A/B Testing at Pinterest: Building a Culture of Experimentation WrangleConf
Presenter: Andrea Burbank, Pinterest
A successful experimentation program consists of much more than mere randomization and measurement. How do you help stakeholders understand the right things to measure, avoid common pitfalls, and learn to rely on A/B tests as the best way to measure a new system or feature? In this talk, Andrea will explain how building a culture of experimentation and the right tools to support it is just as important as the statistics behind the comparisons themselves - and potentially much trickier to get right.
The feeling that you share and understand another person's experiences and emotions is empathy. When you use empathy in your product design it is a win!
Check out Aparna's synopsis of the talk she gave at AppFest 2016 -
https://www.facebook.com/mobile10x.in/videos/554172348088096/?pnref=story
A primer on how ab testing can be set-up for success in an e-commerce environment. Includes guidelines of how to set-up ab tests including hypotheses definition, sample size determination, statistical testing and avoiding bias that can come in any experiment's set-up
10 Principles to Build an Addictive Product and ServiceBorrys Hasian
There are about 2.6m apps on the Play Store. That’s 2 with six 0’s.
How do you drive users to start using your app, become engaged, gain value from it, and keep coming back?
Dual Track Agile Or, How I learned to stop worrying and love the scrumUXDXConf
In software there are two key types of work - discovery and delivery. However, that doesn't mean there are different people doing those jobs. If the whole team is responsible for product success, not just getting things built, then the whole team needs to understand and contribute to both kinds of work.
Dual track agile and the UXDX model both convey the approach of design and development working together.
A/B Testing at Pinterest: Building a Culture of Experimentation WrangleConf
Presenter: Andrea Burbank, Pinterest
A successful experimentation program consists of much more than mere randomization and measurement. How do you help stakeholders understand the right things to measure, avoid common pitfalls, and learn to rely on A/B tests as the best way to measure a new system or feature? In this talk, Andrea will explain how building a culture of experimentation and the right tools to support it is just as important as the statistics behind the comparisons themselves - and potentially much trickier to get right.
The feeling that you share and understand another person's experiences and emotions is empathy. When you use empathy in your product design it is a win!
Check out Aparna's synopsis of the talk she gave at AppFest 2016 -
https://www.facebook.com/mobile10x.in/videos/554172348088096/?pnref=story
A primer on how ab testing can be set-up for success in an e-commerce environment. Includes guidelines of how to set-up ab tests including hypotheses definition, sample size determination, statistical testing and avoiding bias that can come in any experiment's set-up
10 Principles to Build an Addictive Product and ServiceBorrys Hasian
There are about 2.6m apps on the Play Store. That’s 2 with six 0’s.
How do you drive users to start using your app, become engaged, gain value from it, and keep coming back?
Dual Track Agile Or, How I learned to stop worrying and love the scrumUXDXConf
In software there are two key types of work - discovery and delivery. However, that doesn't mean there are different people doing those jobs. If the whole team is responsible for product success, not just getting things built, then the whole team needs to understand and contribute to both kinds of work.
Dual track agile and the UXDX model both convey the approach of design and development working together.
T-Shaped People: Time to Get in Shape for Your Testing FutureTechWell
Today, agile testers are being asked to do a lot more than just testing. The notion of “T-shaped people,” who combine technical skills with collaborative capabilities, was created by Tim Brown in the 1990s to describe the new breed of worker. Mary Thorn believes that anyone—including testers—can contribute more to the business than their standard role traditionally dictates. The tester’s critical view and skeptical thinking can be used earlier in the development process. This role can stretch to include other aspects that intrigue them and keep them interested. Mary has testers who write product documentation, serve as ScrumMasters, build infrastructure to support rapid releases, take ownership for security and compliance to standards, present the development process to customers, visit customer sites to research how people are using the product, write social media content, devise internal communication strategies, do agile coaching, create personas, and use their natural skills and abilities where they are best suited to help move the business forward. Mary explores many ways testers can “Get into Shape” for future testing.
