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Design is about meeting business goals, not making you feel good

In this post I make the argument that companies should hire designers that have a strong foundation in psychology and design theory. I further make the case that when Product Managers and other UX practitioners give feedback on designs, they should move away from their personal visual preferences and instead focus on feedback that relates to the user and business goals they are trying to meet.

I recently had a discussion with an Interaction Designer friend of mine about the perils of Design by Committee.  His take on it was, in essence, as follows (paraphrased a little bit):

The problem is that everyone thinks they’re a designer. Not everyone can code, so they don’t go to developers telling them their markup needs to be more semantic or more valid. But everyone has a gut feel about design - they like certain colors or certain styles, and some people just really hate yellow. So since everyone has an emotional response to a design, and “it’s just like art,” they think they know enough about design to turn those personal preferences into feedback.

It is a real shame that we have come to this point where design just means “making things pretty” for some. Even among people who do understand it’s about more than that, there is sometimes this misconception that there is so much personal taste involved that “your guess is as good as mine.” And to add insult to injury, they way that feedback is given to the designer is often more destructive than helpful. Look, I’m not against design feedback at all - it’s an essential part of the process. But if you’re going to give feedback, do it right. More on that a little later.

The truth is that design is science. Yes, of course it’s a creative discipline, and every designer has a style they like, and strong ideas on aesthetics.  But it is important to understand that aesthetics is the last mile of design. Before that (if you do it right) comes hours and hours of analysis and thinking, resulting in solutions that are built on very real psychological principles, easily proven using the user experience validation stack.

The major problem with focusing too much on aesthetics (and our personal views of it) in design is this: it makes the site harder to use.  Jeffrey Zeldman’s excellent 1999 piece Style versus design places some of this blame on designers themselves, but it sums the problem up perfectly:

When Style is a fetish, sites confuse visitors, hurting users and the companies that paid for the sites. When designers don’t start by asking who will use the site, and what they will use it for, we get meaningless eye candy that gives beauty a bad name ”” at least, in some circles.  Not enough designers are working in that vast middle ground between eye candy and hardcore usability where most of the web must be built.

So let’s be clear. Design is not about what feels good to you. Design is about meeting business goals. It’s about solving user needs so that your business can make more money. In Mike Monteiro’s recent post on Giving Better Design Feedback he builds on this idea and gets to the crux of it:

First rule of design feedback: what you’re looking at is not art. It’s not even close. It’s a business tool in the making and should be looked at objectively like any other business tool you work with. The right question is not, “Do I like it?” but “Does this meet our goals?” If it’s blue, don’t ask yourself whether you like blue. Ask yourself if blue is going to help you sell sprockets. Better yet: ask your design team. You just wrote your first feedback question.

This madness has to stop. I’m not arguing that we should create ugly web sites. In fact, as long as the focus is first and foremost on meeting user needs and business goals, beautiful sites can make the experience simply wonderful. But I am arguing that those of us in the Product Management and User Experience field need to fight for three things:

  • A design culture that is routed in theory, analysis, and critical thinking.
  • A company culture that hires designers with strong roots in theory and analysis
  • A managerial culture that trusts their designers to do their jobs.

So how do we as Product Managers and UX practitioners help affect this change?  We need to gain a much better understanding of what goes on under the hood of design. We need to do this so that we can give better design feedback, but also for the sake of the business in general, so that we are able to make a strong argument for what’s right when it comes to design culture. And lucky for us, there are plenty of great resources online to help us learn how to objectively look at design, and understand the science behind it. Here is my initial suggested reading list:

  • The psychologist’s view of UX design is an incredibly detailed look at user behavior on websites, with additional outgoing links to more great content. I go back to this post often.
  • Designing for the Mind explains how the brain interprets visual information, and how that translates to web design that works (and is also aesthetically pleasing).
  • Gestalt Principles Applied in Design goes further down the path of using established psychological principles to create better designs.

But just how important is it that we solve this problem? In a scary, almost prophetic way, Zeldman ends his post on style vs. design with the following words of caution:

Most of all, I worry about web users. Because, after ten-plus years of commercial web development, they still have a tough time finding what they’re looking for, and they still wonder why it’s so damned unpleasant to read text on the web ”” which is what most of them do when they’re online.

I fear that now, more than 10 years after he wrote those words, we’re still in the same boat. Let’s change that. The next time you need to give feedback on a design, don’t go with your gut. Go with science, and keep your user/business goals in mind. Ask your designers goal-oriented questions, and if they can defend the decisions they made, trust them. If they can’t, you just gave constructive feedback. As you should.

How to stay sane as a Product Manager

As an enthusiastic (but mediocre) runner, I’ve been thinking a lot about the similarities between marathons and product management.  With all this focus on sprints, we sometimes forget that as one sprint runs into the next one, and the next one, and the next one, at some point it doesn’t feel like a sprint at all any more.  And before you know it you’re tired, overworked, and excessively grumpy — basically teetering on the edge of sanity.  There has to be a better way, right?

So when it comes to long runs, I think you can plot the relationship between distance covered and your level of joy as follows:

In general, you start off feeling great.  But as the first mile progresses, you start getting weird thoughts.  “What have I done?” “This is the stupidest decision I’ve ever made!” “I’m going to die!!!” And by the time you finish the first mile, you’re ready to collapse in a crying heap of shame.  But then something strange happens: you start enjoying yourself.  You hit your stride, you look around, you enjoy the scenery and the people… And before you know it you think that you can carry on like this for forever.

But of course, you can’t. At some point, things start going South again, and you feel like you’re never going to be able to finish. A downward spiral of self-doubt ends with a dose of endless self-pity in the dark depths of hell. And you’re ready to give up again. But then you see it: “1 mile to go.” And suddenly everything feels ok again. You pick up speed and race across the finish line like the champion that you know you are. And you say, “That was great! When can we do it again!”

This is a post about what I call First Mile Problems and Last Mile Problems in day-to-day Product Management.  If you replace “Distance” with “Project timeline”, and “Joy” with “Sanity level” in the graph above, I think you’ll have a good overview of what it means to be a PM. And the problems you experience at the beginning of a project are often distinctly different from the problems you experience later on. So I’m hoping that we can help each other here, and hopefully end up with a graph that’s a little more… stable.

First Mile Problems

1. Aligning the team

One of the toughest challenges in Product Management is getting everyone on the project team working in the same direction towards the same vision. Sure, you all like each other and work well together, but how do you take all those differing opinions, stop the brother/sister-like bickering, and get to work? This isn’t something I’ve completely figured out, but I do think some of the answer lies in what Business Week calls I-shaped people.

