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Growing a design team in a product-driven organisation, while having fun

Slides for the talk presented at UX Australia 2015.

As User Experience disciplines gain importance, and a voice at the big tables, practitioners have become strategists, leaders, managers and decision-makers.

At the same time, both startups and mature companies are changing the way they operate: think lean, act nimble, have a sharp focus on the product.

This transition has opened the doors for new challenges and new opportunities for design leaders, and a new kind of game. Taking inspirations from personal experience as well as vast research of case studies on the topic, the talks goes through some of the key points of creating and scaling up an experience design team: skills, processes, organization, accountability, collaboration, culture, delegation and other funky words are mentioned.

Growing a design team in a product-driven organisation, while having fun

  1. Growing a design team in a product-driven company, while having fun FRANCO PAPESCHI @bobbywatson + UX AUSTRALIA 2015 Brisbane, August 28th
  2. EXPERIENCE DESIGN DIRECTOR, THE GAME
  3. FRANCO THE PROMOTED PRACTIONER Design at a larger scale than he could by himself BUSINESS SKILL UX SKILL INDUSTRY SKILL PEOPLE MANAGEMENT CREATIVITY / VISION
  4. MAREESA THE MANAGER MANAGER Influence the the company does business BUSINESS SKILL UX SKILL INDUSTRY SKILL PEOPLE MANAGEMENT CREATIVITY / VISION
  5. NIKOLA THE CREATIVE VISIONARY Change the world, one big jump ahead at a time BUSINESS SKILL UX SKILL INDUSTRY SKILL PEOPLE MANAGEMENT CREATIVITY / VISION
  6. TAM THE PEOPLE MANAGER Make the team shine BUSINESS SKILL UX SKILL INDUSTRY SKILL PEOPLE MANAGEMENT CREATIVITY / VISION
  7. THE WORLDS SELECT THE FUNCTIONAL TEAM Single team, working on projects for different product teams. Neither centralised nor distributed ORGANISATIONAL STRUCTURE COMPANY’S UX MATURITY SIZE OF TEAM: TEAM SENIORITY: TEAM COHESION:
  8. THE WORLDS SELECT THE COMMUNITY OF PRACTICE Distributed individuals, mostly attached to single products ORGANISATIONAL STRUCTURE COMPANY’S UX MATURITY SIZE OF TEAM: TEAM SENIORITY: TEAM COHESION:
  9. THE WORLDS SELECT THE INSTIGATORS’ SQUAD Small team, moving from one key project to another. Risk of becoming an Ivory Tower ORGANISATIONAL STRUCTURE COMPANY’S UX MATURITY SIZE OF TEAM: TEAM SENIORITY: TEAM COHESION:
  10. THE FUNCTIONAL TEAM
  11. MISSIONS THE
  12. MAKE THE TEAM
  13. 01 03 04 05 06 02 THE ADVENTURE
  14. MAKE THE HEART OF A NEW TEAM BEAT
  15. CHALLENGE 01 SHARED UNDERSTANDING
  16. XD team Create holding environments
  17. Spectrum of User Experience Oliver Reichenstein - iA inc. (2009) https://www.flickr.com/photos/formforce/3663684287/sizes/o/
  18. Defining the user experience function: innovation through organizational design Jon Innes (2007)
  19. Our skills
  20. Design skills ‘Connect’ skills Product knowledge Industry knowledge Empathy Entrepreneurial spirit
  21. YOU ARE NOT ALONE CHALLENGE 02
  22. Agile development and UX: (non) parallel tracks Lynn Millar
  23. How do we fit in projects?
  24. Presentations and workshops
  25. Devs checking usability tests Usability tests + live feed + video synthesis
  26. Quick wins
  27. SAME-ISH DIRECTION CHALLENGE 03
  28. Where do we put our energies? Objectives & Key Results (OKRs) John Doerr Keyresult Key result Key result Keyresult Key result Key result Objective Keyresult Key result reult Key result Key result Objective Key result Key result Keyresult Key result Objective
  29. Team’s objectives Define next generation experiences Reduce usability barriers for students in their first month Improve teaching experience
  30. How do we capture creative potential?
  31. SHARED UNDERSTANDING YOU ARE NOT
 ALONE SAME-ISH DIRECTION MAKE THE HEART OF A NEW TEAM BEAT
  32. DESIGN JAMS QUICK WIN TOOLS DESIGN PROCESS OKRsPRESENTATIONS 
 & STORIES SKILLS MODEL
  33. WELL DONE!
  34. MAKE TEAM SCALE TO HAVE AN IMPACT
  35. More than one focus XD team
  36. CHALLENGE 01 DON’T BE A BOTTLENECK
  37. Micro-manager, commence micro-management!
  38. Ownership + alignment Project champions Project manager
  39. Changing the team model From To
  40. Pic or it didn’t happen
  41. Design guidelines
  42. NOTHING STAYS QUIET CHALLENGE 02
  43. Always up for a storm
  44. Always chat with the team
  45. YOU ARE (IN) THE MACHINE, NOW
  46. Find projects that act as best practice
  47. DON’T BE A BOTTLENECK NOTHING STAYS QUIET YOU ARE THE MANCHINE NOW MAKE TEAM SCALE TO HAVE AN IMPACT
  48. TOOLS PROJECT MANAGER PAPER ON WALLS GUIDELINES, PRINCIPLES & FRAMEWORKS CHATS & 1 TO 1 PROJECT CHAMPIONS CATALOGUE 
 OF WINS SHIP & ITERATE
  49. YAY!
  50. 03 CHANGE A PRODUCT INSIDE OUT
  51. TOOLS PROJECT MANAGER PRINTS ON WALLS GUIDELINES, PRINCIPLES & FRAMEWORKS CHATS & 1 TO 1 PROJECT CHAMPIONS CATALOGUE 
 OF WINS SHIP & ITERATE DESIGN PROCESS OKRs PRESENTATIONS 
 & DEMOS COMPETENCY MODEL QUICK WIN DESIGN JAMS
  52. BONUS GADGETS
  53. Senior UX Senior UI Creative Director Growing a design team in a product-driven company, while having fun Join us FRANCO PAPESCHI @bobbywatson

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