collaboration within a multidisciplinary team
DESCRIPTION
Collaboration within a multidisciplinary team: working together to solve design problems more effectively. These slides are from a workshop at UX Cambridge 2012 presented with Andy Morris and Revathi Nathaniel from Red Gate. The workshop aimed to promote the role of UX practitioners as facilitators and gave participants the opportunity to try out the KJ-Method and Design Consequences game.TRANSCRIPT
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Collaboration within a multidisciplinary team
Working together to solve design problems more effectively
Michele Ide-Smith Andy Morris Revathi Nathaniel
UX Specialist UX Specialist UX Specialist
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Housekeeping
No scheduled fire alarms
Nearest toilets
Questions
Please turn off phones
Timing
Photography
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Time plan
10:45 – 11:05 Introduction
11:05 – 12:00 Activity #1: KJ Technique
12:00 -12:15 Discussion
12:15 – 13:15 Lunch
13:15 – 13:25 Post lunch
13:25 – 14:15 Activity #2: Design Consequences
14:25 – 14:40 Q&A Session
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Who’s in the room?
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Collaboration Vs. Communication
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“In the long history of
humankind…those who learned to
collaborate and improvise most
effectively have prevailed.” Charles Darwin
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agilemanifesto.org
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agilemanifesto.org
So, who consistently performs
poorly?
[Tom Wujec, 2010]
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Recent Business School Graduates
[Tom Wujec, 2010]
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agilemanifesto.org
Who consistently performs
well?
[Tom Wujec, 2010]
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Recent Kindergarten School Graduates
[Tom Wujec, 2010]
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[Tom Wujec, 2010]
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agilemanifesto.org
Average Business School
Students
Lawyers Kinder-garten
Architects &
Engineers
CEOs CEOs & Executive Admins
10
20
30
Height (inches)
Specialized Skills + Facilitation Skills = Success
[Tom Wujec, 2010]
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• Play & prototyping yield better results
• Diverse skills matter
• Facilitation skills increase performance
[Tom Wujec, 2010]
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• UX skills make you a better facilitator
• Patience
• Listening
• Empathy
• Sometimes we need guidance on how to
structure collaboration
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Innovation Games
Using games for structuring
collaboration
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What is the KJ Method?
• Invented by Japanese
Anthropologist Jiro
Kawakita in the 1960’s
• A way to sort lots of
subjective, qualitative data
• Group decision making by
consensus
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Why use the KJ Method?
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Why use the KJ Method?
• Different perspectives are valuable
• Shared understanding
• Inclusive yet objective – all opinions heard
• Effective for sorting lots of data
• Encourages group ownership of actions
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Exploring
product/team
challenges
Analysing
contextual
enquiry data
Brainstorming
product
features
Prioritising
issues from
usability tests
When is the KJ Method useful?
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Jared Spool’s experiment
• 8 step version of the
KJ Method
• Experiment with 15
groups of UX
practitioners
“We find the KJ-Method to be very effective for
organizing and prioritizing opinions and subjective data”
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The design problem
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The design brief
A DIY chain store has approached your UX Agency. They
can no longer afford to employ staff with a high level of
expertise in each store. Your brief is to design a mobile app
that will:
• Enable customers to find out how to solve DIY problems;
• Help customers to identify what materials and tools they
need for DIY jobs.
Propose 3 features that will bring the most value to
customers.
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Step 1: Determine a focus question
For this exercise we’ll use the focus question:
“What features do users need?”
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Step 2: Organise the group
Developers
Testers
Clients
Project Manager
UX Designers Product Manager
Visual Designers
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Step 3: Write ideas, opinions, data on
sticky notes
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• Use yellow stickies
• One item per sticky note
• Brainstorm as many ideas as you can
• Do not discuss the sticky notes yet!
Step 3: Write ideas, opinions, data on
sticky notes
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Step 4: Put sticky notes randomly on
the wall
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Step 4: Put sticky notes randomly on
the wall
• Do not discuss the sticky notes yet!
• Read other peoples sticky notes
• If you think of other ideas, add them at this
stage
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Step 5: Group similar items
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Step 5: Group similar items
• Group stickies that seem to belong
together
• Feel free to re-arrange and split groups
• Keep moving stickies around until you feel
the groups make sense
• Do not discuss the stickies at this stage!