We’ve all hear about T-shaped people — those who have a deep understanding of one specific topic, and a basic knowledge of a broad range of different topics. But I-shaped people are different:

These have their feet firmly planted in the mud of the practical world, and yet stretch far enough to stick their head in the clouds when they need to. Furthermore, they simultaneously span all of the space in between.

[They are able to] rise above the specifics of a particular problem to think about them in a more abstract, and in some ways, more general way.

I-shaped people are able to build consensus around the team’s direction because they’re able to not only see  where the product is going, but they’re also stuck in the weeds enough to have credibility to make the day-to-day decisions. I look at it this way:

When you set the vision for the product, keep your head in the clouds:

  • Communicate the vision clearly to the team, don’t expect they’re just going to implement whatever you tell them to do. Bring everyone along for the ride — it will make the vision better, and keep everyone invested in what you’re doing.
  • Show how you plan to get there, so that the team knows it’s more than a pipe dream. Use broad strokes to communicate ordered priorities that will get the team to the vision. Which brings me to my next point…
  • Use pictures. It doesn’t matter what kind. Sketches, wireframes, hi-fi mocks, whatever it takes to get the message across and allow everyone to have the same vision in their heads. Not showing at least some framework is a recipe for running into trouble in the last mile.
  • Above all, remain flexible. The vision is a plan, and nothing more. Things will change. New ideas will come up. The interface will change. That’s more than ok — it’s a good thing. But you have to start walking in the right direction, otherwise you’ll never get anywhere.

When you get going on the project, keep your feet on the ground:

  • Be in the details. Understand every pixel on the page. Know about every single Jira ticket. Show that you care about the journey, not just the destination. Be there for your team to remove every and any roadblock that might come up and prevent them from making progress.
  • Communicate clear expectations, then trust your team. If you did your job right, you hired a team of amazing people. So don’t second-guess them. Ask questions, but allow the designer to defend his/her decisions, and trust them as long as the thought process makes sense.
  • Most importantly, don’t hover. This is a hard one for me, but don’t stand over the designer’s shoulder. I have a rule — if a designer has Photoshop/Fireworks open, I stay away. They’ll come to me when they’re done. As the excellent article World Wide Mush points out: “If you want to foster creativity and excellence, you have to introduce some boundaries. Teams need some privacy from one another to develop unique approaches to any kind of competition. Making everything open all the time creates what I call a global mush.” Designers need time to design on their own before they share their thoughts with the rest of the team.
  • And finally, learn what you don’t know. This one might be a little controversial, but I tend to agree with Six Revisions in their post Should Web Designers Know HTML and CSS: “Web designers should know HTML/CSS ”” even if it’s just limited to the fundamentals ”” for the sake of being able to create web designs and web interfaces that work on the medium.” If you don’t know how to code, learn. You don’t have to be great at it, you just need to understand it. If you came from a technical background and don’t know much about UX design principles, LEARN it. It will garner respect, make you more effective, and above all, result in better products.

I want to end this section with a final word on trust, which is a topic that’s very close to my heart. The site “99%” recently posted a fantastic article called What Motivates Us To Do Great Work. It’s a must-read for all managers of creative teams. The crux is this:

For creative thinkers, [there are] three key motivators: autonomy (self-directed work), mastery (getting better at stuff), and purpose (serving a greater vision). All three are intrinsic motivators.

As creative thinkers, we want to make progress, and we want to move big ideas forward. So, it’s no surprise that the best motivator is being empowered to take action.

When it comes to recommendations for creative leaders, [authors of a recent study] don’t mince words: “Scrupulously avoid impeding progress by changing goals autocratically, being indecisive, or holding up resources.” In short, give your team members what they need to thrive, and then get out of the way.

Like I said: trust, don’t hover…

2. Stakeholder buy-in

Once you have team alignment on the project and the vision, it’s time to turn your attention outward and focus on stakeholder buy-in. This part of the process often makes me feel like I’m on the wrong end of a very angry mob. It’s a stage when Product Managers need to use all the communication skills they can muster. Because when it comes to design, everyone has an opinion.

So this is where we need to talk about the phenomenon of Design by Committee.

If you haven’t seen the Oatmeal comic How A Web Design Goes Straight To Hell, you need to go read that first, and then come back here — it’s a perfect summary of the problem. The ultimate post on this problem has also already been written, so I’m not going to spend too much time on it — just go read every word in Why Design by Committee Must Die in Smashing Magazine. I do want to highlight a couple of areas in that article, and add some of my own comments.

One of the main problems we have in web design today is that everyone thinks they’re a designer. With coding it’s different — not everyone can code. But design is different. Like art, everyone has an opinion on design. You like it or you don’t. And because you have this immediate visceral reaction to a design, it’s tempting to confuse that with knowing what makes a design good. But that’s simply not true.

As posts like Designing for the Mind and  Gestalt Principles Applied to Design have shown, what makes a design “good” has very little to do with taste, and everything to do with the proven psychology of visual perception. “Pretty” is a small part of design compared to applying the principles of solid user experience design to an interface. So please, let’s leave design to the people who are trained in this stuff. Have I mentioned the importance of trust?

The Smashing Magazine article ends with this advice, which I agree with:

The sensible answer is to listen, absorb, discuss, be able to defend any design decision with clarity and reason, know when to pick your battles and know when to let go.

On a practical level, this is how I apply that piece of advice:

  • Respond to every piece of feedback. This is tiring, but essential. Regardless of how helpful it is, if someone took the time to give you feedback on a design, you need to respond to it.
  • Note what feedback is being incorporated. Be open to good feedback, don’t let pride get in the way of a design improvement, and let the person know what feedback is being incorporated.
  • Explain why feedback is not being taken. If a particular piece of feedback is not being taken, don’t just ignore it. Let the person know that you thought about it, and explain the reason(s) for not incorporating that feedback. It’s hard to get upset at you if you explain clearly why you’re taking the direction you’re going with. And if you’re not sure how to defend the decision…
  • Use the user experience validation stack to defend decisions. Read the post Winning a User Experience Debate for more detail, but in summary, try to first defend a decision based on user evidence — actual user testing on the product. If that’s not available, go to Google and find user research that backs up the decision. In the absence of that, go back to design theory to explain your direction. I mentioned some sample posts above that should be helpful, and also check out The Psychologist’s View of UX Design.

When it comes down to it, everything once again comes back to trust, and a clear definition of roles and responsibilities. Senior management needs to trust their hiring judgment, trust their Product Managers, and give them the authority to make decisions for the projects they are responsible for. And, of course, hold them accountable if those decisions end up being wrong. It’s all we want: give us the tools we need to get the best possible product out the door, and hold us accountable if we’re not successful.