AI and ML for Product Management by Smartsheet Sr Dir of PMProduct School
Product Management Event at #ProductCon Seattle on AI and ML for Product Management by Nitin Bhat, Senior Director of Product Management at Smartsheet.
Design personas are a stable part of our UX toolkit. They help us keep the audience in perspective and communicate their needs. Personas naturally evolve throughout a project as we gain more knowledge through user research - but where do we start before we have research?
Proto-personas are not a substitute for research informed personas, but they do help us to quickly document audience assumptions around persona types, goals and frustrations. Making persona creation a collaborative activity allows us to extract stakeholder knowledge and assumptions around the audience to gain a collective understanding and achieve stakeholder buy-in to our process from the project outset.
Those who don't learn from history are doomed to NOT repeat it.
We know the old adage, but the other reality is that there's nothing new under the sun. The same goes for the practice of User Experience (UX) and it goes back further than you might think.
History can be fun – especially when we see how it relates to our ever-expanding and shifting industry of today. This presentation is geared to new practitioners who want to understand the foundations of our field and veterans who would like to see a different perspective on our profession. Let's look at the practice of UX through a historical lens at some of man's most creative pursuits and demonstrate the parallels between the past and today's design trends.
The Product Discovery Canvas is a guided tool to plan and understand your product, designed on a single page that teams can approach quickly, collaboratively and repeatedly.
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says “I’m a designer,” it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
Design Thinking Action Lab
Lecturer: Leticia Britos Cavagnaro: Ph.D., Deputy Director of the National Center for Engineering Pathways to Innovation (Epicenter), Stanford University
T-Shaped People: Time to Get in Shape for Your Testing FutureTechWell
Today, agile testers are being asked to do a lot more than just testing. The notion of “T-shaped people,” who combine technical skills with collaborative capabilities, was created by Tim Brown in the 1990s to describe the new breed of worker. Mary Thorn believes that anyone—including testers—can contribute more to the business than their standard role traditionally dictates. The tester’s critical view and skeptical thinking can be used earlier in the development process. This role can stretch to include other aspects that intrigue them and keep them interested. Mary has testers who write product documentation, serve as ScrumMasters, build infrastructure to support rapid releases, take ownership for security and compliance to standards, present the development process to customers, visit customer sites to research how people are using the product, write social media content, devise internal communication strategies, do agile coaching, create personas, and use their natural skills and abilities where they are best suited to help move the business forward. Mary explores many ways testers can “Get into Shape” for future testing.
AI and ML for Product Management by Smartsheet Sr Dir of PMProduct School
Product Management Event at #ProductCon Seattle on AI and ML for Product Management by Nitin Bhat, Senior Director of Product Management at Smartsheet.
Design personas are a stable part of our UX toolkit. They help us keep the audience in perspective and communicate their needs. Personas naturally evolve throughout a project as we gain more knowledge through user research - but where do we start before we have research?
Proto-personas are not a substitute for research informed personas, but they do help us to quickly document audience assumptions around persona types, goals and frustrations. Making persona creation a collaborative activity allows us to extract stakeholder knowledge and assumptions around the audience to gain a collective understanding and achieve stakeholder buy-in to our process from the project outset.
Those who don't learn from history are doomed to NOT repeat it.
We know the old adage, but the other reality is that there's nothing new under the sun. The same goes for the practice of User Experience (UX) and it goes back further than you might think.
History can be fun – especially when we see how it relates to our ever-expanding and shifting industry of today. This presentation is geared to new practitioners who want to understand the foundations of our field and veterans who would like to see a different perspective on our profession. Let's look at the practice of UX through a historical lens at some of man's most creative pursuits and demonstrate the parallels between the past and today's design trends.
The Product Discovery Canvas is a guided tool to plan and understand your product, designed on a single page that teams can approach quickly, collaboratively and repeatedly.
The terms UI and UX (design) are very often and
used as a single term by many people or designers.
