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USER EXPERIENCE
5 TIPS FOR MANAGING
UX & DESIGN
USER EXPERIENCEUSER EXPERIENCE
- What does this girl need?
- A chair? A ladder?
- Or, if we’re thinking in the form of needs, rather than solutions
- She needs to reach. Or maybe she needs boundaries, she’s been on that tablet for almost 4 hours and her parents put it there for a reason
- But all we know is that we’ve seen a dramatic increase in the need for more books this quarter
- And all management cares about is to maintain those numbers
- So the design team is tasked with coming up with ways to sell more books
- This company is not interested in design
USER EXPERIENCE
Design is the intentional
solution to a specific problem.
“Design is the intentional solution to a specific problem.”
- Selling more books is not a problem, it’s a desire
- Increasing KPI’s is not a specific problem, it’s a specific desire
- If you’re a product owner, or in a leadership position and part of your job is to manage design, or a design team there are 2 things you need to know
USER EXPERIENCE
1. DESIGN IS NOT RANDOM
- Design is not random
USER EXPERIENCE
“I move things around
until they look right.”
USER EXPERIENCE
“I move things around until they look right”
- Milton Glaser, legendary graphic designer, the man behind I ❤ NY -logo said this when asked what he does all day
- He said it jokingly, but traditionally, that’s how we’ve viewed design
- As something esoteric, this mysterious process that involves inspiration, thinking and lots and lots post-its
USER EXPERIENCE
- And in some ways it’s true
- Some of you might have seen this before
USER EXPERIENCE
Research Concept Design
Uncertainty Clarity/Focus
- It’s called the design squiggle and it’s not uncommon to show this when trying to explain what design, or design thinking is
- But it’s not a very fair depiction of how design works
- Design is not random
USER EXPERIENCE
- There’s actually a method to the madness
- It’s about methodically testing different solutions until you have enough data to move forward
- Otherwise you’re just designing for the sake of design.
- Making stuff look good is not a goal, it’s a desire
- It’s about designing with purpose, with intent
USER EXPERIENCE
2. DESIGN IS UNPREDICTABLE
USER EXPERIENCEUSER EXPERIENCE
- Most companies today, value repeatable and predictable quarterly profit reporting. 
- But design doesn’t conform easily to estimates
- It’s really difficult, if not impossible to predict how much value will be delivered through a better experience
- Or to calculate the Return On Investment in creativity
- And once you understand this, design will be way easier to work with
USER EXPERIENCE
5 QUICK TIPS
USER EXPERIENCE
1. MAKE DESIGN LESS AGILE
“Make design less agile”
- And by that, I mean take design out of your Scrums.
- Traditional UX focuses on requirements and deliverables
- But we are looking to produce changes that improve the product here and now
- Lift design out of the development-pipeline and ditch the estimates
- Design high be hard to estimate, but it’s really good at working with deadlines
USER EXPERIENCE
1. MAKE DESIGN LESS AGILE
USER EXPERIENCE
- Create a separate design pipeline and work in weekly, or bi-weekly sprints
- Get together, designers, PM, and developers.
- And collectively define the problem you want to tackle each week, maybe start coming up with some assumptions.
- We aim to leave the first session with 1–2 high-level design approaches that you can test with users.
- Each approach should have an underlying hypothesis that testing will either validate or invalidate.
- Which brings me to number 2
USER EXPERIENCE
2. WHAT’S OUR HYPOTHESIS?
“What’s our hypothesis”
- This sentence is great
- When solutions and ideas are being discussed, asking this question helps us stop and remember what we’re trying to solve
- We can’t solve a problem until we understand it. That means we need to study it.
- We need to test our assumptions, these statements about what we think is true
- And a quick way of doing this is by creating an experiment
USER EXPERIENCEUSER EXPERIENCE
- A hypothesis driven experiment looks a bit like this
- You start with formulating your hypothesis
- Then you write down how you plan to test this
- Thirdly, you specify what needs to have changed in order for all this to be considered valid or invalid
USER EXPERIENCEUSER EXPERIENCE
- So, starting with the hypothesis statement
- Looks a bit like this
- LÄS
- We believe that [ adding a vendor rating system ] 
- For [ the byers ] 
- Will [ make byers feel safer and more comfortable ]
- Or
- We believe that [ A popup, Prompting non-logged in users to sign up, will increase account creation ]
- Once we have that, it’s easy to create the experiment
USER EXPERIENCEUSER EXPERIENCE
- We will make [ an invision prototype and test it on 6 users ]
- Or
- We will [ run these A/B tests ]
- And we will know this is true when we see [ these numbers change ]
- Like [ 4 out of 6 testers signing up via the popup ]
- Continuously testing assumptions like this is a low cost way of minimizing the risk of developing the wrong thing
- Especially if designers and developers work together in creating hypotheses and experiments.
