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	<title>Comments on: Building the UX Dreamteam</title>
	<atom:link href="http://boxesandarrows.com/building-the-ux-dreamteam/feed/" rel="self" type="application/rss+xml" />
	<link>http://boxesandarrows.com/building-the-ux-dreamteam/</link>
	<description>Boxes and Arrows is devoted to the practice, innovation, and discussion of design; including graphic design, interaction design, information architecture and the design of business.</description>
	<lastBuildDate>Mon, 20 May 2013 13:09:05 +0000</lastBuildDate>
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		<title>By: holger_maassen</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7052</link>
		<dc:creator>holger_maassen</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7052</guid>
		<description><![CDATA[Excellent article and a interesting approach - Anthony. 
I am working on a related story - UXdesign + planning is not a one-man-show - http://www.boxesandarrows.com/idea/view/13449

I&#039;m curious about your next part / step.]]></description>
		<content:encoded><![CDATA[<p>Excellent article and a interesting approach &#8211; Anthony.<br />
I am working on a related story &#8211; UXdesign + planning is not a one-man-show &#8211; <a href="http://www.boxesandarrows.com/idea/view/13449" rel="nofollow">http://www.boxesandarrows.com/idea/view/13449</a></p>
<p>I&#8217;m curious about your next part / step.</p>
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		<title>By: toddw</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7053</link>
		<dc:creator>toddw</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7053</guid>
		<description><![CDATA[Something that seems glaringly missing is any sort of coding or programming skills, for prototyping (barely mentioned under interaction design). I think it&#039;s more and more important that ID folks be able to actually build and tinker to quickly iterate through ideas and see if they are workable. I&#039;d say that&#039;s a more important skill than Graphic Design, though I&#039;d always want that too.]]></description>
		<content:encoded><![CDATA[<p>Something that seems glaringly missing is any sort of coding or programming skills, for prototyping (barely mentioned under interaction design). I think it&#8217;s more and more important that ID folks be able to actually build and tinker to quickly iterate through ideas and see if they are workable. I&#8217;d say that&#8217;s a more important skill than Graphic Design, though I&#8217;d always want that too.</p>
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		<title>By: choecht</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7054</link>
		<dc:creator>choecht</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7054</guid>
		<description><![CDATA[I think, you mentioned some important skills which are indeed necessary to build interactive systems. Hiwever, in my opinion, social and communicative skills might even be more crucial than any of these rather &quot;hard&quot; skills when creating systems to fit human needs. Let me explain: what I learned about user centered design was not only that this might be one of the most complex industrial development processes I  can imagine but this is also a process that is rich in trade-offs and conflicts, too. Without having members on the team which are capable of dealing with that many different stakeholders, ideas and needs I&#039;m strongly convinced that interaction design will fail.]]></description>
		<content:encoded><![CDATA[<p>I think, you mentioned some important skills which are indeed necessary to build interactive systems. Hiwever, in my opinion, social and communicative skills might even be more crucial than any of these rather &#8220;hard&#8221; skills when creating systems to fit human needs. Let me explain: what I learned about user centered design was not only that this might be one of the most complex industrial development processes I  can imagine but this is also a process that is rich in trade-offs and conflicts, too. Without having members on the team which are capable of dealing with that many different stakeholders, ideas and needs I&#8217;m strongly convinced that interaction design will fail.</p>
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		<title>By: redux</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7055</link>
		<dc:creator>redux</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7055</guid>
		<description><![CDATA[&quot;Finding the right person to compliment your User Experience team&quot;

that would be somebody whose job it is to come in each morning to say &quot;hey guys...you&#039;re doing a great job.&quot;