The first thing we need to know straight is that UI
and UX are not the same.
Design is a rather broad and huge term. When
someone says “I’m a designer,” it is not that clear
what they actually do. There are a number of
different responsibilities term designer. There are
many aspects of design now a days.
Design Thinking Action Lab
Lecturer: Leticia Britos Cavagnaro: Ph.D., Deputy Director of the National Center for Engineering Pathways to Innovation (Epicenter), Stanford University
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
20 Innovation Tools that can help make innovation projects more successful and enjoyable.
We hope that this booklet can inspire you to challenge the way you innovate. Try out some of it with your teams right away, rather than wait for the perfect occasion.
An Engineer’s Essential Tool in Agile: Design ThinkingSoniaMayPatlan
Many engineers are not connected to customers, resulting in solutions that lack high impact and benefit. But by combining design thinking with Agile, we create innovations that delight our customers. Find out, how a design thinking model called Design for Delight is applied within Agile frameworks to deliver thoughtful and inclusive solutions that can change the world.
A dive into DESIGN THINKING – Making products and services that people wantAndy McBride
Terms such as ‘design’, ‘design thinking’, ‘agile’ and ‘MVP’ are now casually talked about in many organisations. Beyond the buzzword bingo, there are real methodologies and approaches that can help all teams deliver great solutions. Like many organisations, QUT needs to respond quickly to the increasingly complex challenges of our internal audience with innovative solutions that are also feasible and viable. Over the past year QUT has taken a design thinking approach to developing its new service experience – HiQ. HiQ brings together service and communication teams, and integrates information, technology and physical spaces. The result is a personalised and consistent experience of QUT across our diverse internal audiences, that aims to engage with them wherever they are.
Conference: Digital Employee Experience (DEX) Conference 2018
Contact: Andy McBride - https://www.linkedin.com/in/andymcbride/
Copyright 2018
Jeff Belden MD and Janey Barnes PhD co-presented at HIMSS Virtual Conference June 2010. You can hear the audio recording if you are a HIMSS member, available online.
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
1. D U A L T R A C K A G I L E
&
D ATA D R I V E N D E S I G N
START UP PRINCIPLES FOR R AP ID I TE RAT ION
2. Test. Measure. Learn.
By separating Discovery and Delivery tracks, Product Design teams can
learn quickly and determine the best way to improve core metrics without
waiting for software to be fully built and deployed.
Learning is critical to improving product quality and value for users.
The shorter the learning cycle, the faster teams can improve.
Failure is ok, in fact its critical but its also important to limit the blast radius.
3. Shortening the Learning Cycle
DISCOVERY TRACK DELIVERY TRACK
Delivers discreet feature sets into environments setup
for additional learning (A/B). Builds production code
and provides feasibility input to design specifications.
Focus is on understanding and questioning product
requirements. Observing user behavior and testing
core concepts in rapid iteration.
! "
4. Dual Track Illustrated “The Discovery track is all about quickly generating validated product backlog
items, and the Delivery track is all about generating releasable software.”
- Marty Cagan
5. The Discovery Team works ahead of Delivery to create a design
backlog that is proven to be both Valuable and Desirable for users
through research and user testing.
This team consists of:
Discovery Team
Product Manager
User Experience Designer (UX Lead)
Engineer (Dev Lead)
VIABLE
The Product Manager is responsible to
ensure the product is viable -
Do users want this? Will they pay for it?
DESIRABLE
The Designer is in charge of making
sure the product is desirable and
effectively solves an observable
problem.
FEASIBLE
The Engineer is on-hand to make sure
the designs are feasible within the
technical constraints of the program and
can be delivered on time.
6. USER RESEARCH EXPERIENCE MAPPING PERSONAS RAPID PROTOTYPING
Discovery Phase
“Discovery, by definition means you don’t know the answer
when you start.” – Ed Catmull, Pixar
7.
8. Move from creating deliverables based on requirements to outcomes
based on change.
