MVP is Not Simply a Release

A common misconception is that a Minimum Viable Product (MVP) consists of the minimum set of features deemed necessary for a working software product, with the goal of bringing it to market quickly. This is incorrect as there is an over-emphasis on speedy delivery and time to market, as opposed to focusing on customer and … Read more

Increase Quality and Time to Market with Rapid Prototyping

memorable experiences

Markets are changing faster than ever. Driven by expediential changes in technology, customers want more personalized experiences and they want it now. How do you keep up with the ever-changing market landscape and deliver high-quality products and services? No matter how deep our up-front understanding is of our market, we really cannot predict our customers’ … Read more

Agile Develop Success, Sprints, Planning and User Experience

In Agile Development, a “sprint” is one iteration of a continuous development cycle. Within a sprint, planned amount of work has to be completed by the team and made ready for review. During the sprint: No changes are made that would endanger the sprint goal Quality goals do not decrease Sprints are limited to a … Read more

Experience Design, Lean and Agile

In today’s experience economy, successful companies don’t stand out because of their efficient production or their better engineering. It is their dedication to understanding their customers and their strong commitment to solving customers’ problems and servicing their needs. Experience Design focuses on the customer problems and needs. Applying human-centered design helps companies become more agile and flexible in their … Read more

User Story Maps and Wireframes

In Agile, user story maps are a holistic view of your product backlog. A product backlog is a repository of requirements for the releases of the product. The user story map is focused on the user experience target outcomes and identifying the best way to ‘slice’ your product releases by minimal viable product (MVP). A … Read more

UX Maturity Model and Strategy Scorecard

Your products and services are delivering an experience to your customers regardless if you are consciously managing them. A good experience delights customers and generates a steady revenue stream while a poor experience sends customers to the competition and can be the demise of an organization. Savvy organizations understand their experience design maturity, invest in … Read more

Design Thinking, Lean and Agile Better Defining Customer Problems and Solutions

In today’s experience economy, successful companies don’t stand out because of their efficient production or their better engineering. It is their dedication to understanding their customers and their strong commitment to solving customers’ problems and servicing their needs. In the article, Why Design Thinking is the Future of Management, Stefan Link shares: “Design Thinking helps … Read more

Designing Experiences with Lean Principles

The term “Lean” was first coined by John Krafcik in his 1988 article, “Triumph of the Lean Production System” based on his experience as a quality engineer in the Toyota-GM NUMMI joint venture in California. Adapting the principles from Lean manufacturing, Mary & Tom Poppendieck wrote Lean Software Development: An Agile Toolkit (May 18, 2003). … Read more

Building the Right Thing, Building it Right, Building it Fast

Markets are changing faster than ever. We are living Moore’s Law. In 1965, Intel co-founder, Gordon Moore, noticed that the number of transistors per square inch on integrated circuits had doubled every year since their invention. Moore predicted that this trend will continue into the foreseeable future. Although the pace has slowed (the number of … Read more

Before You Write Your Requirements, Create a Prototype

Prototype your ideas before you develop them. Use prototypes to solicit feedbacks from subject matter experts to ensure you are solving the right problem, to inform stakeholders, get feedback from your customers, and collaborate with development. Before you write your requirements, create a “prototype.” This could be a sketch – or sketches –  on a … Read more

Crafting Experiences for The Enterprise

In 2007, I wrote an article for Pragmatic Marketer magazine entitled “Easy to Use for Whom: Defining the Customer and User Experience for Enterprise Software.” I opened the article with: “Enterprise software is only easy to use if the customers and users think it is easy to use. To determine “ease of use,” first understand … Read more