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Collaboration within a multidisciplinary team
Working together to solve design problems more effectively
Michele Ide-Smith   Andy Morris         Revathi Nathaniel
UX Specialist       UX Specialist       UX Specialist
No scheduled fire alarms



        Nearest toilets
                                     Timing



        Please turn off phones



        Questions                  Photography




Housekeeping
10:45 – 11:05   Introduction

       11:05 – 12:00   Activity #1: KJ Technique

       12:00 -12:15    Discussion

       12:15 – 13:15   Lunch

       13:15 – 13:25   Post lunch

       13:25 – 14:15   Activity #2: Design Consequences

       14:25 – 14:40   Q&A Session




Time plan
Who’s in the room?
Collaboration Vs. Communication
“In the long history of
humankind…those who learned to
collaborate and improvise most
effectively have prevailed.”
                           Charles Darwin
agilemanifesto.org
So, who consistently performs

                     poorly?


agilemanifesto.org
 [Tom Wujec, 2010]
Recent Business School Graduates

[Tom Wujec, 2010]
Who consistently performs

                     well?


agilemanifesto.org
 [Tom Wujec, 2010]
Recent Kindergarten School Graduates

[Tom Wujec, 2010]
[Tom Wujec, 2010]
Height
     (inches)


         30




         20




Specialized Skills + Facilitation Skills = Success
         10




                Average   Business   Lawyers   Kinder-   Architects   CEOs   CEOs &
                           School              garten        &               Executive
                          Students                       Engineers            Admins


agilemanifesto.org
 [Tom Wujec, 2010]
• Play & prototyping yield better results

       • Diverse skills matter

       • Facilitation skills increase performance




[Tom Wujec, 2010]
• UX skills make you a better facilitator
  • Patience
  • Listening
  • Empathy

• Sometimes we need guidance on how to
  structure collaboration
Innovation Games




Using games for structuring
collaboration
• Invented by Japanese
                    Anthropologist Jiro
                    Kawakita in the 1960’s

                  • A way to sort lots of
                    subjective, qualitative data

                  • Group decision making by
                    consensus


What is the KJ Method?
Why use the KJ Method?
• Different perspectives are valuable

  • Shared understanding

  • Inclusive yet objective – all opinions heard

  • Effective for sorting lots of data

  • Encourages group ownership of actions



Why use the KJ Method?
Prioritising       Exploring
           issues from      product/team
          usability tests    challenges




          Brainstorming      Analysing
             product         contextual
            features        enquiry data




When is the KJ Method useful?
• 8 step version of the
                                                KJ Method

                                            • Experiment with 15
                                                groups of UX
                                                practitioners

“We find the KJ-Method to be very effective for
organizing and prioritizing opinions and subjective data”


Jared Spool’s experiment
The design problem
A DIY chain store has approached your UX Agency. They
can no longer afford to employ staff with a high level of
expertise in each store. Your brief is to design a mobile app
that will:

• Enable customers to find out how to solve DIY problems;

• Help customers to identify what materials and tools they
   need for DIY jobs.

Propose 3 features that will bring the most value to
customers.

The design brief
For this exercise we’ll use the focus question:

   “What features do users need?”




Step 1: Determine a focus question
Project Manager
                             Visual Designers
  Developers

               Clients

                                Testers
 Product Manager
                     UX Designers



Step 2: Organise the group
Step 3: Write ideas, opinions, data on
sticky notes
• Use yellow stickies

  • One item per sticky note

  • Brainstorm as many ideas as you can

  • Do not discuss the sticky notes yet!




Step 3: Write ideas, opinions, data on
sticky notes
Step 4: Put sticky notes randomly on
the wall
• Do not discuss the sticky notes yet!

  • Read other peoples sticky notes

  • If you think of other ideas, add them at this
     stage




Step 4: Put sticky notes randomly on
the wall
Step 5: Group similar items
• Group stickies that seem to belong
     together

  • Feel free to re-arrange and split groups

  • Keep moving stickies around until you feel
     the groups make sense

  • Do not discuss the stickies at this stage!

