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Hello
Connected Lab
Jeremy Bell
VP, Design
Connected Lab
MAKE HARDWARE EASY
WE TRIED TO
ONLINE TOOLS &
MARKETPLACE
DIGITAL FABRICATION &
MODULAR COMPONENTS
SHIPPED TO
CUSTOMERS
8
9
Plug & Play
Extensible Architecture
Arduino Compatible
Open Source
11
Podcast Radio Prototype
Yes,that’sme
Build
Better
Products
Build
Better
Products
First things first.
What is a “product”?
Products are not just a
collection of features
A product is
something that
satisfies a want
or need.
Jobs to be Done
Clayton Christensen
Customers rarely make buying decisions around what
the “average” customer in their category may do.
They often buy things because they find themselves
with a problem they would like to solve.
Jobs to be Done
With an understanding of the “job” for which
customers find themselves “hiring” a product
or service for, companies can more accurately
develop and market products well-tailored to
what customers are trying to do.
Jobs to be Done
People “hire”
products to
do a “job”.
Table of Contents
1. About Connected Lab
2. About Connected Lab
3. About Connected Lab
4. About Connected Lab
5. About Connected Lab
BILL BOWERMAN
1. Decorated WWII veteran
2. Football and track coach
3. U.S. Olympic track coach
4. Self-taught cobbler
5. All-around mad scientist
Bill was a badass
Adidas Rekord 1960
Kenny Moore Prototype
The Nike Cortez (1972)
The Nike Cortez (1972)
Urethane prototypes
Nike Waffle Trainer (1974)
What job is your
product hired to do?
Continue to ask yourself:
Build
Better
Products
Build
Better
Products
Being “better” is
entirely contextual.
Better than who?
Better at what?
Better priced?
Better designed?
Better engineered?
…
Better at satisfying
the jobs to be done.
“Great artists steal”Steve Jobs
— Pablo Picasso
“If I have seen further,
“If I have seen further, it is by 

standing on the shoulders of giants.”
— Sir Isaac Newton
Understand how
competitors satisfy
the JTBD, and get on
their shoulders.
The only way to
understand the
competition, is
to live with it.
20+ CUSTOMER INTERVIEWS
Add time & budget in
your project to live
with the competition.
How much better?
You have to aim for 

10× Better
Great
10×
Why 10×?
1. Products can’t be
just “good enough”.
2. Lack of motion kills.
BlackBerry smartphone sales by year (MM)
15
30
45
60
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017
BlackBerry falls to 0.0% market share
3. Competition
spawns rapidly.
962 companies
WhatsApp
- Sold to Facebook for $16 billion
- 450 million users
- 32 engineers
Instagram
- Sold to Facebook for $1 billion
- 30 million users
- 13 employees
How do you
achieve 10×?
Leverage technology to
gain a 10× advantage
1. Have designers & engineers
working closely together, from
the start of the project.
2. Foster a culture of
experimentation
and sharing.
3. Deliberate practice time 

(take practice vacations).
4. Move fast, and build things.
Build
Better
Products
Build
Better
Products
Design
Engineering
The product development lifecycle
Need ShippedSolution
Discover and validate 

before major investments
Write, test & ship 

production code
Business context research
Customer-focused research
Technical research
Concept development
Validation testing
Prototyping
Solution architecture
Strategic planning
Agile development
Quality assurance
Product design
User testing
Analytics tooling
Product launch
Beta release
Continuous delivery
Product road mapping
Each project is unique.
Each client is different.
There is 

no single process 

to ship a product.
Instead, you need 

to follow a playbook
What are your plays?
Connected Lab
Playbook v1.0
Playbook
V1.0 About the Playbook
The Connected Playbook is a set of cards that
describe key activities in Connected Lab’s product
development approach. By mapping out these
activities using the cards, teams are able to plan and
discuss how to develop products from start to finish.
Types of cards
Plays
Plays represent the high-level steps that occur during a project. 



Plays are marked with the suggested project phase (Immerse,
Define, Build, Release) and can be given greater detail by playing
subsidiary Activity cards.
PLAY
V 1.0V 1.0
Immerse
Research Planning & Logistics
Develop a clear plan for research acitvities that documents
key research objectives, target customers, and research
methods. Includes details on logisitics for interview
recruitment and compensation. This plan is shared with
clients to ensure alignment on objectives and outcomes.
PLAY
V 1.0V 1.0
Define
Concept Generation
Design and explore possible solutions that address pain
points and challenges or exploit unqiue insights and
research discoveries.
PLAY
V 1.0V 1.0
Build
Enablement
A transitional phase where Connected Lab practitioners are
embedded with client teams in order to transfer knowledge
about the product and our development methodologies.
PLAY
V 1.0V 1.0
Release
Product Launch
Release a full, public-facing version of your product,
enabling customers to gain value immediately. This is best
done when validation has been completed and a wider
release has been derisked.
21
Milestones
Milestones represent key events, check-ins, 

or meetings within a project. 



