learning design standard - apsc.gov.au · 9 july 2018 building digital capability program –...
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9 July 2018 Building Digital Capability Program – Learning Design Standard – Product Management 2
Table of contents
Revision history ..................................................................................................... 3
Using the Learning Design Standards ................................................................... 3
Intellectual property and moral rights .................................................................... 3
The opportunity ..................................................................................................... 4
Guidance for providers .......................................................................................... 5
Guidance for agencies .......................................................................................... 7
Setting the context ................................................................................................. 7
Jobs, roles and skills ........................................................................................... 10
Overview of product management ....................................................................... 11
Target audience .................................................................................................. 12
Pathways to Product Management...................................................................... 12
Qualifications and certifications ........................................................................... 13
Capabilities needed for Product Management .................................................... 13
Relevant SFIA Skills ............................................................................................ 15
References .......................................................................................................... 16
Key content areas ............................................................................................... 17
Unit 1. Product management in the digital context ......................................... 17
Unit 2. Product management protocols .......................................................... 18
Unit 3. Essential methods and tools ............................................................... 19
Unit 4. Product management in the design and delivery stages .................... 21
9 July 2018 Building Digital Capability Program – Learning Design Standard – Product Management 3
Revision history
Date Version Contact Content 4 May 2018 0.1 Namrata Roy
Chowdhury First exposure draft
20/06/2018 0.2 Ross McGuire Added in SFIA Licensing explanation
21/06/2018 0.2 Ross McGuire Added additional ‘Skills’ as per feedback
21/06/2018 1 Ross McGuire Finalised document version for the DTA
Using the Learning Design Standards
The Australian Public Service Commission (APSC) has developed Learning Design Standards (LDS) to describe a capability needed by the Australian Public Service (APS) to help with the digital transformation of government services.
The LDS describes the context, business need, target audience, underpinning capabilities and curriculum for these capabilities. It does not prescribe or mandate a specific learning solution or format to build the capability described. That is left open for providers and sellers to design solutions that meet the specific needs of individual agencies.
This document is for:
Providers and sellers seeking to work with APS agencies to understand the needs of the APS when developing and marketing products.
APS agencies seeking to build capability, to inform their learning & development planning, program development and approaches to market for learning solutions.
All queries relating to this standard should be directed to [email protected].
Intellectual property and moral rights
Intellectual property in parts of these materials may be owned by the Skills Framework for the Information Age (SFIA) Foundation.
The Australian Public Service Commission (APSC) holds an extended public sector licence on behalf of all Australian Public Service (APS) agencies covered by the Public Service Act 1999 (PS Act) for the use of SFIA materials. This licence permits certain uses of SFIA materials including the creation and internal distribution of products and services derived from or using significant extracts of SFIA materials. The licence does not extend to commercial use of the materials and does not cover Commonwealth bodies other than agencies under the PS Act.
These materials may only be used by APS agencies in accordance with the terms of the
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extended public sector licence granted to the APSC. No other uses of these materials are permitted. For more information on the APSC SFIA licence contact [email protected].
The opportunity
The Australian Government is modernising the way it delivers services to citizens. ‘Digital by default’ is the guiding principle. This means many APS agencies will need to engage multidisciplinary teams in the design, development and implementation of digital services as defined in the Digital Service Standard. Product management has been identified as a key skill that will be in high demand for the APS workforce to transform service delivery.
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Guidance for providers
Good learning design
When proposing or developing a solution, it is important to be consistent with contemporary instructional design practices. Adult learning is a continuous process that is not limited to the classroom or formal training activities. Good learning design leverages the ways adults learn all the time through a range of experiences.
The diagram below shows some elements that you could include in a learning program.
Figure 1 - Pathways to learning
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Learning environment
The APS is made up of many different departments and agencies. Each may have their own:
culture
business needs
technical platforms
geographic dispersion
existing level of digital capability and maturity
If your learning solution is intended for broad use across the APS you need to consider how it would apply in different contexts. Any digital solutions you develop need to be able to be deployed on a wide range of platforms.
