In this presentation I describe Redgate’s journey over the past three years to intentionally shift the perceived value of the design function, and with that, the scope and impact of our product work.
This shift sees design go from focusing purely on usability and more tactical/detailed design work, to research and design playing a role in longer-term, more strategic product decisions.
I describe this journey and the evolution of the design role through three, fairly distinct phase (ages), along with some of the challenges we faced and tactics we’ve used to help bring about change.
4. 1st Age:
Designing for
Usability
2nd Age:
Designing for
Insight
3rd Age:
Designing for
Impact
@matthewgodfrey
Redgate pre-2016 Redgate 2017/18 Redgate 2019+
5. Take Redgate from being a company that values design as
a slice of the production process to one that is truly design
led. By definition this would seek to shift the focus of
design from tactical to a strategic imperative,
whereby design and associated practices are an integral
part of decision making, alongside technical and business
considerations.
@matthewgodfrey
6. “Someone has a “seat at the table” when
they’re able to influence a business’s high-
level decision-making to ensure the
business succeeds.”
Jon Schlossberg
@matthewgodfrey
8. Value of design expressed in terms
of its ability to iterate and optimise
around a given set of product
features.
@matthewgodfrey
9. Whilst ‘allocated’, design still
felt like it was acting like a
service vs. a core part of the
product team.
Design as a Service (DaaS)
1st Age: Designing for usability
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12. 1st Age:
Tactics for
change
● Design Thinking
● Design Framework
● Foundational Research
● Design Playbook
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13. Adoption of Design Thinking
@matthewgodfrey
Understand Define Explore Create
Discover,
empathise,
contextualise.
Synthesise,
analyse,
conceptualise.
Brainstorm,
Ideate,
Prototype.
Build,
Measure,
Learn.
PROBLEM SPACE SOLUTION SPACE
14. “Solve the right problems… ...then solve them right.”
Understand
Design Framework (Double Diamond)
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Define Explore Create
Trigger SolutionDecide
15. Democratising Design (the Playbook)
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● Scenario-based plays
● Operationalise practices
● Educate non-designers
● Integrate with dev process
● Design as ‘team sport’
17. Outcome: Intentional shift away from
pure execution, with a renewed focus on
better understanding customers’
problems (vs. solutions).
@matthewgodfrey
19. Value of design expressed in terms
of its ability to determine the core
value set of a product through
analysis of customers’ needs.
@matthewgodfrey
20. Design is Embedded
Design is truly embedded and
part of product development
process. But, is limited in its
ability to influence product
decisions.
2nd Age: Designing for Insight
@matthewgodfrey
25. Value Proposition Canvas
The who, what and why of your product
1. Segment (target customer)
2. Jobs-to-be-Done (JTBD)
3. Solution (Proposition)
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26. Designing the Proposition
1. Explore
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New Solutions/Services
2. Extend
New Segments
3. Enhance
New Pains/Gains
27. User Experience to Product Design
● Broader responsibility
● Co-own the proposition
● Bridging role (PMF)
● Define product scope
● Vs. experiential layer
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29. Product Trios (Leadership Groups)
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● Fosters collaboration
● Balance concerns & perspectives
● Stronger peer support group
● Improve strategic alignment
● Better product decisions
The intersect of desirability,
feasibility and viability.
30. Outcome: Ability to evaluate product
opportunities through more systematic
needs analysis and actively engage with
strategy and planning.
@matthewgodfrey
32. Value of design expressed in terms
of its ability to inform and influence
strategy, through a combination of
qualitative & quantitative insight.
@matthewgodfrey
33. Design as Leadership
Design is part of product
leadership (AKA Trios) and has
a voice in both strategic and
tactical-level product decisions.
3rd Age: Designing for Impact
@matthewgodfrey
36. 3rd Age:
Tactics for
change
● Solution Design
● Customer Journeys
● Measuring Success
● Data Literacy
@matthewgodfrey
37. Point Tools to Solutions
Capability Capability Capability Capability Service
Buyers/TDMs
User A
Enterprise Solution
User B User C
Goal: “Improve KPI
around time to deploy.”
