Design Team Leads

I’m re-posting items originally written for peterme.com. This is from January 11, 2016.


My friend Dane Petersen asked on Twitter: “Honest, unsnarky question: If design is thinking by doing and leadership means someone else does the doing, how does a design leader think?”

I’ve written a bunch about this in the book I’m writing. Here is what I wrote about the “team lead”, the person responsible for a 3-7 person design team tackling a problem.

Team Lead

Regardless of size, each design team benefits from a single point of authority and leadership, an individual with vision and high standards who can get the most out of their team. This is the most important role on the team, and the hardest job to do well.

Team leads must be able to:
Manage down. Leads are responsible for overall team performance. They need to create a space (whether physical or conceptual) where great design work can happen. They must coach, guide, mentor, and prod. They address collaboration challenges, personality conflicts, unclear mandates, and people’s emotions.

Manage across. Design leads coordinate with product leads, business leads, technology leads, and people in other functions in order to make sure their teams’ work is appropriately integrated with the larger whole. They must also be able to credibly push back on unreasonable requirements, and goad when others claim that the design team’s work is too difficult to be delivered.

Manage up. It’s crucial that these leads are comfortable talking to executives, whether it’s to explain the rationale behind design decisions or to make the case for spending money, whether on people or facilities. Design leads must present clear arguments, delivered without anger or frustration, that demonstrate how their work ties into the larger goals and objectives of the business.

In short, the best team leads are a combination of coach, diplomat, and salesman. And they are folks who, through, experience, find they can span the conceptual scale from 1,000 feet all the way down to 1 foot. They oversee the end-to-end experience, ensuring that user needs are understood, business objectives are clear, design solutions are appropriate, and the final quality is high. To achieve coherence, they must integrate efforts across product design, communication design, user experience research, and content strategy. They are responsible for articulating a design vision shared not just by their immediate team, but their cross-functional partners as well. No wonder it’s so hard to find such people!

Are your team members respected as individuals?

I’m reposting items originally written for peterme.com. This post is from January 6, 2016.


I’m co-writing a book on building in-house design teams. Occasionally I’ll write a passage that stands on its own and feels worth sharing. 

A byproduct of bureaucratic work environments is that they encourage treating employees as cogs in a machine, not as the idiosyncratic people that they really are. Job titles suggest equivalence and interchangeability for anyone with the same title. Discrete numbered levels are used to assess seniority and salary ranges. Org charts delimit access and authority.

Actualized design teams overcome such practices by treating team members as individuals, with all the messiness implied. They recognize job titles are imperfect, and two people with the same title may have different skills. That’s okay, though, because everyone knows those people’s strengths and weaknesses, and makes sure that they’re set up to succeed. Seniority levels are seen as guidelines, not strict containers. Reporting structures are there for communication and mentorship, and do not limit anyone’s ability to share ideas and have an impact.

The reason companies adopt bureaucratic methods in the first place is to manage people at scale. While maintaining this individualistic perspective is challenging as the design organization grows, it’s worth the effort. Designers, perhaps more than other professionals, are a sensitive, empathetic, expressive, and quirky bunch. Reducing them to labels and levels removes their individuality, blunting their engagement and, in turn, their work. Instead, celebrate their individuality. Let their freak flags fly.

Facilitation is a necessary design skill

I’m reposting items originally written for peterme.com. This is from November 19, 2015.


(I’m writing a book on building in-house design teams. This brief passage struck me as worth sharing.)

In a networked-software-services world, to render an entire customer journey is a matter of managing overwhelming complexity. No team of designers, no matter how talented and capable, can acquire the necessary deep knowledge across so many domains to deliver robust work. This means that the design team can no longer rely solely on the hard skills of their practice and craft to succeed. In order to arrive at the most suitable solution regardless of context, the design team needs to practice the soft skill of facilitation. This is because designers are not the sole creators – there are too many moving parts, too much specialized knowledge necessary to fully appreciate a situation. Designers need to facilitate the creative output of others throughout the organization, tapping into a resource often left dormant. If working in a hospital setting, get nurses, technicians, and doctors to ideate around their specific problems. In a call center, have the customer service representatives pitch how they think things should be. The point isn’t to be slavish to the input from other functions – the design team still has the crucial responsibility of refining, honing, and executing these ideas. But it’s a recognition that the problems we’re solving are too big for any one team to have a complete handle on.

