Collaboration Within A Multidisciplinary Team


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Collaboration within a multidisciplinary team: working together to solve design problems more effectively. These slides are from a workshop at UX Cambridge 2012 presented with Andy Morris and Revathi Nathaniel from Red Gate. The workshop aimed to promote the role of UX practitioners as facilitators and gave participants the opportunity to try out the KJ-Method and Design Consequences game.

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Collaboration Within A Multidisciplinary Team

  1. 1. Collaboration within a multidisciplinary teamWorking together to solve design problems more effectivelyMichele Ide-Smith Andy Morris Revathi NathanielUX Specialist UX Specialist UX Specialist
  2. 2. No scheduled fire alarms Nearest toilets Timing Please turn off phones Questions PhotographyHousekeeping
  3. 3. 10:45 – 11:05 Introduction 11:05 – 12:00 Activity #1: KJ Technique 12:00 -12:15 Discussion 12:15 – 13:15 Lunch 13:15 – 13:25 Post lunch 13:25 – 14:15 Activity #2: Design Consequences 14:25 – 14:40 Q&A SessionTime plan
  4. 4. Who’s in the room?
  5. 5. Collaboration Vs. Communication
  6. 6. “In the long history ofhumankind…those who learned tocollaborate and improvise mosteffectively have prevailed.” Charles Darwin
  7. 7.
  8. 8. So, who consistently performs poorly? [Tom Wujec, 2010]
  9. 9. Recent Business School Graduates[Tom Wujec, 2010]
  10. 10. Who consistently performs well? [Tom Wujec, 2010]
  11. 11. Recent Kindergarten School Graduates[Tom Wujec, 2010]
  12. 12. [Tom Wujec, 2010]
  13. 13. Height (inches) 30 20Specialized Skills + Facilitation Skills = Success 10 Average Business Lawyers Kinder- Architects CEOs CEOs & School garten & Executive Students Engineers [Tom Wujec, 2010]
  14. 14. • Play & prototyping yield better results • Diverse skills matter • Facilitation skills increase performance[Tom Wujec, 2010]
  15. 15. • UX skills make you a better facilitator • Patience • Listening • Empathy• Sometimes we need guidance on how to structure collaboration
  16. 16. Innovation GamesUsing games for structuringcollaboration
  17. 17. • Invented by Japanese Anthropologist Jiro Kawakita in the 1960’s • A way to sort lots of subjective, qualitative data • Group decision making by consensusWhat is the KJ Method?
  18. 18. Why use the KJ Method?
  19. 19. • Different perspectives are valuable • Shared understanding • Inclusive yet objective – all opinions heard • Effective for sorting lots of data • Encourages group ownership of actionsWhy use the KJ Method?
  20. 20. Prioritising Exploring issues from product/team usability tests challenges Brainstorming Analysing product contextual features enquiry dataWhen is the KJ Method useful?
  21. 21. • 8 step version of the KJ Method • Experiment with 15 groups of UX practitioners“We find the KJ-Method to be very effective fororganizing and prioritizing opinions and subjective data”Jared Spool’s experiment
  22. 22. The design problem
  23. 23. A DIY chain store has approached your UX Agency. Theycan no longer afford to employ staff with a high level ofexpertise in each store. Your brief is to design a mobile appthat will:• Enable customers to find out how to solve DIY problems;• Help customers to identify what materials and tools they need for DIY jobs.Propose 3 features that will bring the most value tocustomers.The design brief
  24. 24. For this exercise we’ll use the focus question: “What features do users need?”Step 1: Determine a focus question
  25. 25. Project Manager Visual Designers Developers Clients Testers Product Manager UX DesignersStep 2: Organise the group
  26. 26. Step 3: Write ideas, opinions, data onsticky notes
  27. 27. • Use yellow stickies • One item per sticky note • Brainstorm as many ideas as you can • Do not discuss the sticky notes yet!Step 3: Write ideas, opinions, data onsticky notes
  28. 28. Step 4: Put sticky notes randomly onthe wall
  29. 29. • Do not discuss the sticky notes yet! • Read other peoples sticky notes • If you think of other ideas, add them at this stageStep 4: Put sticky notes randomly onthe wall
  30. 30. Step 5: Group similar items
