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FACILITATING THE SPREAD OF KNOWLEDGE AND INNOVATION IN PROFESSIONAL SOFTWARE DEVELOPMENT

Business, Design
and Technology
Joining Forces for a Truly Competitive Advantage
eMag Issue 32 - September 2015

ARTICLE INTERVIEW ARTICLE

Business, Design, When Technology and UX: Are You


and Technology Design Collide, then Collude Doing It Yet?
Business, Design and Technology // eMag Issue 32 - Sep 2015 1
Business, Design, and Technology:
Joining Forces for a Truly Competitive Advantage
The list of industries being disrupted by digital technologies is growing. To embrace this new digital
world, companies need to change their practices and the way they use technology.

Business, Design, and


Engineering: Developing
Collaboration Culture
The collaboration of a company and its multidisciplinary units has
never been more crucial than now. Everything we make today depends
upon our ability to stay current, move nimbly, innovate, engage and
delight. Those things are too difficult to achieve without cross-team col-
laboration.

UX: Are You Doing It Yet?


An estimated 70% of technology projects fail due to a lack
of user adoption. Shouldn’t organizations understand their
users and product as much as possible in order to prevent
this from happening? Ted McCarthy explains how success-
ful organizations emphasize and invest in UX, integrating
it into their teams alongside product and engineering, and
offers some useful tips along the way.

Interview: When Technology


and Design Collide, then Collude
Does design shape technology or does technology shape design? How do these two disciplines
work together, and move away from the traditional siloed approach? In this virtual panel
Sam Gibson and Ben Melbourne discuss the importance of overcoming adversity between
technologists and designers by offering tactical approaches to solving these common issues.

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SARAH isThoughtWorks,
a Senior Content Strategist for
a global technology
HOWE company with over 3,200 employees
worldwide. For the past 13 years she has been
focused on developing the right communication
and messages to attract and recruit top tech talent in
the accounting, investment banking and technology
industries. She currently leads the content and
communication strategy for the ThoughtWorks
website, working with various stakeholders to ensure
the message is on point and appealing to the right
prospects and potential recruits. Great user experience
is paramount to her role, so leading the global content
strategy for the ThoughtWorks Experience Design
group was a natural fit, keeping her abreast of the
latest happenings across the UX industry. Find her
tweeting @sarahmariehowe.

A LETTER FROM
THE EDITOR

The marketplace is changing. Disrupt or be dis- This eMag offers readers tactical approach-
rupted. Traditional approaches to building great es to building software experiences that your us-
software are quickly falling by the wayside. With ers will love. Break down existing silos and create
myriad of smaller, more nimble competitors an environment for cross-collaborative teams:
rapidly entering the marketplace, your business placing technology, business and user experi-
must innovate rapidly to survive and thrive. ence design at the core.
We face another challenge. Digital natives In the first article, Ben Melbourne explains
have short attention spans, they want to get to why working closely together is the only way to
where they’re going - and fast. They refuse to unlock a company’s full potential. Offering ac-
fumble through poor user experiences, and ex- tionable advice, he outlines why Business peo-
pect changes and improvements frequently. ple, Designers and Technologists have to join
How will your business adapt and keep forces in order to win.
ahead to serve the upcoming generations? Jaimee Newberry shares her five mind shifts
Creating great online user experiences for to overcome obstacles and unlock better collab-
your audience is no longer a ‘nice to have’, every orative rhythms within organisations.
organization must embed UX into the ‘business Following on, Ted McCarthy explains why
as usual’ in order to remain competitive today. understanding your users or customers and find-
We are all becoming technology companies. ing product/market fit is key to software devel-
It’s no longer acceptable to have teams opment today.
siloed, unrealistic design needs to stop being In an interview with Sam Gibson and Ben
lobed over the proverbial wall - and developers Melbourne, they discuss the importance of over-
can no longer refuse to listen to UX research and coming adversity between technologists and de-
processes. Designers and Technologists must signers by offering tactical approaches to solving
align closer for the benefit of the end user, or some of the most common people issues teams
they’ll simply go choose your competitor instead. face.

4 Business, Design and Technology // eMag Issue 32 - Sep 2015


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Business, Design, and Technology: Joining


Forces for a Truly Competitive Advantage

Ben Melbourne’s business card says he’s an experience-design consultant at ThoughtWorks.


He does a combination of design strategy, software delivery, and coaching. He’s often heard
preaching about how designers need to become more adaptable and lean. Now that he
has gone agile, he can never go back. The joy of working in a multidisciplinary, collaborative
software delivery teams is too strong. Producing pretty deliverables just doesn’t give the same
thrill it used to once you have delivered actual working software.

Introduction ignores the need to adapt risks acting as handbrake on progress.


Technology is no longer an ex- going the way of Kodak. Technologists can help explore
pensive monolith that busi- To embrace this new dig- business challenges and discover
nesses need to be overcome to ital world, companies have to new ways to solve them. Compa-
succeed. In the emerging digital change their practices and the nies that know how to do this are
economy, companies are learn- way they use technology. The realising the benefits of the digi-
ing new ways to put technolo- traditional IT focus on systems tal economy. This is the source of
gy to work. They are reshaping and infrastructure is fast becom- digital disruption — along with
their business models and the ing an outdated approach. It’s no the solution to surviving it.
relationships they have with cus- longer enough for companies to Close collaboration be-
tomers. have a segregated IT department tween business people and tech-
The list of industries dis- hidden in a basement some- nologists produces a greater and
rupted by digital technologies is where. Technologists need to do more innovative result. Smart
growing. The recording industry, more than provide services to companies realise this. The rise of
banks, retailers, telcos, and taxi other parts of the business. the position of chief digital offi-
services are just the beginning. Technologists need to be cer is a sign of the shift in mind-
Any industry yet to be disrupted part of the conversation before set.
need only wait until the genera- technology becomes the solu- The key tool that enables
tion of digital natives becomes tion. Technology is increasingly digital innovation is design think-
the majority. Any company that enabling new ideas, rather than ing. Design thinking fuels a col-

