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Tactical Product Design
Jacqueline Stetson Pastore
2017 UX+Dev Summit
Jacqueline Stetson Pastore
Founder, CEO
18 years of experience in user
research and product design
CLIENTS: FINTECH ECOM PHARMA HEALTH B2B EDU APPS COMMUNICATION AGENCY STARTUPS NONPROFIT
100+ Startups
40,000+ Hours of UX consulting time
300+
6,000+
Products across industry verticals
Participant sessions to collect dataUX Gofer
UX Research Tool
ART SCIENCE PROCESS
How the sugarbits
does all this fit together?
Tactical Product Design
• Transparent Design
• UCD Process & Project Management
• Project Artifacts
Tactical Product Design
• Transparent Design
• UCD Process & Project Management
• Project Artifacts
Transparent Stackable Buildable
1. Go talk to people. 2. Share knowledge.
3. Sketch Stories 4. Test and Iterate
Tactical Product Design
• Transparent Design
• UCD Process & Project Management
• Project Artifacts
Product Development Lifecycle
IDEA DESIGN DEVELOP LAUNCH
13407 (1999)
User-Centered Product Development Lifecycle
ISO 13407: Human-centred design process
International Organization for Standardization http://www.iso.org/
• Specify the context of use: Identify the people
who will use the product, what they will use it for,
and under what conditions they will use it.
• Specify requirements: Identify any business
requirements or user goals that must be met for
the product to be successful.
• Create design solutions: This part of the process
may be done in stages, building from a rough
concept to a complete design.
• Evaluate designs: The most important part of this
process is that evaluation - ideally through
usability testing with actual users - is as integral as
quality testing is to good software development.
1999
Lean UX
2013
Lean UX: Applying Lean Principles to Improve User Experience, Jeff Gothelf
UX for Lean Startups: Faster, Smarter User Experience Research and Design,
Laura Klein
Product Development Methodologies
• Well-defined process
• Expectations are defined
• Progress is transparent
• Minimal schedule slippage
• Holistic design and testing improves usability
• Less wasted code, easier to budget for
• Documentation supports knowledge transfer
• Users can’t give good feedback until they see working
product.
• Product always changes in development.
• Doesn’t support design iterations based on customer
feedback and development questions.
• Team members have nothing to do until it is their phase to do
work.
• Not well-suited for projects with changing requirements.
Agile Manifesto
•Individualsandinteractions overprocessesandtools
•Workingsoftware overcomprehensivedocumentation
•Customercollaboration overcontractnegotiation
•Respondingtochange overfollowingaplan
http://www.agilemanifesto.org/
Scrum Team
The Scrum Team includes:
•Product Owner
•Development Team
•Scrum Master
Product Owner
• Represents stakeholders and is
the voice of the customer
• Accountable for ensuring that
the team delivers value to the
business
• Responsible for managing the
backlog
• Defines items in backlog in a
way that everyone
understands it
• Prioritizes items in backlog
• Accepts or rejects work
completed in a sprint.
Development Team
• Self-organizing: No one is allowed
to tell the development team
how to turn the product backlog
into incremental, shippable
product
• Cross-Functional: All resources
to complete a project are part of
the team.
• No titles or sub-groups: Scrum
doesn’t recognize any title or
sub-teams (like designer,
developer, QA, BA) or sub-teams.
• Accountability belongs to the
Development Team as a whole.
• 3-9 full-time team members is
ideal.
Scrum Master
• Responsible for ensuring
Scrum is understood and rules
and theories are followed
correctly.
• Independent from the project
itself and is more of a coach
about how to follow Scrum.
The Sprint
• Time-box of no more than one month (usually 2 weeks)
• Items completed in the sprint are to be “Done” and be potentially
shippable code that can be released.
• A new sprint starts directly after the last one. There is no gap
between sprints.
• No changes to items in sprint are to be made during the sprint (scope
can be clarified and negotiated).
Scrum Events
Kanban Board
• Visual display of items within a
development team workflow.
• Each stage is a column
• Each item is displayed as a card
• Move the card through the
workflow
• Each stage can have 2 columns –
Work in Progress or Done
• Next step can’t pick up a card from
the previous column until they
have the capacity to do so.
