Interior Design for Office a cura di RMG Project Studio
Boston UPA - Design Critique
1. boston upa
The Value of Critique and Integrating it into
Your Design Process
Adam Connor - Senior Experience Designer
Alla Zollers - Senior Experience Designer
2. Let’s talk about…
ICE BREAKING
Part 1: What is critique
Part 2: Integrating critique into your process
Part 3: How to critique and run critique sessions
Please hold your questions until the end of each part
4. Feedback is Important
Feedback is the mechanism by which we
understand the response, reaction or
impact what we do, or a product we’ve
created, has on a person, an environment,
a system, etc.
So why are so many people afraid of it?
People take it personally
No one wants to be wrong
wrong = failure
wrong = vulnerable
6. Feedback is Important
“We need to let go of our egos, embrace uncertainty, and encourage
those around us to tell us where we’re wrong”
- Dennis Breen, nForm
7. What makes good feedback?
Good feedback…
should identify where, and how a design is meeting it’s goals
should identify where, and how a design is not meeting it’s goals
should be delivered in a form in which the person receiving the feedback
understands it and can act upon it to make improvements.
This is critique!
8. What is Critique?
Critique is:
a “type” of feedback…
focused on describing what does and what does not work, as well as why.
delivered from the of the audience/users and goals of the design.
a tool for collecting structured feedback…
in which participants give their feedback in the form of critique.
9. Critique vs Criticism
Criticism… Critique…
finds fault examines structure
looks for problems looks for what does and doesn’t work
condemns what it doesn’t understand asks for clarification
is abrasive is honest and objective
is negative is positive even about what isn’t
working
is general and vague is concrete and specific
10. What is Critique?
Ways in which we already collect feedback
Reviews
Focus Groups
Surveys
Usability Studies
Etc.
Critique does not replace any of the tools
we already have.
* Image by smannion, from Flickr
11. The ability to critique well is insanely valuable
For Designers
Encourages Designers to “detach”
themselves from their designs and
examine them objectively
Provides access to new ideas that
Designers may not have found alone
Provides practice in listening to and
responding to feedback
Provides practice in explaining the
thinking and rationale behind design
decisions
12. The ability to critique well is insanely valuable
For Design and Project Teams
Helps establish a common framework
for discussing designs and ideas
Creates opportunities for more team
interaction, building collaboration and
trust
Allows for a cross-pollination of ideas
for projects
13. The ability to critique well is insanely valuable
In general, learning to critique well makes us better communicators.
Critiquing well is about understanding what makes for good
feedback, how to give it, and how to get it.
14. ICE BREAKING
Part 2: Incorporating Critique Into Your Process
15. Plan to Hold a Critique Session
Identify 3 -6 people you want to invite
Set one clear goal for the meeting
Set a time limit (30 min – 1 hour)
Find an appropriate room and have
materials ready
16. Room and Materials
Find a room with plenty of wall space
Print out handouts
• write down the feedback, Utilize sticky notes or note cards
then affinity sort
• “parking lot” area
17. Traditional Project Lifecycle
Early on in the Project
Discovery
Middle of Project
Refinement
End of Project
Wrap-up of Details
18. Traditional Project Lifecycle
Early on in the Project
Discovery
Designers Business/
Marketing
Emphasize higher level user/business goals
Do not focus on technical constraints, but flag concerns
Example Goals
Get feedback about a set of different concepts / approaches
Explore the designs of competing products
Discuss user flow through the system
19. Traditional Project Lifecycle
Middle of Project
Refinement
Designers Business/ Development
Marketing
Begin to define answers or solutions to issues
Begin to solve for technical and business constraints
Example Goals
Compare how different components of a system are designed
Discuss potential usability issues
Discuss products that have qualities you want to achieve
Get cross-functional team feedback
20. Traditional Project Lifecycle
End of Project
Wrap-up of Details
Business/ Development
Marketing
Solidify answers or solutions to issues
Solve for technical and business constraints
Example Goals
Analyze design details
Discuss potential usability issues
Get cross-functional team feedback
21. Critique in Agile
Iteration N
Involve your team from the beginning
Week 1 Week 2
Invite developers and customers
Review Stories Hold Critique
Sketch Make Updates
Plan For Critique Conduct Usability Complete at least one critique per iteration
Recruit for Usability Create New Stories
Depending on the goal, you can have it either in
the middle or end of the iteration
Make sure to account for critique session during
estimation
Capture Feedback in a Public Way
A wiki
A feedback board
Attach to specific stories as necessary
22. ICE BREAKING
Part 3: How to Critique and Run Critique Sessions
23. Critique is a Skill
You will only get better with practice
Start small
Perhaps internal only
Think before you speak
Choose clients you critique with carefully
Always make sure to review these (and any other) ground rules with clients to gauge how
comfortable they are with them before planning a critique.
