Great article collection for Product Managers
Weekhang Teoh

Head of Product Management, JobStreet.com.

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April 27th, 8:09pm 0 comments

How to Get a Real Education at College

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“Why do we make B students sit through the same classes as their brainy peers? That's like trying to train your cat to do your taxes—a waste of time and money. Wouldn't it make sense to teach them something useful instead?

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February 27th, 5:23pm 0 comments

Perfection

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Perfection is achieved not when there is nothing more to add,

But when there is nothing left to take away.

Antoine de Saint-Exupéry

Posted
July 13th, 9:12am 0 comments

Everything I learned in business I learned from these 3 charts | VentureBeat

(Editor’s note: Niel Robertson is the founder and CEO of Trada. He submitted this story to VentureBeat.)

I’ve been building venture-backed businesses for over 11 years now. In that time, I’ve seen a sea change in how businesses are put together. Engineering approaches, marketing approaches, pricing, service delivery … they’re all dramatically different than what they used to be.

But what I’ve come to appreciate is that, ultimately, businesses live and die on three simple dynamics: Distributions, network effects and sigmoid curves (s-curves).  Almost all problems (and most opportunities) come from understanding how to take advantage of these functions – rather than fight against them.

Distributions – A distribution is a measure of how tightly grouped something in your business is. For instance, if you plot all of your customer deal sizes in a distribution, you’ll identify some interesting observations. You might see a tight packing around the mean (average), which indicates that most of your deals are about the same size.

You may also see a bifurcated distribution – which means you have two types of customers. (For discussion’s sake, let’s say one has a peak value of $1,000, while the other’s peak is at $100,000). If you find yourself in this scenario, you’re likely heading towards a problem.

 

With a bifurcated distribution you will have to sell differently. You can’t afford to have direct sales reps selling $1,000 deals and $100,000 with the same costs and compensation plans.  A company spending $1,000 and a company spending $100,000 may each be spending the same percentage of their revenue on your product, but you can’t service them the same way because your earnings relative to their service costs is vastly different. Therefore, maybe it’s time to change your marketing (or selling) focus to one type of customer or another.

Another way to think about distributions is how to move the mean up – or, in other words, towards more value. If you can control where the mean falls by making some changes to your business (i.e. pricing, compensation plans and marketing targets), you can greatly increase the value in your business without increasing the cost.

Sigmoid Curves (S-Curves) – S-curves are everywhere in your business. They describe your ability to scale and where various approaches will break down. You can take almost any example and run it through a sigmoid test.

 

With paid search, if you plot conversion volume (your number of sales) versus conversion cost (the cost of each sale) – it will always result in a sigmoid curve. This simply means at some point the cost to get one more sale will go up dramatically using paid search; you won’t be able to get another cost effective sale simply because you’ve tapped into practically everyone that is looking for your product on Google each day.

S-curves can also describe the scalability of processes and the necessity for automation. For example, if you manually handle customer service issues, you should expect at some point that a customer service rep can’t handle any more customers without some form of automation or process change. This is bad for your business because it means you’ll have to linearly scale customer service reps with the number of customers you have. (We’ll come back to linearity in a second.

Network Effects – Network effects are a beautiful activity if you can find them because you create value exponentially in your business by increasing the value for each customer with the addition of each new customer.

 

The classic example is the telephone system: for each new phone added to the telephone network there is someone additional that any existing customer can call. A more contemporary example is dating sites. For each new person signed up to a dating site, an existing person might now have access to a soul mate match that wasn’t there before.

eBay provides a different example. Each new product added to the eBay market doesn’t necessarily add value to me as an eBay shopper directly (I may not want to buy antique tea cozies), but it creates a positive cycle of attracting more buyers (who do want tea cozies) and thus more sellers who might in the future sell something I want. The network effect is that each member of the market drives growth for both sides of the market.

The last business I built, an enterprise software company, had basically no network effect. That’s a tough slog. Your only hope is to build a large customer base and then mine them for new revenue streams by introducing new products.

