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GATEWAY TO AGILE
Product Discovery
THANK YOU
GERVAIS, NATE, MOOGSOFT, PANEL
 Gervais Johnson, MATRIX, Director or National Agile
Practice, Empower Agile Adoptions, Transitions and
Transformations, 16 Years IBM tenure / Agile Founding
Member
 Nate Van Dusen, is the Staff Technical Program
manager/Coach at Twitter with18 years of experience
developing processes and ideologies for optimizing
organizations to build great products, achieve business
goals and create happy customers. Thought leader in
Agile software development practices, featured in an
Atlassian customer success story and a range of
publications including the Harvard Business Review.
PANEL: Rob Trivetti, Larry Apke, Ron Lichty, Arun Ramanna, Andrew Grutza
• 33 YearsIT Solutions
Experience
• Privately-held, $240M
• Top25 in the U.S
• National Firm with 12 officesacross
the U.S.
• OffshoreServicesin Indiavia Joint
Venture
• Nearshore Services in Monterey
Mexico via Joint Venture
MATRIX
Nearshore Delivery
Center: Monterey Mexico
• ProvideITSolutionsto U.S.companiesandassistIT Professionalswith their careers.
• SolutionsPracticesuccessfullydelivered900+ projectsfor over230 differentclients.
• FlexibleSolutionsDeliveryModels–Onsite,Offshore, Nearshore,Hybrid
• 75+ Recruiterscompany-wide,plus30 OffshoreRecruiters
• 1500+ MATRIXConsultantsonstaff.
TWITTER
MOOGSOFT DEMO
Steve Burton – VP of Product Marketing
GATEWAY TO AGILE ROADMAP
PRODUCT DISCOVERY
Agile Ecosystem Thread #3
Innovation /
Product Discovery
Design Thinking
Lean UX Canvas
Design Sprints
Workshop/Debrief
Next Event
OUR
AGENDA
AGILE ECOSYSTEM
Product
Discovery:
Design Thinking
and Lean UX
Thread
COMPLEXITY AND PRODUCT DISCOVERY
 Cynefin is a way to look at organizations and customers in
sense and respond measure
 Cynefin provides a mental understanding of our complex
world and dealing with VUCA
 Developed by Dave Snowden, exIBMer, now Cogntive Edge
founder and part of the SenseMaking solution
 Cyenfin means:
“Habitat” in Welsh, Conveys a sense we all have multiple pasts
of belongings of which we are only partly aware like cultural,
religious, geography, etc…
 Based on Social, Cognitive, and Cultural Science,
emphasizing cultural anthropological thinking an
practices……..Ethnography
SENSE MAKING AND SENSE AND RESPOND
 Rejecting idealism and the
myth of the right answer.
 Evidence based strategy
using natural sciences and
humanities
 Complex adaptive
systems theory
 Using cognitive sciences
FILTERING NOISE AND INCREASING FOCUS
INNOVATION AND IDEAS
Inertia is the residue of past
innovation efforts. Left
unmanaged it consumes the
resources required to fund next
generation innovation.
—Geoffrey Moore
TECHNICAL INNOVATION
Architects can drive innovation, mostly
within an Agile team-centric model:
• Teams are in the context of
current implementation
• Teams drive faster innovation
and a broader range of ideas
• IP sprints provide cadence-
based opportunity for innovation
• Hackathon: work on anything
you want so long as it reflects
the business mission
CUSTOMER AND PRODUCT INNOVATION
Customer Development is a four-‐step framework developed by Steve
Blank to discover and validate that you have identified the market for
your product, built the right product with features that solve
customers’ needs, tested the correct methods for acquiring and
converting customers with the deployed right resources to scale the
business.
PRODUCT DISCOVERY AND LEAN STARTUP
PRODUCT DISCOVERY AND LEAN UX
LEAN UX IS PRODUCT DISCOVERY
• Inspired by Lean Startup and Agile
development, it’s the practice of bringing
the true nature of a product to light
faster, in a collaborative, cross-
functional way.
