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COMMUNICATING DESIGN Farah Nuraini Februari 2016 Adopted from Matthew Green and Mike Montierro’s works

Communicating Design

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Page 1: Communicating Design

COMMUNICATING DESIGN

Farah Nuraini Februari 2016Adopted from Matthew Green and Mike Montierro’s works

Page 2: Communicating Design

Being awesome at design is not enough.

Page 3: Communicating Design

Communication is a core skill for designers

If you cannot justify your decision and communicate

that to the people who will approve your work,

you might as well have not done your work

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Communication is a skill we can all improve

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7 THINGS IN COMMUNICATING DESIGN

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1. UNDERSTAND THE BUSINESS

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1. UNDERSTAND THE BUSINESS

• You are not there to make stakeholder

happy

• Your job is to solve a business problem

• Happiness is a side effect of meeting those

goals

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1. UNDERSTAND THE BUSINESS

• Understand the business goals (interview)

• Understand how the thing you’re building

support those goals

• Define the metrics for success

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2. SET THE STAGE PROPERLY

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2. SET THE STAGE PROPERLY

Prepare:

• Why are we here?

• Where are we in the process?

• What are the goals for the meeting today?

• Restate the approved: brief, problem, and

goals

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2. SET THE STAGE PROPERLY

• Make sure you’re ready (better to cancel

a meeting than waste people’s time)

• Prepare all the materials you need in

case there is no internet

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3. BE CONFIDENT

You’re the expert. Make them trust you. Don’t apologize.

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4. BE ENGAGING

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• What is the interesting angle?

• Watch for sign of engagement vs boredom

• Ask questions to make sure they are

following

4. BE ENGAGING

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5. DON’T CONSIDER QUESTIONS

AS CHANGE REQUEST

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“Why is this green?”“I can change it?”

5. DON’T CONSIDER QUESTIONS

AS CHANGE REQUEST

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5. DON’T CONSIDER QUESTIONS

AS CHANGE REQUEST

• Sometimes a question is just a person

trying to understand

• If something is designed for a reason,

respectfully assert why the decision was

made.

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6. GUIDE THE FEEDBACK LOOP

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6. GUIDE THE FEEDBACK LOOP

• Feedback loop is a term

commonly used in economics to

refer to a situation where part of the

output of a situation is used for

new input

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6. GUIDE THE FEEDBACK LOOP

Don’t ask ambiguous questions

e.g “What do you think?”, “Do you like

it?”

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6. GUIDE THE FEEDBACK LOOP

• What is the feedback or action you

need in order to do your job?

• Make sure the stakeholders are

clear about what they are seeing

• Know the stakeholder’s pet peeves

and what drives them crazy

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6. GUIDE THE FEEDBACK LOOP

Example:

We are showing you a payment flow.

Please ignore errors and typos,

as today our goal is to focus on

flow and to make sure that there is

no missing scenario in the process.

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7. DON’T GET DEFENSIVE

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7. DON’T GET DEFENSIVE

• When we get defensive, we make it harder

to really listen to what they have to say.

• We make it that much harder for our

conversational counterparts to listen to what

we’re saying

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7. DON’T GET DEFENSIVE

• Listen to the stakeholder and try to

understand what they mean. Stay quiet!

• Never get mad and yell, but also don’t sit

there and take it. Present your arguments

respectfully.

• Restate and reframe the problem according

to their needs

Page 26: Communicating Design

7 THINGS IN COMMUNICATING DESIGN

1. Understand the business

2. Set the stage properly

3. Be confident

4. Be engaging

5. Don’t consider questions as change requests

6. Guide the feedback loop

7. Don’t get defensive

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My work is not me.

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Your work exists to

achieve a business goal.

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Don’t get butthurt.

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Many times you will be wrong.

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THANK YOU!