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WHERE TO BEGIN?
THURSDAY 8.24.17  
presented by Anna Mendoza at STACK COMMERCE
 

hello 

Starting from Scratch Series

This is being started out of the constant need to reference a checklist when starting a software project!




 Starting a software build is often a taxing experience, 
 with many moving parts. 

That’s why I’m sharing this tonight:
How do you begin?



 Currently my team and I are building an e-commerce 
 site for a surf-paddle company called Quickblade. 
 We’re building it out to launch in December. 

I’d love to see the community step in,
and share a project right from scratch
for this series.
contents
PLANNING THE PROJECT
PRODUCT OWNER
MARKET & ETHNOGRAPHIC RESEARCH
BDD & USER JOURNEYS
UX & UI: WIREFRAMES & PROTOTYPES
NEXT STEPS
1. PLANNING THE PROJECT

  Often times, I’m asked to include myself in the UX build-out  
  because of my heavy design background, from a codebase 
  without a spec. 

  Which of course is counter-intuitive, because software 
  development is a process that starts with a plan. 


  fixing  the mess

1. PLANNING THE PROJECT

  For these kind of situations I end up doing a code review 
  or audit, and reverse engineer the whole thing.  

  The codebase gets improved through  
  “feature branch code reviews”, straightened out with  
  developers on a whiteboard, or at the very least  
  documentation of core UX Flows. 


  fixing the mess

1. PLANNING THE PROJECT

  I’m often using Testing Rails for audits  
  It's got a ton of patterns I can reference and compare.   

  Recently started trying SourceTree, when I have to 
  deliver a visual audit. Everybody seems to like this.  

  Here's a decent checkllist from Thoughtbot, for feature  
  testing.  


  a  few  resources

1. PLANNING THE PROJECT

  This is better and my focus for Quickblade

  In these instances, we start with market research and  
  requirements gathering, explore stakeholder's  
  behaviors and this ultimately builds the product  
  offering the software intends to deliver. 


  starting  from scratch

1. PLANNING THE PROJECT

  If it’s a ‘blue-ocean’ strategy 
  ( brand new idea with no competition ) 
  then it proceeds with measured risk. 

  If it’s an innovation, like QuickBlade,  
  ( old idea presented in a new way ) 
  then it’s a question of market adoption from old ways. 


  all of this has to be decided by someone

1. PLANNING THE PROJECT




The best way to begin is to first identify roles. 

2. PRODUCT OWNER

  Some of you might already know this,  
  while others might not think you  
  have the luxury for this kind of thing.  

  If you’re talking to the client, you’re in effect  
  the Product Owner.  


Who is the product advocate? The ‘Product Owner’

2. PRODUCT OWNER

  The easiest go-to person is often the client,  
  but the client is often the most non-technical.  

  What you’ll often get are broad requests with little  
  notion to how valuable or costly something might 
  be to develop. 

  That’s fine, its a place to start.  


You might think  its the client

2. PRODUCT OWNER

The role of Product Owner is the advocate for the end-user and the client. They end up deciding what features and functionality are essential to the first build, what should be killed or shelved for later.       



They ‘manage scope’ & combate  ‘feature creep’

2. PRODUCT OWNER

  As Product Owner I organized the following for QB:  

  • Researched the Size of Market
  • Researched the Ethnographic Profiles & Built Personas
  • Defined Current Initiatives
  • Defined All User Journeys
  • Built Out All UX & UI: Wireframes and Mockups
  • Created Initial Design Systems
  • Developed the Data Model
  • Identified the Stack
  • Next will be BDD Development
2. PRODUCT OWNER

  Document the Total Scope:  

For the client everything was tracked on 37 Signals:   Basecamp
For development  we probably will use  Trello.  I'm still a fan of the Kanban technique. For the research gathering, I love Workflowy  + Google Docs.
For presentation, its InDesign & the Adobe Suite.  And for most of the Inital data-modelling we're using Sketch.          
 

all are online

2. PRODUCT OWNER

how we do it 

  Development & Iteration:  Kanban  

The classic Kanban is characterized with cards on large visible board, placed in columns displayed vertically and horizontally. A Project can be updated and it's Cards can reflect all changes, as they flow through a development cycle.  



HOW  KANBAN WORKS

2. PRODUCT OWNER

how we do it 

  Forecasting & Analytics  

Everyone's bandwidth can be observed, helping support the availability of a team member's work protocol. This allows for collaboration between leadership, a key need that helps transact progress effectively.  



