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Efficient Teams Do Not Happen. They are Designed. It's called DesignOps

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Efficient Teams Do Not Happen. They are Designed. It's called DesignOps

There's an art behind happy and efficient teams and it's called DesignOps. Several studies demonstrate that designers spend up to 60% of their time doing non-design work.
But do you know where your team is spending their time instead of working on doing great design? Have you ever thought to measure your teams' inefficiencies?
DesignOps is the facilitating function that supports design teams to scale by improving ways of working, x-functional collaboration and processes so that designers can focus 100% on doing design.
This talk, based on first-hand experiences and learnings, will focus on key best practices to help position DesignOps at the right altitude, identify the right allies, and assess design teams’ performance and opportunities.

There's an art behind happy and efficient teams and it's called DesignOps. Several studies demonstrate that designers spend up to 60% of their time doing non-design work.
But do you know where your team is spending their time instead of working on doing great design? Have you ever thought to measure your teams' inefficiencies?
DesignOps is the facilitating function that supports design teams to scale by improving ways of working, x-functional collaboration and processes so that designers can focus 100% on doing design.
This talk, based on first-hand experiences and learnings, will focus on key best practices to help position DesignOps at the right altitude, identify the right allies, and assess design teams’ performance and opportunities.

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Efficient Teams Do Not Happen. They are Designed. It's called DesignOps

  1. 1. Ef fi cient Teams Do Not Happen. They are Designed. It's called DesignOps Patrizia Bertini Associate Director of Design Operations pat.bertini@BabylonHealth.com @Legoviews 1 Contacts:
 e-Mail: pat.bertini@BabylonHealth.com Twitter: @Legoviews
  2. 2. 3 things about me Curious Non-linear (but fun) career! Love experimenting! NB. Opinions are my own and not the views of my employer!
 
 NB2. But we are hiring! P/Bertini @ UXDX 2021
  3. 3. Chapter 1: What is DesignOps What is DesignOps and why do we need it? 3
  4. 4. Design is not just what it looks like and feels like, design is how it works. (Steve Jobs) Design is all about fi nding solutions within constraints. If there were no constraints, it’s not design — it’s art.
 
 Matias Duarte, VP of Design at Google 4 P/Bertini @ UXDX 2021
  5. 5. Operations transform resource or data inputs into desired goods, services, or results, and create and deliver value to the customers. 5 P/Bertini @ UXDX 2021 Source: Business Dictionary.
  6. 6. DesignOps’ customers Every and each DesignOps action is a balancing act to deliver value one or multiple stakeholders by enabling efficiencies and identifying endemic inefficiencies. The Design Teams The Design Leader The Business 6 P/Bertini @ UXDX 2021
  7. 7. DesignOps’ areas of intervention Business Operation: ● Budget management / spending optimisation ● Spending policy overview ● E2E procurement and 3PRM management ● Contract negotiations ● Vendors’ onboarding + 3P Risk assessment ● Spending ROI calculation ● Tools’ ROI / impact assessment ● Resource asks assessment (tools + people) ● CW/FTE sequencing Workflow & Design Operation: ● E2E Design process optimisation ● Tools’ ecosystem management ● Tools’ onboarding / off-boarding ● X-functional collaboration optimisation ● Design System management ● Data Governance ● Participant sourcing process management ● Research & Design asset management ● Design Standards People Operation: ● Career path definition ● Skill Matrix / Team composition assessment ● Development programmes and team trainings ● Teams culture ● Knowledge & experience sharing ● Streamline ubiquitous x-functional collaboration ● Onboarding/off-boarding ● Internal communication ● Change Management ● Engagement models ● Hiring / job spec / tasks review 7 P/Bertini @ UXDX 2021
  8. 8. Chapter 2: DesignOps pillars How does DesignOps work and what are the bene fi ts? 8 P/Bertini @ UXDX 2021
  9. 9. DesignOps’ impact: E ffi cacy & E ffi ciency Efficiency ● Do things in the right way ● Focus on processes
 Example metrics: ● Tools’ ROI (Cost/Engagement/ Adoption) ● Testing and prototyping lead time (Time) ● Number and type of quality reviews ● Team productivity (Resources utilisation) ● E2E delivery time (Time) Efficacy ● Do the right things ● Focus on behaviours Example metrics: ● Empathy and ongoing user engagement ● Ideation and experimentation cycle times ● Composition of teams’ skills (skill matrix) ● Design skills’ distribution ● Perceived value of design by cross-functional partners ● Designers’ satisfaction and retention 9 P/Bertini @ UXDX 2021
  10. 10. E ffi ciency is not a qualitative and subjective estimate and it is not measured by adjectives or any verbal descriptors. E ffi ciency is quanti fi able and it is measured by numbers, percentages, and ratios that provide an objective measurement of the impact and results though percent variations and relative delta. 10 P/Bertini @ UXDX 2021
  11. 11. Team’s e ffi ciency today We know designers spend time doing non- design tasks. But do you know how much time is your team spending in mundane tasks? 60% of the time is spent doing non-design work [Source: Workfront 2020] 11 P/Bertini @ UXDX 2021
  12. 12. 2 hours and 53 minutes. The average UK office worker is only productive for 2 hours and 53 minutes out of the working day according to a recent study. [Source: Voucherclub 2020] 12 P/Bertini @ UXDX 2021
  13. 13. Some inef fi ciencies are invisible but have tangible effects on design teams’ productivity Usual causes: • Inconsistent E2E ways of working • Poor x-functional collaboration • Inconsistent tools’ usage • Inconsistent templates • Lack of processes • Poor engagement models 13 P/Bertini @ UXDX 2021 Impact: • Long working hours • High rate of re-work • Delays • Poor quality of outcome • High team churn • Low level of engagement
  14. 14. Chapter 3: Case studies How can DesignOps bring e ffi ciencies to your team? 14 P/Bertini @ UXDX 2021
  15. 15. Improving Ef fi ciency Improving Designer’s experience Confidential | Do not distribute 15
  16. 16. The perceived problem: 
 
