About this ebook
Design discovery is crucial to a project's success-unite your team in an approach toward a common goal. Explore the role of discovery in product design, how to use and structure your favorite techniques for success, and how to synthesize and document what you learn. With Dan Brown's flexible framework for
Dan Brown
Dan Brown es el autor de ocho novelas que se han convertido en grandes bestsellers internacionales, entre las que se incluyen El código Da Vinci, uno de los libros más vendidos de todos los tiempos, así como Origen, Inferno, El símbolo perdido y Ángeles y demonios. También es autor del exitoso libro infantil La sinfonía de los animales. Las novelas de Dan Brown han vendido más de 250 millones de ejemplares en 56 idiomas.
Read more from Dan Brown
Angels & Demons Rating: 4 out of 5 stars4/5How To Write A Book: Writing A Novel That Sells Rating: 2 out of 5 stars2/5The Great Expectations School: A Rookie Year in the New Blackboard Jungle Rating: 2 out of 5 stars2/5Ultimate Challenges To Change Your Mind Rating: 1 out of 5 stars1/5Sweet Revenge Rating: 0 out of 5 stars0 ratingsTROUT: A Fictitious History Rating: 0 out of 5 stars0 ratingsMeth Becomes Her: Chasing the Fix, Finding the Truth Rating: 0 out of 5 stars0 ratingsJustifiable Homicide Rating: 0 out of 5 stars0 ratings
Related to Practical Design Discovery
Related ebooks
User Journey Mapping Rating: 0 out of 5 stars0 ratingsDrawing Product Ideas: Fast and Easy UX Drawing for Anyone Rating: 0 out of 5 stars0 ratingsUser Experience Mapping Rating: 2 out of 5 stars2/5Why Design Is Hard Rating: 5 out of 5 stars5/5Creating the Perfect Design Brief: How to Manage Design for Strategic Advantage Rating: 3 out of 5 stars3/5From Chaos to Concept: A Team Oriented Approach to Designing World Class Products and Experiences Rating: 0 out of 5 stars0 ratingsUX Decoded: Think and Implement User-Centered Research Methodologies, and Expert-Led UX Best Practices Rating: 0 out of 5 stars0 ratingsAbout Face: The Essentials of Interaction Design Rating: 4 out of 5 stars4/5Just Enough Research: 2024 Edition Rating: 5 out of 5 stars5/5Designing for the Digital Age: How to Create Human-Centered Products and Services Rating: 4 out of 5 stars4/5Practical UX Design Rating: 0 out of 5 stars0 ratingsLand Your Dream Design Job: A Guide for Product Designers, From Portfolio to Interview to Job Offer Rating: 0 out of 5 stars0 ratingsGot Ideas?: How to Turn Your Ideas into Products People Want to Use Rating: 0 out of 5 stars0 ratingsBeyond UX Design: Master Your Craft Beyond Pixels and Prototypes Rating: 4 out of 5 stars4/5A Fine Line: How Design Strategies Are Shaping the Future of Business Rating: 1 out of 5 stars1/5The Strategic Designer: Tools & Techniques for Managing the Design Process Rating: 0 out of 5 stars0 ratingsDesign Thinking for Strategic Innovation: What They Can't Teach You at Business or Design School Rating: 4 out of 5 stars4/5The Basics of User Experience Design by Interaction Design Foundation Rating: 4 out of 5 stars4/5Uplifting Design: Transforming Business & Society Through Human-Centered Design Rating: 5 out of 5 stars5/5Distinctive Design: A Practical Guide to a Useful, Beautiful Web Rating: 0 out of 5 stars0 ratingsWireframing Essentials Rating: 4 out of 5 stars4/5Design Management: Using Design to Build Brand Value and Corporate Innovation Rating: 3 out of 5 stars3/5Desire by Design: What Data-Driven Marketers Should Know About Driving Desire for Their Brands Rating: 0 out of 5 stars0 ratingsThe Alchemy of Ideas: Design Thinking and Innovation Rating: 0 out of 5 stars0 ratingsResearch Practice: Perspectives From UX Researchers In a Changing Field Rating: 0 out of 5 stars0 ratingsDesign Thinking Rating: 0 out of 5 stars0 ratingsExperiments Handbook: An overview of how and when to validate hypotheses. And whith whom. Rating: 0 out of 5 stars0 ratings
Internet & Web For You
More Porn - Faster!: 50 Tips & Tools for Faster and More Efficient Porn Browsing Rating: 3 out of 5 stars3/5The Digital Marketing Handbook: A Step-By-Step Guide to Creating Websites That Sell Rating: 5 out of 5 stars5/5The $1,000,000 Web Designer Guide: A Practical Guide for Wealth and Freedom as an Online Freelancer Rating: 4 out of 5 stars4/5Coding All-in-One For Dummies Rating: 4 out of 5 stars4/5Coding For Dummies Rating: 4 out of 5 stars4/5Python: Learn Python in 24 Hours Rating: 4 out of 5 stars4/5How to Be Invisible: Protect Your Home, Your Children, Your Assets, and Your Life Rating: 4 out of 5 stars4/5Canva Tips and Tricks Beyond The Limits Rating: 3 out of 5 stars3/5Notion for Beginners: Notion for Work, Play, and Productivity Rating: 4 out of 5 stars4/5JavaScript All-in-One For Dummies Rating: 5 out of 5 stars5/52022 Adobe® Premiere Pro Guide For Filmmakers and YouTubers Rating: 5 out of 5 stars5/5Cybersecurity For Dummies Rating: 5 out of 5 stars5/5The Beginner's Affiliate Marketing Blueprint Rating: 4 out of 5 stars4/5UX/UI Design Playbook Rating: 4 out of 5 stars4/5SEO For Dummies Rating: 4 out of 5 stars4/5From Nothing Rating: 5 out of 5 stars5/5Ultimate guide for being anonymous: Avoiding prison time for fun and profit Rating: 5 out of 5 stars5/5An Ultimate Guide to Kali Linux for Beginners Rating: 3 out of 5 stars3/5Social Engineering: The Science of Human Hacking Rating: 3 out of 5 stars3/5The Designer’s Guide to Figma: Master Prototyping, Collaboration, Handoff, and Workflow Rating: 3 out of 5 stars3/5Get Into UX: A foolproof guide to getting your first user experience job Rating: 4 out of 5 stars4/5The Logo Brainstorm Book: A Comprehensive Guide for Exploring Design Directions Rating: 4 out of 5 stars4/548 Really Useful Web Sites Rating: 5 out of 5 stars5/5Blogging For Dummies Rating: 0 out of 5 stars0 ratingsThe Basics of User Experience Design by Interaction Design Foundation Rating: 4 out of 5 stars4/5
