Stages of Product | via designstaff.org


The product design sprint: a five-day recipe for startups

Jake Knapp

At Google Ventures, we do product design work with startups all the time. Since we want to move fast and they want to move fast, we’ve optimized a process that gets us predictably good results in five days or less. We call it a product design sprint, and it’s great…

The product design sprint: setting the stage

Jake Knapp

At the Google Ventures Design Studio, we have a five-day process for taking a product or feature from design through prototyping and testing. We call it a product design sprint. This is the second in a series of seven posts on running your own design sprint. Now that you know…

Read more… 

The product design sprint: understand (day 1)

Jake Knapp

At the Google Ventures Design Studio, we have a five-day process for taking a product or feature from design through prototyping and testing. We call it a product design sprint. This is the third in a series of seven posts on running your own design sprint. Now that you know…

Read more… 

The product design sprint: diverge (day 2)

Jake Knapp

At the Google Ventures Design Studio, we have a five-day process for taking a product or feature from design through prototyping and testing. We call it a product design sprint. This is the third in a series of seven posts on running your own design sprint. In the first two…

 

 

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Es contradictorio? o simplemente complementario? – { I’m a Thinker and a Doer Coordinator }


@gabrielcatalano

Me encuentro representado en ambas márgenes… por eso digo en alguna parte de éste blog:
>>>>>{ I’m a Thinker and a Doer Coordinator }<<<<<
No comparable con Dieter, ni por asomo, sino por su forma de proyectar su legado hasta el presente.
La vida, la finitud, el esfuerzo, el trabajo…

Pero si bien tenemos muchos planos, la manera en que interactúamos denota algo. Perceptible, levemente. Descubierto en rush, en un abrir y cerrar de ojos.

Pero mucho llegó antes, y hoy me lo recordaba por el lanzamiento del iPHONE5, si leen el post completo, verán…

En cada ejecución, los porcentajes hablan de alguna característica de los líderes, interpretable como un comentario deportivo o de negocios. Los textos son muy buenos y consiguen comunicar fuerza y pasión, en un mundo tan conservador y corporativo como la consultoría.

(*)Dieter Rams:

Good design is innovative.
Good design makes a product useful.
Good design is aesthetic.
Good design helps us to understand a product.
Good design is unobtrusive.
Good design is honest.
Good design is durable.
Good design is consequent to the last detail.
Good design is concerned with the environment.
Back to purity, back to simplicity.

And my favorite one:
Good design is as little design as possible.
Enjoy!

_____________________________
En Español…

Todo buen diseño:

  • Es innovador – Rams establece claramente que es improbable el agotar que las posibilidades de innovación en el diseño debido a que el desarrollo tecnológico continuamente ofrece nuevas oportunidades para el innovar cada diseño. Otra característica del diseño innovador es que continuamente se desarrolla a la par con nuevas tecnologías por lo tanto carece de limitaciones inherentes.
  • Provee de utilidad a cada producto – El objetivo primordial de un producto es su utilidad. Su diseño es primordialmente práctico y de manera secundaria tiene que satisfacer ciertos criterios de carácter psicológico y estético. Un buen diseño le da prioridad a la utilidad de un producto tomando en cuenta de manera estrictamente secundaria sus aspectos psicológicos y estéticos pero evita todas aquellas características que podrían disminuir la utilidad del producto.
  • Es estético – El diseño bien ejecutado no carece de belleza. La calidad estética de un producto forma parte integral de su utilidad ya que los productos utilizados cotidianamente tienden a tener un efecto indirecto en las personas y su bienestar.
  • Hace un producto comprensible – Un buen diseño simplifica la estructura del producto y lo predispone a expresar claramente su función mediante la intuición del usuario. Idealmente su propósito será intuitivo para todo usuario.
  • Es discreto -Todo producto y su diseño debe de ser simultáneamente neutro y sobrio. Su sobriedad y neutralidad tienen como objetivo el proveer un espacio de expresión para el usuario. Todo producto bien diseñado cumple un propósito semejante a aquel de toda herramienta y por lo tanto un buen diseño no confunde la identidad de sus productos con objetos de decoración ni con obras de arte. Un producto correctamente ejecutado es una herramienta estéticamente atractiva que carece de una identidad ilógicamente indefinida.
  • Es honesto – Un diseño honesto nunca intenta falsificar el auténtico valor e innovación del producto dado. Asimismo, un diseño verdaderamente honesto nunca trata de manipular al consumidor mediante promesas de una utilidad apócrifa, inexistente o más allá de la realidad física del producto.
  • Tiene un valor anacrónicamente duradero – Toda moda es inherentemente pasajera y subjetiva. La correcta ejecución del buen diseño da como resultado productos inherentemente objetivos y anacrónicamente útiles. Estas cualidades se ven reflejadas cuando los usuarios tienen la tendencia de atesorar y favorecer aquellos productos bien diseñados incluso en aquellas sociedades cuyas tendencias de consumo claramente favorecen productos desechables.
  • Concibe exhaustivamente hasta el último detalle – Dieter Rams establece esta regla de manera absoluta: Un buen diseño nunca deja nada al azar dado que el cuidado y la exhaustiva precisión de cada detalle expresa el respeto de los diseñadores para con sus consumidores. Cada error es una falta de respeto.
  • Respeta el medio ambiente – Un buen diseño debe de contribuir significativamente a la preservación del medio ambiente mediante la conservación de los recursos y la minimización de la contaminación física y visual durante el ciclo de vida del producto.
  • Es diseño en su absoluta mínima expresión – Dieter Rams subraya la distinción entre el coloquialmente regurgitado paradigma en diseño:”Menos es más” y en su lugar recomienda su propio paradigma: “Menos, pero con mejor ejecución”, destacando el hecho de que este enfoque fomenta los aspectos fundamentales de cada producto y por lo tanto evita lastrarlos torpemente con todo aquello que no es esencial. El resultado ideal es productos de mayor pureza y simplicidad.
Image representing Wikipedia as depicted in Cr...
Image via CrunchBase

