Collaborative Product Design: Help Any Team Build a Better Experience
404Collaborative Product Design: Help Any Team Build a Better Experience
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Overview
Ideal for agile teams and lean organizations, this guide includes 11 practical tools to help you collaborate on strategy, user research, and UX. Hundreds of real-world tips help you facilitate productive meetings and create good collaboration habits. Designers, developers, and product owners will learn how to build better products much faster than before.
Topics include:
- Foundations for collaboration and facilitation: Learn how to work better together with your team, stakeholders, and clients
- Project strategy: Help teams align with shared goals and vision
- User research and personas: Identify and understand your users and share that vision with the broader organization
- Journey maps: Build better touchpoints that improve conversion and retention
- Interfaces and prototypes: Rightsize sketches and wireframes so you can test and iterate quickly
Product Details
ISBN-13: | 9781491975039 |
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Publisher: | O'Reilly Media, Incorporated |
Publication date: | 06/03/2019 |
Pages: | 404 |
Product dimensions: | 5.90(w) x 8.90(h) x 0.90(d) |
About the Author
Austin Govella has designed successful user experiences for the web and mobile since 1998.
Table of Contents
Preface xi
Part I Design and Collaboration
Chapter 1 The Elements of Design: Think-Make-Check and the Four Models 3
Think, Make, Check: What Designers Do 3
Design's Four Concerns: Users, Interfaces, Interactions, and Systems 6
Chapter 2 Fidelity: Check the Right Things with the Right People 13
Fidelity Changes What's Included in the Model 13
The Model's Fidelity Affects Iteration 22
Think-Make-Check Means Design Requires Collaboration 23
Chapter 3 The Elements of Collaboration: Shared Understanding, Inclusion, and Trust 25
Share Understanding, the First Principle of Collaboration 26
Include Everyone, the Second Principle of Collaboration 29
Trust Everyone, the Most Important Principle of Collaboration 32
Collaboration Is the Key to Better Products 37
Chapter 4 Collaboration in Practice: Frame, Facilitate, and Finish 39
Collaboration Is Its Own Problem 39
Collaboration Has a Repeatable Structure 40
Collaboration Starts with a Frame 41
Finish Collaboration with a Captured Outcome 43
Facilitate Collaboration Through Four Steps 45
Formal and Informal Collaboration 52
Design and Collaboration, All Together Now 53
Part II Project Strategy
Chapter 5 The Strategic Landscape 57
Strategy Is About Change 58
Drivers Explain Why to Change 58
Barriers Explain What Blocks Change 60
Goals and Getting to the Future State 61
Innovating at the Right Altitude 65
Focus Teams on the Right Goals 66
Chapter 6 Identify Project Goals with Goal Mapping 67
How Goal Mapping Works 67
Activity 1 Generate and Share Everyone's Project Goals 70
Activity 2 Group Goals to Find Common Themes 78
Activity 3 Prioritize Project Goals 82
Identify Goals in Casual Conversations 86
Shared, Prioritized Goals Fuel Better Teams 86
Chapter 7 Identify a Concrete Vision for Success 89
How Future-State Envisioning Works 90
Activity 1 Generate Issues That Exist in the Current State 93
Activity 2 Generate Successes That Exist in the Current State 97
Activity 3 Generate Concrete Visions of What People Do in the Ideal Future 99
Activity 4 Map Metrics to Future Behaviors 104
Vision Focuses the Team on Success, not Features 108
Chapter 8 Document and Share Project Goals and Vision 109
Document Goals to Provide Important Context 109
Document Vision to Show the Big Picture 111
Check the Goals and Vision with the Team 112
Teams Need to Constantly Reference Goals and Vision 114
Part III Users
Chapter 9 Users and User Research 117
Personas vs. Profiles vs. Roles vs. Archetypes 117
Tasks, Contexts, and Influencers 118
Motivations, Goals, and Jobs-to-Be-Done 121
Project Goals Reveal the Attributes Your User Model Needs 126