Goal: “Deploy Changes
to production.”
@matthewgodfrey
39. Realising Customer Value (Measuring Success)
● Pathway(s) to value
● Pains & blockers
● The “Ah-ha” moment!
● Desired Value
● Vs. Actual Value
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40. Data Literacy (Measuring Impact)
Insight
@matthewgodfrey
ImpactHypothesis
What are our
customers
doing/or not with
our products?
What could we do
to change or
influence that
behaviour?
Did the change we
made have the
desired impact on
that behaviour?
41. *Desired* Outcome: Reliably measure
customer success (value realisation) and
demonstrating the impact and ROI of our
design efforts.
@matthewgodfrey
42. A Roadmap for Design Maturity
An ongoing, iterative design process.
@matthewgodfrey
43. Summary/Takeaways
1. Ensure there is a
more intentional
balance of tactical
and strategic
design work.
2. Adopt the right
tools and methods
to better evaluate
your products vs.
customers’ needs.
3. Measure the
customers’ ability
to realise product
value...and your
ability to drive it.
@matthewgodfrey
I’m going to talk to you about the evolution of the design practice at Redgate, the journey we e been on and the journey we’re still on.
But first a bit about me...
My name is Matt, I’m Head of Product Design at Redgate software
I’ve been working in experience and product design for over 13 years
I’ve been at Redgate for 4.5 years...
Working as part of divisional leadership team alongside my peers in engineering, product and delivery
Prior to that, worked across a variety of industries including local government, education and more recently gaming
For context, this is the maturity model we’re using internally to illustrate our journey
This is an adaptation of Design Ladder from Danish Design Centre.
Our story begins somewhere between stages 1 & 2 of this model:
1. Design as styling: Design valued purely for aesthetic styling
2. Design as process: Design valued as integral part of teams development processes
Worth pointing out that this is still for most, a great starting point
Redgate fundamentally valued design for its ability to craft simple, usable interfaces
And for many years that was a key differentiator for Redgate products!
But, In this talk I’m going to describe our 2-3 year transition to where we find ourselves now in 2019
Where our vision was to be more design-led as a company.
I’ll describe this journey over the course of three distinct phases, or what I’m calling “ages”, that mark the milestones of our design practices between 2016 to present:
1st age: Designing for usability
2rd age: Designing for insight
3rd age: Designing for impact
So, rewinding back to the start of this journey…
This is exactly the vision we set out for the function back in 2016.
In summary, we believed that design had a key role to play in informing and shaping strategy
It was this statement paved the way for change!
And helped shape our strategy and some of the tactics we’d explore along the way.
Like any good strategy we had to then ask ourselves:
Where did we want the practice to be?
Where are we as a practice now?
What would need to change to get us there?
So, there is a lot of talk about design having a seat at the table
And what it means for design to be strategic
This quote from Jon sums this up well for me...
It all boils down to designs ability to influence business decisions
And how design could better contribute to the business's longer-term success
We have to realise the design is first and foremost a function of the business
It isn’t a purely creative pursuit and cannot exist in a vacuum
Ultimately our job therefore is to deliver customer value...in the pursuit of business value
So the first age that I’ll discuss, is Design as Usability.
So, during this age...
“Design is valued in terms of its ability to iterate and optimise around a given set of product features.”
Or this is how the organisation perceived the value of design...and how we responded to these demands.
So what did this look like?
I’ll start by briefly describing the then model for the product teams/design back in 2016.
Operating decentralised team model, with designers allocated to product teams
But whilst design resource was notionally assigned/allocated, it was still seen as more of a service to the team
Product Ownership and Project Management embedded (provide leadership)
Operating in the wings alongside other then specialist roles like Technical Authors
So, how was that characterised?