Business, Design and Technology // eMag Issue 32 - Sep 2015 5


laborative approach to problem So, how do you change the the project moves into the deliv-
exploration. It “uses the design- way a company works and em- ery phase.
er’s sensibility and methods to brace digital technology?
match people’s needs with what Change your
is technologically feasible and Multidisciplinary measurement metrics
what a viable business strategy collaboration Focus on providing value to the
can convert into customer value Startups have it easy when it customers. Measure customer
and market opportunity,” accord- comes to multidisciplinary col- value, not individual activities.
ing to Tim Brown in Harvard Busi- laboration. With only a handful Traditional organisational
ness Review (June 2008). of people involved, everyone is hierarchies are structured and
For years, designers have forced to work together. At the segmented by skill sets and func-
been using their research skills enterprise level, bureaucracy tions. This model is a legacy of
to understand customer needs. gets in the way. 19th-century, Fordism manage-
Just as developers are trained This can be overcome. Start ment theory designed to guide
to code, designers are trained to small. Focus on individual teams mass production. In this struc-
reframe and solve problems. This or projects. All it takes is a desire ture, managers focused on mea-
fuels alternative thinking, inspir- to share and learn from other dis- suring and improving the per-
ing new, creative solutions. These ciplines and to invite them into formance of individuals. (John
are the skills required to survive the conversation. Seddon, Freedom from Command
and thrive in the ever-changing There are a few obvious and Control, 2003, pp 15-23).
digital landscape. ways to do this. Designers em- This model breaks down for
Where designers often fall bedded in delivery teams are knowledge workers. When per-
short is that they (just like busi- becoming commonplace. This is formance measurement focuses
ness people) often see technol- often driven by the need for UI on individual activities, it focuses
ogists as an obstacle instead of design. It lets them continually employees on internal targets.
collaborative partners in crafting bring the voice of the customer This encourages individuals to
great solutions. and their feedback into the team. game the metrics and compete
Designers have long been Take technologists and against co-workers. They should
guilty of removing themselves business people out into the field instead be using their skills and
from the larger process, choosing for user research. It is perfect op- creativity to deliver value to cus-
to hide in colourful design-agen- portunity for everyone to learn tomers.
cy offices with their headphones about customers together. This Multidisciplinary teams
on and deeming technologists means that everyone, not only should focus on delivering value
only worthy of seeing the solu- the designers, can become cus- to customers, not internal hier-
tion as it sails over the meta- tomer advocates. archies. Create teams that have
phorical wall — and not until it Collaboration becomes a clear external purpose, along
is perfectly crafted, with a ribbon harder when exploring and de- with the mix of skills required to
wrapped around it. fining business problems. It’s achieve it. This breaks down bar-
This way of working is fast common for designers and busi- riers, creates efficiencies, and fu-
becoming obsolete, just like ness people to work together on els collaboration.
camera film and dedicated MP3 problems, usually well before
players. technology becomes a consid- Collocate teams and
To get a competitive advan- eration. Often budgets and re- create physical space
tage, break down this function- sourcing become reasons not to for collaboration
al divide. To get ahead and stay bring technologists to this space. Sit a team of co-workers in a
there, business people, design- This is a missed opportuni- common area. Remove the barri-
ers, and technologists have to ty. Technologists bring a different ers from the physical space. Pull
join forces. Working closely to- mindset. They can reshape the down partitions. Use bench desks
gether is the only way to unlock thinking about how technology that allow people to sit next to
a company’s enterprise potential. can help. They can provide use- each other. Provide flexible spac-
Being innovative in the digi- ful tools or discourage paths that es that teams can adjust to suit
tal space requires creating some- aren’t feasible. If nothing else, in- their needs. Open up wall space
thing that’s viable (business), viting them is an opportunity to upon which teams can post and
desirable (design), and feasible share the context of the problem. visualise their work. Create infor-
(technology). This creates a better understand- mation radiators that share ideas.
ing of the business goals once

6 Business, Design and Technology // eMag Issue 32 - Sep 2015


A collaborative team space Take lots of small bets to an external design agency
can spark a change to the way Think big; start small. The sim- does. This only formalises the di-
teams work without the need for ple trick to being innovative is to vide.
an organisational restructuring. take many small, cheap chances. Once you admit that this
Collaboration comes naturally to Don’t bet your house, car, and approach is flawed, you can start
people. Create a suitable physical boat on black all at once. When the conversation and search for
space and it will organically hap- you have too much to lose you alternatives.
pen. become trapped in one concept To be a winning team,
This doesn’t only mean cre- and fight for it well after it’s prov- business people, designers, and
ating one big open-plan office. A en flawed. developers must all join forces.
diversity of environments allows We learn by doing. The only From this collaboration of com-
different types of work activities. way to see if/how something plementary skills comes a truly
Break out spaces as required for works is to try it and see. Test competitive advantage. It allows
smaller discussions among two new ideas as inexpensively as us to get on with the job of work-
or three people. Sometimes a possible. If you haven’t invested ing together to delivering value
quiet space is needed for focused too much in an idea, you can em- to customers.
thinking or to take a phone call. brace the lessons of failure and The question is, do you
What is important is that teams move on. need to stop denying that there
can easily communicate with The same principle applies is a divide?
minimal barriers. to new internal practices or new
products. If the answer to a prob-
Become agile (with a lem were obvious, someone else
small A) would already have solved it.
Agile software-development Innovation and pushing bound-
methodologies (such as ex- aries means venturing into the
treme programming or Scrum) unknown.
have revolutionised the industry. There is a science to this. It
Once seen as a hippie alternative, starts having the will to fail, and
agile has gone mainstream and is then learning how to fail quickly.
now used by most large organi- The better you get, the shorter
sations. your feedback cycles. The quick-
The ability to release er you learn if something works,
software early and often has the quicker you can cut your loss-
changed the game. It delivers es and try something else.
business value regularly, rath- There are all kinds of lean
er than taking years to launch a learning tools out there: guerrilla
product. Iterative software devel- research, innovation labs, rapid
opment puts control back in the prototyping, and more. They all
hands of the business owner. It is focus on learning as quickly and
a big part of why technology has efficiently as possible.
become an enabler rather than a
blocker. Stop ignoring the
The down side is that agile divide among business,
methodologies have become designers and
industry buzzwords. People technologists
have become fixated on argu- As with any addiction, the first
ments about the practices and step is to admit you have a prob-
techniques. Don’t worry about lem. Just because it’s always been
whether you do stand-ups or done this way doesn’t mean it’s
scrums. Focus on validating your the right way.
ideas, shortening your feedback The model of an IT depart-
cycles, and adjusting to new les- ment siloed from other parts of
sons. The true purpose for being the business creates a perma-
agile is being adaptable and re- nent disconnect. It stifles collab-
sponsive to change. oration as much as a business
outsourcing all creative thinking

Business, Design and Technology // eMag Issue 32 - Sep 2015 7


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Business, Design, and Engineering:


Developing Collaboration Culture

Jaimee Newberry is an independent consultant, coach, mentor, speaker, and writer. Her
practice is focused on coaching and mentoring corporate, enterprise-software, and executive-
team leaders in creating healthier, more communicative teams through user-experience-
centered practices. She’s worked with some of the world’s best and continues helping top teams
grow stronger, happier, and more efficient, making more focused and empathetic products.
Her work also extends into individual coaching engagements. Past and present clients include
writers, developers, musicians, interior designers, UX practitioners, and CEOs in pursuit of self-
improvement and/or getting unstuck personally and professionally.

