Great comment James, thank you!
I believe that in roughly 90% of our client work we practice similar approach (R.E.D) and often use the similar analogy (Navy Seals vs Regular Army troops) when discussing upcoming projects with clients....

A few footnotes:

- Following above mentioned analogy - UI Special Ops troops succeed when wisely "deployed" in appropriate circumstances. There are several parameters we observed in our practice that make certain projects better candidates for R.E.D. and you mentioned a few already:

1. Product (or Service) to Market requirement - client management must be focused on rolling product out relatively fast (not internal IT project with looooooong time horizon). 2. Product is complex, requires a non-trivial domain knowledge and requires fundamental (and relatively fast) re-conceptualization 3. Product already went through multiple release cycles, accumulated (often) overwhelming number of features and internal development team can't resolve UI conflicts through additional iterations, and / or .... 4. Through multi-company roll-up or acquisitions multiple SW products must be brought under one umbrella and should eventually represent a consistent family of products. Thus RED team may take on some organizational challenges working with multiple development teams (often spread across the globe)... 5. There are some special cases - like conceptualization of new products but am not sure if R (Rapid) is always applicable here..

- There is one serious challenge with RED approach we are still attempting to resolve:

1. Seems like RED team is usually able to resolve big fundamental issues, establish new UI structure and sometimes even move the entire product paradigm to a new level.

RED teams may be NOT as good in addressing secondary or tertiary issues typically leaving them for developers to deal with (based on style-guides etc.). By those I mean some secondary screens, help systems, detailed technical writing, messaging etc.... Therefore the final product maybe light years ahead (comparing to previous releases) but there could multiple (very annoying) quirks diminishing the overall experience... It always brings up a question of creating a "DCT" ( as in Design Clean-up Team) but in practice for various reasons it does not happen very often ...

Still working on it :) ...

Yury Frolov
Design Director, Studio Asterisk*

GUI Strategy | User Experience | Brand

415 374 7478 voice
702 446 7840 fax

www.studioasterisk.com



On Jan 25, 2009, at 10:44 PM, James Leftwich, IDSA wrote:


Discussions of approaches and methodologies of design are among our field's most perennial and cherished. In the past few years we've seen a number of attempts to create a taxonomy of approaches to and philosophies of interaction design. I've had some interesting and in- depth discussions with Dan Saffer regarding the category he defined in his book as "genius design" and here I'll lay out my reasoning for why a) labels matter a great deal, and b) why this term is particularly ill-suited and counter-productive for the approach it attempts to label.

First, the idea of "framing" must be raised. Framing refers to a schema of interpretation, and is embodied in a collection of stereotypes that then become the basis for how the framed issue or subject is understood and responded or reacted to. Linguist George Lakoff has written a great deal on the social theory concept of framing and how it's affected our national political discourse. I suggest that that people not already familiar with framing begin by reading up on it, as my primary objection to the term "genius design" is one of objectionable framing which I reject.

See: http://www.rockridgeinstitute.org/projects/strategic/ simple_framing/

I use instead the term, "Rapid Expert Design" or R.E.D. It is a method I've learned, first through substantial side-by-side apprenticeships with older, more experienced designers beginning twenty-five years ago, and one that I continue share with my consulting network and work colleagues and have myself passed on to younger designers working with me or as part of our teams.

I'll begin by addressing the framing problems resulting from the term "genius design.” Next I'll address some of the key differences inherent in why I believe some people have less problems with the term and conclude with why I and others believe Rapid Expert Design better describes the approach we use.

I see the primary problem with the term, "Genius Design" is that it's impossible to believe that it's an approach that many people would aspire to. In other words, it's already *at least* something that one would perhaps *resort* to if no other method were available. This is an important and negative framing right at the start.

Secondary framing problems of the label "genius design" are:

1) Young designers may simply think, "Well, hey, I'm not a genius, or don't/won't consider myself to be one, so I guess this approach isn't for me."

2) Even experienced designers are likely to cringe at the term, and would be loathe to self-label their philosophy and practice as "genius design." It is not an aspirational term, and seems unlikely that it ever could be.

Now I agree with a great deal of what Dan Saffer has to say about what he characterizes (I make this distinction of his characterization of the approach) as "genius design." He acknowledges that much design, and much successful design, is done this way. He says that much of his work is done this way, and he alludes to the realities of design practice that all designers face. In *my reading* however, and I'm willing to reconsider if he objects, I detect an air of this approach being more of a fallback and unfortunate reality, rather than a core philosophy and approach that can be studied, practiced, and continually improved throughout a designer's career. The section of his book on "genius design" is the last and shortest of all the philosophies/approaches he describes, and though he mentions the Apple iPod, there's really very little about this approach explored in any depth.

I believe that the framing of Rapid Expert Design as "genius design" has led directly to the kind of reactions to the term we've seen here on the IxDA list. Namely it's an approach asking to be ridiculed, dismissed, or attacked.