Last Mile Problems

Ok, so let’s assume you have a team that’s moving along, working away on a project, and all the stakeholders are bought in, so you’re on a roll. But it is almost inevitable that things will get rocky again towards the end of the project. Here are some Last Mile Problems and thoughts on how to deal with them.

1. People issues

I probably don’t even have to describe this one. We all know what happens. People get tired and cranky. They start distrusting each other. A small mistake creeps in and the whole team jumps in to point it out. Whatever the catalyst, the outcome is all too familiar — a team that fights more than they work. So what do you do?

I’m not a fan of self-help books at all. Let me start by saying that. But a previous manager recommended Crucial Conversations — Tools for Talking when Stakes are High to me, and it’s been one of the most helpful books I’ve ever read. You have to read it cover to cover, but in summary, it describes how, when people are put in situations where they feel threatened for one reason or another, they react in one of two ways:

  • Silence. When things get rough, some people simply withdraw, either by going quiet, glossing over the issues, or masking what’s really going on by changing the subject and talking about other things.
  • Violence. Others resort to attacks (both directly or indirectly through passive aggressive behavior), putting labels on people (“he’s an idiot who writes bad code…”), or trying to control the situation without considering the opinion of others.

Both of these responses are destructive and not conducive to good teamwork.  So the rest of the book focuses on how to deal with those behaviors.  How do you create a safe environment where everyone feels they can voice their opinion without feeling disrespected or unvalued? I’ve found the following process really helpful in situations of team conflict:

  • Commit to seek a mutual purpose. Recognize that there is a problem, and get the team to commit to fixing it and not just sweep things under the rug.
  • Recognize the purpose behind the strategy. If different people on the team want different things, ask them to explain why they want this done a certain way. Even better if this can be phrased from a user’s perspective. For example, saying “I want this button to be red because I believe it will convert better” shows that the purpose behind the strategy is to increase conversion.
  • Invent a mutual purpose. After everyone voiced the purpose behind their strategy, discuss a purpose everyone can agree on, before looking at specific tactics/strategies to get there. For example, if one team is concerned about conversion and the other team about user confusion, can you bring those together, and invent a purpose that encompasses both ideas? Can the purpose be to reduce drop-off while staying within the site’s visual style guide?
  • Brainstorm new strategies. Once you know what the purpose is, the team can brainstorm solutions that will fulfill that purpose. Continuing our example, move the discussion away from button color, and find ways to move elements around to reduce user confusion and drop-off, while committing to testing different button colors and adjusting the style guide based on whatever the data says.

I used an imperfect example to explain those points, but the principles work — give it a try!

2. Delivery issues

Stress-levels rise as delivery dates approach, especially if it looks like those dates aren’t going to be met. The first thing we need to clear up is that humans are horrible at estimation (here’s a very interesting post trying to solve that problem). I think the solution to this kind of stress is, as controversial (yet recently very popular) as it is, to do away with detailed estimates.  Tom Fishburne sums it up really well in his post Waterfall Planning:

It’s important to know the business inside and out and have a clear trajectory where w’re headed.  But there is a point where planning becomes overplanning.  All that time spent planning is time spent not doing.

Gantt charts are particularly problematic in this regard, as summed up by another great post called Project Managers, Not Calendar Monkeys:

I’ve been working on a way to balance the benefits of Gantt charts (ability to input dependencies and adjust an entire schedule with the push of a button) with the best way to communicate project schedules to clients. Most people can’t read a Gantt chart, and no client should have to. Gantt charts are more useful for planning next steps than providing an at-a-glance project status anyway.

So what’s the solution? I don’t think we really know yet. I am all for planning and knowing where you’re going, as I pointed out earlier in this post. But I think holding a team to specific deadlines isn’t the right way to increase velocity, and results in more stress than it’s worth. So what’s the alternative? I think you build (and sell to executives) a team driven by different types of goals:

  • Build a team driven by priorities, not timelines. Know what are the most important things to work on, work on those first, and move on to the next thing. Have goals (that can include timelines), but realize that things can change. Trust your team that they will work towards those goals, and then knock off the priorities one by one. Of course there will be deadlines driven by external pressures, but keep those at a high level so that the team has a clear goal to focus on. This will ensure better quality (because you’re not cutting corners and rushing to get things done) and higher velocity (because everyone is focused on doing the right things in the right order).
  • Build a team driven by action, not meetings. In progress meetings, I prefer to represent my team so that they can go on with their work uninterrupted. If someone wants to attend the meeting and speak for themselves, that’s fantastic, but I don’t think it should be a requirement that everyone on the team be present for strategy and update meetings. Note that this is different from working design meetings, where actual solutions are being produced. A meeting where you walk out with a deliverable (a sketch, a wireframe, a product requirement) is a good meeting. All others should be handled by the Product Manager/Owner so that the team can go about their business uninterrupted.

Speaking of which, allow me to bring in one more voice of reason on meetings, Mike Monteiro. In his excellent post The Chokehold of Calendars he writes:

Meetings may be toxic, but calendars are the superfund sites that allow that toxicity to thrive. All calendars suck. And they all suck in the same way. Calendars are a record of interruptions. And quite often they’re a battlefield over who owns whose time.

Make sure the focus is on working, not telling other people what you’re working on.

So there that is

As I read through this post again, I realize there might be some resistance to some of these ideas. Not that anything I said here is particularly new, but because I know there are several counter-arguments that can be made to these points. That’s exactly how it should be.

I’d love to get some input on this, particularly ideas and tips on how you’ve been able to deal with some of these problems. This is all a work in progress, as I assume it will be until the end of time.

This post is based on a recent talk I gave at the South African Scrum User Group, entitled Roadmap to serenity - How to stay sane as a Product Owner.

Incorporating the right business and technology needs into product requirements (Product Managegement series, Part 3)

This is the third post in a series I recently started on software development and the role of the Product Manager.  If you haven’t already done so, it might be a good idea to read Part 1 (Overview) and Part 2 (How to ensure that product requirements are informed by user needs) before your read on.  This post continues the discussion on Product Requirements and the different sources that should feed into requirements.

In Part 2 of this series I discussed the role of user needs in product requirements, and in this article I’d like to talk about the role of business needs and technology needs, and making sure that the right balance is struck when incorporating these (often loud, often conflicting) voices in the organization into what gets built.  So, let’s dive in…

Business needs

When I was at eBay, we often heard the mantra from our executive team, “If you fix the user experience, you fix the business.”  Lovely words, but when it comes time to decide what to build, “Fix the business” usually comes first.  This is, of course, not a bad thing, but unfortunately the best user experience often means taking revenue-generating features out of the product.  Would we have banner ads if UX really was king?  Don’t think so…

Still, you have to make money.  That is, after all, the point of the business.  The trick is to understand the difference between good revenue streams and bad revenue streams, and opt for the good ones as much as possible.  A good case study on this is eBay’s interesting approach to photos in product listings on the site.  eBay started charging users to add photos to their  listings pretty much from the very beginning.  This was back in 1995, and in those days storage wasn’t dirt cheap, so it was a natural thing to do.