Milestones don’t have associated project phases,
allowing them to be used wherever needed.
Types of cards
An in-person demonstration of the working-code version
of a product or service, along with a presentation of the
technology and overall design philosophy.
MILESTONE
Live Demo
V 1.0
A presentation of new findings, customer needs & insights,
potential new business drivers, and other learnings gathered
from in-field and secondary research.
MILESTONE
Insight & Opportunity Presentation
V 1.0
A presentation of design frameworks, solution maps,
and refined design & technology concepts addressing a
particular audience, business goal, and/or technical space.
MILESTONE
Concept Review Presentation
V 1.0
The core plan for conveying the strategic direction of the
product. This is the guiding document containing prioritized
product features to be designed & developed during the
Build phase.
MILESTONE
Product Roadmap
V 1.0
A meeting to align internal stakeholders and the Connected
Lab team. This meeting should cover business goals,
existing technologies, and known information about end-
MILESTONE
Project Kickoff
V 1.0
Packaging all artifacts (code, designs, interviews, research)
for transfer to the client, a new team, or for the kickoff of a
future phase of the project.
MILESTONE
Project Handoff
V 1.0
An in-person demonstration of the working-code version
of a product or service, along with a presentation of the
technology and overall design philosophy.
MILESTONE
Live Demo
V 1.0
A presentation of new findings, customer needs & insights,
potential new business drivers, and other learnings gathered
from in-field and secondary research.
MILESTONE
Insight & Opportunity Presentation
V 1.0
A presentation of design frameworks, solution maps,
and refined design & technology concepts addressing a
particular audience, business goal, and/or technical space.
MILESTONE
Concept Review Presentation
V 1.0
The core plan for conveying the strategic direction of the
product. This is the guiding document containing prioritized
product features to be designed & developed during the
Build phase.
MILESTONE
Product Roadmap
V 1.0
A meeting to align internal stakeholders and the Connected
Lab team. This meeting should cover business goals,
existing technologies, and known information about end-
MILESTONE
Project Kickoff
V 1.0
Packaging all artifacts (code, designs, interviews, research)
for transfer to the client, a new team, or for the kickoff of a
future phase of the project.
MILESTONE
Project Handoff
V 1.0
An in-person demonstration of the working-code version
of a product or service, along with a presentation of the
technology and overall design philosophy.
MILESTONE
Live Demo
V 1.0
A presentation of new findings, customer needs & insights,
potential new business drivers, and other learnings gathered
from in-field and secondary research.
MILESTONE
Insight & Opportunity Presentation
V 1.0
A presentation of design frameworks, solution maps,
and refined design & technology concepts addressing a
particular audience, business goal, and/or technical space.
MILESTONE
Concept Review Presentation
V 1.0
The core plan for conveying the strategic direction of the
product. This is the guiding document containing prioritized
product features to be designed & developed during the
Build phase.
MILESTONE
Product Roadmap
V 1.0
MILESTONE
V 1.0
MILESTONE
V 1.0
of a product or service, along with a presentation of the
technology and overall design philosophy.
potential new business drivers, and other learnings gathered
from in-field and secondary research.
A presentation of design frameworks, solution maps,
and refined design & technology concepts addressing a
particular audience, business goal, and/or technical space.
MILESTONE
Concept Review Presentation
V 1.0
The core plan for conveying the strategic direction of the
product. This is the guiding document containing prioritized
product features to be designed & developed during the
Build phase.
MILESTONE
Product Roadmap
V 1.0
A meeting to align internal stakeholders and the Connected
Lab team. This meeting should cover business goals,
existing technologies, and known information about end-
users. At the end of the meeting, a working definition of
project success should be agreed upon by all parties.
MILESTONE
Project Kickoff
V 1.0
Packaging all artifacts (code, designs, interviews, research)
for transfer to the client, a new team, or for the kickoff of a
future phase of the project.
MILESTONE
Project Handoff
V 1.0
6
Activities
Activities are the specific methods, techniques, or tactics
that a team might choose to conduct within the Plays. 



