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The Wicked Craft of Enterprise UX
Gold
Wednesday, May 13, 2015 • Enterprise UX 2015
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The Wicked Craft of Enterprise UX
Speakers: Uday Gajendar
Link:

Summary

In his talk, Uday examines the concept of craft in digital product design and its relevance within the challenging context of enterprise UX. He sets the stage by contrasting traditional craft — focused on creating beautiful, precise products — with the messy reality of enterprise environments, characterized by complexity, ambiguity, legacy systems, and competing stakeholder interests. Drawing on experiences at companies like Citrix and Oracle, Uday proposes evolving craft into a facilitative anchor that helps unify teams and spark productive dialogue across departments such as sales, engineering, and marketing. He shares three distinct stories: a reactive scenario cleaning up a UI and mapping a massive architecture to reveal hidden product gaps; an interpretive collaboration with Citrix CEO Mark Templeton to translate abstract business ideas into tangible prototypes; and a highly collaborative startup experience using co-created artifacts to align data scientists and founders around a shared vision. Uday emphasizes the importance of temporary, rough artifacts to provoke discussion and decision-making, breaking through enterprise paralysis and empowering maker culture. He underlines that while the traditional quality of craft still matters commercially and aesthetically, its greater value lies in fostering teamwork, clarity, and a collective approach to tackling enterprise UX wicked problems.

Key Insights

  • Craft in enterprise UX extends beyond beautiful objects to facilitate collaboration among diverse stakeholders.

  • Enterprise UX is complex due to legacy systems, conflicting goals, political dynamics, and ambiguous problems.

  • Temporary, quick, and even 'rough' crafted artifacts like diagrams, prototypes, and storyboards drive debates and decisions.

  • Designers can act as facilitators translating abstract ideas from executives like CEOs into actionable UX concepts.

  • Collaboration across sales, engineering, marketing, and other departments transforms adversaries into allies.

  • Traditional craft quality is crucial for trust, reliability, and commercial success even in enterprise contexts.

  • Wicked enterprise problems require iterative, participatory processes to unravel implicit assumptions and constraints.

  • Craftsmanship can help reframe problems and spark innovation by engaging users and stakeholders in hands-on design.

  • Maker culture and empowerment are key to fostering shared ownership and team alignment around UX goals.

  • Enterprise UX benefits from a dual approach: preserving fine craft in final products while using facilitative craft as conversation anchors earlier.

Notable Quotes

"There is a common thread in craft: dignity, purpose, utility, and beauty."

"How do you create a sense of craft in an environment fraught with ambiguity, complexity, and anxiety?"

"Craft should evolve from making a beautiful final object to serving as a facilitative anchor in enterprise UX."

"Nobody wants to buy or use a sloppy product, especially when enterprise users engage daily for hours."

"Craft cultivates customer satisfaction, loyalty, and even forgiveness when functional issues arise."

"The seven-foot-wide diagram showed the product’s true complexity, sparking necessary conversations with leadership."

"Working with CEOs like Mark Templeton is like Dancing with the Stars — an interpretive dance of translating fuzzy ideas."

"Temporary, quick, and sometimes rough artifacts have a lifespan just long enough for the conversation they enable."

"Creating tangible artifacts forces reaction and debate, helping break enterprise paralysis and drive decisions."

"Empowering maker culture invites everyone to be part of a collective endeavor far beyond any individual."

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