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
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)
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