Module 2 Product Visioning - designaspractice.com€¦ · Uncovering New Opportunities Through...
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© 2018 Rachel Alt-Simmons, Boston University, All Rights Reserved
Module 2 – Product Visioning
Table of Contents
Module 2 – Product Visioning................................................................................................... 1 Study Guide .................................................................................................................................................... 2
Reading ...................................................................................................................................................... 2 Assignment ................................................................................................................................................ 2
Module Overview .......................................................................................................................................... 2 Outline ....................................................................................................................................................... 2 Learning Outcomes .................................................................................................................................... 3
User Research and Personas ......................................................................................................................... 4 Uncovering New Opportunities Through Human-Centric Design.............................................................. 4 Understanding Ethnography ..................................................................................................................... 4 Gathering Insights ..................................................................................................................................... 6 Designing a User Study .............................................................................................................................. 6 Creating Personas ...................................................................................................................................... 7
Crafting a Product Vision ............................................................................................................................... 9 Creating the Right Solution Space ............................................................................................................. 9 Prioritizing Your Ideas .............................................................................................................................. 10 Building a Vision with Lean Canvas ......................................................................................................... 10
Summary ...................................................................................................................................................... 12 References ................................................................................................................................................... 13
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Study Guide
Reading
Required:
• Course module content
• Pichler, 8 Tips for Creating a Compelling Product Vision
Recommended:
Rubin, Chapter 17, Envisioning
Assignment
Individual Assignment: Persona Design & Visioning
Module Overview
Before we get to delivering our project, we need a way to define what it is and who it’s
important for. In this module, we’ll build on user-centric design through a discussion of user
research techniques that you can use. As an outcome of our user interviews or studies, we’ll
create personas, a hypothetical representation of important users. Once we’ve developed a
good understanding of our target audience and crafted our personas, we can narrow in on a
solution to meet their needs, and create a vision statement that articulates what we’re going to
build for them.
Outline
• Understanding how user research works
• Techniques for gathering insights
• Designing your own user study
• Crafting personas
• Defining and prioritizing different solution ideas
• Selecting an idea and creating a vision statement
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Learning Outcomes
The expected learning outcomes for this section of the course are:
• Understanding how user research fits into product and solution development
• Gaining the ability to design your own user study
• Using personas to shape the design of your product
• Evaluating solution ideas with through a user-centric lens
• Creating a vision statement to create shared understanding of what will be developed
and why
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User Research and Personas
Uncovering New Opportunities Through Human-Centric Design
One of the best ways to start defining your solution space is to understand how humans behave
in that environment. We do that by creating empathy with our users: Understanding their point
of view instead of evaluating the situation from our own perspective.
We conduct user studies to understand human behavior through observation and exploration.
These user studies are a type of ethnographic research (the study of human social life and
culture) that helps us see how our users actually behave, not how we think they behave or how
they tell us they behave. The process of observation provides us with great insights that help us
identify unmet needs and opportunities.
As an example, when photocopiers began to be installed in businesses, researchers found that
the copy room wasn’t just a place to copy documents (Links to an external site.)Links to an
external site., but became a hub for employees to socialize. This led to additional studies and
implications for designing better physical environments to encourage employee engagement.
When we observe our users, we often uncover behaviors that we didn’t anticipate.
Additionally, human-centered design helps us create solutions that solve problems for real
people, and we engage them as active participants during the process. This helps us design and
build more usable, viable solutions that people want.
Check out this video short from design firm IDEO on the value of human-centric design.
VIDEO: IDEO: Human-Centered Design: Inspiration, Ideation, Implementation
https://youtu.be/musmgKEPY2o
Understanding Ethnography
The study of humans in their environment is called ethnography. The purpose of ethnography is
to understand the complexity of people’s experience, including behaviors, attitudes, goals,
motivations, and strategies. Through that discovery process, we identify areas where we can
improve the design of our solutions.
While some large technology companies have teams of ethnographic researchers, more
commonly you'll find informal ethnographic practices applied to understanding user experience
and behavior.
