My Process Journey - How I learned process isn't what you'd think it is (Jeff Patton)

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Opening session from the 2011 Balanced Team Conference (http://www.balancedteam.org/balconf-2011-resources/).

Jeff Patton talks about his answer to the question: What do we mean by ‘Balanced Teams’?

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My Process Journey - How I learned process isn't what you'd think it is (Jeff Patton)

  1. 1. My  process  journey   How  I  learned  process  isn’t  what  you’d  think  it  is Jeff  Pa+on jpa+on@acm.org twi+er:  @jeffpa+on ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 1Monday, September 26, 2011
  2. 2. I’m  an  art  school  dropout ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 2Monday, September 26, 2011
  3. 3. Fooling  myself ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 3Monday, September 26, 2011
  4. 4. Ninety  percent  of  life  is  just  showing  up. -­‐-­‐Woody  Allen ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 4Monday, September 26, 2011
  5. 5. Show  up ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 5Monday, September 26, 2011
  6. 6. Show  up ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 6Monday, September 26, 2011
  7. 7. Show  up ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 7Monday, September 26, 2011
  8. 8. Show  up ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 8Monday, September 26, 2011
  9. 9. Show  up ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 9Monday, September 26, 2011
  10. 10. Show  up ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 10Monday, September 26, 2011
  11. 11. Show  up ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 11Monday, September 26, 2011
  12. 12. Deliver something before you deliver something©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 12Monday, September 26, 2011
  13. 13. Process?  We  don’t  need  no  sWnkin’   process! ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 13Monday, September 26, 2011
  14. 14. Agile development teaches me I need a language to describe what I do©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 14Monday, September 26, 2011
  15. 15. Interaction design broadens my toolkit©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 15Monday, September 26, 2011
  16. 16. Co-­‐make ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 16Monday, September 26, 2011
  17. 17. Co-­‐make ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 17Monday, September 26, 2011
  18. 18. Co-­‐make ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 18Monday, September 26, 2011
  19. 19. Following either or both processes didn’t work©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 19Monday, September 26, 2011
  20. 20. Process  is  a  placebo Jared  spool’s  tricks  to  Dogma  conWnuum  arranges   terminology  from  improvisaWon  to  atrophy ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 20Monday, September 26, 2011
  21. 21. Process  is  a  placebo Jared  spool’s  tricks  to  Dogma  conWnuum  arranges   terminology  from  improvisaWon  to  atrophy ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 20Monday, September 26, 2011
  22. 22. Process  is  a  placebo Jared  spool’s  tricks  to  Dogma  conWnuum  arranges   terminology  from  improvisaWon  to  atrophy ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 20Monday, September 26, 2011
  23. 23. Process  is  a  placebo Jared  spool’s  tricks  to  Dogma  conWnuum  arranges   terminology  from  improvisaWon  to  atrophy ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 20Monday, September 26, 2011
  24. 24. Process  is  a  placebo Jared  spool’s  tricks  to  Dogma  conWnuum  arranges   terminology  from  improvisaWon  to  atrophy ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 20Monday, September 26, 2011
  25. 25. Process  is  a  placebo Jared  spool’s  tricks  to  Dogma  conWnuum  arranges   terminology  from  improvisaWon  to  atrophy ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 20Monday, September 26, 2011
  26. 26. Process  is  a  placebo Jared  spool’s  tricks  to  Dogma  conWnuum  arranges   terminology  from  improvisaWon  to  atrophy ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 20Monday, September 26, 2011
  27. 27. It’s  all  just  a  game ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 21Monday, September 26, 2011
  28. 28. Games  have Simple  Rules ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 22Monday, September 26, 2011
  29. 29. Games  have Simple  Rules Almost  anyone  can  learn  to  play ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 22Monday, September 26, 2011
  30. 30. Games  have Simple  Rules Almost  anyone  can  learn  to  play The  sophisWcaWon  comes  from  strategies  and   tac,cs  used  by  skilled  players  and  coaches ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 22Monday, September 26, 2011
  31. 31. Games  have PosiWons  not  Roles ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 23Monday, September 26, 2011
  32. 32. Games  have PosiWons  not  Roles Players  on  a  sports  team  build  deep  specializa,on ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 23Monday, September 26, 2011
  33. 33. Games  have PosiWons  not  Roles Players  on  a  sports  team  build  deep  specializa,on but  maintain  general  skills  to  play  many  posiWons ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 23Monday, September 26, 2011
  34. 34. Brought  to  you  by  the  le+er  “ T” Fast  Company,  Strategy  By  Design   T h+p://www.fastcompany.com/magazine/95/design-­‐strategy.html ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.comMonday, September 26, 2011 24
  35. 35. Brought  to  you  by  the  le+er  “ T” Breadth of skills Fast  Company,  Strategy  By  Design   T h+p://www.fastcompany.com/magazine/95/design-­‐strategy.html ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.comMonday, September 26, 2011 24
  36. 36. Brought  to  you  by  the  le+er  “ T” Breadth of skills T Depth of expertise Fast  Company,  Strategy  By  Design   h+p://www.fastcompany.com/magazine/95/design-­‐strategy.html ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.comMonday, September 26, 2011 24
  37. 37. Process  ≠  skill ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 25Monday, September 26, 2011
  38. 38. Process  ≠  skill We tried baseball and it didn’t work ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 25Monday, September 26, 2011
  39. 39. Process  ≠  skill We tried baseball and it didn’t work No  one  expects  to  be  good  at  a  game  without   pracWce ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 25Monday, September 26, 2011
  40. 40. Process  ≠  skill We tried baseball and it didn’t work No  one  expects  to  be  good  at  a  game  without   pracWce There’s  no  game-­‐winning  process ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 25Monday, September 26, 2011
  41. 41. Process  ≠  skill We tried baseball and it didn’t work No  one  expects  to  be  good  at  a  game  without   pracWce There’s  no  game-­‐winning  process Jeffries,  We  tried  baseball:  h+p://xprogramming.com/arWcles/jatbaseball/ ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 25Monday, September 26, 2011
  42. 42. Games  have Clear  ObjecWves ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 26Monday, September 26, 2011
  43. 43. Games  have Clear  ObjecWves We  know  what  winning  the  game  means ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 26Monday, September 26, 2011
  44. 44. Games  have Clear  ObjecWves We  know  what  winning  the  game  means Playing  our  posiWon  well  while  our  team  loses   isn’t  considered  success ©  2010  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 26Monday, September 26, 2011
  45. 45. output outcome we build this we want this©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 27Monday, September 26, 2011
  46. 46. Albert EinsteinMonday, September 26, 2011
  47. 47. A perfection ofmeans, and confusion of aims,seems to be our main problem. Albert EinsteinMonday, September 26, 2011
  48. 48. Product  success  demands  a  mix  of  skills   and  perspecWves ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 29Monday, September 26, 2011
  49. 49. Our aim isn’t to combine my best practice with your best practice©  2009  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 30Monday, September 26, 2011
  50. 50. If we focus on winning, we create something new©  2009  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 31Monday, September 26, 2011
  51. 51. My  process  journey   How  I  learned  process  isn’t  what  you’d  think  it  is Jeff  Pa+on jpa+on@acm.org twi+er:  @jeffpa+on ©  2011  Jeff  Pa+on,  all  rights  reserved,  www.AgileProductDesign.com 32Monday, September 26, 2011

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