How Autodesk Tackles UX Design Challenges

At Autodesk, the design teams are as global as the company’s customer base. The $2.5 billion software giant is powered by 7,700 employees across seven continents.

In the Tel Aviv office, Uri Ashano serves as the senior UX manager for AutoCAD 360, the mobile application of the company’s flagship product. Ashano and his team of five (two UX designers, two visual designers, and one researcher) collaborate closely with Autodesk’s San Francisco headquarters to practice user-centered design within an Agile process.

As Ashano explains, the company sees itself as a knowledge house, not just a software provider. All designers train and work with the Luma Innovation Institute, which teaches 36 different methods for user-centered design. The design process Ashano and team follow each time they get new feature requests illuminates the power of collaborative design, especially in the discovery stage.

Research the Problem

The Tel Aviv team’s process begins when they get a request from the larger AutoCAD 360 team for a new feature.

The request usually presents itself as a user scenario such as: “An architect needs an AutoCAD drawing at his job site. He’s bringing along an iPad (or other tablet) and wants to view his drawings, modify, and annotate. Afterwards, he wants to share the updates with colleagues.”

In response, the team first opens a new project in Slack to start investigating the problem the feature aims to solve. This initial research consists of interviewing local architecture firms, reviewing customer support tickets for ideas, and reviewing online data in MixPanel. The team also consults data from the greater Autodesk’s research, mostly around multiplatform use of AutoCAD and the flows related to these products.

“We always examine incoming requests from a user-centric mind-set,” Ashano explains. “We pull out the low-hanging fruit and then focus on the riskier elements that we can go after. These user stories are always our starting point to design.”

Deeper Discovery

Once a vision for the feature(s) emerge, the team moves quickly into the discovery mode. This period of design is one of the most intense and collaborative for the team. As Ashano says, “We don’t want to lose any creative minds in the process.”

Rather than sending designers off with specific projects, Ashano engages all team members together to explore ideas. By exploring these ideas in half- or full-day workshops, the team collectively decides which are worth actually moving forward with. “Working together, we can get 20 great ideas in 20 minutes,” Ashano says. “Our collaborative brainstorming is far more effective than if we sent designers off to think on their own.”

Using bull’s-eye diagrams, pains vs. gains charts, and impact vs. feasibility matrices, the team starts to map out customer needs and prioritize ideas. As the ideas populate the different diagrams and charts, team members (including product managers and developers) also add smiley or sad faces next to the concepts.

Ashano notes that the earlier they can embed developers and product managers in the decision-making process, the better. In fact, this is why the teams are also physically located near each other, sharing meeting spaces and much time together.

From the team’s work with Luma Institute, they also use up to 10 other brainstorming methods, such as affinity maps and eyeball diagrams. At this point in the process, sketching remains minimal with all the focus on idea generation through sticky notes.

Only when there is firm agreement on the overall feature set will a designer start to sketch in greater detail. And, following the Agile UX process, the team will leave the stage of deep discovery with epics, user stories, and a backlog that they can revisit for more ideas.

Designing the Solutions

Once the rough feature sets are decided, the team holds a formal kickoff. From there, long brainstorms are replaced by focused daily stand-ups that involve only people essential to the work being done.

Once the team members divide to conquer their specific tasks, the group starts designing collaboratively with early wireframes and user flows for each user story. To speed up the process for his team, Ashano created templates to easily show the flow between five to six screens at a time.

As the designers start mapping out their flows, the developers will also be wrapping up their technical research. To consolidate their knowledge, the AutoCAD 360 product team now creates a lightweight PRD that focuses on guidelines over prescriptions. The technical details are contained in Dropbox and Zeplin links, while the interactive details are reflected in the links to the user flows.

“Annotating our user flows is very useful because it lets us get great feedback even in the early stages of conceptual design,” he says. “Everyone can go in — including developers and product managers–-and see how things are created in real time. Also, since it is extremely hard to create mockups that show the behavior of an iPad, annotations are very helpful for our multi-device storytelling.”

For feedback on the PRD and early concepts, the Tel Aviv team will also share their user flows with the larger AutoCAD 360 team in the U.S., Singapore, and Germany. As the Tel Aviv team iterates their wireframes into higher fidelity mockups, they will also hold remote design reviews within the platform.

Problem Solving With Prototypes

For most designs, the AutoCAD 360 team iterates wireframes into static hi-fi mockups and then directly to code. In the interest of time, the team only creates prototypes for new interaction models or potentially problematic flows (like ones with multiple transitions).

The fidelity of the prototype depends on the design question. For example, Ashano’s team will create lo-fi prototypes if they’re testing a totally new interaction model. On the other hand, they’ll create a hi-fi prototype if they’re testing branding or different color palettes.

For usability testing, the AutoCAD 360 team generally tests with 5 to 10 people. Since Ashano and his team’s work focuses on specific features within an existing product, the prototyping, testing, and iterating process continues until the system feels refined and complete.

Once a prototype is ready for development, the team will update the PRD again with mentions of any major changes to the interaction models and any links to new prototypes. As the developers build out the feature, the design team revisits the epics, user stories, and backlog for their next sprint.