Rapid Expert Design is not a fallback approach or philosophy for me, nor my long-time team and network of collaborators. Nor is it ego- driven. I actually find the "ego-driven" label gambit to be an even more problematic and pejorative framing of what R.E.D. really represents. Some respondents in threads have claimed that the term "ego-driven" led to defensiveness on the parts of some. I believe that they mistook legitimate criticism of the semantics and framing for defensiveness. No designer who's practicing intensive and successful Rapid Expert Design is doing it to feed an ego. To call it ego-driven would be like comparing a Special Forces soldier to one in the regular infantry and claiming the Special Forces soldier was simply more ego-driven. You can see it's not a very effective way, nor the most accurate way to describe the actual differences or need for both. And this difference between Special Forces and regular infantry is one of many ways to see how R.E.D. compares to other approaches to design.

Rapid Expert Design is a valid and largely missing and under-examined approach to interactive product development (as well as re- development, improvement, turnarounds, etc.), and this is why how it’s framed is crucial to an adequate understanding of it.

Why is Rapid Expert Design needed?

It's needed because we live in a world with a nearly uncountable number of undesigned and unaddressed user interface and functional problems and inadequacies. There are also many companies that have run products and services through many incremental, feature-loading stages to the point of inefficiencies, inadequacies, or simple obsolescence and yet have no effective means to move quickly to a new, improved model or generation. I often describe this as normal hive activities and the need for periodic swarming to establish a new hive. Most corporations have a great deal of departmental and political difficulty re-inventing themselves. Many languish or perish for the inability to make this leap.

Rapid Expert Designers can be effectively employed to help catalyze and effect such a new generation development. This can be done as a hothouse or skunkworks and handed off (the fastest way), or it can take the form of a team coming in a working with inside groups. The latter can also be effective, but it often requires a much larger incoming consulting group, is often much more expensive, can take significantly longer, and can have more complicated political ramifications. There are simply some situations where too many cooks in the kitchen really can spoil the broth. This is definitely the case with a corporation that needs to develop an OS-level revolution in one to two years time, or a small corporation that needs to produce a complex product in less than a year. It requires generalist experts that can analyze the technology, known needs, and production capabilities within a particular calendar timeframe and then apply and balance a wide range of skills and previous experiences and knowledge to produce a successful outcome.

Development efforts that require a lot of up-front research and process-oriented approaches can be successful, though they can also eat up a lot of resources and time and many companies can ill-afford either. Very few interactive products and designs we live/suffer with today stem from singular or whole visions and architectural guidance. They are, instead, the result of big corporate hierarchical organizations, highly compromised consensus necessities, rearview mirror-driven sensibilities, timid incrementalism, disempowered designer problems, and a whole host of other threats and obstacles. Today's most inspired and beloved products, systems, and services either require enormous and expensive development regimes or are the result of very well crystallized vision and whole integration across many interrelated aspects by small expert groups.

How can Rapid Expert Design be learned?

This is where the catch is, and why it's so important to start with an acknowledgement of the validity of the approach and realization of how Rapid Expert Designers are trained and exercised. The only way to become proficient at the R.E.D. approach is through apprenticing and gradually using the approach on projects of increasing scale and complexity. A young designer that ambitiously bites off an entire consumer product may indeed fail. However, it's important that they begin learning (along with more experienced designers) how to approach things in this manner, in smaller steps, so that they can eventually become more proficient at R.E.D.

Much as Mortimer Adler described the three phases of education: 1) Rote (can be taught to many simultaneously) 2) Coaching (which is optimized at no more than 7 students per coach to allows them to put what was learned by rote into dynamic practice) and 3) Synthesis (where the student then begins to branch out and synthesize new skills and solutions. The bottleneck is the Coaching phase, in that it must be done in a close side-by-side fashion. This is why apprenticeship and side-by-side working and transmittal of dynamic judgment and knowledge are so important. Rapid Expert Design cannot be learned from a book, nor is it effectively learned in a corporate management hierarchical structure.

But most importantly, R.E.D. needs to be understood and its documented case studies examined in order to understand it more fully. It can be used successfully on a much wider scale than it has been. I would suggest that most designers practicing R.E.D. spend the overwhelming majority of their careers going from one project to the next, picking up experience and taking on challenges, and don't spend that much time trying to formalize their approaches. I know that this is the case with myself and my colleagues. We don't believe we can effectively collapse what we do dynamically into a book. We do, however, extensively document our projects. So for those of you out there that wish to study a number of successful R.E.D. projects and outcomes in great and necessary depth, the evidence of Rapid Expert Design's legitimacy and repeated success is there and will continue to grow.

Ultimately all philosophies, methodologies, and practitioners will be judged by the resulting work, its breadth and diversity, and its success with all stakeholders. And just to be abundantly clear, all successful interaction design is user-centered. Even that created through the Rapid Expert Design philosophy and approach.

- Jim

James Leftwich, IDSA
CXO
SeeqPod, Inc.
6475 Christie Avenue, Ste. 475
Emeryville, CA 94608
http://www.seeqpod.com
http://www.seeqpod.com/mobile

Orbit Interaction
Palo Alto, California USA
jl...@orbitnet.com
http://www.orbitnet.com
http://www.linkedin.com/in/jimwich
Director, IxDA / http://www.ixda.org
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