(*)http://goo.gl/rHKik

Dieter Rams (20 de mayo de 1932Wiesbaden Alemania – ) es un diseñador industrial alemán, cercanamente asociado a la compañía de productos de consumo Braun.

Rams fue una figura clave en el renacimiento del diseño Funcionalista alemán (la Gute form) de finales de la década de 1950s y 1960s. Cuando se convierte eventualmente en el jefe del equipo de diseño de la Braun, Rams influyó enormemente en la dirección estilística de la marca, llevándola a un Racionalismo que pronto caracterizaría los productos y la identidad de la compañía. Leer más “Es contradictorio? o simplemente complementario? – { I’m a Thinker and a Doer Coordinator }”

Almost Genius: Women’s Prosthetic Limbs as Fashion Accessories

“Outfeet addresses amputee women who still would like to overcome the trauma and lead a colorful and sexy life,” the designer says.

The idea that prostheses should be customized for women’s bodies is a good one. Ergonomic design, from chairs to medical tools, is almost always based on a male physique, to women’s detriment; in prosthetics design — the most intimate ergonomic challenge — it’s an especially grave oversight.

But the market — and lack thereof — is the problem preventing ideas like this from becoming a reality. Oddly enough, women make up a tiny percentage of amputees, even discounting people who’ve lost limbs in combat. (Diabetes is the leading cause of lower-limb amputation in the United States, and it disproportionately affects men.) So even if designers wanted to sex up women’s prostheses, they’d have a hard time finding any one willing to cough up the R&D dollars in the first place.


We live in in the post-human world augured by William Gibson. Need proof? Look at all the freakish examples of plastic surgery on TV. Does Heidi Montag look human to you?

So why can’t prosthetic legs become the next must-have fashion accessory? Like, tonight I’ll take the Birkin bag, the Tiffany bracelet, and the sexy black pull-on leg (complete with sexy black attachable high heel).

The concept is the brainchild of Israeli industrial designer Aviya Serfaty who, noting that prostheses are almost always made for men, set out to craft a limb for women. And their love for accessorizing.

The Definition of Designer

For anyone who has ever dreamed of a career in the design field, I ask you this: What is design?

I have been asked this question in many ways over the years. Mostly the question has been aimed at my philosophy of design or my POV on it. But the definition is something that many of us may have simply overlooked. The formal definition can be found below.

Design is a specification of an object, manifested by an agent, intended to accomplish goals, in a particular environment, using a set of primitive components, satisfying a set of requirements, subject to constraints.

[Source]

I have paraphrased it for a 140 character-friendly world.

Design is the creation of an object to accomplish goals with specific requirements in a particular environment subject to constraints.


Author Garett

designerDef
For anyone who has ever dreamed of a career in the design field, I ask you this: What is design?

I have been asked this question in many ways over the years.  Mostly the question has been aimed at my philosophy of design or my POV on it.  But the definition is something that many of us may have simply overlooked.  The formal definition can be found below.

Design is a specification of an object, manifested by an agent, intended to accomplish goals, in a particular environment, using a set of primitive components, satisfying a set of requirements, subject to constraints.

[Source]

I have paraphrased it for a 140 character-friendly world.

