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Page 1: Co-making Great Products

Co-Making Great ProductsHow whole teams work together to find problems, invent solutions, and deliver great productsJeff [email protected]: @jeffpatton

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www.comakewith.us,/Jeff/Pa3on,/[email protected]/

This/team/has/delivered/high/quality/working/so?ware/every/sprintBut,/they’re/frustrated/because/they’re/failing

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This team thinks about

success differently

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s

1. Safety isn’t success2. Velocity isn’t value3. The invention game4. Deliberate discovery

drives delivery5. Reality bites

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These three companies are focused on winning the

software development game

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Safety isn’t success

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JB#BrownNordstrom#Innova0on#Lab

Our#everyday#process#requires#so#much#rigor,#there#wasn’t#really#a#

place#for#innova0on

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Traditional sequential development process is

safe for individuals

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Separation of concerns is problematic for process

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Velocity isn’t value

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Eugene#ParkEdmunds.com

We’re#great#at#delivering#soFware#using#agile#approaches.##

We’ve#just#realized#it#doesn’t#maIer.

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We’re not here to build software

we’re here to change the world

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R & D[requirements & design]

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Deciding/what/to/build/is/difficult

Fred#Brooks,#author#of#The#Mythical#Man#Month21

The hardest single part

of building a software system is deciding precisely what to

build.

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www.comakewith.us,/Jeff/Pa3on,/[email protected]/

Our/decisions/become/requirements

Alistair/Cockburn,/author/of/Agile/So?ware/Development:/The/CooperaVve/Game

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If it’s your decision to make,

it’s design. If not, it’s a requirement.

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South#Park#clip,#the#underpants#business:#hIp://www.southparkstudios.com/clips/151040

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The invention game

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Process

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7http://hbr.harvardbusiness.org/1986/01/the-new-new-product-development-game/ar/1

“Under the rugby approach, the product development process emerges from the constant interaction of a hand-

picked, multidisciplinary team whose members work together from start to finish.”

From the 1986 Harvard Business Review paper “The New New Product Development Game” by Takeuchi and Nonaka

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Game

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Process ≠ Skillknowing how doesn’t make you good

Roles ≠ PositionsYou might primarily do one thing, but you can’t

win by doing only one thing

Finishing On Time ≠ WinningKeep score, don’t just keep time

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“Design Thinking” is a learning and invention game

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It seems like common senseThere

is nothing more uncommon

than common sense.

Understand the problem you’re solving & focus on specific

problems

Consider lots of possible solutions

Sco$sh'Mathema-cian'Thomas'Chalmers

Make sure it’ll work before investing big

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Different ways of thinking - NOT process roles, hand-offs, sequence and phases

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Study the world now, imagine and test the a new future world

Now

Later

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Learning happens outside the building

Now

Later

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UX/Designers/act/as/experts/and/guides

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Leah#Buleywww.adapVvepath.com/aboutus/leah.php

“Design isn’t a product that designers produce, design is a process that designers facilitate.”-- Leah Buley

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Share understanding, not documents

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O?en/when/we/verbally/discuss/ideas,/we/may/incorrectly/believe/we/have/the/same/understanding

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RepresenVng/our/ideas/as/models/allows/us/to/detect/inconsistencies/in/our/understanding

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Through/discussion/and/iteraVve/model/building/we/arrive/at/a/stronger/shared/understanding

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Using/that/shared'understanding/we/can/work/together/to/arrive/at/the/same/future/world

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Shared'understanding/is/the/result/of/successful/collaboraVve/work

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Words/and/pictures/help/everyone/build/shared/understanding

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GameStorming is a good manual for effective collaborative work

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Having a business meeting without artifacts and meaningful space is like meeting blindfolded with your hands behind your back. Yes, you can do it, but why would you want to?

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Shared/understanding/takes/space

“Make/Space”/is/the/term/coined/by/the/Stanford/Design/School/to/describe/effecVve/collaboraVve/workspace

Space/to/model/and/draw:! Walls/and/whiteboards/! Tabletops

Flexible/discussion/&/seaVng/space

Places/to/store/the/arVfacts/created/during/discovery/work

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Shared/understanding/takes/space

A#large#work#area#in#the#Stanford#d.school#supports#many#small#design#teams.

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“Make/Space”/is/the/term/coined/by/the/Stanford/Design/School/to/describe/effecVve/collaboraVve/workspace

Space/to/model/and/draw:! Walls/and/whiteboards/! Tabletops

Flexible/discussion/&/seaVng/space

Places/to/store/the/arVfacts/created/during/discovery/work

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Virtual Make-Space?

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Deliberate discovery drives delivery

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Discovery/compliments/delivery

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Discovery DeliveryUse/discovery/to/answer/big/quesVons• What#problems#are#we#solving?

• What#solu0on#do#people#want?

• Can#people#effec0vely#use#our#solu0on?

• Can#we#build#it#in#the#0me#we#have?

Use/delivery/to/execute• Plan#the#details• Design,#develop,##and#test

• Measure#development#speed

• Evaluate#progress• Evaluate#quality

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Tom#Illmenseesnagajob.com

Morale#suffers#when#all#we#do#is#build#soFware.##

#The#thrill#of#building#something#fast,#measuring#it#well,#

and#deba0ng#the#results#and#planning#next#steps#make#the#whole#effort#

worthwhile.

