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EXPERIENCE MAPS
A designer’s framework for working in
Agile teams & managing UX Debt
Hello!
I AM MOHIT GUPTA
Manager of User Experience – CDK Global
You can find me at
@MohitGuptaUX
@meMohitG
2
CDK Global
Creating Connections That Move Automotive
3
HIGHLY RELEVANT TO
Designers
All Levels
Researchers
All Levels
Product Mgmt.
All Level
4
ROADBLOCKS
Common phrases you hear as a UX
practitioner
5
AGILE + UX
We do not have time to do any research? Project
timelines are already tight
6
AGILE + UX
We already know what our users want. We have
spoken to them enough times. Let’s skip research
We do not have time to do any research? Project
timelines are already tight
7
AGILE + UX
We already know what our users want. We have
spoken to them enough times. Let’s skip research
We know enough so if you can design the screen so we
can develop them. Maybe you can take that to users
We do not have time to do any research? Project
timelines are already tight
8
UX DEBT
Wireframes look great but we cannot do all of them
right away. Let’s deliver MVP and tackle rest later.
9
UX DEBT
Dev never got to this design feature/functionality
due to their limited capacity.
Wireframes look great but we cannot do all of them
right away. Let’s deliver MVP and tackle rest later.
10
UX DEBT
Dev never got to this design feature/functionality
due to their limited capacity.
We need to Go-to-Market fast, so let's do the bare
minimum and rest we can keep adding later
Wireframes look great but we cannot do all of them
right away. Let’s deliver MVP and tackle rest later.
11
Road to the framework
12
1 3 5
6
4
2
Agile
Methodology UX Debt
Business Model
Canvas
Agile Teams MVP vs MLP Experience
Maps
AGILE METHODOLOGY
project management approach that involves breaking the
project into phases and emphasizes continuous collaboration
and improvement
1
13
Agile Product Life Cycle
14
Product
Backlog
Sprint
Backlog
Product
Feature(s)
Planning Design
Release Develop
& Test
SPRINT
Agile Scrum Product Life Cycle
15
Product
Backlog
Sprint
Backlog
Product
Feature(s)
Planning Design
Release Develop
& Test
SPRINT
Daily
Scrum
Retro
Agile Cross-Functional Teams
Global Team
16
AGILE TEAMS
group of people with a common goal who are flexible in the
way they work and more adaptable to changing customer
requirements
2
17
Agile Teams
18
Program
Manager
Scrum
Master
Product
Owner
Developers Testers
Stakeholders
SME
SME
SME
Agile Teams & Lean UX
19
Program
Manager
Scrum
Master
Product
Owner
Developers Testers
Stakeholders
SME
SME
SME
Designer
Timeframe
That one aspect every team has
in common
20
Timeframe
21
1 Year
JAN - MAR APR - JUN JUL - SEP OCT - DEC
1 Quarter
Sprint 0 Sprint 1 Sprint 2 Sprint 3 Sprint 4 Sprint 5 Sprint 6
Planning Release
UX DEBT
amount of money, time and effort incurred at a later stage of
the product cycle because of implementing easy and fast
solution at an earlier stage of the product
3
22
What is UX Debt
23
Project
Burn
Down
UX & Tech Debt
Time
Pressure to meet deadlines
Deadline
Optimal Launch
UX Debt
24
Designed
Product
UX & Tech
Debt
Delivered
Product
Growing UX Debt
25
Old Debt Product
Release 2
New More
Debt
MVP vs MMP vs MLP
Minimum (Viable / Marketable / Lovable)
MLP > MMP > MVP
4
26
MVP vs MMP vs MLP
27
Minimum
Viable
Product
Minimum
Marketable
Product
Minimum
Lovable
Product
MVP vs MMP vs MLP
28
MVP MMP
MLP
Fastest to develop Fast to develop Slower to develop than MVP
Minimum features to check the
product idea
Minimum feature to promote a
product at the market
Minimum features to gain
user’s trust and following
No emphasis on UX & UI
Focus on making it beautiful
but no emphasis on UX
Focus on lovable UI &
delightful UX
Effective when there are no
other rival
Effective when there are rivals
Effective when there are
rivals & alternatives
Designer’s Framework
conceptual structure intended to serve as a support or guide
for managing UX debt & delivering delightful experiences
5
29
Waterfall versus Agile: Where UX fits in?