AGENTS OF CHANGE

2. PRODUCT OWNER

how we do it 

  Initiatives? An Overview:  

Each initiative is defined and organized by the following set of properties, which inform it's goals from a top-level perspective.   




WE LISTEN & DOCUMENT   

2. PRODUCT OWNER

how we do it 

  The Properties of an Initiative include:  

  • Title 
  • Description 
  • Goals 
  • Checklist 
  • Category 
  • Associated Initiatives 
  • Status - Implemented by Swimming Lanes 
  • Proposed Start Date 
  • Due Dates 
  • Priority 
  • Assessment 
  • Archive / History 
  • List of Tasks 
  • Membership 
  • Email Alerts & Rss Feeds 

    2. PRODUCT OWNER

    how we do it 

      Tasks? An Overview:  

    Each task will be organized with a similar set of properties from the same Kanban board. A creative brief will be furnished noting each task's objectives, whom it will be tasked to, deadlines, etc. The properties of each task are often the same as initiatives, yet are more specific to heighten focus.                           



    MORE LISTENING & DOCUMENTING : )   

    2. PRODUCT OWNER

    how we do it 

      The Properties of a Task include:  

    • Title 
    • Description 
    • Status - Implemented by Swimming Lanes  
    • Proposed Start Date 
    • Creative Brief - this will be furnished for review.
    • Owner of a Task

    3. MARKET & ETHNOGRAPHIC RESEARCH



      We started by observing the size of marketplace.  
      Sources used include: Reuters, The Outdoor Foundation, 
      Nielsen and a ton of Journals, TrekSoft Travel  
      and 30+ Personas.  
    let's check it out
    3. MARKET & ETHNOGRAPHIC RESEARCH

    This obviously became important because now the content strategy is going to change.                       

    Distribution model is getting updated, its affecting international trade. Mobile is going to be bigger and the User Stories are going to include women.  


    the market trippled in 3 Yrs.
    3. MARKET & ETHNOGRAPHIC RESEARCH

    We interviewed easily 30+ people. From Beginners… to Mid-range… to Experts.   

    Asked what is everybody doing, using and why.   And how they’re engaging the market.  


    created a Pinterest Board
    3. MARKET & ETHNOGRAPHIC RESEARCH

      Typical Stakeholder interviews included:  

    • Name & Gender
    • Passion Levels
    • Price Willing to Pay
    • Belief & Motivators
    • Content & Inhibitors
    • Receptors
    • What they’re looking for and how they find it
    3. MARKET & ETHNOGRAPHIC RESEARCH




    All of this began to shape in the technical requirements and User Stories.  

    4. UX / UI & USER JOURNEYS

    For Quickblade, they were traveling alot and were unavailable.

    BIGGEST PROBLEM: Stakeholders are confused on the current site because of too many Product Lines.

    SOLUTION: We needed to present all levels of product without alienating anybody. Help Users self-identify fast. Re-work the inventory, and redo their entire schema properly. 


    let's check it out

       Where are the re-usable concepts?  

    4. UX / UI & USER JOURNEYS

    Here I’m just identifying everything, classifying  

    it and building out every element & function.

    Now the global Nav allows everyone to explore the line through different Personas and Practices.


    check home out

     We're organizing complexity into 
     simple reusable design patterns 

    4. UX / UI & USER JOURNEYS

    I’m using Cucumber / Gherkin to create these

    'Stories'; which already sets us up for BDD.

    And that detailed scenarios for acceptance tests to come.

    RSPEC MOST LIKELY
    4. UX / UI & USER JOURNEYS

    It’s up to you to decide how much time you will spend 
    in product planning and research gathering.   

    But consider some of the benefits: 
    • It helps you discover the functionality you need to implement
    • It helps you describe and discuss features with your business partners
    • It serves as a “to-do list” to help you track progress
    • It it creates the basis for acceptance testing or integration testing
    reduce
    5. BDD & PROTOTYPES

    For now, we’re still in the acceptance phase on
    this job, but we’re probably going to jump into the
    prototypes in the next few weeks.   

    Sometimes I go from SKETCH to InVISION, but lately
    if I can describe it, then build a ‘live-style’ guide with
    Frontify. I’m good to start prototyping.

    I'm going to wrap it up here with 

    a little prediction: We're probably

    going to be using Materialize with

    React and installing the whole thing

    with YARN.


    check it out  >
     
     

       




    THANK YOU!

    From Scratch No. 1 - How to begin?

    By Anna Mendoza

    From Scratch No. 1 - How to begin?

    HOW WE BEGIN A PROJECT

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