old project

Social Design - A Fourth Old Project

This post is going to be a little different than the others in that I am mainly going to talk about the process. This was a project for a class called Intro to Design Planning. What is "design planning?" Good question. Design planning is basically an umbrella term for the entire design process. If methods and frameworks are the pieces, design planning is the whole (from a larger perspective). This includes, hypothesis development, research, analysis, synthesis, prototyping, and business planning. So it essentially covers every part of the innovation process. 

Now this class was a rather large class with about 30 students. The professor broke us into 6 groups of 5 people each. I will have a separate post about teams that are too large, but for this post, I will focus on what happens when you have too many teams working on essentially the same project.... 

The suggested cognitive limit to the number of people with whom one person can maintain stable social relationships is known as “Dunbar’s Number.” While this has been applied most widely to study friend groups in both online and offline settings, it also can be applied to office relationships.

In the early days of Facebook, Mark Zuckerberg was jammed together with his employees in cramped offices. He would speak constantly about his convictions and why they powered Facebook’s strategy. Employees additionally would get to see him act on those beliefs. This explains why startups often are noteworthy for having so many dedicated and capable workers ­– they see and parrot the original visionary. When Facebook got too big for each employee to be directly influenced by Zuckerberg (reaching the Dunbar Number), Andrew Bosworth, the director of engineering, created a more systematic approach called “Bootcamp.”

Bootcamp is a six-week program designed for a class of new Facebook employees who are engaged in the technical side of the product (specifically engineers and developers, designers, and product managers). During these six weeks, new hires are given mentors who guide them through this time and help them work on small projects for about a dozen diverse groups around the company. Through this process, new hires learn which section of the company most interests them and which best fits with their skills. The new hires thus gain a greater understanding of the company as a whole, giving them an important perspective on how the various departments are related. Additionally, Bootcamp helps Facebook scale up talent because it enables mentors to gain skills in management.

The ideas learned at Bootcamp are reinforced throughout each employee’s time at Facebook. Not only do employees switch positions frequently, they are also subject to a mandatory program called “hack-a-month,” where they are loaned to a new product team for a month.

At a large company, it is easy for employees to become isolated and only engage with the people on their team, but the Bootcamp and hack-a-month system guarantee that people will trend toward a wider relationship circle and thereby gain the advantages of seeing a variety of people and skills.

The trouble in this project came from the fact that there were 6 teams trying to work with each other on one single project with no clear leader. There was no hierarchy and no plan (which is a bit ironic). What happened was that each team was unable to keep track of every piece that every other team was working on. This could have been avoided by having a larger, detailed blueprint or wireframe. Unfortunately, politics and lack of available time became an issue and so the class had to scramble to make things work. 

The project was not a disaster, however, a lot less pain and suffering could have been avoided with the right structure of managers and designers.

For context, the project was made for the Chicago Community Trust (which is in charge of grant making, civic engagement, and philanthropy) along with the Gary Comer Youth Center. This tool is meant to help identify neighborhoods that require an intervention, what types of interventions are most appropriate, how to complete such interventions, and figure out a more holistic understanding of the health of the community with new interventions.




Lighting Design - A Third Old Project

This was a project developed around the Artemide lighting catalog for my Intro to Product Design class. The main objective of this assignment was to explore Rhino (a 3D modeling program) as well as KeyShot (a 3D rendering program). 

Looking at the Artemide catalog (specifically the Rezek line) it became clear that the solution had to be made of simple geometries in order to fit in the stye. 

The main insight behind this design was that lighting can often be a laborious install process. Creating a solution that was modular and would only require a single energy source would mean that it could fit in a variety of solutions. 

In critique, this project was simply too simple and lacked excitement. Along those lines, easy installment of luxury lighting is not a selling point. There may have been some interesting ways to play with the interaction of turning on the lights or ways that the lights could be removed and act like flashlights until the user brings it back to its place. Maybe I should have thought about luxury emergency lighting... Anyway, I'm always interested in little side projects, so I'll probably take a look at lighting again in some ways.

Christie's Application - A Second Old Project

Before I came to the Institute of Design, I was working for Christie's Fine Art Auctioneers. While sales and various administrative duties were my primary concern, in my spare time, I created an MVP to help with the ways in which Christie's employees document art during the acquisition (customer facing) phase.

I used FileMaker Pro to create a database where employees could interact with each other in real time and enter information about clients and pieces of art. The current system was a pad and paper with an old digital camera. Additionally, if a client's piece did not make it into the formal system with real estimates from specialists, then the information would sit in physical file, unable to be accessed by anybody else. A digital solution seemed clear.

The design is obviously not the prettiest, but it was my first foray into building a real, working system. I was really excited to be building something, anything!

More than anything though, this project taught me a lot about working within a corporation. I presented the prototype in a finished format and didn't allow for other employees to get involved. Thus, only I had any real skin in the game. Had I involved others, I believe this project would have had more traction and I could have gotten more access to the real decision-makers. In addition, I left the firm to attend grad school within weeks of presenting the database, so there was nobody to represent it after I left.