30
Waterfall
Planning Design Develop & Test Release
Time for research, usability
or complex design features
X
Agile*
Little or no time
for research
?
* Each block represents a sprint
Pre-requisites: Business Model Canvas
31
Key Stakeholders
Key Resources
Value Propositions Segments &
Relationships
Channels
Customer Segments
Product Vision
Competitors & Market Viability Cost & Revenue Streams
Pre-requisites: Business Model Canvas
Pre-requisites: Experience Maps
33
SCENARIO GOALS AND EXPECTATIONS
1
2
3
4
6
7
8
9
5
OPPORTUNITIES OPPORTUNITIES OPPORTUNITIES OPPORTUNITIES
1
2
3
4
5
6
7
8
OWNERSHIP OWNERSHIP OWNERSHIP OWNERSHIP
L
E
N
S
E
X
P
E
R
I
E
N
C
E
I
N
S
I
G
H
T
S
Pre-requisites: Experience Maps
Pre-requisites: Experience Maps
Pre-requisites: Experience Maps
Managing UX in Agile
37
Product
Backlog
Sprint
Backlog
Product
Feature(s)
Planning Design
Release Develop
& Test
SPRINT
FOCUS HERE NOT HERE
Known Knowns
Things we are
aware of
and understand
Known Unknowns
Things we are
aware of
but do not understand
Unknown Knowns
Things we
understand but
are not aware of
Unknown Unknows
Things we are
neither aware of
nor understand
Knowns Unknowns
Knowns
Unknowns
Backlog: Known vs Unknowns
38
Backlog: Known vs Unknowns
Known Knowns
Information that we are aware of & evidence for
Analogies, Design work, lateral thinking
Known Unknowns
Information gaps or risks we are aware of
Build hypothesis, measure, iterate
Unknown Knowns
Things we are not aware of but understand
Brainstorming, Group Ideation, Design
Thinking Workshops
Unknown Unknows
Information or gaps we are unaware of
Research Explorations; React as event
occurs
39
Knowns Unknowns
Knowns
Unknowns
Knowledge
about
Occurrence
Knowledge about Impact
Known Knowns
Things we are
aware of
and understand
Known Unknowns
Things we are
aware of
but do not understand
Unknown Knowns
Things we
understand but
are not aware of
Unknown Unknows
Things we are
neither aware of
nor understand
Knowns Unknowns
Knowns
Unknowns
Product Evolution: Known vs Unknowns
40
Design in Agile*
41
Planning Design Develop & Test Release
* Each block represents a sprint
If the design feature is summation of 4 cubes, it can be fragmented & planned over sprints.
Summation
of 4 cubes
Research in Agile*
42
* Each block represents a sprint
Present
Analyze
Conduct
Dry Run
Moderator’s Guide
Recruitment
Research Plan
Planning Design Develop & Test Release
Applying Research in Agile*
43
* Each block represents a sprint
Say, conducting user interviews with 20 participants along with design work.
Planning Design Develop & Test Release
Research Plan
Interview Script
Recruitment
Design Commit
Dry Run
Set Interviews
Conduct Interviews
Design – S/M
Conduct Interviews
Transcripts
Design – S/M
Conduct Interviews
Transcripts
Synthesis
Design – S/M
Transcripts
Synthesis
Analysis
Design – S/M
Synthesis
Analysis
Design Test
Research Report
Presentation
Design Handoff
Framework
How do I apply this framework
in my project
44
The Designer’s Framework
45
Experience Maps per Persona
Known Unknown Quadrant
Execution Plan & Strategy
Macro Planning
Backlog Grooming
Current Landscape Evaluation
Business Model Canvas
Debt Management
MLP vs MMP vs MVP
Micro Planning
Dependencies & Risks
Timeframes & Distributions
Managing UX in Agile
46
Product
Backlog
Sprint
Backlog
Product
Feature(s)
Planning Design
Release Develop
& Test
SPRINT
LEADS FOLLOWS
Managing UX in Agile
47
Product
Backlog
Sprint
Backlog
Product
Feature(s)
Planning Design
Release Develop
& Test
SPRINT
LEADS FOLLOWS
“ What is the UX design methodology or
process that you will follow?