Like the Plays, each Activity corresponds to a project phase
and in many cases fits neatly as “child” to certain Plays,
although this relationship isn’t hard-coded.
Types of cards
ACTIVITY
V 1.0
Observational Research
Research that is conducted directly in the field, in the user’s
home, workplace, or natural environment, to understand
how they naturally behave, and interact with products and
people. It provides a clear picture of a user’s context and
indetifies opportunities for improvment that are based on
what they actually do, not just waht they say they do.
Customer insights, pain points and areas of opportunity
Output
Immerse
ACTIVITY
V 1.0
Solution Model Definition
We research user flows, to better understand the overall
app experience. Then we define the UML diagram of system
elements & any relationships between. This identifies build
needs & helps with feature estimation & total scope.
A plan for implementation & testing
Output
Define ACTIVITY
V 1.0
Backlog Refinement
A regulularly occuring acitivity or meeting where the product
manager, team, and possibly the client review the items
on the backlog to ensure it contains the right items in a
prioirtized sequence. They may remove unnessisary items,
create new items, re-order, adjust effort estimations, or even
split up items.
Cleaned up and prepared top of backlog
Output
Build
ACTIVITY
V 1.0
Multi-Variate Testing
Testing 2 or more variables in a draft (prototype) or live
setting with users to see which one is preferred or performs
more optimally at achieving its purpose/goal to help
formulate a clear next step
Results from testing variables to inform decision making
Output
Release
50
Decision Points
Decision Point card calls out a point in the project
where there are multiple options or directions to
consider before proceeding. These are typically
applied to milestones.
Types of cards
Iteration Cycles
Iteration Cycle cards are used to indicate that a
cycle of Plays and Activities should be repeated.
One is placed at the beginning of the sequence
of plays and the other at the end.
Types of cards
How to use them
Playing
The cards are designed to be “played” on a table, laid
out in the sequence that they will be executed during a
project. 



This usually starts with the most high-level activities
(“Plays”) and then drills down into more detailed
activities (“Activities”).
Assemble your team
1
Outline your project with Plays & Milestones
2
Flesh out the plan with Activity cards
3
Add in Decision Points and Iteration Cycle cards
4
Capture your project plan
5
Playbook
V1.0 connectedlab.com/playbook
Freely downloadable
- Work in progress
- Make your own
- @connectedlab for questions
Build
Better
Products
Thanks
Connected Lab
@jeremybell
jbell@connectedlab.com

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Build Better Products | Jeremy Bell

  • 1.
  • 4.
  • 5.
  • 6.
  • 7.
  • 9. ONLINE TOOLS & MARKETPLACE DIGITAL FABRICATION & MODULAR COMPONENTS SHIPPED TO CUSTOMERS 8
  • 10. 9
  • 11. Plug & Play Extensible Architecture Arduino Compatible Open Source
  • 13.
  • 14.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 30. First things first. What is a “product”?
  • 31. Products are not just a collection of features
  • 32.
  • 33. A product is something that satisfies a want or need.
  • 34. Jobs to be Done
  • 36. Customers rarely make buying decisions around what the “average” customer in their category may do. They often buy things because they find themselves with a problem they would like to solve. Jobs to be Done
  • 37. With an understanding of the “job” for which customers find themselves “hiring” a product or service for, companies can more accurately develop and market products well-tailored to what customers are trying to do. Jobs to be Done
  • 39.
  • 40.
  • 41.
  • 42. Table of Contents 1. About Connected Lab 2. About Connected Lab 3. About Connected Lab 4. About Connected Lab 5. About Connected Lab BILL BOWERMAN
  • 43. 1. Decorated WWII veteran 2. Football and track coach 3. U.S. Olympic track coach 4. Self-taught cobbler 5. All-around mad scientist Bill was a badass
  • 44.
  • 46.
  • 48. The Nike Cortez (1972)
  • 49. The Nike Cortez (1972)
  • 50.
  • 51.
  • 53.
  • 55. What job is your product hired to do? Continue to ask yourself:
  • 61. Better at satisfying the jobs to be done.
  • 62. “Great artists steal”Steve Jobs — Pablo Picasso
  • 63.
  • 64.
  • 65.
  • 66.
  • 67. “If I have seen further, “If I have seen further, it is by 
 standing on the shoulders of giants.” — Sir Isaac Newton
  • 68. Understand how competitors satisfy the JTBD, and get on their shoulders.
  • 69. The only way to understand the competition, is to live with it.
  • 70.
  • 71.
  • 72.
  • 73.
  • 74.
  • 76.
  • 77.
  • 78. Add time & budget in your project to live with the competition.
  • 80. You have to aim for 
 10× Better
  • 81. Great
  • 82. 10×
  • 83.
  • 84.
  • 85.
  • 86.
  • 87.
  • 89. 1. Products can’t be just “good enough”.
  • 90.
  • 91.
  • 92.
  • 93. 2. Lack of motion kills.
  • 94.
  • 95. BlackBerry smartphone sales by year (MM) 15 30 45 60 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 BlackBerry falls to 0.0% market share
  • 96.
  • 97.
  • 99.
  • 101. WhatsApp - Sold to Facebook for $16 billion - 450 million users - 32 engineers Instagram - Sold to Facebook for $1 billion - 30 million users - 13 employees
  • 103. Leverage technology to gain a 10× advantage
  • 104. 1. Have designers & engineers working closely together, from the start of the project.
  • 105. 2. Foster a culture of experimentation and sharing.
  • 106. 3. Deliberate practice time 
 (take practice vacations).
  • 107. 4. Move fast, and build things.
  • 110. Design Engineering The product development lifecycle Need ShippedSolution Discover and validate 
 before major investments Write, test & ship 
 production code Business context research Customer-focused research Technical research Concept development Validation testing Prototyping Solution architecture Strategic planning Agile development Quality assurance Product design User testing Analytics tooling Product launch Beta release Continuous delivery Product road mapping
  • 111. Each project is unique. Each client is different.
  • 112. There is 
 no single process 
 to ship a product.
  • 113. Instead, you need 
 to follow a playbook
  • 114.
  • 115.
  • 116.
  • 117.
  • 118. What are your plays?
  • 120. Playbook V1.0 About the Playbook The Connected Playbook is a set of cards that describe key activities in Connected Lab’s product development approach. By mapping out these activities using the cards, teams are able to plan and discuss how to develop products from start to finish.
  • 121.
  • 122. Types of cards Plays Plays represent the high-level steps that occur during a project. 
 
