Rob is a product and multidisciplinary design leader with over 20 years experience building things you’ve probably loved.

Data, Leadership, Product, Service Design Rob Boynes Data, Leadership, Product, Service Design Rob Boynes

Building for small business through data-driven account-tech

Small business has a big problem. They’re high risk. They’re so high risk that the majority fail within five years of incorporation. The reason that the majority of small businesses fail is complex. Some simply fail because their owner isn’t good at business. Some fail because the market rejects their offering. But if you have a business that is viable - and you have some business acumen then your biggest risks are - making bad decisions and a lack of access to capital.

Most business owners make bad decisions, not because they don’t seek out good advice - but because they don’t have the right numbers in front of them to make a good decision.

Most business owners lack access to capital because, as a whole, small business is high risk. For a bank or lender, the general risk is often not worth engaging with. For a viable business, they lack the ability to de-risk themselves from their contemporaries. Risk is a numbers game, and the house always wins.

Quota was founded to resolve that weighted bet, and it resolves it through providing small business owners with SPOT - a single point of truth in their business data, that can be verified by banks and lenders and underwritten by accountancy professionals.

Accountancy professionals are uniquely placed to validate small business data. They’re also uniquely trusted by banks and lenders. Accountancy professionals are also in a race to the bottom - stagnant pricing and the threat of AI is undermining their business models, and their only respite is to move up the value chain towards offering services that mom and pop bookkeepers cannot offer.

So the problem space Quota finds itself in is rather unique and multi-sided. It serves the small business owner, it serves the lender. But it also serves the accountancy professional. And it is the accountancy professional who ultimately drives Quota - in both its legitimacy and reach - to the small business owner and the lender.

Quota is a heavy data product. It’s also a finance product. It’s a product where precision wins and errors can cause real life pain. It relies on complex data connectivity with dynamic ledgers and bank APIs, and it requires incredibly deep categorization models to provide the insights required by those making large capital decisions.

In short, Quota is Bloomberg Terminal for SMB. But it’s a Bloomberg terminal simultaneously used by a highly qualified accountancy professional and a business owner with a financial knowledge largely limited to ‘number go up’.

My role on Quota was broad and it encompassed leading Product and Design from the position of co-founder.

Quota allows Accountancy professionals to quickly onboard businesses through automatic connections to QBO and Xero.

From there, Quota automatically maps the history of the company using a proprietary codec called QCS. QCS is a complex beast of a codec that required very stringent information architecture. That architecture then is able to generate a parser logic, which can be leveraged by AI query engines.

This complexity is hidden in Quota - the categorization, the logic paths - to generate a smooth onboarding experience where the Accountancy professional is able to input, connect, sync and categorize any small business in under four minutes. Quota is also able to handle interdependency between types of businesses, industries and connected businesses, such as franchises and groups of companies.

This means for the Accountancy professional, businesses can be compared, reports generated and up-market advice created at-a-glance. However the big win for most Accountancy types is the way which, thanks to the QCS codec, any business on the platform is instantly compiled. A compilation in most industries is the financial standard for investment of any type, and for most Accountants, a compilation is (a) time consuming to produce (b) has very slim margins and (c) is immediately out of date at the point on compilation. Quota provides real time compilations for every connected business.

QCS also powers the finite details behind equations. It’s able to show past and future trends per equation with tabular detail.

For analysts who require additional details into individual numbers and QCS outputs, X-Ray mode provides the granular breadcrumbs. With X-Ray in QCS the analyst is able to leverage QCS to ‘no code’ the ledger. The AI agent QAI also leverages this X-Ray layer, able to allow for general prompts by both the Accountancy professional and small business owner.

What’s fascinating about Quota, and QCS as a codec in general is the power that exists within the codecs ability to find patterns within the abstracted data - and for that I thank the analytic mind of my PM Jay Dort. This allowed us to build smart budgeting tools based on prediction models, effectively running spread-bets against a company ledger, and allowing QCS to amend its variables when the budget was made actual.

The most interesting thing for me with Quota was the creation of flows. In product design and product generally, we talk about flows in terms of usability and execution. What you can see. What is tangible. What is human. In Quota those flows are the data itself, and the usability is determined by the way by which that data is not only presented but how that data is referred to, architected and made accessible in a variety of deep-use cases. The product challenge then becomes understanding the data layers, understanding where the leverage is and understanding what is possible.

In many ways QCS - and Quota - is a pure design product, but a design product with no true visible render. Where the aesthetic is the function and that function can be anything.

I intend to write more about QCS and Quota in the near future.

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Leadership, Product Rob Boynes Leadership, Product Rob Boynes

Building and incubating Products for capital-G-Good with MTR Labs in Hong Kong

The first half of 2020 sucked - I think everyone can agree on that. Projects got derailed, paralysis kicked in, diaries emptied, products died. In the second half though I’m trying to make up for that a bit - I’m excited to be working with MTR Labs in Hong Kong who have started a new incubator focused on Products for Good, with a focus on investing in Green issues, Transit technology and more. It’s early days but I’m excited to see what gets built and I’m happy to be lending my product skills to a new cohort of entrepreneurs. Thanks to Gene Soo who is always a pleasure to work with on basically anything.

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UX, Product, Leadership Rob Boynes UX, Product, Leadership Rob Boynes

Launching a rewards network for people under 30 that raised $60M in one year

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As VP Design at Verve, I oversaw a lot of product elements, comms and users. Verve itself as a Saas is a complex beast - it allows you to sell event tickets to your friends to get rewards. This sounds simple enough, but with events spanning from sports to travel to festivals, with ticket integrations like Ticketmaster, See Tickets and more - and multinational e-commerce - US, UK, Germany, Belgium to name just a few, the amount of possible user interactions become huge. A user booking a sports ticket for 3 friends and wanting to choose where they sit is vastly different to someone buying a festival ticket and needing the tools to sell 30 more.

The one consistency across the Verve universe was the concept of rewards. You sell X tickets, you get Y reward - it became core to the user interactions on the site, and we saw it becoming a core driver for both acquisition and retention. Your average Verve user sells a few tickets and will probably earn themselves free access to the event - for these users this is realistically their end goal. Free is a great driver and for many it allowed them access to events they usually couldn’t otherwise afford. What we noticed though was there was a growing super user group who didn’t stop at a free ticket. They wanted more. They leveraged their social networks like an influencer, and had generated an extended reach. We wanted to build a product that could harness this super user behaviour and turn these self-made ‘influencers’ into acquisition channels. We did this through the creation of Pollen.

If Verve was a Series B, 200 headcount, in-rev company, Pollen was a pre-seed startup. We had user data, 100 users and some limited resource to hit MVP.

My role as Design Leadership in Pollen was possible due to the amazing work of Antony Shaw and Peteris Bikis. Hire those guys. They’re very very good.

The Problem

Can we take the power users we have on our existing platform and, through a combination of behavioural nudging, CX support and exclusivity, deliver a rewards network that enables higher sales per user, higher retention, better network driven promotion and cheaper acquisition? To solve this our definition of success would hinge on a few key metrics - on the quantitive side we’d look at GMV, NPS, Campaigns Joined (a user must join an event campaign to sell tickets for it) and Dwell Time (time spent inside or discovering a campaign). Qualitatively we’d look at the feedback we’d get from the CX teams, the semantics of the interactions, and we’d run face to face events to align to our testing - at the events our users were selling for. This last point was key to solving the desire lines in the product, as we saw event attendance as the last part of the user flow.

Pre-MVP

Because Verve is by nature a white label platform - it allows clients to rebrand their Verve site to match their event of campaign - we began initially by using this as the basis for what we were now calling Pollen. This allowed us to first of all test the flows we already had created in Verve, and work out which would be repurposed, but it also allowed us the ability to begin approaching the market with something to show. If Verve is a single sided marketplace through it’s white labeling, then Pollen, with it’s own branding would be a double sided marketplace - we needed users and events to transact at the same time. Without events we couldn’t get users, without users we couldn’t get events.

Reutilising existing flows and product elements was key in initial acquisition

Reutilising existing flows and product elements was key in initial acquisition

This pre-MVP approach allowed us to begin building acquisition channels and gave us the breathing room we needed to begin brand and product scoping without blocking operations and sales. It also allowed me to quickly create pitch environments for client side partners.

Brand is everything

Building brands for the under-30s market is easier than it’s ever been in terms of broadcasting, but tougher than it’s ever been in terms of communication. Channels like Instagram, Snap, TikTok have given brand and content publishers the ability to reach people visually, way beyond the known limitations of Facebook. Paid acquisition is more impactful, and the organic story features with a focus in video and image get significant reach if done well. In researching these channels heavily with agency The Big Thinks, we defined some key focuses for communication:

  1. Authenticity - Facebook has killed trust, and users are more cynical than ever before. Truth is king, and it has to look genuine - no gimmicks, nothing that can be conceived as BS, transparency is key, be bulletproof, but not to the point of being arrogant.

  2. Don’t look like a pyramid scheme - Seriously, open up your Facebook and find one old school friend not trying to recruit you into a dubious scheme selling protein or moisturiser or something. Users are tired of this ‘friend drag’ and see right through it - in fact this came up again and again in our qualitative research. If it’s too good to be true it usually is, and the people your want to acquire will write you off as a scam. If your friends is offering free tickets on your feed and all you have to do is ‘click here’, people turn off.

  3. Vibrancy - Seems obvious but not to be overlooked. Vibrant content really stands out and can act as a Trojan horse for complex messaging and boring terms and conditions. It’s actually hard to find good, vibrant content - people talk about their content or story being vibrant, but in truth it rarely is. Just because something is colourful doesn’t make it vibrant, and maintaining vibrancy from acquisition to process to retention is unbelievably hard to do.

  4. Elevation - AKA ‘aspiration’ in some circles, but rarely is UX or CX ‘aspirational’, so ‘elevation’ it is. Elevation is usually the missing piece in product and brand flows, and it’s the oil in the engine. You can ‘nudge’ users and force desire lines, but elevation is more effective if it’s baked into the DNA. It’s the ‘too good to be true’ with real Authenticity and ‘not looking like a pyramid scheme’. It’s also incredibly difficult to define and needs to be user led.

