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	<title>Comments on: Apple, Steve Jobs, Innovation and Iphone</title>
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	<link>http://francoisaubin.com/2007/06/18/apple-steve-jobs-innovation-and-iphone/</link>
	<description>Ensure useful and usable solutions</description>
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		<title>By: Francois Aubin</title>
		<link>http://francoisaubin.com/2007/06/18/apple-steve-jobs-innovation-and-iphone/#comment-333</link>
		<dc:creator><![CDATA[Francois Aubin]]></dc:creator>
		<pubDate>Sun, 22 Jul 2007 18:44:58 +0000</pubDate>
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		<description><![CDATA[The interaction designer must try a much as possible to do his homework (user observation, task analysis, usability testing). When there is a client, it is even more important. When we have the chance to do some of our homework (usability testing with enough subjects, task analysis). It is easier to provide the right information for decision making. In this context, client understand our design rational.

The problem lie in making client understand we must do our home work as interaction designer. This is the biggest challenge of the profession. They usually will tell they lack time or budget. When we feel it will not be possible, I suggest trying do part of our homework on our own time. Example recently I was ask to evaluate a mobile device and there was no budget for testing. So I dis test informally with colleague around me. 

Interaction designer should  avoid basing recomedation on heuristic and experience only. The risk to provide the wrong advice is too high. The consequence could be a lost of credibility]]></description>
		<content:encoded><![CDATA[<p>The interaction designer must try a much as possible to do his homework (user observation, task analysis, usability testing). When there is a client, it is even more important. When we have the chance to do some of our homework (usability testing with enough subjects, task analysis). It is easier to provide the right information for decision making. In this context, client understand our design rational.</p>
<p>The problem lie in making client understand we must do our home work as interaction designer. This is the biggest challenge of the profession. They usually will tell they lack time or budget. When we feel it will not be possible, I suggest trying do part of our homework on our own time. Example recently I was ask to evaluate a mobile device and there was no budget for testing. So I dis test informally with colleague around me. </p>
<p>Interaction designer should  avoid basing recomedation on heuristic and experience only. The risk to provide the wrong advice is too high. The consequence could be a lost of credibility</p>
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		<title>By: Adriana</title>
		<link>http://francoisaubin.com/2007/06/18/apple-steve-jobs-innovation-and-iphone/#comment-331</link>
		<dc:creator><![CDATA[Adriana]]></dc:creator>
		<pubDate>Sun, 22 Jul 2007 17:23:46 +0000</pubDate>
		<guid isPermaLink="false">http://francoisaubin.com/2007/06/18/apple-steve-jobs-innovation-and-iphone/#comment-331</guid>
		<description><![CDATA[&quot;.... In my view, the most important aspect is the Apple culture. It is not an engineering driven company but a design driven company. Decisions are not based on technical constraint. Of course, designers listen to engineers but they will sometimes ask them to go back to the drawing board and think again and be creative to achieve the design goal. For example Bill Atckison wanted the screen of the original Apple Lisa to be white instead of the traditional black in order to imitate the paper. Engineers at the time were strongly opposed saying it would consume more memory etc…but Bill stuck to his point and the engineers found innovative ways to achieve Bill’s design goal......&quot;

Interesting point... This talks also a lot about a major respect culture from both teams (developers &amp; designers)... Often in small companies the design of a new product is not only constrained by discussions between these two teams... it is also constrained by the client, the time and the budget... What is your recommendation on these cases...]]></description>
		<content:encoded><![CDATA[<p>&#8220;&#8230;. In my view, the most important aspect is the Apple culture. It is not an engineering driven company but a design driven company. Decisions are not based on technical constraint. Of course, designers listen to engineers but they will sometimes ask them to go back to the drawing board and think again and be creative to achieve the design goal. For example Bill Atckison wanted the screen of the original Apple Lisa to be white instead of the traditional black in order to imitate the paper. Engineers at the time were strongly opposed saying it would consume more memory etc…but Bill stuck to his point and the engineers found innovative ways to achieve Bill’s design goal&#8230;&#8230;&#8221;</p>
<p>Interesting point&#8230; This talks also a lot about a major respect culture from both teams (developers &amp; designers)&#8230; Often in small companies the design of a new product is not only constrained by discussions between these two teams&#8230; it is also constrained by the client, the time and the budget&#8230; What is your recommendation on these cases&#8230;</p>
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