• Minimize items in the Work in
Progress columns.
Day 1 - Wednesday, Feb 1st
10:00AM Tactical Product Design (JACQUELINE STETSON PASTORE)
Workshop (2hrs): FIGMA - Finally, a True Collaborative Tool for Design Teams (MARCELO PAIVA)
11:00AM Designing with Accessibility in Mind (MIKE DONAHUE)
1:15PM Designing for the Invisible - the Voice UX (SHYAMALA PRAYAGA)
Workshop (4hrs): Product Development: Balancing “Agile” with Continuous Collaboration &
Discovery – 4hrs (BERMON PAINTER)
2:15PM Discussion on UX Process: Are Personas Really Working? (RAMYA MAHALINGAM)
3:30PM Strategic Design Influence (LAUREN MARTIN)
Day 2 - Thursday, Feb 2nd
10:00AM Managing UX Teams (AARON IRIZARRY)
The Invisible Interface (BERMON PAINTER)
11:00AM Who has the time to learn, grow and design? (MARCELO PAIVA)
1:15PM Strategy’s Natural Habitat Revealed: Encouraging Creativity and Decisiveness When
Starting Your Company Through Launching Your Product (SHANE MCWHORTER, PH.D.)
Workshop (4hrs): How to style in React without losing friends (SARRAH VESSELOV)
2:15PM UX Content Strategy (MIKE DONAHUE)
Workshop (4hrs): The Art of the UX Developer (DANIEL HOWSE)
3:30PM An Agile-Friendly Approach to User Research (ANDREW SCHALL)
Day 3 - Friday, Feb 3rd
10:00AM Creativity and Technology to Make Innovative Product (RUTHIA HE)
11:00AM User Testing Vs. User Teaching (ANDREW WHITED)
10:00AM FULL DAY WORKSHOP: Design Thinking and Agile - From Insights to Implementation (VERA
RHOADS)
Tactical Product Design
• Transparent Design
• UCD Process & Project Management
• Project Artifacts
Project Management Artifacts
Work Breakdown Structure (WBS)
© Yuxuan Xie
Gantt Chart
© Yuxuan Xie
Budget
www.matchware.com
UX Research Artifacts
User Types
User Type Student Teacher Parent Principle
Age 12-18 25-65 25-60 35-65
Tech Savviness High Medium Low-Medium Medium
Device Tablet Laptop Phone Desktop
Location School / Home School Work School
Goals Get good grades Get through
work faster
Check in on
child’s progress
See who is doing
well / needs help.
Pain Points Too much work Too much work No visibility Too many things to
check on
Value Proposition Make schoolwork
fun
Make teaching
easier for me
and fun for kids
My kid likes it
and wants to
learn
Help my school
succeed
Features Take tests,
homework
uploader
Create tests,
check grades,
grade homework
Check grades Leaderboard, charts
Add, remove or combine user types as you
do research.
Add additional
attributes that
come out of your
user research.
Personas
Personas are fictitious characters we create that represent user types for
our products in a one-page overview.
Storyboard Comics
Customer Journey Maps
As A [User Type] I Want To So I Can User Acceptance Criteria
• Describe functionality and features of a
product.
• Set context for why a feature is important and
how it will be used. “who, what, and why”
User Stories
UX Design Artifacts
Concept Designs
Sitemap
© Sarah Kasiske
Workflows
Low Fidelity Interactive Wireframes
UI Design Artifacts
Final Visual Design
Static Annotations
Interactive Wireframes with Annotations
Thumbnail Screenflows
http://styleguide.mailchimp.com/
Style Guides
Day 1 - Wednesday, Feb 1st
10:00AM Tactical Product Design (JACQUELINE STETSON PASTORE)
Workshop (2hrs): FIGMA - Finally, a True Collaborative Tool for Design Teams (MARCELO PAIVA)
11:00AM Designing with Accessibility in Mind (MIKE DONAHUE)
1:15PM Designing for the Invisible - the Voice UX (SHYAMALA PRAYAGA)
Workshop (4hrs): Product Development: Balancing “Agile” with Continuous Collaboration &
Discovery – 4hrs (BERMON PAINTER)
2:15PM Discussion on UX Process: Are Personas Really Working? (RAMYA MAHALINGAM)
3:30PM Strategic Design Influence (LAUREN MARTIN)
Day 2 - Thursday, Feb 2nd
10:00AM Managing UX Teams (AARON IRIZARRY)
The Invisible Interface (BERMON PAINTER)
11:00AM Who has the time to learn, grow and design? (MARCELO PAIVA)
1:15PM Strategy’s Natural Habitat Revealed: Encouraging Creativity and Decisiveness When
Starting Your Company Through Launching Your Product (SHANE MCWHORTER, PH.D.)
