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UX PRODUCER & PROGRAM
MANAGEMENT
Rachel Maple 2.1.2015
UX Producer
Program manager
Process oriented
Result-driven
Technical Background
Design Sense
Senseofurgency
Communicative
Program
Management
Agile
Culture
Fun
Product Design
UXDesign process
Service BlueprintKANBAN
Leadership Customer Satisfaction
Influence
WHAT
DOES A
UX PRODUCER
DO
!?
“Create a culture to deliver an
innovative and awesome product
in design and technology
through a seamless process”
- Rachel Maple
The seamless process
is the program management
take 6 actions across
4 domains
and learn
2 personas
6 Actions
E IA C FM
ADOPT AGILE
COLLABORATE
EDUCATE
IMPROVE
HAVE FUN
ITERATE
4 Domains
P P P P
9
Performance is based upon people and culture
People & Culture1P
How does the team work together and interact with each
other?
What is the goal and mission that the team believes in?
Who are the teams?
What does the team need to learn to be effective?
Does the team have a culture of continuous improvement?
Who are the points of contact?
Does the team enjoy their work? How are individuals motivated?
E
C
F
M
• Pain Points:
• Siloing
• Lack of direction and common goal
• Relationship challenges at all levels
• Actions taken:
• KANBAN provides transparency & frequent review
( Educate & Improve)
• Defining the UX mission ( Collaborate)
• Regular team building events ( Have Fun)
C
E M
F
KANBAN provides transparency and regular
peer review
Educate & ImproveE M
Team building event
Play hard and work hard
Have FunF
UX Day event
gave the organization
an excellent experience
about product design and technology
collaboration
CollaborateC
Product & Platform
Understanding the design and technology of the
platform
leads to an
excellent user experience
2P
How many products are there ?
What are the products? What type of service does the
product provide? On premises? SaaS? PaaS? IaaS?
What is the platform made of? Open source?
How frequently does the product go to market?
How do we support the products?
What are the current platform challenges? Quality?
Performance?
E
M
• Pain Points:
• Product teams are in silos, causing inconsistency
• Engineering-driven - technical limitation drive design
• Lack of feedback from users
• Actions taken:
• Conducting UX and product brown bag ( Educate)
• Prototype & experiment ( Improve)
• Feedback loop ( Improve)
E
M
M
Accomplishment derives from a series of
actions taken with clarity of purpose
Process
3P
Does the team understand how to translate the clarity of
purpose into actions?
What methods are used for communication?
What steps are taken to get to the desired destination?
What are the check points to keep the work on track?
How does the team know when the work is done?
What are the leading and trailing metrics?
Does the team enjoy the work flow?
Are stakeholders satisfied with the processes ?
C
M
• Pain points:
• Lack of communication
• Unable to react to changes
• Unsure of priority
• Unsure when done
• Actions taken:
• Introduce Agile - building agility ( Improve &
Collaborate)
• Define design & development process for product
( Improve)
• Define the resource engagement model ( Collaborate)
M
C
M
C
Transformation & Adoption
Agility
5 STAGES OF AGILITY
Unaware
Awareness
Adoption
Optimizing
Fluent
To learn
To practice
To perform
To master
Agile workshop learning Agile
Improve & CollaborateM C
KANBAN for communication and
transparency
Improve & CollaborateM C
Research
Analysis
Synthesis
Product Persona
Brainstorm
Sketching
IA
User Stories
User Flows
Mood board
Concept
Wireframes
Prototypes
Usability Testing
Visual Comp
Style Guide
Visual Assets
Copy writing
Globalization/
Localization
UI Development
Unit testing
Automation
A/B Testing
Functional QA
UAT
User feedback
KPI Testing
Completed actions
Signed-off
ScopeDiscover Design Build Validate
Design & Development life Cycle
User Experience for Product Design
Feature
Built
Define design & development process for
product ( Improve)M
Scope
Discover
Design
Build
Validate
ITERATIVE
Feature Released
Feedback Loop
Business
Features
Backlog
Resource/
Phase
H
M
L
I Interaction Designer
D UI Developer
C Copy writer
V Visual Designer
ScopeDiscover Design Build Validate
V
I
D
C
Define the resource engagement model ( Collaborate)C
Collaboratively planned, designed and executed
to achieve a specific goal.