The collaboration of a company and its multidisciplinary units has


never been more crucial. Everything we make depends upon our ability
to move nimbly, innovate, and delight, which is too difficult to achieve
without cross-team collaboration.

How can we unlock better col- a culture, and as a company. The bile applications, and combining
laborative rhythms within orga- better you know yourself and that experience with life-coach-
nizations that use tried and true your customers, the better your ing training, I’ve shifted my fo-
processes that have worked for ability to communicate through cus to expand UX thinking to
eons but may not be working your product and engage them incorporate the teams that make
any longer? emotionally. products. The key to creating
One of my favorite quotes Walter’s book inspired me more harmony and eagerness in
to use in talks and in client ses- to deeply explore who we are as team collaboration, I’ve found, is
sions comes from Aarron Walter’s teams making products for users, to fold some shifts in process and
book  Designing for Emotion. He and I’m excited to share what I’ve mindset into your company’s cul-
writes, “Knowing who your users learned. ture.
are is only half the question. You After more than 16 years of There are three common
also have to know who you are.” focusing on user experience in scenarios I encounter with cli-
He means you have to really un- the context of interactive prod- ents seeking my help with team
derstand who you are as a brand, ucts, software, websites and mo- collaboration, improved product

8 Business, Design and Technology // eMag Issue 32 - Sep 2015


and team focus, and better prod- more care and consideration scope creep further down the
uct outcomes, described in the toward the people. road. The project team needs to
following scenarios. ensure alignment on the “why”
Shift 1: Understand and and that everyone is clear on the
Scenario 1 embrace a UX mindset problem that needs to be solved.
A product or feature is presented UX mindset is all about putting Continue alignment communi-
to the design and development people first. cation once you identify a solu-
teams for implementation by a UX mindset reframes the tion. Over-communicate status
deadline. definition of “user experience”. As throughout the project to instill
brands, enterprises, or corporate trust.
Common challenges: cultures, we need to think about If your company’s structure
• The teams work in silos and UX as a responsibility, not as a is not currently conducive to
are not set up for collabora- role. UX is the responsibility of the working this way, find a low-im-
tion; they are set up to keep company and of each individual pact project to pilot with. It’s
doing things the way they’ve employee, consultant, or contrac- smart to start small.
always been done. tor that works there. Yes, there are
• There is no time to try to do UX practitioners, UX designers, Shift 3: Respect for roles
things a different way. directors of UX, CXOs, and other Lack of respect for roles can result
• Meetings are considered col- titles that try to wrap some sort of in a lot of unnecessary misunder-
laboration. identity around the act of being standing, demotivation, or feel-
• Design and developer teams responsible and empathetic to a ing defensive and territorial.
have to redo a lot of work product’s end users. A negative Respect comes from un-
because they run into un- effect of having “UX people” on derstanding the value of anoth-
foreseen challenges that may staff is that it has removed some er person’s role or contribution
have been prevented by earli- responsibility for user-sensitive on a larger scale. Understanding
er communication. thinking from the rest of the com- that someone was likely hired
pany. Your products and your us- because he had a skill set that
Scenario 2 ers need the support of everyone would contribute to the collec-
The business keeps adding fea- in the company. tive vision doesn’t always carry a
tures or revisions. great deal of weight, especially
Shift 2: Collaborate from when self-appointed titles are
Common challenges: the “why” more common than not. True
• Missed or extended dead- Everyone involved needs to un- respect for roles comes from re-
lines. derstand the “why” behind what lating to other people at a more
• Frustrated teams. they’re going to be doing. Start human level. Who are the people
• Finger-pointing and blame. the exploration of every project, we work with? What are their lives
• Decreased team morale. feature, or requirement by fram- like?
• Budgets are blown. ing the problem that needs to Help individuals cultivate re-
be solved and the outcome that spect for the roles of other teams
Scenario 3 needs to be met. Avoid present- by building time into workdays
An outside agency has been hired ing the team with a solution or during which people can get to
to advise and execute an innova- a “we need you to make this in know each other. After-hours
tion that will later be handed off order to solve this” statement. happy hours and holiday parties
to the in-house team. Involvement from the prob- are generally appreciated but are
lem-solving stage plants the seed not an ideal setting for getting to
Common challenges: of care and ownership. know people at the most honest,
• Tension between teams. Keep it general to start: as- human level.
• Demotivation of the in-house semble a small multidisciplinary Assembling small multidis-
team. team including at least business, ciplinary teams to tackle business
• The most successful out- design, and engineering repre- challenges, and building in the
comes of these common case sentatives who will ideally be able time for them to think and talk
scenarios happen with com- to not only kick off the project over coffee, is a better approach.
panies willing to embrace but also see it through to launch. This applies to outside vendors,
some of the following shifts Identify the stakeholders as well. If an outside agency is
in their process and to put and get alignment from day one. necessary, it’s important to estab-
This is the only way to manage lish a human rapport among the