As the years went by, and more and more photo sharing services popped up that allows users to upload and stores pictures for free, this approach became increasingly frustrating for users.  The other side of the story is that it’s actually in eBay’s best interest for users to upload photos of their items — items with photos convert way better than those without photos.

Still, it took many months to convince the executive team to make it free for users to upload photos of their items.  This is an example of a bad revenue stream — it brings in money, but to the detriment of users and the overall success of the business.  When it comes to adding revenue streams to your product, the important question should always be: are you doing this so people will buy it, or are you doing this so people will want to use it and be willing to pay for it****?

In a recent interview on Microsoft and tablets, Steve Ballmer said the following:

And so we are working with [our] partners, not just to deliver something, but to deliver products that people really want to go buy.

And in that lies the core of what’s wrong with Microsoft — the difference between making products users want to buy vs. making products they want to use.  When you make products people want to use, charging for the value it brings (i.e., looking for good revenue streams), becomes so much easier.  Approaching it from the more negative side, I guess you could also say it like this:

Technology needs

One of the dangers of product roadmaps and the PM’s role is that back-end maintenance and optimization can start to take a back seat.  This is a huge mistake, best explained through the metaphor of technical debt. In Steve McConnel’s great post on this topic, he defines technical debt as follows:

The first kind of technical debt is the kind that is incurred unintentionally. For example, a design approach just turns out to be error-prone or a junior programmer just writes bad code. This technical debt is the non-strategic result of doing a poor job.

The second kind of technical debt is the kind that is incurred intentionally. This commonly occurs when an organization makes a conscious decision to optimize for the present rather than for the future. “If we don’t get this release done on time, there won’t be a next release” is a common refrain””and often a compelling one.

He goes on to explain why this can become a problem:

If the debt grows large enough, eventually the company will spend more on servicing its debt than it invests in increasing the value of its other assets. A common example is a legacy code base in which so much work goes into keeping a production system running (i.e., “servicing the debt”) that there is little time left over to add new capabilities to the system. With financial debt, analysts talk about the “debt ratio,” which is equal to total debt divided by total assets. Higher debt ratios are seen as more risky, which seems true for technical debt, too.

Technical debt isn’t always wrong — quick hacks to get a product out the door is often the right choice.  But as with most debt, it’s important to start paying it off in small chunks as soon as it’s incurred, before you get into too much trouble.  If you’re interested in this topic, also read Andrew Chen’s great post called Product Design debt vs. Technical Debt.

Striking the right balance

Now that we’ve discussed user needs, business needs, and technology needs, the obvious question is: how do you decide what to build now vs. later vs. not at all?

For that, the right answer is unfortunately, in my experience, the traditional cop-out answer: it depends. It depends mainly on the following factors (in no particular order):

  • The level of user engagement and involvement.  If users are screaming for a particular feature, or if there are rumblings around “why haven’t you done anything for us recently?”, it could be a good time to up the level of customer needs you meet.
  • The stage of the product in its lifecycle. If the product is just at the beginning, customer needs will most likely come first.  As the product matures, technology and business needs become more important and should start taking precedence.
  • The financial state of the business.  If there are ways to add good revenue streams, those opportunities should always be taken.

Depending on where the business is on each of these 3 factors, the different inputs might be weighted differently. If the product is going through a growth spurt with lots of buzz, more attention could be placed on user needs. If the product is mature and making good money, technical needs might get more weight.

Exactly how this is balanced in each version/release of the product has no clear answer, and it’s where the art of product management comes in. But one thing is for sure — none of these needs can be ignored for any extended period of time. Take too long to pay down technical debt, and your platform will become bloated and unable to scale. Focus on making money too much, and users will fall out of love with your product.

Successful products have clear product management leaders who are able to take all the different requirements inputs, place it into context with other external and internal pressures, limits, and opportunities, and design a product vision and a (flexible) product roadmap that ultimately increases product/market fit (which I mentioned briefly in Part 2 of this series).

But what do product requirements look like, and what is the Product Manager’s role in that process?  That will be the topic of the next post…

How to ensure that product requirements are informed by user needs (Product Management series, Part 2)

I recently started a series on software development and the role of the Product Manager.  If you haven’t already done so, it might be a good idea to read Part 1 (Overview) before continuing.  In this post I’d like to write about the first step in the development process, namely Product Requirements, and the various sources of input that go into deciding what to build and how to improve your product.

As I started writing I realized the topic is just too big for one post, so I’m going to split it up into a few different posts:

  • Part 2 (this post) will be about user needs as an input to product requirements.
  • Part 3 will be about business needs and technology needs as inputs to product requirements.
  • Part 4 will be about  the PM’s role in the Product Requirements phase.

Even though the focus here is not on what kind of product/service your company should develop and sell, I do want to briefly mention product/market fit, because it is probably the most important aspect to figure out to be a successful business.  No one talks about this better than Marc Andreesen, so I wanted to quote from one of his (now deleted) blog posts:

The quality of a startup’s product can be defined as how impressive the product is to one customer or user who actually uses it: How easy is the product to use? How feature rich is it? How fast is it? How extensible is it? How polished is it? How many (or rather, how few) bugs does it have?

The size of a startup’s market is the the number, and growth rate, of those customers or users for that product.

The only thing that matters is getting to product/market fit.  Product/market fit means being in a good market with a product that can satisfy that market.

With product/market fit figured out (no easy task), and a workable product to start with, it’s time to get serious about building and improving the product — and that’s the stage where this post starts.  At the heart of a good product roadmap stands a Product Manager that is able to strike a balance between user needs, business needs, and technology needs.  So let’s look at each of those in detail, starting with user needs.

User needs

Identifying user needs is at the core of a user-centered design process, and it involves gathering feedback from the users of your product through a variety of methods to uncover unmet needs and opportunities for improvements.  This is called user experience research (UER), and there are plenty of resources available on the topic, so I’m just going to provide an overview here.

First, it’s important to mention the fundamental difference between market research and user experience research:

  • Market research seeks to understand the needs of the market in general, and is generally more focused on areas like market fit, brand perception, advertising and pricing research, and ways to uncover perceptions of the company and its products.
  • In contrast, user experience research focuses on users’ interaction with the product.  It relies heavily on observational techniques, since users are notoriously bad at describing their experiences or predicting their behavior.

