Product management success in the conceptual age

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The information age is ending and the conceptual age is beginning. In A Whole New Mind, Daniel Pink proposes that six characteristics of right-brain thinking are key to success in the new economy. Nils Davis realizes that these characteristics are embodied by good product managers today. We will define the conceptual age, review the six characteristics, and see how this applies to product management.

Expert systems – do what I say, not what I should have said

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We’ve studiously avoided talking about requirements for expert systems because it is such a small niche of software development. Please let us know in the comments on this post if this is an area you would like to read more about. This post is both a discussion of the main barrier to success for these systems and an introduction to future posts if you ask for them in the comments on this post. Expert systems, or AI programs can solve some of the hardest problems. Yet AI software has not dominated the software landscape, neither Heinlein’s nor Vinge’s fictions have become real. Why has AI software failed? It isn’t that the hardest problems are too hard to solve, it’s that they often don’t need to be solved at all.

Interaction Design Process Overview

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Interaction design, as described by Alan Cooper in The Inmates are Running the Asylum, is a process for designing software by focusing on the most important users. Unlike traditional requirements gathering and solution design processes, interaction design focuses on the goals of a specific class of users, represented as a persona. Those goals are considered when defining scenarios that represent how the primary persona will use the software. The combination of goals and scenarios leads to design artifacts and a functional specification. We will explore these steps in more detail in this post.

Interaction design explained by Alan Cooper

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There’s a Clash of the Titans joint-interview posted at FTPOnline between Kent Beck and Alan Cooper called Extreme Programming vs. Interaction Design. It’s 10 pages of back and forth. In short, these icons agree on objectives, and disagree on how to achieve them. They also spend some time (mis)characterizing each other’s positions and defining their own. In this post we will look at how Alan Cooper explains Interaction Design. We would say that he defines interaction design more as a requirements than a design activity.

This Software Sucks! – Say Users

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You need to read Scott Berkun’s Essay # 46 – Why software sucks (and what to do about it). His content is great, his style is easy and fun, and he has good insights. If his other essays are this good, he goes in the same bucket as Joel Spoelsky and Paul Graham for us. As Berkun points out, we don’t set out to write bad software. Here’s how we can avoid some of the different mistakes.

Dilbert gathers requirements

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Another great Dilbert – http://dilbert.com/strips/comic/2006-02-26/ I won’t show the cartoon here, but here’s a quote from the first two panels: Pointy-haired boss: Why is your project four months behind? Dilbert: I still don’t have the user’s requirements because she’s a complete nut-job. […] This cartoon does point out the critical […]

The Reason Why

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Seth Godin has a post titled The Reason. In each of his examples, Seth asks and answers the reason why we do things that don’t have an obvious rationale.

Requirements elicitation is about asking why. When we ask why correctly, we get great insight, which enables great requirements, which can yield great software. When we ask why incorrectly, we can get a great big mess.

Symbolism and Communication

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Symbolism and communication
One of the challenges in successful communication comes from the way people use symbols as part of the organization of their thoughts. Symbolic thinking and reasoning is an incredibly efficient process. It allows us to create representational views of the world that allow us to process much more information than our brains have evolved to handle.

What does this have to do with requirements?

We see from our earlier post on requirements gathering techniques that communication is central to the most important requirements elicitation methods. Understanding how people associate ideas symbolically helps us communicate more effectively.

From MRD to PRD: The key to defining a spec

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They key to writing a great spec is knowing how to specify software that mets our customers’ needs. It can be a daunting task. First, we have to define what our customer needs. High level requirements are just requirements that are too vague or high-level to be directly actionable. “We […]