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How to design and implement a new process

April 4, 2020 by Tim Chan

Assume your normal output is x. If you want to increase your output, you need to produce x+1 kind of work. Here is the problem, if you have already reached you maximum capacity, how can you increase your output? The truth is, if all work comes through you and you are the bottleneck, you can’t. You will never increase your output this way.

The only solution is to improve the output from others around you. Why? Because while you are stuck on your maximum output, if you can increase the output from others, you are still producing x+1 kind of work. But how? If you look at human history, the answer is obvious, you must invent a machine and let others work on it.

As knowledge workers, a process is the equivalent to a machine in the information age, it help others to work more efficiently and not waste time on figuring out how to do things. The beauty of a process is that like a machine, once you set it up, it can continue to run itself even if you are not there.

Why we hate processes

Process nowadays gets a bad reputation especially for people working in technology companies where everyone is suppose to work in “Agile”. That is unfortunate, just because someone else’s process is bad, it doesn’t mean the concept of process is bad. It just means either they have designed a poor process, or they have set it up poorly.

Ultimately, people hate processes because most managers doesn’t know how to implement one in the first place. As a result, new processes gets ignored and is locked in the cupboard to never been seen again. In this article, I will talk about the foundation work you have to do in order to make your process work.

People falling asleep during process presentation

How to make a process work

The hardest part about designing a process is to get people to believe in it and to run it. A process will not work unless the following conditions are met:

  • Competence
  • Pain
  • Time
  • Buy-in

Competence

That is the competence of the individual who wants to make the change. Let’s assume that is you. You have to be good at what you do, or people would not respect you, and they will probably ignore you. Nobody wants to listen to “your ideas on how we can work better” if you are not good at your job.

If you have the power to force others to do things your way, you might think you are off to a good start, that is the wrong mindset. Yes you can get people to listen to you, but the process itself is a worthless piece of paper unless someone acts on it. To make a process work you must influence those that will be executing it.

You need to give people a good reason to do things your way, otherwise they will revert back to the old ways of doing things, and you will spend all day chasing them to follow your process.

Pain

Humans are creatures of habit, if they believe what they are doing is working, they will resist change. The easiest environment to apply a new process, therefore, is when people are frustrated, when they feel “someone should do something about this”.

Not everyone will feel pain the same way. Luckily for you, this pain is psychological and can be adjusted. Just like people in poor country doesn’t know they are living in poor conditions, you have to expose them to the reality and paint a picture of the wonderful life they could live if something changes. Once there is a comparison, people’s mind will start to change.

A person lying on top of a bed made of nails

Time

Don’t expect overnight success. A process is like a machine, it needs to warm up before it can fully function. You need time for people to discard old habit and get used to new way of doing things, and you also need time to refine the process itself. Implementing a process without the patience to see it through is a recipe for disaster. You need to set the right expectation to management and your team members.

Buy-in

Not only your peers might resist to change, people above you might also be the same. The human brain likes to choose the path with least resistance, once they have done something in the past successfully, when faced with similar problems, they tend to solve it in the exact same way they have solved it before.

Even if there is a “better” way, the brain tends to regard the new way as less efficient because learning the new way takes effort and there is a risk that you end up wasting time. This is why we tend to be reluctant to change.

Without buy-in from above and below, your process won’t work. The easiest way to sell to upper management is to get your team start doing things your way, then report it back to your bosses the changes you plan to make has already happened. That way, all management needs to do is to rubber stamp and make your process official. How to get buy-in from below? Let’s talk about this in the next section.

How to gain buy in from your team

When it comes to change, there will be 3 types of people:

  1. Early adopter
  2. Late majority
  3. The uncooperative

Start by identifying the people that feels the pain the most and is most open to try something new. This person is the early adopter, you alone is not enough to convince other people to try the new process, you need a champion, someone that will help you to sell your process to the team. Ideally, that person has certain influence among the team. Look for someone that is senior or is well respected, if you can get that person’s buy-in, you are on a good start.

Then it comes the late majority, usually these group will start to follow once they see someone in their team has already adopted to the new process, especially if that person is someone they respect.

