How to Build Products More Collaboratively Flashcards

1
Q

What is one way to get feedback from your teammates early in the design process?

A

Share works in progress.

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2
Q

Different people on the team know different things. They have different requirements and needs and concerns.

A

For example, customer service folks know things about customers that engineers do not. Engineers know things about what’s hard to build that the product manager does not. Marketing and sales know things about how to sell the product that I guarantee you do not. The legal department knows what’s required by law and how to keep us all out of jail. And product managers should have data and metrics about how features are performing

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3
Q

What happens when we don’t actively seek input from team members throughout the design process?

A

We can end up designing things that never ship or that don’t meet user or company needs when they do ship.

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4
Q

As a designer in an agile team, how will you decide which suggestions to work on?

A

Probe further into each suggestion to identify why they are giving those suggestions and then design to resolve the underlying issues.

When designing the users’ experience, you will need inputs from different stakeholders and functions in the organization. These inputs can come in different forms—data, problems with the current design, ad-hoc solutions, and opinions. To identify which ones to pursue, understand the motivation behind the suggestion, and why they want to add, remove or change things in the product and take the next steps accordingly. You do not have to incorporate every suggestion, and you may need to refine the suggestions that you chose to incorporate. The key is to listen, probe, evaluate and then proceed, instead of filtering out suggestions based on a formula.

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5
Q

What are the potential pitfalls of sharing works in progress on product development?

a. The design process becomes longer due to multiple iterations.

b. The engineering team may waste time by working on half-baked ideas.

c. We undermine confidence in the discipline of design and harm other designers.

A

The engineering team may waste time by working on half-baked ideas.

There is a legitimate concern that sharing works in progress can derail product development. If engineers begin work on an idea, and the designers realize that they need to change direction, then the engineers will have wasted time in development. To avoid this, we need to make it clear when works in progress aren’t ready to be implemented.

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6
Q

What is an appropriate time to share works in progress?

A

Share works in progress when you need feedback and input from team members.

There are no hard and fast rules or timeline about when you should share works in progress. In general, the earlier you share, the better. If your designs aren’t technically feasible, you will save your time and effort. Ideally, we share works in progress when doing so will serve a purpose, like getting us feedback from other people on the team.

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7
Q

In what way can an Initiative Document help agile teams manage risk?

A

By defining the success criteria and outcomes for the project.

When teams define the success criteria for the product or feature that they are working on, they will know if what they are working on is worth the time, effort and money. This can help teams stop work, or even kill a product that does not meet the success criteria, and in turn, not waste resources on things that do not deliver value for the team, the organization or the users.

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8
Q

Why do we create designs, task flows, and storyboards?

A

So we can think through complicated problems and solutions and share them with team members for feedback

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9
Q

If you wanted to get feedback on the technical feasibility of an idea, what deliverable would help you get that information from the engineers?

A

An annotated diagram

When you want to assess if an idea is feasible, ideally, you’d want to ask the engineers before you put too much effort into designing it. If the idea is not feasible, you can change course and work on alternative solutions. For this purpose, an annotated diagram will be the most efficient deliverable.

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10
Q

The customer support team has reported that a few users have encountered a problem. As a designer, you realize that it is a known edge case, and the problem can be addressed through a message on the screen in a style that has already been specified. How will you communicate the solution?

A

Since the problem is a known edge case, and the solution involves a message on the screen in a common style that doesn’t require any visual design work, you can simply share the copy with the engineers to add on the screen and explain where and when to display it. This doesn’t require a pixel-perfect mockup or even a wireframe unless you want to display it in some unusual way.

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11
Q

One of your clients has an idea about how a product feature should be implemented and is fairly convinced that it is the right way to proceed. However, you are concerned that users will not be able to understand it. What will you do?

A

Run a small usability test with a low-fidelity and high-interactivity prototype to see if it’s confusing for participants.

Just because no one else has tried it before, doesn’t always mean it is a bad idea. However, if you are concerned that it is indeed a terrible idea, but face resistance from your client, you can easily confirm whether it’s confusing or unusable for users with a standard usability test.

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12
Q

What do we mean by participatory design?

A

Collaborate with customers to generate ideas.

Unlike user research (in which we understand the problems), participatory design involves people in the solution space. Customers will not always know what they want or how they can solve the problems that they face. However, they can provide insights into how they think, and which solutions will work better for them.

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13
Q

Why do teams end up making unrealistic roadmaps?

A

Parkinson’s Law: Work expands to fill the time given to it.
Scope always creeps

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14
Q

What’s the outcome of unrealistic roadmaps?

A

Tech debt. Fast-forward two years from now, your project has this tech debt-riddled code base and all the original developers have left. It can end up in really expensive refactors every couple of years.

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15
Q

How can we coordinate with different stakeholders who depend on timelines?

A

Marketing is a particular type of stakeholder who often wants to know when things are going to be out so that they can line up their own work to go with it.

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16
Q

What is a soft launch?

A

The feature is live; it’s out there; it’s something that’s finished according to the development team, but it’s only visible to whoever you make it visible to.

You often have a feature flag and you can choose who you make it visible to. Maybe it’s just internal users. select group of beta users, but it’s your choice

17
Q

What is a product roadmap?

A

A tool to communicate what steps you will take to meet the product vision and business objectives.

Often people equate product roadmaps with Gantt charts—a granular breakdown of tasks arranged on a timeline. While Gantt charts can be used to visualize the roadmap, they are not the ideal format for agile teams. The main purpose of the product roadmap should be to communicate what the team will be working on to meet the product vision and business objectives. These needn’t be bound to specific timelines, and shouldn’t be broken down into tasks.

18
Q

How can you make effective roadmaps?

A

Remove timelines entirely and arrange problems in order of what you will solve now, next, and later.

It is extremely hard to accurately estimate the time it takes to deliver a feature. If teams constantly work to tight deadlines, they will end up cutting corners and deploying low-quality code that will ultimately harm the product in the future. Adding a buffer to estimates seems reasonable, but in practice, teams end up filling up any additional time they get with more work.

Use the product roadmap as a prototype for product strategy. Instead of specific tasks, add problems to the roadmap, and prioritize what you want to solve now, what comes next, and what problems you will park for later. You can revisit the roadmap from time to time and iterate based on new insights and customer feedback. The idea is to solve the most important problems first and not waste resources on building the wrong thing, because you are stuck with a roadmap that was drawn six months ago.

19
Q

What is the best time to involve your teammates in collaboration on a new feature idea?

A

As early as possible so that you find out any important constraints or requirements before going down any particular design path.

While getting feedback on wireframes or running design sprints can be great methods for getting feedback and input from your teammates, you need to start the collaboration process much earlier. Talking with other members of the team at the very beginning of your design process helps you to understand more about things like possible engineering issues and any definite requirements from other stakeholders. This can prevent a lot of wasted time trying out designs that will never work for internal reasons.

20
Q

Lean philosophy

A

You can incorporate the Lean philosophy into your product roadmaps by understanding the overall goals of the organization and working to discover the best problems to solve. You can then arrange the problems in order of priority—what you will work on Now/Next/Later.

21
Q

Sometimes stakeholders request for timelines to coordinate other activities.

A

In such cases, you split releases into a soft launch and a hard launch. Stakeholders can plan their activities after the soft launch and set definitive timelines for the hard launch. This removes any ambiguity and dependency on the development team.