There are many ways to classify different UER methodologies, but my preference is for a classification that lines up the different methods with the outcomes required by different phases of the product development process.  In that approach, there are three classes:

1. Strategic research

Strategic research is done with the goal of coming up with new product ideas and business opportunities, or preliminary design explorations during the product discovery phase to  help with the brainstorming of design solutions.  Here are some of the methods that fall into this class:

  • Ethnography.  A technique long used in Anthropology that has only recently found its way into the toolkit for research on interactive products.  It involves going to users’ homes or offices, and observing how they use your products in their natural environment.  It allows the researcher to see users in action where they feel most comfortable.  Ethnography is all about observing and listening.  It is generally not task-based like usability studies, but follows a loose interview script with the goal of uncovering needs and insights that users are unable to articulate.  I have an extreme positive bias towards ethnographic research, especially in contrast to focus groups (of which I’m not a fan at all, but that’s a subject for a different post).  I have seen first-hand how ethnography sparks innovation when it shows how users make up their own workarounds for the limitations of software, which in turn reveals opportunities for product improvements.  When it comes to exploratory methods to help with product strategy and roadmaps, there simple is nothing better than a good ethnography study.
  • Participatory design.  Another favorite, this technique brings users together to solve design problems in a way that would make sense to them.  The purpose is not to take users’ designs and implement them, but to find out which elements and activities are most important to them.  My preference is to do this in diads, where 2 users work together on a design.  This forces both participants to be active, and you learn as much from their conversation with each other as with the designs they put together.  The usual process is to provide users with a blank page or basic framework, cut-outs of various elements that could go on a page, and watch and listen as they make trade-offs and design decisions on what should go on the page based on how they would use the product.  This technique especially helps guide interaction design because it gives a glimpse into users’ process as they go through the site.
  • Concept testing.  This is a good way to gather feedback on an approach before wireframes or mockups are created.  Storyboards/comics are great artifacts to use for this kind of testing, since it takes design out of the process, and gathers feedback from users on the process you intend to design.  Although mostly done in-person with 6-8 users, there are also great tools for large-scale concept testing, like Invoke.  Below is an example of a storyboard one of our researchers at eBay used during early concept testing for one of our products:

Further reading on strategic research:

2. Design research

Design research includes most of the methods that are associated with traditional user experience research.  Its role is to improve and refine existing designs in various levels of fidelity.  Some of the methods include:

  • Usability testing.  This is, of course, the most well-known UER method, and what most people default to for any kind of design feedback.  Task-based usability testing in a lab is a fantastic tool, but it has become a little bit too much of a “when all you have is a hammer…” method.  Usability testing should be used to uncover usability problems with a proposed interaction design.  It should not be used for feedback on visuals, finding out which design users prefer, or uncovering new product ideas.  There are other techniques that are much better suited to that task.  Usability testing involves 1-on-1 sessions with users where the researcher observes them as they perform assigned tasks.  This kind of direct observation is a great way to understand what users would actually do on the site (as opposed to what they say they would do), as well as to uncover the reasons why they do what they do.
  • RITE testing.  Rapid Iterative Testing & Evaluation (RITE) is a very specific form of usability testing, but I wanted to call it out because it is my preferred way of testing.  It involves a day or two of focused usability testing, followed by a design cycle where the feedback is immediately injected into the design before the next round of testing.  Doing several of these cycles quickly means your outcome isn’t a bloated Powerpoint deck with a bunch of recommendations; your outcome is a better design that incorporated user feedback in real time.  As the debate continues on how UX can be more involved in Agile development, this technique should become increasingly important since it fits in perfectly with the Agile mindset.
  • Desirability studies.  Invented by researchers at Microsoft (yes, really - see this Word article where they outline the approach), this has become another favorite technique for me if I want feedback on the visual aspects of a site (not so much interaction), and specifically which visual approach users like more when there is more than one alternative.  It involves a survey to a large number of users where they are asked to rate one of the proposed design alternatives using a semantic differential scale.  The survey is done as a between-subjects experiment, meaning each user sees only one of the proposed designs, so that they are not influenced but the other design alternatives.  The analysis then clearly shows differences in the visual desirability of the proposed design alternatives.

Further reading on design research:

3. Assessment research

Often neglected, the role of assessment research is to measure the impact design decisions have made, and to evaluate success and continued areas that need improvement.  This requires larger sample sizes to ensure the ability to compare before/after metrics with statistical significance, so these methods are mainly quantitative in nature.  Methods include:

  • Product surveys.  Everyone hates surveys, but it remains an effective way to assess how design changes are affecting user perceptions of the site. Different from most market research surveys you receive (and delete) in your inbox, these surveys deal specifically with user perceptions of the interaction and design.  It’s not always effective as standalone research studies since there is so much bias in surveys with their <5% response rates, but if you can run surveys over time, and control the sample so that the bias remains the same, it can be a very good tool to ascertain the success of your design changes.
  • Online user experience assessments.  Another favorite, tools like Keynote allows you to gather real-time click-through data as well as subjective user feedback.  It uses a proxy or a browser download to give users tasks on a site, and ask them questions about the experience while their activity is being tracked.  This often produces a mountain of data, which can be quite overwhelming and not always effectively used if there is not enough time/resources available to analyze the data.
  • Analytics.  Web analytics need no introduction, but there are several tools specifically aimed at user experience, with my favorite being Razorfish’s Advanced Optimization tool for web forms.  By placing a small piece of JS on form pages, it gives you a mountain of data on how users interact with forms, including what error messages they receive, how much time they spend in each field, the last field they were on before closing the form, scrolling data, and the list goes on.  It’s a great way to improve form conversion.  I honestly don’t know why they don’t market this thing more.

So that’s an overview of user research methods — there are many more, but I wanted to focus on the ones I’ve found especially useful in my own work.  The real power of user research starts to happen when you combine methods and triangulate results to come up with a product strategy that takes a variety of quantitative and qualitative insights into consideration.  If you’re interested to learn more about this, Using Multiple Data Sources and Insights to Aid Design is a good post on the topic.

There are so many resources available on user research — your best bet to stay on top of the latest happenings in the field is to subscribe to UX Booth and UX Matters.

In part 2b, I’ll talk about the other two inputs to Product Requirements: Business Needs and Technology Needs.  I’ll also discuss how all of this fits into creating Product Requirements, and what the Product Manager’s role is in all of it.  Stay tuned!

The potential and dangers of 'squirrel projects'

In one of his characteristically brilliant essays, Paul Graham recently wrote:

I think most people have one top idea in their mind at any given time. That’s the idea their thoughts will drift toward when they’re allowed to drift freely. And this idea will thus tend to get all the benefit of that type of thinking, while others are starved of it. Which means it’s a disaster to let the wrong idea become the top one in your mind.

