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Collaborative Product Design

Book Description

You can launch a new app or website in days by piecing together frameworks and hosting on AWS. Implementation is no longer the problem. But that speed to market just makes it tougher to confirm that your team is actually building the right product.

Ideal for agile teams and lean organizations, this guide includes 11 practical tools to help you collaborate on strategy, user research, and UX. Hundreds of real-world tips help you facilitate productive meetings and create good collaboration habits. Designers, developers, and product owners will learn how to build better products much faster than before.

Topics include:

  • Foundations for collaboration and facilitation: Learn how to work better together with your team, stakeholders, and clients
  • Project strategy: Help teams align with shared goals and vision
  • User research and personas: Identify and understand your users and share that vision with the broader organization
  • Journey maps: Build better touchpoints that improve conversion and retention
  • Interfaces and prototypes: Rightsize sketches and wireframes so you can test and iterate quickly

Table of Contents

  1. [ Preface ]
  2. Part I. Design and Collaboration
    1. Chapter 1. The Elements of Design: Think-Make-Check and the Four Models
      1. Think, Make, Check: What Designers Do
      2. Design’s Four Concerns: Users, Interfaces, Interactions, and Systems
    2. Chapter 2. Fidelity: Check the Right Things with the Right People
      1. Fidelity Changes What’s Included in the Model
      2. The Model’s Fidelity Affects Iteration
      3. Think-Make-Check Means Design Requires Collaboration
    3. Chapter 3. The Elements of Collaboration: Shared Understanding, Inclusion, and Trust
      1. Share Understanding, the First Principle of Collaboration
      2. Include Everyone, the Second Principle of Collaboration
      3. Trust Everyone, the Most Important Principle of Collaboration
      4. Collaboration Is the Key to Better Products
    4. Chapter 4. Collaboration in Practice: Frame, Facilitate, and Finish
      1. Collaboration Is Its Own Problem
      2. Collaboration Has a Repeatable Structure
      3. Collaboration Starts with a Frame
      4. Finish Collaboration with a Captured Outcome
      5. Facilitate Collaboration Through Four Steps
      6. Formal and Informal Collaboration
      7. Design and Collaboration, All Together Now
  3. Part II. Project Strategy
    1. Chapter 5. The Strategic Landscape
      1. Strategy Is About Change
      2. Drivers Explain Why to Change
      3. Barriers Explain What Blocks Change
      4. Goals and Getting to the Future State
      5. Innovating at the Right Altitude
      6. Focus Teams on the Right Goals
    2. Chapter 6. Identify Project Goals with Goal Mapping
      1. How Goal Mapping Works
      2. Activity 1: Generate and Share Everyone’s Project Goals
      3. Activity 2: Group Goals to Find Common Themes
      4. Activity 3: Prioritize Project Goals
      5. Identify Goals in Casual Conversations
      6. Shared, Prioritized Goals Fuel Better Teams
    3. Chapter 7. Identify a Concrete Vision for Success
      1. How Future-State Envisioning Works
      2. Activity 1: Generate Issues That Exist in the Current State
      3. Activity 2: Generate Successes That Exist in the Current State
      4. Activity 3: Generate Concrete Visions of What People Do in the Ideal Future
      5. Activity 4: Map Metrics to Future Behaviors
      6. Vision Focuses the Team on Success, not Features
    4. Chapter 8. Document and Share Project Goals and Vision
      1. Document Goals to Provide Important Context
      2. Document Vision to Show the Big Picture
      3. Check the Goals and Vision with the Team
      4. Teams Need to Constantly Reference Goals and Vision
  4. Part III. Users
    1. Chapter 9. Users and User Research
      1. Personas vs. Profiles vs. Roles vs. Archetypes
      2. Tasks, Contexts, and Influencers
      3. Motivations, Goals, and Jobs-to-Be-Done
      4. Project Goals Reveal the Attributes Your User Model Needs
      5. Select Research Methods Based on User Attributes and Project Goals
      6. Good User Models Evolve With the Product
    2. Chapter 10. Identify Users with the Bull’s-Eye Canvas
      1. How User Identification Works
      2. Activity 1: Generate Direct Users
      3. Activity 2: Generate Indirect Users
      4. Activity 3: Generate Extended Users
      5. Build the Right Product for the Right User
    3. Chapter 11. Explore User Attributes with the Profile Canvas
      1. How the User Profile Canvas Works
      2. Activity 1: Generate Tasks and Contexts
      3. Activity 2: Analyze Tasks to Identify the User’s Goal
      4. Activity 3: Generate User Pain Points
      5. Activity 4: Generate User Gains
      6. Explore User Attributes to Build Better Products
    4. Chapter 12. User Needs and Preferences with the Attribute Grid
      1. How the Attribute Grid Works
      2. Activity 1: Generate Attributes to Reveal the Landscape
      3. Activity 2: Refine Attributes to Remove Noise
      4. Activity 3: Understand Patterns and Outliers in User Behaviors
      5. Activity 4: Review to Build Shared Vision with Broader Team and Stakeholders
      6. The Attribute Grid Lays the Foundation for Personas
    5. Chapter 13. Document and Share User Models
      1. User Models Answer Four Different Questions
      2. Two Types of User Models: Rationales and Guidelines
      3. User Models Come in Three Formats
      4. Three Ways to Communicate User Attributes
      5. Five Other Things to Include in User Models
      6. Show Multiple Users Side-by-Side
      7. Focus on a Single User with One-Sheets
      8. Share User Models in Other Ways
      9. Make User Models in the Format You Will Review Them
      10. User Models Are Powerful Reference Tools
  5. Part IV. Interactions
    1. Chapter 14. Elements of Interactions
      1. Three Types of Interaction Models
      2. Touchpoints Have Four Building Blocks
      3. Length, Depth, and Point of View
      4. Phases and Moments of Truth
      5. As-Is or To-Be, Looking Forward and Back
      6. Tailor Interaction Models to Project and Team Needs
    2. Chapter 15. Identify What to Build with Touchpoint Maps
      1. How Touchpoint Maps Work
      2. Activity 1: Clarify the Scenario
      3. Activity 2: Generate Tasks
      4. Activity 3: Refine Tasks and Sequence
      5. Conversations Around Touchpoint Diagrams
      6. Touchpoint Maps Reveal Discrete Parts of the Experience
    3. Chapter 16. Understand How Products Fit Together with Journey Maps
      1. How Journey and Experience Maps Work
      2. Activity 1: Generate Touchpoints
      3. Activity 2: Analyze the Journey’s Structure
      4. Activity 3: Explore Touchpoints in Detail
      5. Journey Maps Reveal Secrets to Better Products
  6. Part V. Interfaces
    1. Chapter 17. The Visible and Invisible Parts of an Interface
      1. The Four Visible Parts of an Interface
      2. The Invisible Parts of an Interface
      3. The Invisible Parts of the Interface Are Most Important
    2. Chapter 18. Design Interfaces with 4-Corners
      1. How 4-Corners Works
      2. Activity 1: Identify the Interface User
      3. Activity 2: Identify the User’s Task
      4. Activity 3: Identify the Next Step
      5. Activity 4: Identify the Previous Step
      6. Activity 5: Identify Interface Content
      7. Activity 6: Identify Functionality
      8. 4-Corners for Wireframes, Mockups, and Prototypes
      9. 4-Corners for More Than Just Screens
      10. 4-Corners Creates a Shared, Holistic Vision of the Interface
    3. Chapter 19. Strategies for Sketching Interfaces
      1. Activity: Group Sketching to Create a Single, Shared Vision
      2. Activity: Individual Sketching to Reveal Competing Perspectives
      3. Activity: 6-8-5 Sketching to Generate Multiple Directions
      4. Additional Things to Think About When Sketching
      5. Trust Others to Make Interfaces on Their Own
    4. Chapter 20. Choose the Right Interface Model: Wireframes, Comps, or Prototypes
      1. Five Types of Interface Models (and the Actual Product)
      2. Five Kinds of Interface Fidelity
      3. Three Ways to Make Interface Models
      4. Different Models Support Different Interface Fidelity
      5. Use the Lowest Fidelity Possible to Reduce Iteration Time
      6. Adjust Fidelity for Your Audience
  7. Part VI. Checks
    1. Chapter 21. Checks (and Balances)
      1. Checks Start with the Finish
      2. Frame the Check
      3. Facilitate the Check
      4. Transform Feedback into Gold
      5. Stick the Finish
      6. Keep the Faith
  8. [ Index ]