Step 5: Group similar items
Step 6: Name the groups
• Use blue stickies and name each group

  • A group can have more than one name

  •   If someone has used the exact same words
      that you want to use, don’t duplicate

  • If a group has 2 themes, split the group



Step 6: Name the groups
Step 7: Vote for the most important
groups
Step 7: Vote for the most important
groups
• On your own, choose the 3 group heading
     stickies that you feel represent the
     features users will need most and rank
     them 1st, 2nd, 3rd

  • You each have 6 dots – now dot your 3
     selected group heading stickies e.g. 1st = 3
     dots, 2nd = 2 dots, 3rd = 1 dot

Step 7: Vote for the most important
groups
Rank the group name
    stickies with dots



 Nominate two group
names that you think
are identical and take
a vote. Did everyone
 agree? If not, why?                  Don’t include any
      Discuss!                      stickies without dots,
                                    even if they came from
                                       the same group


  Step 8: Rank the most important
  groups
•   Each group read out their top 3 group names

  •   What did you enjoy? What did you find challenging?

  •   What did you learn?

  •   How did you feel as participants? Was there
      anything the facilitator could have done better?

  •   When would this method be useful?

  •   How did it differ from what you’ve tried before?

De-brief discussion
Lunch
Welcome back!
Design Consequences
• Put together by Leisa Reichelt and her
    colleague

  • Helps generate great design ideas

  • Encourages discussion to develop consensus
    with your team




What is Design Consequences?
• Early in the design process although its
    equally helpful later on in the design process

  • Well-defined design problem

  • Good understanding of specific constraints
    and how other people may have approached
    the design problem



When to use Design Consequences?
Your design team is now ready to start exploring
some design ideas.

You want to share some mock-ups of the mobile app
with the DIY store.




Design Brief
Design Round One
•   In your team, choose the highest ranked feature from the KJ
    technique that your mobile application will support

•   Individually sketch the first level of user interaction for this
    feature

    •   Design what you would like your user to see and do when
        she/he opens the DIY app to use this feature

•   Spend 7 minutes on this task




Design Round One
It need not be a work of art. Its just a
sketch!
Consequences
•   Pass your sketch to the person sitting on your right

•   Review the sketch you have received

•   Choose what you as the ‘user’, would interact with

•   Sketch what you would like to happen in the next screen

•   Clarify any questions you have about the sketch with the
    original designer

•   Spend 7 minutes on this task



Design Round Two
Discussion round
•   In your team, describe the sketch you received

•   Which aspect you chose to interact with?

•   What did you design as the next screen?

•   Discuss some of the ideas your team has come up with

    •   Decide which sketches/design ideas would you take
        forward to show to the DIY Store




Discussion round
•   What did your team decide?

•   Did the discussion with your team help bring out any
    interesting observations?

    •   Were there any conflicting ideas?

    •   How did you resolve them?




Show and tell Round Two
• Generates lots of design ideas

• Seeds discussion topics- ideas and challenges

• An opportunity to ‘usability test’ designs on the go

• Includes all team members even the ones who prefer to stay
  quiet during meetings

• Helps the team reach consensus

• It helps designers work better as the responsibility to ‘design’
  doesn’t stay, as ‘only’ the designer’s job


De-brief
•   What did you enjoy about the technique?

•   What did you find challenging?

•   How have you conducted this technique? How was it
    different from today?

•   When would you use this technique?

•   Was there anything the facilitator could have done better?




