Week 2 Day 1: The Design Process

What makes a Design “Good’?

Education, Medicine, Design- Your job as a designer, what you are doing and how you want to save the world. The idea that you could do that.

Dieter Rams’- Ten Principles for Good Design.

Dieter Ram in deep thought- maybe thinking of his next innovative design, or could very much well be planning what he will be having for dinner. Both you and I will never know.

Steve Jobs followed his designs- and created his.

What is Good Design- IS INNOVATIVE

-Technological- doesn’t just use technology just to make technology.

-Good design accentuates a products usefulness: if it is designed well it emphasizes the designs usefulness.

-Products with a good aesthetic enhance the well-being of those who use them.

  • ”Only well-executed objects can be beautiful.”
“That’s been one of my mantras — focus and simplicity. Simple can be harder than complex; you have to work hard to get your thinking clean to make it simple.- ”Steve Jobs
“Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while.” -Steve Jobs
“Design is not just what it looks like and feels like. Design is how it works.” — Young Steve Jobs, with luscious hair flow

Makes a product understandable- you don’t need directions because it was designed well.

Good design is Unobtrusive

-Something has to be shipped-someone has to be paid.

-Products are not works of art

-Design should be neutral

-Leave room for the user’s self-expression

Design is HONEST

  • You can’t make something thats bad good.
  • -You cant make a cheap product feel expensive
  • Don’t try to manipulate the user


  • good design doesn’t change
  • trends go out of style
  • -focus on the fundamentals if you want design to last : well design products that work; have an intent , have a purpose.

Everything we do is validated through user research and testing.

Is environmentally friendly

-designers have a responsibility to the environment

-design can minimize waste and pollution

-(this was an innovative concept at the time)

Is a little design as possible

-if you are a good designer, you rarely get credit- its already assumed that things work perfectly in the beginning.

‘Keep it Simple Stupid.’

Is it Good Design? — Most Likely along the lines things are going to fail.

Is Innovative — Makes a product Useful — is Aesthetic — Makes a product Understandable — Is unobtrusive — Is honest — Is long-lasting —

Is thorough down to the last detail

-Is environmentally friendly

-Is as little design as possible

Good design is long lasting; while bad design is not.

It’s not just about building screens, its about using experience- going further in-depth.

Example of Good Design: GOOGLE CARDBOARD

Experience virtual reality in a simple, fun , and affordable way.
“Google’s low-cost virtual reality viewer uses a cardboard box and a smartphone to let users interact with movies, go on landmark tours, and examine 3-D objects. Its design isn’t just cheap; it lowers the bar to experimenting in virtual reality, and makes it feasible to develop VR apps for a smartphone.”
Get it, fold it and look inside to enter the world of Cardboard. It’s a VR experience starting with a simple viewer anyone can build or buy. Once you have it, you can explore a variety of apps that unfold all around you.

Defining the Design Process.

“Art is a noun, and design is a noun and also a very. Art is a product and design is a process.” — Paul Rand

You can have a good product but design is the process of getting there.

Investigating through Agile Sprints:

Agile Lean Cycles- THINK, CHECK, MAKE

Lean is the process: Concept- Prototype- Validate Internally- Test Externally- Learn from user behavior- Iterate & Repeat.

Waterfall Methods: Discover-Time, Budget, People — Locked into a Business structured timeline.

Discover -Business Requirements

Design -Technical Design

Develop -Coding & Testing

Test- Client OK & Launch

Once you go down a step- you cannot go back. MUST release on that date. Software development they are called bugs. Purely because it works; not that it is usable, smart.

Discovery and design comes from the approval of the client- one of the problems with waterfall is that it does not account for the unknowns.

Diagram of Waterfall Method Structure
Software-Devlopment-Life-Cycle-Model: SDLC

Introducing: The Double Diamond Process Model

Discover Define Develop Deliver — Definition- strategy and plan, aka, “Why”? and “How”?Diverge- converge: we go out and then we come in; we are doing this as we go forward.

Explore ideas refine ideas, after diverge, feasibility review- can we actually do this? Create brief- this is the thing we are doing then we develop it- develop the concept- and then drive home for delivery.



-Define project constraints

-Define the scope of the problem being addressed





-Ideate design solutions

create prototype


Refine details

prepare production assets

Where do we start?

We always start with the WHY?

The Golden Circle — Why, How, What

Simon Sinek: How Great Leaders Inspire Action

Every single person, every single organization on the planet knows what they do, 100 percent. By “why,” I mean: What’s your purpose? What’s your cause? What’s your belief? Why does your organization exist? Why do you get out of bed in the morning? And why should anyone care? As a result, the way we think, we act, the way we communicate is from the outside in, it’s obvious.”

“People don’t buy what you do; they buy why you do it. If you talk about what you believe, you will attract those who believe what you believe.”


-We need a bigger share button

-People aren’t sharing the documents they create

-People are nervous about sharing

-They’re not sure who will see what they share

-We don’t tell them who will see what they share

-We don’t have that data in our system.

Find the CORE route of the essential problem- peeling back the layers of the onion to get to the good stuff. Not just thinking about the user; no not forgetting the user but thinking about the business model.

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