Taken 15 seconds after Dan said to Brian, “honey, you’re embarrasing me.” It’s been a long week with my coworker.
2 weeks ago
Taken 15 seconds after Dan said to Brian, “honey, you’re embarrasing me.” It’s been a long week with my coworker.
2 weeks agoAlmost CCed the wrong person today on a totally stupid and embarrassing email. I had a half second of panic as I watched mail sending… sending… sending, and then, salvation! I clicked on the Airport icon and turned off the Internets. How I love macs.

We did it!
1 month ago
Super 8 - 1974 from Jarbas Agnelli on Vimeo.
I know it’s 1974 and full of oil embargos and watergate and disco, but I wish I lived in this world.
2 months ago
Toe might be broken. Apparently if you try pulling on it, you can find out for sure, but if I pull on it, I might wretch.
2 months ago
Brandon is looking at my blog now. Trippy picture in picture effect. I feel too goofy today.
2 months ago
Brandon Schauer’s “Do Not Dusturb” sign. Oh, my clever co-workers.
2 months agoThis is awesome:
My only gripe is that they’re not really giving you a specific problem to solve: “If you love shoes, sketch ‘em. If you’re feelin’ it for cars, we want to see those. If you’re into cellphones, gadgets, gizmos, fashion, or accessories, have at it!”
Call me lazy, but I don’t really start getting ideas until someone sets me up with a specific challenge. That’s probably what makes me a designer and not an artist (and I feel a little silly even calling myself that).
Hi folks,
Just wanted to pass along news about a deal on UX Week, now through July 5th. I thought some of you might be interested.
xo Leah
UX Week Special Extended Through Sunday, July 12th
In honor of Independence Day we’re offering UX Week registration for $1,776 through July 12th (regular price $2,495)
Use the code FOLB and get an additional 15% off that.
Go! Register! UX Week is going to be awesome. We promise.
http://www.uxweek.com/
Awesome d-bag vanity plate I parked behind this morning.
5 months agoI wrote an article a few weeks ago for the Adaptive Path newsletter about the tools I use for design-related sketching.
Imagine my delight to see other people now sharing their favorite sketching tools. Some cool additions to the toolkit:
11x17 graph paper (from Beck Tench)
Exacto knife qua pencil sharpener (from Michael Angeles)
Beck Tench also has a tip I love, which is:
“The first thing I do in a sketchbook is go through each page and number it w/ a soft pencil. This helps me reference and later find a specific sketch and also gives me a nice sense of progression as I sketch my way through a book.”
So, what do you use? Tell, oh tell!
7 months agoOff to SXSW tomorrow and IA Summit next week. Drop me a line if you’ll be at either one. Let the conference season begin!
7 months ago
A product’s design should not make you want to poke at the back of people’s heads.
8 months agoWarning to my sisters and my aunties: this is about work. Feel free to read past. User experience aficionados, read on…
It’s a rare and special moment when life hands you a new first. I had one just a few weeks ago, when I found myself on my first panel discussion. It was at a gathering of software product managers who use Scrum, an Agile software development approach.
Here’s what I learned: when speaking on a panel, you never know what question you’re going to get next. That makes each one feel a bit like the pop-up that gave me a black eye the last time I tried to play softball. I could see it coming; it appeared to be slow and easy. But alas, I just couldn’t land it in my mitt.
Normally I love to spout off. To an audience? Even better. But this was a little different, because I’m sensitive to the way that the Agile and UX communities talk and think about each other, and, frankly, because the questions coming from the audience were so very specific about how to run an Agile project. So I was kind of shy. I did a fairly good job dodging questions until someone threw a zinger aimed straight for me…
Crack. Swish. Thud. No answer.
Burndown, in case you’re wondering, is basically a measurement of how quickly the team is doing the work. Each day, everyone gives an estimate of how many hours of work they have left, and the estimates are all added up, and that’s the burndown, or velocity, of the work. If you measure this regularly, you should see a steady and precipitous drop, steep and to the right. That’s a healthy project. Because Agile evolved as an antidote to slow, unfathomably-difficult-to-predict waterfall projects, knowing that things are progressing at a brisk pace and that the work is actually likely to finish when predicted is understandably important.
But I have to say, the question stumped me. Part of me wanted to quickly manufacture a way to actually measure UX burndown, to show that us UX folks can play nicely. But another part of me — the rude, argumentative part — wanted to say, “that’s not the point!”
I’ve thought more about this since then, and here’s my beef: where UX design really has the most to offer Agile is not in getting the nitty gritty design work done. Placing the buttons and aligning the labels must be done just as surely as dotting your I’s and crossing your T’s. But that’s not the high value UX work.
No, what UX designers offer that’s special is help building a vision for what the product can and should be. This is not a reductive “getting things done” approach. It’s a generative “what does this have the potential to be” kind of approach. A good UX designer should encourage the team to ask that question, facilitate a process that brings the whole team along in answering it, and then make those answers tangible, doable, and, yes, a little bit pretty. (Jeff Patton, who is one of the strongest and most coherent voices for Agile + UX unity, has more to say on the importance of the designer as facilitator over on his blog, Agile Product Design.) Basically, I’m talking about the opposite of a burndown. Dare I say it? A design flareup!
That’s not to suggest that design must equal bloat. In fact, at Adaptive Path we have some ideas that we’ll be sharing in our upcoming two-day workshop Good Design Faster for how to make design as lean, swift, and results-oriented as Agile. Much like Agile development, our take on design sprints includes short, fixed periods of productive abundance and a “finished” product at the end — in our case an interactive prototype. (You can find out more if you’re interested, and register with the code “FOLB” to save 15%.)
I do believe that Agile and UX can find a way to work peaceably and productively together. In fact, many teams are doing so already. But we haven’t gotten very good at sharing the hows and the whys with folks in the Agile community yet. It’s time. If you’re doing interesting work with Agile teams as a UX designer, please consider submitting to Agile 2009, so we can all learn from each other.