Also, post the ground rules in the room where the critique will be held.
24. Ground Rules
Everyone is equal
It is up to the designer to decide which
feedback to act upon and which not to
Design decisions are not to be made
during critiques
Feedback should be provided from the
perspective of the Design’s audience
A great use for Personas
25. Techniques and Tools for Good Critique
Active Listening / Question for Clarity
Moderators
Quotas
Round-Robin
Direct Inquiry
26. Things to Avoid
Poor body language
Preference based feedback
Being overly defensive
Problem solving
27. Dealing with Difficult Individuals
Set expectations at the beginning of the sessions
Make sure everyone understands what critique is
Ask quiet people for feedback directly.
Use personas and documented goals to help ensure everyone stays focused
Request specific feedback from people with regard to their areas of expertise
(development, marketing, etc)
28. In Summary
Learning to critique well improves our ability to communicate with our teams,
clients and others.
The ability to critique well will only improve with practice.
Critique focuses on what works, what doesn’t and why, and is delivered from the
perspective of a well-defined audience and goals.
Critique can be done both internally and with clients.
Critique is best done with 3-6 people in 30 minutes to 1 hour.
Be sure to clearly communicate the goals of a critique session as well as ground
rules to all participants.
30. Thank You
ICE BREAKING
Documentation
Slides can be found at: http://www.madpow.net
Adam Connor Alla Zollers
Senior Experience Designer Senior Experience Designer
aconnor@madpow.net alla@madpow.net
Twitter @adamconnor Twitter: @azollers
31. Integrating Critique into Your Design Process
The Value of Critique Setup & Ground Rules Techniques & Tools
For Designers 3 - 6 People Active Listening / Question for Clarity
Listening requires effort and focus. Be sure you understand
Encourages Designers to “detach” themselves Keep it short. 30 minutes to 1 hour.
everything you’ve heard. If you don’t, ask questions to help
from their designs and examine them
Begin the critique by presenting the design, including clarify things until you do.
objectively
its background, goals, problems and the decisions
Provides access to new ideas and perspectives made so far.
Moderators
Use moderators if you need to. Designers should learn to
Provides practice in listening to and responding Set clear goals for the critique, such as speci c moderate a critique on their own over time.
to feedback elements of the design on which feedback is needed.
Quotas
Provides practice in explaining the rationale Feedback should be provided from the perspective of Consider setting quotas, such as: everyone must point out 2
behind design decisions the Design’s audience.
things that work well and 3 things that don’t.
Feedback should be about what works, what doesn’t
For Design & Project Teams Round-Robin
and why.
Go around the room in the same order throughout the
Helps establish a common framework for
Design decisions should be explained, but not course of the critique.
discussing designs and ideas
“defended.”
Direct Inquiry
Creates opportunities for more team
Design decisions are not to be made during the Ask individuals for feedback on a speci c design element.
interaction, building collaboration and trust
critique.
Allows for a cross-pollination of ideas for Things to Avoid
Everyone in the critique is equal. Organizational
projects leading to better designs Poor Body Language
hierarchies do not apply.
Preference based feedback
It is up to the designer to decide which feedback to act
Learning to critique well makes upon and which not to. Being overly defensive
us all better communicators! Update individuals as the project progresses. Problem Solving
27 Congress St. Portsmouth, NH 03801 603.436.7177 www.madpow.net solutions@madpow.net