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People, Process, & Patterns

Bermon Painter
September 25, 2017

People, Process, & Patterns

Overview
Somewhere, a project is failing. More than likely the project isn’t failing because it’s difficult, or the budget ran out, or because there wasn’t a market fit. The project is failing because of people. People introduce communication problems, staffing problems, politics, disenchantment with the client or stakeholders, and often result in lack of motivation. It doesn’t matter what methodology you use to scope, design, and implement a project if you’re unable to deal with the underlying people issues because people are hard and people are what cause project failures.

Objective
In this session Bermon will discuss both the technical problems of project implementation and the sociological nature of the work we do and how to overcome them.

Five Things Audience Members Will Learn
1. What about people makes projects hard
2. How to overcome communication styles, engage in successful conflict, overcome politics, and set correct expectations
3. Tips and tricks to effectively negotiate conversations
4. Communication techniques needed to successfully build complex systems
5. How to successfully scope projects and reduce risk

Bermon Painter

September 25, 2017
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Transcript

  1. PEOPLE, PROCESS, & PATTERNS What about people makes projects hard

    How to overcome communication styles & engage in successful conflict Tips and tricks to effectively negotiate conversations How to successfully scope projects and reduce risk Ways patterns can be a central talking point to build consensus 1 2 3 4 5 WEB UNLEASHED
  2. “It is self-evident that people are neither fully rational nor

    completely selfish, and that their tastes are anything but stable.” - Daniel Kahneman
  3. “The single biggest problem in communication is the allusion that

    is has taken place.” – George Bernard Shaw
  4. Product Backlog SPRINT Scoped User Stories Releasable Software Scoped User

    Stories Releasable Software Scoped User Stories Releasable Software Scoped User Stories Releasable Software Priority L H SPRINT SPRINT SPRINT TRADITIONAL AGILE PROCESS
  5. t APPEALING t FUNCTIONAL t VALUABLE DESIGN DEVELOPMENT USABILITY RESEARCH

    & VALIDATION USEFUL BUILDING GREAT PRODUCTS A great product decreases customer frustration, increases their productivity, lessens the need for training, provides consistent and predictable interactions, and increases user satisfaction and loyalty.
  6. t APPEALING t FUNCTIONAL t VALUABLE DESIGN DEVELOPMENT USABILITY RESEARCH

    & VALIDATION USEFUL BUILDING GREAT PRODUCTS A great product decreases customer frustration, increases their productivity, lessens the need for training, provides consistent and predictable interactions, and increases user satisfaction and loyalty.
  7. t APPEALING t FUNCTIONAL t VALUABLE DESIGN DEVELOPMENT USABILITY RESEARCH

    & VALIDATION USEFUL BUILDING GREAT PRODUCTS A great product decreases customer frustration, increases their productivity, lessens the need for training, provides consistent and predictable interactions, and increases user satisfaction and loyalty.
  8. t APPEALING t FUNCTIONAL t VALUABLE DESIGN DEVELOPMENT USABILITY RESEARCH

    & VALIDATION USEFUL BUILDING GREAT PRODUCTS A great product decreases customer frustration, increases their productivity, lessens the need for training, provides consistent and predictable interactions, and increases user satisfaction and loyalty.
  9. LIFECYCLE OF A REQUIREMENT EA EA FRAME ASSUMPTIONS MAKE SENSE

    OF THE PROBLEMS BRAINSTORM SOLUTIONS DETERMINE FOCUS AREAS DISCOVERY CYCLE VALIDATION CYCLE LEARN BUILD 1 2 3 4 7 6 5 MEASURE IDEA
  10. LIFECYCLE OF A REQUIREMENT FRAME ASSUMPTIONS MAKE SENSE OF THE

    PROBLEMS BRAINSTORM SOLUTIONS DETERMINE FOCUS AREAS DISCOVERY CYCLE VALIDATION CYCLE LEARN BUILD 1 2 3 4 7 6 5 MEASURE VALIDATED IDEAS A
  11. LIFECYCLE OF A REQUIREMENT ME ON BRAINSTORM SOLUTIONS DETERMINE FOCUS

