Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Wasted Experiences @ Agilia

Wasted Experiences @ Agilia

Over time engineers have developed best practices and tools for identifying and managing technical debt, designers must do the same. Design debt can be just as dangerous for the businesses we work for and yet it is often ignored as teams transition to lightweight methodologies like Agile, Scrum, Lean, or Kanban.

Shorter iterations do not automatically lead to better outcomes. Lean UX can leave in it's wake a wasteland of broken experiences littered with tumbleweeds never to be swept up. In this presentation Samuel Bowles will tell stories, and provide practical tools from his experience applying Lean principles to reduce waste while preserving delight.

As Taiichi Ohno, the father of the Toyota Production System, rightly warned—Lean methods improperly applied “cause a variety of problems”. In this talk we will explore a number of these pitfalls and potential solutions for how we can avoid them as a balanced team of designers, developers, and business stakeholders.

Samuel Bowles

March 26, 2014
Tweet

More Decks by Samuel Bowles

Other Decks in Design

Transcript

  1. WASTED EXPERIENCES
    Going Lean Without Sacrificing Delight
    @shmuel

    View Slide

  2. Samuel Mikel Bowles
    I work I tweet I speak
    @shmuel Agilia ‘14

    View Slide

  3. @shmuel
    Apple

    View Slide

  4. @shmuel
    +

    View Slide

  5. @shmuel
    GeLo

    View Slide

  6. @shmuel
    Developers
    Designers
    Business Strategists

    View Slide

  7. @shmuel
    Empower & Delight

    View Slide

  8. @shmuel
    Technical Debt

    View Slide

  9. @shmuel
    Stories

    View Slide

  10. @shmuel
    How’s that sound?

    View Slide

  11. @shmuel
    Get Started

    View Slide

  12. @shmuel
    Creativity

    View Slide

  13. @shmuel
    Problem Solving

    View Slide

  14. @shmuel
    Vision

    View Slide

  15. @shmuel
    WYSIWYG

    View Slide

  16. @shmuel
    “Nope. Can’t do that.”

    View Slide

  17. @shmuel
    Crushed

    View Slide

  18. @shmuel
    Perplexed

    View Slide

  19. @shmuel
    Win Friends

    View Slide

  20. @shmuel
    Technical
    Competence

    View Slide

  21. @shmuel
    Feasibility

    View Slide

  22. @shmuel
    !

    View Slide

  23. @shmuel
    Agile Team

    View Slide

  24. @shmuel
    Yes.

    View Slide

  25. @shmuel
    Maybe.

    View Slide

  26. @shmuel
    Conversations

    View Slide

  27. @shmuel
    Product, cost,
    and timeline

    View Slide

  28. @shmuel
    Agile
    =
    Healthier
    More Respectful

    View Slide

  29. @shmuel
    Budgets
    &
    Stable Software

    View Slide

  30. @shmuel
    New
    Challenges

    View Slide

  31. @shmuel
    Good Design

    View Slide

  32. @shmuel
    1955

    View Slide

  33. @shmuel
    Oto Apel, Frankfurt

    View Slide

  34. @shmuel
    Dieter Rams

    View Slide

  35. @shmuel
    Architecture
    Electronic Gadgets

    View Slide

  36. @shmuel
    Austere

    View Slide

  37. @shmuel
    User Friendly

    View Slide

  38. @shmuel
    Braun

    View Slide

  39. @shmuel
    1960s & 70s

    View Slide

  40. @shmuel
    Vitsoe

    View Slide

  41. @shmuel
    1980s

    View Slide

  42. @shmuel
    “An impenetrable
    confusion of forms,
    colors and noises.”
    — Dieter Rams

    View Slide

  43. @shmuel
    “Is my design
    good design?”