  31. 31. • Group stickies that seem to belong together • Feel free to re-arrange and split groups • Keep moving stickies around until you feel the groups make sense • Do not discuss the stickies at this stage!Step 5: Group similar items
  32. 32. Step 6: Name the groups
  33. 33. • Use blue stickies and name each group • A group can have more than one name • If someone has used the exact same words that you want to use, don’t duplicate • If a group has 2 themes, split the groupStep 6: Name the groups
  34. 34. Step 7: Vote for the most importantgroups
  35. 35. Step 7: Vote for the most importantgroups
  36. 36. • On your own, choose the 3 group heading stickies that you feel represent the features users will need most and rank them 1st, 2nd, 3rd • You each have 6 dots – now dot your 3 selected group heading stickies e.g. 1st = 3 dots, 2nd = 2 dots, 3rd = 1 dotStep 7: Vote for the most importantgroups
  37. 37. Rank the group name stickies with dots Nominate two groupnames that you thinkare identical and takea vote. Did everyone agree? If not, why? Don’t include any Discuss! stickies without dots, even if they came from the same group Step 8: Rank the most important groups
  38. 38. • Each group read out their top 3 group names • What did you enjoy? What did you find challenging? • What did you learn? • How did you feel as participants? Was there anything the facilitator could have done better? • When would this method be useful? • How did it differ from what you’ve tried before?De-brief discussion
  39. 39. Lunch
  40. 40. Welcome back!
  41. 41. Design Consequences
  42. 42. • Put together by Leisa Reichelt and her colleague • Helps generate great design ideas • Encourages discussion to develop consensus with your teamWhat is Design Consequences?
  43. 43. • Early in the design process although its equally helpful later on in the design process • Well-defined design problem • Good understanding of specific constraints and how other people may have approached the design problemWhen to use Design Consequences?
  44. 44. Your design team is now ready to start exploringsome design ideas.You want to share some mock-ups of the mobile appwith the DIY store.Design Brief
  45. 45. Design Round One
  46. 46. • In your team, choose the highest ranked feature from the KJ technique that your mobile application will support• Individually sketch the first level of user interaction for this feature • Design what you would like your user to see and do when she/he opens the DIY app to use this feature• Spend 7 minutes on this taskDesign Round One
  47. 47. It need not be a work of art. Its just asketch!
  48. 48. Consequences
  49. 49. • Pass your sketch to the person sitting on your right• Review the sketch you have received• Choose what you as the ‘user’, would interact with• Sketch what you would like to happen in the next screen• Clarify any questions you have about the sketch with the original designer• Spend 7 minutes on this taskDesign Round Two
  50. 50. Discussion round
  51. 51. • In your team, describe the sketch you received• Which aspect you chose to interact with?• What did you design as the next screen?• Discuss some of the ideas your team has come up with • Decide which sketches/design ideas would you take forward to show to the DIY StoreDiscussion round
  52. 52. • What did your team decide?• Did the discussion with your team help bring out any interesting observations? • Were there any conflicting ideas? • How did you resolve them?Show and tell Round Two
  53. 53. • Generates lots of design ideas• Seeds discussion topics- ideas and challenges• An opportunity to ‘usability test’ designs on the go• Includes all team members even the ones who prefer to stay quiet during meetings• Helps the team reach consensus• It helps designers work better as the responsibility to ‘design’ doesn’t stay, as ‘only’ the designer’s jobDe-brief
  54. 54. • What did you enjoy about the technique?• What did you find challenging?• How have you conducted this technique? How was it different from today?• When would you use this technique?• Was there anything the facilitator could have done better?Your Thoughts
  55. 55. Thank you for listeningTom Wujec’s Marshmellow Challengehttp://marshmallowchallenge.comDavid Gray, James Macanufo, Sunni Brown Gamestorminghttp://www.gogamestorm.comJared Spool version of the KJ-Method Reichelt’s Design Consequences technique
  56. 56. Image Credits