Conclusion

Autodesk’s Tel Aviv team shows us that enterprise design doesn’t need to be bogged down by poor communication and mountains of documentation. Here are the big takeaways:

  • Validate feature requests with early qualitative research (reviewing support tickets and user interviews) and quantitative research in analytics tools and surveys.
  • Dedicate time up front for discovery and ideation with half- to full-day workshops aimed at defining the rough feature set.
  • Treat documentation as a knowledge portal rather than a paper trail by linking out to further details.
  • Prioritize prototyping for the most difficult interaction models.

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Originally posted on FastCo. Design

Introducing Product Tribes: A Slack Community of Product Makers

Until today, we’ve only invited webinar attendees to our exclusive Slack community known as Product Tribes.

We started with simple question: how might we improve cross-functional knowledge across product teams? Since we all use and love Slack, Product Tribes was born. Fast forward a month and we are now over 1000 designers, developers, and PMs.

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The community has channels dedicated to discussing leadership, Lean/Agile processes, front-end development, product management, user research, and everything UX and UI related. People give advice, ask questions, and share useful resources for all things product, UX, and development.

Members include folks from hundreds of startups, agencies, and organizations like:

  • Accenture
  • Allianz
  • Anthropologie
  • Autotrader
  • Bloomberg
  • Bottomline Technologies
  • Capital One
  • Citrix
  • Clorox
  • Concur
  • Core Logic
  • Dell EMC
  • eHarmony
  • Emirates
  • Groupon
  • Hewlett Packard
  • IBM
  • Infusionsoft
  • Ingram Micro
  • Lexmark
  • Monsanto
  • Phillips
  • PriceWaterhouse Cooper
  • SAP
  • Staples
  • T. Rowe Price
  • Transperfect
  • Unilever
  • VM Ware
  • White House Digital Team
  • Yahoo

The community continues to grow each day, so we’re excited for the future. To maintain the quality of membership and discussion, we review every application. If you’re an experienced member of a product team, we’d love for you to join us.

Apply now

A Review of the Interaction Design Foundation

As a UXPin education partner, the Interaction Design Foundation provides one of the most robust collections of online courses and free encyclopedias.

Since the UXPin audience gets 25% off their first year of membership, we decided to take a look inside some of their courses and materials. For full transparency, we don’t earn any affiliate revenue from the discount we just wanted to share a useful resource for working designers.   

Who is the IDF?

Founded in 2002, the Interaction Design Foundation is a nonprofit educational institution based based in Denmark. Their founders are Mads Soegaard and Rikke Friis Dam, who both hail from an education background.

Their executive board features well-known design leaders like Don Norman, Bill Buxton, and Irene Au (one of our advisors as well). Individual designers also manage chapters of the IDF by continent and country.

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Their goal is to democratize UX education with open-source academic courses taught by experienced practitioners and university professors.

In short, they’re both an online community of designers and an online course provider.

What do they offer?

The IDF hosts 4 full-length encyclopedias and 30+ self-paced courses. The encyclopedias are free for everyone. Paying members ($112.50 for first year for UXPin audience) can take as many courses as they’d like.

Encyclopedias

Given their length and academic feel, it’d be inaccurate to call these ebooks or even guides. The 4 encyclopedias offered by the IDF are true full-length publications. The encyclopedias also feature video interviews (in some cases, they’ve flown out on location to meet the experts).

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As someone who’s worked on quite a few 150+ page ebooks at UXPin, even I was impressed by the depth of the material and author expertise. Their Encyclopedia of Interaction Design (2nd edition) clocks in at over 4,000+ pages with 100+ designer authors.

The best part is that they’re available for free online or in PDF format.

Given that many successful designers are self-taught, I can see these open-source textbooks as a great resource for staying updated. They are a bit theoretical, but it certainly doesn’t hurt to supplement mileage with knowledge.

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Here’s all 4 of their free encyclopedias:

Ecourses

The courses are categorized for beginners, intermediate, and advanced users. Each course is self-paced and offered in regular intervals. I found enrollment to be pretty straightforward choose the course you want, book it, then get a calendar reminder for when it starts.

In my case, I enrolled in a beginner-level HCI class to get a feel for the pacing and material, but you can see they also offer focused advanced courses.

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How do the ecourses work?

After setting my information in the initial course onboarding, I was ready to dive into the materials for the Beginner’s HCI Course.

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Each of the 9 lessons breaks down into sub-lessons, which include a video followed by a quick question. I thought the instructor Alan Dix (well-known HCI expert and author) was quite clear and passionate in explaining the sub-lessons.  

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At the end of each lesson, you’re presented with an opportunity to participate in a group discussion with peers. You can also join a local IDF group for in-person study sessions and networking. In my case, I found a local chapter for the San Francisco region.

It’s definitely a nice touch that helps to eliminate the overwhelming feeling of tackling a course all by yourself.

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To earn a certificate of completion, you need to score at least 70% on all the questions in the course.