Standards of compliance
The APS will require all digital learning solutions to be compatible with the following standards:
Digital Transformation Agency (DTA) Digital Service Standard
Web content accessibility guidelines version 2.0 AA compliance level
Australian Signals Directorate (ASD) Information Security Manual Standards
Learning Design Specification standard
Learning environment
The APS is made up of many different departments and agencies. Each may have their own:
culture
business needs
technical platforms
geographic dispersion
existing level of digital capability and maturity
If your learning solution is intended for broad use across the APS you need to consider how it would apply in different contexts. Any digital solutions you develop need to be able to be deployed on a wide range of platforms.
Standards of compliance
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The APS will require all digital solutions to be compatible with the following standards:
Digital Transformation Agency (DTA) Digital Service Standard
Web content accessibility guidelines version 2.0 AA compliance level
Australian Signals Directorate (ASD) Information Security Manual Standards
US Government Usability Guidelines Usability.gov
Guidance for agencies
Customising content
Agencies may extend, reduce or change the content of this LDS.
Agencies should highlight these changes so that providers can readily adapt their learning solutions to meet your agency needs.
Setting the context
Building the digital capability of the Australian Public Service
The Australian Government is progressing a digital transformation agenda to revolutionise the way it delivers services. Australians are more mobile, more connected and more reliant on technology than ever before. The Digital Transformation Agency (DTA) is leading this transformation in order to improve how the Australian Government delivers services online.
As part of the digital transformation agenda, the APSC and the DTA are jointly delivering the Building Digital Capability Program. One of the main activities of this program is the identification of digital capability shortfalls and the definition of learning programs to build capability in those areas.
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The Digital Service Standard
The Digital Transformation Agency guides government service modernisation through the Digital Service Standard (‘the Standard’). The Standard helps digital teams to build services that are simple, clear and fast.
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The multidisciplinary digital delivery team
The Digital Service Standard suggests the ideal multidisciplinary team to design, build, operate and iterate a digital service. This team includes core (permanent) roles as well as extended roles that you can bring into the team when needed. People may perform one or many roles, depending on their capability and the workload.
Figure 2 - The digital delivery team
The capabilities defined by the Learning Design Standards relate to the roles in a digital delivery team. An agency will be able to use the LDS to define an effective team that meets their specific agency requirements for digital transformation.
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Jobs, roles and skills
Members of multidisciplinary teams may perform many roles in their jobs. Each role has expectations of skill, behaviors and knowledge. You can verify these through relevant qualifications and certifications.
Figure 3 - Role composition
This Learning Design Standard only addresses learning outcomes for professional skills and knowledge. A person who has done training also needs to put it into practice. This allows them to gain experience and become effective. Individual agencies will determine how they manage experience.
Providers may wish to provide certifications that verify the learning outcomes specified in this LDS, but these are not mandated. It is up to individual agencies to decide if they want certification.
Individual agencies will define jobs according to their needs. Jobs may involve one role only, though it is becoming more common for multidisciplinary teams to have job fluidity. Members may perform many roles according to their capabilities and the needs of the team.
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Overview of product management
A product manager works with the team to create the vision for the product, and sets daily priorities to fulfil that vision and ensure the team delivers. They are the owner of the product backlog and responsible for prioritising user stories, attending daily stand ups and accepting stories when they’re delivered. Product managers are on hand to answer product questions from the delivery team and work closely with user researchers, to make sure the product is meeting user needs.
They manage a product through the design and delivery phases and have a deep knowledge of product management techniques. Throughout the process, the product manager will also bring in and oversee any changes that may be needed to make the process more effective. Within a digital service delivery team, this skill is predominantly performed by product manager.
Figure 4 - An overview of the product strategy and lifecycle management
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Target audience
Primary
Employees who bring some leadership skills and are responsible for providing insights into user experience and user needs to inform the overall design, development and performance of a product and or improvement of digital services.
APS employees with academic qualifications in relevant disciplines who are seeking to apply
and further extend their skills in digital product management or Australian Government context.
Secondary
Employees within a multidisciplinary service delivery team performing related activities to design, develop and improve user-centred services.
