Next up in the series on the root causes of product failure – products that fail because you have ignored the user’s level of experience. Â The first time someone uses your product, they don’t know anything about it. Â Did you design your interfaces for new users? Â After they’ve used it for a while, they get pretty good at using it. Â How much do you think they like being forced to take baby steps through a guided wizard now?
Having an outside-in bias as a product manager is important – you need to understand how your customers (or your customer’s customers) would value capabilities you might build into your product. Â When running a workshop to collect that information, playing some “serious games” is a great way to get more and better information. Â We ran a few 20/20 Vision games last week, to great effect.
Continue reading 20/20 Vision – Innovation Game in Action
A picture is worth a thousand words. Â A prototype is worth a thousand lines of code. Â Two key elements of product management – and of agile development are elicitation and feedback. Â Low fidelity artifacts can significantly improve both. Â Polished, codified prototypes can create problems that prevent you from getting the benefits of communication.
Continue reading A Prototype is Worth a Thousand Lines of Code
I’ve been thinking about the software development process. Â Big, upfront, design and requirements. Â User research and analysis. Â Market insights, gained on exploration or over time. Â Release cadence – how quickly you get, and incorporate, feedback from your customers about your product. Â How quickly you react to your competitors’ reactions to your actions.
Almost everything I’ve read about use cases focuses on describing what needs to be added to your product. Â Agile development says “get it working first, make it better second.” Â That means changing the way the software enables a user to do something they can already do. Â How do you manage requirements for incremental improvement?
I came across a really interesting article LukeW.com, showing how making changes to the way an input form on a website increased interaction by 25 to 40%. The changes reflect the value of thinking outside-in, investing in user experience, and performance measurement.
Bonus: the idea is cool.
Continue reading Measuring Great Design – Mad Libs Input Form
Design-Free requirements are important for two reasons, and hard for two other reasons.
Design-free requirements are hard because you “know what you want” when you should be documenting “why you want it.” Â Writing design-free requirements can be hard when you don’t trust your development team to “do the right thing” even though it is not your job to design the solution.
When defining requirements, you always start in the context of a goal – either a user goal or a corporate goal. Â You need to be aware of both. Â Having a positive user experience is important, and requires a user-centered understanding. Â Achieving your corporate goals might be in conflict with some user goals.
Learning how to write use cases can be tough, but it is simple compared to the balancing act of determining which use cases to write and how to manage the expectations of all the stakeholders that are involved. It can be a difficult balancing act to prioritize use cases to assure that you meet the goals of the business while satisfying the needs of the users.
Continue reading Use Case Management is a Tough Balancing Act
A couple weeks ago we wrote about Outside-in Software Development, by Carl Kessler and John Sweitzer. One of their ideas about stakeholders and goals has got us thinking about traceability.
Continue reading Managing Stakeholder Goals