    AREAS DISCOVERY CYCLE VALIDATION CYCLE LEARN BUILD 1 3 4 7 6 5 MEASURE VALIDATED IDEAS DELIVERY BACKLOG
  12. DUAL TRACK DISCOVERY / DELIVERY DISCOVERY DELIVERY DISCOVERY CYCLE VALIDATION

    CYCLE DISCOVERY CYCLE VALIDATION CYCLE SPRINT SPRINT DISCOVERY CYCLE VALIDATION CYCLE IDEAS IDEAS IDEAS
  13. DUAL TRACK DISCOVERY / DELIVERY Discovery Backlog Priority L H

    FRAME ASSUMPTION MAKE SENSE OF THE PROBLEMS BRAINSTORM SOLUTIONS DETERMINE FOCUS DISCOVERY CYCLE VALIDATION CYCLE LEARN BUILD 1 2 3 4 7 6 5 MEASURE Discovery / Validation Cycle Validated Ideas
  14. Discovery Backlog Priority L H Kanban Validated Ideas Ready In

    Progress Review Done DUAL TRACK DISCOVERY / DELIVERY
  15. DUAL TRACK DISCOVERY / DELIVERY Delivery Backlog Priority L H

    Discovery / Validation Cycle Releasable Software SPRINT
  16. t APPEALING t FUNCTIONAL t VALUABLE DESIGN DEVELOPMENT USABILITY RESEARCH

    & VALIDATION USEFUL CHANGING THE DEFINITION OF DONE A great product decreases customer frustration, increases their productivity, lessens the need for training, provides consistent and predictable interactions, and increases user satisfaction and loyalty.
  17. WHAT IS A PATTERN LIBRARY? A collection of user interface

    design patterns that appear multiple times across a website or application. The pattern library documents each patterns and defines: 1. what they look like 2. how they behave 3. how to code them
  18. WHAT IS A PATTERN LIBRARY? CORE COMPONENTS PATTERNS TEMPLATES PAGES

    Aa Transport New Medium ABCDEFGHIJKLMNOPQRTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789 Grid Baseline
  19. WHY ARE PATTERN LIBRARIES USEFUL? CONSISTENCY Large projects are developed

    by different people over a long period of time which leads to fragmentation. A pattern library provides central documentation for all patterns across multiple projects or teams and make it easy to quickly duplicate existing patterns when creating a new page. 1 REUSABILITY Large teams typically work in isolation and reinvent the wheel at a considerable cost. A pattern library, developed in collaboration between relevant teams, make sure patterns can be reused. When a new pattern is created, it is permanently available for the whole team to use on current and future projects. 2 MAINTAINABILITY Inconsistencies and reinventing the wheel decrease maintainability. In a pattern library each pattern is tested across multiple browsers and complies with existing brand standards. This reduces the number of bugs reported, and allows the teams to focus on creating new features. 3
  20. WHO ARE THE DECISION MAKERS? MARKETING Typically an easier conversation.

    They tend to focus a lot on brand consistency and customer engagement / satisfaction. 1 IT / DEVELOPMENT They tend care about implementation details, how to reduce development costs, improve test coverage, and in some cases how to avoid writing front-end code. 2 FORWARD THINKING C-LEVEL (CMO, CTO, CIO) They may have attended a conference or latched on to some buzzwords & want to help their organization be more effective and increase time-to-market on new features. 3
  21. MATURITY MODEL INCONSISTENT The team has no pattern library and

    may be missing core capabilities to build one. Their output is inconsistent. STATIC They may have a designer that’s produced a static document to detail branding guidelines. MANUAL A pattern library exists and has some code, but it has to be manually updated and isn’t fully integrated with their development. AUTOMATIC A pattern library exists and is fully integrated in to the development build process. GOVERENED The pattern library is built into the core of how the organization builds applications and websites.