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Step 6: Name the groups
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Step 6: Name the groups
• Use blue stickies and name each group
• A group can have more than one name
• If someone has used the exact same words
that you want to use, don’t duplicate
• If a group has 2 themes, split the group
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Step 7: Vote for the most important
groups
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Step 7: Vote for the most important
groups
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Step 7: Vote for the most important
groups
• On your own, choose the 3 group heading
stickies that you feel represent the
features users will need most and rank
them 1st, 2nd, 3rd
• You each have 6 dots – now dot your 3
selected group heading stickies e.g. 1st = 3
dots, 2nd = 2 dots, 3rd = 1 dot
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Step 8: Rank the most important
groups
Rank the group name
stickies with dots
Don’t include any
stickies without dots,
even if they came from
the same group
Nominate two group
names that you think
are identical and take
a vote. Did everyone
agree? If not, why?
Discuss!
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De-brief discussion
• Each group read out their top 3 group names
• What did you enjoy? What did you find challenging?
• What did you learn?
• How did you feel as participants? Was there
anything the facilitator could have done better?
• When would this method be useful?
• How did it differ from what you’ve tried before?
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Lunch
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Welcome back!
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Design Consequences
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What is Design Consequences?
• Put together by Leisa Reichelt and her
colleague
• Helps generate great design ideas
• Encourages discussion to develop consensus
with your team
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When to use Design Consequences?
• Early in the design process although its
equally helpful later on in the design process
• Well-defined design problem
• Good understanding of specific constraints
and how other people may have approached
the design problem
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Design Brief
Your design team is now ready to start exploring
some design ideas.
You want to share some mock-ups of the mobile app
with the DIY store.
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Design Round One
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Design Round One
• In your team, choose the highest ranked feature from the KJ
technique that your mobile application will support
• Individually sketch the first level of user interaction for this
feature
• Design what you would like your user to see and do when
she/he opens the DIY app to use this feature
• Spend 7 minutes on this task
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It need not be a work of art. Its just a
sketch!
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Consequences
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Design Round Two
• Pass your sketch to the person sitting on your right
• Review the sketch you have received
• Choose what you as the ‘user’, would interact with
• Sketch what you would like to happen in the next screen
• Clarify any questions you have about the sketch with the
original designer
• Spend 7 minutes on this task
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Discussion round
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Discussion round
• In your team, describe the sketch you received
• Which aspect you chose to interact with?
• What did you design as the next screen?
• Discuss some of the ideas your team has come up with
• Decide which sketches/design ideas would you take
forward to show to the DIY Store
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Show and tell Round Two
• What did your team decide?
• Did the discussion with your team help bring out any
interesting observations?
• Were there any conflicting ideas?
• How did you resolve them?
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De-brief
• Generates lots of design ideas
• Seeds discussion topics- ideas and challenges • An opportunity to ‘usability test’ designs on the go
• Includes all team members even the ones who prefer to stay
quiet during meetings
• Helps the team reach consensus • It helps designers work better as the responsibility to ‘design’
doesn’t stay, as ‘only’ the designer’s job
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Your Thoughts
• What did you enjoy about the technique?
• What did you find challenging?
• How have you conducted this technique? How was it
different from today?
• When would you use this technique?
• Was there anything the facilitator could have done better?
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Thank you for listening
Tom Wujec’s Marshmellow Challenge
http://marshmallowchallenge.com
David Gray, James Macanufo, Sunni Brown Gamestorming
http://www.gogamestorm.com
Jared Spool version of the KJ-Method
http://www.uie.com/articles/kj_technique
Leisa Reichelt’s Design Consequences technique
http://www.disambiguity.com/design-consequences-a-fun-
workshop-technique-for-brainstorming-consensus-building/
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Image Credits
http://dailytoyz.blogspot.co.uk/2012/08/lego-national-day-parade.html
http://www.flickr.com/photos/d2clon/4402993445/
http://dribbble.com/shots/347309-Mobile-Sketches
http://innovationgames.com/show-tell/
http://adpu.files.wordpress.com/2012/02/show_20and_20tell.jpg
http://3.bp.blogspot.com/-IB-qSfEKljc/T9yf_nD3V0I/AAAAAAAAAUY/vB3kdvCR71A/s1600/forgiveness-and-consequences-
300x204.jpg