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10 lessons from a digital landscape.
The People.
1.
MILLS + SINX
The place2.
5
The Encouragement
3.
The Approach
4.
FROM: TRADITIONAL SOFTWARE DEVELOPMENT (FEATURE-DRIVEN)
Fixed Scope
Fixed Time
Cap Cost TO:
LEAN SOFTWARE DEVELOPMENT (OUTCOME-DRIVEN)
Iterate to Ideal Scope
Fixed Time
Fixed Cost
Understand business outcomes to minimise scope while maximising value.
FIXED
Fix the scope, then estimate (and try to fix) time and cost. “We will deliver x number of
screens and features because
we agreed to at the start”
VARIABLE
Fix time, cap cost, Iterate to maximise value - enough to deliver a quality product that hits the desired outcomes. “We will deliver only the features
required to achieve the desired
outcomes”
TRADITIONAL: INCREMENTING Incrementing assumes the DESIRED OUTCOME is a fully
formed solution. And, doing it on time requires dead accurate
estimation.
This is what your brief looks like now. Your feature list essentially fully forms the solution (within the time constraints), so you can then build the product incrementally. The risk with this approach is you tend to be using validation to prove that your original choices were right.
1 2
3 4
LEAN: ITERATING Iterating assumes the DESIRED OUTCOME is a target state, builds a rough version of it, validates it, then builds up quality
until we have a fully validated solution.
This allows you to move from desired outcome to realisation making course corrections as you go. In this approach you are constantly validating whether you are on the right path to hitting the outcomes.
21
3 4
SO ALWAYS BUILD ITERATIVELY Necessity: Build a simple system span of necessary features first – the walking skeleton. We verify the most important assumptions.
Value: Add flexibility and capability to the product.
Refinement: Refine the product with the last touches. Reserve time in the remaining third for unforeseen additions and adaptations.
TimeBu
sine
ss V
alue
Early stories emphasise iteration and learning. We need to be sure we’re building the right product
Necessity
Once we’re confident we have the “shape” of the product right, we begin to pile in value.
Over time the value of stories begin to diminish signalling it’s time for release
Value Refinement
The Team
5.
13
MouthOff
14
Monument Valley
The Details
6.
17
The industry bible for digital design
214 pages of deep knowledge of pixels
120 000 downloads
Pixel Perfect Precision
18
Industry leader for motion in mobile
Behavior built in code for perfect execution
Provides personality to interfaces
Increases orientation for the user
Motion In Mobile
19
Industry leader for motion in mobile
Behaviour built in code for perfect execution
Provides personality to interfaces
Increases orientation for the user
Motion In MobileWorking In Code
The Launch
6.
21
The Feedback
7.
Barclays mobile apps are consistently the Top 3 most popular financial apps in the App Store
“
ustwo is the lead design partner for Barclay’s mobile banking apps including Pingit and Barclays Mobile Banking which together have been downloaded by more than 3.5 million users.
Feedback In App
+
End of task flow
Problem area
Help screen
Prompted feedback
Complaint
Compliment
To app store ratings or
similar
Call centre
In app message
Capturing Feedback
The Updates
8.
9.The Return
ONE TEAM Integrated client and studio product team, across design and development from day 1
1
ITERATION Regular and continuous improvements
DOWNLOADS PER MONTH
APP STORE RATINGS
AVE REVENUE PER MONTH
USER CENTERED DESIGN Weekly user testing prioritised features and
helped trap any issues that could have resulted in negative feedback
POST SEPTEMBER 2013 2014 RELAUNCH
1,100 46,200
£1,000 £1,000,000
10.The Ending
The ending is a user experience too
1.Be prepared 2.
Tell your users its the end
3.Provide a source for help
4.
Provide a route to retrieve user content
5.Tell them where the data goes
6.Use plain English
7.End it on a good note
8.
Don’t be smug
9.Clear up after yourself
10.Thank your community
11.Be part of history
12.What are you doing next
13.
End