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The Design Age

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Design is all about value. It helps transfer value from one person to another. Design insures you have an experience: that at the end, you’re different than when you started. Design makes this difference, and like Babbage’s Difference Engine of yore, specific knobs and levers control how much value you can create with design. In this presentation, we’ll learn how five levers — models, fidelity, audience, annotation, and velocity — work together. We’ll see how agile, lean, and waterfall teams apply these levers differently at different times to create different value from design. Friday at work, you won’t be able to stop yourself from asking five, simple questions. You’ll be maximizing design value for every project you encounter.
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From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013 THE DESIGN AGE a young designer’s primer for maximizing value in agile and lean teams From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013
Transcript
Page 1: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

THE DESIGN AGEa young designer’s primer for maximizing value in agile and lean teams

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Page 2: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

Design is all about value. It helps transfer value from

one person to another. Design insures you have an

experience: that at the end, you’re different than when

you started. Design makes this difference, and like

Babbage’s Difference Engine of yore, specific knobs

and levers control how much value you can create

with design.

In this presentation, we’ll learn how five levers —

models, fidelity, audience, annotation, and velocity —

work together. We’ll see how agile, lean, and waterfall

teams apply these levers differently at different times

to create different value from design.

Page 3: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

INTRODUCTION

Page 4: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

The Goal

Change how you practice design

Page 5: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

The Goal

Change how you think about design

Page 6: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

The Goal

Change how you understand design

Page 7: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

Three Discussions

Page 8: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

1. Why?

Why are agile, lean, and waterfall the same thing?

Page 9: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

1. Why?

Why are agile, lean, and waterfall the same thing?This is called the process.

Page 10: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

2. What?

What are design’s four concerns?

Page 11: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

2. What?

What are design’s four concerns?This is called the discipline.

Page 12: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

3. How?

How do we conduct design?

Page 13: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

3. How?

How do we conduct design?This is called the practice.

Page 14: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

Three Discussions

1. The process2. The discipline3. The practice

Page 15: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Introduction

The Walk Away

Five questions that guide how you practice design

Page 16: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Mind Game

What’s the coolest, most awesome thing about

where you work?

Page 17: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Mind Game

Hi, I’m Austin Govella, an

Experience Design Manager

at Avanade where we’re

re-inventing how enterprises

collaborate.

Page 18: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Mind Game

Hi, I’m Austin Govella, an

Experience Design Manager

at Avanade where we’re

r e-inventing how enterprises

abut about about elaborate.

your name

your title

company

the coolest, most awesome

thing about where you work

Page 19: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

A MANIFESTO FOR USER EXPERIENCE

Page 20: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Manifesto

Designers don’t design anything. Organizations design everything.

Just as your best thinker improves everything, that one person in your group who doesn’t understand user experience creates a drag on every product or service you produce. To create better experiences, you have to create better organizations. You have to improve your organ-ization’s design literacy. You have to improve the design literacy of everyone in the group.

Page 21: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Manifesto

Organizations face common barriers to designing better experiences.

These barriers — value, focus, time, memory, talent, process, and improvement — represent the distance between you and the balanced teams your organization needs to create better experiences. Sometimes these cultural barriers are codified into your organization’s process. Sometimes they exist as hidden assumptions in your team member's minds.

Page 22: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Manifesto

Don’t change what you do. Change how you do it.

Your design activities don’t change. Change how you work with your team. Change how you work, so your goal is always a better organization instead of a better product. Change how you accomplish the design, so that you are always improving your team’s design literacy.

Page 23: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Manifesto

Don’t look for the next opportunity.

The one you have in hand is the opportunity.

— Paul Arden

The Inspiration

Page 24: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

HOUSEKEEPING

Page 25: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Housekeeping

The Presentation

A diverse range of material from over a decade that is still evolving

Page 26: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Housekeeping

Questions

If something isn’t clear, raise your hand and ask.Questions and discussion at the end won’t be as useful. Grab a drink with me afterward!

