Hi Kelvin, If you come in on Day 1, guns blazing, you're going to encounter resistance. Start slow, understanding the environment and go from there; context goes a long way.
- Were there "usability initiatives" in the past that didn't turn out well? Look for this in the form of lipstick-on-the-pig contract dollars that went nowhere. Being able to explain why this didn't work is a good start. - Is the product in a space where getting usability right is perceived as low-value (it's not, or you wouldn't be there). For example, if you're working on an application for highly technical folk, it can be challenging and some may throw their hands up - helping them understand goes a long way. The old saying, "the proof is in the pudding". The absolute number one way to convince people is successively larger victories on the design front. Apply your practice(s) to projects of ever-increasing size. Best of luck! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=41562 ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... disc...@ixda.org Unsubscribe ................ http://www.ixda.org/unsubscribe List Guidelines ............ http://www.ixda.org/guidelines List Help .................. http://www.ixda.org/help