WHEN & HOW TO USE R&R DOCS
Roles & responsibilities: Product Development
| Pick what to design Combine business priorities w eng input (PRDs) | Talk to urs Regularly chat w users to stay grounded | Design (UX) Drag-n-drop components, decide when new one is needed | Pick what to build Roadmap, assignments, setting & reporting on timelines | Product quality Drive QA process (PM recruited to help) | Release analysis Quick-n-dirty monitoring post-release for top-level metrics and outages | Design (UI) Component design (pixels colors, states, animates) | |
PM | X | X | X | X | | | | |
Eng | | | | | X | X | X | |
UI Design | | | | | | | | X |
PM <> Design FAQs (1/2)
Isn’t it standard to have a UX designer as well?
The ‘trinity’ is still the most common product development team structure, especially in older companies and big tech. However, the past decade of tooling improvements and industry standard solidification has made a 2-person model possible and it’s now starting to become increasingly popular. We believe this evolution will gradually happen industry-wide, much like SDETs circa 2013.
What are the advantages of this this system vs the ‘trinity’?
Having fewer stakeholders makes building great product faster & less prone to politics. Cutting the core product unit down to two people results in less communication overhead, more functional incentive-alignment, and faster iteration.
PM <> Design FAQs (2/2)
What are the disadvantages of this this system vs the ‘trinity’?
Hiring is harder. This model requires both the engineer and the product person to be good at things many people with that title aren’t. This puts more pressure on the interview process to test for necessary skills.
Are we expecting to “outgrow” this model at any point?
We have no reason to believe this model won’t scale. That said, we’ll need to maintain a strong design system and to continue hiring and nurturing strong generalist product & engineering talent. Those are the two potential breaking points.
PM <> Eng FAQs