 Plays are marked with the suggested project phase (Immerse, Define, Build, Release) and can be given greater detail by playing subsidiary Activity cards.
  • 123. PLAY V 1.0V 1.0 Immerse Research Planning & Logistics Develop a clear plan for research acitvities that documents key research objectives, target customers, and research methods. Includes details on logisitics for interview recruitment and compensation. This plan is shared with clients to ensure alignment on objectives and outcomes. PLAY V 1.0V 1.0 Define Concept Generation Design and explore possible solutions that address pain points and challenges or exploit unqiue insights and research discoveries. PLAY V 1.0V 1.0 Build Enablement A transitional phase where Connected Lab practitioners are embedded with client teams in order to transfer knowledge about the product and our development methodologies. PLAY V 1.0V 1.0 Release Product Launch Release a full, public-facing version of your product, enabling customers to gain value immediately. This is best done when validation has been completed and a wider release has been derisked. 21
  • 124. Milestones Milestones represent key events, check-ins, 
 or meetings within a project. 
 
 Milestones don’t have associated project phases, allowing them to be used wherever needed. Types of cards
  • 125. An in-person demonstration of the working-code version of a product or service, along with a presentation of the technology and overall design philosophy. MILESTONE Live Demo V 1.0 A presentation of new findings, customer needs & insights, potential new business drivers, and other learnings gathered from in-field and secondary research. MILESTONE Insight & Opportunity Presentation V 1.0 A presentation of design frameworks, solution maps, and refined design & technology concepts addressing a particular audience, business goal, and/or technical space. MILESTONE Concept Review Presentation V 1.0 The core plan for conveying the strategic direction of the product. This is the guiding document containing prioritized product features to be designed & developed during the Build phase. MILESTONE Product Roadmap V 1.0 A meeting to align internal stakeholders and the Connected Lab team. This meeting should cover business goals, existing technologies, and known information about end- MILESTONE Project Kickoff V 1.0 Packaging all artifacts (code, designs, interviews, research) for transfer to the client, a new team, or for the kickoff of a future phase of the project. MILESTONE Project Handoff V 1.0 An in-person demonstration of the working-code version of a product or service, along with a presentation of the technology and overall design philosophy. MILESTONE Live Demo V 1.0 A presentation of new findings, customer needs & insights, potential new business drivers, and other learnings gathered from in-field and secondary research. MILESTONE Insight & Opportunity Presentation V 1.0 A presentation of design frameworks, solution maps, and refined design & technology concepts addressing a particular audience, business goal, and/or technical space. MILESTONE Concept Review Presentation V 1.0 The core plan for conveying the strategic direction of the product. This is the guiding document containing prioritized product features to be designed & developed during the Build phase. MILESTONE Product Roadmap V 1.0 A meeting to align internal stakeholders and the Connected Lab team. This meeting should cover business goals, existing technologies, and known information about end- MILESTONE Project Kickoff V 1.0 Packaging all artifacts (code, designs, interviews, research) for transfer to the client, a new team, or for the kickoff of a future phase of the project. MILESTONE Project Handoff V 1.0 An in-person demonstration of the working-code version of a product or service, along with a presentation of the technology and overall design philosophy. MILESTONE Live Demo V 1.0 A presentation of new findings, customer needs & insights, potential new business drivers, and other learnings gathered from in-field and secondary research. MILESTONE Insight & Opportunity Presentation V 1.0 A presentation of design frameworks, solution maps, and refined design & technology concepts addressing a particular audience, business goal, and/or technical