16. How many of these
have you experienced?
• Don’t Try This at Home
• Developer Disconnect
• Premature Developmentation
• Developer Redesign
• Quadruplication
• Edge Case Surprise
• Art
• Imagineering
17. The Solution:
• Don’t Try This at Home… Prototype
• Developer Disconnect… Prototype
• Premature Developmentation…
Prototype
• Developer Redesign… Prototype
18. The Solution:
• Quadruplication… Prototype
• Edge Case Surprise… Prototype
• Art… Prototype
• Imagineering… Customer Development
+ Prototype/Simulation
20. Simulation:
The imitative representation of the
functioning of one system or
process by means of the
functioning of another.
Source: http://www.merriam-webster.com
21. Prototype:
A first full-scale and usually
functional form of a new type or
design of a construction.
Source: http://www.merriam-webster.com
26. Project Energy
leanproto.com @jasonstehle
Find showstoppers here
Not here
• Find major problems when the team is
most energized and nothing is locked in.
• Showstoppers found during the slog
rarely get elegant solutions.
27. How do we know if we
are building the right
thing?
28. Interaction &
Visual Design
Training, Support,
& Maintenance
Sales &
Marketing
Development
& Testing
The Right Thing
Everybody has their own ideas.
“A great user experience” “A great feature set”
“Easy to sell a lot of it”“Easy to support”
29. The Right Thing:
• An implementable solution
• to a real problem
• that we can deliver for a
profit.
A customer-validated prototype is probably the
best way.
39. Look Stupid:
Deliver flawed straw men
early and often.
Many ideas grow better when transplanted into
another mind than in the one where they sprung
up.
- Oliver Wendell Holmes
#6
40. No Geniuses Here:
Don’t innovate for innovation’s
sake. Just challenge
assumptions, apply good
design, and test.
#5
Muda is a Japanese word. It’s part of the philosophy of the Toyota Production System.
And then they can’t adapt what they’ve built to match the design.
Possible causes: Flawed design, laziness, overwhelmed by constraints, or an overinflated sense of design abilities.
Including specs, wireframes, comps, and copy decks.
Four incompatible design documents: Specs, wireframes, comps, and copy deck.It can be exhausting to keep these all in sync, so they usually aren’t.Development then has no idea which is the correct version.Two development teams…
Too many designs are optimized for “sunny-day” scenarios.They blow up with long (or short) values, or long or empty lists..
Now we’re at the really bad ones.There are degrees of art, from the completely impossible to the impossible within time, budget, or platform constraints.
This is pure waste.At least art is attempting to solve a real problem.
At least one of these, two of these, three of these….
Prototyping is a great way to avoid these!Don’t Try This at Home: You’ll find out what the standard controls are and what are custom controls.Developer Disconnect: Unlikely if development is actively involved in the prototype.Premature Developmentation: Harness that enthusiasm and energy and apply it to prototyping and research spikes.Developer redesign: Unnecessary if they are invested in the design.
4. Quadruplication: The prototype becomes the single truth for interactions, visual, content, and specifications.3. Edge Case Surprise: Use templates and simple data models to test various cases within the prototype.2. Art: You can’t prototype art. If the prototype works, you’re good.1. Imagineering: Use a combination of lean startup/customer development + a prototype or simulation.
What’s a simulation?Or really, what’s the difference between a prototype and a simulation?We’re abusing the word “prototype”
A simulation imitates software.
A prototype IS software.
These are all imitations
Big Prototype Up FrontExample: Web applicationGoal: transfer directly into development
The biggest benefit of Big Prototype Up Front is that you will find more showstoppers early in the process.
First we need to define it.
We need to find a way to balance the priorities of the various disciplines so we can deliver value to our customers for a profit.Great design that ignores the medium will increase development, testing, and maintenance efforts.Poor design will increase sales & marketing effort.Poor design will increase training & support effort.Development shortcuts will increase maintenance work.
Someone wants it.We can build it.We can make money doing it.If those are true, you are probably building the right thing.
Questions
Across all activities.
Splitting up the requirements work from both a technical and design viewpoint is better.Trusting in a single Subject Matter Expert / BA can be dangerous.
To put it a little more nicely, the vast majority of human beings are not wired to think abstractly about software.That is why we earn good money.Show, don’t tell.
Product Manager should own the “should we do it?” decisions.CTO should own the “can we do it?” decisions.Avoid committees like the plague.
People are less likely to criticize a finished-looking design.
Target platforms and tools are changing so rapidly.
Avoid big reveals, big design rounds, and long design review meetings.Release designs to users and stakeholders feature by feature or screen by screen as soon as they are ready.
Within your team: share as early as possible.To stakeholders: Not much longer after that.
Don’t get all fancy.
It’s too easy to delay a project for months perfecting obscure corners. Just let them suck for now.It’s OK, you can come back to it later.
Get everything working and usable, then make it beautiful.UT2003 vs UT2004
It’s a great sales tool. It’s “Alpha”.I’ve done this at conferences. Get feedback on day one, go back to the hotel room and prototype their requests, then demo on day two.
Good developers will work nights and weekends on optional but interesting challenges.Theymight not do it for what they have to do, but they will do it for what they want to do.