This posting initially appeared in the February 2007 Painter Canvas and reappears here as my initial posting to give y'all a little background on who I am, what I do, and processes used to come up with the design for Painter
It all started with a conversation - many in fact - on the phone, in person, via email, and in online forums.
These conversations happened with Artists, Designers, Photographers, Concept Artists, Game Designers, Illustrators and many other types of creative folks.
Over about the past couple of years we've had countless conversations with hundreds of Painter users, just like you (maybe it was you). We asked you questions and went out and watched many of you so we could understand - what you love, what you hate, what you miss, what you need and so much more.
We heard things that helped us focus on what is important to folks that use Painter, as well as understand many of the various workflows that folks have within Painter.
Once we had a bunch of conversations we compiled all of the comments and observations together to identify which issues are being experienced by more users, and looked to see which could be grouped together within different workflows. We combined these issues and observations with the many enhancements that folks would like to see within Painter that would make working with Painter easier.
All of these things were prioritized as to your needs, impact, marketability and overall desirability. These items were combined into a rather complex matrix of features and functionality that if fully realized would make for one heck of a new product. So, with factoring in time and budget constraints we had to be selective in what items from the list we included in the product.
How did we determine what stays and what waits?
We selected a number of people to act as advisors, representing the different types of folks that use Painter, and we consulted with them once we had a list of proposed features and ideas that we were looking at for Painter X. Once we had the list compiled from our research with our users, we worked with the groups within Corel to determine the ideal list that we all agreed would meet your needs, be manageable to develop, and make a marketable product for both existing and new users.
Working with a cross-functional group here at Corel we brainstormed on the issues that were confounding you folks to come up with solutions that would not only meet your expectations of Painter, but go beyond all your expectations.
We continued to work with the advisors throughout the design and development process, evaluating the initial design, reviewing the functionality as we built the features, and listening to their feedback, redirecting and refining the design 'til both these folks and us were happy with the design and interaction of the features.
Once the development got to a certain point we opened up our Beta program. By selecting a larger group of folks to test the product prior to release we ensure that we are catching as many issues and correcting them before the product goes out for wider distribution. This Beta period allows us to get wider feedback on Painter, from folks doing many different things, allowing us to hear as many issues as possible.
Finally, we get to the magic moment, when we get the product to a point where we feel that it is ready for release.
And that's where we are now. We give you Corel Painter X.
We are always open for a conversation, so if you have issues that you would like to bring to our attention please feel free to contact us at painterteam@corel.com, or me directly at steve.szoczei@corel.com.