- It also serves as a great reminder that we should always design with purpose
- I have it on the inside of my notebook as a constant reminder, when I moderate design discussions
- Which brings me to number 3
USER EXPERIENCE
3. BE WHERE DESIGN IS
- Leaders need to put themselves where design happens
- Weekly design reviews is a great way, I suggest Tuesdays between 10 and 11.30
- A company I helped lead design, had design reviews once a week
- because the main decision-makers were in the room
- We had about 12 designers, the CEO, and the head of Product together for an hour and a half
- Each meeting starts with going around table, setting the agenda.
- If anyone needs to discuss any experiments, get some critique, or a decision in order to move forward, they put it on the agenda.
USER EXPERIENCEUSER EXPERIENCE
- And it was Fantastic
- Not only because the main decision makers were in the room
- But because they understood that
- The design review, for someone in a leadership position, is not about governing
- It’s about being informed and being there to answer questions and make decisions to help move the product forward
- And it’s also about being respectful, always remember that you are a guest in that context
- Your goal is to help the designer make intentional decisions.
USER EXPERIENCE
4. TOLERATE FAILURE
- Design is about minimizing risk, and that’s why it’s important to tolerate failure
- A design culture is nurturing.
- It doesn’t encourage failure, but the iterative nature of the design process recognizes that it’s rare to get things right the first time. 
- Apple is celebrated for its successes, but a little digging uncovers products that didn’t fare so well, like the Newton tablet, and the Pippin gaming system
- We should leverage failure as learning, viewing it as part of the cost of innovation.
USER EXPERIENCE
5. CREATIVE CONFIDENCE
- Adapting a UX model, like UXDX is a great step
- But it’s not going to be a silver bullet to solve your product pipeline
- A model, or a process is only as good as we allow it to be
- Because Innovation is by its nature, undefined
- Leaders need to create a culture that allows people to take chances and move forward without a complete, logical understanding of a problem.
- A sort of “creative confidence”
- Give designers business context and allow them to identify opportunities that grow the business
- and you will soon see how each individual figures out how to be impactful
- Thank you

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UXDX Stockholm - Science of Design, by Tem Aguerra, May 8th 2018

  • 1. USER EXPERIENCE 5 TIPS FOR MANAGING UX & DESIGN
  • 2. USER EXPERIENCEUSER EXPERIENCE - What does this girl need? - A chair? A ladder? - Or, if we’re thinking in the form of needs, rather than solutions - She needs to reach. Or maybe she needs boundaries, she’s been on that tablet for almost 4 hours and her parents put it there for a reason - But all we know is that we’ve seen a dramatic increase in the need for more books this quarter - And all management cares about is to maintain those numbers - So the design team is tasked with coming up with ways to sell more books - This company is not interested in design
  • 3. USER EXPERIENCE Design is the intentional solution to a specific problem. “Design is the intentional solution to a specific problem.” - Selling more books is not a problem, it’s a desire - Increasing KPI’s is not a specific problem, it’s a specific desire - If you’re a product owner, or in a leadership position and part of your job is to manage design, or a design team there are 2 things you need to know
  • 4. USER EXPERIENCE 1. DESIGN IS NOT RANDOM - Design is not random
  • 5. USER EXPERIENCE “I move things around until they look right.” USER EXPERIENCE “I move things around until they look right” - Milton Glaser, legendary graphic designer, the man behind I ❤ NY -logo said this when asked what he does all day - He said it jokingly, but traditionally, that’s how we’ve viewed design - As something esoteric, this mysterious process that involves inspiration, thinking and lots and lots post-its
  • 6. USER EXPERIENCE - And in some ways it’s true - Some of you might have seen this before
  • 7. USER EXPERIENCE Research Concept Design Uncertainty Clarity/Focus - It’s called the design squiggle and it’s not uncommon to show this when trying to explain what design, or design thinking is - But it’s not a very fair depiction of how design works - Design is not random
  • 8. USER EXPERIENCE - There’s actually a method to the madness - It’s about methodically testing different solutions until you have enough data to move forward - Otherwise you’re just designing for the sake of design. - Making stuff look good is not a goal, it’s a desire - It’s about designing with purpose, with intent
  • 9. USER EXPERIENCE 2. DESIGN IS UNPREDICTABLE
  • 10. USER EXPERIENCEUSER EXPERIENCE - Most companies today, value repeatable and predictable quarterly profit reporting.  - But design doesn’t conform easily to estimates - It’s really difficult, if not impossible to predict how much value will be delivered through a better experience - Or to calculate the Return On Investment in creativity - And once you understand this, design will be way easier to work with