 Designers felt overwhelmed: too much work, long hours Problems are often symptoms: a root cause analysis can help identify the real issue. 16 P/Bertini @ UXDX 2021
  17. 17. The real problem: 
 The E2E recruiting process to get 5/6 users costed ±2.5 days of Designer time. Every month a team run 2x testing sessions meaning that a designer had to work an extra 5 days / month to do their designer job and to recruit participants. 17 P/Bertini @ UXDX 2021
  18. 18. The impact: 
 These inef fi ciencies had both design and business consequences: This generated issues for the design team: • Long working hours / poor work/life balance • Limited time to analyse and synthesise results • Reduction in number of tests / frequency of testing • Poor quality of testers / participants But there were also business consequences: • ±350 working days wasted (± 1.5 FTE) • High recruiting cost per head (± $100 <> $360) • Slow lead times (±10 to 25 working days) • Reduced tests (± 150/200 users involved / year accuracy ± 35%) • Non GDPR compliant practices (reputational risks) 18 P/Bertini @ UXDX 2021
  19. 19. How were we doing? 19 P/Bertini @ UXDX 2021
  20. 20. The hypothesis If we outsource research participants sourcing to a new internal function, we could: • reduce designers non-design work by 90% > from 5 to 1 day / month • reduce research lead time by 35% > from 18 days to 11 • increase participants’ engagement by 30% • reduce spending by 35%
 
 And the Plan: A 9 months’ experiment to assess impact of such a service in one region.
 
 And the partners: Internal support services, fi nance, analytics, legal 20 P/Bertini @ UXDX 2021
  21. 21. What we did • Optimise and redesign platform for EU with GDPR review • Design the overall recruitment work fl ow 
 • De fi ne “SLAs” with Analytics team + x-functional teams • Recruit & train resource (Research recruiter) • Roll out service to UK o ffi ce • Measure & quantify impact • Lead time • Cost of recruitment • Designers’ time saved • Number of participants recruited 21 P/Bertini @ UXDX 2021
  22. 22. Measuring the impact + 4.5 FTE time gained ● Year 1: (65% capacity)+ 430 Working days = 2 FTEs ● Year 2: (100% capacity) +900 working days = 4.5 FTE ● Enabling ambidexterity Team health ● Attrition = >5% ● Team growth: 12% (58 to 65) ● AES (Annual Engagement score) +20% -65% lead time ● H3 market: from 22/24 days to 12 ● H3 markets: from 14 days to 5 +300% participants ● Increase in design research and testing by 4x ● Increased quality / variety of participants ● 35% of recruitment from non-design - 55% recruiting cost ● In H2 markets savings to recruit participants reached 72% (from $380 to $180) ● In H3 markets the savings were about - 45% 22 P/Bertini @ UXDX 2021
  23. 23. Improving Ef fi cacy Leading a data driven design process Confidential | Do not distribute 23
  24. 24. The perceived problem: Designers felt unable to in fl uence product and business decisions Designers were unable to maximise their business impact when interacting with PMs and to be heard by the organisation.
 