    View Slide

  44. @shmuel
    Quantitative

    View Slide

  45. @shmuel
    10 Principles

    View Slide

  46. @shmuel
    Good Design Is:
    Innovative

    View Slide

  47. @shmuel
    Good Design Is:
    Useful

    View Slide

  48. @shmuel
    Good Design Is:
    Aesthetic

    View Slide

  49. @shmuel
    Good Design Is:
    Understandable

    View Slide

  50. @shmuel
    Good Design Is:
    Honest

    View Slide

  51. @shmuel
    Good Design Is:
    Long-Lasting

    View Slide

  52. @shmuel
    Good Design Is:
    Thorough

    View Slide

  53. @shmuel
    Good Design Is:
    Environmentally Friendly

    View Slide

  54. @shmuel
    Good Design Is:
    As Little Design as Possible

    View Slide

  55. @shmuel
    Ive

    View Slide

  56. @shmuel
    Good Design Is:
    Innovative

    View Slide

  57. @shmuel
    Why?

    View Slide

  58. @shmuel
    Fashion?

    View Slide

  59. @shmuel
    Fashion:
    Honest
    Long-lasting
    Useful

    View Slide

  60. @shmuel
    Customer Satisfaction
    vs.
    Customer Delight

    View Slide

  61. @shmuel
    Customer Satisfaction
    Expectations Are Met

    View Slide

  62. @shmuel
    Customer Delight
    Expectations Are Exceeded

    View Slide

  63. @shmuel
    Customer Satisfaction
    Predicts Loyalty

    View Slide

  64. @shmuel
    Customer Delight
    Predicts Evangelism

    View Slide

  65. @shmuel
    Benchmarking

    View Slide

  66. @shmuel
    Design Patterns

    View Slide

  67. @shmuel
    Heuristic Analysis

    View Slide

  68. @shmuel
    Usability Tests

    View Slide

  69. @shmuel
    The Minimum:
    Satisfaction

    View Slide

  70. @shmuel
    Exceed Expectations?

    View Slide

  71. SURPRISE!

    View Slide

  72. @shmuel
    Apple’s Secret

    View Slide

  73. @shmuel
    Ad Campaigns

    View Slide

  74. @shmuel
    “Viral Marketing”

    View Slide

  75. @shmuel
    Memes

    View Slide

  76. @shmuel
    The Key:
    Surprise

    View Slide

  77. @shmuel
    Our
    Agile Team

    View Slide

  78. @shmuel
    Zoom

    View Slide

  79. @shmuel
    Incrementalism
    Lateral Thinking

    View Slide

  80. @shmuel
    New Ideas

    View Slide

  81. @shmuel
    New Ideas
    Patterns

    View Slide

  82. @shmuel
    New Ideas
    Patterns
    Heuristics

    View Slide

  83. @shmuel
    JIT Design

    View Slide

  84. @shmuel
    Furniture City

    View Slide

  85. @shmuel
    Herman Miller

    View Slide

  86. @shmuel
    Sight Lines

    View Slide

  87. @shmuel
    Indiana University
    at Bloomington

    View Slide

  88. @shmuel
    Problem

    View Slide

  89. @shmuel

    View Slide

  90. @shmuel
    Construal Level Theory

    View Slide

  91. @shmuel
    Constrained Vision
    Has a Cost in Creativity

    View Slide

  92. @shmuel
    Ship & Iterate

    View Slide

  93. @shmuel
    ½ Finished Designs

    View Slide

  94. @shmuel
    Polish

    View Slide

  95. @shmuel
    1,000 Paper Cuts

    View Slide

  96. @shmuel
    :.(

    View Slide

  97. @shmuel
    Something
    Had
    To
    Give

    View Slide

  98. @shmuel
    Agile Conf., Orlando

    View Slide

  99. @shmuel
    TDD
    Dependencies
    Backlogs
    Pairing
    Kanban
    BDD
    Cucumbers

    View Slide

  100. @shmuel
    “You’re not alone.”
    — Someone

    View Slide

  101. @shmuel
    “You’re not crazy.
    It’s worth it.”