Your Thoughts
Thank you for listening
Tom Wujec’s Marshmellow Challenge
http://marshmallowchallenge.com

David Gray, James Macanufo, Sunni Brown Gamestorming
http://www.gogamestorm.com

Jared Spool version of the KJ-Method
http://www.uie.com/articles/kj_technique

Leisa Reichelt’s Design Consequences technique
http://www.disambiguity.com/design-consequences-a-fun-
workshop-technique-for-brainstorming-consensus-building/
Image Credits
http://dailytoyz.blogspot.co.uk/2012/08/lego-national-day-parade.html
http://www.flickr.com/photos/d2clon/4402993445/
http://dribbble.com/shots/347309-Mobile-Sketches
http://innovationgames.com/show-tell/
http://adpu.files.wordpress.com/2012/02/show_20and_20tell.jpg
http://3.bp.blogspot.com/-IB-qSfEKljc/T9yf_nD3V0I/AAAAAAAAAUY/vB3kdvCR71A/s1600/forgiveness-and-consequences-
300x204.jpg

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Collaboration Within A Multidisciplinary Team

  • 1. Collaboration within a multidisciplinary team Working together to solve design problems more effectively Michele Ide-Smith Andy Morris Revathi Nathaniel UX Specialist UX Specialist UX Specialist
  • 2. No scheduled fire alarms Nearest toilets Timing Please turn off phones Questions Photography Housekeeping
  • 3. 10:45 – 11:05 Introduction 11:05 – 12:00 Activity #1: KJ Technique 12:00 -12:15 Discussion 12:15 – 13:15 Lunch 13:15 – 13:25 Post lunch 13:25 – 14:15 Activity #2: Design Consequences 14:25 – 14:40 Q&A Session Time plan
  • 6. “In the long history of humankind…those who learned to collaborate and improvise most effectively have prevailed.” Charles Darwin
  • 8.
  • 9.
  • 10. So, who consistently performs poorly? agilemanifesto.org [Tom Wujec, 2010]
  • 11. Recent Business School Graduates [Tom Wujec, 2010]
  • 12. Who consistently performs well? agilemanifesto.org [Tom Wujec, 2010]
  • 13. Recent Kindergarten School Graduates [Tom Wujec, 2010]
  • 15. Height (inches) 30 20 Specialized Skills + Facilitation Skills = Success 10 Average Business Lawyers Kinder- Architects CEOs CEOs & School garten & Executive Students Engineers Admins agilemanifesto.org [Tom Wujec, 2010]
  • 16. • Play & prototyping yield better results • Diverse skills matter • Facilitation skills increase performance [Tom Wujec, 2010]
  • 17. • UX skills make you a better facilitator • Patience • Listening • Empathy • Sometimes we need guidance on how to structure collaboration
  • 18. Innovation Games Using games for structuring collaboration
  • 19. • Invented by Japanese Anthropologist Jiro Kawakita in the 1960’s • A way to sort lots of subjective, qualitative data • Group decision making by consensus What is the KJ Method?
  • 20. Why use the KJ Method?
  • 21. • Different perspectives are valuable • Shared understanding • Inclusive yet objective – all opinions heard • Effective for sorting lots of data • Encourages group ownership of actions Why use the KJ Method?
  • 22. Prioritising Exploring issues from product/team usability tests challenges Brainstorming Analysing product contextual features enquiry data When is the KJ Method useful?
  • 23. • 8 step version of the KJ Method • Experiment with 15 groups of UX practitioners “We find the KJ-Method to be very effective for organizing and prioritizing opinions and subjective data” Jared Spool’s experiment
  • 25. A DIY chain store has approached your UX Agency. They can no longer afford to employ staff with a high level of expertise in each store. Your brief is to design a mobile app that will: • Enable customers to find out how to solve DIY problems; • Help customers to identify what materials and tools they need for DIY jobs. Propose 3 features that will bring the most value to customers. The design brief
  • 26. For this exercise we’ll use the focus question: “What features do users need?” Step 1: Determine a focus question
  • 27. Project Manager Visual Designers Developers Clients Testers Product Manager UX Designers Step 2: Organise the group
  • 28. Step 3: Write ideas, opinions, data on sticky notes
  • 29. • Use yellow stickies • One item per sticky note • Brainstorm as many ideas as you can • Do not discuss the sticky notes yet! Step 3: Write ideas, opinions, data on sticky notes
  • 30. Step 4: Put sticky notes randomly on the wall
  • 31. • Do not discuss the sticky notes yet! • Read other peoples sticky notes • If you think of other ideas, add them at this stage Step 4: Put sticky notes randomly on the wall
