- San Francisco, California (San Francisco Bay Area)
Nathan Shedroff's Overview
- Associate Professor and Program Chair, Design MBA Programs at California College of the Arts
- Board Member at Teague
- Board Member at WE'VE
- Experience Strategist at Consultant
- Board Member at AIGA
- Faculty at Presidio Graduate School
- California College of the Arts at Senior Lecturer
- Founder at Deluxe Business Software
- Explorer (Advisor) at Interaction Design Institute Ivrea
- Founder and Chief Creative Officer at vivid studios
- Senior Designer at TheUnderstandingBusiness
- Intern at Interform
Nathan Shedroff's Summary
Nathan is a seasoned, professional strategist and serial entrepreneur as well as a pioneer in the fields of experience design, interaction design, and information design. Currently, he's creating new tools and models for new ventures and "total value" (beyond just economic and functional value). He speaks and teaches internationally, and has authored many books (below).
Nathan is the chair of the groundbreaking Design MBA programs in design strategy at California College of the Arts in San Francisco. These programs prepare the next generation of innovation leaders for a world that is profitable, sustainable, ethical, and truly meaningful. The programs unite the perspectives of systems thinking, design and integrative thinking, business models, sustainability, and generative leadership into a holistic strategic framework.
Before academia, he was a pioneer in multi- and online media. He worked with Richard Saul Wurman at TheUnderstandingBusiness and co-founded vivid studios, a pioneering interactive media company and one of the first Web services firms on the planet. vivid's hallmark was helping to establish and validate the field of information architecture by training an entire generation of designers in the newly emerging web industry.
Nathan can help you with:
• Business Models and Strategy
• Customer Experience and Meaning Strategy
• Sustainability Evaluation and Strategy
• Innovative Educational Models
• Radical Science Fiction Interfaces
Nathan Shedroff's Experience
Associate Professor and Program Chair, Design MBA Programs
June 2007 – Present (7 years 4 months) San Francisco Bay Area
June 2010 – Present (4 years 4 months) Seattle, WA
June 2011 – July 2014 (3 years 2 months)
2006 – 2009 (3 years)
2000 – 2005 (5 years)
Founder and Chief Creative Officer
January 1990 – July 2000 (10 years 7 months)
Nathan Shedroff's Skills & Expertise
- Interaction Design
- User Experience
- User Interface Design
- Design Strategy
- Experience Design
- Design Thinking
- Information Design
- User-centered Design
- Visual Design
- Rapid Prototyping
- User Experience Design
- Concept Development
- Digital Strategy
- User Research
- Creative Direction
- Science Fiction
- Brand Development
- Mobile Devices
- Industrial Design
- Web Design
- User Interface
- Interface Design
- Product Design
- Graphic Design
- Corporate Branding
- Visual Communication
- Research Design
- Corporate Identity
- Content Strategy
- Branding & Identity
- Strategic Design
- Concept Design
- Design Management
- Usability Testing
- Human Computer Interaction
- Education Strategy
- Educational Innovation
- Systems Thinking
- Brand Architecture
- Information Architecture
Nathan Shedroff's Education
Presidio Graduate School
MBA, Sustainable Management
2004 – 2006
At the time, this was the only accredited degree in sustainable business. It was somewhat accidental that I earned an MBA degree at all but it was a fantastic experience and an inspiring education.
Activities and Societies: Co-founder, Dictionary of Sustainability Designer, Drive Neutral
BS, Industrial Design - Transportation Design
September 1984 – June 1989
Environmental Design, Japanese
1982 – 1984
Nathan Shedroff's Publications
- 99% Invisible
- November 20, 2013
- Rosenfeld Media
- September 2012
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
- MBA in Design Strategy
- November 15, 2011
I edited the essays in this book about what we teach in the MBA in Design Strategy programs, why it's important, and how it's different from other approaches.
- Rosenfeld Media
- March 2009
Design makes a tremendous impact on the produced world in terms of usability, resources, understanding, and priorities. What we produce, how we serve customers and other stakeholders, and even how we understand how the world works is all affected by the design of models and solutions. Designers have an unprecedented opportunity to use their skills to make meaningful, sustainable change in the world—if they know how to focus their skills, time, and agendas. In Design Is the Problem: The Future of Design Must be Sustainable, Nathan Shedroff examines how the endemic culture of design often creates unsustainable solutions, and shows how designers can bake sustainability into their design processes in order to produce more sustainable solutions.
- Experience Design Books
Experience Design 1.1 is the update to the seminal book Experience Design 1, published in 2001. This update expands the text in the descriptive chapters and adds may new online and offline examples. Practiced by many people around the world, experience design is as much an approach and ethic, as it is a field of work. Experience Design 1.1 It is a way is not only a way of designing online experience (such as websites), as but more importantly, it is a way of approaching all design, including products, services, environments, and events.
- Experience Design Books
These cards are design tools matched to the concepts in Experience Design 1.1. They help designers address experience issues when developing products, services, and events.
- Presidio Graduate School
The Dictionary of Sustainable Management is an evolving dictionary for business leaders and students of sustainability and business-related terms. It is a project of the Presidio School of Management. The purpose of this effort is to help people better understand how sustainability concepts are creating new understandings in the worlds of business, government, and society.
The 2009 printed edition includes over 300 terms and definitions and 12 images.
I co-wrote, designed, illustrated, and produced this book.
- New Riders
In a market economy characterized by commoditized products and global competition, how do companies gain deep and lasting loyalty from their customers?
The key is in providing meaningful customer experiences.
Writing in the tradition of Louis Cheskin, one of the founding fathers of market research, the authors of Making Meaning observe, define, and describe the meaningful customer experience. By consciously evoking certain deeply valued meanings through their products, services, and multidimensional customer experiences, they argue, companies can create more value and achieve lasting strategic advantages over their competitors.
- MIT Press
I wrote one of the chapters in this excellent, visionary book on Design Research.
I wrote two chapters in this book about the future.
- New Riders
Experience Design 1 is a book about today's intersection of disciplines, such as: interaction design, information design, visual design, and more related methodologies are just parts of the whole.
Practiced by many people around the world, experience design is as much an approach and ethic, as it is a field of work. Experience Design 1 It is a way is not only a way of designing online experience (such as websites), as but more importantly, it is a way of approaching all design, including products, services, environments, and events.
Understanding Computers is designed to open the door to current computer technology for today's reader. It has been revised to include up-to-the-minute information, is the first computer book to apply the technology of informaation design to the topic of computers. The result is a book that easily leadsthe reader to a basic understanding of the capabilities of computers. More at: http://www.nathan.com/projects/1993/uc.html
- Apple/Random House
- January 1, 1993
This was one of the first books to explain process, technology, and users for developers in the days of early multimedia. It was developed at the request of Apple Computers, Inc. for their Multimedia Developers Program. More at: http://www.nathan.com/projects/1994/mmd.html
- Random House
- March 13, 1992
I designed and produced all of the illustrations and page layouts for this book. The production was fairly complex since each "chapter" was self-contained, either on one page or a spread.
Nathan Shedroff's Projects
Team Members: Nathan Shedroff
- May 2006 to Present
This was an investigation and proposal to develop a meaningful Type-3 labeling system that easily allowed people to compare and purchase products and services that better met their social values. It also provided a standardized way for companies and NGOs to safely share and validate information with a revenue model to support it indefinitely. it's currently inactive but you can see an example of the Phase 2 label at the URL above. Happy to discuss this with anyone interested.