The counterpoint to all of this is that linearity is the enemy in any business. You don’t want a sales model that is linear forever (each new sale takes as much effort as the last one) – and you don’t want a support model that is linear (I need a new customer support rep for every 10 customers).

While you can still find businesses that are highly profitable and very linear, it takes time and money to grow those businesses to scale. Professional service businesses are the epitome of the linear approach. If you want to double your revenue, you have to double your staff.

Sit down with your team and walk through all the aspects of your business. Identify the linearities and see if you can come up with some creative ways to turn these into exponential growers. Look for the s-curves and understand where you’re going to cap out in your ability to scale. And look at the distributions and figure out where you can make choices about focus that allow you to cluster your activity and then move the mean towards value.

 

Very applicable to product managers

Posted
Posted
May 11th, 11:27pm 0 comments

An Open Letter To The Design Community

Another great article that I would like to share:

Silicon Valley Product Group Newsletter - May 11, 2010
-------------------------------------

Article: An Open Letter To The Design Community

I hope that everyone that reads this knows that I am one of the biggest advocates in our industry for user experience.  Because I generally work with the CEO’s, VP Product, and product managers of technology companies, I am probably in the best position to explain to them the importance of user experience design in coming up with great products.  I am not a designer, and I don’t have a design agency I’m trying to sell, so they know I have no personal interest other than I just want them to create better products.

Over the past several years I’ve put together a pretty strong business case for user experience (UX), and one consequence of working with me is that most of the time the companies immediately try to embrace the role of UX.   The companies I’ve worked with have opened hundreds of jobs, I’ve personally helped place dozens of designers, and I constantly advocate for the inclusion of design in the process of product creation.

That said, I could use a little help.

When these companies hire designers, most of the time the results are immediate and unmistakable.  But sometimes there are bumps in the road to better products, and often these bumps are caused by designers either inadvertently or mistakenly falling into some common traps.

Here are the major areas where I often see problems:

Know Your Audience(s) – As designers, you basically have three key audiences.  Your colleagues in design and product management; the users you’re designing for; and the execs and other key stakeholders.  Please understand that these are three very different audiences, especially your execs.  To be specific, don’t try to show taxonomies, concept maps, site maps, task analysis grids, design process maps and even wireframes to execs.  These tools are all useful for designers, but not for execs.  Please trust me when I say they will only serve to freak out the execs.  They might humor you and try to look impressed, but then they call me and complain that they have no idea what you said, what the heck you are doing, and now they’re really nervous, and I have to talk them off the cliff.  Please people, if you want to succeed at your company, just remember this rule: the only thing that works to explain your design to execs and stakeholders are prototypes, the higher the fidelity the better.  Do yourself a favor and keep the sausage making within the design team.  Some execs will want to know how you got from here to there, and that’s okay, so long as you start with them understanding where “there” is.  Note that this doesn’t mean that you can go dark on your execs for extended periods of time.

Be Sensitive To Change - when your company does finally decide that user experience is important, please don’t come back and propose to your management a three to six month design phase of contextual inquiries/ethnographic research, persona development, concept mapping, undirected user testing, heuristic reviews, and competitive analysis, etc, all before you can get to something they can understand.  Now, I happen to be fans of each of these techniques, but you need to be smart about how you introduce these techniques to the process and the organization.  The key is to separate out the baseline customer learning activities (which should be ongoing and in the background), from the project specific work.  And with customer learning, when introducing this into the organization, look for some quick wins, and always share generously what you’re learning about your customers.

It’s About Customer Learning – people tend to think of UX as usability, but usability is typically the easy part, and, for example, calling it “usability testing” understates the importance and role.  You’re responsible for much more.  In general, you want to position “User Research” and the UX team in general as the resources that enable rapid and continuous customer learning.  You’ve got several tools to learn about customers, some qualitative, some quantitative, some based on prototypes and user testing, some based on split testing and analytics.  But it’s all about facilitating rapid and continuous customer learning.