    View Slide

  102. @shmuel
    Todd Zaki Warfel’s
    6-8-5

    View Slide

  103. @shmuel
    Where’d he get the time?

    View Slide

  104. @shmuel
    Jeff Gothelf’s
    Beyond
    Staggered Sprints

    View Slide

  105. @shmuel
    Diagraming a Negative
    Environment

    View Slide

  106. View Slide

  107. @shmuel
    “Going for The Bronze”

    View Slide

  108. @shmuel
    Validated
    Full of Ideas

    View Slide

  109. @shmuel
    T e n s i o n

    View Slide

  110. @shmuel
    Best Possible Path

    View Slide

  111. @shmuel
    New Paths

    View Slide

  112. @shmuel
    Evolution

    View Slide

  113. @shmuel
    Inductive

    View Slide

  114. @shmuel
    Deductive

    View Slide

  115. @shmuel
    Abductive

    View Slide

  116. @shmuel
    Validating

    View Slide

  117. @shmuel
    Generating

    View Slide

  118. @shmuel
    Robbing Our
    Users of Delight

    View Slide

  119. @shmuel
    Ø
    Iteration

    View Slide

  120. @shmuel
    Avoiding Iteration Zero
    — George Dinwiddie

    View Slide

  121. @shmuel
    Too Much Preparing

    View Slide

  122. @shmuel
    “[burning] an iteration
    without producing any
    working software that
    tests our decisions.”

    View Slide

  123. @shmuel
    Tunnel Vision

    View Slide

  124. Exceptional

    View Slide

  125. @shmuel
    Preparatory
    Exploratory

    View Slide

  126. @shmuel
    Big Design Upfront
    Slippery Slope To

    View Slide

  127. @shmuel
    Big Design Upfront
    Slippery Slope To

    View Slide

  128. @shmuel

    View Slide

  129. @shmuel
    Too Quick To Choose

    View Slide

  130. @shmuel
    Premature Optimizing
    In Our Solution Seeking

    View Slide

  131. @shmuel
    Hypothesis:

    View Slide

  132. @shmuel
    1. Lower quality initial idea
    2. Iterative process takes longer 

    to reach done
    3. Result: more expensive
    4. Result: less desirable
    Too few divergent ideas

    View Slide

  133. @shmuel
    Ø
    Iteration
    Exploration

    View Slide

  134. @shmuel
    Ø
    Iteration
    Exploration
    x 1

    View Slide

  135. @shmuel
    Rhythm of Exploration

    View Slide

  136. @shmuel

    View Slide

  137. @shmuel

    View Slide

  138. @shmuel
    Spike

    View Slide

  139. @shmuel
    Spike

    View Slide

  140. @shmuel

    View Slide

  141. @shmuel
    Quality
    Delight
    Customers → Evangelists

    View Slide

  142. @shmuel
    Limits Measures

    View Slide

  143. @shmuel
    Cattywampus
    lolly-gagging
    ballyhoo

    View Slide

  144. @shmuel
    Ward Cunningham

    View Slide

  145. @shmuel
    Why refactor?

    View Slide

  146. @shmuel
    “Sounds like time-wasting
    perfectionism to me.”

    View Slide

  147. @shmuel
    Little
    Knowledge
    Great
    Knowledge
    Decision 1
    Decision 2
    Decision 3

    View Slide

  148. @shmuel
    Little
    Knowledge
    Great
    Knowledge
    Refactored
    Refactored
    Decision 3

    View Slide

  149. @shmuel
    Natural Debt

    View Slide

  150. @shmuel
    Intentional Debt

    View Slide

  151. @shmuel
    Unintentional Debt

    View Slide

  152. @shmuel
    1. Unused knowledge
    2. Time constraints
    3. Poor decisions
    Unintentional Debt

    View Slide

  153. @shmuel
    Your Interest Rate

    View Slide

  154. @shmuel
    Initial Principle * (1+r)n
    r = interest rate
    n = number of periods

    View Slide

  155. @shmuel
    Select a Better
    Starting Point

    View Slide

  156. @shmuel
    The Debt Metaphor
    “We reason by analogy using the
    metaphors that have entered
    our language”
    !
    — W. Cunningham on
    Metaphors We Live By

    View Slide

  157. @shmuel
    Value Loss
    • Incomplete interactions
    • Time-constrained design
    • Deferred work
    • Natural design decay

    View Slide

  158. @shmuel
    Technical Debt
    Paid by the business by way of the
    technical team.
    !
    Result
    Slowed progress.

    View Slide

  159. @shmuel
    Design Debt
    Paid by the business by way of 

    the users.
    !
    Result
    Customer dissatisfaction
    & potential loss.

    View Slide

  160. @shmuel
    1. Higher quantity of ideas
    2. Higher quality ideas
    3. Fewer iterations
    4. Higher quality at lower cost
    Hypothesis

    View Slide

  161. @shmuel
    1. How many ideas is enough?
    2. How to measure idea quality?
    3. When are the right times for
    divergent thinking?
    4. What is “too quick” when
    choosing an idea to run with?
    Questions

    View Slide

  162. @shmuel
    3 Tools
    3D Scope
    Debt Gap Analysis
    Exploration Stories

    View Slide

  163. @shmuel
    Story Mapping
    Jeff Patton

    View Slide

  164. Scope Polish
    Scope Depth via Tasks
    Scope
    Breadth via
    Activities
    3D Scope Management

    View Slide

  165. @shmuel
    Polish
    Ambiguous & Used to
    Prioritize Effort

    View Slide

  166. @shmuel
    Debt Gap Analysis

    View Slide

  167. @shmuel
    Mind The Gap
    1. Future State
    2. Current State
    3. Is there a Gap?
    4. Remaining work & impediments
    5. Proposal
    6. Put them in the backlog

    View Slide

  168. @shmuel
    Financial Planning
    Tool

    View Slide

  169. @shmuel
    Two Card Sorts

    View Slide

  170. @shmuel
    Future State

    View Slide

  171. @shmuel
    Current State

    View Slide

  172. Cautious
    Fun
    Authentic
    Knowledable
    Instructive
    Authoratitive
    Thourough
    Relational Clear
    As described by focus group
    Important to audience
    Spider Graph

    View Slide

  173. @shmuel
    “Relational”

    View Slide

  174. @shmuel
    Exploration
    “Stories”

    View Slide

  175. @shmuel
    A Framework
    for
    Abductive Thinking

    View Slide

  176. Business Model
    Easier for users
    to search our
    large dataset
    A moment of
    delight to the
    search interface
    32 16 4
    Exploration “Stories”
    Estimate the relative scale of a problem

    View Slide

  177. @shmuel
    Estimates
    as Idea Targets

    View Slide

  178. @shmuel
    Generating Ideas
    1. Design Pairs
    2. Team Design Charrette
    3. Luke Hohmann’s 

    Innovation Games
    4. Facilitated Brainstorm

    View Slide

  179. @shmuel
    Measure Velocity Impact
    Compare Relative Sizes

    View Slide

  180. @shmuel
    The Priming Effect

    View Slide

  181. @shmuel
    How many bones are
    there in the body?

    View Slide

  182. @shmuel
    The Comprehension
    Experience
    Hammond & Nessel

    View Slide

  183. @shmuel
    “Many teachers are uncomfortable
    when students state incorrect
    information and are tempted to set
    them right quickly, but doing so is not
    particularly effective when the purpose
    is thinking. The value to learners of
    being wrong at the outset is 

    actually high.”
    The Priming Effect

    View Slide

  184. @shmuel
    Problem Solving

    View Slide

  185. @shmuel
    Could wrong-thinking
    accelerate velocity?

    View Slide

  186. @shmuel
    Conclusion

    View Slide

  187. Thank You!
    @shmuel

    View Slide