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Middle-Out Design
Audrey Crane
Dubberly Design Office (DDO)
 
 
 
 
 
new design method
middle-out design
issues =
HandScript
Top Secret HandScript
product
medical order-entry system
physicians
hospital
writing
problems
hand-held device with WiFi
“discontinue TUMS”
“    IVF to 100cc/hr ”
“ Reglan 10mg po 30 min qac TID”
client   team
Kevin, engineering manager
Kevin, engineering manager Eliot, voice interaction designer
Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer
Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor
Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert
us him
David CTO  Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert David, CTO
5 + 3  Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert David, CTO
Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert Audrey, design & project manager
Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert Audrey, design & project manager Greg, interaction designer
Kevin, engineering manager Eliot, voice interaction designer Claire, “front end” engineer Howard, local doctor Dr. Famous, content expert Audrey, design & project manager Greg, interaction designer Hugh, principal
project background
company = engineers
(so that has some implications)
privately funded
$ $ $ $ $ $
alpha (1 year old, some content)
1 year to go
(1 year late)
ex- Gino, designer
“just a little help”
(background background)
Gino, designer ex-
Claire, “front end” engineer Gino, designer ex-
frustrated
content entry tool ~ product UI
Dr. Famous content expert information architect Dr. Famous, content expert information architect
(designer) Dr. Famous, content expert information architect
Dr. Famous doesn’t need  any stinkin’ designers
Dr. Famous, content expert information architect
(serious chronic illness)
getting started
first meeting
Santa Cruz
 
mostly Working At Home “WAH”
(so that has some implications)
no receptionist
barefoot engineer
lights off
 
?
 
“What is an order?”
“NPO until procedure, then…
“…ice chips for 1 hour, then…”
“… full liquid diet until  patient requests food, then…”
“…regular diet.”
“…regular diet. Low sodium.”
1? 2? 5?
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
domain =
 
competition =
 
work =
 
product =
finite
DDO engagement =
 
DDO process
1. Research  2. Model  3. Prototype  4. Test  5. Specify
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis - synthesis
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis - synthesis maps
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis - synthesis maps wireframes
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis - synthesis maps wireframes - comps
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis - synthesis maps wireframes - comps - studies
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis - synthesis maps wireframes - comps - studies - detail
1. Research  2. Model  3. Prototype  4. Test  5. Specify - studies - reviews - analysis - synthesis maps wireframes - comps - studies - detail - document
1. Research  2. Model  3. Prototype  4. Test  5. Specify 1. Analyze  2. Define  3. Ideate  4. Select  5. Implement 1. Define  2. Measure  3. Analyze  4. Design  5. Verify 1. Plan  2. Learn  3. Specify  4. Produce 5. Evaluate - studies - reviews - analysis - synthesis maps wireframes - comps - studies - detail - document
(whole other talk)
research or analysis
Work already!
9 engineers sitting
 
…or worse!
What to do?
1. Research    2. Model    3. Prototype     4. Test   5. Specify - studies - reviews - analysis - synthesis maps wireframes - comps - studies - detail - document
3 participant user testing?
1 week for modeling?
 
  ?
1. Research    2. Model    3. Prototype     4. Test   5. Specify - studies - reviews - analysis - synthesis maps wireframes - comps - studies - detail - document
 
OR
1. Research  2. Model  3. Prototype  4. Test  5. Specify
 
 
“Um…sure.”
 
Admit/Xfr/Dschg Diet Regular diet as tol. Soft diet Full liquid diet Clear liquid diet NPO More Consistencies Mechanical Soft Diet Pureed Diet Sips of Water Ice chps Common / Diabetic Diets More Modified Diets Low / High / Amount Per Day Food Allergy Restricted Fluid Restriction Disease / Condition Special Advance as tol. Advance as tol. to… Regular diet as tol. Soft diet Mechanical soft diet
“What if the handheld is lost?”
“ Er…Log out after 30 seconds.”
lacks coherence, consistency
 
  ?
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?             
1. Research  2. Model  3. Prototype  4. Test  5. Specify
1. Research  2. Model  3. Prototype  4. Test  5. Specify
1. Research  2. Model  3. Prototype  4. Test  5. Specify
what we did
wrote down questions questions
? ?
? ? ? ?
? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ? ? ? ?
wrote down questions ? ? ? ? ? ? ? ? ? ?
prioritized ?
SQA tangent
Software Quality Assurance
 