A person carrying a dial phone to a group of people using smart phone

You will have some uncooperative, I once had a person in my team refusing to read the new process claiming it was too wordy and confusing. I brought my laptop, sat next to that person and told her it is my job to make sure the process makes everyone’s life easier and if something is not working, I will change it right there and right in front of her.

As we walked through the document we discover some areas of improvement and wordings that are ambiguous, I made the adjustment right away and share the updated procedure with everyone. I believe my commitment and enthusiasm to make things work changed her mind, and she became one my best champions. The key here is not to see the uncooperative as the enemy, but to embrace it as an opportunity to make your process even better.

How to design a process

Document what is already there

There is always a process — although not official — a way of how people work, you want to document that. Talk to each team member individually instead of having a group chat. Two reasons: 1) to give everyone a chance to speak, 2) what people think they do and how they actually do things is sometimes different, talk to people individually will help you paint a clearer picture.

Approach this from a genuine angle, right now you are only curious to find out how they do things, respect how people work and don’t be judgmental. Once you have done this, let the person read what you have written down and confirm the steps. As you go through the document, people that have a weak or no process will find themselves a little bit uncomfortable because you have exposed them, acknowledge their feelings and keep emphasizing the fact that you are just here to document things and not judging.

Walking through people’s own process is a subtle way to help people understand they are not working very efficiently without telling them directly. They might even think “oh wait, this doesn’t really make sense, why did I do that…” to themselves. This process helps you plant the seed of changes you want to make in the future.

A person talking enthusiastically while another person take notes

Ask for suggestions

As you walk through the process with each team member, ask them where they think the process can do better, put the focus on the process and not the individual. This might take a few times as some member of your team might not be that vocal, work with the people that is most vocal first. Some will rant about things or complain about management, while you may not have the power to do much, it is important that you acknowledge the comments and write it down as this helps sending the message that you care.

Prioritize

List out the problems you found and categorize it into two groups: 1) Things that you can fix and 2) Things that someone else can fix. Start with group 1 as this will give you momentum to tackle group 2, which is often more tricky. You should also invite your team members into this prioritization exercise to make them understand you are doing this for them.

Write the new process

Keep your new process simple at first, once you have wrote it, try to turn off your brain and follow the process as it is, and see do you know exactly what to do. Send it to a each team member individually and ask for comments. Once you are ready, send it to your boss and tell him this is going to be the new way of doing things. You boss should be OK if you have followed the suggestions I made in the earlier sections. Next, send out the approved process to everyone and set up a meeting to explain how the new process works and address questions.

Observe and improve

Make sure you stay humble and tell your team this process is just an hypothesis on how we can all do things better and you are learning about it as much as they do. Set up a time to review the process with the team and refine it constantly. Be open to criticism.


A process is not about A telling B what to do, it is about how the group can figure out a better way to make their life simpler, and more importantly, happier. If one wants to make a process work, one must start with understanding the people.

Filed Under: Framework Tagged With: Design Process, Management, Product Management, User Experience

How to design for constrains

September 3, 2018 by Tim Chan

A case study on designing loading state

I like to consider design as a spectrum. On the left hand side, you have the Minimal Viable Product (MVP), the absolute bare minimum you can do to ship the product. On the other end, you have the Dream UX design, where I define it as the “If I have infinite time and resources this is what will I do” kind of design.

The challenge for every designers is to push their design towards the right hand side as much as possible while considering about the constrains. In a company, this typically means time and resources. How one can embrace this constrain and thrive in this environment is what separates novice and seasoned designers.

In today’s article, I want to walk you through how I designed loading states for Vyond, a start up I previously worked for. Where we slowly tweak our designs based on different constrains and finally coming up with something that strikes the balance between UX and available resources. Lets get right into it.

Background

When we were redesigning the Vyond product the Video Maker a year ago, we took a lot of shortcuts to hit the schedule. As a result, we didn’t create any loading states and is causing some frustrations to our users. Now that we have time, we decided to fix this.

Why is loading state important?

Loading states is a way for a system to tell users that it has received their command and is now working to make things happen for them. Without a loading state as a feedback, users won’t know what is going on and it violates one of the top 10 principles of usability design — Lost of control.