I’m not immune to the brand think cynicism and it’s sometimes hard to type brand think into product design without feeling a little like you’re talking fluff to logic, but time after time I’ve seen products fail over and over again due to a lack of foresight and ‘feels’ when it comes to user acquisition. Acquisition is a lifeblood, yet it’s often talked about in terms of part of a paid strategy and usually nothing more. If you want to encapsulate a true sense of usability and elevation in a product, you have to have some mind in brand and marketing. This blending of the marketing and product, the ‘cross-pollination’ if you will that I was able to place into the teams at Pollen, in retrospect, was key to its organic success. Why? Pollen never lied, and its marketing and voice never wrote a cheque it’s product, CX and real-world presence couldn’t cash.

If Marketing and Product converge (which they should) on one action it should be ‘managing expectations’. Marketing should not be acquisition at all costs, nor should Product be ‘execute flows on the acquired user, everything else can be dealt with by CX’. One of the biggest issues I think we solved at Pollen was applied constraints. While it’s easy to promise the earth and tell the stories you want to seal the deal, it creates a falsehood where the brand overtakes the product and disappointment or suspicion gets seeded in the community. If there’s one thing to be learnt from Fyre Festival, it’s probably that.

The outcome of this Branding period was Product was educated enough to consult on imagery and copy for campaign, organic and paid. In fact post-MVP at Pollen saw Product Design working directly on Marketing campaigns alongside Marketing Designers with equal positioning.

MVP - There’s an app for that

You don’t need an app for that usually. In fact an app usually slows things down when trying to find the thing you need to build. In the case of Pollen however we wanted to build an app because our data told us to build one. In Verve world, where the web is accessible to everyone, an app isn’t a priority (it’s something that’s always in early stage development at Verve, but never ships). Pollen needed an exclusivity angle and using React Native allowed us to make an exclusive container for Pollen while keeping web on target. There are pros and cons to React Native, I’ve read them all. Pollen was the perfect React Native candidate.

Pollen MVP powered by React Native

Pollen MVP powered by React Native

If Verve was single campaign driven (one user, one festival), then Pollen was Multi-Campaign driven. This created a lot of complexity in both our user testing, but also in our personas and known quantitive data. Verve had been built and tested on a single campaign approach, focused flows, simple checkout - in fact simplicity was the 100% focus with Verve.

Pollen was very different. It was a discovery product first, with user choice and communication coming at the top of the funnel, leading to multiple checkout flows, options and end goals. If a Verve user had one definition of success to manage (sell X tickets, get Y reward), then there were potentially unlimited defined successes in Pollen, with different actions delivering different rewards at scale.

To navigate this we couldn’t equate X=Y anymore. We had to develop a different system for rewards based on a framework that could adapt to different values and different frequencies. If selling 5 tickets in one campaign as a Verve user equates to 1 free ticket as a reward, what is the reward if a Pollen user sells 1 ticket in 5 different campaigns? Do they get a free ticket? And if so, for which campaign? What if the campaigns are priced differently? Does a $400 holiday score more highly than a $10 gig ticket?

We began to build a rewards system that assigned point values to sales, weighted towards cost of sale. A user sells a holiday - 10pts, a user sells a gig ticket - 2 points. This made logical sense. Something costing more is harder to sell, therefore would get more rewards. We created Blue, Gold and Black statuses, each requiring a certain point value to access. Each ‘tier’ entitled the user to a range of rewards they could claim relating to their interests. The limitations of this system however began to show itself immediately in testing with users.

Reward behaviours

In testing rewards behaviours we began to realise that a weighted point based system wasn’t elevating our users. There were a few reasons for that. The logic of more cost equating to more reward makes sense (AMEX has built an empire from this dynamic) but for Pollen users the dynamic was too capitalistic. What we were doing was equating an experience someone was having with the cost of its purchase, which is to say that something that costs more MEANS more in our ecosystem. That just wasn’t the case. Our users saw straight through it - they saw money meaning access and immediately we began to loose authenticity. Money meaning access is something we’d originally sought to avoid with our users - those under 30 for the most part don’t see their personal wealth as an elevating element. We saw claims of unfairness, of ‘so if I’m rich I get more stuff’, of ‘this isn’t for me, because I can’t afford a holiday’. The reward behaviours we began to see positively emerge were non-hierarchical - every sale gives you a something towards a reward. And it was this non-hierarchical reward structure that unlocked the retention model we were looking for.

What we discovered was that ‘fandom’ played a large part in retention. In the world of ‘fandom’ someone who sells 5 tickets weekly to a club night has more worth than someone who purchases one large ticket item. In turn that ‘fan’ has more leverage with their network through constant broadcasting, making them effectively a micro-influencer within their domain.

‘Fairness’ in this world then becomes less about spend and more about usage. It’s less AMEX and more Foursquare. Removing money as a contributing factor began to make the reward dynamic more trustworthy, and more accessible. It removed the unnatural calculation of cash vs points.

We switched the tier access in Pollen to ‘amount of sales’ rather than ‘sales amount’ for MVP and it immediately opened up the concept of value to the users. Value that wasn’t monetary. Value that was calculated by the user, not Pollen itself.

Aiding Discovery

The quickest way to gain a user and retain them in Pollen was to give them the opportunity to discover new and exciting things, but more importantly let them find things they were looking for. With a marketplace built for scale, there’s only so many items you can place in a carousel before the intent to search is lost. We began with a powerful search tool front and centre in the UI, with predicative search display and the added options to request a search item if none was found - this allowed us to poll our users in real time.

The smart search feature in Pollen

The smart search feature in Pollen

For many products (such as Citymapper) search is bread and butter. It’s the 99% use case. In Verve world, search was non-existent, so integrating search into the product was a big deal. In fact it was such a big deal that multiple revisions of the discovery product were trialed before we tackled search being given such prominence in the UI. Search really began to take centre stage (and become more smart) when we finalised the first quarter of MVP trials in London. Pollen was expanding quickly and was showing astonishing GMV values, and the pressure was on to begin rolling Pollen into the US as soon as possible.

Adding location switches into Pollen

Adding location switches into Pollen

Much like Citymapper, we added a city switcher into the product which put more and more pressure on search, along with hyper-localised discovery. The back end required work - more tagging, more controls and the partner requirements equally grew as we added new locations. We also began reworking our initial MVP style guides to incorporate geographies. The UK is largely a single territory clubbing / festival market, with hyper-local users attending hyper-local events, save for annual festival pilgrimages. Stylistically and semantically its London - sorry to say that, but its one city that aligns the country in ‘how things look and feel’. The US is vastly different. We found our users travelling from NYC to attend a Diplo event. People from LA travelling Okerchobee, people from the east coast making the a pilgrimage to Coachella. Would someone in London use the city picker? Probably not. Would someone in NYC? Most definitely.

The more time we spent with our users on the ground in the US the more we realised that culturally the geographies were very different. Can we display an event in London the same as in LA or NYC? This opened up design framework discovery and a focus on an ever simplifying style guide.

Management

One consistency across all the locations we added was the core functionality of sales management. With users selling tickets and experiences across multiple events, locations and dates, to multiple friend groups, through WhatsApp, SMS and email - we needed a robust sales flow that would be easy to use and not require large amounts of CX spend.

Sales management in Pollen

Sales management in Pollen

Integrated into that sales management was SMS flows, allowing a user to send their friends checkout links and tickets, along with ‘sales links’ giving the user the tools to pitch their friends events they wanted to sell from within the app interface. These integrations were significant complexity - event discovery through to event selection through to adding friends, pitching and checkout - and getting them operational across multiple ticket providers in multiple currencies in different geographies was an impressive feat to achieve for MVP, but it was so core to the product experience that they couldn’t just be a redirect to mobile web. React let us build cross platform delivering consistency in our flows and user data.

What now?

Pollen continues to grow. In fact what was an MVP in one territory now controls the majority of collegiate travel in the US and Canada and continues to dominate in Europe. That growth was so strong that Pollen - in the space of two years - replaced Verve as both the core product and the core brand - and now leads strategy. Verve is no more - Pollen took over, and seems to be continuing to ‘pollenate’ within the experience and events market year on year.

Pollen continues to dominate

Pollen continues to dominate

Update

In October 2019, Verve raised $60M in Series C financing with Kindred and others on the strength of the Pollen marketplace - and in turn rebranded Verve to Pollen. Pollen now leads the influencer sales market in both EMEA and the US, and through M&A owns the lion share of student travel in the US.

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Leadership, Management, Service Design Rob Boynes Leadership, Management, Service Design Rob Boynes

Time for that 'where should Design live in your organisation?' conversation

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Where does Design live in your organisation? The answer to that is likely different depending on your Design discipline. If you're a visual Designer it's more likely you sit within Marketing. If you're a UX, UI or Product Designer it's more likely you'll sit either in Engineering (if you're working in an early stage company or on an Engineering-heavy product) or in Product (if you're working in a later stage company or a consumer or customer focused product). It's highly unlikely - whatever your discipline - that you'll sit in a Design vertical that reports directly into leadership.

There are a range of options when considering where to place Design in an organisation, and the most obvious places are within existing 'leadership' verticals. Most organisations tend to have one or more of these leadership verticals, which are headed by someone who reports into - so that's nearly always one or a combination of; Product, Engineering, Marketing or Operations.

There's a long history of Designers bemoaning the need for Design verticals, and the need for a 'seat at the table' - whatever that really means. In truth, there are some good arguments for placing Design in it's own vertical, just as there are good arguments for placing it inside other verticals - however in most organisations, Design is seen as incumbent and a service of larger needs. The reasoning here is that most organisations are founded and focused on solutions - on an engineered / technical solution, a solution to a customer need or problem, or a brand / communications / content solution. In these environments, typically, Design is seen as an executor of strategy, not the creator of strategy. In engineered solutions, Design might build patterns that allow check-out processes through payment integrations. In customer / product solutions, Design might craft and test empathetic and user focused flows. In brand or content solutions, Design will visually execute narratives and stories. In start-up organisations, these various solutions usually play out through the early stage hiring of a generalist Designer with a singular focus on execution. Later that organisation will employ a vertical leader - who then is charged with overseeing the Designer. The Designer then ends up working within that vertical.

One reason that Design performs these somewhat subservient roles is, in most organisations, Design is not really that tangible. There are many other reasons, sure, but it is very rare that Design's impact in an organisation is measured beyond basic output. Engineering can use uptime stats, Product can use bounce-rates, Marketing can use KPIs and click-throughs, views and likes. However, even beyond these basic metrics, it's rare to even see Design represented in higher level strategic metrics such as OKRs - or for those who don't operate OKRs - basic quarterly strategies.