As we consider the user experience through user observation, we evaluate that experience
based on four core ethnographic principles:
Natural Settings
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We study the activities of people in the context of how they conduct the activity in their
environment. For example, if we want to understand how a person performs their work, we sit
with them and observe how a task is performed.
Holism
We evaluate how the user’s task or interaction fits into a broader context. Let’s say that you’re
conducting a study on how people use your company’s software application. What was
happening before they started to use the software? What happened after?
Description
Very often people behave differently that you might expect. They might deviate from training
that has been provided, or they may have found a completely different use for your product or
service. As you observe, document the actual behavior, not what you think should or ought to
happen. Remain objective and non-judgmental on the user’s process.
Point of View
As an observer, it’s your job to objectively assess your user’s world. Identify ways to see the
interaction scenario from their point of view. Don’t impose your way of thinking on them during
the observation process.
As an example, the vodka company Absolut contracted with an ethnographic firm to "infiltrate
American drinking cultures" to better understand how people consume alcohol at home
parties. The goal was to identify group rules and rituals that govern drinking habits. The
company knew that people were buying their vodka, but wanted to understand the context of
how it was consumed. As a premium liquor, was Absolut treated as a special liquor (used only in
fancy cocktails) or was it consumed the same way as non-premium brands. Throughout the
research process, the ethnographers uncovered common themes. "Someone comes in with a
bottle. She gives it to the host, then the host puts it in the freezer and listens to the story of
where the bottle came from, and why it's important." Yet when the liquor is served, it goes on
the same table with all the other bottles. The finding was that the narratives that accompany
the premium brand are consistently more important than the liquor itself. "We found that
there is this general shift away from premium alcohol, at least as it's defined by price point,
toward something that has a story behind it." The takeaway for Absolut was that marketing its
brand around "chemistry lab purity" was missing the mark for consumers. Read the full
article here.
Cultural context is critical as well. Different cultures have different value structures and beliefs.
What works well in one culture may not translate to another.
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Gathering Insights
Now that we understand a little more about the role of ethnography in understanding our users
in their environment, let's take a look at different ways that we (as non-professional
ethnographers) can gather insights. There are many techniques that we can use to understand
how our users behave, ranging from qualitative (subjective - how something feels) and
quantitative (objective - how we measure) approaches.
Qualitative research involves the process of observation and exploration with our users.
Specific activities that we might employ within qualitative research include observation, focus
groups, and user interviews. These techniques help us understand the underlying reasons,
opinions, and motivations (the “why”) behind human behavior. The limitations of qualitative
research are time, effort, and scale. If your product has a large and disparate user base, it may
be difficult to conduct qualitative studies.
Another commonly used approach is quantitative research. In quantitative research, we are
gathering data that can be transformed into metrics that provide insight into how our users
actually use our product or service. Techniques include surveys or user interaction statistics
gathered from application usage. Web analytics is a good example of this.
It’s not an either/or approach: Most organizations use a combination of these methods to
better understand their users.
Designing a User Study
Depending on your project, you may capture user experience insights through conversations.
For larger initiatives, you might want to plan out a more formal user design study.
When we study people in their environments, we can focus on generating good outcomes for
our users, not a list of features. Through this investigation process, we’ll find gaps in our
knowledge and understanding of what’s important to our users.
User studies can be conducted at any time, but in a Design Thinking framework, we do them
before we start to identify solutions (and revisit those assumptions as we continue along the
design process). The insights that you’ll uncover through the user study process will likely lead
to shifts in how you understand your users (or potential users), which will influence your
designs.
As you’re designing your user study, consider how you want to interact with your users. You
might want to take a purely observational approach or conduct a more in-depth interview. Here
are some approaches:
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• User field tests that incorporate usability testing with interviewing. In this process, you
interview people about their tasks and pain points, adapting questions through the
conversation.
• Conducting customer visits helps you understand usability issues or differences in
business context at different geographic locations.
• Direct observation allows us to understand how users actually work and interact.
• Group research provides insight into users’ mental models and social situations
(including cultural context and context of use) that can help identify how products and
services fit into people’s lives.