Understanding the problem — Talking to Engineers

To create good loading states, first we need to understand how things are loaded in the back-end. At this stage, you basically ask 2 questions:

  1. Can it be done?
  2. If yes, at what cost?

Here is an example, in the below UI, we are going to display a row of templates for the customer to use. We want items to load one by one from left to right. Can it be done? The short answer is yes. However, developer told us that there is no way to control which item to load first because items comes with different file size, and they will appear as soon as they are rendered. Which means item 3 might show up before item 1 if the file size is smaller.

← Expectation: we want items to load from Left to Right | Reality: items shows up in whatever order they want depending on its size→

The only way to load item from left to right visually is to wait for all items to finish loading, then displaying them one by one from left to right. This means users will spend more time waiting and staring at the blank state. This goes against one of the purpose of the loading state, which is to mask waiting time!

The importance of talking to Engineers

As you can see from the example above, understanding whether our ideas is feasible up front saves us time from designing something that will never see the light, and we can spend our time to focus on something that can actually work.

Another important thing from this exercise is helps us to have a better understanding roughly how long each component will load, so we can design appropriate on each scenario.

In case you are curious, for the above example, we decided to use skeleton loading in the end to help mask loading time.

Continue iteration

Let me show you another example. In the below UI, when user clicks an item from the left panel, the item will show up on the blank area on the right hand side.

Here is how the interaction works:

  1. Click an item from the Library.
  2. After a short loading time, the item is shown on the Stage.

Originally when you click an item, nothing happens. You will be staring at a blank canvas for 2 seconds before the item finishes loading and pop up. The delay and lack of feedback makes user feel the system is not responsive and triggers user to repeat their action. Which causes user to add multiple items unintentionally, and they have to wait even longer.

The Dream UX vs Reality

To approach this task, lets start with the dream UX, the holy-grail:

In an ideal world, when you click an item, item is shown immediately on the blank area.

This is what The Dream UX looks like, zero loading time!

Of course in the real world, items can’t appear instantly because it takes time to load them, but I don’t take “impossible” for an answer until it was proven, so I decided to ask the question:

Is it possible to render items immediately when we click on it?

The answer is yes…with a cost. Item takes time to load, if we want to have the appearance that items is shown immediately when we click on it, we have to preload the items in the backend. It is similar to when you download a big file, you decided to browse Facebook for the duration. Since you are preoccupied, you have the perception that you are not waiting for it to download, but the file is still taking its time behind the scene.

To achieve the “immediate response” effect, we need to “hide” the preload time somewhere such that users don’t feel like they are waiting for us. When user enters the Vyond app, we show them a loading screen before the app is fully loaded. Can we add this loading time to the loading screen?

Loading screen for Vyond’s Video Maker app

Yes we can! This is how we imagined the flow would look like, after the “Item loading” time has been absorbed by the “App loading” time:

The Item loading time is absorbed by the app loading time

Here is the catch, we have more than 20,000 items in our library. If we preload all these contents in the loading screen, this will take us more than 5 minutes. That’s quite a long time to wait, compared to the time to loading an item which only takes about 2–3 seconds.

Expectation vs Reality. Putting Item loading time into App loading time actually makes loading longer

Someone on our team suggested that can we preload only the items “above the fold” — items that are visible to users without them scrolling. The problem is that having instant access to those items doesn’t help us to achieve our goal of having 0 loading time, since this approach only benefit only roughly 100 items that is above the fold.

This is a time for us to pause and ask ourselves the big question —Is it worth to keep thinking about this direction?

As product designers, it is always important to keep asking yourself this question. Because you always have limited resources and a lot of problems to tackle, spending more time on this problem means you will spend less time on another problem.

In the end, we decided that we have tried our best for this 0 loading time direction and it didn’t work. Let’s find another way.

Building the gap

OK so we can’t show items instantly on the canvas, but we can try to do other tricks to mask the loading time. Below are some ideas:

Idea 1 — Real size selection box

  • When user selects an item, show its selection box but without the item inside it, the selection box has the same size as the item the user selected.
  • Display the real item when it finishes loading

What I like about this idea — It is clear that the item is loading and it helps to mask loading time

Why this idea does not work — Showing a real size selection box requires the server to load the size data of the item, this means until it can get that data, users are still staring at a blank screen and the loading time remains unchanged.

Idea 2 — Fake selection box

  • When user selects an asset, show a fake selection box. The fake selection does not represent the size of the Real item.
  • The fake box is replaced by the actual item when it finishes loading.