space. MILESTONE Concept Review Presentation V 1.0 The core plan for conveying the strategic direction of the product. This is the guiding document containing prioritized product features to be designed & developed during the Build phase. MILESTONE Product Roadmap V 1.0 MILESTONE V 1.0 MILESTONE V 1.0 of a product or service, along with a presentation of the technology and overall design philosophy. potential new business drivers, and other learnings gathered from in-field and secondary research. A presentation of design frameworks, solution maps, and refined design & technology concepts addressing a particular audience, business goal, and/or technical space. MILESTONE Concept Review Presentation V 1.0 The core plan for conveying the strategic direction of the product. This is the guiding document containing prioritized product features to be designed & developed during the Build phase. MILESTONE Product Roadmap V 1.0 A meeting to align internal stakeholders and the Connected Lab team. This meeting should cover business goals, existing technologies, and known information about end- users. At the end of the meeting, a working definition of project success should be agreed upon by all parties. MILESTONE Project Kickoff V 1.0 Packaging all artifacts (code, designs, interviews, research) for transfer to the client, a new team, or for the kickoff of a future phase of the project. MILESTONE Project Handoff V 1.0 6
  • 126. Activities Activities are the specific methods, techniques, or tactics that a team might choose to conduct within the Plays. 
 
 Like the Plays, each Activity corresponds to a project phase and in many cases fits neatly as “child” to certain Plays, although this relationship isn’t hard-coded. Types of cards
  • 127. ACTIVITY V 1.0 Observational Research Research that is conducted directly in the field, in the user’s home, workplace, or natural environment, to understand how they naturally behave, and interact with products and people. It provides a clear picture of a user’s context and indetifies opportunities for improvment that are based on what they actually do, not just waht they say they do. Customer insights, pain points and areas of opportunity Output Immerse ACTIVITY V 1.0 Solution Model Definition We research user flows, to better understand the overall app experience. Then we define the UML diagram of system elements & any relationships between. This identifies build needs & helps with feature estimation & total scope. A plan for implementation & testing Output Define ACTIVITY V 1.0 Backlog Refinement A regulularly occuring acitivity or meeting where the product manager, team, and possibly the client review the items on the backlog to ensure it contains the right items in a prioirtized sequence. They may remove unnessisary items, create new items, re-order, adjust effort estimations, or even split up items. Cleaned up and prepared top of backlog Output Build ACTIVITY V 1.0 Multi-Variate Testing Testing 2 or more variables in a draft (prototype) or live setting with users to see which one is preferred or performs more optimally at achieving its purpose/goal to help formulate a clear next step Results from testing variables to inform decision making Output Release 50
  • 128. Decision Points Decision Point card calls out a point in the project where there are multiple options or directions to consider before proceeding. These are typically applied to milestones. Types of cards
  • 129. Iteration Cycles Iteration Cycle cards are used to indicate that a cycle of Plays and Activities should be repeated. One is placed at the beginning of the sequence of plays and the other at the end. Types of cards
  • 130. How to use them
  • 131. Playing The cards are designed to be “played” on a table, laid out in the sequence that they will be executed during a project. 
 
 This usually starts with the most high-level activities (“Plays”) and then drills down into more detailed activities (“Activities”).
  • 133. Outline your project with Plays & Milestones 2
  • 134. Flesh out the plan with Activity cards 3
  • 135. Add in Decision Points and Iteration Cycle cards 4
  • 137. Playbook V1.0 connectedlab.com/playbook Freely downloadable - Work in progress - Make your own - @connectedlab for questions