Lean UX
Individuals and interaction over process
and tools.
Working software over comprehensive
documentation.
Collaboration is essential.Continuous Discovery
True User Centered Design
Permission to Fail
Keep it Small
Focus on Data and Metrics (Qual & Quant)
Responding to change rather than
following a plan.
Test. Measure. Learn.
9. USE
DASHBOARDS
Data is only useful when
you review it. Daily
reviews of dashboards
help teams see the
immediate impact of
change.
QUALITATIVE AND
QUANTITATIVE
Numbers are great but
sometimes only tell part of
the story. You have to talk
to users to get the full
picture.
OBJECTIVES AND
KEY RESULTS
To improve KPI’s, a team
must know the top-line
objective and should then
establish metrics to monitor.
Data Driven Design
Teams that are committed to Lean UX rely on data and metrics to quickly
evaluate the impact of changes to the design. It is imperative to always look
establish validation criteria before exposing users to new features and to
measure the impact of that feature against the team’s objective.
#
|
%
10. A System Usability Scale provides a consistent measurement of
user perception of software usability and integration.
Usability Metrics
74
702 RESPONDENTS
100
90
80
70
0
FEB ‘16 MAR ‘16 AUG ‘16 JAN ‘17 APR ‘17 AUG ‘17
SERIOUS USABILITY ISSUES
67
93
83
79
73
70
74
11. “Without data you are just another person with an opinion.” – W. Edwards Demming
Data and User Interactions Impact Design
12. SURVEYS
Email/Electronic surveys are a
cheap and effective way of
measuring sentiment and
gaining qualitative feedback.
USER TESTING
Putting a UI mockup or
prototype in front of a user is
the easiest way to get
immediate feedback.
A/B TESTING
Effectiveness of UI elements can
be measured in a competitive
manner - what performs best or
drives the most clicks?
SITE ANALYTICS
All UI interactions should have
data “hooks” and critical ones
that impact Key Results should
be tracked on a dashboard.
CONSUMER RESEARCH
Focus groups and traditional
consumer research can
provide big picture trend data.
SUPPORT
Customer or Technical Support
shows what users are
struggling with or areas of the
application that need work.
Sources of User Data
& # '
( ) *
13. D E S I G N S P R I N TTESTING IDEAS AND SOLVING THE BIG PROBLEMS
14. What is a Design Sprint?
A design sprint is a five-phase framework that helps answer critical business
questions through rapid prototyping and user testing. Sprints let your team
reach clearly defined goals and deliverables and gain key learnings, quickly.
The process helps spark innovation, encourage user-centered thinking, align
your team under a shared vision, and get you to product launch faster.
15. While a Design Sprint requires focus and commitment from a team, it
can provide validated direction and reliable input from customers or
users. It should be considered as part of a Product Team’s journey
towards accomplishing its objective rather than a “tax” on productivity.
When to do a Sprint?
Answers big questions, provides clarity to the whole team at once
Tests concepts with real users, validates or invalidates assumptions
Brings teams together to collaborate in a facilitated, user-centric methodology
NEW OPPORTUNITY
When a Product Team achieves a previous
objective or a new opportunity arises and
can benefit from the focus a Design Sprint
NEW TEAM
When a team is formed and needs to
validated a goal and direction for future
product development
GRIDLOCKED TEAM
Sometimes a team can’t get past a current
roadblock and needs to chart a new
course
+
)
,
16. MAP
Study the experience, ask the
experts, select a target
SKETCH
Put ideas on paper, mix and
improve
DECIDE
Storyboard concepts, discuss,
vote on a winner
PROTOTYPE
Build something you can test
with
TEST
Put the prototype in front of
users, listen and learn
INTERPRET
Did you clarify the goal and
answer any big questions?
What do we do in a Design Sprint?
- . ○
" 0 )
17. A Design Sprint is setup as a framework that supports both divergent thinking (free-form creative brainstorming) and convergent thinking
(linear, logical thinking). It is primarily for a small team who is focused on a specific problem or goal. The end result of a successful Design
Sprint is a clear directional indication and validated (or invalidated) concept that can serve as a launching point for a new product, feature or
service.
