How would you design the perfect UX dept?

16 Sep 2007 - 5:46pm
6 years ago
5 replies
301 reads
russwilson
2005

How would you design the perfect UX dept (top to bottom) for
a software company.

Assume unlimited budget and think in terms of a structure that could
scale up or down (to account for smaller or larger software companies).

For example:

1. VP of UX

a. Chief/Principal Designer (interaction design, IA, etc.)

b. Creative Director (visual/graphic design)

c. Director of Product Design (mgt role)

i. Senior Designers

ii. IA's

iii. ...

I'm having a hard time coming by comparative data for this - would LOVE
some input and will definitely share comparisons of submissions with the list.

Best regards,
Russ Wilson
http://www.dexodesign.com

Comments

16 Sep 2007 - 5:48pm
bminihan
2007

I would probably start by determining the design capacity the company
needed, then build from the ground up, rather than the top down...

- Bryan
http://www.bryanminihan.com

-----Original Message-----
From: discuss-bounces at lists.interactiondesigners.com
[mailto:discuss-bounces at lists.interactiondesigners.com] On Behalf Of Wilson,
Russell
Sent: Sunday, September 16, 2007 6:46 PM
To: discuss at ixda.org
Subject: [IxDA Discuss] How would you design the perfect UX dept?

How would you design the perfect UX dept (top to bottom) for
a software company.

Assume unlimited budget and think in terms of a structure that could
scale up or down (to account for smaller or larger software companies).

For example:

1. VP of UX

a. Chief/Principal Designer (interaction design, IA, etc.)

b. Creative Director (visual/graphic design)

c. Director of Product Design (mgt role)

i.
Senior Designers

ii. IA's

iii. ...

I'm having a hard time coming by comparative data for this - would LOVE
some input and will definitely share comparisons of submissions with the
list.

Best regards,
Russ Wilson
http://www.dexodesign.com

________________________________________________________________
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16 Sep 2007 - 9:31pm
liyazheng
2005

I think it's a great question. And I have not the answer for you. Let me pose a related question, if you could ask 5-10 people this question ("how do you build the perfect ux group/best of breed design shop within a larger company), who would they be?

-----Original Message-----
From: discuss-bounces at lists.interactiondesigners.com on behalf of Bryan Minihan
Sent: Sun 9/16/2007 6:48 PM
To: 'Wilson, Russell'; discuss at ixda.org
Subject: Re: [IxDA Discuss] How would you design the perfect UX dept?

I would probably start by determining the design capacity the company
needed, then build from the ground up, rather than the top down...

- Bryan
http://www.bryanminihan.com

-----Original Message-----
From: discuss-bounces at lists.interactiondesigners.com
[mailto:discuss-bounces at lists.interactiondesigners.com] On Behalf Of Wilson,
Russell
Sent: Sunday, September 16, 2007 6:46 PM
To: discuss at ixda.org
Subject: [IxDA Discuss] How would you design the perfect UX dept?

How would you design the perfect UX dept (top to bottom) for
a software company.

Assume unlimited budget and think in terms of a structure that could
scale up or down (to account for smaller or larger software companies).

For example:

1. VP of UX

a. Chief/Principal Designer (interaction design, IA, etc.)

b. Creative Director (visual/graphic design)

c. Director of Product Design (mgt role)

i.
Senior Designers

ii. IA's

iii. ...

I'm having a hard time coming by comparative data for this - would LOVE
some input and will definitely share comparisons of submissions with the
list.

Best regards,
Russ Wilson
http://www.dexodesign.com

________________________________________________________________
Welcome to the Interaction Design Association (IxDA)!
To post to this list ....... discuss at ixda.org
List Guidelines ............ http://beta.ixda.org/guidelines
List Help .................. http://beta.ixda.org/help
Unsubscribe ................ http://beta.ixda.org/unsubscribe
Questions .................. list at ixda.org
Home ....................... http://beta.ixda.org

________________________________________________________________
Welcome to the Interaction Design Association (IxDA)!
To post to this list ....... discuss at ixda.org
List Guidelines ............ http://beta.ixda.org/guidelines
List Help .................. http://beta.ixda.org/help
Unsubscribe ................ http://beta.ixda.org/unsubscribe
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16 Sep 2007 - 9:36pm
Dave Malouf
2005

1. the department is parallel to product management and engineering
2. the department has both direct product & distant research work
3. the department starts at the top with a "chief experience
officer"
under whom corporate marketing, product marketing and product design
all falls into place. It is key that these 3 departments have
alignment. These are VPs
4. Product design in a software group should break down the
following:
IxD, usability, ui dev/prototyping, visual design, design research
these are led by directors. In design research there should be 1 IxD
principal and 1 prototyper.
5. Under each group, you can have a Jr. associate, sr. and lead
positions if you require the depth.

Have fun!!!!!

-- dave

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the improved ixda.org
http://beta.ixda.org/discuss?post=20515

17 Sep 2007 - 2:04am
bhakti भक्ति
2006

Since Usability also plays a parallel role with engineering, the development
life cycle should have a underlying layer of processes involving Usability
team (UT). This will require the UT to be structured in an order
that corresponds the team structure a development firm/company follows.

Also UT necessarily involves roles such as (Interaction Architect, Usability
Engineer, Designer, Tester etc...).
DEPENDS on the structure.. :)

my 2 cents
Bhakti

17 Sep 2007 - 8:45am
AlokJain
2006

Russell,

Here are some philosophies I believe in:

1. Have someone senior enough to have seat at the table and who can
translate the business to UX and UX to business.
2. Keep it very flat, too much hierarchy slows down escalation
(positive) of Ideas
3. Keep roles and titles different from each other, this will allow
for horizontal as well as vertical growth. In other words it should
be possible for a great UI designer to earn more than the Prod
Manager she is reporting to.
4. Keep Delivery and sales separate (in case this UX department is
to be a profit center)

Specific role title and hierarchy will be dependent a lot on the kind
of organization structure there is otherwise, cannot give specific
suggestions without a context. Jared Spool had given a great
presentation on generalists v/s specialists in UX week 2006, that
kind of material should also help in this decision.

Cheers
Alok

On Sep 16, 2007, at 6:46 PM, Wilson, Russell wrote:

> How would you design the perfect UX dept (top to bottom) for
> a software company.
>
> Assume unlimited budget and think in terms of a structure that could
> scale up or down (to account for smaller or larger software
> companies).
>
> For example:
>
>
> 1. VP of UX
>
> a. Chief/Principal Designer (interaction design, IA, etc.)
>
> b. Creative Director (visual/graphic design)
>
> c. Director of Product Design (mgt role)
>
>
> i. Senior Designers
>
>
> ii. IA's
>
>
> iii. ...
>
> I'm having a hard time coming by comparative data for this - would
> LOVE
> some input and will definitely share comparisons of submissions
> with the list.
>
> Best regards,
> Russ Wilson
> http://www.dexodesign.com
>
>
> ________________________________________________________________
> Welcome to the Interaction Design Association (IxDA)!
> To post to this list ....... discuss at ixda.org
> List Guidelines ............ http://beta.ixda.org/guidelines
> List Help .................. http://beta.ixda.org/help
> Unsubscribe ................ http://beta.ixda.org/unsubscribe
> Questions .................. list at ixda.org
> Home ....................... http://beta.ixda.org

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