Discoveries: Building the Right Thing Flashcards

1
Q

Framing

A

Setting up a view of the problem to be solved, including the boundaries of that problem.

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2
Q

More often than not, a design request is…

A

NOT a framed problem.

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3
Q

Solution-eering

A

Framing a problem in terms of a specific solution (normally technical).

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4
Q

What is the 5 Why’s technique?

A

A technique used in root cause analysis where — in conversation with clients or stakeholders — you ask why until you reach the root problem.

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5
Q

Problem
statement

A

A device used to frame the problem. Problem statements should be pithy. They should set the context of the problem and say why it’s important, highlighting the gap between the current state and the desired state.

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6
Q

The 5 W’s and How method

A

WHO: Who is affected by the problem?
WHAT: What are the effects of the problem?
WHERE: Where does the problem occur?
WHEN: When does this problem occur?
WHY: Why is this problem important?
HOW: How did this problem occur?

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7
Q

A good problem statement includes what 4 elements?

A

-Focus on an existing problem
-Focus on one problem only
-Not include a solution
-Be short (4-5 sentences)

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8
Q

How large should discovery teams be?

A

Small

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9
Q

What 4 roles are on a discovery team?

A

Research, facilitate, technology research (dev/eng comms), domain expert (connecting the team to people/resources)

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10
Q

What does RACI mean?

A

Responsible, Accountable, Consulted, and Informed.

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11
Q

Define R in RACI.

A

Responsible: a manager or team member who is directly responsible for successfully completing a project task.

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12
Q

Define the A in RACI.

A

Accountable: the person with final authority over the successful completion of the specific task or deliverable.

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13
Q

Define the C in RACI.

A

Consulted: someone with unique insights the team will consult.

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14
Q

Define the I in RACI.

A

Informed: a client or executive who isn’t directly involved, but you should keep up to speed.

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15
Q

What do objectives focus on?

A

The problems, not the solution.

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16
Q

Discoveries answer three main questions.

A

Desirable: Is there a problem that users need us to solve?
Viable: Is there a business need to solve this problem?
Feasible: Is this a problem we can realistically solve?

17
Q

Time-boxing is…

A

… a schedule that provides the team with a sense of urgency and avoids discoveries dragging on.

18
Q

Exploratory research

A

Research designed to answer ‘what’, ‘how’, ‘why’
questions. Used to uncover unknown unknowns.

19
Q

Exploratory Research Methods

A
  • User interviews
  • Field studies
  • Diary studies
20
Q

User interviews

A

In discoveries, we typically perform semi-structured interviews (also known as indepth interviews). This provides some structure for the conversation but some flexibility to explore significant issues and experiences relevant to the participant. Typical duration: 20 — 90 minutes

21
Q

Field Studies

A

A study performed in the user’s own environment. In discoveries, we perform ethnographic-style research which allows us to collect accurate user behavior in the users’ context. Typical duration: 1 hour — 1 day

22
Q

Contextual Inquiry

A

A type of field study which mixes both the semi-structured interview format with observation. Intro interview, Uninterrupted observation, wrap-up interview.

23
Q

Diary studies

A

offer another alternative for capturing contextual information. Capture longitudinal data as it happens.

24
Q

Mapping

A

is a useful activity in discovery to synthesize insight into one place, create alignment around the problem space, expose unknowns

25
Q

Types of mapping

A

Ecosystem maps Experience maps
Service blueprints
User journey maps
Process maps

26
Q

Ecosystem map

A

capture all people, products and services in the problem space: useful to get a wide-lens view.

27
Q

Experience maps

A

document general human behavior, and are not affiliated with a particular product or service. Chronological

28
Q

Service blueprints

A

capture the user experience alongside business processes. Chronological

29
Q

User journey maps

A

A visualization of the series of interactions
a person has with a company while attempting to accomplish a goal over time and across channels. Chronological.

Provides a detailed look at the experience of a user segment accomplishing a particular goal. Multiple maps can be used to compare experiences across users, context and goals.

30
Q

Process maps

A

reveals process complexities

31
Q

The purpose of constructing HMW’s is…

A

to frame ideation on the right problems and the right outcomes.

32
Q

HMW’s should be:

A

-Written in response to something you’ve learnt
-Broad
-Solution agnostic
-Focus on desirable outcomes
-Written positively

33
Q

Hypotheses

A

An assertion which can be tested and either rejected or confirmed.
((We believe that [doing this] will result in [this outcome or behavior].))

34
Q

How is a HMW answered?

A

With a hypothesis