xp day 2013 experience report
DESCRIPTION
How we blend Product Management and User Experience design in the process of Product Development here at Unruly Media. Co presented by Me and Lewis MooreTRANSCRIPT
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We are…Mike RawlingSenior UX Engineer @Unruly Media, at London HQ
UX engineering history dates back to 1998…
…Consulting, designing, engineering, leading, coaching, training….
Teams and initiatives for Tesco, Wiley, Camelot, Konami, LoveFilm and Granada and ITV
Also at Agile Cambridge, 25/9/2013
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Lewis MooreProduct Manager @Unruly Media, at London HQ
Hands on software development and consulting background history dates back 2008…
…Software and Infrastructure consulting at EDF Energy and Rolls Royce.
Product Manager for Unruly Analytics and the Viral Video Chart
We are…
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Stop with the theory, speculation etc.
How UX fitted into one XP story… Do More… Stop Doing…
Talk Themes
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3 development teams:
each consisting of about about 4 XP, java-centric, stupidly intelligent programmers
Team has greatly varying levels of experience and interests
Extremely varied experience of customer facing front-end product development work
3 Product Managers
1 UX guy
Product Dev@Unruly Media
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The Story Of A User Story
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UX, historically..
- Theoretical & ‘Ivory Tower’
- Less attuned to rapid iteration
- Often mired in agency style 3rd party design team ‘Fire and Forget’ process
Forget Waterfall!...
...more like Cliff Diving…
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XUX is…
Stop Making
documents &
Design specification
s
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XUX is..
StartFinding stuff
outTrying stuff out
LearningIterating
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What did that mean in practice?
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Unruly Analyticsprovides the datathat proves the ROI
…with an established user experience
Product legacy…
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What one page looks like..
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The story began…
“As Charlotte I would like to see what video content is trending with my
audience segment online in real-time. So I can promote the content in my
social channels.”
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Step 1 – Product Research
“As Charlotte I would like to…. …see what video content is trending with my audience segment online in
real-time….…So I can promote the content in my social channels”
UX
Competitor Research
What Personas?
User Research
Design & UX Pattern Research
Prototyping
UX: 35%
Product
Competitor Research
Market Research
Feasibility? Data requirements?
Data requirements
Prototyping
PM: 65%
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Step 2 – Find Third Party Data…
Use contexts and research
What do my persona's care about?
Find tech’s limitations
UX: 35%
Supplier Pricing & Contracting
Feasibility? Data requirements?
How does this feature fit with our offering?
PM: 65%
Sign-up… Get data……and play with it!
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Step 3 – Raw Prototypes
Analyse user reactions to different visualisations
UX: 25%
Find value in the data, Write some scripts and
demonstrate value before stakeholders get bored
PM: 75%
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Step 4 – Set UX vision, Stakeholder Review
Disparate ideas -> form
UX: 70%
Features and Functions
Cost to MaintainEstimates from Dev
PM: 30%
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Step 5 – MVP, More Wireframes and Spikes
Pair with Dev
On demand Huddles
Tweak/Refine and Test Spike/s with Users
UX: 50%
Features and Functions
Cost to MaintainEstimates from Dev
30%
Work out acceptance
criteriawith Dev
Functional & NFR
PM: 50%
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Step 6 – Production
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Step 7 – an experience prototype
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Step 7 – an experience prototype
- Captured *entire* team’s requirements- Created pairing with team- Makes our discussions real
- Stakeholder validation- Dev team validation
- User validation- Commercial…
VALIDATION!
VALIDATION!VALIDATION!
Experience prototype
UX: 90%
Input to prototype
PM: 10%
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Step 8 – Current/future iterations
…CommercialFeedback…
&
…Use (UX)Validation…
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The Take Homes
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The Take Homes
1/ UX is not - a Phase- one person- theory – theorists must climb
down from Ivory Towers
2/ Over-thorough style guides, product Design Specs don't work: Devs will not read them
3/ Everyone was hands-on: - PM built technical product
spikes- UX built experience
prototype
4/ Everything is in the service of proving the viability of an idea, product of feature
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