Time To Step Up - the design community has long argued (rightfully) that you need to be included from day 1, but this means that your job is not simply to design pages based on what comes down from the Product Manager in the form of “the requirements.”  It’s your responsibility to help figure out what the product needs to be, and this means the requirements.  If you tell the product manager to come back once he makes up his mind, you are severely limiting your ability to contribute, and very likely condemning the product to mediocrity from the start.   The product manager is ultimately responsible for the decisions as to functionality, but you need to help the product manager identify what’s really required and what’s not.  This problem is especially common when the designer comes from either a very waterfall process background, or an agency that is used to doing work based on contracts and not starting anything until the requirements or at least a creative brief is defined.

Role Confusion – at many companies, when I first start working with the execs, they don’t understand the difference between the types of designers.  Often, they just have one person (usually a visual designer) in the role and they complain to me about the effectiveness of the design.  I find it important to explain to the execs the difference between interaction design, visual design, and user research.  Mostly the designers at the company are grateful as they have often been arguing that the company needs to hire either an interaction designer or a visual designer, but it was falling on deaf ears.  Sometimes we need to be creative to come up with an effective mix of skill sets.  I recently visited with an interaction designer friend of mine at his startup, and he was showing me some of his work and while I knew him to be a very strong interaction designer, his visual designs were always pretty weak.  But this stuff was great work. &n bsp;I asked him how that happened, and he confessed to me something interesting.  He said that he had a visual designer friend that was at another startup, and that she was in the opposite boat; she had strong visual design skills but never had any training in interaction design.  So they worked out a nice little arrangement.  He helps her with the interaction design of her projects, and she helps him with the visual design of his projects.  The result is that they are both producing much better designs for their startups.  This was possible because both of these people were honest with themselves on their skill sets, and they both appreciated what the other could contribute.  There are of course some designers that are very strong at both interaction design and visual design, and while I think this is worth striving for especially in senior designers, in my experience this is pretty rare.

Titles – usually one of the first actions a company takes after I engage with them is to start to staff a UX capability.  So the execs start searching but they quickly get confused with the potpourri of titles.  Honestly it just makes the UX community look like it doesn’t have its act together.  From my perspective, we need to pick our battles, and this isn’t one of them.  I’ve long ago adopted Alan Cooper’s titles of “Interaction Designer,” “Visual Designer,” and “User Researcher.”  I occasionally use the title “Product Designer” for those few that really can represent the holistic design of the product – including interaction design, visual design and sometimes product management as well.  Most of the confusion is with the various predecessors and derivations of interaction designer, including old titles like “information architect,” “human fac tors engineer,” “UX designer,” “interface designer,” “UI designer,” “user interface architect,” and “user interface analyst.”  Same problem with "usability engineer," "usability researcher," or "usability designer" when talking about user researchers.  I am glad to see our industry finally standardizing on “User Experience” for the design organization as a whole.  If you’ve got one of these old titles and you want me to help you get a job, you’ll want to use switch to the standard title.  Again, I didn’t pick any of these names, and you could split hairs on any of them, but let’s please not waste our energies there.  

On the subject of prototype testing:

- always make sure the product manager and interaction designer is present, even if you have to drag them to the test.  If you’re one of the few people left that still think these people should be sheltered from the actual user you need to either get with the program, or get out of the way because you are hurting your company.  Sorry to be so harsh but this is too important.  I have seen too many product managers that read your report, and discount your findings because they assume either you are an idiot, or the people you brought in for testing are idiots (or both).  Make them watch.

- realize that the moment of greatest learning happens after the usability testing portion of a prototype test.  At this point, the user actually understands what you’re trying to discuss with them, and you can have great dialogs.  So don’t over script this.  Allow the product manager to interact with this user and see where the conversation goes.  You just might discover a pivot that changes the course of your company.