Business, Design and Technology // eMag Issue 32 - Sep 2015 9


individuals that will be working shift as much as is the adoption Sometimes we don’t know
together. of a general UX mindset. Demon- the power of the people we’ve al-
Encourage understanding strating by example is one of ready got on our teams until we
and respect around working to- the best ways to establish this open up to more collaborative
gether toward a common goal. in a company. A great habit to ways of working.
form is to frequently ask, “What’s
Shift 4: Improve good?” The question reminds Increased morale,
communication people that no matter the situ- creativity, and
I’ve not seen one company to ation, they can likely find some ownership
date that has a demonstrated good aspects and shift the focus Team members who are more in-
knack for perfect communica- to those. Every project, change, spired to collaborate bring ener-
tion. Everyone could stand to and shift is bound to encounter gy and ideas to the table because
improve their communication a rough patch or two, but it’s they have a chance to see their
practices. A great place to start is important when embarking on contributions come to life and
by encouraging and supporting change to identify what is good benefit the entire company.
open, honest communication. and to not lose sight of it. It’s also Individuals feel better
True UX mindset would demon- important to encourage focus on about their participation and
strate empathy and respectful the positive. their role in the business. Teams
but direct communication from A culture that welcomes with strong morale and owner-
everyone without fear of termi- change is one that can stimulate ship are teams that care deeply
nation or stepping on toes. While individuals, teams, and com- about what they put out into the
communication cannot be em- panies. Without change, there world. That is an asset every com-
phasized enough, it’s important would be no progress, no inno- pany should find invaluable.
to remember that listening is a vation, no excitement. Change
huge part of the equation. invites adventure and curiosity. Greater ROI or long-term
Word choice is a pillar of For clients that have chosen cost savings
importance in communication, to take on these changes, adopt- Each project is sure to have its
and something I am constantly ing these shifts in process has obstacles and unforeseen chal-
seeking to improve. Avoid words proven time and again to result in lenges but collaboration early on
that hold an individual respon- more than just resolutions to the lets you anticipate the required
sible for something gone awry; challenges identified in the most time, materials, and resources
instead, frame the situation and common scenarios. Their teams and presents a broader collec-
approach with a focus on how are becoming happier, healthier tion of possible solutions, which
you can work together to make teams that are more inspired to almost always results in better
the situation better. collaborate, with individuals that solutions early on. The opportu-
Even the smallest switch feel more empowered to lead nities to get it right from the start
from words with negative or continued collaboration efforts. increase, saving time and mon-
fight-based undertones to more Incredible rewards often start ey on starting over. When your
positive words can subconscious- surfacing as a result, such as the culture considers the end-user
ly impact people. For example, it improvements listed below. experience, your customers will
might seem innocent to refer to feel it when they use your prod-
project kickoff meeting as “gear- More innovation from uct.
ing up for battle” but that can set within Cultivating more collabora-
an underlying tone of “we need Teams that understand the “why” tive work environments is about
to be prepared to fight.” Instead, and are aligned early on may add constantly improving upon the
explore ways to reframe how you value in the most unanticipat- processes we put our people
refer to a kickoff meeting. ed ways. The business may have through. Our processes need to
Awareness of word choices otherwise never known that Jo- be about people: the human be-
can make a surprising difference anne the developer was a heli- ings that make products for other
in team communication and copter mechanic in the army for human beings. The happier and
overall morale. seven years before becoming the healthier the people making the
awesome coder she is today, and products, the more care they will
Shift 5: Encouragement that she has a brilliant, almost pour into the things they make.
to embrace change instant solution to bring to life A care-invested product radiates
Change is often uncomfortable. Jerry the designer’s concept for its quality and the consideration
Embracing change is a cultural solving the business problem. paid to, and for, the end user.

10 Business, Design and Technology // eMag Issue 32 - Sep 2015


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UX: Are You Doing It Yet?

Ted McCarthy is passionate about the ways in which technology and data are changing the
world — for better and worse. While he thinks our increasingly mobile tech-driven, data-driven
world holds great promise for improving our health, transportation, governance, and maybe
even the environment over the next several decades, he believes we’re going to have to remain
vigilant of the ways in which technology wends its way into our lives to ensure it continues to
benefit and enrich us. With great technological power comes great technological responsibility.
You can find him on Twitter @thisrunson

Over the past decade, user experience research and design — often
simply “UX” — has gained an increasingly prominent position in the
world of tech. While the field has faced opposition within the industry,
successful organizations are learning that investing in UX pays off.
Technology giants have large or business processes — as well And it  does  really work —
and diverse UX teams, and con- as what doesn’t even exist yet, business schools everywhere
tinue to grow them: Apple, Goo- but should — and incorporating are realizing the value of  itera-
gle,  Facebook, and  Amazon all those findings into product de- tive design and research, and for
hire UX researchers and design- velopment. good reason: companies offering
ers out of top graduate programs Mitch Stein, who led a num- positive customer experiences
worldwide. And their recruit- ber of successful product releas- see dramatically higher perfor-
ment efforts offer a significant re- es at Apple,  said, “You do [UX mance  relative to their peers.
turn on investment. UX isn’t just research] not just to tackle the Watermark Consulting examined
about design or about making problem you think you’re solving Forrester’s  Customer Experience
things pretty — it’s about under- —you need to understand the Index over a six-year period and
standing your users or customers culture [users] live in, what mo- found that companies in the in-
and finding  product/market fit. tivates them, that sort of stuff. I dex’s top 10 (“leaders”) outper-
It’s about learning what does and know that sounds touchy feel-y, formed those in the bottom ten
doesn’t work in your technology but it really works.”

Business, Design and Technology // eMag Issue 32 - Sep 2015 11


(“laggards”) on the stock market
by a wide margin.
Similarly, Motiv Strategies
and the Design Management In-
stitute created a Design Value In-
dex, an index of companies they
deem to be design-driven. The
results are similarly stark: 2014’s
index showed that  design-driv-
en companies outperformed the
S&P 500 by 228% over the course
of a decade.
Susan Weinschenk has bril-
liantly laid out the business case
for usability, pointing to a num-
ber of studies encouraging the
use of UX to eliminate waste and Source: Watermark Consulting
save money in the software de-
velopment process. She cites  a
well-known IEEE study  on IT
projects — and IT waste and fail-
ure in particular — and  points
out  that “of the top 12 reasons
that projects fail, three of the top
12 are directly related to what
we would call user experience or
user-centered design work, and
those three are: badly defined
requirements; poor communi-
cation among customers, devel-
opers, and users; and stakehold-
er politics.” And while the figure
she states is from an older study,
Weinschenk highlights a compel-
ling statistic to make the case for Source: Harvard Business Review
usability, including that every $1
invested in user-centered design articles  outlining how poor sys- in the aviation industry for years.
returns between $2 and $100 tem design — specifically, a lack Even Atul Gawande’s best-sell-
(Pressman 1992). of understanding of the hospital ing Checklist Manifesto is largely
Even  the US government care context — led to a 38-fold about the ideas that easily boil
has gotten on board with UX, en- drug overdose, and near death, down to UX: understand the
couraging organizations in gov- of a small boy in a hospital at workflows, processes, and other
ernment and industry to practice UCSF. behaviors of your users in their
user-centered design in the hope Human factors, a field that environments, and design a solu-
of making usable technology a is in many ways the analogue tion they can successfully use in
default. And lest anyone think precursor to the digital era’s UX, that context.
UX is a frivolous or unnecessary has long held a firm position in It’s a basic truth: successful
expense, consider the fields of the design and development of organizations emphasize and
healthcare and air travel — two aircraft. When people argue that invest in UX, integrating it into
industries in which good or bad healthcare should learn  from their teams alongside product
design can quite literally mean the airline industry to  improve and engineering. Can yours af-
life or death. Dr. Robert Wachter patient safety  in hospitals na- ford not to?
recently  published a book  out- tionwide, much of what they’re A common excuse for not
lining the pros and cons of our talking about is the robust sys- doing UX is that the organization
increasingly digital healthcare tem of human factors/UX engi- lacks the resources to make it a
system, and published a series of neering that has been embedded reality: money, time, or expertise,

12 Business, Design and Technology // eMag Issue 32 - Sep 2015


UX isn’t just about design
among others. But the above faces, and maybe usability test-
business cases show that UX is, ing; they think, in other words,
or at least should be, a neces- of honing the final design of
sity, a given, among organiza-
tions of  any  size. Do you have
an established product. But
the field is much broader than
or about making things
a product of some kind? Do
you have customers who use
this, and seeks to provide much
more fundamental value than pretty -- it’s about
that product? Then you should just those things.
probably have some sort of
UX — whether that’s customer
Qualitative research, es-
pecially  interviews  and  eth-
understanding your users
experience, experience design,
user research, or any other per-
nography, is a lesser-known
venue for gaining user feed- or customers and finding
mutation of the name — to back that can pay off through-
understand both aspects and
their intersection.
out the product development
lifecycle. This includes helping
a product / market fit.
Businesses have long
recognized the need for cer-
organizations to learn what to
build in the first place as they It’s about learning what
tain skill sets in order to run a discover strategies for product/
successful organization — ac-
counting, business analysis,
market fit, monetization and
user-acquisition models, and
does and doesn’t work
marketing, product manage-
ment, and engineering for tech
more. Conducting early-stage
ethnography and interviews in your technology or
business processes -- as
companies — yet UX consis- can provide a wealth of infor-
tently seems to be left out in mation about customer per-
the dark, despite mounting re- sonalities, contexts, behaviors,
search that it should be placed
in esteem alongside all these
and wants and needs, and all
of this can help inform future
well as what doesn’t
other roles. An estimated  70%
of technology projects fail due
product decisions around not
only how to design and build even exist yet
to a lack of user adoption: something, but what to build
shouldn’t you understand your in the first place. - Ted McCarthy
users and product as much as Conducting this kind of
possible in order to prevent research may sound radical,
this from happening? but it shouldn’t: Procter & Gam-
Some organizations, ble have been sending manag-
however, are starting to pay ers and senior leaders out into
attention — including for- the field to conduct “immersion
ward-thinking companies and research” for years. This may in-
graduate programs. CNN Mon- clude spending a week or more
ey’s 2015 “Best Jobs in America” living in low-income homes
listed UX designer at #14 of its and shops, and has significant-
top 100 jobs, and others are be- ly shaped product direction.
ginning to notice a dramatic in- P&G call their program “Living
crease in opportunities for pro- It” and never refer to the meth-
fessionals in the field with no odologies as UX per se, but
signs of slowing, and a growing the methods and goals of the
number of universities  are of- processes are identical: to “get
fering graduate programs that out of the building” to better
lead to UX careers. understand users while devel-
Clearly, UX is happen- oping products intended for
ing somewhere. their use.
Similarly, Gregg Bernstein
Finding hidden and his user-research team
opportunity at MailChimp have learned
When many think of UX, they about opportunities for entire-
think of design, slick user inter- ly new products as a result of

Business, Design and Technology // eMag Issue 32 - Sep 2015 13


active qualitative research.  Ber- gaining feedback from relative- and opportunities within the ex-
nstein describes  how the idea ly large numbers of individuals. isting product.
for  MailChimp Snap  came not Surveys might ask users about And of course, still other,
from a desire to research a new their use of a product or system, more exotic UX methodologies
product, but rather from a prac- or some other behavior or details — such as leading users through
tice of conducting early-stage ex- about user lifestyles that may be a participatory design work-
ploratory research: “We research relevant in some other way. shop  to facilitate their design of
people and we try to better un- parts of a product — can add ad-
derstand what would make them A/B testing ditional value as well. The list is
happy, what would fit into their A fundamental aspect of UX, nearly endless.
lifestyle, what would fit into their and of lean/agile methodologies
day-to-day. We don’t go out with in general, is the idea of rapidly Bit by bit, the field grows
an idea for a product in mind.” testing ideas and then rejecting While this list of UX methods may
Qualitative UX research can them, pivoting, or continuing to seem daunting, they needn’t all
provide a great opportunity to press on with them. A/B testing be deployed at once, or even at
learn more about customers, and allows this to happen in a rela- all. A major advantage of the way
to learn how current and devel- tively rigorous, easy manner, and in which these methods have
oping products can be shaped, can provide a lens through which been laid out — from qualitative
modified, or perhaps even in- to view users’ behavior without to quantitative, from relatively
vented altogether to fit into their needing to ask (and potentially low effort (interviews, obser-
lives. bias) them. vations, and ethnographies) to
much higher effort (surveys, A/B
Validating findings: Usability testing tests, and usability tests) — is
Quantitative Usability testing can be both that many informational gains
measurement qualitative and quantitative in can be obtained early on.
Qualitative research can and nature but, as with surveys and While a variety of methods
should be conducted hand-in- A/B testing, generally only oc- for gaining user feedback is ide-
hand with quantitative mea- curs once a product has arrived al, even a little is infinitely better
surements. Qualitative research at some sort of coherent state than nothing at all. Individuals
is great at answering questions in the form of a minimum viable on software-development teams
like why and how and helps the product (MVP). Once the product may often be surprised by how
researcher learn  what to mea- is usable, and its use observed much they can learn through a
sure. Quantitative research, — even if that use involves, for brief conversation with a cus-
meanwhile, is able to  do the instance, low-fidelity paper pro- tomer or three. Ideally, the seeds
measuring of whatever it is that’s totypes — then users can be of a UX process lead to small
been decided to measure; it is tasked with scenarios for working successes that help UX to grow
much better at precisely telling through a system and observed — and this growth can lead to
us what happens when and how from a neutral point of view. Us- further reinvestment in UX as
often. ability tests can be conducted the process comes to be seen
Many researchers advo- using prototypes and function- as a not only valuable, but even
cate for a  mixed-methods ap- ing products at all stages of de- a necessary set of roles within a
proach  that ties together quali- velopment, from lo-fi paper pro- company.
tative and quantitative research, totypes to interactive prototypes While UX as a profession
allowing the findings from each that can be developed using is gaining traction as more and
to support those of the other. a wide array of prototyping tools more companies are realizing
When seeking to quantify the to “Wizard of Oz” studies that can the value of design and custom-
voice of the user — around the involve manual manipulation of er centricity and ever more grad-
use of a mobile app, for instance the prototype to make it feel as uate schools and undergraduate
— you can employ a number of though it’s functional software programs are springing up, it can
quantitative methods. Examples to  full software  prototypes  that be hoped that one day the UX
follow. can be run and tested as func- professional will feel comfortably
tional software. Usability tests at home within any organization.
Surveys can be especially helpful for
While surveys can gather both learning what users expect from
qualitative and quantitative data, a system, as well as pain points
they are particularly useful for

14 Business, Design and Technology // eMag Issue 32 - Sep 2015


Read online on InfoQ

Interview: When Technology


and Design Collide, then Collude

THE INTERVIEWEES
Sam Gibson is a senior technical consultant and software developer at ThoughtWorks in Sydney,
Australia. More than anything, he enjoys helping people and organizations deliver products
that people want through software. Sam has worked across a range of industries and domains,
including several successful startups, financial institutions, media companies, and retail
businesses. His current interests are to accelerate software eating the world. He’s excited about
recent developments that make embedded electronics more accessible and is an enthusiast of
open-source software and hardware. Find him tweeting at @capnkrump.

Ben Melbourne is a digital strategist with ThoughtWorks who helps organizations create
products and services that improve their customers’ lives. His background in user-experience
design provides a passion for a customer-centric approach, along with the research skills
required to drive outside-in thinking. Combining his depth of delivery experience, he knows
how to take an idea and turn it into a product that customers love. Now that he’s gone agile, he
can never go back. Producing pretty design deliverables just doesn’t give the same thrill it used
to now that he has experienced the joy of working in lean, multidisciplinary teams focused on
delivering business value rather than documents. Ben Tweets at @benmelb.

Does design shape technology or does technology shape design?


How do these two disciplines work together and move away from the
traditional siloed approach? In this virtual panel, Sam Gibson and Ben
Melbourne discuss the importance of overcoming friction between
technologists and designers by offering tactical approaches to solving
these common issues. 

Business, Design and Technology // eMag Issue 32 - Sep 2015 15


signed the iPhone or the modern making software their core com-
InfoQ: Does design shape tech- smartphone interface? Probably petency and using it to break
nology or does technology not. Before that technology ex- down traditional barriers. Unless
shape design? isted, there wasn’t this canvas incumbents do that, they’re go-
on which you can draw that…. I ing to die. Marc Andreessen, the
Ben Melbourne:  The two are don’t think the two can be sepa- venture capitalist, talks about
intrinsically interlinked. Both rated. I don’t think it’s one or the software eating the world and
provide inspiration for the oth- other at all. that’s precisely what that is.
er. There is an element of truth Ben:  I would like to point Ben: There’s also an aspect
that sometimes limitations of out that they’re still not flying where the software industry itself
technology can prevent design- around on hover boards, but has been maturing and evolv-
ers from thinking big, but tech- that’s a side point. ing its approach. In traditional
nology often comes up with Sam: Yes. And we still don’t practices in companies, tech-
inspiration and new ideas and have teleporters either. nology has been a handbrake. It
approaches that design has nev- stopped businesses from mov-
er thought about. The theory is ing as quickly as they can by slow
about incremental innovation release cycles  that  could take
versus disruptive innovation. It InfoQ: We’re seeing digital dis- years to get a product out there
suggests that incremental inno- ruption across most industries, and to market it, if at all, whereas
vation is  climbing to the top of and certainly the industries that constraint is starting to shift
the existing hill that you’re stand- that aren’t yet disrupted will with new practices like contin-
ing on. It’s limited by the size of be soon. How are successful uous development and contin-
that hill. That’s often what a lot of companies surviving this digi- uous integration. Technology is
UX designers focus on. They run tal disruption? no longer the deciding point for
usability testing, trying to tweak when something should go live.
and improve a particular product Sam:  The real answer is that It’s business that’s deciding when
and service. But they lose sight of they become software business- they want to go live with a partic-
the fact that there might be oth- es, that their business becomes ular product.
er, bigger mountains out there to software. It’s funny, actually, if
climb. you talk to the CEO of GE, you
The two play a key role in learn that they’ve started this
actually challenging and shifting big initiative where basically InfoQ: So you’re talking about
their perspectives of data disci- they’re changing over a ton of a growing partnership be-
pline. their hardware business to be tween the business and tech-
Sam Gibson: When I think software, trying to transition to nology. Ben, what role does
of design versus development a 90%-software business in the design play here?
or design versus technology, I next 10 years precisely because
always think of how science fic- as manufacturing becomes more Ben:  I often talk about design
tion has driven technology to commoditized, software be- as a facilitator rather than just
be invented — really, it’s a lit- comes more and more valuable a designer. Designers and de-
tle bit beyond design but the because it’s harder to replicate sign-thinking skills allow us to
idea is this vision, which is part quality software. It’s harder to do create a vision and facilitate
of design. But the vision is what deep research and development that conversation between the
drives the technology being in- on technology. Because of that, technology and the business
vented. Years ago, no one would you end up with a much stron- in exploring what’s possible.
have thought of tablets or being ger business position than you You’re coming back to that idea
able to call anyone anywhere on would otherwise. of whether design or technolo-
the globe. But that gets driven You can see it anywhere. gy fuels each other and the con-
forward through that visioning Natural-resource firms are invest- straints around them. In reality,
exercise. Ben, you’re completely ing in supercomputing. Wal-Mart it’s the collaboration between
correct. Constraints define how is investing in big data. High-fre- the technology, design, and busi-
you do design. That’s true both in quency trading is disrupting fi- ness. When you have that close
art and in visual design and digi- nance. You’ve got Skype that’s collaboration, you get really ex-
tal design. the fastest growing telecom; citing and interesting results.
Without multi-touch PayPal that’s disrupting interna- Designers had a key role to
screens, would anyone have de- tional payments. All of these are play in facilitating that conver-