48
“ What is the UX design methodology or
process that you will follow?
It depends
49
Mohit Gupta / theUXchap@gmail.com
You can find me at
@MohitGuptaUX
@meMohitG
Thanks!
ANY QUESTIONS?
50

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UXPA 2023: Experience Maps - A designer's framework for working in Agile teams and managing UX Debt

  • 1. EXPERIENCE MAPS A designer’s framework for working in Agile teams & managing UX Debt
  • 2. Hello! I AM MOHIT GUPTA Manager of User Experience – CDK Global You can find me at @MohitGuptaUX @meMohitG 2
  • 3. CDK Global Creating Connections That Move Automotive 3
  • 4. HIGHLY RELEVANT TO Designers All Levels Researchers All Levels Product Mgmt. All Level 4
  • 5. ROADBLOCKS Common phrases you hear as a UX practitioner 5
  • 6. AGILE + UX We do not have time to do any research? Project timelines are already tight 6
  • 7. AGILE + UX We already know what our users want. We have spoken to them enough times. Let’s skip research We do not have time to do any research? Project timelines are already tight 7
  • 8. AGILE + UX We already know what our users want. We have spoken to them enough times. Let’s skip research We know enough so if you can design the screen so we can develop them. Maybe you can take that to users We do not have time to do any research? Project timelines are already tight 8
  • 9. UX DEBT Wireframes look great but we cannot do all of them right away. Let’s deliver MVP and tackle rest later. 9
  • 10. UX DEBT Dev never got to this design feature/functionality due to their limited capacity. Wireframes look great but we cannot do all of them right away. Let’s deliver MVP and tackle rest later. 10
  • 11. UX DEBT Dev never got to this design feature/functionality due to their limited capacity. We need to Go-to-Market fast, so let's do the bare minimum and rest we can keep adding later Wireframes look great but we cannot do all of them right away. Let’s deliver MVP and tackle rest later. 11
  • 12. Road to the framework 12 1 3 5 6 4 2 Agile Methodology UX Debt Business Model Canvas Agile Teams MVP vs MLP Experience Maps
  • 13. AGILE METHODOLOGY project management approach that involves breaking the project into phases and emphasizes continuous collaboration and improvement 1 13
  • 14. Agile Product Life Cycle 14 Product Backlog Sprint Backlog Product Feature(s) Planning Design Release Develop & Test SPRINT
  • 15. Agile Scrum Product Life Cycle 15 Product Backlog Sprint Backlog Product Feature(s) Planning Design Release Develop & Test SPRINT Daily Scrum Retro
  • 17. AGILE TEAMS group of people with a common goal who are flexible in the way they work and more adaptable to changing customer requirements 2 17
  • 19. Agile Teams & Lean UX 19 Program Manager Scrum Master Product Owner Developers Testers Stakeholders SME SME SME Designer
  • 20. Timeframe That one aspect every team has in common 20
  • 21. Timeframe 21 1 Year JAN - MAR APR - JUN JUL - SEP OCT - DEC 1 Quarter Sprint 0 Sprint 1 Sprint 2 Sprint 3 Sprint 4 Sprint 5 Sprint 6 Planning Release
  • 22. UX DEBT amount of money, time and effort incurred at a later stage of the product cycle because of implementing easy and fast solution at an earlier stage of the product 3 22
  • 23. What is UX Debt 23 Project Burn Down UX & Tech Debt Time Pressure to meet deadlines Deadline Optimal Launch
  • 24. UX Debt 24 Designed Product UX & Tech Debt Delivered Product
  • 25. Growing UX Debt 25 Old Debt Product Release 2 New More Debt
  • 26. MVP vs MMP vs MLP Minimum (Viable / Marketable / Lovable) MLP > MMP > MVP 4 26
  • 27. MVP vs MMP vs MLP 27 Minimum Viable Product Minimum Marketable Product Minimum Lovable Product
  • 28. MVP vs MMP vs MLP 28 MVP MMP MLP Fastest to develop Fast to develop Slower to develop than MVP Minimum features to check the product idea Minimum feature to promote a product at the market Minimum features to gain user’s trust and following No emphasis on UX & UI Focus on making it beautiful but no emphasis on UX Focus on lovable UI & delightful UX Effective when there are no other rival Effective when there are rivals Effective when there are rivals & alternatives