Project
4P
How many active projects are running in parallel?
What type and size of projects?
Is the project for a brand new product?
Is the project for a new feature on an existing product?
Is the project for operational support ?
How does the project kick off and close?
What is the project scope?
How does the project execute?
What tools are used to track the project health?
E
M
• Pain points:
• Unclear project goals
• Frequently missed deadline
• Unclear deliverables
• Actions taken:
• Defined project goals( Educate )
• Identify Agile project sweet spot ( Educate )
• Align the product design process with Agile
principles ( Improve)
E
M
E
Area Sweet Doable Concern
Project duration 1 -3 months 3 - 6 months 6+ months
# of team Single team 2 teams More than 2
TotalTeam side 6 -10 11 -16 27+
Performance >80% 60% <30%
# of location 1 2 3+
Time Zones 0 h 1 -3 hours 4+
Other projects Dedicated 2 projects 2+
Product Owner
Dedicated and co-
located
Dedicated or co-located Neither
IxD
Dedicated and co-
located
Dedicated or co-located Neither
VxD
Dedicated and co-
located
Dedicated or co-located Neither
FINDING AGILE PROJECT SWEET SPOT
Agile processes promote sustainable development.The sponsors, developers, and user should be able
maintain a constant pace indefinitely.
8
At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its
behavior accordingly.
12
“Regardless of what we discover, we understand and truly
believe that everyone did the best job they could, given what
they knew at the time, their skills and abilities, the resources
available, and the situation at hand.”
• When?
Regular cadence: Daily, Inception, Iteration, Release, Project
Tackle a specific issue: Problematic Story, Production defect, Incorrect technical
decision
• Lots of possible formats, the goal is to extract information and get insight
What went well? What should we do differently?
Stop, Start, Continue, Do more, Do less
• Phase of a retrospective
Set the stage / Ice Breaker
Gather Data
Generate Insights
Decide what to do and capture it
Follow through
RETROSPECTIVE
IMPROVED OUTCOMES WITH AGILE
Time to Market
Predictability
Business Satisfaction
Quality
Employee Satisfaction
Awareness Adopting Optimiziting Fluent
Across with the Agile maturity
1 2 123 4 5 6 7 8 9 10 11
12 Agile principles applied all
2 Personas
C C
1C
CUSTOMER
Understand the customers need
Measure the customers satisfaction
Who are the customers?
What do customers love about our product?
What do customers hate about our product?
How do we engage our customers?
COMPETITOR
Identify and understand our
competitors
How is our product different from the competition?
How is our company different than the competitors?
Identify the product core values
Be innovative
Be patient
2C
UX Producer
Journey Map
G
raphicD
esign
Com
puterScience
Softw
are
Engineer
Scrum
M
asterCertified
ProjectM
anagem
entCertification
TechnicalProjectM
anager
TechnicalProgram
M
anager
U
X
Intensive
2013
Seattle
Interaction
15
San
Francisco
U
X
Producer/Program
M
anager
W
eb
D
esign
&
N
ew
M
ediaA
gile
2014
O
rlando
Engineeringprojectlead
Sr.Engineering
M
X
14
M
anaging
Experience
Agile
Estim
ating&
Planning
O
utstandingAchievem
entAw
ard
-
N
etRating
Platinum
Aw
ard
-N
ielsen
LocationEducation&LearningProfectionalAchivements
Com
m
ercialD
esign
ArtAw
ard
-eRatings
Achievem
entAw
ard
-eRatings
ENJOYMENT
Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.1
Welcome changing requirements, even late in development.Agile processes harness change for the
customer’s competitive advantage.
2
Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to
the shorter timescale.
3
Business people and developers must work together daily throughout the project.4
Build projects around motivated individuals. Give them the environment and support they need, and trust
them to get the job done.