Workshop (4hrs): How to style in React without losing friends (SARRAH VESSELOV)
2:15PM UX Content Strategy (MIKE DONAHUE)
Workshop (4hrs): The Art of the UX Developer (DANIEL HOWSE)
3:30PM An Agile-Friendly Approach to User Research (ANDREW SCHALL)
Day 3 - Friday, Feb 3rd
10:00AM Creativity and Technology to Make Innovative Product (RUTHIA HE)
11:00AM User Testing Vs. User Teaching (ANDREW WHITED)
10:00AM FULL DAY WORKSHOP: Design Thinking and Agile - From Insights to Implementation (VERA
RHOADS)
Transparent Stackable Buildable
User Stories
Project Definition
Conversations & Surveys
Personas
User Stories
Storyboards
User Types
Customer Journeys
User Story
Wireframes
Code
QA & UX Testing
Finding
Work Breakdown Structure
Gantt Chart
Budget
Versioning / MVP
Approval for Project
Sitemaps & Workflows
Visual Design & Styleguide
Release to Customer
UX Research Project
Mgmt
Design
& Dev
User Stories
User Stories User Stories
Go talk to people Share knowledge
through research
deliverables
Sketch stories Test and Iterate Agile
development
Finding
Personas
---
User Stories
Interactive
Wireframes
Usability Testing
---
Iterative Design
---
Visual Design
Product Backlog
---
Sprint
Backlog
From finding to product…
Test and Iterate
Usability Testing
---
Iterative Design
---
Visual Design
55
UXRD: User Experience Research and Design, Inc. ® | Intro to
UX for Web Congress | September 2015
Questions?
Jacqueline Stetson Pastore

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UX+DEV Summit 2017 - Tactical Product Design

  • 1. Tactical Product Design Jacqueline Stetson Pastore 2017 UX+Dev Summit
  • 2. Jacqueline Stetson Pastore Founder, CEO 18 years of experience in user research and product design CLIENTS: FINTECH ECOM PHARMA HEALTH B2B EDU APPS COMMUNICATION AGENCY STARTUPS NONPROFIT 100+ Startups 40,000+ Hours of UX consulting time 300+ 6,000+ Products across industry verticals Participant sessions to collect dataUX Gofer UX Research Tool
  • 4. How the sugarbits does all this fit together?
  • 5. Tactical Product Design • Transparent Design • UCD Process & Project Management • Project Artifacts
  • 6. Tactical Product Design • Transparent Design • UCD Process & Project Management • Project Artifacts
  • 8.
  • 9.
  • 10. 1. Go talk to people. 2. Share knowledge.
  • 11. 3. Sketch Stories 4. Test and Iterate
  • 12. Tactical Product Design • Transparent Design • UCD Process & Project Management • Project Artifacts
  • 13. Product Development Lifecycle IDEA DESIGN DEVELOP LAUNCH
  • 15. User-Centered Product Development Lifecycle ISO 13407: Human-centred design process International Organization for Standardization http://www.iso.org/ • Specify the context of use: Identify the people who will use the product, what they will use it for, and under what conditions they will use it. • Specify requirements: Identify any business requirements or user goals that must be met for the product to be successful. • Create design solutions: This part of the process may be done in stages, building from a rough concept to a complete design. • Evaluate designs: The most important part of this process is that evaluation - ideally through usability testing with actual users - is as integral as quality testing is to good software development. 1999 Lean UX 2013 Lean UX: Applying Lean Principles to Improve User Experience, Jeff Gothelf UX for Lean Startups: Faster, Smarter User Experience Research and Design, Laura Klein
  • 17. • Well-defined process • Expectations are defined • Progress is transparent • Minimal schedule slippage • Holistic design and testing improves usability • Less wasted code, easier to budget for • Documentation supports knowledge transfer • Users can’t give good feedback until they see working product. • Product always changes in development. • Doesn’t support design iterations based on customer feedback and development questions. • Team members have nothing to do until it is their phase to do work. • Not well-suited for projects with changing requirements.