- an informal e-mail with key learnings and results sent the same day, is much more valuable to the team than a formal report sent a week later.  Don’t bother with formal reports – your time is too valuable for this and they’re hardly read anyway.

- except in very rare cases, don’t propose a round of usability testing just before launch.  It’s a no-win situation as it’s too late to do anything about the problems you find.  Do your testing in the first weeks of the project, using prototypes, when the results can actually be used.  It’s okay to test again after the launch using the live product.

- not everyone will agree with me on this, and it’s the subject of a future article, but I no longer waste time testing paper prototypes or wireframes on users.  Just as they don’t work with execs, they just aren’t very useful with users.  Push the team to get a high-fidelity prototype as fast as possible.  The tools have never been better so it’s not hard, and most importantly, that’s when the real learning begins.

I know that for many of you I am preaching to the choir.  But if not, I hope you take these pleas to heart, as they are all meant to help you succeed at your company and enable user experience to be viewed as absolutely central to continuous customer learning and product innovation.

A special thanks to designers Jeff Herman, Kyrie Robinson and Audrey Crane for their feedback on early versions of this article.


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April 2nd, 2:40am 0 comments

On the roll

I was quite surprised and happy to see my blog Product Matters on the blog roll of On Product Management today.

It's number #44 on the list.
Coincidentally, I am employee #44 in the company I have served as Product Manager all these years.

Thank you - to the folks at OnProductManagement.com.
That means I will work harder on more quality posts.

 

 

Posted
Posted
February 18th, 6:04pm 0 comments

Dedicated Product Teams

Article by Marty Cagan, original post in http://www.svpg.com/dedicated-product-teams/

: Dedicated Product Teams

In my last article (see http://www.svpg.com/knocking-down-walls/) I talked about the importance of knocking down walls, especially the wall between product management and engineering.  In this article, I want to describe a technique that helps achieve this, along with several other significant benefits.

While there are many variations, there are essentially two common ways of running your product organization.  The most common of the two is to do some form of project-based planning.  In this model, the management of the company essentially defines a communal roadmap – they come up with a prioritized set of projects for the quarter or year, and they allocate time and people to those projects.  For example, they may have a team spend two months working on a new advertising system, and then the next high-priority project for that team might be a new search technology, or some SEO work.  The team may or may not change, but the project and even domain they are working on typically changes frequently.

Basically if you look at the communal roadmap, you see a mosaic of different projects, each row typically an allocation of a set of developers to a project.

These roadmaps hardly go a week without significant change.  Some new business opportunity comes in and takes priority, so that throws a big wrench in the plans and a bunch of shuffling is done, or a project takes longer than expected, so that has a ripple effect.  

(Not to mention that these project-oriented portfolio roadmaps are typically created before there is any real information or knowledge on what it will really cost to build this, and whether customers will actually want to use it.  But that’s a different issue.  See http://www.svpg.com/your-business-plan-is-wrong/).

These communal roadmaps change so frequently are are so full of assumptions that they’re rarely something companies enjoy, but nevertheless this is often how they run their product organizations.  There are, however, several less obvious consequences of this approach.

First, teams are constantly moving around.  Product managers team up with specific developers on a project basis.  Often they don’t have nearly the time they need to form the working relationships so important to effective teams.

Second, the developers are often constantly reassigned to different areas.  While on the positive side the developer gets exposed to lots of different areas, they often don’t get the time to develop the deep expertise in an area that can make a developer so incredibly valuable.  

Third, since the developer is switching topics so frequently, they don’t develop the velocity that an experienced team does.

Fourth, since the developers are scheduled on different projects beginning right after the prior project ends, this tends to encourage what we call “release and forget” where a project is launched because it is scheduled to launch, but the follow-on work and the product optimization work gets deferred for months or even indefinitely because the team is on to other projects.

The alternative to this, which I’m happy to say is spreading fairly rapidly across our industry, is to move to dedicated product teams.