Once we’ve defined our user study objectives and approach, we can begin to engage with our
users to understand their “day in the life” - who they are and what’s important to them.
Information that you’re gathering in this process will include your impressions, observations,
how someone works or performs an activity in the flow of their day. We’ll use our user study
results and findings to create personas.
Creating Personas
Once we've collected the insights from our user study, we'll use that information in two ways.
As you've engaged with and observed your users, you've likely uncovered several areas where
you could design solutions to address specific needs or desires. We want to capture those
opportunities as areas to explore solution design in the design thinking process. The second
purpose of the information is to create something called a persona. A persona helps us model,
summarize and communicate research about our intended users. A persona is depicted as a
specific person but is not a real individual; it’s a role pulled together based on your
observations. Personas help the organization and product team visualize specific groups of
people as opposed to viewing your product development as a “one size fits all”
approach. Personas provide a framework for describing the target audience in a way useful
to solution design. Most importantly, they bring the users of our product or service to life and
serve as the “voice of the user” throughout the design process.
The first step in our persona design is to give our persona a name and some general profile
information, such as age, occupation, and location. Find an image of someone who represents
that profile. As a best practice, avoid using celebrity names and images as they can be
distracting, remember that we’re trying to foster empathy for our users and we want to make
them as realistic as possible.
Each persona includes a description of their needs, concerns, and goals. We’re not trying to
document every aspect of our persona’s life, but instead are focusing on the potential
interactions and responses a user might have to our solution design. Depending on your user
research and spectrum of solution options, you will likely have multiple personas. When
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considering how many personas to create, focus on attributes and user scenarios that are
unique. Generally, only one or two target personas will be considered for your initial solution
design.
Common pieces of information to include in the persona are:
• Name, age, gender, location, and an image (which makes your persona more
memorable)
• A tag line that describes them
• Their level of experience in your solution space
• Context for how they would interact with the solution: Is it a choice or is it required?
What’s the usage frequency? How would they access your solution?
• An outline of goals and concerns when they perform relevant tasks within the solution
domain: speed, accuracy, thoroughness, or any other needs
• A quote that exemplifies the persona’s attitude
Avoid adding too much detail that doesn’t add value to your solution design. Keep each
persona to a single page. If information you’ve captured isn’t necessary for design
considerations, leave it out of the persona. For example, if you’re designing a retail shopping
application, you probably don’t care if your user drives a fancy car, but that information might
be useful if you were designing a shopping application for a high-end retailer as the fancy car
might be an indicator that the persona has extra discretionary income and likes expensive
things. Behavioral attributes such as efficiency or speed would be important in understanding
the user’s expectations.
Quite often you will discover outlier (or extreme) personas in your research. These may be
users who are very distinct from your “average” users. Typically, you’re creating solutions that
meet the needs of your broadest target audience. However, it can be useful to capture extreme
personas if the user group is influential or if you want to use them to create outlier scenarios
and test cases once you get to the solution design phase.
What happens if you have an innovation idea and no existing customers? Ideally, you’ve already
done your market research and you have an idea about who your target customer is. In that
case, you can build up hypothetical persona(s) to start with and validate your assumptions over
time.
VIDEO: Check out this video for an overview of the persona design process:
https://youtu.be/B23iWg0koi8
Additional resources:
• “Goal-Directed Design: An Interview With Kim,” Christine Perfetti, User Interface
Engineering
• “Perfecting Your Personas,” Kim Goodwin, Cooper Journal
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• “Getting From Research to Personas: Harnessing the Power of Data,” Kim Goodwin,
Cooper Journal
• “Putting Personas Under the Microscope,” Suzy Thompson, Cooper Journal
Crafting a Product Vision
Creating the Right Solution Space
As we’ve gone through the design thinking process, we’ve expanded on the “job to be done”
for our customers and have broken through our typical solution-centric design constraints.
From your customer journey maps, you’ve increased your understanding of the “job to be
done.” You’ve identified a number of possibilities (hypotheses or concepts) to create new
solutions, products or services for your customers, and where those fit into the customer value
chain.
