17 Matching Annotations
  1. May 2022
    1. Shaping has four main steps that we will cover in the next four chapters.

      1. Set boudaries. First we figure out how much time the raw idea is worth and how to define the problem.

      2. Rough out the elements. Then comes the creative work of sketching a solution. We do this at a higher level of abstraction than wireframes in order to move fast and explore a wide enough range of possibilities. The output of this step is an idea that solves the problem with the appetite but without all the fine details worked out.

      3. Address risks and rabbit holes. Once we think we have a solution, we take a hard look at it to find holes or unanswered questions that could trip up the team. We amend the solution, cut things out of it, or specify details at certain tricky spots to prevent the team from getting stuck or wasting time.

      4. Write the pitch. Once we think we've shaped it enough to potentially bet on, we package it with a formal write-up called a pitch. The pitch summarizes the problem, constraints, solution, rabbit holes, and limitations. The pitch goes to the betting table for consideration. If the project gets chosen, the pitch can be reused at kick off to explain the project to the team.

    2. Two tracks

      You can't really schedule shaping work because, by it's very nature, unshaped work is risky and unknown. For that reason we have two separate tracks: one for shaping, one for building. During any six week cycle, the teams are building work that's been previously shaped and the shapers are working on what the teams might potentially build in a future cycle. Work on the shaping track is kept private and not shared with the wider team until the commitment has been made to bet on it.

      That gives the shapers the option to put work in progress on the shelf or drop it when it's not working out.

    3. Shaping is a closed-door, creative process. You might be alone sketching on paper or in front of a whiteboard with a close collaborator. There'll be rough diagrams in front of you that nobody outside the room would be able to interpret. When working with a collaborator, you move fast, speak frankly and jump from one promising position to another. It's that kind of private, rough, early work.

    4. Shaping is primarily design work. The shaped concept is an interaction design viewed from the user's perspective. It defines what the feature does, how it works, and where it fits into existing flows.

      • what the feature does
      • how it works
      • where it fits into existing flows
    5. When a project is defined in a few words, nobody knows what it means. "Build a calendar view" or "add group notifications" sound sensible, but what exactly do they entail?

      Team membres don't have enough information to make trade-offs.

    6. To manage this new capacity, we switched from ad-hoc project lengths to repeating cycles. (It took some experimentation to find the right cycle length: six weeks. More on that later.)

      We formalized our pitching and betting processes.

      My role shifted again, from design and product management to product strategy.

      I needed new language, like the word "shaping", to describe the up-front design work we did to set boudaries and reduce risks on projects before we committed them to teams.

    7. I learned the techniques programmers use to tame complexity: things like factoring, levels of abstraction, and separation of concerns.

      with one foot in the design world and one foot in the programming world, I wondered if we could apply these software development principles to the way we designed and managed the product.