The importance of focus in a startup, or any other business for that matter, is such a basic principle that no one disagrees with it, but it is still such a difficult thing to get right.  One of the reasons is that you don’t want to stifle innovation, and some of the best ideas can come from a completely random project you went off to do in your spare time.

Whatever your feelings are about side projects that take you off your main focus, it is important to recognize them for what they are: distractions.  This doesn’t necessarily mean it’s bad, but let’s call it what it is — these projects distract you from your “top idea.”

For the products I’m responsible for at Yola, we have name for such distractions.  We call them “squirrel projects.”  If you’ve seen the movie Up, you’ll probably immediately know what I’m talking about.  If not, here’s a refresher:

I don’t think “squirrel projects” need more definition than that video…  So, when one of your team members go off on a sometimes-random-but-always-guaranteed-to-be-cool tangent, it’s important to do two things:

  • Call it out as a squirrel project
  • Determine whether or not it’s a squirrel worth hunting

Figuring out if it’s a squirrel worth hunting depends mainly on:

  • The timing of the project
  • The potential value of the idea

I’d say that 2 days before release day is a pretty bad time to go squirrel hunting.  But what if you’re in the beginning of a sprint and something great comes along?  Adjust.  Reprioritize. Throw some things on the backlog, and make room.  Because sometimes, it’s worth it.

It’s also important to note that “value” doesn’t necessarily mean immediate ROI.  There are different ways to get value out of a squirrel project.  Sometimes it’s the potential for revenue down the road.  Sometimes it’s the time spent now on automation tasks that will save you a bunch of time later.  And sometimes, it’s just plain cool (two words and a hint for something you should try on Yola: Konami Code).

Squirrel projects aren’t bad.  But they can be devastating to your focus and momentum if they happen at the wrong time, and/or they have no potential for value.  So go hunt the good ones, and let the bad ones go.

Software development and product management: Part 1 (Overview)

Almost a year ago I wrote a post to propose/summarize a universal model for product development.  I’ve now refined that model into what I believe is much closer to what the original intention was: a product development framework that is detailed enough to be practically usable, but generic enough to fit on top of any development paradigm (Agile, Waterfall, etc.).

I’ve decided to start a series of posts on software development and the Product Manager’s role in that process.  The first, this one, is a very general overview — it’s basic, yes, but necessary to lay the groundwork.  After that, I want to spend time writing down my thoughts on each of these stages in detail.

Why do this? Because I think the Product Management profession is finally starting to come into its own, and I’m hoping that through discussion we can, together, evolve a practical guide to what we do from day to day, something that is both flexible enough and rigid enough to be helpful without being constricting.  And maybe also just to force myself to think through this in detail and become more deliberate and focused on each of these steps.  I hope you’ll join the discussion!

I won’t be talking about scheduling, scrum methodology, or team organization in these posts.  The goal is to focus on the work that needs to be done — whether it’s being done by an individual or a core team is not the focus here, and will be different depending on the company, the philosophy, and the team.

So let’s start here — a diagram of a proposed universal model for software product development:

Borrowing from and expanding on my original post, I want to make a few observations. First, there are a few assumptions that are important to note about this model:

  • Regardless of the development methodology, representatives from Product, Marketing, Business, Design, and Engineering should be involved to some extent from the very beginning of the process. Once detailed requirements are being written, it largely becomes an Engineering and Product effort to ensure momentum and avoid the dangers of design by committee, best summed up by Dilbert:

  • Having said that, it is important for one person to own this process (i.e. be accountable for its success) from start to finish, and that person should be the Product Manager/Product Owner. A good product manager is not a dictator. He/she is a facilitator between all the different stakeholders of a product, and the really good ones are able to get through this model on time and on budget, every time and with as much consensus between groups as possible.
  • The roles of the Responsible (R), Supporter (S), and Informed (I) are important to define for each of these steps.  Most important is that there should be only one “R” for each step.  This doesn’t necessarily mean it’s the person who does all the work, but it’s the person who is ultimately responsible to get the work done (with help from the “S”es).
  • This model is designed to work for any organizational structure, project size, and timeline. If the project is large, more time can be spent on each step. If the project has a tight timeline, it doesn’t mean that you will skip the “Iterate” part of “Design + Iterate.” It just means that you will spend less time on it (more on that later).

Summary of the different aspects of the model

The rest of this series will be devoted to detailed discussions about this model. My goal with this post is to be general and make one or two points about each aspect. So let’s look at some definitions and implications of the model:

