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UxD For Product Managers (Heroes)

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Presentation for Product Camp Silicon Valley 2012. 10 UX principles for product managers.

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UxD For Product Managers (Heroes)

  1. 1. UxD For Product Managers (Heroes) –Research & Design Techniques For The Real World Mary Piontkowski mpiontkowski@macadamian.com
  2. 2. “A hero is someone who is willing to sacrifice his own needs onbehalf of others, like a shepherd who will sacrifice to protect and serve his flock.” - Christopher Vogler.   2
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  9. 9. Confidential 3/24/12 9
  10. 10. 10  Principles  For  The  Real  World       10
  11. 11. #1:  Prac8ce  What  You  Preach   11
  12. 12. #1:  Prac8ce  What  You  Preach     Consider  user  needs  and  research     Incorporate  UX  methodologies     Collaborate     Push  back     Embrace  change     Bring  in  others  to  complement  your  skill  set     What  else?   12
  13. 13. #2:  Break  Down  Walls  –  Rela8onships  MaCer   13
  14. 14. #2:  Break  Down  Walls  –  Rela8onships  MaCer     Don’t  throw  it  over  the  wall!     Interdisciplinary  collaboraCon     CollaboraCve  project  planning     CollaboraCve  requirements  and  design  sessions     Sketchboards  and  design  thinking     Actually  talk  to  people     Trust     EmoConal  literacy  –  know  who  you’re  talking  to  and  appreciate  the  context     It  takes  Cme  to  build  relaConships…     But  your  design  iteraCon  Cme  will  be  reduced!   14
  15. 15. #3:  Give  a  Damn;  Care  About  Your  Work   15
  16. 16. #3:  Give  a  Damn;  Care  About  Your  Work     Or  find  another  job     You’re  not  going  to  do  great  work  if  you  don’t  believe  in  your  product     Care  about  the  product  and  the  users   16
  17. 17. #4:  Support  the  Cause;  Evangelize  for  User  Research  and  UX  Design   17
  18. 18. #4:  Support  the  Cause;  Evangelize  for  User  Research  and  UX  Design     Doesn’t  maPer  who’s  doing  the  UX  –  you  win     RepeCCon,  data-­‐driven  points     Invest  Cme  required  for  change     Create  an  environment  conducive  to  design  and  innovaCon     Brown  bags     Conferences     White  boards     Sharpies     RelaConships!   18
  19. 19. #5:  Don’t  Be  Shy,  Get  to  Know  Your  Users   19
  20. 20. #5:  Don’t  Be  Shy,  Get  to  Know  Your  Users     Internal  research  team     External  research  team     Friends  of  friends     Friends,  coworkers,  people  on  the  street,  everyone!     But…  Your  wife/husband  is  not  your  user     Context  too!   20
  21. 21. #5:  Don’t  Be  Shy,  Get  to  Know  Your  Users   Many  Ways  to  Get  User  Feedback    ObservaCon     Usability    Contextual  inquiry     Surveys    ParCcipatory  design     Internal  brainstorms  with  SMEs    Card  sorCng  and  structured  in  person  acCviCes   21
  22. 22. #5:  Don’t  Be  Shy,  Get  to  Know  Your  Users  Consider  Context  –  Where?  What  Else  is  Going  On?   22
  23. 23. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques   23
  24. 24. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques     Design  thinking  approach     Agile  and  iteraCve     Cross-­‐disciplinary     User-­‐centric     Methods  worth  adopCng     Personas,  mental  models,  design  principles  and  other  user-­‐centric  models     Usage  scenarios/use  cases     Sketchboards,  paper  prototypes,  and  other  collaboraCve  design  techniques     User  research  as  a  part  of  the  design  process     Allow  design  to  inform  requirements     Simplify  simplify  simplify  where  you  can     Process  guidelines  to  help  organizaCon  cooperate   24
  25. 25. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques  Simple  Models  To  Help  Educate  and  Evangelize   25