• We work to build a shared
understanding of the customer, their
needs, our proposed solutions and
definition of success.
• We prioritize learning over delivery to
build evidence for our decisions.
A MODERN, BALANCED
TEAM
• Small 3 - 10
• Dedicated
• Self-sufficient
• Autonomous
• Empowered
Strategy
Design
PRODUCT DISCOVERY AND CANVAS HELP
PRODUCT DISCOVERY AND LEAN UX CANVAS
DESIGN THINKING HISTORY
Herbert A. Simon's 1969 book “The
Sciences of the Artificial”, and in design
engineering to Robert McKim's 1973 book
“Experiences in Visual Thinking”, Bryan
Lawson's 1980 book “How Designers
Think”
Peter Rowe's 1987 book Design
Thinking, Rolf Faste expanded on
McKim's work at Stanford University
in the 1980s and 1990s,
teaching "design thinking as a
method of creative action.” Design
thinking was adapted for business
purposes by
Faste's Stanford colleague David M.
Kelley, who founded the design
consultancy IDEO in 1991
DESIGN THINKING IN 6 MINUTES
INNOVATION IS NOT LIMITED TO DESIGN THINKING
Problems that ar e ill-defined:
both problem a n d solution a r e
unknown a t the beginning. A
large par t of the problem
solving is actually defining the
problem.
And/or tricky: it involves
quite a bit of risk, a s you
a r e leaving the comfort
zone of the organization.
Design thinking (creative,
intuitive, emotional) is not
the ans wer to every single
problem.
DECISION CYCLES BASED ON SENSE AND RESPONSE
Renewed popularity with OODA
Loop
Problem Resolution and
Decision Models are based on
the OODA Loop, Steve Blank
expanded
PRODUCT DISCOVERY AND DESIGN THINKING
PRODUCT DISCOVERY AND PRODUCT DELIVERY
GOOGLE VENTURES AND DESIGN THINKING = DESIGN
SPRINTS
Design Sprints are 2 – 5 Days used to
determine the product feasibility or
product requirements.
The goal is to answer critical business
questions using design, prototyping,
and testing ideas with customers.
Uses a mix of Agile and Design
Thinking
DESIGN SPRINTS CREATED FOR PRODUCT DISCOVERY
DESIGN SPRINTS SIMPLE AND 5 DAYS
WORKSHOP
TEAMS
DESIGN SPRINTS WORKSHOP – UNDERSTAND STEP
Using the Scenario
Case Study:
1. Define some ideas
DESIGN SPRINTS DECIDE STEP
DESIGN SPRINTS PROTOTYPE STEP
POWER START
• P = Purpose
• O = Outcome
• W = WIIFM
• E = Energize and Engage
• R = Roles/Responsibilities
WORKSHOP DEBRIEF
Experiences
Wow Moments
Feelings
Follow-up
PANEL
Ask me About Product Discovery
GATEWAY TO AGILE
Deconstructing Requirements Next
AGILE ECOSYSTEM
Product Discovery and Product
Delivery Success Depends on
Harmonious Alignment of the
Agile EcoSystem
DARK AGILE
PATTERNS
Technocentrics
Self-Absorbed
Augmented Reality
Laissez-Faire Grand Unified Theory
TECHNOCENTRICS
Too much Focus on Agile
Practices and Tools
Individual Collective
(Limited) Interior
SELF-ABSORBED
Too much Focus on Agile
Practices and Tools +
Agile Humanity
All Individual Interior
AUGMENTED REALITY
Little or No Focus on
Organization and Culture
& Environment
Individual Collective
(Selective) Interior
LAISSEZ-FAIRE
Insufficient Focus or
Alignment Across
Quadrants
Individual + Collective
Interior + Exterior
Minimalist
GRAND UNIFIED THEORY
Too Much Focus on Each
Quadrants, No
Synchronicity
Individual + Collective
Interior + Exterior
Extermist
GATEWAY TO AGILE
Roadmap and Interests Groups
ROADMAP
GRAND CHALLENGE
2018 Team to organize and operate
grand challenge
Prize $TBD
EVENT COORDINATION
Team to help with
Meetup and Events
SPONSOR MANAGEMENT
Team to help with
Sponsors
THANK YOU
NEXT: Deconstructing Requirements

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Gateway to Agile: Product Discovery - Lean UX and Design Sprints

  • 3. GERVAIS, NATE, MOOGSOFT, PANEL  Gervais Johnson, MATRIX, Director or National Agile Practice, Empower Agile Adoptions, Transitions and Transformations, 16 Years IBM tenure / Agile Founding Member  Nate Van Dusen, is the Staff Technical Program manager/Coach at Twitter with18 years of experience developing processes and ideologies for optimizing organizations to build great products, achieve business goals and create happy customers. Thought leader in Agile software development practices, featured in an Atlassian customer success story and a range of publications including the Harvard Business Review. PANEL: Rob Trivetti, Larry Apke, Ron Lichty, Arun Ramanna, Andrew Grutza
  • 4. • 33 YearsIT Solutions Experience • Privately-held, $240M • Top25 in the U.S • National Firm with 12 officesacross the U.S. • OffshoreServicesin Indiavia Joint Venture • Nearshore Services in Monterey Mexico via Joint Venture MATRIX Nearshore Delivery Center: Monterey Mexico • ProvideITSolutionsto U.S.companiesandassistIT Professionalswith their careers. • SolutionsPracticesuccessfullydelivered900+ projectsfor over230 differentclients. • FlexibleSolutionsDeliveryModels–Onsite,Offshore, Nearshore,Hybrid • 75+ Recruiterscompany-wide,plus30 OffshoreRecruiters • 1500+ MATRIXConsultantsonstaff.
  • 6. MOOGSOFT DEMO Steve Burton – VP of Product Marketing
  • 9. Innovation / Product Discovery Design Thinking Lean UX Canvas Design Sprints Workshop/Debrief Next Event OUR AGENDA
  • 11. COMPLEXITY AND PRODUCT DISCOVERY  Cynefin is a way to look at organizations and customers in sense and respond measure  Cynefin provides a mental understanding of our complex world and dealing with VUCA  Developed by Dave Snowden, exIBMer, now Cogntive Edge founder and part of the SenseMaking solution  Cyenfin means: “Habitat” in Welsh, Conveys a sense we all have multiple pasts of belongings of which we are only partly aware like cultural, religious, geography, etc…  Based on Social, Cognitive, and Cultural Science, emphasizing cultural anthropological thinking an practices……..Ethnography
  • 12. SENSE MAKING AND SENSE AND RESPOND  Rejecting idealism and the myth of the right answer.  Evidence based strategy using natural sciences and humanities  Complex adaptive systems theory  Using cognitive sciences
  • 13. FILTERING NOISE AND INCREASING FOCUS
  • 14. INNOVATION AND IDEAS Inertia is the residue of past innovation efforts. Left unmanaged it consumes the resources required to fund next generation innovation. —Geoffrey Moore
  • 15. TECHNICAL INNOVATION Architects can drive innovation, mostly within an Agile team-centric model: • Teams are in the context of current implementation • Teams drive faster innovation and a broader range of ideas • IP sprints provide cadence- based opportunity for innovation • Hackathon: work on anything you want so long as it reflects the business mission
  • 16. CUSTOMER AND PRODUCT INNOVATION Customer Development is a four-‐step framework developed by Steve Blank to discover and validate that you have identified the market for your product, built the right product with features that solve customers’ needs, tested the correct methods for acquiring and converting customers with the deployed right resources to scale the business.