Why is that? Is it because Design is just perceived as a subjective output by non-Designers? Or is it because Designers do a bad job of making Design non-subjective? If it's the latter, then it's hard to blame them when you look at the details. In larger organisations, Design discipline can incorporate UX, visual, animation, commission, narrative, copywriting, experiential, editorial, photography, video, branding, agency management - there's likely many more. Aligning these hugely varied roles, and with them their varied outputs, and often an orgs vastly differing opinions on those outputs and their 'perceived value' - makes managing the full gamut of Design a highly complex proposition. So complex in fact that it's very rare to find a Design leader who not only operates with this level of breadth, but also is even permitted that level of remit.

Even in smaller orgs you'll likely have a combination of visual / brand and product focused design roles. The complexity in leading or coaching even those two disciplines can be vast - running critique across visual and brand, coaching those skillsets - yet also running equivalent critique in UX, UI, user behaviour and research and coaching a completely different range of skillsets - is one hell of a context switch.

So surely with such a context switch, and with such a level of complexity, it makes complete sense to align design disciplines with their relative organisations.

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The case for Design inside existing leadership verticals

Most organisations will likely run Design in some variant of this model. In a typical scenario Design sits inside Marketing and inside Product. In Marketing the Design team will be represented by a Creative Director (or equivalent leader) who reports to the VP, Head or Chief Marketing Officer. On the Product side, the Design team, most likely made up of Product Designers, will report to the VP, Head or Chief Product Officer.

Pros

Splitting Design disciplines into their relevant verticals means that the Designers inside those verticals have a distinct culture and context that's aligned with their output. In Marketing, Design will entirely cohabit with visual, story and content, and the workflows and strategies day-to-day are likely understandable within that ecosystem. In Product, Design will cohabit with research, community, and product owners - their workflows aligned to Engineering and will likely incorporate agile practise.

The benefits of these focused contextual ecosystems is the ability to quickly mobilise teams and get shit done. From a Design management point of view, line management and coaching is easier as the disciplines are inter-connected and share a common base. Design as a service in these environments also means that Designers can coordinate with their relevant peers to get behind broader reportable metrics and outcomes.

Cons

With Design inside verticals, Design does, however your look at it - become a service, and the position of Design within that vertical can become quickly determined by the approach to, or understanding of, Design by that vertical leader. This means that, even with a Design management layer below that vertical leader, the Design environment, or the concept of Design, is set culturally by either the leader for Product or Marketing. With that leader usually not being a Designer, there is then a conflict in communication, leadership and coaching as the vertical lead tries to manage a discipline they don't fully understand, and they will likely form desire lines in communication with other Product people or other Marketers.

This disconnect means that a Design leadership role within a vertical requires constant mediation of communication, and also the upward management of both design expectation and design education. For verticals that don't support a Design leadership role, the onus on design culture, leadership and coaching inevitably falls on the vertical leader, and in those environments the success of design falls on that leader having either the experience of understanding of design to maintain the status quo and both enable and coach the design talent in that vertical to a high standard. In verticals that don't recognise Design leadership, typically the chance of attracting talent drops, as does the chance of retaining that talent.

Another issue with this model is that is silos Design within verticals. In some organisations this has limited impact, but in organisations where Marketing is a key player in driving and on boarding users into Product, those silos can quickly begin to show themselves. Issues like copywriting, brand appropriation, tone and consistency can suffer, and those issues can be difficult to solve as Design fails to form the core linkage and the success relies on the two vertical leaders not only communicating at the right level, but also aligning their Design services to execute on the same strategies through varied disciplines - disciplines that the vertical leaders won't effectively understand in any great depth.

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The case for Design inside existing leadership verticals, with joined Design leadership

This effectively places Design within the leadership verticals (as in the previous case), but assigns a Design leader to oversee and lead Design cross-vertically. In this instance it's likely that a VP or Senior layer is created that reports to both the Marketing Lead and the Product lead with the intention that the VP / Senior can coach within both verticals and manage up to both vertical leads. On paper this look best case - the VP oversees the Design leader in each individual vertical, and provides context and communication between the two Design teams, while also maintaining a cross-vertical Design culture and apply consistency in output.

Pros

The VP / Senior layer applies increased communication around Design and because of this there is an increase in culture and consistency. In organisations that require a blurred line between Marketing and Product, or Product and Brand, this layer brings a lot of impact into the quality of the various Design outputs. There is also an increase in Design education, and while the VP / Senior coaches the various Designers in their cross-vertical team, there is the opportunity for the vertical leads themselves to gain insight into Design, and it's requirements beyond the various in-vertical outputs. In reality the VP / Senior role provides a Designer who is not a direct contributor, but has the oversight to provide advisory - their abstracted role gives them space to think and balance requirements, which while key to coordination of staffing and communication, provides the vertical leads with cross-vertical Design strategy which they can incorporate into their own vertical leadership.

Cons

The VP / Senior removes the need for vertical leads to manage and coach Design inside their verticals, but it places the VP / Senior in a relatively tough position, executing against dual strategies and acting as a singular conduit. With any organisational setup which relies on a singular linkage, that linkage inevitably becomes a point of weakness. The VP / Senior is responsible for not only Design culture, but for bridging disciplines, cross-criticism, cross-context and for coordinating strategies from two verticals, which often might have competing needs. The VP / Senior is therefore beholden to the clarity and reality of the individual vertical leaders strategies, without a direct strategic input of their own. Depending on the organisation and it's complexity, this can place the VP / Senior in a position where they are largely reactive in their execution, advisory for decision making, as they attempt to weigh up, from line managers, the best decision to make. This can of course be mitigated by either 'managing up' to those leaders, or applying a communication strategy that attempts to align the two channels - however it's highly likely that the VP / Senior will, purely through he nature of the contextual differences of the various verticals - find themselves between a rock and hard place. They may find that the vertical leaders default to - or subconsciously - revert to line managing within the vertical, effectively cutting off strategic input and making the VP / Senior contextually irrelevant. This isn't inevitable, but the VP / Senior is one layer of management more than the 'get shit done' scenario described previously, and unless they find themselves involved in every decision in every team, align to every strategy and understand every context - they may find themselves in danger of becoming redundant or - worse - part-informed and therefore ineffective.

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The case for Design existing as it's own vertical

Much is made of this ideology in Design circles, likely because it oozes control and enablement. But to execute this type of organisational change requires more than simply placing Design in a vertical - and this is why it's such a rare entity.

There is also quite a bit to be discussed about Design taking on such a heavily contextual role and - as is often the case - such a janitorial one. Most vertical leads are operational roles at their core and are focused on strategy, insight and alignment. Design not so much. Designers, regardless of their leadership component, usually try to incorporate some element of independent contribution to their day to day. That might read like a cliche, but it's largely a by-product of Design as a discipline. Because Design is a craft, it is taught, learnt and gained through the process of doing. Its ultimate execution may be quantitively or qualitatively led, but the process of Design, the thinking, the skill, the coordination of thought and action, is directly empowered and built through contribution. Managing contributors then can be difficult, especially if the Design leader does not have the necessary insight or knowledge into that craft. That insight and knowledge allows for hiring, coaching, enablement, context and better communication cross-discipline. To that point if a Design leader is to run a Design vertical, then to perform better than a Marketer or Product leader, they have to provide value to the organisation - through that insight into craft - by building strategic tangibles. If that sounds familiar, then it is - most Engineering teams mirror this to some extent. Where Design differs from Engineering, however, is in the sheer scale of disciplines it represents, and therefore the sheer amount of context required by Design leaders of a wide variance of craft.

In truth, however, the reasons that Design isn't often seen in its own vertical is more to do with how it's perceived - and that perception is driven by Design's need for the individual contributor and the practice of craft. Craft doesn't seem strategic, it seems reactionary. It doesn't seem inclusive, it seems closeted. The decisions made in the process of crafting a Design solution are not easily exposed or understood by others - and this is largely proven through the presence of subjective critique around Design. Subjective critique is usually the sign of miscommunication, or a misunderstanding of either how Design critique works, or where Design is placed within the organisation. Either way it's usually a symptom of a lack of Design education being delivered into the organisation.

Design existing as its own vertical solves this to a point. It creates a level hierarchy for Design to coexist alongside Product, Engineering Marketing and Operations - and with that, craft, critique and Design education is brought into definition across the leadership.

Pros

With Design reporting into the leadership level, there's a clear acknowledgement that narrative, craft, aesthetic and usability are accepted as being on par with - and also form part of - the strategy of the organisation. With Design able to operate inside - and independently - of other verticals, end to end narratives, consistency and creative innovation can now exist cross-discipline and there is the opportunity, depending on the Design leadership, to have huge wide reaching impact and penetration across the whole organisation. Design therefore becomes, rather than an occasional empathetic workshop facilitator, a thought leader with the ability to move into any vertical. Design is placed in a position where its hard-won skillsets related to problem solving and diligence can be refracted back onto the organisation itself - this isn't a Design thinking exercise design to empower the executive, but rather a constant revision of service Design within the organisation - Design begins to Design the organisation as a whole. Design talent becomes easier to hire, develop and retain, as thought leadership and Design strategy resonates within the organisation, rather than just in 'maybe one day' Medium posts, 'attract the talent' organisation blogs or 'big sell' conference stages. Design talent onboard into a vertical of their own, able to discover new disciplines, talk a common language and culture and therefore create more meaningful critique. Storytelling improves, Design quality improves, and the organisation shifts positively through the hard-won Design skills of the Design vertical becoming part of the organisations DNA. The organisation now approaches its problems using Design as a peer and trusted advisor.

Another benefit is within the Design leadership and management of the vertical itself. A dedicated Design vertical allows for management structures to be created that are perfectly suited to a variety of Design disciplines. Design management in this environment becomes less about assigning management layers to cross-communication roles with other vertical leaders, but allows the Design vertical to appoint management structures that encourage coaching, contribution and skill transference with the Design culture.

