This was my UX Design School—Cooper Interaction Design, the groundbreaking firm established by Alan Cooper in 1992. He is widely known for his role in humanizing technology through his groundbreaking work in software design. He’s also author of the books About Face: The Essentials of Interaction Design (editions 1-4) and The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. His interaction design tools and methods helped create high-tech products that delight user's sensibilities and taught me user-centric, empathic design, in particular by leveraging personas.
“Personas are the single most powerful design tool that we use. They are the foundation for all subsequent goal-directed design. Personas allow us to see the scope and nature of the design problem . . . [They] are the bright light under which we do surgery.”
While at Cooper, I teamed up with a “Design Communicator”, operating under five guiding principles:
Design first; program second
“The single most important process change we can make, is to design our interactive products completely before any programming begins.”
Separate responsibility for design from responsibility for programming
Old way: programmers made significant decisions about how users interact with the software—often while in the middle of programming.
Hold designers responsible for product quality and user satisfaction
Old way: management held programmers responsible for product quality—since they’re the ones who made it. The design team must have responsibility for everything that comes in contact with the user. This includes all hardware as well as software.
Define one specific user for your product; then invent a persona—give that user a name and an environment and derive his or her goals
Old way: managers and programmers talked about “the end user” without being specific—allowing the term “user” to stretch to fit the situation. We’d would print out copies of the cast of characters and distribute it at meetings. In the case of SONY, trying to arrive roughly ten personas that reflect a broad cross section of people and background AND physical traits—”Bernie’s a plumber, hates flying, has huge fingers from the work he does so if we design a button the target better be big enough for his chunky digit."
Work in teams of two: designer and design communicator
Old ways: one programmer, or one interaction designer, or one interaction designer and one visual designer.
At Cooper, we operated under new, revamped, goal-directed approach to software development, where all decisions proceeded from a formal definition of user and their goals.
SONY in-flight entertainment system — P@SSPORT
HP printable whiteboard (Designed under Non-disclosure)
1 pager summarizing the case study for SONY’s P@ssport, the inflight entertainment system for passengers and flight employees alike.
Sample home screen interface for home screen
Sample interface for music consumption