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George Kalmpourtzis - Don’t Force It, Solve It!: How To Design Meaningful and Efficient Design Processes

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Don’t Force It, Solve It!: How To Design Meaningful and Efficient Design Processes: summary, description and annotation

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Knowing various frameworks and methodologies is crucial. 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.

Ryan Gerber, Founder, Quest Labs

Its not how much time we spend on design that impacts product and service success: its 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, and product managers 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 when the main differentiating factor between products are the teams that created them, George Kalmpourtzis Dont 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.

KEY FEATURES:

This book aims at helping software teams work more efficiently by setting up their own design processes.

For organizations, this book helps decode the design processes, allowing them to 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.

This book includes many insights in the form of colorful doodles.

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, startups, and consulting agencies.

George Kalmpourtzis: author's other books


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Dont Force It Solve It Dont Force It Solve It How To Design Meaningful and - photo 1
Dont Force It, Solve It!
Dont Force It, Solve It! How To Design Meaningful and Efficient Design Processes

George Kalmpourtzis First edition published 2022 by CRC Press 6000 Broken - photo 2

George Kalmpourtzis

First edition published 2022 by CRC Press 6000 Broken Sound Parkway NW Suite - photo 3

First edition published 2022

by CRC Press

6000 Broken Sound Parkway NW, Suite 300, Boca Raton, FL 33487-2742

and by CRC Press

2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN

2022 Taylor & Francis Group, LLC

CRC Press is an imprint of Taylor & Francis Group, LLC

Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint.

Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.

For permission to photocopy or use material electronically from this work, access

Trademark notice: Product or corporate names may be trademarks or registered trademarks and are used only for identification and explanation without intent to infringe.

ISBN: 978-0-367-50589-9 (hbk)

ISBN: 978-0-367-50565-3 (pbk)

ISBN: 978-1-003-05044-5 (ebk)

DOI: 10.1201/9781003050445

Typeset in Minion Pro

by codeMantra

To my grandpa George

Contents
Acknowledgments

Writing a book is like embarking on a journey: you may know the destination (or at least you think that you do), but the path isnt always that clear. Some journey aspects may be rather straightforward, and some others may challenge your perspective, approach, and understanding of your professional, and broader, world. In order to embark on such long and exciting journeys, one needs the support of a team of brave and skilled heroes: working collaboratively, overcoming obstacles, and growing together. This section is dedicated to those who supported, impacted, and contributed to the creation of this book. Without the support and feedback of those heroes, this book would have never been written:

  • George Ketsiakidis, Lazaros Vrysis, Margarida Romero, Fragkiskos Katsimpas, Christophoros Nalmpantis, Tilemachos Kalmpourtzis, David Jeanne, Remi Taieb, Ryan Gerber, Tobias Moller for their positive energy, feedback and for challenging my views and ways of thinking.
  • Ifigeneia Tsolaki for her continuous and tremendous support in editing this book, encouragement, and colossal patience.
  • Marcus OConnor for his fantastic proof-reading skills and his infinite positive energy.
  • Sophia Spyrliadou whose majestic designs make this book both easier to read and a visual delight.
  • Sean Connelly, Jessica Vega, and all the great team at CRC Press without whom this book would have never been published.
  • Margarida Romero, whose work and support has been instrumental on my research journey.
  • All the amazing teams, colleagues, and friends all around the globe whom I have worked with throughout the past years, who have helped me grow and approach design through a broader and more human perspective.

Thank you for all these amazing memories!

Author
George Kalmpourtzis is an award-winning User Experience Learning Experience - photo 4

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, startups, 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 L&D, design 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 bachelors degrees in both education and engineering, a masters degree in information systems, and a PhD in design pedagogy. He has created, taught courses, and given lectures in academic institutions and corporations all over the world.

Chapter If Only There Was a Way to Make Design More Efficient

DOI: 10.1201/9781003050445-1

Frustration abounds among the User Interface UI designers User Experience - photo 5
  • Frustration abounds among the User Interface (UI) designers, User Experience (UX) designers, and user researchers of a large corporations design team. Even though they all want to contribute to creating great products, they consider that their voices are not being heard inside the organization. On top of that, the only things that seem to get created are obstacles, such as:
    1. Dependencies with other teams (developers, analysts, product managers)
    2. Deadlines that dont really take into account the time and complexity of the features theyre meant to deliver
    3. Mountains of change and feature requests that dont actually improve customers final experience

    As design is a complex process with lots of moving parts, the team feels their work and contribution are underrated. Some team members have the impression that the team only functions as a graphic assets jukebox for the organization. Others feel bored or frustrated, with the rest already searching for newer and funnier opportunities somewhere else.

  • Theres a communication breakdown between the development and design teams of a startup. Developers are passionate about creating robust mobile apps, but they feel that designers arent approachable when they have questions about mockup designs and that proper documentation is often missing. To make things worse, as they rarely communicate with designers, developers arent thrilled about all the design changes being made to interfaces theyve already coded. They feel that designers switch up designs for no obvious reason and according to no particular logic. Designers, on the other hand, feel that updates to their designs are slow to be implemented or even never get done at all. Theyve got the impression that all developers ever do during meetings is slap unreasonable restrictions on their designs, which severely impacts their design output and the overall user experience.
  • A large multinational corporation consists of dedicated development, design, user research, quality assurance, marketing, and product teams. Some of them are located around the globe making remote communication a key aspect of teams workflow. This causes major coordination issues as each dedicated team communicates very little about their work, goals, and progress. There are times that design and development teams work on tasks that are set by product management, without actually understanding how they fit into the broader picture of the organization and its products. The outcome is that team tasks often overlap and at other times design proposals and technical stack configurations dont match, rendering several months work obsolete. Everyone agrees that these errors could have been avoided if they didnt work in silos. However, the various teams are reluctant to take the initiative to improve communication as other teams may see that as an effort to take them over. Eventually, stakeholders are frustrated and all the teams blame each other for delays, rollbacks, or failed products.
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