  • The starting point - identifying needs. At the beginning of any project (new or iterative), it is important to gather and synthesize input from three different sources:
    • User needs. Everyone needs to have a good understand of the market, the target segments, and their behaviors and attitudes. There’s not enough room to go into detail here, but it is important to look at four sources of user input: market research (segmentation, etc.), user experience research (usability studies, ethnographic explorations), site analytics (behavioral analysis), and customer support (call transcripts, interviews with CS reps, etc.). Having this common understanding allows the organization to build products that matter to users.
    • Business needs. User experience practitioners too often neglect the fact that well, your site has to make money! Revenue goals are not a good excuse for bad design, and that attainable revenue goals are essential to push the organization to design good product.
    • Technology needs. Engineering needs to be at the table from the start. They know the limitations of the product, they know what needs to be fixed, they know what technical debt needs to be paid down. Having engineering and product working together is essential in good product development.
  • Requirements gathering. Pragmatic Marketing, in a post entitled “On Reqs and Specs: The Roles and Behaviors for Effective Product Definition,” proposes some solid definitions for the three different documentation outcomes in this model: Requirements, Functional specifications, and Technical specifications. The first outcome from the discussion and synthesis of needs is a common understanding of the problem statement you are trying to address, which takes the form of Requirements. A requirement is simply a short statement of the problem, and Pragmatic Marketing recommends the following format: “Our preference is the Requirements That Work format: [Persona] has [problem] with [frequency]. It forces product managers to explore the problem, not the solution, and helps the design team understand the context of the problem.”
  • Solution brainstorming. Once the problem has been defined and agreed upon, the team starts thinking about solutions, usually through some form of design thinking or abductive reasoning. There are three important aspects of this phase, which is often called Product Discovery:
    • Start with blue sky ideation (divergent thinking). At this point, don’t limit solutions by what is technically or otherwise feasible. Spend time dreaming about the product - this is where innovation happens!
    • Relentlessly prioritize (convergent thinking). This is the part of the process where nonsensical ideas are thrown out, and the team consolidates around a few possible solutions to the problem that can be further explored. Remember: there is no commitment to implementation or specific designs yet at this phase.
    • Apply the technology filter only after the ideation phase. There is a very important technology filter that needs to be applied during prioritization. What is technically feasible? If something is currently not feasible, what would it cost to build the right architecture? Those early inputs can save a lot of headache down the road.
  • Flow charting and wireframing. This phase starts to put some flesh around the second output document, Functional specifications, which Joel Spolsky defines as follows: “A functional specification describes how a product will work entirely from the user’s perspective. It doesn’t care how the thing is implemented. It talks about features. It specifies screens, menus, dialogs, and so on.” At this point visual design is still left out of the picture, all you are doing is defining flows and interactions.
  • High-fidelity mockups. In this phase, visual design gets involved to design the experience as it will look on the screen.  If there are pre-defined patterns and standards (as is hopefully this case), this could be a pretty light step, but I do believe it is important, even in an agile environment, not to leave this part up to chance.
  • Technical specifications. Development can start before the full designs have been completed.  Once the flow and interaction are sorted out, you do in most cases have enough information to start task breakdown and implementation.  Quoting Joel Spolsky again, “A technical specification describes the internal implementation of the program. It talks about data structures, relational database models, choice of programming languages and tools, algorithms, etc.”
  • Build, discuss, iterate. Everyone designs a product, but it is sad to see that when time/budget gets tight, iterating on it before it goes live is often the first part of the process to fly out the window. It cannot be overstated how important it is to prototype and test your designs before they go live. And not having time is really no excuse. If you have no time, make a paper prototype and test it with three of your friends over coffee in the evening. You’d be surprised how much value this can add. Boxes and Arrows has a great article on prototyping and how to integrate it with your design process that’s well worth the read.
  • QA, release, assess. After the thrill of releasing, the assessment phase is extremely important and often overlooked. It is important to define your measures of success upfront, and then follow up to see if you’ve met those goals. How do users respond to the product? Are we meeting revenue/engagement goals? What can we learn from how users interact with the product to give us ideas for new products? I’m also an advocate for using the same four sources of input we discussed earlier (market research, user experience research, site analytics, and customer support), as opposed to relying on only one methodology, like a 3-week A/B test. More on the dangers of that in one of my earlier posts.

Where we go from here

So now that the stage is set, what happens next?  Over the next weeks and months, I’d like to write a detailed post on each of these phases, particularly from a Product Management perspective, and what the role of the PM/PO is during each of the phases.

There are, of course, lots of resources out there for Product Managers, but I’m hoping to talk more practice than theory here, and hopefully generate some discussion (and disagreements!) to help us reflect on our chosen profession.

PS Big hat tip to @justinspratt who gave me the nudge I needed to start this series.  He is the real deal, despite being Australian.

Favorite UX / Product Management posts of the week (2010-07-10)

I read quite a few excellent UX/PM posts this week, and wanted to make sure you don’t miss out.  So here are some excerpts from my favorite posts of the week.

User Experience Design in the Agile context

In Agile UX and The One Change That Changes Everything, Anders Ramsy writes about how user experience design can be adopted to fit the agile mold a little better.  He calls for less design up-front to basically embrace the MVP approach instead of fighting it:

The first and probably most fundamental change to flow out of starting to build earlier is that of chopping your up-front design phase down to a fraction of what it might be in a traditional model to allow for establishing a foundation of working software, and then evolving the rest of the product on top of that foundation. In other words, we go from Big Design Up Front to Just Enough Design Up Front.

The rest of the post is devoted to how to do that, including thoughts on lighter, conversation-centered documentation, and the importance of collaborative design.

Enough with the “chicken & pig” story

Speaking of Agile, David Bland wrote an impassioned post arguing that Our Divisive Scrum Terminology Needs to be Deprecated:

Scrum teams succeed or fail as a, well, a team.

If the Product Owner is confused about the role or not living up to expectations, it is the ScrumMaster who should be helping them along the way. If the ScrumMaster is failing at coaching up the Product Owner on the framework, then wouldn’t the ScrumMaster be to blame? But wait, since the team has appointed the ScrumMaster, would they not have failed by choosing one who is incompetent?

W’ll just run in circles pointing fingers because there is no easy answer, and using the Product Owner as the scape goat does nothing to help resolve the situation.

Measurement-driven Product Management

The always brilliant Pragmatic Marketing has a post entitled Measurement-Driven Product Management that should make all of us a little uncomfortable.  But good uncomfortable.  Getting better at your job uncomfortable.  Read the post for details on the proposed ways to measure the success of PM, but this is why they make the case for it:

The long term benefit of Product Management becoming measurement-driven is higher team performance, improved predictability and increased credibility. The ultimate benefit is developing the ability to reliably create outstanding products and market breakthroughs.

Can Product Management operate with this high level of maturity, using a reliable measurements and metrics system with more predictable results in a company?

This “holy grail” of product management performance is doable, but often many cultural and process gaps must be addressed first. An organization fosters a measurement-driven culture by reinforcing other aspects of the process, such as tightly coupling rewards, recognition, compensation and promotion to attainment of operational results. Does yours?

Research and Design, sitting in a tree…

In The product of a healthy relationship, Paul Golden discusses the sometimes rocky relationship between researchers and designers:

Hana Thomas of design consultancy Smallfry agrees that while market research can play a crucial role in product design and development, there are dangers. “There can be an over-reliance on market research, which leads to it being used either as a scapegoat for poor decisions or employed too soon in the creative process, stopping ideas in their tracks before they have even had the chance to be realised.”

Thomas refers to the value of ethnographic research to her company’s work in product development and describes studying people in their own environment, under a relevant context, as the “ideal way” to truly unearth latent needs and desires.

According to Reon Brand, the responsive and listening brand that engages its audiences in the creative process as well as in dialogue has a major advantage in our increasingly social-media driven world. However, all research methodologies have their limitations. While consumers can react to what exists and relate back to what they know, some of the designers surveyed by the Design Council felt that consumers were less able to contribute to the development of completely new product or service concepts for the future.

I just became the mayor of someplace you’ve never heard of

On a slightly different note, I found this RWW called Why We Check In: The Reasons People Use Location-Based Social Networks very interesting.  It presents some research on why we use services like Foursquare and Gowalla, and there are definitely some surprises, like using it to keep track of history:

The thing that surprised me most when I asked people why they use location-based social networks is how many of them say they use it primarily to track their own personal history. It’s a lazy diary, people say.  Some people say they use it to help with their expense tracking on business travels.

Happy reading!