Page 27: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Housekeeping

Get The Slides

Available on SlideShare:http://slideshare.net/austingovella/design-age

Page 29: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Mind Game

The Customer is always right.

Page 30: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Mind Game

Whenever you hear something you

don’t agree with, tell yourself:

“The customer is always right.

I just don’t understand.”

Then, ask a question to help

you understand.

Page 31: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

building certainty

AGILE

Page 32: The Design Age

Manifesto for Agile Software Development

Manifesto for Agile Software Development, http://agilemanifesto.org.

Individuals and interactions over processes and toolsWorking software over comprehensive documentation

Customer collaboration over contract negotiationResponding to change over following a plan

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

Page 33: The Design Age

Manifesto for Agile Software Development

Manifesto for Agile Software Development, http://agilemanifesto.org.

Individuals and interactions over processes and toolsWorking software over comprehensive documentation

Customer collaboration over contract negotiationResponding to change over following a plan

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

Page 34: The Design Age

Manifesto for Agile Software Development

Manifesto for Agile Software Development, http://agilemanifesto.org.

Individuals and interactions over models of people doing workWorking software over models of software

Customer collaboration over models of collaborationResponding to change over models of change

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

Page 35: The Design Age

Manifesto for Agile Software Development

Manifesto for Agile Software Development, http://agilemanifesto.org.

Real people doing work over models of people doing workReal software over models of software

Real collaboration over models of collaborationReal change over models of change

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

Page 36: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

But What Is Real?

Page 37: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Why?

Page 38: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

Agile Context

Known Unknown

Problem f

Solution f

Resources f

Page 39: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

“Divination also becomes progressively more difficult with time, as circles of probability in imaginary time enlarge.”

Peter Carroll, Psybermagick: Advanced Ideas in Chaos Magick, New Falcon Publications, 2000.

Page 40: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

The Futures Are Messy

Certainty Uncertainty/Waste

Page 41: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

‣ Agile focuses on certainty around what will be built.

‣ Agile seeks to minimize unnecessary change.

‣ Agile values the build over everything else. The build represents certainty.

‣ Agile captures value by reducing waste.

Agile Builds Certainty

Page 42: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

Agile Process

1. Review the present.

2. Plan the future.

3. Build the plan.

REVIEW

PLAN

BUILD

Page 43: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Agile

Rely on the plan to create build.

Pursue velocity through the review, plan, build loop.

Quick reviews (velocity) through the loop reduces risk you build the wrong thing.

REVIEW

PLAN

BUILD

Agile Outcomes

Page 44: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

LEANlearning certainty

Page 45: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Lean

“[Lean UX is] the practice of bringing the true nature of our work to light faster, with less emphasis on deliverables and greater focus on the actual experience being designed.”

Jeff Gothelf, Lean UX, presentation, Jan 2011.

Page 46: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Lean

“[Lean UX is] the practice of bringing the true nature of our work to light faster, with less emphasis on deliverables and greater focus on the actual experience being designed.”

Jeff Gothelf, Lean UX, presentation, Jan 2011.

Page 47: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Why?

Page 48: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Lean

Lean Context

Known Unknown

Problem f

Solution f

Resources f

Page 49: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Lean

The Futures Are Expensive

Out of cash

Design loses money Design makes money

Page 50: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Lean

‣ Lean focuses on learning what is most valuable.

‣ Lean seeks to maximize necessary change.

‣ Lean values learning over everything else. Learning represents certainty.

Lean Learns Certainty

Page 51: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Lean

1. Build the solution.

2. Measure the value.

3. Learn a new solution.

Lean Process

BUILD

MEASURE

LEARN

Page 52: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Lean

Pursue velocity through the build, measure, learn loop.

Rely on what was measured in order to learn.

Velocity through the loop increases risk you build the right thing.