Pathways to Product Management
Everybody has a different work history and career path. The following roles are some of the more common roles people may have had in their career before coming to the current role;
● Marketing
● Business Management
● Business Analyst
● Project Managers
● Product Design
● Systems Design
● Web Design
● Computer Science
● Mechanical Engineering
● Communications and Marketing
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Qualifications and certifications
The following qualifications are relevant to the capability described in this LDS:
● Marketing
● Business management
● Business analyst
● Project managers
● Product design
● Systems design
● Web design
● Computer science
● Mechanical engineering
● Communications and marketing
Capabilities needed for Product Management
The following list of skills, knowledge and behaviours (attributes) are the expected minimum set expected for someone to perform this role effectively. At the conclusion of the learning identified in this LDS, it is expected that an individual will possess the capabilities described below, though they may require experience of these in a workplace setting in order for the learning to be fully embedded.
Knowledge: Skills: Attributes:
Organisational context
• Government frameworks
and processes
• DTA Digital Service
Standard
• Operational management
• Leadership and guidance
Methodologies, procedures
Planning and organising
• Business modelling
• User-centered design
• User experience design
• Understanding constraints
• Time management
• Macro/Micro vision
Professional
• Flexible and
adaptable
• Objectivity
Personal
• Curiosity
• Empathy
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Knowledge: Skills: Attributes:
and standards
• User focus
• Agile working
• Problem ownership
• Product ownership
• Strategy ownership
• Research techniques
• Analytics
• Facilitating decisions and
risks
• Product lifecycle
perspective
Tools
• Collaboration tools and
techniques
Theory and theoretical
• System thinking
Communication
• Collaborating and
partnering
• Conflict resolution
• Stakeholder engagement
Relationships and
interpersonal
• Community collaboration
• Collaborating and
partnering
• Persuasive
• Analytical
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Relevant SFIA Skills
The Skills Framework for the Information Age (SFIA) is a global standard that defines Digital and other ICT related skills. A person possessing the following SFIA skills at the levels indicated would be capable of performing the role described by this standard.
Code Skill Applicable Levels
Caveats*
PROD Product management 5
REQM Requirements definition and management
4
*Caveats are identified components of a SFIA skill that are not explicitly required for the current role. For the purpose of this Learning Design Standard the SFIA description should be read as though the caveated components were not included in the SFIA skill description.
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References
The reference list below provides locations for sources referred to in this standard so that readers can easily locate and use them if required.
● Design Council UK
● DTA Digital Service Standard
● Clerverism
● EDX
● Academyxi
● General assembly
● Brainmates
● Product Manager HQ
● Greylock Partners
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Key content areas
The following table outlines key content areas that need to be addressed.
Unit = area of learning. Topic = component of area of learning.
Unit 1. Product management in the digital context
Learning objective: Describe the purpose and context of product management
Topic title Topic learning objectives
Critical content
1.1 Transforming government digital services
Describe the role of product management in meeting the Digital Service Standard
1. The Australian Government’s Digital
Transformation Agenda
2. Product management in APS in the
digital transformation of government
services
1.2 Introduction to product management
Explain product management fundamentals
1. Define what is a ‘product’
2. Definition of a product manager
3. What are the core responsibilities of a
product manager
4. Key product management concepts
5. Strategy and product lifecycle
management
6. Why you need a product manager
7. What a product manager doesn’t do,
e.g. write code, (engineering) sign deals
(business development)
8. The do’s and don’ts for product
managers, including:
coordinate key decisions based on team input
negotiate disagreements and maintain progress
don’t try to build what you think is right
don’t expect that the team will execute orders blindly
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Unit 2. Product management protocols
Learning objective: Apply protocols in the design and development process
Topic title Topic learning objectives
Critical content
2.1 Project management
Describe the importance of project management
1. Principles and the applications of agile
methodologies
2. Sprint planning and backlog grooming
3. Challenges for product managers
2.2 Managing digital products
Recognise the importance of managing digital
1. Understanding application programming
interface and web applications
2. How to manage development teams
2.3 Stakeholder communications
Explain how to effectively communicate with stakeholders
1. Structuring presentation