 24 P/Bertini @ UXDX 2021
  25. 25. The real problem: 
 Although designers are empathy champions, decisions are made with data. Designers’ limited ability to use Data and Analytics reduced their capacity to in fl uence decisions.
 Designers need to learn a new language to combine their deep understanding of the customers with behavioural data / analytics to de fi ne prioritisation criteria that serves equally the users and the business. 25 P/Bertini @ UXDX 2021
  26. 26. Ef fi cacy is about designers’ behaviours and impact Top focus on: ● user empathy ● design craft & excellence ● executing briefs from partners ● delivery for product teams ● assessed on quality of deliverables 26 P/Bertini @ UXDX 2021 Top focus on: ● users’ behavioural data ● data-informed decisions ● discussing strategies with partners ● delivery with product teams ● Assessed on impact of the solution
  27. 27. The hypothesis If we expose all Designers and all X-functional partners to data driven and data backed best practices and tools, we will: • develop a data informed design practice • enable designers to understand and use data to make better decisions and increase impact • improve x-functional collaboration And the Plan: 
 
 The XD Academy: a 6 months’ training programme, with weekly sessions for a total of 4.5 hours of training / month with a blend of Subject Matter Experts and Vendors. And the partners: 
 
 PMs, Analytics, vendors, marketing, HR 27 P/Bertini @ UXDX 2021
  28. 28. What we did - the Academy • A survey to capture con fi dence/awareness in analytics • Set up a syllabus of topics by collaborating with managers, directors, and teams • Assess current Analytics’ tools engagement and utilisation • Ensure all stakeholders are committed • Run weekly sessions of 90 minutes • Run a follow up survey to measure impact • Assess tools’ analytics to understand the Academy’s impact on designers’ behaviour and data usage 28 P/Bertini @ UXDX 2021
  29. 29. Measuring the impact after 6 months + 110% engagement with tools ● +150% increase in sessions ● Before the Academy, 45% designers ignored all the tools available to them Confidence in using tools up to 29% ● For tools used for at least 3 months ● Average confidence +15% +1,800 increase in queries ● On average queries increased by +500% +84% of designers used analytics ● 60% of designers set up their account with the tools for the first time thanks to the trainings! +70% in Analytics projects ● Utilisation and engagement with tools started within 3 weeks from the session. Up to +27% confidence in analytics & data ● Average increase in teams’ analytics confidence +12% ● Average individual increase in confidence: 10% 29 P/Bertini @ UXDX 2021
  30. 30. Epilogue The top tips to think and understand e ffi ciencies within your team! 30 P/Bertini @ UXDX 2021
  31. 31. Every design team has inefficiencies. Acknowledging that there are invisible inefficiencies is the first step towards efficiency. 31 P/Bertini @ UXDX 2021
  32. 32. Understand your team and their pain: no two teams are the same.
 Each DesignOps strategy needs to fit the specific organisation and the team in that specific context. 32 P/Bertini @ UXDX 2021
  33. 33. Inefficiencies change constantly: 
 
 by solving a problem check there is no an emerging problem somewhere else stemming from the solution.
 
 (Apply Systems Thinking every single time) 33 P/Bertini @ UXDX 2021
  34. 34. 34 Measure inefficiencies and define clear metrics.
 If you are not able to measure the inefficiencies and the impact, you haven’t framed the problem well enough (yet). P/Bertini @ UXDX 2021
  35. 35. 35 Solving design team’s inefficiencies will create efficiencies across the organisation because of design’s x-functional and collaborative nature. 
 Use this domino effect to create partnerships and maximise impact across the business. P/Bertini @ UXDX 2021
  36. 36. 36 Teams are living and evolving organisms. So make sure you always listen and observe. Listen to the teams, to your partners, to your instinct, to the data.
 
 Never stop listening. P/Bertini @ UXDX 2021
  37. 37. Feel free to reach out later, both with questions or to learn more about the open roles at Babylon Health! Contacts:
 
 e-Mail: pat.bertini@BabylonHealth.com Twitter: @Legoviews

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