In this model, the executives, rather than debating specific projects, instead consider which areas of the business they want to invest in, and what percentage of resources to allocate to each area.  For example, for a typical e-commerce company, they might have teams like “Search and Recommendations,” “Product Pages and SEO,” “Fulfillment Systems,” “Infrastructure,” “Rapid Response” and “New Business Opportunities.”  They would then choose what level of investment they consider appropriate for each area.

The next step for the management team in this model is to define Product Team Scorecards for each of the teams (see http://www.svpg.com/the-product-scorecard/).  This essentially sets the business priorities for each of the teams.

Next the organization staffs the teams with a product manager, user experience, developers, and QA, in proportion to the allocation decided above.

In this model, the team then is charged with coming up with the projects, features and fixes that they believe will best deliver on the KPI’s defined in the Scorecard.  

There are two important differences here.  The first is that these teams are ongoing.  They don’t switch from topic area to topic area after every project.  Instead, they focus their energies on building true expertise on their topic, and coming up with real innovations in their areas.   The second is that the team members are persistent, in that they are assigned to this product area and they’re not just here for the specific project.

Of course management may choose to adjust the balance of resources by reallocating people, or by adjusting the Scorecard to reflect changing business priorities – this usually happens quarterly or annually.  And of course people are not sentenced to work on this area for the rest of their career.   They can and should move between teams, but generally people are working on a team for a year or so, and not just for a few weeks or months.

As I watch companies switch to this model, I consistently see the velocity go up as the teams gain expertise.  I also see the quality of product go up dramatically which I attribute both to the relationships that are built and also to the sense of ownership that teams feel over their area.  But most importantly, I see the business results that stem from the focus, the better product work, and from continuous and rapid improvement of the product.

A few notes:

- A very useful dedicated product team is the “rapid response team,” there to handle critical fixes and relatively minor improvements and functionality.  I’ll describe this in more detail in an upcoming article.

- I also like a “new business opportunities team” that is there to explore new potential products or sources of revenue.  In most companies, these opportunities will always arise, and if you don’t have a team available to pursue, then all too often other teams are raided for resources.  Instead, plan for a small team to pursue these opportunities, and help them get good at evaluating potential.

- The one team and allocation that’s usually a given is the “infrastructure team.”  This is a special team, usually comprised of just engineers and architects, and the allocation is typically 20% for consumer internet companies.  You can instead intersperse this work into the other teams, or you can have a blend (a dedicated team plus some resources in each of the other teams).  See http://www.svpg.com/engineering-wants-to-rewrite/.

- Moving to Scrum, if you haven’t already, will get you part-way towards dedicated product teams.  It helps a great deal in building the personal relationships of an effective team.  But all too often, Scrum teams are still handling backlog items from many product areas, and not being given the ability to focus on an area as a team.  That’s the difference really between a project team and a dedicated product team.


While I typically recommend moving to dedicated product teams for the full product organization, be warned that this is not a trivial change and requires executive support.  If your organization is not yet convinced, you can move just one or two teams to the dedicated product team model.  If you give this model even 6 months I’m fairly certain you’ll see the benefits and hopefully make the switch at the next planning cycle.

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February 16th, 10:52pm 0 comments

Lessons from Ikea | UX Magazine

Chances are you've come in contact with a piece of flat-pack furniture from Ikea. You may even have put a shelf or desk together with the help of an allen wrench and a single-sheet instruction manual. Ikea has successfully innovated in pricing, logistics, packaging, and store layout to become a global phenomenon.

But the lesson we, the UX community, can learn from Ikea isn't directly related to their low prices, or making customers put products together themselves. Rather, the valuable lesson we can take from the self-assembly giant comes from an earlier point in a product's lifecycle: the design stage.

When it comes to design, Ikea is a price-first company. Sure, they pride themselves of their Scandinavian design and ingenuity, but above all else they want their products to be as affordable as possible. As a result, the target price for a product defines and constrains the product design, rather than the other way around. Instead of specifying a product and then determining how much it will cost, Ikea decides how much a product should cost and then designs it to fit within the cost constraint. In an interview with CNET, Ikea product developer June Deboehmler said, "When we decide about a product, we always start with the price... Then, what is the consumer need?"