  • 17. PRODUCT DISCOVERY AND LEAN STARTUP
  • 18. PRODUCT DISCOVERY AND LEAN UX LEAN UX IS PRODUCT DISCOVERY • Inspired by Lean Startup and Agile development, it’s the practice of bringing the true nature of a product to light faster, in a collaborative, cross- functional way. • We work to build a shared understanding of the customer, their needs, our proposed solutions and definition of success. • We prioritize learning over delivery to build evidence for our decisions. A MODERN, BALANCED TEAM • Small 3 - 10 • Dedicated • Self-sufficient • Autonomous • Empowered Strategy Design
  • 19. PRODUCT DISCOVERY AND CANVAS HELP
  • 20. PRODUCT DISCOVERY AND LEAN UX CANVAS
  • 21. DESIGN THINKING HISTORY Herbert A. Simon's 1969 book “The Sciences of the Artificial”, and in design engineering to Robert McKim's 1973 book “Experiences in Visual Thinking”, Bryan Lawson's 1980 book “How Designers Think” Peter Rowe's 1987 book Design Thinking, Rolf Faste expanded on McKim's work at Stanford University in the 1980s and 1990s, teaching "design thinking as a method of creative action.” Design thinking was adapted for business purposes by Faste's Stanford colleague David M. Kelley, who founded the design consultancy IDEO in 1991
  • 22. DESIGN THINKING IN 6 MINUTES
  • 23. INNOVATION IS NOT LIMITED TO DESIGN THINKING Problems that ar e ill-defined: both problem a n d solution a r e unknown a t the beginning. A large par t of the problem solving is actually defining the problem. And/or tricky: it involves quite a bit of risk, a s you a r e leaving the comfort zone of the organization. Design thinking (creative, intuitive, emotional) is not the ans wer to every single problem.
  • 24. DECISION CYCLES BASED ON SENSE AND RESPONSE Renewed popularity with OODA Loop Problem Resolution and Decision Models are based on the OODA Loop, Steve Blank expanded
  • 25. PRODUCT DISCOVERY AND DESIGN THINKING
  • 26. PRODUCT DISCOVERY AND PRODUCT DELIVERY
  • 27. GOOGLE VENTURES AND DESIGN THINKING = DESIGN SPRINTS Design Sprints are 2 – 5 Days used to determine the product feasibility or product requirements. The goal is to answer critical business questions using design, prototyping, and testing ideas with customers. Uses a mix of Agile and Design Thinking
  • 28. DESIGN SPRINTS CREATED FOR PRODUCT DISCOVERY
  • 29. DESIGN SPRINTS SIMPLE AND 5 DAYS
  • 31. DESIGN SPRINTS WORKSHOP – UNDERSTAND STEP Using the Scenario Case Study: 1. Define some ideas
  • 34. POWER START • P = Purpose • O = Outcome • W = WIIFM • E = Energize and Engage • R = Roles/Responsibilities
  • 36. PANEL Ask me About Product Discovery
  • 37. GATEWAY TO AGILE Deconstructing Requirements Next
  • 38. AGILE ECOSYSTEM Product Discovery and Product Delivery Success Depends on Harmonious Alignment of the Agile EcoSystem
  • 40. TECHNOCENTRICS Too much Focus on Agile Practices and Tools Individual Collective (Limited) Interior
  • 41. SELF-ABSORBED Too much Focus on Agile Practices and Tools + Agile Humanity All Individual Interior
  • 42. AUGMENTED REALITY Little or No Focus on Organization and Culture & Environment Individual Collective (Selective) Interior
  • 43. LAISSEZ-FAIRE Insufficient Focus or Alignment Across Quadrants Individual + Collective Interior + Exterior Minimalist
  • 44. GRAND UNIFIED THEORY Too Much Focus on Each Quadrants, No Synchronicity Individual + Collective Interior + Exterior Extermist
  • 45. GATEWAY TO AGILE Roadmap and Interests Groups
  • 47. GRAND CHALLENGE 2018 Team to organize and operate grand challenge Prize $TBD
  • 48. EVENT COORDINATION Team to help with Meetup and Events
  • 49. SPONSOR MANAGEMENT Team to help with Sponsors

Notes de l'éditeur

  1. https://dan2ldrl04yqb.cloudfront.net/wp-content/uploads/2017/02/moog-logo2x.png?x59241
  2. 13 Key recommendations are grouped into 5 functional areas (themes)
  3. 13 Key recommendations are grouped into 5 functional areas (themes)