How to Design for Experimentation Flashcards

1
Q

Why are designers frightened by sharing unfinished or imperfect features?

A

Because we’re used to spending time on small details or thinking about products more holistically.

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2
Q

How is shipping unfinished or imperfect things in agile usually misinterpreted?

A

“We routinely ship bad features that aren’t well thought out because we only care about velocity.”

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3
Q

What are Beta Testers?

A

Inviting a small group of real users to try out a new feature or product can get you real input about what works and what doesn’t without the danger of releasing it to everybody in your user base.

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4
Q

What is the benefit of using Beta Testers?

A

But when you allow small groups of people to opt into new features with the express purpose of getting feedback on changes, you get the best of both worlds—information about real customer experience and minimal disruption for people who don’t have time to test your new, possibly unfinished features.

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5
Q

What are Partial Rollouts?

A

Even after you’ve tested with your opt-in group, it’s still often a good idea to test with a small group of regular users. You can do this by rolling out the feature to a small percentage of the user base, maybe no more than 10%, or sometimes even less depending on the absolute numbers of people in your user base. This can help you look for any problems that weren’t caught in beta and to uncover likely significant customer complaints that you weren’t expecting.

After you’ve tested with a partial rollout and hopefully iterated to improve the feature, you may roll out to everybody, or you may just keep including people gradually until everybody has access to the new feature.

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6
Q

What are Feature flags?

A

A common way for teams to control how many people see a particular feature and when is to use something called “feature flags.” Feature flags are a technical tool that engineers can add to features that allow them to be turned on or off almost instantly. Many teams have a control panel for new features that product managers can use to manage the users who can currently see a particular feature.

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7
Q

How Does This Effect Designers?

A

Remember, really agile teams are cross-functional and collaborative. That means that we should all have some input into things like whether a feature is ready to be released to all of our users. Often, designers and researchers can take advantage of partial rollouts and beta test groups to get important user feedback on our designs. We can also strongly recommend that something get feedback from smaller groups of people before general availability (sometimes called GA), because we’re concerned that there may be some issues we’ve missed.

It’s also important for us to remember to design and release features in a way that allows for partial feedback. For example, if there is a particularly risky design or something that we feel we need to see people use in real life, we can start our designs with that and test it early. If it’s wrong, we can iterate and change it quickly before we get too far into the feature.

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8
Q

There are lots of ways to get working features in front of real users without constantly changing the interface for everybody. What are some of these methods?

A

Using beta testers, doing partial rollouts, and using feature flags

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9
Q

What can you NOT expect to learn from beta testers?

a. If there are significant bugs and usability issues.
b. If a feature will be successful with a majority of users.
c. If a feature is usable and understandable for target users.

A

b. If a feature will be successful with a majority of users.

When your team releases updates to beta testers, it is the team’s responsibility to ensure that unsafe features are not released. Users who opt into beta test programs should be protected from any security flaws or potential data loss. Beta testers are usually forgiving of small bugs issues, but if there is a significant problem, you should find out and fix it quickly. What beta testers cannot help you with is predicting whether a majority of users (who didn’t opt for the beta program) will be happy with the features.

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10
Q

If you wanted to find out whether people will actually use a feature, how can you do that in an agile team?

a. Create high-fidelity prototypes and recruit random people to test it out.
b. Develop the feature and conduct guerilla testing with random people on the street.
c. Build a small version of the feature and feature flag it in order to roll it out to a small set of users.

A

c. Build a small version of the feature and feature flag it in order to roll it out to a small set of users.

Creating high-fidelity prototypes and guerilla testing are great for usability tests. But they will not be able to reveal if users will actually adopt a risky idea. The advantage of agile teams is that you can selectively roll out the feature to real users and track how they use them in their context. This will also remove any biases that may crop up when you test in-person, as people will not feel like they are being judged or feel the need to give positive feedback.

If the idea is successful in early releases, you can build on it, and if not, you can quickly switch it off.

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11
Q

If you wanted to find out whether people will actually use a feature, how can you do that in an agile team?

a. Create high-fidelity prototypes and recruit random people to test it out.
b. Develop the feature and conduct guerilla testing with random people on the street.
c. Build a small version of the feature and feature flag it in order to roll it out to a small set of users.

A

c. Build a small version of the feature and feature flag it in order to roll it out to a small set of users.

Creating high-fidelity prototypes and guerilla testing are great for usability tests. But they will not be able to reveal if users will actually adopt a risky idea. The advantage of agile teams is that you can selectively roll out the feature to real users and track how they use them in their context. This will also remove any biases that may crop up when you test in-person, as people will not feel like they are being judged or feel the need to give positive feedback.

If the idea is successful in early releases, you can build on it, and if not, you can quickly switch it off.

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12
Q

How do you create a good MVP?

A

You have to deeply understand your user’s problem and then identify the core of a solution.

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13
Q

What is the only way to build an MVP that will help you learn whether your solution is the correct one for any given user problem?

A

Finding the core of a feature or product.

It helps you optimize for selecting both the “minimum” and the “viable” parts of the MVP.

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14
Q

You have to understand that if a product doesn’t solve a problem for users and help the team learn something, it’s not really _______. And if it’s full of extra features that are just nice to have, it’s definitely not _______!

A

viable, minimum

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15
Q

What is the goal of an MVP?

A

Our goal on agile teams is to avoid waste when possible, and one way we do that is by building small useful things that we can then build on and make better and more useful over time. Sometimes, though, we avoid waste by building small things and then throwing them away when it turns out that they’re not the right direction or we find a much better solution. The goal of the MVP is to help us decide which of these paths to take.

