On the Road to Cooperlandia

Cooper U Offers Special 2-Day IxD Training in Portland

This fall from November 6 to November 7 Cooper U is excited to be bring a special 2-day training to Portland, Oregon.

What’s Inside This Training?

Grounded in Cooper’s foundational Interaction Design training, this condensed 2-day course is a chance to take a few steps back from the details of design and absorb a higher-level view of Cooper’s practices and techniques. During this course you’ll define the qualities of an ideal user experience and discuss why human needs come first and technology second. You’ll envision products and services that are financially viable, technically feasible, and delightful to your customers, and you’ll understand what goes into Cooper’s secret sauce to make that magic happen.

Read More

Planets Don’t Have Orbits

I heard an argument forwarded by Andrew Hinton way back in Dublin at the Inteaction12 conference. The short form goes like this: “Users don’t have goals.” (UDHG for short.) Being a big believer in Goal-Directed Design, I thought the argument to be self-evidently flawed, but since it came up again as a question from a student at my Cooper U class in Berlin, I feel I ought to address it.

Are there, in fact, goals?

Given just those four words, it seems like it might be about users actually not having goals. But of course, goals do exist. If they didn’t, why would anyone get out of bed in the morning? Or do work? Or make conference presentations? If we didn’t have goals, nothing would be happening in the world around us. But of course we do we do get out of bed. We do work. We write blog posts. All because we have reasons which—for clarity—we call goals. This example illustrates that what UDHG really means that most people don’t have explicit goals.

Read More

The Next Factor: Cooper and Factor 14

Factor 14 is a startup developing both hardware and software focused on helping the four million patients currently taking oral anticoagulants manage their care remotely in the hopes of reducing healthcare costs and improving outcomes.

When Cooper connected with Factor 14 during the start-up’s incubation period at Rock Health, a design mentorship was born. Co-founders Ryan Bloom and Raman Talwar worked with Cooper designers Izac Ross, Lauren Ruiz, and Cale LeRoy for six monthly design sessions. We recently caught up with Ryan and Raman to ask them about their journey from premise to prototype….

Read More

Inside Goal-Directed Design: A Conversation With Alan Cooper (Part 2)

We continue our conversation with Alan Cooper at Sue and Alan’s warm and welcoming ranch in Petaluma, CA, which, in addition to themselves, is home to sheep and chickens, a cat named Monkey, and a farmer who works the land.

Part 2 brings us up to present-day, and discussions around the applications and fundamentals of Goal-Directed Design that support its success at Cooper and beyond.

From Theory to Practice­­

Read More

Interaction14 – Is it Science, Art or something else?

While Friday’s talks seem to be quite level-headed compared Thursday’s design extravaganza, they weren’t any less provocative. Take a look at some of Friday‘s highlights (or sneak ahead to Saturday)

The De-Intellectualization of Design

Dan Rosenberg

Sketchnote by @ChrisNoessel

The De-Intellectualization of Design Big Idea:

Daniel Rosenberg, one of the old guard of Human-Computer Interaction, bemoaned the loss of a computer-science heavy approach to interaction design. He then shared his three-part antidote: Industry certification, employing Chief Design Officers, and better design education (read: computer and cognitive-science based). Guess which one of these was the audience’s “favorite”?

Hint:

Full description of The De-Intellectualization of Design here.

An excellent counterpoint to Dan’s observation was Irene Au’s early-morning mindfulness talk.

Read More

Interaction14 – Food, Comics, and the UI of Nature

Interaction14 is off to a blazing start, and man if it doesn’t sound like a kaleidoscope of designers, thought-leaders, and crazy beautiful ideas. There’s everything from interactive skateboard ramps to talks about principles of user experience design learned from cats.

Exactly what kind of “conference” is this?

This year Cooper sent over a troop of people for inspiration, elucidation and to capture some of the creative spark that only happens when you put hundreds of brilliant people in a big room for 4 days. In between workshops, talks, and happy hours, they’ve been slapping together some pretty stunning sketchnotes for us local folks. Here are notes from 4 of the talks that went down on Thursday. See sketchnotes from Friday and Saturday too!

Read More

Man’s Best App

How do you design an engaging and educational application that prepares a user with short-term memory loss for a lifestyle change?

For the November UX Boot Camp, designers, developers, and product managers from around the world teamed up to answer that very challenge for Canine Companions for Independence, the largest non-profit provider of service dogs.

Led by senior designers from Cooper, UX Boot Camp participants got their hands dirty learning new UX design techniques, collaborating with new teams, and working closely with stakeholders from Canine Companions.

From kickoff to design delivery, UX Boot Camp participants took a hands-on role in the generation, exploration, and synthesis of five distinct and fully-developed design concepts.

Read More

New Peers, Practices, and Perspectives

Takeaways from Cooper U in Philadelphia

A guest post by Cooper U alumni, Hanna Kang-Brown

As a career changer and the first UX Designer to be hired at my company, there’s a lot of self-learning I do on the job. Reading books and blogs have been essential to developing my UX process, but when I had the opportunity to attend Cooper U’s Interaction Design Training in Philadelphia this past December, I jumped at the chance. I wanted a week of hands-on training, and the opportunity to learn a thorough interaction design process with a group of other professionals. Some highlights from the week and my biggest takeaways are below.

My Biggest Takeaways

Clarifying Process
I was already familiar with the interaction design process, but the course helped deepen my understanding of it through hands on activities. I discovered ways in which I had cut corners in my design process and how I could have a better end product if I spent more time initially considering business stakeholder goals, personas and sketching out scenarios.

Speaking of Sketching
I’ve always been a reluctant sketcher because I never thought I was very good at it. We did a lot of sketching, from user profiles to storyboards and wireframes, and it helped me gain more confidence and a better appreciation for its usefulness as a lightweight prototyping method.

Read More

1 2 3 16