Usability of our tools was recognised and well-regarded as a key differentiator
Coined the phrase ‘ingeniously simple’ which was then seen as a competitive advantage
As such, designers highly skilled in interaction design & evaluative research
Focused majority of their time on crafting simple, usable flows and interactions
Features were typically fed in/prescribed by Product Management
We were structured like a decentralised team, but with service mindset (over the wall)
Organisation typically still associates design with visceral/aesthetic qualities
Whilst usability was a differentiator, this isn’t defensible
It would quickly become table stakes vs. competitors as usability work is commoditised
We knew there is more we could and should be doing as a practice…
But, we were operating largely downstream of product decisions
Little to no scope to really influence the direction of our products
Research & design efforts purely tactical and focused on servicing immediate needs of teams
Heavily focused on our technical smarts vs. good understanding of customers and their problems
Customer largely absent from product strategy
So what did we do?
What were some of the tactics we started to employ to bring about the change we sought?
Moved from old, usability based training to adoption of Design Thinking
Rolled out division-wide as part of our default training programme for engineers, product managers and designers
This introduced a mindset and approach to design being creative, collaborative, problem-solving process
Not a dark art that only be practiced or understood by a bearded hipster
Encouraged everyone to be a designer or at the very least, think like a designer.
And with this, it brought about a renewed emphasis on empathy and discovery
Highlighting the importance of taking the time to really understand, frame and reframe customers’ problems
At the time, we had a tendency to make assumptions and jump too quickly to overly complex technical solutions.
Unclear if we were spending the time solving the right and most value problems for our customers
So, to help counter this thinking, we introduced our Design Framework
Based on the Design Council’s Double Double approach
We adopted a mantra of “Solve the right problems, then solve them right”.
This approach encouraged us to adopt and apply more divergent methods for research and design
1 Necessary to discover and validate new customer problems
2 Necessary to explore a range of potential solutions
We also Introduced our first chapter of the Design Playbook
These were a set of scenario-based plays that string together a set of associated research & design methods
Desire was to operationalise our design practices by making them, visible, accessible and inclusive
To educate non-designers around the value of design and the importance of solving the right problems
To embed and integrate these into our product teams and development process
Marked a shift towards Design becoming a recognised ‘Team Sport’
Where designers facilitate or coach teams through the design process
As part of reintroducing more problem-space or discovery research
We quickly found that we were working with a lot of latent customer information and encountering internal biases!!
Painfully, some of the knowledge had also left the building and was never properly documented
So, we went back to basics on understanding customers, their needs and motivations
This led us to revisit and document our research foundations:
Segments/Profiles
Customer Personas
Scenarios
JTBD
With that goal in mind we had to invest in Increasing the skills, methods, activities required to do better discovery work
As a result...
We intentionally shifted our focus and nature of our work (as well as that of the teams) from solution to problem space
Avoiding a pure execution mindset and giving us the ability to push out, ahead of the team.
And with that, a renewed desire to improve our understanding of our customers and the reasons they purchase our products
Moving on to the second age that I’ll discuss, is design as insight
So, during this age...
“Value of design is expressed in terms of designs ability to determine the core value set of a product through the analysis of customer’s needs.”
This it a typical team model from around 2017
Designers truly embedded in product teams
Tracking ratio of around 1:6 designers-engineers
Most teams had dedicated design resource
No longer have a concept of PO > distributed responsibility
Product Management broader, outwardly facing purview
Technical Lead & Product Manager provide product leadership
So, how was that characterised?
Design shifts from being something of a service to being a core part of teams’ development practices.
Truly operating in an embedded/decentralised model :)
Landed Design as a ‘team sport’ - collaborative, problem-solving process
Significant increase in teams’ research efforts
Focusing on understanding the problem...before jumping to technical solutions
Or being handed a predetermined solution to said problem
Started to move towards a dual-track research process (gen/eval)
But, Improving broader insights without a good way to frame/contextualise these opportunities
Also, lacking a way to feed these into our planning process (surrounding system)
Product Managers moving to a more outwardly-facing role (market purview)
Teams and designers lacking some strategic alignment as a result
Designers desire to be more ‘strategic’ but without the right tools and methods
Design perspective still absent from many key product decisions
Unclear to the business that design could/should be playing a more strategic role
Wasn’t just about our ability to generative insight, but the degree to which we could influence with that insight
JTBD emerged a both a tool and mindset for developing a better understand of customer needs and motivations.
Klement sums this up well as…”Customer don’t want your product or what it does, they want help making their lives better”.