5
The most efficient and effective method of conveying information to and within a development team is
face-to-face conversation.
6
Agile processes promote sustainable development.The sponsors, developers, and user should be able
maintain a constant pace indefinitely.
8
Continuous attention to technical excellence and good design enhances agility.9
Simplicity—the art of maximizing the amount of work not done—is essential.10
The best architectures, requirements, and designs emerge from self-organizing teams.11
At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its
behavior accordingly.
12
Working software is the primary measure of progress.7
12 Principles of Agile
http://agilemanifesto.org/principles.html
http://www.pmi.org/
https://www.scrumalliance.org/myaccount
http://www.ted.com/
http://www.fyreant.com
Photorealistic illustration with Adobe photoshop and Adobe Illustrator
Final assignment of 105 Design Technology @Acadme of Art
University 2013
Original Photo
https://www.linkedin.com/profile/public-profile-
settings?trk=prof-edit-edit-public_profile
rachel.maple@kiwia.com
+1 650-3874387

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UX_Producer_Management31315_2

  • 1. UX PRODUCER & PROGRAM MANAGEMENT Rachel Maple 2.1.2015
  • 2. UX Producer Program manager Process oriented Result-driven Technical Background Design Sense Senseofurgency Communicative Program Management Agile Culture Fun Product Design UXDesign process Service BlueprintKANBAN Leadership Customer Satisfaction Influence
  • 4. “Create a culture to deliver an innovative and awesome product in design and technology through a seamless process” - Rachel Maple
  • 5. The seamless process is the program management take 6 actions across 4 domains and learn 2 personas
  • 9. 9 Performance is based upon people and culture People & Culture1P
  • 10. How does the team work together and interact with each other? What is the goal and mission that the team believes in? Who are the teams? What does the team need to learn to be effective? Does the team have a culture of continuous improvement? Who are the points of contact? Does the team enjoy their work? How are individuals motivated? E C F M
  • 11. • Pain Points: • Siloing • Lack of direction and common goal • Relationship challenges at all levels • Actions taken: • KANBAN provides transparency & frequent review ( Educate & Improve) • Defining the UX mission ( Collaborate) • Regular team building events ( Have Fun) C E M F
  • 12. KANBAN provides transparency and regular peer review Educate & ImproveE M Team building event Play hard and work hard Have FunF UX Day event gave the organization an excellent experience about product design and technology collaboration CollaborateC
  • 13. Product & Platform Understanding the design and technology of the platform leads to an excellent user experience 2P
  • 14. How many products are there ? What are the products? What type of service does the product provide? On premises? SaaS? PaaS? IaaS? What is the platform made of? Open source? How frequently does the product go to market? How do we support the products? What are the current platform challenges? Quality? Performance? E M
  • 15. • Pain Points: • Product teams are in silos, causing inconsistency • Engineering-driven - technical limitation drive design • Lack of feedback from users • Actions taken: • Conducting UX and product brown bag ( Educate) • Prototype & experiment ( Improve) • Feedback loop ( Improve) E M M
  • 16. Accomplishment derives from a series of actions taken with clarity of purpose Process 3P
  • 17. Does the team understand how to translate the clarity of purpose into actions? What methods are used for communication? What steps are taken to get to the desired destination? What are the check points to keep the work on track? How does the team know when the work is done? What are the leading and trailing metrics? Does the team enjoy the work flow? Are stakeholders satisfied with the processes ? C M
  • 18. • Pain points: • Lack of communication • Unable to react to changes • Unsure of priority • Unsure when done • Actions taken: • Introduce Agile - building agility ( Improve & Collaborate) • Define design & development process for product ( Improve) • Define the resource engagement model ( Collaborate) M C M C
  • 20. 5 STAGES OF AGILITY Unaware Awareness Adoption Optimizing Fluent To learn To practice To perform To master
  • 21. Agile workshop learning Agile Improve & CollaborateM C KANBAN for communication and transparency Improve & CollaborateM C