Lean Outcomes

BUILD

MEASURE

LEARN

Page 53: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

DESIGNmeasuring certainty

Page 54: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Design

Design is a modeling discipline. The design process

creates models we use to validate predictions about a

system. Design validates what we expect against what

we perceive. We architect systems that engender

expectations and perceptions. Experience is the gap

between expectation and perception. We design this

gap. We design experience.

Page 55: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Why?

Page 56: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Design

Design Context

Known Unknown

Problem ? ?

Solution ? ?

Resources ? ?

Page 57: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Design

The Futures Are Possible

Discover

Unknown problems/solutions Known problems solutions

Model Validate

Page 58: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Design

‣ Design focuses on discover uncertainty.

‣ Design models change.‣ Design values measuring over

everything else. Measuring represents certainty.

Design Measures Certainty

Page 59: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Design

1. Discover the problem and/or the solution.

2. Model the solution.

3. Validate your model.

Design Process

DISCOVER

MODEL

VALIDATE

Page 60: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Design

Pursues velocity through the discover, model, validate loop.

Measure what was made against expectations.

Velocity increases the risk you measure the right thing.

Design Outcomes

DISCOVER

MODEL

VALIDATE

Page 61: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

THE PROCESSdesigning certainty

Page 62: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

The Same Process

AGILE LEAN DESIGN

Plan Learn Discover

Build Build Model

Review Measure Validate

Page 63: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

Agile ProcessPLAN

BUILD

REVIEW

Page 64: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

Lean ProcessLEARN

BUILD

MEASURE

Plan

Build

Review

Page 65: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

Design ProcessDISCOVER

MODEL

VALIDATE

Plan

Build

Review

Learn

Measure

Page 66: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

But what do we discover? Model? Validate?

Page 67: The Design Age

DATA

MODELS

ARTIFACTS

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

The Unified Process

DISCOVER

MODEL

VALIDATE

Plan

Build

Review

Learn

Measure

Page 68: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

Agile is obsessed with the question:

Is this what you wanted?

Lean is obsessed with the question:

Is this the most valuable thing?

Design is obsessed with the question:

Is this what we thought it was?

Page 69: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Process

How do we create

How do we

DataModelsArtifacts

DiscoverModelValidate

}

}

Deliverables

Activities

Page 70: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

THE MODELS

Page 71: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Design is a modeling discipline. The design process

creates models we use to validate predictions about a

system. Design validates what we expect against what

we perceive. We architect systems that engender

expectations and perceptions. Experience is the gap

between expectation and perception. We design this

gap. We design experience.

Page 72: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Mind Game

What does design model?

Page 73: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

Mind Game

If design models, what four things

does design model?

Page 74: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Users

o

Page 75: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Interfaces

p

Page 76: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Interactions

o p

Page 77: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Systemso p

o po p

o p

Page 78: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

We validate our models by showing them to people.Who do we validate our models with?

Page 79: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Audience

AUDIENCE

Yourself Your team Organization Your users

Page 80: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

How realistic must our models be in order to be validated?

Page 81: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Fidelity

BEHAVIOR

None Low Medium High

CONTENT

None Low Medium High

CONTEXT

None Low Medium High

VISUAL

None Low Medium High

Page 82: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

What does our audience need to know in order to validate the models?

Page 83: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Annotation

EXPLICIT - What do we need to tell them? (Instructions)

None Low Medium High

TACIT - What do they already know? (Culture)

None Low Medium High

IMPLICIT - What can the audience intuit? (Affordances)

None Low Medium High

Page 84: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

How will we communicate the models?

Page 85: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

Communication

PLACE - Where is the audience?

Co-located Remote

USE - How will it be communicated?

Private Shared

TIME - When are you communicating with the audience?

Synchronous Asynchronous

Page 86: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

THE FIVE QUESTIONS

Page 87: The Design Age

From “The Design Age: maximizing value in agile and lean teams” by Austin Govella, Feb 7, 2013

The Models

The Five Questions1. What model are we validating?2. Who is the audience?3. What fidelity do we need?4. What annotation do we need?5. How is it communicated?


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