Good User Models Evolve With the Product 131
Chapter 10 Identify Users with the Bull's-Eye Canvas 133
How User Identification Works 133
Activity 1 Generate Direct Users 136
Activity 2 Generate Indirect Users 139
Activity 3 Generate Extended Users 142
Build the Right Product for the Right User 145
Chapter 11 Explore User Attributes with the Profile Canvas 147
How the User Profile Canvas Works 148
Activity 1 Generate Tasks and Contexts 150
Activity 2 Analyze Tasks to Identify the User's Goal 153
Activity 3 Generate User Pain Points 157
Activity 4 Generate User Gains 161
Explore User Attributes to Build Better Products 165
Chapter 12 User Needs and Preferences with the Attribute Grid 167
How the Attribute Grid Works 167
Activity 1 Generate Attributes to Reveal the Landscape 171
Activity 2 Refine Attributes to Remove Noise 178
Activity 3 Understand Patterns and Outliers in User Behaviors 187
Activity 4 Review to Build Shared Vision with Broader Team and Stakeholders 194
The Attribute Grid Lays the Foundation for Personas 196
Chapter 15 Document and Share User Models 199
User Models Answer Four Different Questions 200
Two Types of User Models: Rationales and Guidelines 201
User Models Come in Three Formats 203
Three Ways to Communicate User Attributes 205
Five Other Things to Include in User Models 214
Show Multiple Users Side-by-Side 216
Focus on a Single User with One-Sheets 221
Share User Models in Other Ways 222
Make User Models in the Format You Will Review Them 224
User Models Are Powerful Reference Tools 224
Part IV Interactions
Chapter 14 Elements of Interactions 227
Three Types of Interaction Models 228
Touchpoints Have Four Building Blocks 230
Length, Depth, and Point of View 233
Phases and Moments of Truth 235
As-Is or To-Be, Looking Forward and Back 237
Tailor Interaction Models to Project and Team Needs 237
Chapter 15 Identify What to Build with Touchpoint Maps 239
How Touchpoint Maps Work 239
Activity 1 Clarify the Scenario 242
Activity 2 Generate Tasks 244
Activity 3 Refine Tasks and Sequence 249
Conversations Around Touchpoint Diagrams 251
Touchpoint Maps Reveal Discrete Parts of the Experience 254
Chapter 16 Understand How Products Fit Together with Journey Maps 255
How Journey and Experience Maps Work 255
Activity 1 Generate Touchpoints 258
Activity 2 Analyze the Journey's Structure 263
Activity 3 Explore Touchpoints in Detail 269
Journey Maps Reveal Secrets to Better Products 273
Part V Interfaces
Chapter 17 The Visible and Invisible Parts of an Interface 277
The Four Visible Parts of an Interface 279
The Invisible Parts of an Interface 284
The Invisible Parts of the Interface Are Most Important 286
Chapter 18 Design Interfaces with 4-Corners 287
How 4-Corners Works 288
Activity 1 Identify the Interface User 290
Activity 2 Identify the User's Task 294
Activity 3 Identify the Next Step 297
Activity 4 Identify the Previous Step 300
Activity 5 Identify Interface Content 303
Activity 6 Identify Functionality 312
4-Corners for Wireframes, Mockups, and Prototypes 316
4-Corners for More Than Just Screens 317
4-Corners Creates a Shared, Holistic Vision of the Interface 318
Chapter 19 Strategies for Sketching Interfaces 319
Activity: Group Sketching to Create a Single, Shared Vision 319
Activity: Individual Sketching to Reveal Competing Perspectives 324
Activity: 6-8-5 Sketching to Generate Multiple Directions 327
Additional Things to Think About When Sketching 330
Trust Others to Make Interfaces on Their Own 332
Chapter 20 Choose the Right Interface Model: Wireframes, Comps, or Prototypes? 335
Five Types of Interface Models (and the Actual Product) 335
Five Kinds of Interface Fidelity 341
Three Ways to Make Interface Models 348
Different Models Support Different Interface Fidelity 348
Use the Lowest Fidelity Possible to Reduce Iteration Time 350
Adjust Fidelity for Your Audience 354
Part VI Checks
Chapter 21 Checks (and Balances) 361
Checks Start with the Finish 362
Frame the Check 364
Facilitate the Check 368
Transform Feedback into Gold 372
Stick the Finish 375
Keep the Faith 375
Index 377