Goldilocks and the Three Products

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Michael on High-Tech Product Management and Marketing has a fantastic “wish I wrote that” post about the importance of having the right number of features. He has several references, the best of which is Kathy Sierra’s Featuritis vs. the Happy User Peak post from June 2005. The two posts combined provide great insight into why having too many features is bad, while acknowledging that too few is just as bad. In this post we will look at what we can do to apply these insights and also change the rules some, making our software more desireable than our competition.

Epicenter software design – 37signals applies Kano

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Jason at 37signals has started a discussion about feature prioritization with his recent post. He describes the epicenter of software as the most important, must-have feature. He argues that this feature should always be the one that is built first, since without it you don’t have an application. This is the same approach we reccommended in our recent post about prioritizing requirements with Kano analysis. The epicenter, while critically important, isn’t sufficient to drive success for the software.

Competent Users and Software Requirements

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We were all student drivers at one point. But no one stays a beginner indefinitely. Almost no one becomes an expert driver either. Most of us are competent drivers. Driving skill probably even follows a bell curve distribution, with most drivers being OK, some “bad”, some “good”, and very few experts or beginners. We’ll show in this post how to apply this pattern to software requirements and design.

The same is true of our users

Magic square of innovation

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Marcus Ting-A-Kee has a post on his blog with a great magic square diagram describing a perspective on innovation. This framework provides us with an easy way to assess the potential impact of an innovation. We will…

* show how to use the square
* look at some example innovations
* and use the square to prioritize requirements

Interaction Design and Structured Requirements

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subtitle: Wiegers and Cooper assimilated
Wiegers promotes structured requirements. Cooper touts Interaction Design. Both have great ideas. Both “wave their hands” at parts of the process. In this post, we’ll talk about how to combine the two philosophies to get the best of both worlds.

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.

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.