Design is the creation of an object to accomplish goals with specific requirements in a particular environment subject to constraints. Leer más “The Definition of Designer”

Minimaforms: Ideas Must Find Their Form

Architectural principles, innovative technology, artistic vision – all inform and inspire the projects of Minimaforms. Yet no singular term classifies the body of work produced by the studio’s two founders, brothers Stephen and Theodore Spyropoulos. [Más…]

Try it yourself.Begin, for instance, with the studio’s re-envisioning of Archigram’s Living Pod (1967) in which generative systems create mobile environments and evolving spaces. The resulting form might best be described as futuristic organic or techno-botanical.


article by Elizabeth McDonald

Architectural principles, innovative technology, artistic vision – all inform and inspire the projects of Minimaforms. Yet no singular term classifies the body of work produced by the studio’s two founders, brothers Stephen and Theodore Spyropoulos. Leer más “Minimaforms: Ideas Must Find Their Form”

7 Tips For Rapid Iteration (aka The Quirky Approach)

My career has been all about rapid iteration – generating lots of ideas and then quickly testing them to find the ones worth pursuing. My latest project is Quirky, which aims to develop a new product every week with the help of an active community of participants and a committed in-house design team. Quirky has rapidly accelerated the traditional product development cycle, but perhaps the better example of rapid iteration is how I have launched three businesses in five years. Five years may not sound like very rapid anything, but trust me, it was.



by Ben Kaufman

My career has been all about rapid iteration – generating lots of ideas and then quickly testing them to find the ones worth pursuing. My latest project is Quirky, which aims to develop a new product every week with the help of an active community of participants and a committed in-house design team. Quirky has rapidly accelerated the traditional product development cycle, but perhaps the better example of rapid iteration is how I have launched three businesses in five years. Five years may not sound like very rapid anything, but trust me, it was.

In the spirit of the 99%, I want to share some of the tenets I live by – the ones that have enabled us to accelerate product development and make so many ideas materialize…

1. It is very much about ideas.
It’s been said that it’s not about ideas, it’s about making ideas happen. Who could disagree? Me. It’s very much about ideas. Lots and lots of good ideas. The trick is killing good ideas quickly and swiftly in an effort to focus on great ones. This requires being a ruthless prioritizer and relentless critic. You need to be able to sift quickly through a long list of ideas both good and bad, slicing and dicing until you end up with a great, effective, and elegant solution.

2. Find great critics.
Part of the idea-killing process is surrounding yourself with critics who aren’t afraid to give it to you straight. Quick, educated opinions, even if they’re harsh, are key to picking up and moving forward to your next iteration.

3. Don’t worry about the new, focus on the next.
Fail and fail fast. At Quirky, every product we develop, whether it’s a runaway success or a huge flop, teaches us valuable lessons that we can apply to future iterations of that product or other products.  Whether it’s a failure, success, or something in-between, there’s always something to learn from each iteration. We’re never “done,” which allows us to stay on our toes and figure out what’s the next step for that initiative, instead of worrying about what was just delivered.

4. Set unrealistic deadlines.
This is where people start to think I’m nuts. Put ambitious goals on the table and publicize the heck out of them. This may force you out of your comfort zone, but that’s the best place for a creative person to be. Knowing that people are expecting great things will motivate you to actually make those things happen. And hey, if you fail, at least you’ll learn a good lesson for next time.

5. Distract yourself from your unrealistic deadlines.
It’s natural to get too caught up in an ambitious or unrealistic project. Make sure you take regular breaks to pursue other interests – reading, sports, cooking, or anything else that uses your brain in a different way. Doing other things allows your big project to percolate in the back of your mind in a way that can be surprisingly productive. The inspiration you’ll need to meet your unrealistic goal – that “a-ha!” moment – usually comes when you least expect it, especially when you’re trying to do something that’s never been done before.

6. Know what options D, E, and F look like.
Even if you follow all of the tips listed above, you’re probably not going to get it right each and every time. Most people will tell you to have a Plan B and C; I’d take it a step further and say come up with a Plan D, E, and F as well. You want to be flexible and always look as far down the pipeline as possible. If A, B, and C fail, use the best elements of those plans or experiences to create newer, better plans. There’s no shame in making an F if it’s better than A, B, C, D, or E.

7. Take a deep breath.
Living a rapidly iterative life can burn you out pretty quickly. It’s important to give yourself time between iterations to pause and regroup. Use this break to evaluate the previous project(s) and gather your thoughts so you can take on the next one.


Ben Kaufman is the 23-year-old founder of Quirky, a social product development company that launches a brand new consumer product each week.

http://the99percent.com/tips/6450/7-tips-for-rapid-iteration-aka-the-quirky-approach

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