Reviews for Practical Design Discovery
0 ratings0 reviews
Book preview
Practical Design Discovery - Dan Brown
FOREWORD
IN WORKING WITH
many design teams and their parent organizations, I’ve probably seen a hundred different examples of failure and frustration: days of struggling with making a good decision, weeks of wrangling priorities, and months of work lost when an executive objects to the direction at the last minute.
In nearly every case, the root cause of the problem is one of two things (and sometimes both). One has to do with the organization’s underlying values, which are incredibly difficult to change. The other results from the team and the stakeholders not having an accurate, shared understanding of the problem they’re trying to solve, or of what the attributes of a good solution will be. Thankfully, the latter problem is relatively easy to fix given the right set of tools and an approach that’s sensitive to the team’s decision-making style.
Building that shared understanding is the purpose of what Dan Brown calls discovery.
If you’re new to the world of discovery for product definition and design, Dan will introduce you to a wealth of ideas and techniques for making sense—together—of what you need to accomplish. If you’re an old hand, these pages will remind you that discovery is a mindset and not just a project phase. Dan’s model and the approaches he describes will help you thoroughly frame both the problem and the solution in ways that are—as the title promises—entirely practical.
—Kim Goodwin
INTRODUCTION
NO DESIGN PROJECT
starts from scratch. We all come to projects with preexisting knowledge, biases, and assumptions. Even with a little bit of experience, we can feel confident in knowing what works and what doesn’t.
But that confidence comes with some uncertainty—an acute awareness that we don’t know everything about this particular project, this particular business, this particular audience. Our efforts can’t rest on prior experience alone. We can’t just dive into creating the final product. We have to start somewhere, building a foundation of understanding and knowledge that clarifies objectives, assumptions, and constraints.
At first glance, that foundation is an expression of the project’s goals. As a new project gets underway, you may feel confident you understand the assignment, only to discover you’re not sure where you’re going. You may find you’re not even sure why you’re there.
Peel away the layers of the foundation, and it’s more than project goals. Design begins not just with a vision of the desired outcome, but also with a statement of how we’re trying to help change the user’s world, and a characterization of our starting point. The foundation is, in short, an assertion of the problem, a possible solution, and how we plan to get there.
We’re responsible for shaping that foundation—no one can hand it to us. Finding that starting point goes by many names. Some people call it strategy or research or requirements. I’ve heard it called inception and definition and ideation. Whatever you call it, you’re learning—learning about users, about the business, about the technology. Learning revs your creative engine: you generate new ideas, you improve upon existing ideas, and you see the problem ever clearer.
I call this discovery, because it’s as much about the journey as what you find along the way. And, ultimately, it’s about uncovering information, and understanding why that information is important. Learning doesn’t follow a specific process, and the term discovery doesn’t imply a particular string of activities. It doesn’t imply that some information is more important than other information. What we learn about the target audience is important, but no more or less important than what we learn about technical infrastructure, branding guidelines, or operational constraints.
I wrote this book because I’m fascinated by these early stages of the design process. While writing, I realized something about discovery: it’s not a specific process or artifact. It’s not a phase or methodology. It’s not a school of thought or design framework.
Discovery is an attitude.
This book is about why this attitude is important to design, and how to incorporate it into your work. Whether you’re starting a new project or in the middle of one, this book gives you the tools you need to embrace the attitude—so you can define the problem, and start to solve it.
