Don’t Force It, Solve It!: How To Design Meaningful and Efficient Design Processes
- Length: 208 pages
- Edition: 1
- Language: English
- Publisher: CRC Press
- Publication Date: 2022-01-26
- ISBN-10: 0367505894
- ISBN-13: 9780367505899
- Sales Rank: #0 (See Top 100 Books)
It’s not how much time we spend on design that impacts product and service success: it’s whether that time has been spent on solving the right problems. The field of design, with a greater focus on User Centered Design, steadily acquires a central position on the work of product design teams. From large corporate environments to startups, multidisciplinary teams of developers, designers, project managers, product owners need to find ways to understand each others’ needs, overcome obstacles, communicate efficiently and perform, creating products that satisfy their users’ needs.
In an era where the main differentiating factor between products are the teams that created them, George Kalmpourtzis’ Don’t Force It, Solve It!: How To Design Meaningful and Efficient Design Processes is the perfect roadmap for navigating the twisting paths of project management and user centered design. Filled with colorful images and helpful hints, Kalmpourtzis guides the reader on how to effectively communicate, overcome problems, establish design processes and produce exceptional products.
Key Features:
- This book aims at helping software teams work more efficiently by setting up their own design processes
- In a world where being able to satisfy users’ needs becomes a crucial element for products’ existence, this book helps organizations understand design processes, allowing them efficiently deliver experiences that address the real problems of their audiences.
- This book offers a combination of theory and practice that will help its readers understand how to design efficient processes and apply this knowledge in their own work.
- A large volume of insights in the form of colorful images and doodles.
Author Bio:
George Kalmpourtzis is an award-winning User Experience & Learning Experience Consultant and Game Designer. Finding himself between the fields of educational technology, design and game studies, he has been founder, C-level stakeholder, director and board member of several design studios, start-ups and consulting agencies.
George has worked on a diverse portfolio of projects and contexts, spanning from highly complex dashboards to video games and from XR interfaces to mobile apps. He is currently helping design, learning & development and product teams around the globe set-up efficient and fun creative processes and bring user-centered creative problem solving in the heart of design. George also holds bachelor’s degrees in both education and engineering, a master’s degree in information systems and a PhD in design pedagogy. He has created, taught courses and given lectures in academic institutions all over the world.
Recommendations:
Knowing various frameworks and methodologies is crucial, especially if a team has to deal with various design challenges. This book takes you one step further by transforming individuals or teams into adaptable problem-solving powerhouses.
George Ketsiakidis, Design Researcher, Shanghai Jiao Tong University
George is a master of design process thinking, and it comes out in every word of his writing. In ‘Don’t force it, Solve it!’ he speaks from his years of hands-on experience, providing tangible steps and methodologies designed to activate creative teams.
Ryan Gerber, Founder, Quest Labs
Cover Half Title Title Page Copyright Page Dedication Table of Contents Acknowledgments Author Chapter 1 If Only There Was a Way to Make Design More Efficient SECTION I: Don’t Force it, Solve it! Chapter 2 Processes, Humans, and Design 2.1 Processes, Humans, and Design 2.2 There Is Not a Universal Recipe for Creating Design Processes 2.3 All I Am Asking for Is 1 Hour 2.4 So, What Is This Book About? Chapter 3 The Biggest Design Secret 3.1 The Form of Process 3.2 There Is No Design Process without a Problem to Address 3.3 The Biggest Design Secret Chapter 4 The Human-Centered Process 4.1 Processes Focus on Humans 4.2 Processes Should Encourage Creativity 4.3 Processes Entail but Tame Chaos 4.4 Processes Should Embrace Error 4.5 Process Should Maintain Team Stability 4.6 Processes Should Focus on Enabling Creativity Rather Than Creative Delivery 4.7 Processes Should Have Memory 4.8 Processes Should Encourage Personal Development Chapter 5 Let’s Make a Process 5.1 What Type of Process Do You Want to Make? 5.2 Processes Encourage Both Analytical and Synthetical Thinking 5.3 Problem Finding and Problem Solving 5.4 Activities, Activity Sets, and Broader Processes 5.5 Processes Offer Different Levels of Focus 5.6 Process Structure Depends on Team Size 5.7 Processes Vary in the Number and Granularity of Steps 5.8 Processes Can Have Different Scalability and Adaptability 5.9 Processes May Consist of Different Phase and Step Sequences 5.10 Processes Are Human-Centered 5.11 Design Processes Focus on Feasibility and Encourage Innovation 5.12 Processes Should Incorporate User Research and Help Establish a Collective Memory 5.13 Processes Break Silos and Encourage Co-creation 5.14 Processes Focus on Short- and Long-Term Outcomes and Have Different Durations 5.15 Processes Take into Account Organizational Complexity but Don’t Reinforce It 5.16 Design Processes Improve the Efficiency of Already Established Processes 5.17 Processes Present Mitigation Strategies 5.18 Representation and Form Chapter 6 The Process Core 6.1 Five Important Questions 6.2 The Process Core Chapter 7 Don’t Force It, play! 7.1 Play Is a Serious Matter 7.2 Design Processes Should Be Intrinsically Motivating 7.3 So, What Is Play? Chapter 8 An Introduction to Team Dynamics 8.1 Teams Are Built, Not Designated 8.2 Teams Consist of Creative Stakeholders SECTION II: The Design Process Rectangle Chapter 9 How to Read This Section Chapter 10 Phase 1 – Finding and Understanding Problems 10.1 Problem Finding Is an Exploratory Process 10.2 Facilitating Problem Finding 10.3 Design Processes Use Narratives Chapter 11 phase 2 – Coming Up with Problem- Solving Strategies 11.1 Divergent Thinking Strategies and Design Processes 11.2 Convergent Thinking and Design Processes Chapter 12 Phase 3 – Applying and Exploring Solutions 12.1 The First Step in Solution Application and Implementation Is Communication 12.2 Exploring Different Solutions Chapter 13 Ahase 4 – Assessing Solutions and Processes 13.1 Solution Assessment 13.2 Process Assessment SECTION III: The Creative Stakeholder’s Journey Chapter 14 the Final Chapter References Index
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