How is this different than what we normally do?
The main difference between a design sprint and our normal product development cycle is that everyone on the team participates evenly in all
aspects of the process and collaborates in a design centric approach.
UNDERSTAND SKETCH DECIDE PROTOTYPE
Phases and Methods
VALIDATE
1 ! 2 " ○
18. Phase 1 - Defining the Goal
Design Sprint
Establish goal
• Set long term goal - Why are we doing this?
• Where do we want to be in 6 months/1 year?
• Should reflect team’s principles and aspirations
Sprint questions
• What questions do we want to answer in this sprint?
• To meet our long term goal, what has to be true?
• Imagine a future where this project fails, what might have
caused this?
1
19. Make a map
• Show user’s moving through experience
• User map to narrow challenge to a specific target
• On the left - show users/actors
• On the right - end states
• Should include all major steps
• Tells a story with beginning, middle and end
Interview the experts
• Can be from the team or from outside it
• Everyone takes notes individually
• Use “How Might We” format
• Organize and consolidate notes
Phase 1 - Choosing the Target
Design Sprint
Choose the Target
3
20. Phase 2 - Draw Conclusions
Design Sprint
Lightning demos
• Everyone makes a list of products or
services to review for inspiration
• 3 minute demos of each
• Capture ideas as you go - sketch
“what you saw”
Sketch
• Sketch solution - best idea
• 3 panel storyboards
• Guidelines:
• Should be self explanatory
• Anonymous
• Ugly is ok
• Words matter
• Give it a catch title
Boot up
• Each team member works individually
• Boot-up process:
• Gather notes
• Jot down rough ideas
• Crazy 8’s
!
21. Phase 3 - Decision Day
Design Sprint
Review process
• Hang up sketches in a “Gallery”
• Heat mapping - dots indicate areas of
interest across all concepts
• Quick discussion of highlights for
each solution
• Straw poll - each person votes with a
dot
• Supervote - Decider places final vote
Storyboards
• Illustrate each element in the
prototype to show how it will work
• Grid out interactions, elements and
experiences
○
Select the Concept Time to build
"
22. Phase 4 - Fake it
Phase 5 - Test and Interpret
Design Sprint
Prototype for testing
• Prototype can be anything
• Can be working code or mockups
• Should be disposable, nothing sacred
• Build enough to learn, no more
• Must be realistic
Interview and learn
• Talk to users
• Gather feedback
• Test against initial questions
• Look for patterns
• Debrief and learn as a team
4
Test with users
Interpret results
)
23. At the end of the sprint its important to understand what to do with
what you learned. Usually there is a clear path forward but its
important to take a few key constituencies into account as well as
figuring out next steps as a team.
Validation &
Interpretation Methods
USER TESTING
The main focus of the 5th phase
is testing with users and getting
real-time feedback on design and
direction
STAKEHOLDER REVIEW
Getting feedback from
leadership can be critical, even
early on in the sprint process
TECHNICAL REVIEW
If you don’t have a developer on
the team (which you should) or if
you need additional validation
from an engineer make sure you
bring them into the process.
RECAP AND NEXT STEPS
Sit down as a team and discuss
how to proceed. Typically
technology spikes and additional
design experiments will be clear.
24. A design sprint is a five-phase framework that helps answer critical
business questions through rapid prototyping and user testing.
Sprints let your team reach clearly defined goals and deliverables
and gain key learnings, quickly. The process helps spark innovation,
encourage user-centered thinking, align your team under a shared
vision, and get you to product launch faster.
Resources
https://designsprintkit.withgoogle.com/
HOW MIGHT WE
take the insights and pain points and
reframe them as opportunities
JOURNEY MAPPING
Dive deep into the user’s experience
STORYBOARD
Define step by step what you will build
Sprint Book on Amazon