Cons

With Design having a broader remit, and encapsulating a wide variety of disciplines, there is a real pressure on Design leaders to oversee not only multiple disciplines, contribute and coach, but also lead design on an organisation level. Depending on the complexity of the organisation, those skillsets and disciples could be so diverse for some Design leaders that they become unable to effectively embrace those disciplines and skillsets effectively in the Design vertical. Additionally the sourcing of such a diverse Design leader can be a very difficult thing to do, especially for organisations that might not be renowned for their Design output. It may also be the case that in some organisations, hiring the required level of generalist to lead the Design vertical might actually handicap the organisation if they have strong requirements in one specific Design skillset. This could see a Product focused organisation with a more limited Marketing remit struggle to hire a generalist Design leader when they really need to hire a hyper-skilled UX Design leader - how does a leadership team hire the right Design leader to run a Design vertical when they might not be qualified enough to hire the right Design leader?

There are other downsides of course, and they mainly involve elements of disruption. The cultural shift for some organisations to bring Design into the leadership is just too vast for them to actually action. Changing perception of Design can be a tough thing. Giving Design the room to form its leadership role can be seen as high risk - and the reality of there being few organisations that have moved Design into leadership, the lack of 'proof' in wider business culture of it having true impact - means that for many, Design as its own vertical has a big question over it's added value.

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Leadership, Service Design, Analysis Rob Boynes Leadership, Service Design, Analysis Rob Boynes

Leading Design in remote and distributed teams isn't rocket science

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If you have remote team members in your organisation — whether they’re designers or not — or if you have distributed offices in more than one city — then realistically you’re touching some of the issues associated with asynchronous or remote working.

Even if asynchronous or remote working is completely culturally abstract in your organisation, you’ve never considered it, there’s only four of you in one tiny office who always lunch together — or even if it’s something you personally detest the idea of and have sworn off it for the remainder of your career because reasons — you’ll still encounter some of the issues asynchronous or remote teams deal with.

This is in part because support for remote and distributed work is an inevitable end game for future businesses. The era of the ‘big city’ being essential to success is waning, while the empowerment of the provinces and a cultural drive to embrace a better way of living and working is in the ascendance. The fact is major cities are where they are due to their geographical relation to rivers, line of sight communication, rail lines, harbours and established trade routes.

These things are no longer deciding factors in your global design strategy. We have the internet now.

The good news is - it's a Design problem

In most orgs, regardless of size, design is the core power that binds development, marketing, sales, brand and business stakeholders. Effectively its role is to be the central, lateral communication channel. It defends the user, it actions and commissions research, it discovers trend, it crafts solutions, it communicates — and all of this affects the entirety of your products community, yet also the organisation itself - including the inevitable bottom line. Even if your org as a whole hasn’t realised this superpower design has to effect change, then even getting your design org to — at the very least — communicate effectively with each other, with minimal friction and shared knowledge - can only be a good thing.

I once worked in an org that was proud of it's 'low bus number'. This meant that a small group of employees had a huge amount of knowledge and therefore context - and therefore responsibility - and if those precious few employees were run over by a bus - the company would fail overnight. It was seen as a privilege to be one of those few chosen employees. To me that displayed pointless risk, and it was, as you'd expect, needlessly stressful on those precious few. It meant they couldn't take holiday, work flexibly or easily delegate. It also meant that every communication had to travel through them, every decision validated by them. This created a communication and knowledge fiefdom where knowing basic things to get a job done could often involve something of a knowledge quest for anyone 'normal'. So why did that org try to encourage a culture of 'low bus numbers'? Well, all ego aside, it was easy. It was easier to synchronise a few people than constantly synchronise everybody. It was trickle down communications - and if you're knowledgeable in any way about the realities of economic theory - you know that trickle down doesn't really trickle down. It just creates silos and vacuums.

I’ve seen several orgs struggle with these kind of synchronous / asynchronous communication and transparency problems, and the good news is there is an ever growing industry of cute sounding, pastel coloured products dedicated to solving the majority of these problems from $5 per user per month. In reality though, as you've no doubt deducted from the fact that 'low bus number' organisations actually exist, reliance on tooling is doomed to fail without a large cultural shift towards accepting remote and asynchronous concepts as being a positive and progressive development in the workplace.

One of the many reasons orgs struggle culturally with remote or distributed work is an existing regressive or inert culture of managerial control often founded in a requirement to 'be present' (aka Presentee-ism). This often flows from senior leadership, but it can also creep into teams as cultural regression - through poor hiring, org restructuring, poor cross-org communication or underdeveloped and unadaptive culture. In all these environments, as you'd expect, change is going to be hard. However design orgs are well placed to drive, mitigate and communicate change  - it’s a service design problem at heart - and designers are perfectly equipped in solving these knotty human problems with a reasonable level of empathy and an elegantly crafted solution. Let's be honest - isn't every Design leader at some level re-designing the org that they sit within anyway?

I'm not going to list the full benefits of embracing remote and asynchronous work practise - I feel we're all aware of them by now and they're well publicised. Certainly if you've been trying to hire Designers lately you'll know of the talent demand for such environments. There's a reason for that. However it's worth noting that remote and asynchronous work practise can often be misinterpreted - it is not just about people 'working from home' - rather it's a practice that respects peoples choice of environment, cadence and personality. While there are many who work from their home office and shun the two hour commute and higher house prices, there are an equal number who work in co-work spaces, alongside other mixed discipline colleagues, or simply tour between clients and offices. In truth you just don't have to all work from one office to benefit from such crucial things as top global talent sourcing, quick scaleability, simple holiday / sick day logistics, open knowledge share, diverse global culture, hyper flexible working hours, clearly defined goals, roadmaps and documentation - and the most impactful -  self-curated focused work environments. Designers are a wonderful mix of introversion and extroversion and need both periods of group discussion and periods of absolute focus. Giving them the power to curate and design these environments on a personal level is very powerful.

If you're ready to take on the challenge of building a distributed, remote or asynchronous-positive Design environment - here’s some hard-won personal opinion on some next steps, pitfalls and quick wins.

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Sweat your workflow

Do the level of discovery and critique you’d do on a new product or feature launch — on your current and future workflows. Design has one of the more complicated workflows in an organisation, primarily as the work produced is often incredibly varied in scope and often open to subjective feedback.

Do you currently work face to face and have quick discussions over the desk? Great — but you need to work out how that scales in a remote environment. Sure you can FaceTime someone and have that conversation, but in a remote environment that conversation, those decisions — those actions — are outside of the team, and the rest of that team loose precious context on your decision making. Because of this, any new workflows for design need to be transparent, basic and heavily contextual. This initially seems like a large upfront investment of time — documenting all conversations and workshops, running regular all-hands meetings and recording them, coordinating time-zones for group chats — and it is.

But the benefits you gain from this investment are ten fold. It’s easier to track changes and decisions, it’s easier to onboard new staff and contractors, it’s easier for staff to take holiday, it’s easier to align stakeholders — because it’s all there for everyone to see.

Transparency of information and knowledge is your friend, and creating systems and workflows that encourage transparency and open discussion are critical to success. Making these systems and workflows asynchronous is an additional superpower, allowing offline thinking, reflection and considered commenting possible. Synchronous environments empower the extrovert and the quick-thinker over all others - don't discount slow thought, complex contexts and the power of writing as a way of structured thinking.

In my experience I’ve found a some key areas that aid this.

Firstly you need a solid accessible environment to create centralised documentation. This is playbooks, ‘why we did what we did’ and outcomes. A single source of truth. This environment needs to be easy to use and low friction otherwise it’ll never gain traction in the team if documentation is seen as a chore. You’ll also need to set expectations on the standard of documentation, where it lives, responsibilities for updating it, and who sees what and when.

Secondly you need a clear approach to workflow. I’ve placed Kanban into Product and Marketing teams with equal success — just remember it has to have maximum clarity and minimum friction — and you’ll need to, again, set expectations. Creating workflows like Kanban relies on each designer taking on some project management responsibility to maintain clarity at handover.

Thirdly, communication cadences are crucial. When do you run a crit? How do you run it? What are the timezones in play? What are the skillsets of the attendees? How do you keep your team in sync — especially if they’re cross-discipline?

Fourthly, you’ll need to focus on the design process itself and the resulting taxonomies. How do you create a brief? If no-one is there to crowd round your screen to make quick iterations — how do you do this? When you’ve created something incredible — how does it get signed-off? How do you collate and distribute stakeholder feedback? When it’s signed-off, where does it live and how can others find it?

For me I’ve found solving these problems as a team and getting buy-in on a team level the best approach. I’ve also found that (with one critical eye on tool-creep) that giving designers a choice over the tools they personally use to solve these problems to be beneficial in allowing a constant peer review of new and emerging solutions.

Treat this like a range of design problems. Get your team to work on them as a whole, and be sure to bring in all the skillsets relevant to that discussion. Have a video editing team? Copywriters? If they touch your org creatively, involve them at the kick-off discussion. Retrofitting other workflows is both painful and usually causes a lot of resentment.

Consider your whole design org

And by that I mean — not just the Product Design team. It’s easy to see Product Design, with its proximity to development and agile practise, as the perfect starting point for building a remote playbook. But think about Marketing Design and broader Creative teams, and their unique requirements. Sure they do a lot of print, video or social — but a successful design org is one that is sync, creatively, cross-discipline, and you should consider the same remote needs that a Product Designer would have applying to a graphic designer crafting MPU Advertising. In my experience it’s ‘all or nothing’ — but there are huge benefits. If your Product Designer is building a product onboarding feature, and they can see the Marketing output and message for the product in real time (and vice versa) I defy anyone to say that this level of dual asynchronous context is a bad thing. At their core, Product and Marketing design are 90% about communication of story — so if those two teams aren’t on the same page…what chance does the end user or customer have in understanding the story you’re telling?

Communication, Communication, Communication

You’re not going to be sitting next to each other — and if you are, others who won’t be sitting next to you will need to be looped in. Begin by treating any significant offline conversation as a sort of taboo — ask yourself if any element of that conversation is critical for group understanding. The worst phrase you can hear uttered in remote teams is ‘I wasn’t aware of that’. People being unaware of critical information (even if you don’t consider it critical) is incredibly dis-empowering and quickly causes silos which inevitably devolve into cliques, and before you know it you have low bus numbers. Your role is always to prevent that from happening. To solve for this, choosing your communication cadence is critical — and that cadence can be split into online and offline comms.

