Steve Portigal

Montara, California, United States Contact Info
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  • Portigal Consulting

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Publications

  • Doorbells, Danger, and Dead Batteries: User Research War Stories

    Rosenfeld Media

    User research war stories are personal accounts of the challenges researchers encounter out in the field, where mishaps are inevitable, yet incredibly instructive. Doorbells, Danger, and Dead Batteries is a diverse compilation of war stories that range from comically bizarre to astonishingly tragic, tied together with valuable lessons from expert user researcher Steve Portigal.

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  • What I Learned From 100 Doodles In 100 Days

    Last November I sat in the audience at the HOW Interactive Design Conference as Jim Krause spoke about “Habitual Creativity.” He talked about breaking out of unconscious habits (e.g., driving to work the same way each day and never really “seeing” what was around you) and creating new habits by taking on new behaviors. At some point during his talk, I made a note that read simply “100 doodles in 100 days project.”

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  • Dollars to Donuts

    The podcast where we talk to the people who lead user research in their organizations.

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  • Interviewing Users: How To Uncover Compelling Inssights

    Rosenfeld Media

    Interviewing is a foundational user research tool that people assume they already possess. Everyone can ask questions, right? Unfortunately, that’s not the case. Interviewing Users provides invaluable interviewing techniques and tools that enable you to conduct informative interviews with anyone. You’ll move from simply gathering data to uncovering powerful insights about people.

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  • Content, the Once and Future King

    interactions

    Christian Marclay’s The Clock is a 24-hour film, in which each minute of the 24 hours is depicted by images of clocks (or other depictions of the time) from other movies. Creating The Clock was an intensive, meticulous process. For at least several months, as many as six people spent their days watching DVDs and ripping potential clips; Marclay spent three years working at his computer for 10 to 12 hours a day. With at least 90 years of cinematic history to work with, and perhaps 90,000 movies…

    Christian Marclay’s The Clock is a 24-hour film, in which each minute of the 24 hours is depicted by images of clocks (or other depictions of the time) from other movies. Creating The Clock was an intensive, meticulous process. For at least several months, as many as six people spent their days watching DVDs and ripping potential clips; Marclay spent three years working at his computer for 10 to 12 hours a day. With at least 90 years of cinematic history to work with, and perhaps 90,000 movies available, there is a substantial corpus of moving images to draw from. Let’s call this Big Content.

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  • Stick to the Knitting

    Journal of Usability Studies

    Lately, these folks—us—are taking on audaciously challenging problems. The sexiest endeavors are those tackling the systemic “wicked problems” in government, healthcare, education, homelessness, civic life, and beyond. Of course the genuine passion and compassion is to be commended, but I’m feeling worried. Let me tell you why.

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  • The Power of Bad Ideas

    Core77

    Ideation, or if you prefer, brainstorming, is a structured activity with many degrees of freedom within that structure. When leading sessions, I emphasize divergent, generative thinking, and ask participants to defer evaluation and prioritization. Defer, not disregard. Of course we need to bring convergence into the process, but not until later. As you'd expect, much of the energy and focus for these ideation sessions is on the creation of good ideas. But there's an interesting important role…

    Ideation, or if you prefer, brainstorming, is a structured activity with many degrees of freedom within that structure. When leading sessions, I emphasize divergent, generative thinking, and ask participants to defer evaluation and prioritization. Defer, not disregard. Of course we need to bring convergence into the process, but not until later. As you'd expect, much of the energy and focus for these ideation sessions is on the creation of good ideas. But there's an interesting important role for bad ideas to play.

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