What I like about this idea — It gives instant feedback that the item is loading.

Why I don’t like this idea — After all, the selection box is fake and does not represent the actual size of the item being selected.

Idea 3 — Thumbnail images

When user selects an asset, show its thumbnail. Thumbnail is replaced by the real asset when it finishes loading.

What I like about this idea — It gives instant feedback and gives users a preview of the real thing as early as possible.

Why this idea was shut down — This idea seems really good on paper, however when I took this idea to the development team, I was told it would take more time to code it then we had planned. Which brings me back to the topic of this article — How to design under constrains.

Design is about trade offs. On one hand, we have and ideal solution that might deliver 90% of value to the user, but it will take 5 days to code. On the order hand, we have an Okay idea that will deliver 70% of value to the user, and takes 1 day to code.

In our case, time is limited, so we have to choose what is the best design within the constrain. Not what is the best design.

Making a choice

In the end, we went for Idea 2. We chose a box size that represents 80% of all item’s size. Which means that in 80% of the cases, the fake selection box is the perfect size and it represents the actual size of the item selected. I was actually surprised that it looked way better than I thought. Another reason why you should do prototype.

Here is what it looks like in the end:

Case 1: Item selected has the same size of the Fake selection box.
Case 2: Item selected does NOT have the same size with the selection box, the REAL size is rendered afterwards

The constrain of time forces us to focus on what really matters, it forces us to make a choice. We chose Idea Two that takes 1 day to code versus the other option that will take 5 days. It is the best design based on the given constrains because we want to solve customer’s problem tomorrow, not 5 days later. For us, delivering value to customers is the only thing that matters.

Sometimes we might think: “If only we had more time, we would have the perfect design”. The question is, perfect for whom? Perfect for the company? Perfect for the customer? Did customers really asked for perfect? Or is it for our own designer ego? In the end of the day, giving your friend a present on their birthday is way better than the “perfect” gift that is late. Embrace imperfection. Embrace constrains.

Conclusion

A dream design is just that — A Dream. The real world is a place full of constrains and a lot of things is beyond our control. We as designers, are problem solvers, not dreamers. The sooner we understand this, the better we will become. I would like to end this article from a quote from General Patton:

“ A good plan, violently executed now, is better than a perfect plan next week.”

The perfect design is the one that makes users pain point go away today, not tomorrow. Until next time, may your constrains helps you become a better designer 🙂


Disclaimer: I am no longer a Vyond employee and I’m not posting on behalf of Vyond.

Filed Under: Framework Tagged With: Case Study, MVP, Product Design, User Experience, UX

There are no quick fixes in product design

August 22, 2017 by Tim Chan

Throughout my years in product design, I had been through numerous occasions where supposed “quick” or “small fixes” turns out to be complete scope creep, or they created problems that drains time in the future because of hasty decisions made in the past. It is a nightmare.

What is a quick fix

A quick fix is whenever one faces with a problem — without close examination — decided that the problem is a small one and thus gave it little time to work on. Sometimes one even made up a solution on the spot without consulting matter experts (aka Design by meetings).

So what is wrong with doing things quickly when you knew the problem was small? The problem is this exact “this must be a small problem” mindset.

Let’s break down why this is bad thinking.

1. You assume you understand the problem

Problem comes in many forms. Often, you need to spend some time to carefully study them in order to reveal their true nature. When you are just look at the problem from the surface and try to come up with a solution, it is like trying to finish someone’s sentence without understanding the context. You are no better than guessing.

The quick fix mindset makes you stop digging to the root cause of the problem and makes you jump right into the solution. It forces you to believe that you know it all, and prevents you from looking deeper.

2. You believe the quick answer is the right answer

Let’s just say the problem — is in fact — a small one. You want to find an elegant answer that takes the minimum effort to implement. That doesn’t mean that you would be able to find the solution quickly.

Since you already skipped ahead and decided that this will be a quick fix, you assumed that there must be a quick answer. You jump right to the first answer you came up with and assume it will work. You want it to work.

The problem here is that design is ambiguous; there might be many right answers — all depending on what you are looking for. But if you think there’s only one right answer, then you stop looking as soon as you find one. You can’t see the good ideas behind you by looking twice as hard at what’s in front of you.

