UX Should not be a silo
Should we be “Creating Products, not experiences ” or should We ” Stop designing products ”?
Apparently Dan Saffer, author of Designing for Interaction , has left Adaptive Path to start his own firm called Kicker . One of Kicker’s first posts to it’s blog is a friendly jab at Peter Merholz’s (president of Adaptive Path) well known mantra of “experience is the product.” I can see it both ways. As is typically the answer when UX types bicker about what exactly it is that they do. Something from Saffer’s post caught my eye though…
“Experience design” is often just a fancy term for what used to be called “creative direction,” meaning oversight to make sure all the pieces of a product fit together.
Is that really it? At a small-medium company like TBG where do UX and “Creative” sit in relationship to each other? Is there even a need to draw lines, or create departments? In my opinion, regardless of what department someone is in, we all share the common goal of making something that results in a fantastic experience for the people that interact with it. I like framing UX as less of a silo and more of a way to think about the big picture. Certainly anyone who considers themselves a “Creative Director” for an interactive medium practices a lot of what we call UX or experience design… whether they slap a label on it or not.
Originally posted at http://www.brosbeforeblogs.com/2008/09/ux-should-not-b.html
8 comments
1) First, in all this talk about UX vs Creative and "is UX creative," I've noticed that, generally speaking, UX people are using "Creative' as synonymous with "design." This clouds the issue unnecessarily I think. Because yes, a good UX designer can probably make a pretty good page design. But Creative, when it comes to what we do is so much more than that. I think the best way to think of it is with our "funny" projects like, say, the Chicken or Beer Cannon. Strategy and UX have their part, but it's really the creative's job to "bring the funny." Like it's the creative's job to say "the best way to tackle this problem on the web is by building a cannon, shooting beer out of it, filming it and putting it on youtube." User Experience doesn't really think that way. Or even let's remove the funny - "the best way to meet the client's marketing needs on the web is by making a series of educational videos" or "the best way to achieve this goal is to make a 3D simulation that looks as good as sim city." There's a whole realm of creative in what we do - finding the best internet tactic to stimulate the audience - that lives outside of UX or strategy. The "make the stoners laugh" part of it. The "inspire parents to take action" part of it. The "have someone shed a tear" part of it.
2) Secondly! I am starting to think that while we still have departments, people can be in many of them. I'm thinking maybe we take a "merit-badge" approach. Where directors institute training regimens or qualifications, and employees then train or qualify to be a UX, Strategy, Rails, PHP resource, etc. It would be murder on our poor resourcing app and pipeline, but I'm starting to think it's the best way to a) ensure that each discipline is rigorously applied and tended to, and b) keep us from getting too silo'd.
I think most people's knee jerk reaction is to create these different departments and try to partition the creative process into individual components and then hope that the final product resembles the original plan after everyone has done their part. The problem with this is the person doing that oversight is usually someone very busy that has their hands in multiple projects.
Projects of that size seem like they would benefit from having a sort of 'Project Czar' that is responsible for the overall 'experience' of the project. I suppose that whether or not that person is the UX person or the Creative Director or whatever I think depends on what sort of project it is.
A product on the other hand, that exists in the real world -- a cell phone, a keyboard -- comes with built-in, real-world design limitations. There is no endless sandbox, and "experience design" becomes a bit too expansive a term to have real application in that context. So I can see why Saffer objects to its use in his product-design-driven sphere, but I think it's possibly a bit of a cheap shot.
2) I believe that various UX roles can be rolled into a single employee, of course. But is that efficient? I don't think so. I think that roles should be broken out as much as it makes sense to do so given the ability to work simultaneously toward a project's completion. If a visual designer and an IA can work side-by-side, and it saves time to do so, then yes, they should remain specialists, because it creates efficiency. At the same time, if people working together understand each other's competencies and can speak the same language, then it kills off the dangers of being "siloed."
I also like Rick's idea (a lot). I've always felt like it's the role of the head of a department to educate the company on how to do what they do so that they can bring it with them every day to work. At the end of the day, I think some specialization, but as I mentioned in the company meeting, I think that at the end of the day it's really helpful for some deliverables to have the expert thinking about it and working on it.
I think it would be a great strength to a company if everyone knew a little about what everyone did. I believe in the sharing of knowledge and that you get rewarded by doing so, whether with clients or your co-workers.
The POV I am arriving at is that "creative" and "user experience" are concepts that are such a part of TBG's DNA that they don't warrant silos. The skills of dreaming up an idea like a beer cannon, and turning requirements/research into a vision are skills that everyone at TBG who is "making stuff" should be involved in.
I love the merit badge idea Rick.
Basically, the sentiment of share knowledge, learn about a broad range of topics, and go deep in one area is what I am hearing consensus on. I think the place to focus on is how this translates into the way we work, not what buckets we put people into. Enter the process discussion!
Merit Badges, man, Merit Badges. Let's talk about it @ directors.
BTW this is the best comment thread ever.
We've suffered from a classic online mistake, though in the offline world. We sort of set it up under the "if you build it they will come" ethic. We assumed that, under heavy load, folks would still maintain their full-stack knowledge and float around freely because that's the ideal. What happens, though, is that people often get so deep into a project and into solving problems in a certain domain that they become specialists, if only for a short time (12 weeks or so). A strong jQuery coder will feel it's best for his team for him to take on all the Javascript work, and will let someone who is a great graphic designer handle all the UX. It's defensive in a way, and makes a lot of sense. Hell, I want my surgeries performed by great specialists. At the same time, though - I don't want a surgeon with knowledge of only one organ, perhaps fuzzy knowledge of others. Great, competent doctor first. Specialist second. Gotta keep both parts growing, though!
That's where we (and our industry!) can explore processes that focus around problems being solved by groups comprised of more cross-disciplinary teams.
Take something as simple as classic kick-off questions, "Who is the design contact for the project? The tech contact?"
In those simple questions, without meaning to, paths can be carved out that separates individuals and identifies them by their core competency instead of by their true role: Barbarian.
As long as we continually stress that we're not an ad agency, or a software company, or a "Web design firm" or "Robert's design shop" but rather Makers of User Experience, we can keep that fluidity that exists when we're under moderate load and make sure everybody understands the real work product.