Writing this book helped me articulate three things about discovery that I knew implicitly, but aren’t always evident:
Discovery frames the problem and the solution. When you define design as problem-solving, you’re implying a separation between framing the problem and conceiving a solution. Through that distinction, you’re also assuming that discovery is focused only on understanding the problem, the first half of the equation. But I’ve come to realize that you can’t truly understand a problem until you spend some time solving it. You need to try out a few ideas to move forward, and that’s okay.
Discovery happens throughout the design process. We are constantly learning. We don’t get to a moment and say, I know everything there is to know, let the designing begin!
We take new ideas and try them out. We have more questions. We mix ideas together. We have even more questions. We discard some assumptions. We test options. We see things in a new way. We validate those perspectives. In design, we’re constantly switching mindsets, from confident decision-making to curious knowledge-seeking. We plan projects to suit the business context, but those models don’t reflect this meandering path, from learning to deciding and back again.
Discovery is a mindset, not a phase. Oh, it would be nice to compartmentalize learning in a single phase. Time-boxing your efforts to acquire knowledge makes them predictable and cost-effective. But learning doesn’t work on a timetable. Your brain forms new mental connections and sees things differently on its own schedule. (Yes, often in the shower.) So, to fit into the modern workplace, we’ll concede to having a discovery phase
or design sprint
—but the truth is we just don’t know when the creative breakthrough will come, or when we’ll have to answer more questions.
Why This Book?
I want you to understand what makes for great discovery, and how it prepares you by providing not just a starting point, but an ending point, too. I won’t go into every research technique, every method for unearthing requirements, or every kind of brainstorming activity. There are plenty of books on those things. Instead, I wrote a book to help you tie these activities together, regardless of where or how you work. Design happens in a variety of contexts and scenarios, and it’s my responsibility to give you a toolset and vocabulary you can use in yours.
In modern web design and product development, the desire for speed sometimes overwhelms the need for learning. The purpose of this book, then, is to boost your confidence in the decisions you make. Let’s start where all complicated things start: a basic definition.
Chapter 1. Discovery Defined"Today, the best designs aren’t coming from a single designer who somehow produces an amazing solution. The best designs are coming from teams that work together as a unit, marching towards a commonly held vision, and always building a new understanding of the problem.
—JARED SPOOL, The Redesign of the Design Process
WHEN I STARTED
working on the web twenty years ago, no one was talking about the design process. There wasn’t a guide to help you communicate design decisions or explore different research activities. The idea of design discovery has emerged over time, taking inspiration and techniques from many other fields. Despite the industry’s best efforts, though, it is neither well understood nor well defined.
This is, in part, due to its nature. Discovery has elements of creativity and innovation. We are driven, perhaps, by the myths of innovation, stories of magic and aha! moments. But to truly understand discovery, we need to take a more practical view.
Discovery needs to work alongside business processes. We don’t have infinite amounts of time or money to explore ideas. We need to identify the problem, make connections, and deliver actionable insights and solutions as quickly as possible. The tension between the space to learn and explore and the confidence to move forward is what makes discovery interesting.
I define discovery as a set of activities that yield shared knowledge to structure and inform design decisions about a particular project.
DISCOVERY IS NOT...
I also find it helpful to think about what discovery isn’t: strategy, execution, or a single methodology.
Discovery is not strategy
Strategy is difficult to define, and no doubt many designers will see overlap between my conception of discovery and their understanding of strategy. I see strategy as addressing the problem at a high level without necessarily offering concrete direction for the product or site design. It speaks the language of business, not the language of design. It emphasizes paving a path forward, but doesn’t focus so much on understanding the problem—a hallmark of the design process.
Discovery is strategic in that it entails planning and looking forward, but it’s grounded in the design process, establishing a vision for your product that’s described concretely through architecture and style and tone and layout.
Discovery is not execution
The more interesting distinction for designers is the part of design that isn’t discovery, which I’d summarize as fleshing out the details. This is execution—elaborating, refining, and implementing the concepts established in discovery. This distinction captures the mindset shift, from learning (about the business and technology and, especially, users) to deciding (about layout and interaction and style, among other things). While execution deals with only the latter, making decisions about every nuance, discovery focuses on the former.
It’s convenient to think of discovery and execution as two distinct phases in a project (FIG 1.1). In this view, the end of discovery is the project’s bar mitzvah: a semi-arbitrary point that marks the end of the learning process. But we keep learning as we move into adulthood, and design is much the same.
FigureFIG 1.1: While it’s convenient to think of discovery as the first third of a project, design is more nuanced in practice.
Discovery is not a methodology
Over the years, software design and methodologies have changed. Adjustments in approach are generally reactions to earlier failures and perceived demand. We dispose of methods that seem slow and monolithic because we need to fail fast.
Modern design and development practices favor incremental releases, very small units of time, and decreased formality.
What we know about design and creativity, however, is that it thrives when given a chance to percolate. So, we’ve seen efforts to reconcile the needs of design and modern development practices. We may not be curing polio, modeling DNA, or inventing the printing press, but the problems we’re solving are important to someone. And they deserve our best ideas.
Discovery, as I’ve