3. You decided that everything is going to be okay

Now that you have picked a solution to work on, the next step is to execute it — the standard creating wire-frame and writing specification stuff. The problem now you see, is that since you already decided that you solution is the answer to the problem, it has to work for you. You became overly optimistic or even, tunnel visioned.

Should we talk to the developers to see whether our idea is feasible or not? Nah…my design is simply and shouldn’t be that hard to implement, there is no time for that. What if users do x instead of going through the desired path? Nah… I don’t think user will do that, it is an edge case.

You are likely to make bad calls with this way of thinking. You won’t see the damage you have made. Not today, not tomorrow, but when it is time to pay your debt, it will hit you hard.

4. You create design debt

The shortcuts you took and the little things you ignored will pile up. They became debts to be paid in the future. Since each components is intertwined with each other, the time it takes to solve a problem in the future is not linear, it is exponential.

Quick design almost always means there is a lack of documentation, both on describing how the feature is suppose to work, and more importantly, why the feature was designed that way. No matter how nonsense it seems now, the old logic exists for a reason. You have to be very cautious in adding new stuff while making sure you understand how the old stuff works, and if you choose to ignore the old design, you are very likely to walk into trouble.

Design debt — once accumulated — becomes a bad debt, one that is possible to pay. This is how a legacy system becomes untouchable. Touching one feature means going through the documentations of 10 other features. If you did not fully document how each these features work and why they were designed that way, chances are, the risk of changing it is too high and you are forced to stay away from them.

5. Your crappy design is permanent

If you messed up and the design doesn’t work, your crappy design is going to be permanent. Why? Because you have already worked on it. Your team, or even you would believe that you would improve it in the future. This won’t be the case.

The further away the promise, the easier it is to make. And the more painful it is to ultimately deliver. When the time comes to fulfill the promise, employees would rather be working on newer, cooler ideas rather than old promises. No one wants to put aside progress to make up for the past.

This thing has already been worked on, so it will get shuffled to the bottom of the to-do list. To your users, your crappy design is permanent.

Something cooler

Why do we like quick fixes

What is going on in our mind that makes us like quick fixes so much? I believe there are 3 main reasons.

We want peace of mind

When problem arises that wasn’t something we anticipated, we felt uncomfortable about it. Our first reaction is to find a quick way to make it disappear.

One way to do this is to trick yourself into believing everything is going to be okay. The logic goes “I don’t want to deal with this right now, so whatever came up is going to be a small task”. Hence, we became overly optimistic in both the severity of the problem and our ability to resolve it. It didn’t really matter how big the problem really was, as long as you can get away from it.

We want to work on something cooler

We tend to pay attention to things we care about (Don’t we all?). Small problems always comes with an unattractive batch on them. It feels small, it feels redundant. It feels like we were not going to have a fun time solving it.

More importantly, we are not going to gain much credit on fixing small issues. You might even want to hide the fact that the problem exists, because they shouldn’t exist in the first place if your designs were good. We would chose to ignore the small problems it if we were given the choice.

We are tight on schedule

This is most common reason. There is a deadline and the resources is tight, then this problem came up and it seems that you have to squeeze some time to fix it. You compromise for quality and tell yourself there won’t be next time, of course, there is always a next time.

Conclusion

There is nothing wrong with wanting to fix a problem with the minimum amount of effort if possible, that is what we should strive for. However, do not mistake you intention of using small effort to fix a problem translates to the problem being small.

Slow down. Fight the impulse of jumping to conclusion right away. Spend some time to investigate, bring in the expertise from different employees and discuss together.

If you are really in a rush, time box the time needed to investigate. It is better to spend some time to understand the problem now, than to realize a few months down the road your design doesn’t solve the real problem.

And if you really don’t have time to do all this, know that you are trading quality for speed. Your bad design will always come back to haunt you in the future. Know your debts and plan for it.

Filed Under: Framework Tagged With: Product Design, Startup, User Experience, UX

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Hi, I am Tim Chan, I want to help you get promoted as a design lead!

Previously, I lead a team of 10 at HSBC as a Product Design lead.

I share my experiences, mindset & strategies on how to climb the design ladder in my newsletter.

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