Bug:
Bug: 1.  Summary
Bug: 1.  Summary 2.  Description
Bug: 1.  Summary 2.  Description 3.  Owner
Bug: 1.  Summary 2.  Description 3.  Owner 4.  Status (open, working, closed)
Bug: 1.  Summary 2.  Description 3.  Owner 4.  Status (open, working,  )
Bug: 1.  Summary 2.  Description 3.  Owner 4.  Status (open, working,  )  5.  (Severity)
Bug: 1.  Summary 2.  Description 3.  Owner 4.  Status (open, working,  )  5.  (Severity) 6.  Priority
P1 P2 P3 P4 P5
P1 P2 P3 P4 P5   
(or whatever)
P3?? P4!!
P1 (p e wun)  adj.
P1 - crash, data loss
(or whatever)
= issues
 
Design Issue Priority Definitions
Design Issue Priority Definitions P1:   Global or core issue that prevents a significant number of other issues from being resolved.
Design Issue Priority Definitions P1:   P2:   Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number.
Design Issue Priority Definitions P1:   P2:   P3:   Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work.
Design Issue Priority Definitions P1:   P2:   P3:   P4:   Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work. Detail, does not prevent  other work.
Design Issue Priority Definitions P1:   P2:   P3:   P4:   P5:   Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work. Detail, does not prevent  other work. Detail, resolution not required for beta.
An issue is resolved when…
?
When are agreed that we have a good fix.
good?
?
my good = your good?
Ha.
good (g ü d) adj. bet·ter, best    1. Being positive or desirable in nature; not bad or poor
(whole other talk)
team “good”= team “good”
Good :
Good: 1.  Efficient, meaning… a.  intuitive b.  fast (application) c.  quick access to information
Good: 1.  Efficient, meaning… a.  intuitive b.  fast (application) c.  quick access to information 2.  Meets expectations; consistent, no surprises.
Good: 1.  Efficient, meaning… a.  intuitive b.  fast (application) c.  quick access to information 2.  Meets expectations; consistent, no surprises. 3.  Keeps users from getting lost.
Good: 1.  Efficient, meaning… a.  intuitive b.  fast (application) c.  quick access to information 2.  Meets expectations; consistent, no surprises. 3.  Keeps users from getting lost. 4.  Minimal barriers and constraints.
consistency class
ANYWAY
Go!
tools
 
Design Issue Priority Definitions P1:   P2:   P3:   P4:   P5:   Global or core issue that prevents a significant number of other issues from being resolved. Prevents some issues from being resolved, but not a large number. Isolated issue, must be resolved but does not prevent other work. Detail, does not prevent  other work. Detail, resolution not required for beta.
Good: 1.  Efficient, meaning… a.  intuitive b.  fast (application) c.  quick access to information 2.  Meets expectations; consistent, no surprises. 3.  Keeps users from getting lost. 4.  Minimal barriers and constraints.
document decisions
Log out when inactive. Let inactivity period be set by user in preferences.
 
systems?
Page Type and Widget Libraries
 
Widget Library: 1.  default appearance 2.  appropriate use case 3.  behavior
5 purposes
1. Documentation
2. Good work
3. Surface issues
4. Basic toolkit
5. Final deliverable
ongoing process
met weekly
? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ?   
? ? ? ? ? ? ? ? ? ?    ?
? ? ? ? ? ? ? ? ? ?    ?
(closing = documenting)
 
72 issues
48 closed
P1s and P2s closed
15 P5s
10 open P3 or P4 issues
tangible deliverables
intangible deliverables
 
 
what this means
interesting (?)
not unique
“clean slates” are rare
$
never enough time
all projects have “design bugs”
middle
or beginning
the main points
bugs : software development :: issues : design process
Middle-Out Design: 1.  priority definitions 2.  “good” definition  3.  tracking issues  4.  assigning priorities 5.  important things first 6.  document solutions
<boss’ slides>
design methods movement
design rationale
Horst Rittel
IBIS
design = argument
</ boss’ slides>
Try it!
Thank You. Audrey Crane [email_address] Dubberly Design Office Thumb twiddling images from artwork by Naomi Roberston.

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