Our challenge is to break away from the design constraints inherent in our standard
organizational development processes. If we’re always thinking about the way we’ve always
done things, we’re never going to come up with any really innovative solutions (it’s easier to
say why we can’t do something than why we can). Our goal is to enable pathways to a new
future. Per Ogilvie & Liedtka (2011) in their design work with customers, “the creativity that
really matters lives in how the new future was accomplished, not what it looked like” and
“there are few incentives to creativity more powerful than being told that you cannot have your
own way.”
Creating a new solution space for your ideas doesn’t just require creativity, but discipline. Check
out this video on becoming a great game designer - a great metaphor for all of the skills we
need to bring our ideas through the ideation-to-execution process:
VIDEO: So You Want to Be a Game Designer: Career Advice for Making Games (7:35)
https://youtu.be/zQvWMdWhFCc
What we’re doing is stepping back from the “critical reasoning” process, where we break down
concepts to evaluate what won’t work and shifting towards building up ideas to understand
how they could work.
However, constraint-limited design doesn’t mean that we don’t consider feasibility; and we still
need to evaluate and prioritize our concepts by going through some thought experiments to
better develop and refine the business case.
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Prioritizing Your Ideas
The mantra around innovation is for every 1,000 ideas, there are 100 good ideas, 10 great
ideas, and 1 exceptional idea. How do we start narrowing our list down?
By this stage in the process, you’ve identified a number of ideas that your team could move
forward with. Let’s look at some ways that we can prioritize the list of ideas by balancing
innovation points across business, technology, and people. We need consider whether our
ideas are desirable, viable, and feasible.
IBM’s design practice advocates the following approach for idea selection. Start the
prioritization process with your design team, and consider including resources who can speak
to the overall importance of the idea to the business as well as technologists who provide
guidance on feasibility.
Set up a virtual team space or whiteboard and draw two axes, one for importance to the user (Y
axis: desirability; low to high) and another for feasibility and viability (X axis: difficult/expensive
to easy/inexpensive).
Have each team member evaluate each idea on their own, bring the results together, and plot
on the whiteboard. If there is disagreement about where an idea fits, have a time-boxed
discussion about it. When considering desirability, focus on your users, not your stakeholders.
Once the ideas are all on the board, see which ideas fell into the “big bets” category as a
starting point for discussion. These are the ideas that will take some work to get done but will
have a bigger payoff. While it might be appealing to go after the “no brainers” first, these are
ideas that might have a lower business or market impact (if they’re easy for you to do, then
they’re probably easy for your competitors as well). However, that doesn’t mean they’re not
worth considering. For “utility” ideas, you might briefly discuss how to make them more
impactful to your users. Avoid deep discussion on “don’t do it” items.
At the end of your session, evaluate your short list and select the top idea that the team wants
to move forward with. If you have a larger team participating in the design thinking initiative,
you might select several ideas to move forward with and break out into sub-teams.
Looking for an alternative prioritization approach? Check out Pandora's prioritization process:
Getting to 70 million users with just 40 software engineers!
Building a Vision with Lean Canvas
Once we’ve identified the idea that we’re going to move forward with, the next step is to
compose the vision statement. The vision outlines the overarching goal that aligns your team to
the importance of the work, and helps create a shared understanding of the overall objectives
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of your idea from both an organizational and customer perspective. Best of all, creating a vision
statement helps ensure that we’ve thought through our idea related to our desirability,
feasibility, and viability.
While there are many different vision boards and tools that you can use, a recommended
starting point is Lean Canvas. Developed by Ash Maurya and built off of business model canvas,
Lean Canvas provides a simple (and fast) way to structure your idea around nine foundational
areas.
• The problem: What are the crucial problems faced by your consumers?
• Your solution: What solution are you recommending to address this problem? What are
the defining elements of the solution and how does it address your customers’
problem? What alternatives do customers have to your solution?
• Unique value proposition: The value proposition is a summary that outlines what you’re
developing, why it’s different, and why someone should invest in your solution.
• Differentiators: Who are your competitors? What sets your solution apart from the
competition?
• Customer segments: Draw from your personas. Who is your target audience?