Online Comms (Synchronous)

This is primarily video calls. Zoom and GoToMeeting all have good cheap tools for teams and using it effectively means making clear diary touch points in your regular weekly workflows, and remembering to record and archive meetings for those who cannot attend. I’ve found having a general all-hands design meeting mid-week to be a good ‘go round the room’ opportunity to catch up and listen, and another weekly critique-specific session to be pretty much optimum. Any more than that and you begin to get meeting fatigue and attendance will drop — your designers will be having numerous other meetings themselves inside their teams, so optimising the time you have as a group is critical. Slack is also your friend, however others have found tools such as Basecamp to be better for their workflows. Either way a continuous IM channel is critical.

Offline Comms (Asynchronous)

This is likely to be split into documents, workflow and assets. For documentation I’ve had success with Notion as a powerful centralised asynchronous document environment, however Dropbox offers it’s own version which some will prefer. For workflow, Asana has a low impact Kanban and list option for managing jobs to be done. Product Designers may prefer Jira to sync better with their development teams — the best tool here is usually the best tool for the job, and that can mean multiple tools (I run Asana and Jira) but the key is to give everybody access to everything - even if they rarely use it in their day-to-day. I’ve used Trello, Meistertask — there really is no shortage of options — however considering the workflow you apply to those tools is much more important. For asset management I've found the tool selection is usually driven by cost  -  the taxonomy is critical to how useful that tool is.

Sometimes synchronous can be hard if your timezones are extreme, but even in the worst extremes, there’s usually around two hours crossover during ‘reasonable’ working hours. Of course this puts pressure on those two hours of possible communications — squeezing an entire day of discussion into 2 hours is tough, but it forces focused meetings quite quickly, which is a good habit to build. Having said that, if there’s one thing that extreme timezones do beyond encouraging better meeting hygiene — it’s that they force you to discover the benefits of asynchronous workflows very quickly.

Criticism and Feedback

In remote communications environments, the process of criticism and feedback quickly becomes core to team success. Your weekly crit sessions become very important, and it’s necessary to make sure those meetings are coordinated well to create maximum value for everyone involved. There are a few tools to help with crit and feedback, but I’ve found in running remote crit that it’s important to schedule the work being critiqued in advance so everyone turns up knowing what their involvement is — and they have time to research the context from documentation before they log in. I’ve found that the designers who leverage the best critique are the ones who communicate up front what they want critique on, rather than awaiting a generic Q&A from their peers. I’ve also found making the crit session non-compulsory to be more respectful of people’s time where there is always limited space in the diary - the teams time is reserved in the diary once a week, you just need to bring something to the table.

For critique and feedback there are, again, offline and online elements. For online I’ve found Figma to be a great centralised design tool to coordinate different design disciplines (from Product to Marketing to Brand) under openly shareable transparent URLs. Invision Studio is similar, and both tools offer prototyping, presentation and support screen sharing. For offline, these tools also offer commenting and collaboration at the core of their products. I’ve found commenting and multi-user collaboration to be incredibly useful, and is something of a game changer in distributed teams. How you use commenting and collaboration in these tools however can be a contentious discussion — it’s entirely possible for 5 designers to pile onto one artboard and begin altering someones work, and the danger of ‘design by committee’ naturally increases with such powerful features. Your team needs to work out together where their red lines are in collaboration, and have awareness of how each other work, and prefer to receive feedback.

Coaching and Leadership

Remote teams need more coaching — or they seem like they need more. This is really due to you having to schedule it rather than it happening in typical daily conversation. The benefit of that though is it causes focus, and means the coaching can have more impact. Leadership also needs scheduling, but in reality remote or distributed teams need a slightly more passive lightweight form of leadership — you’re not organising group lunches and meet-ups and seminars, now your role is to make sure everyone is in the loop, concerns are addressed, communications are clear and transparent, and agreed documentation and communication cadences are being adhered to. Does it feel less social and more janitorial? Yes. Yes it does. But it doesn’t mean that it can’t be rewarding. I’ve found distributed and remote teams need more individual attention — coaching individual designers to find their leadership qualities and embrace them. Turning your entire design org into a team of design leaders is a very satisfying proposition — more so than expensing a group lunch or dragging everyone into the office via a two hour commute to attend a meeting.

Ownership

You’re not physically there, so you need to empower your team with ownership over their own work and their own ways of working. As you move towards distributed teams, so the ‘hovering Art Director’ in you has to take a back seat. Trusting that ‘things will get done to the required standard’ now becomes a key component in how you work together. Working with your team to discuss and define ownership — and then getting them to ‘own’ that ownership — is a crucial to them being able to perform remotely and build trust — both with you, and with other designers.

Turning up

You have to be face to face sometimes. Remote is great and everything, but there’s always going to be a need to spend time with those in your org; whether that’s to connect on a personal level, gain skill transference, kick-off a complex project, or just to bond as a group. Depending on your budget, those face to face opportunities might be decided for you.

Onboarding
Any new staff member will have an impact on the teams dynamic, but it’s not realistic to get the whole team together every time you hire someone (especially if your company is scaling quickly). Involving your team in the hiring process is always good practise regardless of work culture, but involving them in the onboarding is more important in environments where hanging out at lunchtime is harder to do. I've found onboarding new people through self-guided asynchronous tasks to be really useful for both manager and new starter; spin up a task board (it might be in Trello) and get your team to contribute to it (ask everyone 'what things did I need answers to when I started?'). I usually add tasks to grouped topics such as 'people to speak to', 'software to sign-up for' and 'links to key documentation'. The benefit of this approach is the new starter gets to keep this asynchronous onboarding for future referral - which reduces stress significantly in the first few weeks on the team. I also feel that turning up to meet them on their first week is hugely important. It shows you care, sure, but it removes fear in any new starter - I've flow 12 hours to mitigate that fear. Starting in any new culture is nerve-racking, so you should do your best to mitigate that worry with quick-to-access processes and be there as a friendly face to ease them in.

Leading
If you are a leader you have to pick a cadence of turning up that is optimal for your team. I’ve found something akin to quarterly useful, especially if your business runs a quarterly OKR process to define the business or team level goals. Get on a plane. Bring people together who need to be together.

Teams
Bring teams together that need to be together. That’s obvious. If you have a remote team that all work together on one product line, find a time for that group to meet in person maybe twice a year organised around what makes sense to their work. Let that team decide that cadence, and do all you can to support their choices. However as a leader, consider who from other teams should also be there — if you’re building a commercial product, is there a benefit in bringing Marketing Design and Product Design together? If Video Production is a large part of your onboarding, shouldn’t they be essential to any face to face meet up?

All Hands
Sometimes you have to bring everyone together to meet up and get to know each other. You’ve likely been working hard to prevent team silos, but even in the best case scenario, it’s likely you’ll have designers and creatives — or key stakeholders and colleagues — that have never met in person. Most companies choose to do this on an annual cadence over a one week retreat, which is great. Do it. But does your broader design team need that opportunity as well? Large retreats can be overwhelming and with so many faces, people can find it tough to connect on the things that matter. Consider the need for a smaller retreat to balance it out with a more focused agenda.

Celebrating Diversity

One of the wonderful prospects of remote and distributed teams is that the culture enables — and promotes — diversity and inclusion. The fact that the highest paying jobs and opportunities are in big cities, and the cost of education, combined with living costs vs renumeration (especially when you’re beginning your career) means that working the best jobs at the best companies in the biggest cities favours those who come from affluent backgrounds, who most likely are white, who most likely are male and who most likely have no complexity in their background. This means that there is a huge talent base internationally that cannot access the opportunities that they might be perfectly aligned to given the chance. If you have a family you care for, elderly parents, children, a non-affluent family history, or are a minority for whom opportunity is less accessible — which let’s face it is a lot of people — you can’t just up and leave to New York, London or San Francisco to throw down $3K on an apartment rental. And why should that sacrifice — or attainment — be the defining factor in your career success? Is it because the role you are qualified for, for whatever reason, requires you to be present in an expensive city, despite the fact that it — if we are all really honest — could be done from anywhere? Is it maybe because the people who run that company could / can afford to be in an expensive city and therefore presume others can?

The greatest benefit of remote and distributed teams is you can tear up the existing rulebook and look to build a different kind of org based on talent, skillsets and experience — regardless of location, background or privilege. In design, diversity is its lifeblood. Finding and solving user problems, communicating to broad ranges of people, communities and cultures — this is what design does. But without diversity in that design team, it’s just endless appropriation. The most exciting thing about the prospect of a remote and distributed future is the basic freedom it gives in team building, and the access it gives to a broader spectrum of great talent — wherever and whoever that talent might be.

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Leadership, Management, Analysis Rob Boynes Leadership, Management, Analysis Rob Boynes

Building a Design Culture - a brutally honest primer for non-Design people

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So you want to build a culture of Design in your organisation. There are usually two underlying reasons why you would want to do this.

The first reason is entirely selfish - you want to attract (and retain) Design talent. Design talent will probably ask a lot of questions before considering joining your organisation, but their first two questions are usually - 'do I actually have to physically turn up at an office?' and 'what is your Design culture like?'. You want to have an answer to that last question.

The second reason is because everyone knows from Medium, InVision's $135 Million CRM strategy and a growing number of repetitive conferences - that Design thinking and Design culture is 100% the key to success in business these days. So...you know...you want to be the one to bring that magic into your business.

Makes sense. Design culture sounds sexy and exciting. It's going to be complex journey though.

Why Design cultures are hard to build

  1. You can't build a culture, you can only tirelessly enable it.

  2. You can't bullshit culture into existence overnight or as part of your Q1 strategy. It takes time (in fact it can take longer than a year and even longer than any single Designer or Design leaders tenure) and it needs constant gardening.

  3. Gardening is highly rewarding but always more effort than you expect and often more janitorial than you imagine.

  4. You have to implement culture at the absolute top leadership level so that...

  5. ...people feel empowered to embrace and personally invest in it so that....

  6. ...it doesn't feel like some shitty executive box-ticking exercise - or worse - it's actually going to be a published company OKR.

  7. It has to be led by actual Design practitioners who are active independent contributors. This isn't a human resource thing with an attached metric, it's definitely not an executive-led employee education programme, and it's certainly not defined by the outcomes of 'workshops' and 'off sites'.

  8. Any culture will be unique to your organisation, so you can't carbon copy some abstract Medium post into a team meeting and expect magic Design beans to suddenly start growing all around you.

  9. There is no culture without trust. Trust takes time to build and needs consistency - consistency of people, consistency in the attitude towards Design - and consistency in how Design is communicated across your organisation. If you have high churn, regular departmental overstepping, disempowerment and a lack of Design definition - you'll struggle.

  10. Big changes will happen. If you're fortunate enough to get a Design culture seeded in your organisation - it will change things in every area of your organisation. That's what cultures do and that’s why you wanted to build one - right? So you'll need to be thirsty for that change and all that lovely Design empowerment that's going to happen everywhere outside of your control.

  11. It's likely your Designers have already discussed all of this already amongst themselves and have probably made some decisions. You'll need to find out what those decisions are, why they were made, and why they haven't turned into a culture you recognise.

  12. It's more likely your Designers actually have a Design culture which you're not aware of and - wow - that's a little bit embarrassing.

If you're a Designer then you know the situation, know the blockers to culture, and know what your team needs. It's your job to figure out how to unblock that stuff and through working with other Designers figure out what that Design culture is beyond just your team. Of course, because there are Designers - boom - there is a Design culture. But you'll need to all decide if this is something you want to push and strive for in your organisation - and if it's worth it. Because in all honesty, sometimes it's not.

If you're a non-Designer - all you can do is enable. Listen to Design and use your skills to present the need for Design representation at the top of the business. Without that the culture will remain subservient and wing-clipped. Which would not only be a shame, but it's also not going to inspire others to invest in it.

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Analysis, Leadership Rob Boynes Analysis, Leadership Rob Boynes

How to build - and define - a Design Organisation at scale that makes sense to HR

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If you’ve moved beyond hiring one or two designers in your org then you’ve begun to add complexity and additional hierarchy. Managing this transition is actually pretty tough - there are a lot of hierarchical job titles one can apply that imply progression, but most instigated design hierarchies fail to address things like skill acquisition or long term career development. Most importantly they fail to address that in creative roles there is a clear difference between leadership and management - and in creative roles, there is usually a healthy mix of natural contributors and natural managers. Design is one profession where some of the greatest talent will actively avoid people management to preserve their contributory ability, and because of this there is a very clear need to define leadership not in terms of management, but in terms of expertise and mastery.

I’ve come to remove traditional hierarchies based around management from my teams, preferring instead to create defined skills to master. Mastering these defined skills allows progression, and those skills can be gained through broader personal management or through personal contribution.

I’ve reduced these core skills down into 9 definitions, within which there are some layers (such as leadership), and it maybe that your org may have multiple layers in some core skills and not in others depending on the kind of design you execute.

These skills are learned in order (for example an inexperienced designer would begin by mastering ‘discovery’ and ‘execution’ before moving on to ‘strategy’) and can be used to define incoming candidates, but also to track career performance and progression of existing staff and even allow you to align this progression to renumeration.

For example you can apply it like this:

Product Designer - Level One - $80K
Discovery + Execution

Product Designer - Level Two - $85K
Discovery + Execution + Strategy

Additionally I’ve found using these skills as benchmarks replaces ‘time in role’ as a defining factor in renumeration or progression. This has been largely positive, allowing teams to promote high performing talent at the correct speed to prevent talent turnover - we should be progressing and pushing someone with the skills and talent rather than blindly progressing purely through time on the clock. For those who use headhunters or recruiters, I’ve found these skill definitions to be a quick and easy way of defining the standard of candidate needed by a hiring manager - especially when it’s used consistently.

Here, in order or progression are those skills and their associated definitions. They’re still a work in progress, but do feel free to give feedback on them.

The Core Skills in a Design Org

1. Discovery
The ability to use discovery tools and frameworks to understand and define the problems which have been identified.

2. Execution
The ability to create and build suitable flows, visuals, behaviours and interfaces that are the solution to the problems defined in Discovery.

3. Strategy
The ability to abstract from the defined problem, define the validity of said problem, and validate hypotheticals against relevant user research and the broader global business requirement.

4. Communication
The ability to build stories and brands beyond the user flows, maintaining consistent and trustworthy environments that are both digital and non-digital in their Execution.

5. Operations
The ability to build, create and manage service design aspects which create solutions beyond product level problems, functions that change team or company dynamics, ways of working, or ways of scaling.

6a. Leadership (I)
The ability to mentor, train or lead teams, squads, cross-team groups and thought processes.

6b. Leadership (II)
The ability to mentor, train or lead teams, squads, cross-team groups and thought processes and transfer this to other teams in the wider org. This may also involve People Management.

6c. Leadership (III)
The ability to mentor, train or lead teams, squads, cross-team groups and thought processes and transfer this to the global org changing and improving behaviours, processes and the understanding of design. This may also involve People Management.

6d. Leadership (IV)
The ability to mentor, train or lead teams, squads, cross-team groups and thought processes and transfer this to the global org changing and improving behaviours, processes and the understanding of design, including technical systems, information architecture and service layers. This may also involve People Management.

6e. Leadership (V)
The ability to mentor, train and lead teams, squads, cross-team groups and thought processes and transfer this to the global org changing and improving behaviours, processes and the understanding of design, including technical systems, information architecture and service layers beyond executional teams and squads, but rather into other departments, such as Sales, Operations, Development, and Growth. This may also involve People Management.

7. Guardianship
The ability to own experientially - and tonally - a range of product verticals with the ability to defend and communicate said experiential and tone to the broader business, partners and external agencies. The ability to become the ‘guardian’ of the product architecture / multiple brand architectures.

8. Authorship
The ability to speak, write, create and curate across all experiential and UX touch points, accurately on behalf of multiple brands and their stakeholders. The ability to become the ‘voice’ of the user and to use this voice to speak freely to develop future conversations, flows, experiences and stories, - all while gaining the trust of owners, partners and stakeholders to do so.

9. Governance
The ability to govern, protect, project and continually reassess both the Guardianship and Authorship employed across a range of product verticals and to ‘steer’ products, brands and stories using this knowledge to maintain relevance, competitive advantage, alignment to trend, alignment to research and alignment to best-in-class execution. Deep level research and the resulting working knowledge into demographic, alignment and distribution is something which is essential to governance and allows for complete ownership of stories and experiences whatever the product vertical or business requirement.

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Leadership, Service Design, Analysis Rob Boynes Leadership, Service Design, Analysis Rob Boynes

Because Design principles are important and so is communicating them

I’ve created Design Principles for many of the projects and orgs I’ve worked with, and implemented them often in different ways. Implementation often depends on how the org communicates design internally, or where design sits in the orgs DNA. Here are the Design Principles I recently created for Verve and it’s associated product lines. It was designed to be broadly applicable, from conceptual through to customer experience - and designed to be adopted by the entire org. These principles are pretty typical in terms of solid principles - they cover experiences, tone, inclusivity, detail and end-to-end expectation - and also maintain relevancy beyond the design department.

Most important they’re also understandable by non-creatives - and because of this (and the millennial nature of our org) I distilled them into GIFs and images.

Often designers create rules and silos to empower themselves in an org, to make themselves appear important or to ‘land grab’. That’s usually understandable - it’s nice to define your own patch and defend it, especially if your experience of design within orgs has been largely negative; design as an add-on, design as a framing device, design as ‘polish’. The problem with this however is it comes across to others in the org as a defensive, if not uncommunicative position to take.

Designers can - and should - empower their orgs by giving away their skills freely, be transparent and de-mystify their processes. By doing this design becomes an aspirational skill to be adopted, mastered and therefore appreciated by all within an org, and from that understanding a professional respect is formed. Sometimes it takes someone being empowered by a skill to realise how tricky mastering that skill is - and by proxy appreciate and gain empathy for the complexity of wearing that skill professionally.

By empowering everyone in your org to understand and believe in design and it’s principles, you bring design into the org completely - without the need for trojan horses, battle cries and those endless whinging emails no-one reads.


Our Design Principles at Verve

cool-gif-dog-helping-biting-tail.gif

Cooperative AF.

Everything we design is designed with others in mind.
What we design should work in cooperation with our diverse range of products, brands, clients, users and user networks. We never design in silo and we prioritise company wide integration of the solutions we create.

Screenshot 2019-01-01 at 6.52.18 pm.png

Inclusive AF.

We design for everyone.
We design for users internally and externally who are global, diverse and have different objectives, expectations and needs.

Screenshot 2019-01-01 at 6.52.45 pm.png

Keep it simple M8.

We don’t make people think.
We design for known behaviours, default reactions and real emotions. We never get in the way of our users actions or make it difficult for them to discover or navigate anything we create.

Always Transparent. Always Trustworthy. Always.

We are clear and open about our intent.
We don’t hide behind dark patterns or create unexpected behaviours. We are always clear about the intent of what we create, and strive to represent a source of truth to our users and gain their trust.

Where the wild things are.

We design experiences in places where our users choose to spend their time.  
We’re mobile first and socially focused. We work with distribution in mind and consider how and why things are shared. We make sure we have first hand experience of living in these places.

Screenshot+2019-01-01+at+6.53.34+pm.jpg

A tiny part of a big experience.

We enable people to create great experiences, but we recognise we are a small part of that.
We are a small part of our users bigger experience with their network - we recognise that and remain humble. We celebrate offline experiences not in-app experiences.

Beginning, Middle and End.

We tell well defined stories.
From our user flows to our content, we make sure our narratives are clear, structured and functional. We avoid cliffhangers and unhappy endings.

Screenshot 2019-01-01 at 6.53.50 pm.png


Sweat the Comms.

We are focused on the clarity, consistency, frequency and tone of our communication.
We are honest and candid in our communications and communicate to maintain expected rhythms and maintain trust - both internally and externally. Oh, and tl;dr.

Usability with all the feels.

Accessible and usable doesn’t mean boring.
Simple and easy to use design can still communicate emotion. Being ‘Accessible’ and ‘Usable’ isn’t doing someone a favour - it’s our job.

Screenshot 2019-01-01 at 6.53.13 pm.png

Excite. Delight. Inspiration. Aspiration.

We curate and create unique ‘wow’ experiences no matter the medium, subject, audience or vertical.
From video to CRM , from social to stage, we always strive to create ‘wow moments’  within the useable environments we design.

Why Tho.

We question constantly.
We always question the way things are done and the existing ways of doing things. Our users move at the speed of light and it’s our job to keep up.

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Leadership, Service Design, Analysis Rob Boynes Leadership, Service Design, Analysis Rob Boynes

How to give creative feedback to creatives if you're not a creative

Frame 2.23.png

Giving feedback can be a tough thing to do - especially within creative teams. It’s also likely that you’ll be in a situation when the person giving the feedback isn’t creative themselves, which is both intimidating for the creative and the non-creative as they try to find shared language and approaches to move things forward. Here is a simple guide to structuring that feedback and how to both prepare for - and to give it.

Things to consider when giving or planning feedback

Should I actually be giving feedback?

You should only really give feedback when your feedback or expertise is relevant

Sometimes we can find ourselves giving unsolicited opinion on things that either aren’t in our skillset or perhaps we just don’t have the right context. When this happens, our feedback becomes ‘opinion’ and unless you have been asked for an opinion (or you have asked if you may contribute an opinion) the risk of other expert feedback being confused or overlooked increases.

This is especially a problem if the feedback of an expert is overlooked or an expertise based critique gets disrupted due to a well-intended opinion.

How should I set myself up for feedback?

You should choose and create a feedback group you trust - with each member of that group having the specific expertise you need to get the job done

A Designer wanting feedback on a campaign should create a feedback group containing all the experts their campaign will touch. This may include: Sales, Marketing, and Product Line experts. They’re also likely to include another Designer to that feedback group to check their own bias and quality of output.

It’s important to balance the feedback group carefully to make sure it contains all the voices and expertise required for success - including someone from your own expertise.



Try to stay in your lane.

You should only give feedback related to your specific role in the project

This doesn’t mean that someone in Sales can’t feedback to a Designer, it’s just that the feedback should be relative. In this example, Sales have an expertise in the marketplace and with the customer or partner. Feedback should therefore be given through that lens, rather than a direct critique of the design itself - a critique which another designer would be better suited to provide.

Giving context of your role and expertise in the feedback process can open up better discussions, and allow people to learn from you and you from them.



Subjective is bad.

Without your expertise or role focus, feedback just becomes opinion

Saying ‘I don’t like’ something doesn’t forward the discussion or improve the end result - you have to show, via your expertise, why your feedback is relevant. Otherwise the person receiving feedback has to de-code your feedback - or worse - will just ignore it.

Instead of saying ‘I don’t like this’, consider reframing your feedback to reference reasoning such as “in my experience in ‘x’ market’” or “here is a relevant example of something I know works in this market”. Use this as a reference point in moving the conversation forward.  



Check your bias.

Everyone has a bias

Maybe it’s personal bias like - ‘I love the colour red!’ Maybe it’s a professional bias - something you want to personally achieve, do or be involved in. All this is fine, but you should consider these biases when giving feedback. It can prevent new ideas, approaches and solutions being formed.    

If everyone in the feedback group has a bias (which they will) it can cause personal opinion to cloud actionable feedback. Check your bias and challenge it - is this relevant? How did I develop this bias? Should I apply this to my feedback?



Everyone is aiming for the same outcome.

Feedback can feel like a battle of wills sometimes

Always remember - and the group should articulate this clearly - that everyone is giving feedback to make sure the end result is the best it can be. Sometimes reminding ourselves at the beginning of a feedback session of what this agreed end result / success looks like can encourage more aligned feedback.

Sometimes this can mean constructing your feedback to make sure that it is angled towards everyone finding a consensus or shared result, and sometimes this can mean compromise towards a bigger goal - it’s not about personal ‘winning’ or scoring points.



Feedback can be painful.

Often the person who has produced the work requiring feedback has invested significant time and emotional energy into doing their best work possible

It’s worth always remembering this. Accept that the person receiving feedback is likely ‘exposed’ and may take things personally or become defensive. But if they are remember it’s because they care deeply about the outcome.

Give them time to explain their thinking and how they got to where they are before you jump in with critique. Defensiveness is usually caused because someone is worried about being misinterpreted or not being able to communicate their process.


It’s not personal.

When we receive feedback it can feel personal

It’s tough - when we’re invested - to abstract ourselves from what can sometimes feel like a personal attack (especially if that feedback has been worded poorly).

Ask questions and see the feedback process as a conversation - why is this feedback phrased as it is? Can it be rephrased? What do you mean when you say ‘x’? Dig deeper and do some discovery - it’s a great opportunity to learn, but also to improve others feedback ability.



Have you considered?

If we accept that someone receiving feedback is doing their best and is working for the best result - we should be also be considerate in our phrasing

It’s very possible that many of the options you’ll suggest were considered before the feedback session, so feedback should recognise this possibility. An example of bad feedback is “This isn’t right, it should be red because that’s our brand colour”.

An example of good feedback is “Have you considered using red? It’s our brand colour”.

Asking this question allows the person receiving feedback to respond rather than defend - it maybe that they HAD considered it, and this will give you a clear reasoning as to why they then did what they did.



Be respectful.

Remember the person asking for feedback is an expert also

We should always respect each others expertise. Because of that we should never use words like ‘Bad’, ‘Weak’ or any form of negative phrasing where possible as everyone has strengths where others have weaknesses. Use the feedback process to ask questions and discover why an expert has decided on a course of action.

Feedback sessions go both ways - it’s not just a show and tell. It’s an opportunity for mindshare towards a common goal, and a way of understanding each others expertise and reasoning around topics.

Give Praise.

It’s ok to say nice things

People respond well to praise (who doesn’t like to be told they’re doing a great job?), and in exposed situations like feedback sessions, praise can be a trust building part of the feedback process. Rather than say ‘this is good’, however, say ‘this is good because ‘x’. This allows the person to understand what - to that expert - good looks like.

Explaining why something works or is good allows that person to understand this for the future and apply it to other projects - it’s a great learning tool.


Agree Actions.

Feedback without actionable results is just discussion

Make sure your feedback discussions result in tangible ‘to-dos’. Agree on those and make sure everyone in the group agrees on those next steps to ‘align’ the current presentation before the next feedback round.

Feedback gets derailed and people get frustrated when agreed feedback is ignored, or feedback is opaque and unactionable. Make sure you have consensus as a group and accountability and set a date for the next session - before ending the feedback session.


An easy to use 1/2/3 feedback framework



Ask > Discuss > Agree Action.

1. Ask (“Have you considered ‘x’? Followed by your expert context and knowledge)
“Have you considered making this red? The research we’ve done on brand suggests this colour is the best choice for maintaining consistency across this product vertical”

2. Discuss
Allow the subject of the feedback session to respond to this question and listen carefully to their reasoning. Respond to this reasoning with follow up questions if required and use these questions to frame the discussion.

3. Agree Action
Decide the best way to move forward - what will be done, when and by whom.















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Analysis, Leadership Rob Boynes Analysis, Leadership Rob Boynes

Ruinous Knowledge is a thing and it's dangerous

Ruinous Empathy can kill team critique, but Ruinous Knowledge can kill entire products

If you’ve researched or adopted ‘Radical Candor’ as a technique to provide high performing teams with high performing communication and feedback, you’ll know about ‘Ruinous Empathy’. ‘Radical Candor’ can be a weird fit for creative teams in my opinion, but Ruinous Empathy is one of the things I find always annoyingly prevalent. Ruinous Empathy is what happens when you care but don’t challenge — when your praise is just not specific enough to be either relevant to the person it was intended for, or it fails to allow that person to understand why the praise was given in the first place. Or equally it could be criticism that you’ve sugar coated to such an extent that it’s unclear — or worse —it’s even unrecognisable as criticism.

In reality Ruinous Empathy is something which is personally protective and ultimately selfish. ‘I’m comfortable being nice, so I won’t go beyond that comfort — even if this means both my praise and criticism becomes unclear or insincere thus devaluing my actions’. It’s a default, which is a comfortable happy place where everything is nice and, well, why change nice?

Good criticism is hard. Good praise is hard. Being constructive is hard. Not relying on ‘how things used to work’ is hard.

‘Ruinous Knowledge’ is equally personally protective and selfish. It’s reading all the research, adopting user focused emotional intelligence, absorbing personas, analysing brand impact studies; it’s talking to users, feeling their pain, building the playbook. All this is stuff you should be doing of course, but Ruinous Knowledge takes this knowledge and makes it comfortable by sitting on it and devaluing it. When the research supports the personas we’ve created — do we challenge it? When the team ‘knows the user so well on core issues’ that they make deep behavioural decisions based on past knowledge — do we question that? Do we question those who inhabit our users voices or the voices of our brands? Do we use phrases like ‘we know from past experience’ and ‘usually we’d expect’? Do we personally avoid discussing new ideas or new ways of working because we don’t have the research on hand to back it up? Do we dare to suggest we know enough about something?

I’ve been guilty of both Ruinous Empathy and Ruinous Knowledge before and they’re both good things to watch out for and attempt to professional eradicate as much as possible in your personal output — but it’s Ruinous Knowledge that makes me the most self-aware. Ruinous Empathy can make a design leader frustrating to decode, but Ruinous Knowledge can destroy whole products.

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Leadership, Service Design, UX, Product Rob Boynes Leadership, Service Design, UX, Product Rob Boynes

How we built and exited a big data Saas using global remote teams

Sure it's a cheesy metaphor - but it is the actual sunset on my last work day in San Francisco

Sure it's a cheesy metaphor - but it is the actual sunset on my last work day in San Francisco

Leaving a product - especially one you've built from whiteboard to public release is a hard thing to do (and especially one where your desk has the above view). But that's what I'm doing, and as I leave Sonr - as goes the cliche - I've had the chance to reflect on what we've done, what we've shipped and the processes we've developed. This isn't a post about personal failure and / or learnings - I'll be delving into that in a medium post at some point soon (lucky you) - nor is it a commentary on startups or being part of a founding team. It's more an overview of product creation - specifically from my point of view as a Creative Director / builder / shipper / strategist of product (i.e someone with a strong preference relating to pens). Anyway, here's a quick fly-by-night overview of my past two years in Sonr-land. 

Breaking ground on the product in Potrero Hill with the founding team - the first sketches

Breaking ground on the product in Potrero Hill with the founding team - the first sketches

We started the product design in San Francisco in 2014 after the initial pre-seed round had closed. We had a whiteboard, a development team and had time-boxed a few days. I'd had a few weeks before my arrival to get some homework done - I'd performed some business canvas workshops, we'd done our requirements gathering from the business and from our potential customer base, we sorted cards, and we'd created our first round of user personas (knowing that we'd end up trashing them within the month). What we came up with in that first office in Potrero Hill was a very basic product specification that focused on business and user verticals - in fact much of the technology at that stage was a relative unknown (such were the joys of social APIs in 2014) but the focus was very much on building a proof of concept. We did this by utilising existing frameworks - specifically Bootstrap - to build the basic front end and get the ball rolling. Using existing frameworks is a great way of bypassing needless development - we were using the framework to test UX hypothesis, but also to give the backend something to output to. That first iteration, those first pre-MVP versions - we excepted their inevitable generic bland ugliness because we knew we'd be throwing them away sometime soon anyway. Using a simple framework can give you an advanced front end in minimal time with minimal spend compared to bespoke front end noodling. It allowed us to take the whiteboard process above to the UI below in weeks rather than months, while giving us the opportunity to quickly iterate front end elements around without slowing down backend development schedules.   

The initial Bootstrap mockup which raised Seed

The initial Bootstrap mockup which raised Seed

Active and Ambient states mapped out

Active and Ambient states mapped out

From here we moved as fast as we could to prove hypothesis - I placed these early versions in front of as many possible end users as possible. This was quick and dirty guerrilla-style user testing, the type straight out of the IDEO playbook. We changed some things off the back of that. We - of course - also trashed our user personas and wrote new ones, and began to really figure out the structure of the data behind what we were now building. We deep-dived into API documentation, we attended conferences (see below) and spoke with possible partners, we scouted competitors, we tried to work out better user flows, oh, and we had to raise some significant money (which we did). I created user flows, overlaid with data architecture to try to break down and visualise the actions of the user and the impact on the product. This broke down the product into 'user intentions' (which were effectively collections of related user flows) and 'product reactions' (which were how the product would react to a 'user intention'). This gave us a high level overview of user and product intended behaviour, with both influencing each other. A user could be administrating, searching, curating or exporting - meanwhile the product could be active or ambient at any given time. 

Visting Twitter Flock 2015 NYC

Visting Twitter Flock 2015 NYC

Visting SXSW 2015 Austin TX

Visting SXSW 2015 Austin TX

Iterating to v2 with our awesome new product team in Midtown, NYC

Iterating to v2 with our awesome new product team in Midtown, NYC

Around this time we'd begun to crystallise a product team in New York who were beginning to build out processes, set up Jira workflows and form QA schedules. We began to form more stringent user testing systems, and began to do one-on-one Google Hangout interviews. The distributed nature of these teams, between New York, London and San Francisco at this point began to place strain on product development, and marshalling it became a full time balancing act of clear documentation, scheduled Hangouts and constant Slack use. With this in mind we spent time in New York training the team there to become product design focused, allowing them more time autonomously working with the west coast team on product features. We also began to iterate the designs to fully incorporate our user feedback from testing. With new front end developers being hired we were now able to break away from our Bootstrap framework, and move to something more advanced and scaleable in ReactJS. Initially we kept the Bootstrap aesthetic (there was no rush for design beyond UX elements at this phase of the build) - icons, drop-downs, transitions - they were all defaults and generics. We were ignoring the details until we solved the bigger UX picture.  

Distributed teams are *really* hard work and can 'jetlag' a product

Distributed teams are *really* hard work and can 'jetlag' a product

There were also organisational problems to solve - distribution meant we had the problems that all distributed teams have - things fall through the gaps, and communication is hard. Being on hangouts across multiple timezones led to long days for those on GMT and deep investigations into the best conference calling and video calling tech (bottom line: there are no 'amazing' conference call headphones - but it's all about the microphone. We ended up with Sennheiser PC36's for group chat and the Jabra SPEAK 510 for portable conference calling -  and always using Google Hangouts. Slack may change this space, but for now Google is the best). 

I began work on two things at this point - mobile (which was based in London) and documentation upgrades for those on the west coast. Documentation is often seen as a failure to pair-code, but while pair-coding is indeed best practise, it becomes near impossible with a 6-8 hour time difference. Here is the 'Manual' that was produced (below). The 'Manual' is written with a group definition (say 'Search' ) which is defined by the user Action, Behaviour and the related user stories that created the Action and Behaviour to be defined. Within each group there a section of each element that combines to group, each element having precise schematics defining it's default state, basic behaviour and basic action. This level of precise documentation prevents any grey areas forming, but also focuses the UX and product into defining every inch of the product and it's intended action - and making sure that this action is being supported by at least one user story (here's an excerpt from the 100 pages it eventually ran to). 

With mobile being in London, the need for such precise documentation wasn't so great. We could pair-code and whiteboard solutions. We still needed to define the actions though, and we used Flinto for the bulk of our prototyping. These prototypes were then user tested by the product team and with our user groups for feedback. The feedback was then incorporated into the wireframes (see below).

At this time we were getting significant feedback on the web side of the product, mainly about it's complexity. Now was the time to begin stripping away elements and beginning a process of reduction. Feature creep is inevitable, especially with diverse user testing groups, stakeholders and partnerships. The technology had also changed - our stack was nearing full development, but the partner APIs we accessed were developing at their own pace and changing. We also had ReactJS to consider as a framework - React works better in certain load scenarios than in others, and we were noticing lag in the front end performance. We began to simplify the design, but as we had defined and tested user stories we could focus more on the technological execution and making things more reliable, faster and economical. 

Partner APIs are tricky beasts and by now, with large changes across most of the major social networks underway, some of our features - specifically the ones that attempted to unify some of the social network content - were becoming swiftly outdated (or worse - redundant). We were facing capping, call limits, sandboxing - the APIs were fluid and at the whim of their development teams. We soon realised we needed to simplify further. Like - waaaay further - and get to the core of the user stories that mattered and reduce the strain on the APIs. Some of the features were cool - some were 'wow' - but with the APIs in drift they would more often than not throw up an error or a time out. Effectively the experience we'd built was great when it worked, but was so prone to third party error we'd inadvertently built a frustrating experience that seemed buggy, but was in fact just feeding errors from APIs that we had no control over. This was a serious UX issue that needed resolving. We went back to the core ideas of the product and the subsequent research we'd done - along with all we knew about the APIs we'd been using. We chose to treat the APIs as individual elements which allowed for outages that wouldn't affect the UX as a whole. This also allowed us to prioritise individual network onboarding, sign-in, OAuth and sign-out. 

Onboarding became a big focus at this stage. We'd done enough user testing and design reduction to know the sticking points of the product. We were focused on simple, clear and progressive steps to getting the user to make their first actions within seconds of sign-in. 

Focusing on making the APIs individual not only meant we didn't have to worry too much about outages, but it also meant we could develop API specific features which could be seen only when that API was being used. This allowed users to search certain networks for people, but for us to allow background actions within certain rate limits. Returning back to the days of us whiteboarding it all in San Francisco - we could allow action and ambient processes. And now the action and ambient processes were decoupled from the various APIs, we could now focus on making them stronger features in their own right. 

And with that - we shipped to public beta. We began some low level growth marketing around Medium (see here) and after getting some publication acceptance we quite quickly gained a lengthy beta waitlist. 

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Product, UX, Leadership Rob Boynes Product, UX, Leadership Rob Boynes

When to Design - and when to *design*

icon_set.jpg

I've been designing Sonr for about 16 months in total. We've built prototypes, raised capital, tested, prototyped, tested - and then began to build out the core product - which is now in private beta. In all this time I never actually designed any icons. I used UI Kit for iOS. I used a variety of resources like Noun Project and Iconmonster. I originally used whatever came with Bootstrap. It's not because these design elements aren't important - they are. But they are not important until the workflow, framework and UX is designed and tested. When we initially moved past whiteboards and paper at the beginning of the Sonr project and we need to build a solid prototype, I sat in a room in Potrero Hill 8 weeks before the first investment round presentation and delivered a paper prototype with boxes and attributed actions. I didn't care so much what it looked like, but I did care about what it did. We chose a low latency framework - Bootstrap - and using it's modules and components which looked like ***generic website template no.4*** began to flesh out the boxes and actions. This was a time to design rather than design

Bootstrap-alicious

Bootstrap-alicious

That was enough to do a few things - it allowed us to raise capital, test back-end architectures - and allowed us to realise quite a few things we got wrong with the product. Much is talked about technical debt - but design debt is also a silent killer in new products. Building a fully fledged front end too early inevitably means having to squeeze in features and newly validated workflows into an increasingly creaking - and expensive - architecture. Bootstrap got us around that. Much as it hurts to admit as a designer - no one cares about your icon set. Or your colour selection. Or your font. None of that is even noticeable if your product is weak or badly considered. 

Colours finally making it into react.js

Colours finally making it into react.js

Spin forward 16 months and 50k airmiles later - and I've designed a v1.0 icon set (see above).
I have a hard coded set of colours. I have a GUI font in testing. Bootstrap has been replaced with a more scaleable and enterprise framework in react.js.

The icon set is a little complex as we run it as a font, allowing multi-state rollover / fill options to reside with the development team. This was a conscious decision as it prevents design slowing down product design and development. Design can be easily changed on the fly and through pair coding - not constant revisits to Sketch or Photoshop. Breakpoints can now influence icon behaviour. The downside is that we can't make cool interactive SVGs and GIF icons - but for a product in beta...it's just too much design for what users need right now. I mean I'd love to make 'em, but I know deep down it would be a waste of time.  

In truth, the design in the product has moved on with the implementation of react.js - we now have flexible components, but these components have been simply assigned colour HEX and behaviours - they haven't been designed. This is sometimes a tough thing to communicate to stakeholders. Yes it looks sexy, but it's effectively still a lightweight wireframe - a really really nice one obviously - but it's still the product at its most basic. The design priority right now is load times, rendering issues, improving UX and architecture, testing, bug tracking, iterating quickly...not adding more design layers and slowing things down on the development side of things.

Now in react - with plenty of design, but not much design

Now in react - with plenty of design, but not much design

When we set out on the road of designing a complex SaaS product, we wanted the design to scale with the engineering. I didn't necessarily want to design a flat UI. I didn't adopt an existing design framework. We just ended up here through research, iteration and product / engineering requirements. It will of course be designed one day in the near future, once the beta stage is cleared and the feedback compiled. The design layer is of course required. But when that will happen I'm not so sure - it's probably going to be up to the user. 

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