I&#039;m sure you meant &quot;complement&quot;...]]></description>
		<content:encoded><![CDATA[<p>&#8220;Finding the right person to compliment your User Experience team&#8221;</p>
<p>that would be somebody whose job it is to come in each morning to say &#8220;hey guys&#8230;you&#8217;re doing a great job.&#8221;</p>
<p>I&#8217;m sure you meant &#8220;complement&#8221;&#8230;</p>
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		<title>By: colfelt</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7056</link>
		<dc:creator>colfelt</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7056</guid>
		<description><![CDATA[Todd &gt; I don&#039;t know how common it is to expect interaction designers to code. As a general rule, I think they don&#039;t at the moment. Perhaps the industry will trend that way, but I don&#039;t know. I&#039;m trying to write for the now, however.
Christian &gt; Stay tuned for part II. That&#039;s when we talk about personality traits...
Patrick &gt; Thanks for catching that... oops!
Alexander &gt; This isn&#039;t supposed to suggest you find one person that can do all these things, but rather that these are the skills that are out there. When hiring, you need to analyse what you need before choosing a candidate with some or one of these. The next part will clarify this point.]]></description>
		<content:encoded><![CDATA[<p>Todd &gt; I don&#8217;t know how common it is to expect interaction designers to code. As a general rule, I think they don&#8217;t at the moment. Perhaps the industry will trend that way, but I don&#8217;t know. I&#8217;m trying to write for the now, however.<br />
Christian &gt; Stay tuned for part II. That&#8217;s when we talk about personality traits&#8230;<br />
Patrick &gt; Thanks for catching that&#8230; oops!<br />
Alexander &gt; This isn&#8217;t supposed to suggest you find one person that can do all these things, but rather that these are the skills that are out there. When hiring, you need to analyse what you need before choosing a candidate with some or one of these. The next part will clarify this point.</p>
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		<title>By: dproyer</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7057</link>
		<dc:creator>dproyer</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7057</guid>
		<description><![CDATA[Interesting post, I am looking forward to the second part.

I think one of those less tangible qualities that is very important is a designers ability to reflect.  Reflective designers are always improving and learning from previous projects and experiences.  I think this is as valuable as any skill listed in this article.]]></description>
		<content:encoded><![CDATA[<p>Interesting post, I am looking forward to the second part.</p>
<p>I think one of those less tangible qualities that is very important is a designers ability to reflect.  Reflective designers are always improving and learning from previous projects and experiences.  I think this is as valuable as any skill listed in this article.</p>
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		<title>By: aynne</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7058</link>
		<dc:creator>aynne</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7058</guid>
		<description><![CDATA[Great post!  
I think this also provides a good overview of our job description.  
I would also say that business acumen and strategic thinking is also critical.]]></description>
		<content:encoded><![CDATA[<p>Great post!<br />
I think this also provides a good overview of our job description.<br />
I would also say that business acumen and strategic thinking is also critical.</p>
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		<title>By: colfelt</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7059</link>
		<dc:creator>colfelt</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7059</guid>
		<description><![CDATA[Thanks for the feedback and thoughts. The second part is still not fully baked yet, so I&#039;ll encorporate these notions.]]></description>
		<content:encoded><![CDATA[<p>Thanks for the feedback and thoughts. The second part is still not fully baked yet, so I&#8217;ll encorporate these notions.</p>
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		<title>By: terrybleizeffer</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7060</link>
		<dc:creator>terrybleizeffer</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7060</guid>
		<description><![CDATA[Thanks for the article, Anthony.  As I am in the process of bringing in several new folks to my team, it is a very timely topic.

A couple comments about roles where I seem to draw boundaries in different places than you have.  First, I think it&#039;s useful to separate out &quot;usability testing&quot; from &quot;user research&quot;.  If we step back far enough and squint, we can say, &quot;They both involve collecting data from users,&quot; but in practice the differences are more interesting than the similarities.  User research tends to be done in advance of the release process, or as input into the release process, while testing is done after design (hopefully in an iterative fashion, of course).  In other words, user research produces collateral to enable good design decisions, testing validates whether good design decisions were made.  In many projects, user research on the next release is being done at the same that testing is being done on the current release, so having one person responsible for both is problematic.  Second, user researchers tend to be more experienced in the domain, because it takes quite a bit of experience to understand where the gaps exist, while testing is done with the assumption that the gaps have already been identified.  In other words, it&#039;s always harder to find something that&#039;s missing completely than it is to find something that exists but is broken.  And third, in my experience the deliverables coming out of user research activities (personas, task analyses, conceptual design) are both different and more difficult to do well than the deliverables coming out of testing activities (reports, defects).  Bluntly, I consider a good user researcher far too valuable to spend their time performing testing.

