The 9 rules of design research

One of the hardest things about design or user research is convincing people that it actually needs to take place. That is especially maddening when working for an research organisation.

(Researchers themselves are sometimes the most reluctant to undertake user research before spending serious amounts of money on ineffective websites.)

So this snippet, among a series of useful rules of thumb, made me cheer. 🙌

If you’ve ever worked with a leader who was resistant to doing qualitative research as part of a million dollar project, ask yourself whether they would skip doing their own research before buying a $50,000 car.

Design, system

Ethan Marcotte on the “delicate act” of working with a design system. It’s the same challenge facing anyone working with a hub and spoke structure.

How do you balance a drive to standardise designs (or business processes, or policies, or whatever), against the often legitimate requirement to meet unique local needs?

It’s easy for an organization to look at that one-off pattern as a problem of compliance, of not following the established rules. And in many cases, that might be true! But it’s also worth recognizing when a variation’s teaching you a lesson: namely, that your design system isn’t meeting the needs of the people who’re using it.

If Google wanted to get found in Google

If you ever have to say you’re simple, you’re not. Because if you were truly simple then you wouldn’t have to waste time telling people you are. You’d just be simple. Only those with complexity syndrome feel the need to explain that they are simple. The more you have to write about how to use your product or service, the more you have failed as a designer.

Make me think!

A provocative piece on “the problem with “user centered” design”.

Whenever we are about to substitute a laborious activity such as learning a language, cooking a meal, or tending to plants with a — deceptively — simple solution, we might always ask ourselves: Should the technology grow — or the person using it?

A good companion to the idea that “computers are setting us up for disaster”.

Subverted design

As designers have gradually become more senior (or perhaps more experienced), their role in organisations has evolved. But it’s not necessarily a good thing.

> Products will always be made through compromise. But in a world where Designers are focused on balancing business needs against user needs, while other stakeholders are focused exclusively on business needs, these compromises will almost always favor the business.

What is design ethnography?

A useful overview of how you can apply principles from ethnography when designing. You are unlikely to be able to use a fully ethnographic approach. But that doesn’t mean you can’t incorporate elements of it.

Our view is that, if we liken traditional ethnography to a prize heavyweight boxer, then design ethnography is more akin to a street fighter. It doesn’t follow all of the rules but it gets the job done.

People and tooling

On the increasingly complex nature of design and development.

The way we build for the web right now feels problematic in so many ways. Instead of welcoming everyone from our teams with their various skills, we create layers of complexity that shut many out.

I sense this is deliberate, albeit in a subtly unconscious way. There is a culture among some in technology that seeks to belittle and exclude those who find complicated things intimidating. So development has grown in complexity over time, probably needlessly so.