To some this may seem like a counter-intuitive approach. But in actuality, creativity loves constraints. It may seem that a cost constraint would be burdensome to designers but in fact it helps focus and guide their work. Even if cost isn%u2019t the leading constraint (as it is with Ikea), it%u2019s always a critical constraint that should be factored into design.

But in the world of software and UX design, you seldom see projects where cost is treated as a primary, initial constraint. Instead, cost is treated as something that%u2019s derived from scope. Foundational problems with scope, budgets, and constraints are a setup for failed projects and poor UX. But how can we all learn from Ikea in a way that makes sense to industry? We have defined four lessons that will guarantee smoother projects before they even start.

1. Cost is a primary constraint

After they%u2019ve outlined a product%u2019s scope, most companies already have a strong sense of what they think the product should cost, or at the very least how much they can afford. But, in the majority of cases, rather than communicating both the scope and cost expectations to their vendor or internal development team, they withhold the cost information. This forces the development team to go through a complicated, error-prone process of trying to extrapolate a cost estimate from the scope. This is followed by a back-and-forth of discussion until the estimate comes into alignment with the original cost expectation. The cost expectation (or limit) was known all along but everyone has to participate in a ritual dance before it%u2019s disclosed.

In most other settings, this practice would be considered dysfunctional, and an example of how poor trust and communication wastes time and money. But, oddly, it%u2019s standard practice in software and Web development. If the cost expectation is fixed and present from the beginning%u2014in other words, it is a primary constraint%u2014why not simply let the development team know about it? Constraints give the team better understanding of what will be possible, reduces errors in their projections, and gets them working sooner.

Companies are generally wary of sharing their budget numbers upfront for fear of having the development team take advantage of their trust. Their concern is that the development team will charge the full amount in the budget even though the scope of the project should actually cost something less. But, in actual practice, this can't happen because the scope is never smaller than the budget. For innovative, UX-focused product and website development efforts, the project's requirements will always grow as large as the budget will allow%u2014again, cost is the project's primary constraint. The entire course of a project always entails an ongoing negotiation between the stakeholders and the development team about how much work can reasonably be accomplished, and how many requirements can reasonably be fulfilled, before the budget runs out. This is true whether or not the budget is initially disclosed, and whether the project is charged fixed-bid or hourly, because of the weaknesses of upfront planning and the ambiguity inherent to scoping documentation. If the development team is aware of the real cost constraint from the outset, their projections about what they can accomplish will be much more accurate%u2014and, often, much more ambitious%u2014than if they were left to make guarded guesses about what the cost constraint might be.

2. Goals are more important than specs

Initial scope and specifications documents are a form of guesswork product design often done by whoever owns the project, rather than by actual product designers. Such documentation is meant to serve as the definitive blueprint for the project, but have you ever (seriously, ever in your life) seen an early scoping document that turned out to be anywhere close to accurate when the project was done? This isn't because the people drafting these documents are incompetent; it's just that product design is something best left to, well, product designers.

And even for the most experienced product design professionals, the beginning planning stages of a project are the time when the least is known about what the project will actually entail. This is the worst time to have to lay out definitive specifications for the product. Complex, UX-focused software projects just don't lend themselves to extensive upfront planning and specifications efforts%u2014too much of the project's actual needs won't be discovered until design and development commence. So how, then, can project stakeholders ensure their vision and requirements for the product are met? By expressing their needs very clearly in terms of the business' goals for the product. Goals are another form of constraint.

When business stakeholders attempt to build detailed specifications up front, they are attempting to extrapolate specific requirements from their general goals. If Ikea took this approach in their product design, businesspeople would spend a week in a conference room trying to describe in words in long, numbered lists, exactly what a chair or table should look like and what features it should have. This would obviously be silly; product requirements (for both furniture and software) are best expressed through design materials and prototypes, not through lengthy specs built by business stakeholders. The stakeholders' role is to clearly express the constraining goals for the product and hand those off to product designers who can begin to design the specifics.

Business stakeholders need to ask themselves, what does it mean for a project to succeed? Is it successful if it fulfills on guesswork requirements built by the wrong people at the wrong time in the project, or is it successful if it meets the business' goals and stays within its budget constraints? Business stakeholders have the clearest understanding of what the company needs the product to accomplish, but the team that will build the product will advise them best on how to meet the goals. Setting clear, high-level goal and sharing the project's budgetary constraint gives a reliable development team the ability to plan accurately, reduce risk, and squeeze the most bang out of a buck.

3. Honesty and trust are mandatory

As we mentioned, many companies refuse to share their budget out of worry that they'll be taken advantage of. If you tell a car salesman that you're willing to spend $30K, he'll try to sell you a $20K car for $30K. If, on the other hand, you keep your budget constraint to yourself, you may drive out with a $20K car and $10K in savings in your pocket. But when shopping for cars, you're dealing with products that have already been built, and you're just picking the one that suits you. But when you're building software or a website, you're building something entirely new with great uncertainty about, and flexibility in, the details of the implementation. The scope of the product is a direct function of its available budget.

It's critical that you be able to work honestly and openly with your development team or vendor. You'll collaboratively manage a project to ensure it fulfills its goals, stays within its cost constraint, and delivers the best value possible. If you don't think you can trust your development team or vendor enough to share your budget with them, then you're working with the wrong team. That lack of trust will undermine the success of the project by crippling your ability to collaborate effectively. You and the development team need to be partners in building a great product, not adversaries who are managing each other as risks. In an adversarial or arms-length relationship, the development team will always be trying to do the least amount of work for the most money. The business stakeholders, for their part, will be trying to take advantage of the ambiguities in the initial scoping documents to get the development team or vendor to do more work for the same price. Both parties will be focused on protecting their interests, rather than working as true partners toward the joint goal of a good outcome for the project.

This partnership with the design team is what Ikea achieves by staying goal- and cost-focused. While it's uncertain what the product will look like, it's never ambiguous what the definition of success is for that product. This business stakeholders and design team are working toward the same goals without needing to keep information from each other.

4. Abandon guesswork for concrete understandings

This guessing game of "what's my budget" is very much a waste of time. Some business stakeholders think they couldn't possibly guess what a project should cost, but in thinking this they're approaching the problem backwards. When it comes to important, high-complexity, UX focused software and website development efforts, the question isn't "what should this cost," but instead "what can this cost?" One needs to have a number in mind%u2014a limit that will constrain the scope and ambitiousness of the project. Giving development teams a pile of guesswork specifications documentation will just get you a pile of guesswork price estimates. What you end up with are unreliable specifications and unreliable cost estimates. By providing development teams with a specific understanding of your cost constraints, you make it much easier for those teams to make accurate projections about what will be possible. This also lets development teams show you other projects from their portfolios that had similar budgets. This, in turn, allows everyone to work from a solid understanding of the cost constraint with a concrete example of achievable scope. Development teams can help stakeholders by providing detailed information about the budgets and challenges encountered in their portfolio projects.

We believe that these four lessons are important to succeed in the high-complexity domain UX-focused software and Web development. Making cost a primary constraint and sharing budgets with development teams may require a shift in thinking by all parties involved. Business stakeholders need to trust the teams they work with, and therefore choose to work with teams that are trustworthy. Development teams need to earn that trust by clearly communicating what they will do with the information and by being honest and transparent about their projections and about project progress once it's underway. And if there's any doubt on either side, you can always say, "Hey, it works for Ikea".

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January 5th, 6:58pm 0 comments

Aaron Forth | UX Week 2009 | Adaptive Path

Great presentation about the value User Experience design on business.

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