  • 18. Agile Manifesto •Individualsandinteractions overprocessesandtools •Workingsoftware overcomprehensivedocumentation •Customercollaboration overcontractnegotiation •Respondingtochange overfollowingaplan http://www.agilemanifesto.org/
  • 19. Scrum Team The Scrum Team includes: •Product Owner •Development Team •Scrum Master
  • 20. Product Owner • Represents stakeholders and is the voice of the customer • Accountable for ensuring that the team delivers value to the business • Responsible for managing the backlog • Defines items in backlog in a way that everyone understands it • Prioritizes items in backlog • Accepts or rejects work completed in a sprint.
  • 21. Development Team • Self-organizing: No one is allowed to tell the development team how to turn the product backlog into incremental, shippable product • Cross-Functional: All resources to complete a project are part of the team. • No titles or sub-groups: Scrum doesn’t recognize any title or sub-teams (like designer, developer, QA, BA) or sub-teams. • Accountability belongs to the Development Team as a whole. • 3-9 full-time team members is ideal.
  • 22. Scrum Master • Responsible for ensuring Scrum is understood and rules and theories are followed correctly. • Independent from the project itself and is more of a coach about how to follow Scrum.
  • 23. The Sprint • Time-box of no more than one month (usually 2 weeks) • Items completed in the sprint are to be “Done” and be potentially shippable code that can be released. • A new sprint starts directly after the last one. There is no gap between sprints. • No changes to items in sprint are to be made during the sprint (scope can be clarified and negotiated).
  • 25. Kanban Board • Visual display of items within a development team workflow. • Each stage is a column • Each item is displayed as a card • Move the card through the workflow • Each stage can have 2 columns – Work in Progress or Done • Next step can’t pick up a card from the previous column until they have the capacity to do so. • Minimize items in the Work in Progress columns.
  • 26.
  • 27. Day 1 - Wednesday, Feb 1st 10:00AM Tactical Product Design (JACQUELINE STETSON PASTORE) Workshop (2hrs): FIGMA - Finally, a True Collaborative Tool for Design Teams (MARCELO PAIVA) 11:00AM Designing with Accessibility in Mind (MIKE DONAHUE) 1:15PM Designing for the Invisible - the Voice UX (SHYAMALA PRAYAGA) Workshop (4hrs): Product Development: Balancing “Agile” with Continuous Collaboration & Discovery – 4hrs (BERMON PAINTER) 2:15PM Discussion on UX Process: Are Personas Really Working? (RAMYA MAHALINGAM) 3:30PM Strategic Design Influence (LAUREN MARTIN) Day 2 - Thursday, Feb 2nd 10:00AM Managing UX Teams (AARON IRIZARRY) The Invisible Interface (BERMON PAINTER) 11:00AM Who has the time to learn, grow and design? (MARCELO PAIVA) 1:15PM Strategy’s Natural Habitat Revealed: Encouraging Creativity and Decisiveness When Starting Your Company Through Launching Your Product (SHANE MCWHORTER, PH.D.) Workshop (4hrs): How to style in React without losing friends (SARRAH VESSELOV) 2:15PM UX Content Strategy (MIKE DONAHUE) Workshop (4hrs): The Art of the UX Developer (DANIEL HOWSE) 3:30PM An Agile-Friendly Approach to User Research (ANDREW SCHALL) Day 3 - Friday, Feb 3rd 10:00AM Creativity and Technology to Make Innovative Product (RUTHIA HE) 11:00AM User Testing Vs. User Teaching (ANDREW WHITED) 10:00AM FULL DAY WORKSHOP: Design Thinking and Agile - From Insights to Implementation (VERA RHOADS)
  • 28. Tactical Product Design • Transparent Design • UCD Process & Project Management • Project Artifacts
  • 30. Work Breakdown Structure (WBS) © Yuxuan Xie
  • 34. User Types User Type Student Teacher Parent Principle Age 12-18 25-65 25-60 35-65 Tech Savviness High Medium Low-Medium Medium Device Tablet Laptop Phone Desktop Location School / Home School Work School Goals Get good grades Get through work faster Check in on child’s progress See who is doing well / needs help. Pain Points Too much work Too much work No visibility Too many things to check on Value Proposition Make schoolwork fun Make teaching easier for me and fun for kids My kid likes it and wants to learn Help my school succeed Features Take tests, homework uploader Create tests, check grades, grade homework Check grades Leaderboard, charts Add, remove or combine user types as you do research. Add additional attributes that come out of your user research.