16 Business, Design and Technology // eMag Issue 32 - Sep 2015


sation and using the research became the center of the organi- teams and  sit there side by side
design skills to understand cus- zation. to communicate. It’s unnatural to
tomer needs, and to be able to I think when you’re an or- have the two broken apart. Like-
articulate a vision of what that ganization like Apple, that might wise, designers can invite tech-
would look like or what products be something that you can work nologists and business people
can we provide to support that on because design is part of your into their process as well.
need. But it’s not something they DNA. It’s entirely about what There are other simple
can do by themselves. They need you’re doing. Your product is your methods that can be adopted
to take the business and technol- design. But for most organiza- such as taking developers or
ogy along for the ride. tions where you don’t have that product owners along for cus-
Sam:  I think Ben is entire- as your core pillar, I don’t think it’s tomer research in the field so they
ly correct. Design is the channel reasonable to do that. The com- can observe customers firsthand.
through which business needs promises need to be made both Some of these really simple tech-
are met and technology is the on the design side and on the de- niques quickly remove that di-
driver, the engine behind that. velopment side to start to bridge vide when you bring everybody
Without design producing actu- that divide at all. Otherwise, it’s along for the ride. And likewise,
al business results, I don’t think it always going to be the same way, the business side should bring
matters. where we’re just throwing things technologists and designers into
over the wall. the conversation before technol-
Ben:  Actually, I don’t think ogy becomes a solution.
Apple provides a very good case Technologists have a lot of
InfoQ: Historically, there has study for this kind of conversa- good input that can help head
been a divide between design tion. I think Apple is an unusual off a lot of problems and waste in
and technology. I think we’ve and unique example that I don’t the process. By bringing technol-
established that the divide think many other companies ogists into that original context
should not remain, but what should be trying to replicate. gathering, they can help provide
can companies do to encour- Apple provides some great inspi- input and provide both simple
age closer collaboration? ration and that has changed the tips that can avoid some of the
industry. But I don’t think many resource wastage that takes
Sam: The divide has traditionally other people could reach that place in projects.  Alternatively,
been designers asking impossi- same state. they can provide simple and easy
bly difficult things of engineers. What I would  say is that tools that help inform decision
The real problem is that the everybody has a part to play in making. It’s taking everybody
divide exists and so designers removing that divide. You’ve got along for that entire journey from
design in a vacuum, then they the three main areas: business, day one that can produce really
kind of throw the design over technology, and design. Maybe simple and innovative results.
the wall to developers or to the that’s being shaped by the classic
implementation team who then Venn diagram of desirability, via-
implement it in a vacuum. Both bility, and feasibility. Ultimately,
sides are cursing at one anoth- that divide exists because each InfoQ: What practical advice
er. The designer says, “Well, this of those three areas has happi- would you give practitioners
isn’t what my vision was when I ly reinforced it. Designers have for building a collaboration en-
thought it up.” And the develop- worked in isolation in their ivo- vironment?
ers say, “Well, that doesn’t work ry towers. Design agencies are
because X, Y, and Z.” seen with their headphones on, Sam:  That’s very challenging
So you end up in a situation throwing documents with ideas question, I think. One of the
where the design doesn’t span that developers have to try to things that I — this might be a
the chasm. The divide doesn’t build. bit of a tangent but bear with me
help anyone at all. So bridging Developers haven’t reached for a moment — admire most
that gap is important to me as a out to try to understand and about designers, especially good
developer. There’s another thing take on board design principles designers, is their ability to take
where we consider Steve Jobs and often have had no interest criticism. Part of their job is often
the guru of design. He wasn’t a customer needs. But there are to put something up on a white-
designer but a business person simple ways to break down the board or a wall and have people
driving design, and so design division. Designers can  become critique the work, and people
embedded parts of delivery who are just not at all qualified

Business, Design and Technology // eMag Issue 32 - Sep 2015 17


Design and to comment on it in any way.
They’re constantly hammering
term “failing forward” which is a
really subtle shift but it’s about
on it and chipping away at that. being willing to try something
Technology are It’s sort of a trial by fire for
designers. If you don’t have the
and being able to get feedback
from that, but in a way that is

intrinsically tough skin and the ability to


take criticism, internalize it, and
productive and moves you for-
ward as a result. So it’s not just
then use that to drive out a bet- about failing. It’s  about failing
interlinked. Both ter product, you won’t survive
as a designer. Developers are
with a purpose.
Sam:  How many organi-

provide inspiration often the opposite, where they


work very much in isolation, or
zations have you worked with,
Ben — especially large enter-
the large corpus of what they prises — where you think that
for the other work on is in isolation. As time
goes on, the isolation inhibits
they actually accomplished
that? Because in my experi-
- Ben Melbourne you from taking any criticism ence, often the larger the or-
whatsoever. ganization gets, the more con-
As you bring designers servative it is. And so it’s easy
and developers closer and the to say we want to fail fast, but
communication starts to flow it’s often hard, given the way
more bi-directionally, that will that budgeting works or the
hopefully start to break down way that projects themselves
that inability to kind of look are conceived, to ever get to a
critically at what it is that we’re point where you can build, say,
making and end up casting our lo-fi prototypes of five different
product in a different light, so crazy ideas, put them out there,
we’re working toward creat- and then keep only the ones
ing a better thing rather than that work — because you’ve al-
aiming toward our own little ready invested in this big huge
fiefdom. It’s not exactly what project. So you almost pay lip
you were saying, but I feel quite service to failing fast; you’ve al-
strongly about that. It’s one of ready chosen what the project
the things I admire most about is. You do some lo-fi prototypes,
designers. you show them to customers,
Ben:  I appreciate that. To and you try to improve on the
be fair, developers do have a product, but you’re never ac-
lot of those same practices in tually using them to drive in-
place. I guess that what starts novation. Failing fast is simply
to matter is culture and practi- something that you use to work
cal activities. Practical activities towards the end goal upon
and tools tend to build culture. which you’ve already decided.
[But you also want] that culture Ben:  It’s interesting. I
of being willing to fail fast. You would say it’s not really a con-
have to be willing to put some- versation you can have at the
thing up on a wall, test it, and organizational level but at every
find out really quickly how ef- company I’ve ever worked with,
fective it is and whether it actu- there are examples where I can
ally meets user needs. say yes and no to both those
It’s interesting. There are questions. And very few orga-
different practical aspects to nizations do that consistently
that. I actually had somebody across the board. It tends to be
pull me up recently who said smaller teams that are able to in
they don’t really like the term some ways isolate themselves
“failing fast”, which to be fair as a team and provide some
does create a lot of anxiety in protection so they have a safe
people. They actually prefer the environment in which to finally

