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CSSE 490:

Fundamentals of Product Management

Week 5: Users, Research,

and Design

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Agenda

  • Design stakeholders
  • Personas, user stories, and user journeys
  • User research and usability testing
  • All about design
    • What needs to be designed
    • A11Y, L10N, I18N
    • Design tools

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Design stakeholders

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Common design stakeholders

  • User Researchers
  • Designers
    • Visual
    • User Interface (UI)
    • User Experience (UX)
    • Interaction
    • Industrial (for hardware)
    • Product
  • Engineers
    • UX Engineer
    • “Frontend engineer”

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Personas make it easier to build products

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Fictional character that represents

a category of user

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Persona attributes

  • Name
  • Demographics: gender, age, location, economics, etc.
  • Professional info: role, decision making ability, etc.
  • Goals and needs
  • Motivations
  • Frustrations
  • Key quotes

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Example persona: Bob the Buyer

  • Bob, 28, unmarried, middle class, lives outside a major city
  • Wants to safely buy a watch online (more variety, lower cost), needs the confidence he’s not going to get scammed
  • Frustrated by the amount of work he has to put in to making sure a seller is legitimate
  • “My friend once lost $4000 to a scam on reddit and I don’t have that kind of money to lose”

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Persona exercise

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User Stories:

Concise description of a task

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As a persona...

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… I want goal ...

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… for reason

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Example user stories

  • As a buyer, I want a way to trust the seller, so I can avoid being scammed
  • As a buyer, I want a method to dispute my transaction if I am scammed, so I don’t lose my money
  • As a buyer, I don’t want additional fees, because they add to an already expensive purchase
  • As a seller, I want to verify the buyer has the funds, so I can avoid getting scammed
  • As a seller, I don’t want to have to pay additional fees, because they add to the overhead of my business

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User story exercise

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User Journeys:

Specific steps to complete a story

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Common user journeys

  • Sign up/sign in flows
    • “I want to create an account on your product”
  • Account management/settings
    • “I want to update my profile picture”
  • Product specific actions
    • “I want to buy something on your product”
    • “I want to search for an item”
    • “I want to…”
  • Failure modes
    • “Some action failed, what do I do now”
  • etc...

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Example journey: buying a watch online

  • Find an item on r/watchexchange, etc.
  • Research the seller’s history to see if they’re trustworthy
  • PM seller to negotiate a price and payment method
  • Send money into a void (Venmo, Paypal, Zelle)
  • ???
  • Receive item
  • If item doesn’t match ???
    • Potentially try to issue a stop payment with your bank, or contact payment processor
    • Post bad reviews of the seller
    • Sue in small claims court

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Critical User Journeys (CUJs)

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More on CUJs

  • These should be the 99% use cases for your product
    • E.g. if you’re building an e-commerce product, “buying something” is a CUJ, while “viewing past history” may not be
  • Optimize these journeys relentlessly
  • Use metrics to track progress (and improvement)

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“Simplify, then add lightness”

Colin Chapman

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Disruptive products are able to simplify

a CUJ and make it delightful

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Example journey: buying a watch w/uEscrow

  • Find an item on r/watchexchange, etc.
  • Research the seller’s history to see if they’re trustworthy
  • PM seller to negotiate a price and payment method
  • Send money into a void to uEscrow (Venmo, Paypal, Zelle)
  • Receive item and verify receipt with uEscrow
  • If item doesn’t match follow uEscrow dispute process

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Example journey: selling a watch w/uEscrow

  • Post your item on r/watchexchange, etc.
  • Negotiate a price
  • Verify money is in uEscrow
  • Ship item
  • Money is sent to you when the seller verifies the item has been received
  • If buyer disputes sale, follow uEscrow dispute process

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Example journey: dispute resolution process

  • Seller posts a picture alongside a handwritten, unique code
  • Buyer posts payment to uEscrow
  • Seller sends item w/handwritten code
  • Buyer receives item and verifies the code
  • If the code matches, the buyer accepts the item and seller receives payment
  • If the code doesn’t match, the buyer posts a picture with the received code as well as a unique code of their own; seller forfeits item and buyer gets money back
  • If the buyer doesn’t respond within a certain time period (say three days), the payment automatically clears

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uEscrow CUJs

  • Buying an item using uEscrow
  • Resolving buyer fraud
  • Selling an item using uEscrow
  • Resolving seller fraud

