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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

Building And Managing Successful Ux Teams

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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 ...

Text of Building And Managing Successful Ux Teams

  • 1. 1 September 2008 Building & Managing User Experience Teams Dr. Rod Farmer, Senior Manager, User Experience and Creative Services, 3 Mobile Australia
  • 2. Notre Dame de Paris. not just about the architecture
  • 3. Not just about the content
  • 4. Not just about navigating from A to B
  • 5. .not just about successfully completing goals
  • 6. Experience goes beyond service Its about the sensations that people get from using service
  • 7. Knowers and Learners
  • 8. Our journey
  • 9. Better user research...
  • 10. Better design methods...
  • 11. 13
  • 12. 14
  • 13. how we approach building UX teams fostering team leadership ...achieving greater accountability in our designs
  • 14. Know where youre going 16
  • 15. Building your team: Team Direction Competency Management Individual i Individual i+1 Individual N Ind. Avg Distance Action Information 3 Architecture User Research 3 Visual Design 5 Information 4 Design Interaction 4 Design Dev 4 Knowledge Writing Skills 4 0=NR, 1=Occasional, 2=Basic, 3=Good, 4=Strong, 5=Exemplary
  • 16. Building your team: Team Assessment Competency Management Individual i Individual i+1 Individual N Ind. Avg Distance Action Information 3 2 4 2 2.5 0.5 Supervise Architecture User Research 3 1 1 2 1.5 1.5 Train Visual Design 5 4 5 4 4.5 0.5 Supervise Information 4 3 3 4 3.5 0.5 Supervise Design Interaction 4 4 4 4 4 0 Monitor Design Dev 4 2 2 2 2 2 Develop Knowledge Writing Skills 4 1 1 1 1 3 Hire 0=NR, 1=Occasional, 2=Basic, 3=Good, 4=Strong, 5=Exemplary
  • 17. Somethings missing .....Personality
  • 18. 4 core personalities Executor (achievement) Carer (affiliative) General (self-actualisting) Sovereign (humanistic-encouraging)
  • 19. 22
  • 20. ... building a dream team is not the end-game
  • 21. 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
  • 22. Organisations, which design systems, are constrained to produce designs that are copies of the communication structure of these organisations.
  • 23. = + fear 26
  • 24. All too common occurrence... opportunities differentiation size of effort
  • 25. All too common occurrence... Delighters Innovation Space Delighters differentiation Safety, Parity and Mediocrity size of effort
  • 26. 90% 29
  • 27. Greater UX t is exponential Maturity... Influence drivers
  • 28. Greater UX Maturity... Individualistic mindset Skill Specialisation
  • 29. Greater UX Maturity... Collaborative mindset Skill Diversification
  • 30. Greater UX Maturity... Influence drivers
  • 31. Concept Workshops from little things big things grow
  • 32. 1 September 2008 taking steps towards creating advocates
  • 33. 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
  • 34. The UX Manager who isnt 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.
  • 35. FOOTBALL IMAGE
  • 36. 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)
  • 37. Encouraging beautiful transformation
  • 38. Improving quality ... kai:change;zen:smallgood
  • 39. The team-oriented approach Qualities Our Approach: Open Design Forums Learning focused Fortnightly Systemic/Holistic Discuss project goals and measures Team sets criteria Open feedback Management sets cut-offs Roles at the door Non-judgemental Encourage PBL & Ownership
  • 40. The management approach Qualities Our Approach: Design Circle Results-focused Held monthly Evaluates performance across Non-UX management involved projects Sets quality goals for team Establishes baselines Establishes future plans Evaluates performance Performance metrics Agrees on countermeasures Initiatives training Re-evaluates planning
  • 41. 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
  • 42. Change is possible...
  • 43. Email: [email protected] Available on SlideShare....