18 Business, Design and Technology // eMag Issue 32 - Sep 2015


start testing it or try new ideas. people get outside of building enterprise with its captive audi-
But it all very much depends on and try to bring some of that out- ence knows they’re not going to
the individual team, the product, side thinking in. leave. It can try something total-
and  project they’re working on, Sam: One of the key things ly off the wall. It may not work,
and the timing around it. around enterprise that makes it sure, but they’re not going to see
What I would say with- more challenging from a UX per- a huge impact to their business
in that, though, is you’re right: spective is that enterprise users because of it.
sometimes projects really are are largely a captive audience.
predetermined before people So, generally, it’s much harder to
start working on them. It doesn’t acquire customers than it is to re-
mean to say you can’t take that tain them — particularly in the fi- InfoQ: How do you approach
same mindset into every step of nance or insurance sectors where designing software for inter-
the journey, whether you’re ac- you have organizations that nal users in an enterprise com-
tually testing the original propo- have lagged behind technically, pared to designing it for exter-
sition or concept itself or testing whose customers are generally nal users?
elements within that product.  It used to dealing with crappy soft-
could be anything from a UI-level ware and generally don’t mind Sam:  Should there be a differ-
widget all the way back up to the dealing with it because the bar- ence? Probably not. Is there? Ab-
actual value proposition for the rier to entry for changing it is so solutely, because it’s simply that
customers. There is a time and a high. In a lot of ways, it becomes doing design is expensive and
place along that journey for test- even harder because even when your internal-facing customers
ing all of those things. Then you you access the customers, it may are a captive audience, literally
actually get feedback as you go. still not be enough to make them — they’re captive!
shift their behavior or to make Ben:  I agree. It’s funny. I
the product better. smirked at that question be-
One of the things that I cause it’s one I’ve had so many
InfoQ: How does the notion of find quite irritating about this is times. Fundamentally, it’s a far
the user or the customer shift that in a lot of ways, innovating more costly experience to de-
in an enterprise context? within enterprise or doing radical sign a bad piece of software for
designs with an enterprise is far your customers than for internal
safer than doing it from the point employees simply because cus-
Ben:  The difference is generally of view of a startup because a tomers can change companies
that customers are a lot easier to startup requires that they kind and go to a competitor, where-
access in startup context where- of keep this hockey stick kind of as you can train employees how
as in enterprises, there are a lot growth; otherwise, they’ll die. An to use a bad piece of software.
more layers of bureaucracy that
exist between customers and
the people making decisions. A
great contrast is the old-school
mom-and-pop store. The people
running the business have direct
daily contact with the customers
of the business that they can’t
avoid whether they like it or not.
As organizations grow in scale,
suddenly that direct contact be-
comes one step removed, two
steps removed, etc. to the point
where the business decision
makers are completely removed
from the customers and have no
real contact with them.
The key role of UX design is
to bridge that lack of contact and
connection between customers
and decision makers, and to help

Business, Design and Technology // eMag Issue 32 - Sep 2015 19


It’s not to say that there aren’t ever. I’m there to produce a prod- in a digital world, which pretty
efficiencies found in improving uct that people use and that they much means everyone. So it’s
that and making employees’ lives get enjoyment out of and that’s incumbent upon everybody to
easier. It’s just that the cost goes useful for them. Designers have a remove that divide, work togeth-
up, but ultimately you can get skill and a skill set and bring a ca- er, and collaborate as closely as
around that. In my mind, it’s still a pability to the project that I don’t possible.
cost-benefit analysis, but design- have. Without it, I think we would
ing and delivering a really crappy be less successful.
product to market will kill a com- I don’t actually mind de-
pany whereas doing that inter- signers railing on the way things
nally will simply only slow down are done, and I don’t mind de-
your organization and your abili- signers passing up impossibly
ty to deliver things. hard or extremely difficult things.
Sam:  You’re right, but it I like working with them and pro-
does depend on the context. ducing their products.
If I’m writing some internal Ben:    I agree. It always
call-center software and it means makes me annoyed when de-
a drop in my call-center efficien- signers don’t enjoy working
cy by 50% or whatever it is, but with developers, which is crazy.
I heavily rely in my business on I would say to that question that
the capability of responding to the thing that drives me nuts is
a customer requests through my developers who don’t care about
call center, then of course that’s fine details. One or two differenc-
another matter. But ultimately, es or that shade of color or just
that’s a service for the customer. making a UI just not look as good
So it’s really hard to decide what as it could drives me nuts. It’s not
do you mean by internal facing because of the actual design de-
versus external facing because tail. It’s about the mindset that’s
while that is a piece of software behind that: to me, what that
that only your internal employ- says is the developer doesn’t care
ees see, it directly affects those about the quality of the product.
external customers. Whether or not they care about
Ben:  Having said that, I the quality of a codebase or may-
would be very, very disappointed be how reliable it is versus the
if any UX designer accepts that why — it’s all part of that.
as a constraint and doesn’t try to That quality to me isn’t just
push the perfect, ideal solution about whether or not there are
to the target audience even if it’s bugs in the code and whether or
an internal product. not things break. It’s about ev-
erything in that production look-
ing as it should. If you don’t care
about some of the constraints
InfoQ: We’re just going to wrap and challenges that technolo-
up with a piece from each of gists face and some of the work
you. I’ll ask Sam first. Is there involved in being able to build
anything at all that just drives some of these fancy UI elements
you nuts from the design side that you can come up with and
of things or something that imagine, then you don’t care
you wish designers wouldn’t enough for your team and for the
do?  ability to build the best product
that you possibly could.
Sam:  I actually really like work- Broadly speaking, remov-
ing with designers because at ing that divide between design,
the end of the day, I’m not there technology, and business is the
to delve into the code and solve most important challenge for
some super-complicated what- any organization that is working

20 Business, Design and Technology // eMag Issue 32 - Sep 2015


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to self-service ops platforms and service discovery. In
addition, we talk about the Docker ecosystem and the
different aspects to consider when moving to this in-
creasingly popular system for shipping and running ap-
plications.

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