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Written for Interactions magazine by Hugh Dubberly and Shelley Evenson.
In this article, we contrast the “sales cycle” and related models with the “experience cycle” model. The sales cycle model is a traditional tool in business. The sales cycle frames the producer-customer relationship from the producer’s point of view and aims to funnel potential customers to a transaction. The experience cycle is a new tool, synthesizing and giving form to a broader, more holistic approach being taken by growing numbers of designers, brand experts, and marketers. The experience cycle frames the producer-customer relationship from the customer’s point of view and aims to move well beyond a single transaction to establish a relationship between producer and customer and foster an on-going conversation.
Written for Interactions magazine by Hugh Dubberly, Shelley Evenson, and Rick Robinson.
The simplest way to describe the design process is to divide it into two phases: analysis and synthesis. Or preparation and inspiration. But those descriptions miss a crucial element—the connection between the two, the active move from one state to another, the transition or transformation that is at the heart of designing. How do designers move from analysis to synthesis? From problem to solution? From current situation to preferred future? From research to concept? From constituent needs to proposed response? From context to form?
How do designers bridge the gap?
Written for Interactions magazine by Hugh Dubberly.
For the last few years, innovation has been a big topic in conversation about business management. A small industry fuels the conversation with articles, books, and conferences.
Designers, too, are involved. Prominent product design firms offer workshops and other services promising innovation. Leading design schools promote “design thinking” as a path to innovation.
But despite all the conversation, there is little consensus on what innovation is and how to get it.
Originally published in Sketching User Experience by Bill Buxton, 2007.
We made the Knowledge Navigator video for a keynote speech that John Sculley gave at Educom (the premier college computer tradeshow and an important event in a large market for Apple). Bud Colligan who was then running higher-education marketing at Apple asked us to meet with John about the speech. John explained he would show a couple examples of student projects using commercially available software simulation packages and a couple university research projects Apple was funding. He wanted three steps:
He asked us to suggest some ideas. We suggested a couple approaches including a short “science-fiction video.” John choose the video.
Written for Kybernetes by Hugh Dubberly and Paul Pangaro
Abstract
Argues design practice has moved from hand-craft to service-craft and that service-craft exemplifies a growing focus on systems within design practice. Proposes cybernetics as a source for practical frameworks that enable understanding of dynamic systems, including specific interactions, larger systems of service, and the activity of design itself. Shows development of first- and second-generation design methods parallels development of first- and second-generation cybernetics, particularly in placing design within the political realm and viewing definition of systems as constructed. Proposes cybernetics as a component of a broad design education.
Key Words
Cybernetics, design, design methods, hand-craft, interaction design, politics, rhetoric, service, service-craft, service design, system.
Full article originally published in Design Issues: Volume 23, Number 1, Winter 2007
Memoriam originally published in 1992 in University of California: In Memoriam a publication of the Academic Senate, University of California, under heading: “Horst W.J. Rittel, Architecture: Berkeley 1930-1990, Professor of the Science of Design,” edited by David Krogh.
Horst Willhelm Jakob Rittel taught design and architecture for over 30 years, yet he never designed a building or otherwise practiced as an architect. (We might now recognize him as a design planner.) Even so, Rittel changed the field of design—linking design and politics—and started a line of inquiry which continues today in the field of computer programming and information science—design rationale.
Originally created for Lance Carlson of the Institute for the Creative Process at the Alberta College of Art and Design.
We state openly that this book is far from complete. It was created primarily as an internal reference for individuals developing the Innovation concept map. Not only must we continue to search for new—and existing—models of innovation, we must also reexamine and revise the classification of models that have already been included. Any insight or suggestion for the continued development of this book is welcomed.
If you know of any models which are not featured in this book, please feel free to share them with us.