[HN Gopher] Universal Design Guide Playbook
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       Universal Design Guide Playbook
        
       Author : marban
       Score  : 91 points
       Date   : 2023-08-24 09:05 UTC (2 days ago)
        
 (HTM) web link (universaldesignguide.com)
 (TXT) w3m dump (universaldesignguide.com)
        
       | lastdong wrote:
       | Brilliant resource, IMO. There's a lot of activities, you pick
       | the ones (if any) that suits your requirements. Honestly, if you
       | cannot see the value of brainstorming an idea, and you never done
       | it before, not sure if you fully understand people. These
       | activities can be prepared in a way that are well informed and
       | take more or less time. I tend to see them as good additions if
       | everyone understands the value it brings. What I've came to see
       | is that sometimes people disagree, but are proven differently
       | later in the process (at that point, it meant going back and re-
       | think all the initial assumptions).
        
       | mercurialsolo wrote:
       | There's also design centric firms like Airbnb where it does have
       | a seat at the business table. But largely design doesn't get a
       | seat at the table is because the practice hasn't embraced
       | experimentation and science to quantify business outcomes on an
       | ongoing basis. E.g. what is the cost of reducing user complexity
       | in a large system if it's human assisted and you can train
       | individuals to a workflow - some of these have long term business
       | impact e.g. opens up ways for a younger competitor with a better
       | designed product.
       | 
       | Also given that design is largely exposed via the interface it
       | becomes that what works can be easily copied over by a competitor
       | - think Threads vs X.
       | 
       | If we can bring in design to think through on business problems
       | through the consumer adoption and behaviour change lens - it sure
       | will have a much bigger impact than it does today.
       | 
       | Also see some other meta aspects at play - e.g. design is very
       | subjective at the moment and everyone has a choice to what "works
       | for them is good design" .
        
         | designistfun wrote:
         | Your statement assumes product and engineering quantify
         | business outcomes. Every feature, update, code refactor, etc.
         | Always quantified!
         | 
         | Design is as easily copied as anything else. I'm sure you know
         | about business models. Yep--never copied!
         | 
         | Everything is subjective. Every company is doing everything in
         | a manner that "works for them".
        
       | JimDabell wrote:
       | I'm a bit lost here - what is this? I see a bunch of boxes for
       | activities like getting a group of people to do their favourite
       | stretches in a circle, or throwing paper balls into a bin. What
       | does this have to do with design? I think I'm missing the point.
       | The headline "Supporting the development of inclusive
       | innovations" doesn't really say anything.
        
         | [deleted]
        
       | julienreszka wrote:
       | Nowhere it mentions "profit"
       | 
       | Disregarded
        
       | [deleted]
        
       | ranting-moth wrote:
       | This could have done with better design.
        
       | say_it_as_it_is wrote:
       | [flagged]
        
       | sherjilozair wrote:
       | So this is why my previous company had taken us to a retreat
       | where we tried to brainstorm how to build AGI using post-it
       | notes. We were given 5 minutes and then someone did a crude
       | clustering and picked the biggest cluster.
        
       | JakeAl wrote:
       | Form follows function. You only need to include that which is
       | necessary to solve the problem defined by your problem
       | definition/statement.
        
       | robflaherty wrote:
       | I know the intent is good (it is!) but this common notion that
       | good design is a toolbox of fun little games really prevents the
       | design function from getting taken more seriously. In the
       | business world at least it ensures our seat at the kid's table.
        
         | _proofs wrote:
         | while i appreciate the comment about games, i think it is worth
         | considering the relationship between creativity and ego, and
         | what happens when you take yourself, and your ideas, too
         | seriously.
         | 
         | john gleese has a great take on creativity which i believe to
         | be a fair criticism of what happens when you take yourself too
         | seriously in business.
        
           | noduerme wrote:
           | What about when you infantilize your employees and implicitly
           | insult their intelligence by having them do exercises
           | designed for 3rd graders? Is that the time to top it off with
           | criticism for them taking themselves too seriously?
        
             | gochi wrote:
             | The dramatic reaction to doing group activities like
             | stretching being viewed as an "insult" indicates that
             | person has a very low emotional IQ. So yes, that's a great
             | time to get them to stop taking themselves too seriously!
        
             | tomjakubowski wrote:
             | None of these exercises were designed for third graders
        
         | tjpnz wrote:
         | In the companies I've worked where it was taken seriously it
         | had more of a Human Factors/HCI bent. You would come to them
         | for accessibility and user studies, and stay for the pretty UI
         | and design system.
        
         | cheschire wrote:
         | In my opinion this is impacted heavily by the average career
         | length in the room. This isn't an age thing, but more of an
         | expertise thing.
         | 
         | Once a person approaches and crosses that 10,000 hour mark,
         | they no longer struggle to articulate their motivations and
         | needs the way that a person at the 2,000 hour mark would.
         | 
         | I find this type of design playbook to be very useful when the
         | average experience in the room is on the lower end. On the
         | upper end of the experience spectrum (30,000+ hours), I've
         | found it tends to turn more into facilitating a group therapy
         | session. There's still room for activities and exercises but I
         | use them sparingly.
         | 
         | I should also mention that I prefer to approach the extreme
         | ends of the experience spectrum in separate engagements.
        
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       (page generated 2023-08-26 23:02 UTC)