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Kevin Arthur does user experience research and design. This blog is a personal project and the opinions here are strictly my own.

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Usability Books
  • Cost-Justifying Usability, Second Edition: An Update for the Internet Age, Second Edition (Interactive Technologies)
    Cost-Justifying Usability, Second Edition: An Update for the Internet Age, Second Edition (Interactive Technologies)
    Morgan Kaufmann
  • Designing for the Digital Age: How to Create Human-Centered Products and Services
    Designing for the Digital Age: How to Create Human-Centered Products and Services
    by Kim Goodwin
  • Designing Gestural Interfaces
    Designing Gestural Interfaces
    by Dan Saffer
  • Designing Interactions
    Designing Interactions
    by Bill Moggridge
  • The Design of Design: Essays from a Computer Scientist
    The Design of Design: Essays from a Computer Scientist
    by Frederick P. Brooks
  • The Design of Everyday Things
    The Design of Everyday Things
    by Donald A. Norman
  • The Design of Future Things: Author of The Design of Everyday Things
    The Design of Future Things: Author of The Design of Everyday Things
    by Donald A. Norman
  • Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps
    Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps
    by Suzanne Ginsburg
  • Designing the Mobile User Experience
    Designing the Mobile User Experience
    by Barbara Ballard
  • Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
    Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
    by Jeff Johnson
  • Emotional Design: Why We Love (or Hate) Everyday Things
    Emotional Design: Why We Love (or Hate) Everyday Things
    by Donald A. Norman
  • Handbook of Usability Testing: Howto Plan, Design, and Conduct Effective Tests
    Handbook of Usability Testing: Howto Plan, Design, and Conduct Effective Tests
    by Jeffrey Rubin, Dana Chisnell
  • The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, Second Edition (Human Factors and Ergonomics)
    The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, Second Edition (Human Factors and Ergonomics)
    CRC Press
  • The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
    The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
    by Alan Cooper
  • Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)
    Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)
    by Thomas Tullis, William Albert
  • Moderating Usability Tests: Principles and Practices for Interacting (Interactive Technologies)
    Moderating Usability Tests: Principles and Practices for Interacting (Interactive Technologies)
    by Joseph S. Dumas, Beth A. Loring
  • Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
    Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
    by Steve Krug
  • Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)
    Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)
    by Bill Buxton
  • Tapworthy: Designing Great iPhone Apps
    Tapworthy: Designing Great iPhone Apps
    by Josh Clark
  • Text Entry Systems: Mobility, Accessibility, Universality (Morgan Kaufmann Series in Interactive Technologies)
    Text Entry Systems: Mobility, Accessibility, Universality (Morgan Kaufmann Series in Interactive Technologies)
    by I. Scott MacKenzie, Kumiko Tanaka-Ishii
  • The Trouble with Computers: Usefulness, Usability, and Productivity
    The Trouble with Computers: Usefulness, Usability, and Productivity
    by Thomas K. Landauer
  • Usability Engineering
    Usability Engineering
    by Jakob Nielsen
  • The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design (Interactive Technologies)
    The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design (Interactive Technologies)
    by Deborah J. Mayhew
  • User-Centered Design Stories: Real-World UCD Case Studies (Interactive Technologies)
    User-Centered Design Stories: Real-World UCD Case Studies (Interactive Technologies)
    by Carol Righi, Janice James
  • Usability Testing Essentials: Ready, Set...Test!
    Usability Testing Essentials: Ready, Set...Test!
    by Carol M. Barnum
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Wednesday
Apr082009

Fred Brooks on Design Teams

The essay by Peter Merholz I linked to in the previous post reminded me of some things that Fred Brooks (who was my PhD adviser) said about teams and designers in his 1999 Turing award lecture titled "The Design of Design." That's also the title of his forthcoming book.

There are links here (CPSC 330 / Fred Brooks on Design) to video of an updated version of that talk and a 2003 summary PDF from which the following is excerpted:

Team Design—Collaboration and Telecollaboration.
Since at least the start of the 20th century, large design projects have been the work of teams, rather than solo designers. This change creates a new and crucial challenge, how to maintain conceptual integrity in such designs. I have elsewhere argued that this is a most important property of a design, and that separating the design of the user interface from the design of the means of implementing it enables one mind to master the user interface. I elaborate this into a discrete functional specialty, system architecture, whose importance I am prepared to defend fiercely.

Team design is occasioned both by the increasing sophistication of design specialties, so that one mind cannot master them all, and by the need to partition work to meet ever- more demanding schedules. I think it very important to differentiate clearly among aspects of design where collaboration positively helps, aspects where the work is partitionable so that collaboration may help schedule but not result quality, and aspects where collaboration positively impacts the conceptual integrity of the design.

A late-20th-century development that we barely begin to understand is telecollaboration, joint effort by noncollocated teams.

Great Designs Come from Great Designers, not from Great Design Processes. What makes a design great, or elegant, or cool? This is fundamentally an esthetic judgment, and we need more theory of engineering esthetics. We need to know how to teach it.

But I will defend the propositions that design process improvement, and even the development of a science of design, will raise the floor of design practice, but not the ceiling. Now raising the floor is superb, and very important. But what our hearts desire and our minds acclaim are great designs, not merely competent, sound, trustworthy ones. I am convinced that great designs come only from great designers. Hence a part of our challenge is to figure out how to identify, train, and nurture those to whom the innate gifts for great design have been entrusted.

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