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CUJ exercise

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Prototyping

  • Wireframes
    • Low fidelity examples of a UI/product
  • Mocks
    • Full fidelity examples of a UI/product
  • Storyboard
    • Full walkthrough (using wireframes or mocks) of a journey
  • Demos
    • Interactive examples of a product that actually work
    • Note: they don’t necessarily have to be “real” ;)

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User research

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Understand user needs, motivations, fears

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Gather feedback on user journeys

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Common user research tasks

  • Come up with personas, finding real examples of a persona
  • Gathering feedback about user journeys
    • How do users do this today outside of our product
    • How do users do this within our product (if it exists)
    • How would users *like* to do this
  • Verifying assumptions the product/engineering team has made

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Common user research techniques

  • Often depends on prototype materials
  • Qualitative
    • User observation
    • Interviews/focus groups
  • Quantitative
    • Card sorting/surveys/min-max/etc.
    • Analytics and A/B testing

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Asking good questions

  • Open ended
  • Eliminate framing bias in questions

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Usability testing

  • Walk through a journey with a user, using a prototype/mock/demo
  • Present an end goal, ask how they would accomplish it given:
    • What they know about the product
    • Their experience with similar products
    • What they see in the prototype
  • Aim is to determine if users can accomplish the task, and if not, where they get stuck
  • Doesn’t have to be “heavyweight”! Do this with coworkers or friends
  • No right/wrong answers, just trying to understand what users do
  • Let the user lead

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Non-obvious Design 101

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What you need to design (outside the product)

  • Name
  • Branding (logo, icon, etc.)
  • Domains
  • Website and information architecture

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Picking a good name

  • Distinctive
    • You may want to copyright/trademark it
    • You’ll want to get a domain
  • Descriptive (people should know what you do nearly instantly)
    • E.g. Pets.com and Chewy (pet food), CashApp (p2p payments)
  • Alt. made up (so they form an association)
    • E.g. Venmo (p2p payments)
  • Avoid trends (or steer into trends)
    • “Remove vowels” (e.g. flickr, tumblr, etc.)
    • Misspellings (Lyft)
    • Puns

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Example brand guidelines

firebase.google.com/brand-guidelines

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Picking good domains

  • .com is still king, get it if you can
    • E.g. getfoo.com, foohq.com, etc. are common additions to get a .com domain
  • Name hacks are neat, but not necessarily memorable
    • E.g. howdns.works, howdelayed.is/sfo
  • domai.nr is a great tool for finding similar domains
  • Certain registrars have certain TLDs
    • Namecheap, GoDaddy, Google Domains, Gandi, etc. may have different prices as well
  • Note restrictions on domains due to TLD owner (e.g. .io, or other country specific restrictions)

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Information Architecture

  • Overall navigation of a page
  • Common categories include:
    • Header
      • Products/features
      • Pricing
      • Docs
    • Footer
      • Legal
      • FAQ
      • Support
      • Careers
      • About

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Common design tools

  • Offline: Photoshop, Sketch, Omnigraffle
  • Online: Zeplin, InVision, Figma
    • Stumbled on Namecheap’s logo maker: fun, simple tool; probably not production ready but easy to get ideas
  • Your browser (document.designMode = “on”)
    • Easily edit existing assets, copy/paste into one of the above tools and “photochop” something together quickly

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Working with designers

  • Provide sufficient context as well as rationale/end goal
  • If there are guidelines (e.g. material design), be explicit
  • Let them exercise their creativity, talent, and individual style

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A11y (accessibility)

  • Software is designed for people of different abilities
  • ~25% of Americans have some disability (visual, auditory, etc.)
    • E.g. 5-10% of men are red/green colorblind
  • Design with this in mind:
    • Color and contrast are important
    • Text size and font style are important
    • Don’t rely on a single piece of information (e.g. color) to differentiate
  • Use built-in a11y features (alt text, font size scaling, etc.)
  • Test software with screen readers, run it through color blindness simulators, use lighthouse scores, etc.

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i18n/l10n (internationalization/localization)

  • i18n is purely mechanical
    • Adding proper unicode support, ability for localized strings, etc.
    • Ensuring different currencies/date formats/measurements/etc. can be used
  • l10n is adapting the product to a particular market, using i18n frameworks
    • Picking the right translations, dates, currencies for an app
    • Colors, symbols, images, etc. are also critical here!
    • Adapting auth or payment systems to local norms
    • Dealing with any local laws/regulations

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For next week

  • Add personas, user stories, and CUJs to your PRD
  • Add wireframes/mocks to the PRD (in the design section) supporting two or more CUJs
  • Find a domain (buy it if you like), come up with a logo