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16
Q

Imagine you are a designer on an agile team that is working on a mobile application that lets people search for doctors near their location. You want to release a feature that lets people book appointments.

Which of the following would you include in the minimum viable version of this feature?

a. A way for doctors to enter their availability and time slots for booking.
b. A way to remind patients before the appointment.
c. A way to let patients rate and review the doctors after the appointment.

A

a. A way for doctors to enter their availability and time slots for booking.

Since our users’ core purpose is to book an appointment, the minimum viable version should allow them to do so. A full-fledged booking system will have a number of components that will have to be built—at the minimum, a way for doctors to indicate their availability, a way for patients to pick a time slot and a way for doctors to know that a patient has booked an appointment. Of the options here, the first is a crucial piece to include in the MVP, while the other two are nice-to-have features once the primary feature is up and running.

17
Q

A minimum viable product includes the minimum set of features that:

a. Enables a business to be financially viable.
b. Enables the team to learn if the product solves a problem.
c. Enables the product to work technically.

A

b. Enables the team to learn if the product solves a problem.

Whether a business can make the product viable depends a lot on how good the product is at solving a user’s needs. And the MVP helps the product team learn whether the proposed solution or feature is the correct one for any given user problem. A product that works technically without solving any problems wouldn’t be considered an MVP. It is worth noting that even if an MVP does solve a problem, it needn’t necessarily be financially viable—as several factors influence viability.

18
Q

Why is it beneficial to build the smallest possible thing?

A

It’s key to building quickly, getting feedback, and then iterating on or killing features, which is an important principle of agile methodologies.

19
Q

How can “starting with one” help an agile team?

A

It helps test whether a feature is worth building out fully.

When you work on one aspect of a feature, you have the opportunity to test a feature with real users early on. If users are not happy with this small aspect, you’ll save yourself a lot of time, effort and heartache of building out the feature fully and then scrapping it.

20
Q

What should you do to get the maximum benefit from your experiments?

a. Monitor if and how people are using the feature that you’ve just shipped out.
b. Work on only the smallest possible feature so that you can ship releases on time.
c. Have a detailed plan ready for building out the rest of the feature.

A

When you work on just one aspect of a feature, or design the smallest possible thing, the idea is to test if it was useful and valuable for users. For this, you should monitor how people respond to this new feature—if they use it, how they use it, and if they get stuck while using it. You can then decide the next course of actions.

It is good to plan work in advance, but you should refer to feedback and insights from experiments to make sure you’re not planning to build the wrong feature.

21
Q

What is the biggest challenges facing UX designers in Agile teams?

A

Time

It may not be possible to churn out pixel-perfect mockups at speed, all the time. And it is this expectation that often burns out designers. But it needn’t be this way.

22
Q

How does Agile teams function in a fundamentally different way than a design agency?

A

Agile teams function in a fundamentally different way than a design agency, and so, as a designer, you must adapt your work accordingly. This doesn’t mean skipping research or getting burned out in handing over polished assets. It’s somewhere in between — letting go of “perfection,” especially when it comes to mockups and functional prototypes.

23
Q

Which of the following is true about designing in an agile team?

a. It is okay to ship poorly implemented features, as long as we go back and iterate them.
b. Aim to ship features that are functional and useful, even if you don’t feel they’re “perfect.”
c. Create aesthetically pleasing designs to compensate for a lack of features.

A

b. Aim to ship features that are functional and useful, even if you don’t feel they’re “perfect.”

In user experience design, it can be hard to nail perfection in your first attempt. In an agile team, time constraints can make it even harder. However, it is still possible to create great experiences—and it starts with shipping features that are “good enough.” By “good enough,” we mean features that are functional and useful and appealing enough that users will engage with them. We should not use “iteration” as an excuse to ship what we know to be unusable features. Similarly, aesthetics and delightful details cannot compensate for the core value of your product. Make sure you get the product functioning well and solving a problem, before you enhance it.

24
Q

What is one of the hardest mind shifts for designers?

A

to let less-than-perfect deliverables go live.

This is, however, in line with what designers are trained to do—constantly testing with users and iterating based on their feedback.

25
Q

What does it mean when “Releasing a feature need not mean releasing it to everyone all at once”.

A

You can release features to beta testers or roll them out to select users to experiment and validate your ideas with real users in a live environment.

26
Q

Pivot or persevere

A

When building new features, you can distill the new features down to the minimum viable version and run experiments to test and decide if the proposed solution is worth pursuing

27
Q

Team exercises such as “finding the core” can help you collaboratively identify…

A

The bare minimum aspects of a complex feature.

28
Q

One of the methods you can use to stop yourself from “overdesigning” is by “starting with _____”.

A

one. Based on the result of your experiment with one aspect of a feature, you can identify if you are on the right track and then decide on whether to continue designing it, or try something else.

29
Q

Teams that can learn from user feedback and iterate on features tend to stress less about making a product “perfect” before it gets released. They know that, as long as it’s…

A

it’s good enough, solves a user problem, and can be learned from, they can go back and make it better later.

30
Q

How can you fight the urge to “overdesign” in an agile team?

a. By releasing features to beta testers.
b. By starting with one aspect of a feature.
c. By shipping partial features.

A

b. By starting with one aspect of a feature.

Starting with one aspect of a feature can help you experiment with a small aspect of your feature. Based on the results of your experiment, you can decide whether the feature warrants more design or not.