  • 29. Designer’s Framework conceptual structure intended to serve as a support or guide for managing UX debt & delivering delightful experiences 5 29
  • 30. Waterfall versus Agile: Where UX fits in? 30 Waterfall Planning Design Develop & Test Release Time for research, usability or complex design features X Agile* Little or no time for research ? * Each block represents a sprint
  • 31. Pre-requisites: Business Model Canvas 31 Key Stakeholders Key Resources Value Propositions Segments & Relationships Channels Customer Segments Product Vision Competitors & Market Viability Cost & Revenue Streams
  • 33. Pre-requisites: Experience Maps 33 SCENARIO GOALS AND EXPECTATIONS 1 2 3 4 6 7 8 9 5 OPPORTUNITIES OPPORTUNITIES OPPORTUNITIES OPPORTUNITIES 1 2 3 4 5 6 7 8 OWNERSHIP OWNERSHIP OWNERSHIP OWNERSHIP L E N S E X P E R I E N C E I N S I G H T S
  • 37. Managing UX in Agile 37 Product Backlog Sprint Backlog Product Feature(s) Planning Design Release Develop & Test SPRINT FOCUS HERE NOT HERE
  • 38. Known Knowns Things we are aware of and understand Known Unknowns Things we are aware of but do not understand Unknown Knowns Things we understand but are not aware of Unknown Unknows Things we are neither aware of nor understand Knowns Unknowns Knowns Unknowns Backlog: Known vs Unknowns 38
  • 39. Backlog: Known vs Unknowns Known Knowns Information that we are aware of & evidence for Analogies, Design work, lateral thinking Known Unknowns Information gaps or risks we are aware of Build hypothesis, measure, iterate Unknown Knowns Things we are not aware of but understand Brainstorming, Group Ideation, Design Thinking Workshops Unknown Unknows Information or gaps we are unaware of Research Explorations; React as event occurs 39 Knowns Unknowns Knowns Unknowns Knowledge about Occurrence Knowledge about Impact
  • 40. Known Knowns Things we are aware of and understand Known Unknowns Things we are aware of but do not understand Unknown Knowns Things we understand but are not aware of Unknown Unknows Things we are neither aware of nor understand Knowns Unknowns Knowns Unknowns Product Evolution: Known vs Unknowns 40
  • 41. Design in Agile* 41 Planning Design Develop & Test Release * Each block represents a sprint If the design feature is summation of 4 cubes, it can be fragmented & planned over sprints. Summation of 4 cubes
  • 42. Research in Agile* 42 * Each block represents a sprint Present Analyze Conduct Dry Run Moderator’s Guide Recruitment Research Plan Planning Design Develop & Test Release
  • 43. Applying Research in Agile* 43 * Each block represents a sprint Say, conducting user interviews with 20 participants along with design work. Planning Design Develop & Test Release Research Plan Interview Script Recruitment Design Commit Dry Run Set Interviews Conduct Interviews Design – S/M Conduct Interviews Transcripts Design – S/M Conduct Interviews Transcripts Synthesis Design – S/M Transcripts Synthesis Analysis Design – S/M Synthesis Analysis Design Test Research Report Presentation Design Handoff
  • 44. Framework How do I apply this framework in my project 44
  • 45. The Designer’s Framework 45 Experience Maps per Persona Known Unknown Quadrant Execution Plan & Strategy Macro Planning Backlog Grooming Current Landscape Evaluation Business Model Canvas Debt Management MLP vs MMP vs MVP Micro Planning Dependencies & Risks Timeframes & Distributions
  • 46. Managing UX in Agile 46 Product Backlog Sprint Backlog Product Feature(s) Planning Design Release Develop & Test SPRINT LEADS FOLLOWS
  • 47. Managing UX in Agile 47 Product Backlog Sprint Backlog Product Feature(s) Planning Design Release Develop & Test SPRINT LEADS FOLLOWS
  • 48. “ What is the UX design methodology or process that you will follow? 48
  • 49. “ What is the UX design methodology or process that you will follow? It depends 49
  • 50. Mohit Gupta / theUXchap@gmail.com You can find me at @MohitGuptaUX @meMohitG Thanks! ANY QUESTIONS? 50