building and managing successful ux teams

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1 September 2008 Building & Managing User Experience Teams Dr. Rod Farmer, Senior Manager, User Experience and Creative Services, 3 Mobile Australia

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Presentation to the ARK Online User Experience Conference. Provides an overview of how to build and manage successful User Experience teams through planning, leadership, and organisational influence. More specifically, this presentation argues that greater quality and org influence do NOT come through focusing on better research and design skills ...

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Page 1: Building And Managing Successful Ux Teams

1 September 2008

Building & Managing User Experience

Teams Dr. Rod Farmer, Senior Manager, User Experience and Creative Services, 3 Mobile Australia

Page 2: Building And Managing Successful Ux Teams
Page 3: Building And Managing Successful Ux Teams
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…not just about the architecture

Notre Dame de Paris….

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Not just about the content

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……Not just about navigating from A to B

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….not just about successfully completing goals

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It’s about the sensations that people get from using

service

Experience goes beyond service

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Knowers and Learners

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Our journey

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Better user research...

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Better design methods...

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…how we approach building UX teams

…fostering team leadership

...achieving greater accountability in our designs

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Know where you’re going

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Building your team: Team Direction

Competency Management Individual i Individual i+1 Individual N Ind. Avg Distance Action

Information Architecture 3

User Research 3

Visual Design 5

Information Design 4

Interaction Design 4

Dev Knowledge 4

Writing Skills 4

0=NR, 1=Occasional, 2=Basic, 3=Good, 4=Strong, 5=Exemplary

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Building your team: Team Assessment

Competency Management Individual i Individual i+1 Individual N Ind. Avg Distance Action

Information Architecture 3 2 4 2 2.5 0.5 Supervise

User Research 3 1 1 2 1.5 1.5 Train

Visual Design 5 4 5 4 4.5 0.5 Supervise

Information Design 4 3 3 4 3.5 0.5 Supervise

Interaction Design 4 4 4 4 4 0 Monitor

Dev Knowledge 4 2 2 2 2 2 Develop

Writing Skills 4 1 1 1 1 3 Hire

0=NR, 1=Occasional, 2=Basic, 3=Good, 4=Strong, 5=Exemplary

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Something’s missing .....Personality

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4 core personalities Executor

Carer

General

Sovereign

(self-actualisting)

(humanistic-encouraging)

(achievement)

(affiliative)

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22

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... building a dream team is not the end-game

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“Specialisation has its advantages, but it also creates a situation where people just see their own little world instead of the entire context..”

- Getting Real, 37Signals

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“Organisations, which design systems, are constrained to produce designs that are copies of the communication structure of these organisations.”

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26

fear + =

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All too common occurrence...

size of effort

diffe

rent

iatio

n

opportunities

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All too common occurrence...

size of effort

diffe

rent

iatio

n

Innovation Space

Delighters

Delighters

Safety, Parity and Mediocrity

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29

90%

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Greater UX Maturity...

Influence drivers

‘t’ is exponential

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Greater UX Maturity...

Individualistic mindset

Skill Specialisation

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Greater UX Maturity...

Collaborative mindset Skill Diversification

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Greater UX Maturity...

Influence drivers

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Concept Workshops

from little things big things grow

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1 September 2008

taking steps towards creating advocates

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Great UX leadership involves a simple story:

Who you are, what you stand for, and what others can expect from you.

Has a compelling story about UX for the company

Makes inclusivity an essential part of day-to-day activities

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The UX Manager who isn’t afraid to fail, is a leader who is driven to succeed.

Fail, fail often, fail fast and fail small.

Manager owns (new) mistakes. You own improvement.

Golden rule: “Only new mistakes are permitted”.

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FOOTBALL IMAGE

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“Your job is to touch everyone and get into their soul. Every moment you are in your office, you are useless.”

- Jack Welch (CEO, General Electric from 1981-2001)

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transformation Encouraging beautiful

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kai:“change;zen:“smallgood”

Improving quality ...

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The team-oriented approach

Qualities

Learning focused

Systemic/Holistic

Team sets criteria

Management sets cut-offs

Non-judgemental

Our Approach: Open Design Forums

Fortnightly

Discuss project goals and measures Open feedback

Roles at the door

Encourage PBL & Ownership

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The management approach

Our Approach: Design Circle

Held monthly

Non-UX management involved

Establishes baselines

Evaluates performance

Agrees on countermeasures

Initiatives training

Re-evaluates planning

Qualities

Results-focused

Evaluates performance across projects Sets quality goals for team

Establishes future plans

Performance metrics

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What has worked well for us...

Set clear, achievable and measurable goals for your team Individuals set project-level goals and measures

Individuals own their outcomes

UX Management establishes “goodness”

Management challenges, not fixes

Communication skills and coaching development

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Change is possible...

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Email: [email protected]

Available on SlideShare....