Our job therefore was to go back to understand the why behind customers purchasing decisions
What jobs were they trying to get done and to what end?
Only then can we start to better evaluate how well our products serve their needs
Represents the our first attempt to pull together a strategic toolkit
Our hope was that this would provide us with the ability to derive better insight and perform better analysis
Core set of tools/methods by which to better evaluate our products/solutions vs.customers needs
Understand what our customers need/want vs. what we sell/market vs. working software
This comprised of:
Customer Personas: Who are we trying to serve with our products? How do their attitudes and behaviours differ?
JTBD: Why do customers buy our products? What were their motivations? What jobs were they trying to get done?
VPC: What should your product do/offer to help address that specific set of needs? Better than your competitors?
Journey Maps: How well does your current offering serve those needs? Where to people experience pains/blockers?
For those of you that aren’t familiar...this is the Value Proposition Canvas
VPC great tool for bringing the analysis together in a single, visual artefact
Visualising that intersect between:
Customer segment
Customer needs or JTBD
Your product/service
Also provides us with the ability to map specific pains to pain relievers etc.
Perform detailed analysis of how well and to what degree we are serving our target customers
Furthermore, where we might have gaps in our current offering
By analysing at the proposition level we’ve been able to explore different types of product opportunities:
First: Can we explore and validate new solutions for existing customer segments?
Second: Can we reposition and extend our existing solutions for additional/new customer segments?
Third: Can we address additional pains & gains to enhance our solutions for existing customer segments?
Armed with this toolkit, next we started to iterate on the shape and responsibilities of the design role
Here I’m using Dan Olsen’s Lean Product Pyramid to illustrate design taking more ownership of the product stack
Product Designers become the bridge between customers needs and products proposition
Ultimately having more say/influence over what should/shouldn't go into the product
Their role becomes about defining the scope of the product vs. just layering the experience on top of it
But, this kind of analysis is neither directed not actionable if the system around it does not respond accordingly
Had to create a space in which we could feed new opportunities into the existing planning process
We introduced as part of this artefacts like the Learning Backlog to ensure research was more intentional & directed
Impetus on Product Management and Design to work more closely and engage around research activities
Being able to articulate the process provided us with a mechanism for bringing opportunities into the planning process
Virtuous loop of question/hypothesis, validation, strategic intent, execution and analysis
Bringing the customer back into the strategic pitch
And more recently, we introduced to concept of Product Trios
This model sees a Designer, Product Manager and Technical Lead form a leadership group for each of our core products
Ensure that Design has a strong voice in product decisions alongside its peers in engineering and product
In this model Design champions desirability (do customers want/need/value a solution?)
We believe this model:
Intrinsically fosters cross-functional collaboration
Bring about a better balance of expertise and perspectives
Encourages better strategic alignment
And ultimately...ensure we make the best product decisions
So as a result of these tactics...
We were better positioned to analyse and contextualise product opportunities
Able to provide some clear answers to whether our current proposition:
addressed our customers needs?
where we had gaps?
and to what degree?
As well as a model for how these insights could feed into our planning activities
And a stronger voice in product decisions.
Track forward to the 3rd age: Design as impact
This represents where we currently are on our design journey!
So, during this age…
“Value of design will be expressed in terms of its ability to inform and influence strategy, through a combination of qual and quant insight.”
So, this is the model that represents the current structure around our product teams
Design formally becomes part of our Product Leadership Groups
As we’ve scaled number of teams, we’ve still intentionally tracked to the 1 designer-per team model
Maintaining radio 1:6 designers-engineers
Designers assume both tactical and strategic aspects of role
Product Management notionally assigned - working across product groups/areas
Introduced concept of solutions teams (team of teams) ranging across multiple products/capabilities
So, how was that characterised?
So as i mentioned, Design positioned as peer to Product Managers and Technical Leads
As such, has an equally strong voice in product decisions
Encouraged to work upstream of team (establishing a balance now vs. next)
Spending an increasing amount of time on research and strategy
Ability to influence the product roadmap
Consulted on product strategy
And they are jointly responsible for team’s objectives
But, generally not well versed in data analysis and measurement - not part of the designers toolkit
Lacking good definitions of product value - what does someone have to do in our product to realise value?
Limited analysis of actual customer behaviour - who is actually using our products and what are they doing?
No picture of customer/product sentiment - emotional state and perceived value
Limited in both ability and availability of data to reasonably measure customer success
Difficult to demonstrate impact of design work - reliant on qual and more anecdotal evidence
Wasn’t just about our ability to generate insight, but the degree to which we could influence with that insight
More recently, we’ve shifted towards enterprise/accounts model
With a focus on solutions for larger customers vs. just thinking about point tools for SMBs
We’re seeing design needing to take a more holistic view across customers end-to-end experiences
We need to understand organisational goals/challenges (org value prop) and how our solutions might help them succeed
We need to understand how needs of buyers/decision-makers differ to those of the end-users
Two sides of the same coin - our desire is to serve both sets of needs!
But, key to this and securing these longer relationships with larger customers is our ability to measure their success
How do we better understand whether customers are realising the value they were sold?
Loop back to our strategic toolkit...
This is where we’re seeing journey maps giving us the additional insight and analysis we need
To know whether customer are successfully onboarding, adopting and engaging with our solutions
Has required us to start piecing data together from multiple sources, across a number of channels and touchpoints
But, quickly allowing us to start to see where customers are getting blocked and dropping off
For example, looking at the number of support tickets raised during the setup/onboarding phase of the journey
We believe this cross-channel analysis will eventually help us understand how can we reliably help more of our larger customers succeed
Documenting these journeys is a starting point…
We can start to use our analysis of these journeys to identify customers pathways/routes to value
What is the set or subset of features a particular segment might engage with to realise value?
When do these customers experience their “ah-ha” moment and how many of them actually experience this? Early on, at all?
Furthermore, can we start to analyse the difference between their desired value state (proposition) vs. actual?
Then, start to layer on the telemetry on top of these interactions that would allow us to measure their progress?
So in theory, with better definitions + usage telemetry we can:
Identify and prioritise the biggest issues
Better job of onboard/nurture and hopefully convert more customers
And predict if/when customers might lapse
Another tactic we’re looking to invest this year in is around data literacy
With a view to educate and empower designers to access and make better use of data
To ensure our Design effort is directed towards work that will have most value to our customers...and the business
This will go a long way towards helping us to understand:
1. What are our customers doing/or not with our products? Including:
Usage behaviour (what customers actually do and what’s normal/abnormal)
Product Sentiment (perceived value/happiness with a given solution)
Customer Segmentation (differences in behaviour between segments)
...to help us know where to start
2. Then, think about what we do to change or influence that behaviour?
Form a hypothesis based on a prior insight
Diverge and explore different ideas
Design and run your experiments
...to help find the ideas to test first
3. Did the change we made have the desired impact on that behaviour?
Is this a good solution?
Is it driving the right behaviour?
Are our key measures of value going in the right direction?
… to focus efforts on that which is having the most impact
...and stop when we’ve achieved our desired target/goal
*Desired Outcome* - as not there yet. Still very much on this part of our maturity journey
As mentioned, increased volume, can dense and quality of quality insight but much more we could be doing with the data
Desire is to get to the point where we can:
Measure and identify if customers are getting the value they were promised and where to focus our design efforts to help more of our customer succeed
Reasonable demonstrate the impact of our design work, know when we’re adding value/or not and operate a more experimental/hypothesis-driven approach
To loop back on the maturity model from the beginning of this talk
We can zoom in to see how these tactics have formed part a strategic roadmap for our design practices
It’s fair to say we don’t know what's around the corner and as with any maturity model this will continue to evolve
Driving the maturity of your practice should be viewed as an ongoing, iterative design process in itself
Regularly check in to ask yourselves:
Where do you want to be?
Where are you now?
What needs to change to get there?
You’ll continually need to review and be prepared to iterate on the structure, skills and practices of the team
As well as the conditions and constraints of the system in which design operates
This visualise the journey Redgate has been on and how we went about rebranding and repositioning design in the business
In summary, three key takeaways or lessons learnt that I’ll leave you with today
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