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While I’m still far from completing the course, first impressions are that it’s well-structured and comfortably paced. In a few weeks time, I could probably finish the course by chipping away at it for 15-30 minutes per day. Because each sub-lesson is bite-sized, you also feel a small sense of accomplishment even if you just spent a few minutes on the material. From a design standpoint, the progress bar at the top helps to incentivize you to spend just a bit more time per day.

If you’re interested in checking them out further, feel free to browse their full course catalog and join at a 25% discount (for the first year).

How To Design With Discipline: UX Lessons From 3M

The 3M Health Care Business Group follows a strict UX design process that allows for complexity—but isn’t overly complex.

With $30 billion in revenue and 90,000 employees worldwide, 3M has built a thriving business over the past 100-plus years on one core principle: applying science in collaborative ways to improve people’s lives.

That principle is paramount to the work of the 3M Health Care Business Group’s UX team. Projects include physical products such as smart inhalers and digital products ranging from enterprise medical coding software to internal sales tools.

“Our design approach is to regularly connect with colleagues in other disciplines like marketing and R&D as strategic partners,” says Andy Vitale, lead interaction designer at 3M Health Care. “When our UX and business teams work together with clear vision and goals, we find greater success through a shared commitment to authenticity.”

Vitale’s team currently supports six different divisions of the Health Care Business Group at 3M; Health Information Systems (e.g. billing and hospital quality of care), Critical and Chronic Care, Food Safety, and Drug Delivery Systems, Infection Prevention, and Oral Care (dental and orthodontic).

His small team tackles a big list of projects, supporting both new products and long-established brands.

In a complex space where large companies struggle with scaling UX methodologies, 3M stands in stark contrast to engineering-driven enterprise. The product development process reflects one of the most mature UX models we’ve seen to date.

Due in part to the strong design culture built in the past few years since Chief Design Officer Eric Quint joined the organization, 3M Design follows a disciplined UX process rooted in co-design and customer validation.

“Show, don’t tell” is a philosophy that drives all the design work you see below.

Design at 3M Health Care

Team structure

Vitale’s six-person UX team for 3M Health Care covers the following disciplines:

  • Interaction Design
  • User Research
  • UX Strategy
  • Information Architecture
  • Visual & UI Design
  • Content Strategy
  • Front-End UX Development

Each team member’s skillset is T-shaped. While they may specialize in certain disciplines, each person can also help cover other areas as needed.

Initial research

At 3M, product and feature solutions can come from multiple sources, including business, technical or design teams. The 3M Health Care Design Officer also meets with the division leadership to prioritize projects based on resourcing, current status, and expected impact.

Once a project starts, the first step for the UX team is to review any existing research for context around the design problem. Stakeholders provide the following information to designers on an ongoing basis:

  • Market research: Information around the market landscape and how existing or future 3M solutions could fit.
  • Industry insights research: Information specific to the business division that identifies opportunities.
  • Voice of customer research: Any initial user research conducted by the business.

By reviewing the three sources of research, the design team better understands the current status of the project and the desired target users. The information also provides talking points for stakeholder interviews and helps uncover points of validation for future field visits with customers.

Stakeholder interviews

After reviewing the existing research, Vitale’s team prepares a short discussion guide for stakeholder interviews. The stakeholder interviews help the team understand business requirements. They also inform the first draft of the design brief.

Stakeholder interviews are usually conducted on an individual basis, lasting between 45 minutes to 60 minutes per session. Occasionally, the team might conduct department interviews instead (e.g. two to three marketing people in one interview), but they don’t hold cross-departmental group stakeholder interviews.

The 1:1 format allows Vitale’s team to thoroughly explore each person’s subject matter expertise and vision of success for the project. If more information is required, the designers are free to schedule follow-up interviews.

When conducting stakeholder interviews, consider Kim Goodwin’s guidelinesfor each department:

  • General Stakeholder Interview
  • Marketing Stakeholder Interview
  • Engineering Stakeholder Interview
  • Sales Stakeholder Interview
  • Executive and SME Stakeholder Interview

Customer journey mapping

With a clearer picture of business requirements, the UX team conducts a customer journey mapping workshop to plot out the user’s perspective before, during, and after service:

  • Emotions: Any moments of satisfaction, anticipation, and frustration.
  • Touchpoints: Every step of the journey that the user interacts with the company
  • Channels: Where interactions occur (e.g. online, mobile app, etc.).
  • Moments of Truth: Any particular touchpoints or actions that generate lasting frustration or satisfaction.

The designers typically map the journey out on a large board, while stakeholders add their thoughts with Post-it notes next to each step. Together, the team then discusses all of the potential roadblocks and opportunities.

“We try to build the customer journey collaboratively before we get too far ahead of ourselves,” Vitale explains. “Before we talk to customers, we want to make sure we’re all on the same page internally as far as understanding the problem and opportunity.”

After the first half-day “all-hands” customer journey mapping workshop, the design team will then follow up with two-hour sessions as needed. Once the whole exercise is complete, the UX team sends a summary email prioritizing the project goals and any newly revealed constraints.

For efficiency, Vitale recommends first sending out a clear agenda with timeboxes for each part of the workshop.