Why the Kindle is a better e-reader than the iPad

I just read an interesting New York Times article on “social reading” (Yes, People Still Read, but Now It’s Social), and it got me thinking about the future of reading, and the e-reader battle that’s currently going on, particularly between the iPad and Amazon’s Kindle.  And then I upgraded my Kindle software to v2.5 this morning, and it made it clear to me why I think the Kindle is a far superior reader to the iPad.

No one will deny that the iPad’s iBooks app has a nicer user experience than the Kindle.  It’s colorful and pretty, it has a nice bookshelf, you can turn the pages with your fingers, and, uh…  Well, that’s where it stops.  The two major issues with iBooks are:

  • Since it’s a back lit display, it starts hurting your eyes when you read for too long.
  • The battery life is, you know, not ideal…

Now consider the Kindle.  Though not as pretty to look at, you can tell that Amazon decided to focus on the reading experience.  You don’t have to plug it in all the time, and you can read it for hours without hurting your eyes.  But it is v2.5’s forays into social reading that really starts to set the device apart.  There are two features in particular that I think are brilliant:

  • First, Amazon allows you to opt in to viewing popular highlights. This allows you to see when passages of a book you’re reading were highlighted by others who have read the same book.  It’s like a virtual book club, but instead of trying to get 6 people to agree on a book to read, you can connect with 100’s of readers who are already reading the same book.  This kind of connection really is where the Internet is at its most useful.
  • Amazon also allows you to link your Twitter and Facebook accounts to your Kindle.  This means that you can highlight a passage that you’re reading, and share it with your followers, like I did this morning:

That is powerful.  It not only allows you to share what you’re reading and thinking about in real time, but it’s also great business for Amazon, since it provides a way for your followers to purchase the book right away.  Of course, even the Kindle packaging tells you that this is an experience built around passionate readers:

The differences between the iPad and the Kindle have larger implication as well, particularly in the field of Product Management.  Look, the iPad is gorgeous, it really is.  But it is an experience designed to contain so many different uses, that it is not possible to focus on doing one particular thing (like reading a book) extremely well.  The Kindle is singularly focused on readers, and that is why it beats the iPad hands down as an e-reader.

Dropbox did exactly the same thing to beat out their competitors — they focused on making file sharing as easy and convenient as possible.  They didn’t have all the features, but they made sure the features they do have has a superior user experience.  On that note, if you haven’t watched this 23-minute talk by Dropbox’s CEO where he discusses their business model, you really should.  It is inspiring and well worth it.

How to make a 2-week Agile sprint

One of the hardest parts of Agile development, but also one of the most powerful and rewarding, is figuring out how to make the process work for the team you’re part of.  Even though the guidelines are clear, there is simply no “one size fits all” approach when it comes to Agile.

We as Product Owners need to loosen up a little when it comes to pre-determined process, and work with our development teams to design an Agile process that works for everyone involved.  With this in mind, developer @darb and I evolved the following sprint guidelines for one of the applications we are responsible for here at Yola.

The ingredients of a good sprint

Every two weeks we sit down and discuss the next sprint, and we make sure the following ingredients are included:

  • 1 x silly name. Darb is partial to automatic Linux-generated names like Thundering Tuatara.  I am partial to non-silly names like “Sprint 3”.  But he won this argument — it’s all a game of give-and-take.
  • 1 x revenue-related. Every sprint has to include at least one bug fix, enhancement or feature that will improve our top-line revenue.  We are a business, after all, and this part is too often neglected by Product Owners.
  • 1 x front-end maintenance. With every sprint we have to make an improvement that customers will notice.  This can be small visual tweaks to increase usability, or bigger overhauls of the interface based on customer feedback and analytics.
  • 1 x back-end maintenance. Performance improvements and general back-end maintenance get put on the back burner way too easily - and as Product Owners we are often very guilty of deprioritizing maintenance because you can’t immediately see the effects of working on this.  But balance is extremely important, and paying down technical debt needs to be part of every sprint.
  • 1 x error messaging/UX improvement. This is related to front-end maintenance but different in that these tickets aim to address user experience and usability improvements mainly through changes in the interaction, not necessarily the visual design.

It’s important to note that these buckets aren’t mutually exclusive, so some tickets will address more than one issue — and that’s even better.  This is also the minimum requirement, usually we try to get a good balance of all kinds of tickets into a sprint.

The recipe for a good sprint

In addition to these minimum requirements of what should go into each sprint, we put together the following guidelines:

- Leave time for ad hoc planning and work.  Other stuff will always come up.  Don’t let it make you miss your deadlines — leave room for it so that you have “planned outages” in your sprint work.

  • Make sure there is a good mix of big and small size/complexity tickets.  Momentum is so important.  Seth Godin talks often about the importance of shipping often, and to do that, you have to bite off manageable chunks of work.  Make that small text edit that’s been on the backlog for months because it’s just too small to schedule.  And couple that with bigger tasks that get you closer to your overall product vision.
  • Make effective use of priority. We use Jira to track our projects, and we use Priority to schedule the order of work.  We have to get P2 and P3 projects done in the sprint.  P4 and P5 projects are nice to have, and we do them if there is time.  For P1 work, see the first bullet…
  • Stir Rian into vitriol. I’m not sure why it is important for Darb to find new ways to freak me out every week, but he seems to thrive on it, so this remains in the recipe for now.
  • Simmer in QA by mid 2nd week.  It’s such a simple thing, but so many organizations forget that for something to release on Thursday, it doesn’t mean that first round development is completed by Thursday morning.  It means that at least some first round development needs to be completed by Tuesday morning so that QA can start.
  • Rinse and repeat.  And then we do it all over again.

The “ingredients” and recipe are very specific to the application that Darb is the lead developer on, which is our payment system — with all its many back-end and front-end complexities.  Obviously different applications need different ingredients.  On our website, for example, we place a lot more focus on front-end than back-end.

And I think that’s the point I’m trying to make — that the best product development process is the one that Product and Engineering agrees on, and it never looks exactly the same across all applications.

GeekDinner Presentation: The highs and horrors of website redesigns

Last night I attended my first Cape Town GeekDinner, and I have to say that I will definitely be back next time.  Good food, good wine (thanks Delheim!), great atmosphere and discussions, and a few 10-minute geeky talks sprinkled in between… yes, this is an idea I can get behind.

I also got to do a short talk on 5 things I’ve learned about website redesigns from being involved in various projects at eBay and Yola.com.  The slides are posted below.  As I mentioned in my talk — since you can’t say a whole lot in 10 minutes, I went with breadth over depth here.  There are obviously a lot more that goes into redesign projects (and yes, I know Content Strategy is about more than not using Lorem Ipsum in your designs…).  But these are a some things I’ve learned going through the process a few times:

The highs and horrors of website redesigns

View more presentations from Rian van der Merwe.