2. Techniques and processes to pitch to
stakeholders
2.4 Risk Manage risk to design safe and secure services
1. Identify the risks associated with
implementing new products and
features
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Unit 3. Essential methods and tools
Learning objective: Apply methods and tools to the design process
Topic title Topic learning objectives
Critical content
3.1 User research and analysis
Apply research and analysis techniques
1. Tools and techniques to establish users
2. Techniques for observation and task
analysis
3. Develop user personas from user
research
4. How to analyse growth and engagement
using qualitative and quantitative
methods
3.2 Product validation
Recognise the product potential
1. Establishing an idea that fits with the
product and meets user needs
2. Marketing viability and potential success
rate
3. The importance of building minimum
viable product (MVP)
4. MVP development for product and user
needs
3.3 Building business models
Identify the components of a business model
1. Understand the different types of
business models
2. Articulate business plans with a
framework
3. Components and types of a business
model
4. Build a business model canvas
5. Managing P & L (profit and loss)
3.4 User-centred services
Apply user-centred design techniques
1. Building user focus into product plans
2. Creating user stories for stakeholders
3. Prioritising different feature options
4. Storyboarding, wireframes and
prototyping
5. Usability testing and experience Maps
3.5 Information architecture
Describe the applications of information architecture
1. Introduction to information architecture
2. The role of users, goals and contexts of
information architecture
3. Planning information architecture on
user scenarios
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Topic title Topic learning objectives
Critical content
3.6 Product testing Apply product testing techniques
1. Identify metrics and KPIs for product
2. Analyse results and calculate success
rates
3. Practice applications of evaluation
techniques, e.g. Heuristic evaluation
4. Define new design tests using scenarios
planning, e.g. paper prototyping
5. What is fidelity and how should it
change throughout the product lifecycle
5. Key testing methods and developing
test program, e.g. A/B & multivariate
testing
3.7 Financial modelling
Identify revenue and user needs
1. How to develop a financial model
2. Approaches for launching a new product
3. Predicting user needs and product
revenue
3.8 Product roadmap
Develop and iterate product roadmap
1. Why a product roadmap
2. Identify and define stages in product’s
development
3. Involving the delivery team,
stakeholders and user needs
4. A framework for pre-launch
5. Tools to build a reusable product
roadmap
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Unit 4. Product management in the design and delivery stages
Learning objective: Apply product management techniques to all delivery stages
Topic title Topic learning objectives
Critical content
4.1 Discovery Apply product management techniques in discovery stage
1. What are the outcomes of this stage,
e.g:
goal, ideation and high level concept
work with user researchers to gain a deeper understanding of user needs
gain a perspective of the product landscape to define an ecosystem, and redesign user journeys
tools to create a product vision based on those findings and to deliver a measurable benefit, e.g. customer journey maps, user personas
test and evaluate the ideas to ensure its potential to deliver and return on investment e.g. financial model, marketing plan, product concept and risk assessment
2. Who do you need to run this stage
3. When do you move to the alpha stage
4.2 Alpha Apply product management techniques in alpha stage
1. What are the outcomes of this stage,
e.g:
hypothesis and test
tools to articulate the product and service feature sets to the delivery team and stakeholders, e.g. prototypes
conduct usability tests and obtain feedback on the entire user experience from well-defined users
improve upon solutions if necessary, and develop a list of
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Topic title Topic learning objectives
Critical content
criteria to determine success of feature
work together closely with the delivery team to ensure product release is managed efficiently, on schedule, and with limited impact to users
2. Who should join the team in this stage
3. When do you move to the beta stage
4.3 Beta Apply product management techniques in beta stage
1. What are the outcomes of this stage,
e.g:
bring users to test out fixes or provide feedback on the support experience as you make improvements
regression testing on solved issues
achieve legitimate user acceptance
establish the minimum feature set for a launch
manage and educate the business and users for the launch, e.g. market strategy, value propositions and product positioning
2. Who should join the team in this stage
3. When do you move to the live stage
4.4 Live Apply product management techniques in live stage
1. What are the stages of this stage,
including:
as a product goes live, you should be game-planning the next iteration
plan for improvement with the entire team
create an opportunity assessment for the business case and vision of future versions
additional testing