  • 35. Personas Personas are fictitious characters we create that represent user types for our products in a one-page overview.
  • 38. As A [User Type] I Want To So I Can User Acceptance Criteria • Describe functionality and features of a product. • Set context for why a feature is important and how it will be used. “who, what, and why” User Stories
  • 50. Day 1 - Wednesday, Feb 1st 10:00AM Tactical Product Design (JACQUELINE STETSON PASTORE) Workshop (2hrs): FIGMA - Finally, a True Collaborative Tool for Design Teams (MARCELO PAIVA) 11:00AM Designing with Accessibility in Mind (MIKE DONAHUE) 1:15PM Designing for the Invisible - the Voice UX (SHYAMALA PRAYAGA) Workshop (4hrs): Product Development: Balancing “Agile” with Continuous Collaboration & Discovery – 4hrs (BERMON PAINTER) 2:15PM Discussion on UX Process: Are Personas Really Working? (RAMYA MAHALINGAM) 3:30PM Strategic Design Influence (LAUREN MARTIN) Day 2 - Thursday, Feb 2nd 10:00AM Managing UX Teams (AARON IRIZARRY) The Invisible Interface (BERMON PAINTER) 11:00AM Who has the time to learn, grow and design? (MARCELO PAIVA) 1:15PM Strategy’s Natural Habitat Revealed: Encouraging Creativity and Decisiveness When Starting Your Company Through Launching Your Product (SHANE MCWHORTER, PH.D.) Workshop (4hrs): How to style in React without losing friends (SARRAH VESSELOV) 2:15PM UX Content Strategy (MIKE DONAHUE) Workshop (4hrs): The Art of the UX Developer (DANIEL HOWSE) 3:30PM An Agile-Friendly Approach to User Research (ANDREW SCHALL) Day 3 - Friday, Feb 3rd 10:00AM Creativity and Technology to Make Innovative Product (RUTHIA HE) 11:00AM User Testing Vs. User Teaching (ANDREW WHITED) 10:00AM FULL DAY WORKSHOP: Design Thinking and Agile - From Insights to Implementation (VERA RHOADS)
  • 52. User Stories Project Definition Conversations & Surveys Personas User Stories Storyboards User Types Customer Journeys User Story Wireframes Code QA & UX Testing Finding Work Breakdown Structure Gantt Chart Budget Versioning / MVP Approval for Project Sitemaps & Workflows Visual Design & Styleguide Release to Customer UX Research Project Mgmt Design & Dev User Stories User Stories User Stories
  • 53. Go talk to people Share knowledge through research deliverables Sketch stories Test and Iterate Agile development Finding Personas --- User Stories Interactive Wireframes Usability Testing --- Iterative Design --- Visual Design Product Backlog --- Sprint Backlog From finding to product… Test and Iterate Usability Testing --- Iterative Design --- Visual Design
  • 54.
  • 55. 55 UXRD: User Experience Research and Design, Inc. ® | Intro to UX for Web Congress | September 2015 Questions?