How to structure your centralized design team

I’m reposting items originally written on peterme.com that are relevant to this site. This one is from October 22, 2015.


I’m co-authoring a book on building in-house design organizations. In it, we advocate for what I call the “Centralized Partnership,” where design remains wholly centralized, and broken up into teams that are committed to different aspects of the business. We propose some radical ways of structuring your design organization, and I thought I’d share a rough draft of what we’re thinking.

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Don’t just mirror the product organization or business units. In order for your team to successfully collaborate with others, it’s important to understand how the rest of your company is organized. However, it’s insufficient to have your design teams simply reflect that structure. Organizations grow and evolve over time, and the reasons for how they arrive at a particular structure are varied (e.g., acquisitions, firings, failed initiatives) and might not make sense for your team. A design organization that is not wedded to the structure of the broader company can help maintain a stable customer experience when the inevitable reorganizations occur.

If you can organize by customer type, do so. A fallacy is to have designers obsessed with the products and services they work on. Product and service features are just manifestations of parts of a user’s relationship with your company. Instead, you want your designers obsessed with their entire user’s experience. So, organize your teams by types of users. Many companies have clearly distinguished audiences — marketplaces have buyers and sellers; banks have personal/consumer, small business, and institutional customers; educational services have teachers, administrators, students, and parents; and so on. When a design team focuses on a type of user, it can go very deep in understanding them, and that empathy leads to stronger designs that fit the users’ contexts and abilities. So, for a marketplace, have a “Buyer Design Team” and a “Seller Design Team.”

This kind of organization proves quite radical in certain companies. Banks and other financial institutions typically organize their teams around products or lines of business (basic banking, credit and debit cards, loans, mortgages, etc.) that behave as if in silos, and rarely coordinate. However, the same customer is engaging across these products, and can find the lack of coherence frustrating. To have a “retail consumer” design team that works across these products should lead to a better customer experience but will be difficult to maintain in the face of a company that incentivizes business units through their specific products’ success. This might require executive sponsorship to demonstrate just how crucial a cohesive customer experience is for the whole company.

Organize by the customer’s journey. If your company is successful, you’ll need to grow those teams. Keeping in mind that no team should have more than 7 people, consider splitting them up along a customer’s journey. For example, if you’re a travel service, you could section the teams into “Plan Your Trip,” “Book Your Trip,” “Take Your Trip” and “After the Trip.” Remember, this is regardless of whether the product or business teams are organized this way. Organizing by the journey allows each team to shift focus from features (search, browse, booking) to the overall experience, and the design work on those features will fit within the broader whole.

These specific teams will still roll up into a broader “Traveler Design Team.” It’s important that they remain in contact, even if it’s just a weekly meeting to share out what each sub-team is working on.

A ramification of this approach is that you might have designers from two different teams work on the same feature where your different customer types interact. One example of this is in a marketplace, where a buyer wants to book an appointment with a seller. From a product management and engineering perspective, “Book an appointment” would likely be the responsibility of a single feature team. In a decentralized organization, the same designers would work on the user experience for both the buyer and the seller. When you organize by customer journey, however, the concern shifts to figuring how this feature fits in the buyer’s and seller’s respective workflows. You want the Buyer Team to design the appointment feature in the context of the broader Buyer experience, and likewise on the Seller side. It might feel like inefficient overhead, but it should result in better conversion as the designs are mindful of context.   

My Design Organization Design Talk, Slides Plus Audio

I’m re-posting items originally written for http://peterme.com

At IA Summit 2015, I spoke about “Shaping Organizations To Deliver Great User Experiences.” Here are the slides:

 

Now, here is the audio of my talk:

Press play on the audio file, and then guess when it’s time to advance the slides. That way, you can RELIVE THE MAGIC.

If you go to The IA Summit page for my talk you can download the audio, read a complete transcription (!), all captured thanks to Jared Spool and UIE.