• Channels: How do you anticipate interacting with your consumers, creating awareness
and support?
• Key metrics: How will you track the success of your solution?
• Cost structure: What will it cost to launch and maintain your solution?
• Revenue streams: How will your solution generate revenue?
Your Lean Canvas vision draws on all of the insights and information you’ve gathered in your
previous work. It’s an iterative document, so the team can build on it and adapt as needed. Get
together with your team to complete the vision; spend less than an hour on your first pass.
As you work through your Lean Canvas, create a vision statement that sums up your idea in a
single sentence. Establishing a product vision is a critical component of the project initiation
process. The vision provides the overarching goal that aligns the project team to the
importance of the work, and helps create a shared understanding of the overall objectives of
the project from both an organizational and customer perspective.
A good vision statement communicates the purpose and value of the project. It provides team
members with direction and shapes customer understanding. A vision statement for this class
might read: “To provide Boston University students with a core understanding of agile delivery
approaches so that they can utilize them within their own organizations.” A statement like this
helps guide the development of the course content and the materials. The vision statement
doesn’t expressly specify how this will be accomplished, but frames the problem statement in
terms of a business goal. The “how” would be captured once you started defining
requirements.
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Here’s an example Lean Canvas for building out a Design Thinking program in an organization.
Our unique value proposition:
To provide employees with a core understanding of Design Thinking approaches through a
virtual learning environment to facilitate the innovation ideation process.
The Problem The Solution Differentiators Customer Segments Channels Key Metrics Cost Structure Revenue Streams
There is a broad
interest within the
organization to
generate innovation
ideas. Design
Thinking (DT) has
been proposed as a
framework for
structuring ideas.
There are no
internal DT
resources currently
available within the
company.
The solution is to
create a short
course on DT that
can be offered
internally.
The course will be
structured in a
virtual format
allowing for global
participation with
no travel expenses.
Employees can
access external DT
resources, but those
resources don’t
always do a good
job of preparing
employees to
become
practitioners.
Participants will
practice
experiential-based
learning approaches
where they use the
DT framework to
solve for real
organizational
innovation
opportunities.
All DT content can
be tailored for the
organization’s
specific needs.
Our target
segments for the DT
course are (from
the personas)
Practitioners:
Employees who
want to use, teach
or evangelize DT in
their own work
environments
Knowledge Seekers:
Employees seeking
general knowledge
for personal or
professional
development
So that we can
concurrently
practice and learn,
our first course
offering will be run
as a pilot with
recruiting done on a
volunteer basis.
As the pilot
progresses, we will
initiate an
awareness
campaign more
broadly within the
organization
through internal
communication
channels to gauge
demand for future
course offerings and
schedule.
Qualitative
measures of success
for the solutions will
include:
Employee
engagement and
satisfaction
Idea generation
Toolkit reusability
Quantitative
measures of success
for the solutions will
include:
Idea viability and
funding
Development of the
solution requires:
Course content
development
Access to learning
management
platform
Employee on-the-
job time (~4 hours
per week)
The first two
resources are
available to the
organization at no
charge. Managers
must make the
determination on
whether to allow
for employee
participation.
Since the course
requires little to no
financial
investment, a
revenue stream is
not required.
However, since a
time investment is
necessary, an
“engagement
stream” (employees
interested in
attending and
perception of value)
is needed to ensure
the longer-term
viability of the
course.
Summary
The best way to define your solution space is to understand how people behave in that
environment. Through the user research process, we developing an understanding of that
behavior from the person’s perspective. There are many different ways to conduct user
research and understand behavior patterns, from qualitative interviews to qualitative
assessments. As an output of the research process, we create personas to help us retain the
perspective of our users and focus on what’s important to them. Once we understand the
solution space from our users’ point of view, we can narrow in on solution options, selecting
ideas that provide user and organizational value. Creating a vision statement with Lean Canvas
helps us articulate what we’re going to develop and why.
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References
Ogilvie, T. & Liedtka, J. (2011). Designing for Growth: A Design Thinking Toolkit for Managers.
New York, NY: Columbia Business School Publishing