Showing posts with label innovation. Show all posts
Showing posts with label innovation. Show all posts

Wednesday, May 23, 2007

Project Touchstones: How to Bridge Competing Viewpoints and Build Vision, Consensus, and Innovation / Jess McMullin

Monday, March 26, 2007

A key to working with business is to become a peer--design deliverables together.

Tools:
  • Affinity diagrams—sticky notes
    With any data where trying to ID patterns
  • Sketching with clients—conversational; use as a prop to articulate priorities (ask them to draw and then why did you draw it that way)
  • Design the Box—design the elements of packaging (name, tagline, 3 key selling features, imagery/color/type; feature set)--helps to focus on the important
  • Backcasting—start at ideal; what are assumptions and what has to happen—looking at dependencies/relationships; back to current situation
  • Mental model/alignment diagram--lines up user activities with features of product--can build on wall with stickies

Principles for transforming from review/approve to working together
1. codesign—get over hesitancy of showing unfinished work
2. simple—should not have to be an expert to participate
3. concrete—sketching, sticky notes
4. flexible—should mean different things to different people; see technical and business implications in deliverables
5. evidence based—informed; secondary research (gender and video games); qualitiative research—looking at users in context
6. surface agendas—look for things that will; some things are easy to hide agenda behind; figure out how people really feel

Approach
1. getting people to work together—need to have the important folks at the table (ex: marketing VP); difficult to get them to commit
2. peel back the layers—get to agendas

  • ask 5 why’s of any type: how is that important, why did you come, what do you hope to learn

3. partner, pilot, publicize—partner with influencers; small pilots; publicize the success; pulls in senior executives; need to have people there to “make sure you are doing the right job”

With sketching—can stay away from literal representations to help to remove from final product if people tend to get too committed to their view as final; stress at front that we will rip all of it up; emphasize that business skills is what is needed—not design

Consultant versus in-house challenges—point to processes already in place; then add the notions of codesign.

Application for L&ET:

  • We have the perpetual problem of potential candidates for this type of thing with no time to participate. I think that if we went intense and made quick progress, that folks would be motivated to participate.
  • Projects to try this one:
    o search box
    o room scheduler
    o Staffweb
Links for More Info:

Finding Innovation in the Five Hundred Pound Gorilla / Kevin Cheng, Tom Wailes

Sunday, March 25, 2007

Two Yahoo! employees shared ways that innovation is encouraged at Yahoo!

  • Hack Days—24 hour brainstorms
  • Google 20%--engineering dept spends 20% of time to work on own projects/innovate
  • Scrum—agile, short cycle (2 week) product releases

Need to overcome fear of:

  • wasted time,
  • high cost,
  • diverted resources,
  • failure,
  • missed opportunities,
  • unknown


To overcome fear, start small.

  • Design Day—took user reearch; 1 day, several people; storytelling
  • Local Field Day—45 people, split into 3-person groups, local stakeholders, went to users on same day, made poster boards to ID problem areas
  • Design Exploration—2 days, 2 designers, work into low time; follow with stakeholder review
  • Water cooler conversations—don’t freak people out, plant a seed instead; when multiple people planting a seed, it's important to not go on and on (eventually falls on deaf ears); then escalate; allow the other person to have their own thoughts
  • Consider your sphere of influence--advocate at the level where you do have influence, and then let others influence up the chain for you

Build trust

  • Transparency and visibility; give people ability to see into the process
  • Make clear design deliverables for stakeholders
  • Have a low barrier to entry into the team
  • Do less design deliverables like wireframes and more cartoon storyboarding, prototyping, product simulations to give feel of experience—communicates with others and works through design process (Wireframes as not communicating the concepts or feel).
  • Get more people involved in idea/scope; less involved later while trying to crystallize ideas
  • Brainstorming across functional areas of the organization. Recruit the design team to help the rest of the organization think through the needs.
  • Keep stakeholders informed. Visualize ideas in a way that stakeholders can understand right away. (ex: Video showing user experience—storytelling how a user uses the site; ex: flash video of personas—short and sweet)
  • Build track record

Making Believers

  • User research; field studies
  • Interviews, diaries, watching users in their environment

Overcome fear by making time
Building trust by involving people
Making believers so it can happen

Related Links for More Info: