Design = Fiction that is Not Yet Fact

Design = Fiction that is Not Yet Fact

As our craft has evolved from creating tangible objects (a chair, a toothbrush) to creating interactive objects (autonomous vehicles, intelligent ATMs), we are responsible – more than ever – for understanding the implications of how the world will be shaped beyond just the object we create. For example, when we design autonomous vehicles, we’re not just designing a car. We’re designing alternative business models, transforming insurance industries, creating new methods of machine to machine communication, and even redesigning where and how people live their lives. In that sense, we’re no longer telling a single story. We’re telling many stories. We are building worlds. Read more...

Speed Up your iOS UI Iterations 10x with Playgrounds

Speed Up your iOS UI Iterations 10x with Playgrounds

As a team that practices human-centered design, we place tremendous value on intuitive, simple user experiences at Capital One Labs. Believe it or not, simple UI is still something the finance industry lacks in spades. But simplicity is a funny thing. In the tech world, it’s often a double-edged sword. The more magical and effortless the experience is for our front-end users, the more complex and challenging the build is for our developers. Developers may be familiar with this Dr. Jekyll & Mr. Hyde thought: “People are going to love this…but this is going to take forever to implement.”

Not anymore! With the introduction of Xcode Playgrounds, and more recently, Interactive Playgounds in Xcode 7.3, I’ve sped up my UI iterations by at least 10x. Read more...

6 Things We Learned Acting Like a Service Start-up in a Fortune 200 company

6 Things We Learned Acting Like a Service Start-up in a Fortune 200 company

One of the reasons I came to Capital One Labs was the potential to make a big impact and the opportunity to make banking feel more human. During my first year at the Labs I was able to achieve that goal, even though it was on a small scale. My team and I successfully piloted a service, The Get Set, in 3 months. In 3 months! To this day, I’m still in awe that we were able to accomplish something so quickly.

I was inspired to write this post because a few people have asked us about our process and how we were able to launch so quickly. Here are six insights we learned and want to share with you that may inspire your work and give you hope that it’s possible to put something into the world. Read more...

2 Secrets to Designing for Delight

2 Secrets to Designing for Delight

Is “Designing for Delight” Worth It?

Bad is stronger than good. Psychologically speaking, bad parents, bad days, and bad feedback have bigger and longer-lasting impacts than good ones. In fact, it’s estimated that negative events weigh nearly 5 times more than positive ones (link will download PDF of study). This psychological phenomenon is called negativity bias. It holds that “people are much more likely to choose things based on their need to avoid negative experiences, rather than on their desire to get positive things.” Now, if all this is true, will someone tell me why companies have become obsessed with “delighting their customers” and “designing for delight?” Isn’t our time better spent preventing negative emotions, than trying to bring about positive ones? Read more...