in two ways (using personas) 1 - frequency of use: 1rare, 2moderate, 3freq 2 - importance: 1low, 2useful, 3critical if too much high priority stuff, force people to bucket add the two and sort can be helpful to do this in terms of scenarios *make easy easy, make hard hard rule of thumb complicated tasks are probably being performed by people willing to spend more effort take advantage of this to give preference to simpler stuff bury lower priority, complicated stuff "parsing shock" prioritize features by identifying core set based on personas and scenarios then add extra things without disrupting this core *see the water try to be aware of and question the defaults if you need to convince people, ask "why is ___ important" sometimes legacy stuff is too strong to break from though *embrace the impossible sometimes designs are infeasible but thinking they are is sometimes an opportunity to explore new methods sometimes just misunderstanding eg it's not really a combined storage, just presented that way accidental conflation of different layers of the product discover key concerns, alternative ways, assumptions about complexity *fail fast when starting or stuck, take a cheap guess and learn why its wrong sketch, demo, test can use various levels of polish: paper, wireframe, interactive stuff *design manifesto collection of basic goals and constraints of the project 2-3 pages, explain why it's being done and major hurdles intro project name, start date, goal tech issues standards, hardware req, most challenging tech issue, key tech interactions, key inflexible architecture, key flexible architecture, key assumptions eg single user fast memory intensive changes considered which won't be done planning issues deadline, eng start date, number of people, rough plan, scheduled testing design issues personas, scenarios, prioritized feature list, product sketch, features to be deferred, dropped --- problems getting agreement are indicators of future issues, not defects of this process *swat team enforces design throughout execution crossdepartment, meets as needed (more freq later) helps to deal with inevitable things that show up during dev mostly bug handling which affects design