  • 12. USER EXPERIENCE 1. MAKE DESIGN LESS AGILE “Make design less agile” - And by that, I mean take design out of your Scrums. - Traditional UX focuses on requirements and deliverables - But we are looking to produce changes that improve the product here and now - Lift design out of the development-pipeline and ditch the estimates - Design high be hard to estimate, but it’s really good at working with deadlines
  • 13. USER EXPERIENCE 1. MAKE DESIGN LESS AGILE USER EXPERIENCE - Create a separate design pipeline and work in weekly, or bi-weekly sprints - Get together, designers, PM, and developers. - And collectively define the problem you want to tackle each week, maybe start coming up with some assumptions. - We aim to leave the first session with 1–2 high-level design approaches that you can test with users. - Each approach should have an underlying hypothesis that testing will either validate or invalidate. - Which brings me to number 2
  • 14. USER EXPERIENCE 2. WHAT’S OUR HYPOTHESIS? “What’s our hypothesis” - This sentence is great - When solutions and ideas are being discussed, asking this question helps us stop and remember what we’re trying to solve - We can’t solve a problem until we understand it. That means we need to study it. - We need to test our assumptions, these statements about what we think is true - And a quick way of doing this is by creating an experiment
  • 15. USER EXPERIENCEUSER EXPERIENCE - A hypothesis driven experiment looks a bit like this - You start with formulating your hypothesis - Then you write down how you plan to test this - Thirdly, you specify what needs to have changed in order for all this to be considered valid or invalid
  • 16. USER EXPERIENCEUSER EXPERIENCE - So, starting with the hypothesis statement - Looks a bit like this - LÄS - We believe that [ adding a vendor rating system ]  - For [ the byers ]  - Will [ make byers feel safer and more comfortable ] - Or - We believe that [ A popup, Prompting non-logged in users to sign up, will increase account creation ] - Once we have that, it’s easy to create the experiment
  • 17. USER EXPERIENCEUSER EXPERIENCE - We will make [ an invision prototype and test it on 6 users ] - Or - We will [ run these A/B tests ] - And we will know this is true when we see [ these numbers change ] - Like [ 4 out of 6 testers signing up via the popup ] - Continuously testing assumptions like this is a low cost way of minimizing the risk of developing the wrong thing - Especially if designers and developers work together in creating hypotheses and experiments. - It also serves as a great reminder that we should always design with purpose - I have it on the inside of my notebook as a constant reminder, when I moderate design discussions - Which brings me to number 3
  • 18. USER EXPERIENCE 3. BE WHERE DESIGN IS - Leaders need to put themselves where design happens - Weekly design reviews is a great way, I suggest Tuesdays between 10 and 11.30 - A company I helped lead design, had design reviews once a week - because the main decision-makers were in the room - We had about 12 designers, the CEO, and the head of Product together for an hour and a half - Each meeting starts with going around table, setting the agenda. - If anyone needs to discuss any experiments, get some critique, or a decision in order to move forward, they put it on the agenda.
  • 19. USER EXPERIENCEUSER EXPERIENCE - And it was Fantastic - Not only because the main decision makers were in the room - But because they understood that - The design review, for someone in a leadership position, is not about governing - It’s about being informed and being there to answer questions and make decisions to help move the product forward - And it’s also about being respectful, always remember that you are a guest in that context - Your goal is to help the designer make intentional decisions.
  • 20. USER EXPERIENCE 4. TOLERATE FAILURE - Design is about minimizing risk, and that’s why it’s important to tolerate failure - A design culture is nurturing. - It doesn’t encourage failure, but the iterative nature of the design process recognizes that it’s rare to get things right the first time.  - Apple is celebrated for its successes, but a little digging uncovers products that didn’t fare so well, like the Newton tablet, and the Pippin gaming system - We should leverage failure as learning, viewing it as part of the cost of innovation.
  • 21. USER EXPERIENCE 5. CREATIVE CONFIDENCE - Adapting a UX model, like UXDX is a great step - But it’s not going to be a silver bullet to solve your product pipeline - A model, or a process is only as good as we allow it to be - Because Innovation is by its nature, undefined - Leaders need to create a culture that allows people to take chances and move forward without a complete, logical understanding of a problem. - A sort of “creative confidence” - Give designers business context and allow them to identify opportunities that grow the business - and you will soon see how each individual figures out how to be impactful - Thank you