  26. 26. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques  Documented  Process  –  How  Would  Your  OrganizaCon  Benefit?       Reinforce  collaboraCon  and   check  points     Include  guidelines  knowing   everyone  won’t  really   follow  the  process   26
  27. 27. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques  Documented  Process  –  How  Would  Your  OrganizaCon  Benefit?       You  don’t  want  to  end  up   with  this!   27
  28. 28. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques  Personas  As  A  Tool  To  Rally  The  Troops     People  typically  connect   with  stories  bePer  than   reports     Paint  a  picture  of  key  user   types     Demonstrate  use  cases  and   priority  tasks     Use  a  quote  to  express  the   impact  the  product  has  on   the  user   28
  29. 29. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques  Sketch  Sketch  Sketch     Explore  more  ideas  faster     It  takes  a  while  to  get  it   right     Sketchboards  as  a   collaboraCve  design  tool     Roll  it  up  and  take  it  with   you   29
  30. 30. #6:  Learn,  Adopt,  and  Encourage  UX  Techniques  Different  Audiences  Require  Different  Methods     Who  are  you  trying  to   convince?   Confidential 3/24/12 30
  31. 31. #7:  Beware  of  UX  Top  10  Lists  and  Dogma8c  Advice   Checklists  are  helpful.  But  they  can’t  replace  experCse.   31
  32. 32. #7:  Beware  of  UX  Top  10  Lists  and  Dogma8c  Advice     Like  this  one!       “Make  sure  users  can  get  to  everything  in  three  clicks!”       One  list  isn’t  the  end  all,  be  all  –  it’s  not  that  simple     Figure  out  what  works  for  you  and  your  organizaCon   32
  33. 33. #8:  If  You  Like  It,  Steal  It   33
  34. 34. #8:  If  You  Like  It,  Steal  It     It  doesn’t  need  to  be  your  idea     Learn  from  people,  processes,  methods,  and  designs  out  there   34
  35. 35. #9:  Break  Some  Rules   The  first  mouse.   35
  36. 36. #9:  Break  Some  Rules     Design  something  out  of  scope     ParCcipate  in  an  unexpected  way     Data  is  important,  but  so  is  insCnct!     Get  users  involved  regardless  of  scope     Don’t  be  afraid  to  be  wrong     Throw  it  out  and  start  again   36
  37. 37. #10:  Have  Fun!   37
  38. 38. You  Can’t  Become  a  Hero  Overnight     Pick  one  thing  to  start  with:     Invite  a  designer  to  collaborate  on  requirements     Call  a  cross  funcConal  brainstorm     Print  out  sketch  templates     IdenCfy  one  piece  of  user  feedback  that  would  help  your  product     IdenCfy  one  type  of  project  that  would  benefit  from  formalized  UX  process     Share  this  presentaCon  with  coworkers     Reach  out  to  a  UX  agency  or  individual  for  help     You  don’t  need  to  do  it  all  yourself,  but  you  need  to  enable  it!   38
  39. 39. Thank  You!     Was  this  inspiring?     Are  you  walking  away  with  at  least  one  acConable  technique?   Mary Piontkowski Director, User Experience mpiontkowski@macadamian.com END, THANK YOU! Confidential 3/24/12 39
  40. 40. Referenced  Resources     The  Designful  Company:  How  to  build  a  culture  of  nonstop  innovaAon,  Marty  Neumeier     InnovaAon  Workshop,  Marty  Neumeier     Switch:  How  to  Change  Things  When  Change  is  Hard,  Chip  Heath  and  Dan  Heath     Change  by  Design:  How  Design  Thinking  Transforms  OrganizaAons  and  Inspired  InnovaAon,   Tim  Brown     Inside  Apple,  Adam  Lashinsky   Sketchboard  Resources:     hPp://www.adapCvepath.com/ideas/sketchboards-­‐discover-­‐bePer-­‐faster-­‐ux-­‐soluCons     hPp://www.youtube.com/watch?v=iVFTBj_BYy0     hPp://www.slideshare.net/ugleah/sketchboards-­‐prototypes-­‐presentaCon   Persona  Resources:     hPp://www.cooper.com     40
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