How to Release in a Week
From Idea to MVP
No Time to Waste!
Your First Tasks
- Come up with a good idea (your vision) -- today!
- Build the first user testable version -- in a week!
- Test it on some users -- the week after!
- Build / Measure / Learn!
How to work
- Gang up on the problem. Mob program.
- Right now: Schedule 2 or 3 team hackathons in some room in the next few days
- Work on one user story at a time
- Pair program as much as possible
- Test, commit, deploy, demo something new as fast as possible
- Every 10 minutes or so
- End to end, from backend database to frontend user interface
- Only what is needed to let a user see or do something, not a bit more
What to build
- Design a
- Examples: iPhone flashlight, I'm OK, Twitter, join.me, Flappy Bird, ...
- Just the central idea of your app
- What you leave out is as important as what you put in
- Every feature you add
- delays release and testing
- adds code to be debugged and maintained
- adds complexity and distraction to the user interface
Delighters vs Must-Haves
- Kano model
- Delighters: things to make people want your product
- Must-haves: things so people will keep your product
- Both are high value; which first?
- Delighters first, to have a viable product
- Then, must-haves: to have a minimum product
Minimum Viable Product (MVP)
- MVP: the smallest thing you can build
to test your most critical unknowns,
- your value prop
- if users aren't impressed, you don't have a product
- your ability to code for that value prop
- your value prop
- 80% of your app is irrelevant to testing your idea
- Login, preference pages, profiles, statistics, etc.
- Twitter was designed on a napkin
- PhoneGap v.0 was built in a weekend
Where to start
Design by Storytelling
- A demo is a story with characters, context, problem, and payoff
- Character: someone with a background, needs, and opinions
- Context: the situation someone is in
- Problem: a specific problem, one that arises often
- Payoff: your app coming to the rescue!
- Kim Goodwin on design scenarios
- Start by visualizing the one scene that shows why your product matters
- It has to be specific, visual, self-descriptive...
- ... just like a good user interface
- Then fill in the story around it
The 4-Panel Storyboard
- Start with panel 3. The rest will follow
- Tell a real story: named personas, events, realistic data
Implement Payoff First
- WorkIt! a Siri™ for exercisers
- Wanda, a work-at-home graphic artist, takes her mid-morning exercise break. She taps the WorkIt!, hits Start and WorkIt! starts calling out the steps in the exercise routine Wanda designed for herself.
- What's the payoff for WorkIt?
- Ergo, implement and test that, before anything else
|A miracle occurs||Friction, not payoff|
Thanks to Hakim El Hattab for the slide template