  • 22. Research Analysis Synthesis Product Persona Brainstorm Sketching IA User Stories User Flows Mood board Concept Wireframes Prototypes Usability Testing Visual Comp Style Guide Visual Assets Copy writing Globalization/ Localization UI Development Unit testing Automation A/B Testing Functional QA UAT User feedback KPI Testing Completed actions Signed-off ScopeDiscover Design Build Validate Design & Development life Cycle User Experience for Product Design Feature Built Define design & development process for product ( Improve)M
  • 24. Resource/ Phase H M L I Interaction Designer D UI Developer C Copy writer V Visual Designer ScopeDiscover Design Build Validate V I D C Define the resource engagement model ( Collaborate)C
  • 25. Collaboratively planned, designed and executed to achieve a specific goal. Project 4P
  • 26. How many active projects are running in parallel? What type and size of projects? Is the project for a brand new product? Is the project for a new feature on an existing product? Is the project for operational support ? How does the project kick off and close? What is the project scope? How does the project execute? What tools are used to track the project health? E M
  • 27. • Pain points: • Unclear project goals • Frequently missed deadline • Unclear deliverables • Actions taken: • Defined project goals( Educate ) • Identify Agile project sweet spot ( Educate ) • Align the product design process with Agile principles ( Improve) E M E
  • 28. Area Sweet Doable Concern Project duration 1 -3 months 3 - 6 months 6+ months # of team Single team 2 teams More than 2 TotalTeam side 6 -10 11 -16 27+ Performance >80% 60% <30% # of location 1 2 3+ Time Zones 0 h 1 -3 hours 4+ Other projects Dedicated 2 projects 2+ Product Owner Dedicated and co- located Dedicated or co-located Neither IxD Dedicated and co- located Dedicated or co-located Neither VxD Dedicated and co- located Dedicated or co-located Neither FINDING AGILE PROJECT SWEET SPOT Agile processes promote sustainable development.The sponsors, developers, and user should be able maintain a constant pace indefinitely. 8
  • 29. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. 12 “Regardless of what we discover, we understand and truly believe that everyone did the best job they could, given what they knew at the time, their skills and abilities, the resources available, and the situation at hand.” • When? Regular cadence: Daily, Inception, Iteration, Release, Project Tackle a specific issue: Problematic Story, Production defect, Incorrect technical decision • Lots of possible formats, the goal is to extract information and get insight What went well? What should we do differently? Stop, Start, Continue, Do more, Do less • Phase of a retrospective Set the stage / Ice Breaker Gather Data Generate Insights Decide what to do and capture it Follow through RETROSPECTIVE
  • 30. IMPROVED OUTCOMES WITH AGILE Time to Market Predictability Business Satisfaction Quality Employee Satisfaction Awareness Adopting Optimiziting Fluent Across with the Agile maturity 1 2 123 4 5 6 7 8 9 10 11 12 Agile principles applied all
  • 32. 1C CUSTOMER Understand the customers need Measure the customers satisfaction Who are the customers? What do customers love about our product? What do customers hate about our product? How do we engage our customers?
  • 33. COMPETITOR Identify and understand our competitors How is our product different from the competition? How is our company different than the competitors? Identify the product core values Be innovative Be patient 2C
  • 37. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.1 Welcome changing requirements, even late in development.Agile processes harness change for the customer’s competitive advantage. 2 Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. 3 Business people and developers must work together daily throughout the project.4 Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. 5 The most efficient and effective method of conveying information to and within a development team is face-to-face conversation. 6 Agile processes promote sustainable development.The sponsors, developers, and user should be able maintain a constant pace indefinitely. 8 Continuous attention to technical excellence and good design enhances agility.9 Simplicity—the art of maximizing the amount of work not done—is essential.10 The best architectures, requirements, and designs emerge from self-organizing teams.11 At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly. 12 Working software is the primary measure of progress.7 12 Principles of Agile
  • 39. Photorealistic illustration with Adobe photoshop and Adobe Illustrator Final assignment of 105 Design Technology @Acadme of Art University 2013 Original Photo