I also think there&#039;s a useful distinction between graphic designers and visual designers.  Graphic designer create the building blocks, visual designers put them together.  I&#039;ve worked with brilliant graphic designers that seemed to have a preternatural gift for turning a vaguely-defined object into an icon that was both attractive and informative... but had absolutely no skills whatsoever in, say, properly laying out a panel.  The opposite is true as well - folks with a deep understanding of white space and grid layouts and visual primacy, but no particular skills in &quot;pure&quot; graphic design (which I loosely define as the art of creating an image).  If I need a visual designer and I hire a graphic designer, I may end up disappointed.]]></description>
		<content:encoded><![CDATA[<p>Thanks for the article, Anthony.  As I am in the process of bringing in several new folks to my team, it is a very timely topic.</p>
<p>A couple comments about roles where I seem to draw boundaries in different places than you have.  First, I think it&#8217;s useful to separate out &#8220;usability testing&#8221; from &#8220;user research&#8221;.  If we step back far enough and squint, we can say, &#8220;They both involve collecting data from users,&#8221; but in practice the differences are more interesting than the similarities.  User research tends to be done in advance of the release process, or as input into the release process, while testing is done after design (hopefully in an iterative fashion, of course).  In other words, user research produces collateral to enable good design decisions, testing validates whether good design decisions were made.  In many projects, user research on the next release is being done at the same that testing is being done on the current release, so having one person responsible for both is problematic.  Second, user researchers tend to be more experienced in the domain, because it takes quite a bit of experience to understand where the gaps exist, while testing is done with the assumption that the gaps have already been identified.  In other words, it&#8217;s always harder to find something that&#8217;s missing completely than it is to find something that exists but is broken.  And third, in my experience the deliverables coming out of user research activities (personas, task analyses, conceptual design) are both different and more difficult to do well than the deliverables coming out of testing activities (reports, defects).  Bluntly, I consider a good user researcher far too valuable to spend their time performing testing.</p>
<p>I also think there&#8217;s a useful distinction between graphic designers and visual designers.  Graphic designer create the building blocks, visual designers put them together.  I&#8217;ve worked with brilliant graphic designers that seemed to have a preternatural gift for turning a vaguely-defined object into an icon that was both attractive and informative&#8230; but had absolutely no skills whatsoever in, say, properly laying out a panel.  The opposite is true as well &#8211; folks with a deep understanding of white space and grid layouts and visual primacy, but no particular skills in &#8220;pure&#8221; graphic design (which I loosely define as the art of creating an image).  If I need a visual designer and I hire a graphic designer, I may end up disappointed.</p>
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		<title>By: terrybleizeffer</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7061</link>
		<dc:creator>terrybleizeffer</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/#comment-7061</guid>
		<description><![CDATA[@ Todd:  Are you talking about coding skills that allow a designer to code a prototype, or coding skills that allow a designer to code in the same technology as the product, so that the code can actually be shipped as part of the product?

If you mean the former, I agree with you that this is something else to look for when evaluating candidates.  So under Anthony&#039;s &quot;Screening tips&quot; section, I&#039;d want to look for prototyping skills in Visual Basic, HTML/CSS/JavaScript, Flex, Flash, Powerpoint, etc.  Heck, I&#039;d want to see real example of prototypes that they&#039;ve created.

If you mean the latter, I agree with Anthony that that&#039;s the exception to the rule and probably wouldn&#039;t be useful in making a hiring decision, because it&#039;s so rare and in many shops it might even be inappropriate.  However, I will add that I think this IS a skill that designers should learn.  True GUI development is really difficult and I would expect designers to be able to code all the externals from soup to nuts... but a designer that can produce solid, ship-quality code for the final on-the-glass pieces is valuable indeed, and in many cases that technology is not that difficult to learn... no more difficult than it is to become a Powerpoint guru.]]></description>
		<content:encoded><![CDATA[<p>@ Todd:  Are you talking about coding skills that allow a designer to code a prototype, or coding skills that allow a designer to code in the same technology as the product, so that the code can actually be shipped as part of the product?</p>
<p>If you mean the former, I agree with you that this is something else to look for when evaluating candidates.  So under Anthony&#8217;s &#8220;Screening tips&#8221; section, I&#8217;d want to look for prototyping skills in Visual Basic, HTML/CSS/JavaScript, Flex, Flash, Powerpoint, etc.  Heck, I&#8217;d want to see real example of prototypes that they&#8217;ve created.</p>
<p>If you mean the latter, I agree with Anthony that that&#8217;s the exception to the rule and probably wouldn&#8217;t be useful in making a hiring decision, because it&#8217;s so rare and in many shops it might even be inappropriate.  However, I will add that I think this IS a skill that designers should learn.  True GUI development is really difficult and I would expect designers to be able to code all the externals from soup to nuts&#8230; but a designer that can produce solid, ship-quality code for the final on-the-glass pieces is valuable indeed, and in many cases that technology is not that difficult to learn&#8230; no more difficult than it is to become a Powerpoint guru.</p>
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