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Blog by Australian UX designer Nathanael Coyne



Last Build Date: Thu, 28 Dec 2017 00:44:46 +0000

 



Reward, recognition, and competition in agile multi-disciplinary teams

Thu, 28 Dec 2017 00:44:46 +0000

A selection of quotes from The Craftsman by Richard Sennett, chapter “The troubled craftsman, Weaked Motivation” pp 28-37 that I feel are relevant to today’s agile multi-disciplinary teams where roles are dissolved and recognition for good work is diffuse: The modern world has two recipes for arousing the desire to work hard and well. One is the moral … Continue reading Reward, recognition, and competition in agile multi-disciplinary teams



UI wireframes are not blueprints

Wed, 27 Dec 2017 20:42:29 +0000

From The Craftsman by Richard Sennett: Pope Sixtus V remade the Piazza del Popolo in Rome at the end of the sixteenth century by describing in conversation the buildings and public space he envisioned, a verbal instruction that left much room for the mason, glazier, and engineer to work freely and adaptively on the ground. … Continue reading UI wireframes are not blueprints



Can we use game design to better explain what designers do?

Sun, 19 Nov 2017 23:26:46 +0000

Is game design a better example for explaining user experience than productivity applications and the role of designers? With games, a designer is concerned with the details, performance and responsiveness but a shiny game with no soul is worthless. Game designers care about the game mechanics, the rules, the constructed reality, carefully balancing challenge with … Continue reading Can we use game design to better explain what designers do?



Let’s talk about gamification

Sun, 19 Nov 2017 22:27:16 +0000

Some painful truth for designers from game designer Eric Zimmerman on Mark Pesce’s podcast The Next Billion Seconds: Eric: I’ll just be flat out: For me, gamification is generally not a positive thing. Mark: Is that because it’s trying to get you to do something you generally wouldn’t do on your own? Is it depriving … Continue reading Let’s talk about gamification



Live-tweeting of Genevieve Bell’s keynote at Web Directions Summit 2017

Fri, 10 Nov 2017 23:42:06 +0000

9:19 AM Strap yourselves in, I’m live-tweeting @feraldata and it could get wild 9:22 AM Where is technology, public policy, and humanity heading? The intersection and trajectory @feraldata is interested in 9:29 AM @feraldata talking about ethnographic interviewing leading up to AI-human research; descriptive questioning, understanding conceptual and mental models 9:31 AM What might we have called … Continue reading Live-tweeting of Genevieve Bell’s keynote at Web Directions Summit 2017



Don’t politick. Use data.

Sat, 16 Sep 2017 02:31:39 +0000

From Work Rules! by Laszlo Bock Relying on data – indeed, expecting every conversation to be rooted in data – upends the traditional role of managers. It transforms them from being providers of intuition to facilitators in a search for truth, with the most useful facts being brought to bear on each decision. In a … Continue reading Don’t politick. Use data.



Design enhances the way you look at the world

Fri, 02 Jun 2017 23:03:26 +0000

From the opening chapter Uncertainty: Your Secret Weapon from Design a Better Business: New Tools, Skills, and Mindset for Strategy and Innovation (Wiley, 2016) Design is fundamentally about enhancing the way you look at the world. It’s a learnable, repeatable, disciplined process that anyone can use to create unique and qualified value. Design is about creating the conditions … Continue reading Design enhances the way you look at the world



Why you must decide acceptable quality early

Tue, 18 Apr 2017 12:21:09 +0000

If you look at the surface of a cycle path and a road they look remarkably similar. The same crushed blue metal embedded in bitumen, rolled flat, white painted lines to designate lanes. Surface of road compared to surface of cycleway – can you tell which is which? But the fundamental design and architectural decisions … Continue reading Why you must decide acceptable quality early



Space Invaders analogy against dual-track Scrum

Wed, 08 Mar 2017 00:49:10 +0000

I have an idea for an analogy for iterative design and development that doesn’t slice off the designers as a run-ahead team within a dual-track process; it’s just a brain dump and I’m interesting in your feedback and suggestions. I’m a strong advocate for a properly integrated design capability in Scrum teams, not sitting outside in a … Continue reading Space Invaders analogy against dual-track Scrum



Three main types of people encountered in attempted disruption

Tue, 21 Feb 2017 00:05:39 +0000

When it comes to disrupting organisations, I’ve found there are three main types of people: A) Those who embrace change – regardless of personal discomfort, temporary loss of certainty, and sense of competency – who participate optimistically but can reinforce your own beliefs about what is the correct path. They give you confidence and momentum but don’t do … Continue reading Three main types of people encountered in attempted disruption