Now available: Design for Impact by Erin Weigel
Why We Fail Cover

Paperback + Ebooks i Our paperbacks come with a free DRM-free ebook in three common formats: ePUB, Kindle (MOBI), and DAISY.

US$44.99

Ebooks only i Our DRM-free ebooks are available in three common formats: ePUB, Kindle (MOBI), and DAISY.

US$37.99

Why We Fail

why we fail spot image

Learning from Experience Design Failures

By Victor Lombardi

Published: July 2013
Paperback: 248 pages
Paperback ISBN: 978-1933820-17-0
Ebook ISBN: 978-1933820-59-0

Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.

Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.

Testimonials

Table of Contents

Chapter 1: Embrace Failure
Chapter 2: Get the Right Experience
Chapter 3: Get the Experience Right
Chapter 4: Platform Follows People
Chapter 5: Design for Reflection
Chapter 6: Generate Critical Mass
Chapter 7: Do the Right Thing
Chapter 8: Cannibalize Yourself
Chapter 9: Why We Fail
Chapter 10: Avoid Failure

FAQ

These common questions and their short answers are taken from Victor Lombardi’s book Why We Fail: Learning from Experience Design Failures . You can find longer answers to each in your copy of the book, either printed or digital version.

  1. What kinds of products are described in this book?
    Of the ten products profiled in this book, four of them are websites (Classmates.com, Wave, Pownce, and Wesabe), two of them are services (Plaxo and OpenID), one is a software package (Final Cut Pro X), one is an operating system (Symbian), and two are hardware-based (iDrive and Zune). They were all generally created in the United States and Europe. All of them were designed for consumers rather than for businesses.

Read more

Illustrations