  • 32. Step 5: Group similar items
  • 33. • Group stickies that seem to belong together • Feel free to re-arrange and split groups • Keep moving stickies around until you feel the groups make sense • Do not discuss the stickies at this stage! Step 5: Group similar items
  • 34. Step 6: Name the groups
  • 35. • Use blue stickies and name each group • A group can have more than one name • If someone has used the exact same words that you want to use, don’t duplicate • If a group has 2 themes, split the group Step 6: Name the groups
  • 36. Step 7: Vote for the most important groups
  • 37. Step 7: Vote for the most important groups
  • 38. • On your own, choose the 3 group heading stickies that you feel represent the features users will need most and rank them 1st, 2nd, 3rd • You each have 6 dots – now dot your 3 selected group heading stickies e.g. 1st = 3 dots, 2nd = 2 dots, 3rd = 1 dot Step 7: Vote for the most important groups
  • 39. Rank the group name stickies with dots Nominate two group names that you think are identical and take a vote. Did everyone agree? If not, why? Don’t include any Discuss! stickies without dots, even if they came from the same group Step 8: Rank the most important groups
  • 40. Each group read out their top 3 group names • What did you enjoy? What did you find challenging? • What did you learn? • How did you feel as participants? Was there anything the facilitator could have done better? • When would this method be useful? • How did it differ from what you’ve tried before? De-brief discussion
  • 41. Lunch
  • 44. • Put together by Leisa Reichelt and her colleague • Helps generate great design ideas • Encourages discussion to develop consensus with your team What is Design Consequences?
  • 45. • Early in the design process although its equally helpful later on in the design process • Well-defined design problem • Good understanding of specific constraints and how other people may have approached the design problem When to use Design Consequences?
  • 46. Your design team is now ready to start exploring some design ideas. You want to share some mock-ups of the mobile app with the DIY store. Design Brief
  • 48. In your team, choose the highest ranked feature from the KJ technique that your mobile application will support • Individually sketch the first level of user interaction for this feature • Design what you would like your user to see and do when she/he opens the DIY app to use this feature • Spend 7 minutes on this task Design Round One
  • 49. It need not be a work of art. Its just a sketch!
  • 51. Pass your sketch to the person sitting on your right • Review the sketch you have received • Choose what you as the ‘user’, would interact with • Sketch what you would like to happen in the next screen • Clarify any questions you have about the sketch with the original designer • Spend 7 minutes on this task Design Round Two
  • 53. In your team, describe the sketch you received • Which aspect you chose to interact with? • What did you design as the next screen? • Discuss some of the ideas your team has come up with • Decide which sketches/design ideas would you take forward to show to the DIY Store Discussion round
  • 54. What did your team decide? • Did the discussion with your team help bring out any interesting observations? • Were there any conflicting ideas? • How did you resolve them? Show and tell Round Two
  • 55. • Generates lots of design ideas • Seeds discussion topics- ideas and challenges • An opportunity to ‘usability test’ designs on the go • Includes all team members even the ones who prefer to stay quiet during meetings • Helps the team reach consensus • It helps designers work better as the responsibility to ‘design’ doesn’t stay, as ‘only’ the designer’s job De-brief
  • 56. What did you enjoy about the technique? • What did you find challenging? • How have you conducted this technique? How was it different from today? • When would you use this technique? • Was there anything the facilitator could have done better? Your Thoughts
  • 57. Thank you for listening Tom Wujec’s Marshmellow Challenge http://marshmallowchallenge.com David Gray, James Macanufo, Sunni Brown Gamestorming http://www.gogamestorm.com Jared Spool version of the KJ-Method http://www.uie.com/articles/kj_technique Leisa Reichelt’s Design Consequences technique http://www.disambiguity.com/design-consequences-a-fun- workshop-technique-for-brainstorming-consensus-building/