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Published: April 2, 2012
“A great organizational culture is a necessity if we are to create great products.”
In many organizations, there is a very high turnover
rate for Directors of User Experience—just because an organization’s
culture is broken. We recognize early on that many product problems are a
direct reflection of cultural difficulties, but sometimes there is no
way to change them.
A great organizational culture is a necessity if we are
to create great products. In this article, I’ll discuss some ways in
which organizations fail because of their cultures.
Talking to Customers Isn’t a Part of an Organization’s Culture
“No matter what your process is, your organization’s goal should be to have a clear understanding of your customers.”
Whose fault is it? It’s the organization’s fault.
No matter what your process is, your organization’s
goal should be to have a clear understanding of your customers. This
means customer visits or remote user interviews using Skype video and
screen sharing or simple phone calls. If you fit the profile of
the target audience, you can design for yourself, but beware of doing
this if you don’t belong to the audience for a product.
There is no excuse for this organizational failing; no
one should design a product in a vacuum. The assertion that “we
shouldn’t show customers the product because competitors might see it”
is stupid. If you’re creating a new product for which the barrier of
entry is so low that a customer could steal the idea, maybe you
shouldn’t be in that market.
Great organizations have a clear vision for customers.
Your organization should work hand in hand with customers. This is an
issue of organizational culture. It should be ingrained in your culture
that talking to users is not only expected, but rewarded.
Manufacturers of physical products do extensive studies
of their customers to maximize their profits. Supermarket store design
is a great example of this, particularly the design of customer flows.
Why don’t technology firms do this?
Leadership Doesn’t Have a Clear Vision
“If a company’s direction is always
changing, and they don’t have a clear vision of where they are going,
there’s no way that they can build great products.”
“This week let’s build a comment system.”
“This week we’ll do ecommerce!”
If a company’s direction is always changing, and they
don’t have a clear vision of where they are going, there’s no way that
they can build great products. Achieving successful product management
and user experience is highly dependent on understanding the context of
the user. If that context is always changing, there’s no way to build an
effective user experience.
Vision is hard to define, but not as hard as you might
think. There’s an anecdote about a couple of MBAs who started a
business. They did extensive research and pricing studies and spent lots
of money on ever-changing priorities. Eventually, they sold the company
to a small business owner who had a simplified vision of how to run the
company. Under the new leadership, the company sold its products for
twice as much as they cost and provided great customer service. The
business became wildly successful.
Creating great products isn’t as hard as you might
think: becoming clear about what you’re providing to users is about
listening to them. That’s it.
Leadership and the Design Team Don’t Share the Same Vision
“If leadership doesn’t believe their design
team can build a product that can grow the business, they need to make
changes to the design team.…”
I’ve seen email messages from CEOs who were intent on
hijacking the design process or going around design leadership to ask
their go-to guy to make changes to a product design. This is toxic
behavior and reflects poorly on leadership because it demonstrates that
they have failed to build a design team that they can work with
effectively.
If leadership doesn’t believe their design team can
build a product that can grow the business, they need to make changes to
the design team, not ask for a button in another color. The best
designers work hand in hand with management to understand their vision
and translate it into a viable product. If management can’t articulate a
vision that is consistent with the needs of the market, this creates
great conflict.
In truly great organizations, vision bubbles up from
the lowest levels, then management synthesizes and articulates a clear
product vision.
The Design Team Hasn’t Laid a Sound Foundation by Establishing a Design Process
“A good process ensures consistency across
all of your products and drives you toward a consistent product vision
for your users.”
Sometimes that might not be such a bad thing. You might
need to get a feel for where you need to go by creating a bunch of
wireframes. But wireframes are the end-product of a lot of other UX
design tasks and are just one part of the design process. They provide
documentation for your design projects, allow you to articulate your
design ideas visually and functionally, and let you communicate your
ideas to multiple audiences, including management and engineering.
I’ve seen design teams fail because there wasn’t a good
foundation for the final design vision. Good designers should have at
least a rough idea of where they are going, even if their destination
could change.
A good process ensures consistency across all of your products and drives you toward a consistent product vision for your users.
The Designers on a Team Aren’t on the Same Page
“Creating a collaborative culture is very
important when building a design team. When designers work together they
can achieve great things.”
I’ve worked with visual designers who refused to
collaborate or whose idea of design was to throw mockups over a wall. In
one particular environment where I worked, the visual designers
completely changed the layouts and, thus, the workflows represented in
the wireframes, disregarding the deep thought that had gone into the
work.
While the personalities of the designers on a team may
be very different, they should be able to work together toward one
common goal: the success of their company. Here’s an example of teamwork
from the world of baseball: During the early 1970’s, the Oakland As
were a complete mess off the field because of personality differences.
But on the field, they had one goal: winning the World Series. And they
did win it three years straight, in 1972, 1973, and 1974.
An Organization Doesn’t Allocate Its Resources Properly
“Many organizations believe that the answer
to building great engineering and product teams is to hire more
engineers. I’ve found the opposite to be true.”
Many organizations believe that the answer to building
great engineering and product teams is to hire more engineers. I’ve
found the opposite to be true. I’ve worked on a lot of smaller teams
that were able to build great products by following streamlined
processes, maintaining proper staffing levels, and hiring resources with
the right skill sets.
I’ll give you an example: the best team I ever worked
on had a ratio of three developers, one visual designer, one product
manager—that was me—and one quality assurance engineer. We were able to
do enough requirements gathering to keep the developers busy, no one
worked overtime, and we created a product that is still profitable today
as a small business.
If the ratios or skill sets of resources aren’t right, a
team cannot work efficiently. When there are too few designers,
developers sit around waiting, with nothing to do, and the designers are
grossly overworked. When there are too many designers, they produce too
much documentation, so the developers don’t know where to start.
Finding the right balance is like tuning the engine of a racing car: too
much or too little and the engine runs inefficiently. Getting the right
mix means winning the race.
An Organization Encourages Feature Creep
“Product management should work hand in hand with user experience. They should work together not only to decide what should be in a product, but also what shouldn’t be in a product.”
Constraints are our friends. We shouldn’t have to try
to “ice skate in a phone booth,” but great teams realize the limitations
and constraints of their environment and work within them. That’s the
core of designing for mobile first: understand exactly what a user’s
minimum needs are, then build a product to satisfy them. That’s one of
the core premises of agile development: iterate to a final product
within the constraints of your organization. If you force hard
decisions, you’ll end up with a better product.
Poor product teams and UX teams don’t understand
restraint, and they suffer because of this. Projects are rushed,
wireframes undergo endless revisions, and nothing ever gets done at a
level of quality that anyone is happy with. It’s in everyone’s best
interest to focus on what you can do rather than some mythical and unachievable goal.
There’s No Effort Dedicated to Fit and Finish
“The fit and finish of a product … reflects directly on the team that built a product.”
That’s the rub: users will continually expect better
and better user experiences as the Web matures. This includes the fit
and finish of a product, which reflects directly on the team that built a
product. Apple goes to great lengths to build products that feel
complete. Most companies don’t produce products at that level, and the
market reacts appropriately, declaring such products to be commodities.
Lack of attention to the details of a product reflects
directly on how organizations perceive the expectations of their
customers. An example: For many years, American automakers weren’t
dedicated to the goal of refining the fit and finish of their products,
and their customers reacted accordingly.
You must take the greatest care from the initial design of the user experience to the final implementation of its details. Customers notice when a product team doesn’t take the time to take it all the way to the finish line.
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