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©/2009d2011/Jeff/Pa3on,/all/rights/reserved,/www.AgileProductDesign.com

As/you/walk/up/the/stairs/at/Snagdadjob,/you’ll/see/the/first/evidence/of/company/values

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©/2009d2011/Jeff/Pa3on,/all/rights/reserved,/www.AgileProductDesign.com

Head/down/the/stairs/and/you’ll/get/an/informal/reminder/of/the/importance/of/users/of/the/company’s/productCaring/about/their/users/is/part/of/their/DNA

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Discovery teams build shared understanding of:• the present problems• the future world• the solutions we think

will get us there

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Discuss/and/model/to/build/shared/understanding/of/the/current/and/future/world

Gary Levitt, owner & designer of Mad Mimi

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Story/Maps/help/us/build/shared/understanding/about/the/future/world

Gary Levitt, owner & designer of Mad Mimi

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details• smaller steps• alternative steps• UI details• technical details

workflow (from the user’s perspective)

backbone (gives structure to the map)

product goals(why build the

product) users

(what are their goals)

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Simple/lightweight/pragmaVc/personas/build/shared/understanding/about/users

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Building/them/together/helps/us/learn/what/we/don’t/know

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Sharing/and/talking/about/them/with/whole/teams/builds/shared/understanding

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You’ll/need/face/Vme/with/real/people/to/understand

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You’ll/need/to/leave/your/office/and/visit/theirs

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Go/where/the/people/you’re/helping/work

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Go/where/the/people/you’re/helping/work

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Go/where/the/people/you’re/helping/work

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Go/where/the/people/you’re/helping/work

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Go/where/the/people/you’re/helping/work

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Map/what/you/learned/to/build/shared/understanding/of/today’s/world

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*/NarraVve/Journey/Map/courtesy/Duncan/Brown/

of/the/Caplin/Group

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Journey/maps/describe/today’s/world

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*/NarraVve/Journey/Map/courtesy/Duncan/Brown/

of/the/Caplin/Group

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Building/a/map/together/helps/us/explore/the/whole/product

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Talking/with/end/users/over/a/story/map/drives/discussion/they/can/engage/in

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Story/maps/put/problems/and/soluVons/into/context

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Everyone/parVcipates/in/sketching/soluVon/idea

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Take/a/li3le/quiet/Vme/and/sketch/independently

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Share/back/ideas/with/the/everyone

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Words/and/pictures/help/everyone/build/shared/understanding

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Globo.com/doesn’t/stop/with/words

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Use/storyboards/to/imagine/user/experience/“later”

Snag[a[Job#lo[fi#storyboard

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Don’t/just/imagine/experience,/test/it

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Tell/your/product’s/story/over/and/over

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Edmunds/shares/the/product’s/story/for/all/teams/in/an/internal/“trade/show”

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Edmunds/shares/the/product’s/story/for/all/teams/in/an/internal/“trade/show”

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Edmunds/shares/the/product’s/story/for/all/teams/in/an/internal/“trade/show”

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Edmunds/shares/the/product’s/story/for/all/teams/in/an/internal/“trade/show”

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Nothing#leaves#the#board#un0l#there’s#been#a#discussion#on#what#we’ve#learned

Snag[a[Job’s#board#courtesy#of#David#BiIenbender

Explicit#release#step

Explicit#measure#step#&#metrics

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Reality bites

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Your/guesses/about/the/future/are/probably/wrong

Typically/about/50%/to/80%/of/all/

so?ware/we/ship/fails/to/accomplish/it’s/objecVves.

People/like/Marty/say/this/stuff/is/hard(Marty#Cagan,#author#of#Inspired,#How#to#Create#Products#Customers#Love)#

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We’re#probably#right#about#2#0mes#out#of#10

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Is/it/as/simple/as/building/only/the/features/people/will/use?

It#seemed#like#a#good#idea#at#the#

0me....##

“Clippy”#[#Booed#off#the#MicrosoF#Office#stage#as#seldom[used#and#oFen#despised.

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“There were plenty of weak spots that led to Microsoft's disastrous December quarter, but one that didn't get much attention Thursday was how badly the Zune did.”

--Ina Fried, CNet News, January 2009

opportunity:#integrated#music#management#and#portable#music#

player

www.comakewith.us,/Jeff/Pa3on,/[email protected]/

It’s/only/a?er/delivery/that/we/really/understand/value

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If you think writing code is hard, try making product

decisions

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Scene/from/The/Matrix/©/1999/Warner/Bros/Pictures

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Everyone’s/focused/on/winning/now/SnagdadJob/can/actually/keep/score

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Snagajob’s been trying to crack the same tough problem for close to a

year now

Most of Nordstrom’s weekly experiments don’t result in rolling

out a new product

Edmunds.com has built, tried, and thrown away dozens of ideas

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What team members say is telling

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What#we’re#doing#really#maIers

Everyone’s#working#directly#with#our#

clients#now

We’ve#found#simple#ideas#that#now#generate#millions#in#revenue#every#year

When#there’s#problems,#teams#dig#in,#and#

figure#out#a#schedule#to#stay#and#solve#problems.##No#one#asks#

them#to.

The#new#site#generates#the#same#revenue#with#a#frac0on#of#the#features#and#code#[#and#our#customers#

like#it#beIer

People#are#just#happier

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“It’s not easy. We’ve got lots of problems.

But there’s no going back.”107

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Co-Making Great ProductsHow whole teams work together to find problems, invent solutions, and deliver great productsJeff [email protected]: @jeffpatton

Questions?