10 Lessons from Designing A Product - Stampede: UX design and development agency (2024)

10 Lessons from Designing A Product - Stampede: UX design and development agency (1)

When I first joined Toro (a product team in Stampede: torotimer.com), the team was in the midst of a sprint. For those who are not familiar with sprint, it is a set period of time during which specific work has to be completed and made ready for review, usually involving the product owner, the design and development teams. The outcome is usually a prototype or solution to a problem, alongside valuable insights about customer needs and preferences.

In my case, the sprint focused on a freelancer product, which we internally called as Toro Freelancer (duh). I was tasked to build the prototype with my colleague, Luqman, as well as being responsible for the usability testing (UT) research plan and participant recruitment.

Lesson 1: It’s okay to take a step back to solve the problem

Shaza, the product owner voted for some of the solution sketches done by the team for prototype use later on. However, she realised that the bulk of the solutions were focusing only on one of the sprint components (sprint component here refers to a specific area to be designed or improved during the sprint). The missed component was ‘freelancers getting paid easier’.

The proposed solutions were already common in existing invoicing tools. Thus, Shaza prompted the team to take a step back to focus on the other sprint component as well, which was ‘to improve productivity sustainably’.

Lesson 2: Standing out from the competition

I initially thought that it was just a mistake in missing out on the other sprint component. But after the UT later on I realised one more lesson, which is that in making a product, we need to differentiate ourselves from the competitors, not just create another similar tool in the market.

The sprint component of ‘to improve productivity sustainably’ tested our product market fit. If we didn’t take a step back to focus on that sprint component, we might just waste our time creating another ‘meh’ quotation/invoicing tool, getting further from our goal of making freelancers subscribe to Toro.

Lesson 3: Be selective about what we want to test

One lesson that I learned from prototyping is that we need to be selective in what we want to test (remember our sprint goal again). When doing so, we don’t always need to create an interactive component to test the hypothesis. This is because sometimes a static component, such as a non-clickable switch, can be used to ask the users what they think about it and why. This way, we can be more efficient in prototyping (time is limited!) while ensuring the hypothesis is tested.

Lesson 4: Be intentional in design

Another lesson is to be intentional in prototype design, to the small details. I learned this from a situation where I only randomised the variation height of bars in the chart, without any deep thought. However, during the testing, the users interpreted the bar chart in a certain way, like the chart was designed intentionally to show something. At that moment, it exposed my bias that some users actually do think and care about the tiny details.

Being intentional with the details is also another reason why we need to design the prototype with a smooth continuity so that users are not confused, surprised or distracted. For example: add a confirmation modal first to smoothen the flow, remove an existing CTA that can distract the user from the tested path, etc.

10 Lessons from Designing A Product - Stampede: UX design and development agency (3)

Lesson 5: Ask the right questions to screen the right users

When I was tasked to be in charge of recruitment, I was thinking of an easy path: Edit an existing screening survey, spread it anywhere, pick the users and schedule the slots.

I didn’t expect it would be hard and time-consuming to find the right users. It was a moment of clarity for me as to why a certain UX agency has dedicated researchers only for user recruitment.

The screening survey attracted many scammers because of the monetary incentives, plus it was posted not in the right channels. We mitigated this by verifying through their LinkedIn profile or portfolio link.

Asking the right questions also means only asking the essential questions. I learned the hard way that sensitive questions, such as gender and marital status can be intrusive, especially when they don’t carry any weight in finding the right users. Essential questions could make the screening form shorter, which would mean less friction for the users while providing enough info for designers to filter them.

Lesson 6: Be pragmatic, not dogmatic

Finding the right channel to funnel quality users was also important. What worked in the past might not work this time. After getting so many wrong users in the list, I started to think “If I were an established freelancer, where would I be to connect with like-minded people?”. I eventually hit a jackpot when I found a few Slack channels that vet the users to ensure a sustained professional community.

The benefits of getting the right users would later be manifested in the quality of the UT. The users could really relate well with the prototype especially when it was able to solve their pain points. I was super relieved when the right users stress-tested the prototype. Seeing what worked or didn’t work for them gave us some ideas on how we were gonna tackle the next step of the product.

10 Lessons from Designing A Product - Stampede: UX design and development agency (4)

Lesson 7: Making mistakes is a part of growth

Understanding different accents, handling internet connectivity issues, users being very prescriptive or just providing short simple answers, and managing time limits can be challenging to the facilitator. Having diverse users tested my ability to manage these sessions. As it was my first time handling a UT, having a more experienced designer observing me and providing detailed feedback improved my facilitation skills after each session.

I made the mistake of asking too many questions early on about what the user understood from the prototype. This consumed a lot of time and didn’t provide insight into whether the feature was useful (and how) or not (and why not). The reason we had UT in the first place was to test the prototype by understanding users’ thoughts on how the prototype would or wouldn’t solve their problem.

After conducting UT, I feel more confident about doing user interviews/UT. At the same time, I want to keep training those muscle memories until my interviewing skill becomes natural.

Another lesson that I learned is we sort of established rapport with the users. They could be a great resource if we have questions related to our product research, such as the reason they’re using separate tools for invoicing and time tracking. Some of the users were so willing to help us, and they were just an email away 🙂

10 Lessons from Designing A Product - Stampede: UX design and development agency (5)

Lesson 8: On deciding what to ship

As a product designer, I had a sense of ownership to carry the product to success. However, I had a lot of uncertainty about how to nudge the team in the right direction when prioritising features for the minimum payable product (MPP).

During the UT, we tested a lot of features based on our research. However, in reality, achieving the ideal state of a ‘finished’ product requires going through multiple release cycles, which can take months or even years.

So how do we prioritise certain features to ensure we’re on the right path for users to start paying for Toro? What if our MYP is similar to all the other tools in the market? Will users be willing to pay for it?

The UT showed that we have a Unique Selling Proposition (USP) module that can differentiate us in the market, as it solves major pain points for users. However, shipping that module requires a lot of effort and other foundational features to be shipped first.

Since we don’t want to release a half-baked product, should we build all those features, including our USP module, before releasing the subscription plan?

All of these questions were on our minds (me and Luqman). After further reading and asking a few designers in the industry, we initially thought that a prioritisation workshop would provide more clarity on the path forward due to the inputs from the team. However, in our case, Shaza as the product owner is well-versed in the feasibility, viability, and desirability, and this part is the product owner’s call to make, not the team’s (We learned that we should have discussed with the product owner first the best way this should be done.)

Lesson 9: Learn from history

Later, I learned that Figma didn’t have a collaboration feature when it was launched. There are many examples of successful startups that launched their products without their best-known features yet. What’s more important is to ship, measure, and learn, rather than dwell in the uncertainty of which features to ship first. Nobody can predict the future, but we can try to make the best decision at the time with the info that we have. If we fail, we need to fail fast and iterate. If the minimum viable product doesn’t go the way we wish, at least it saves us from wasting our time and effort on the queued features. At least we learn what’s working and what’s not.

Lesson 10: Size the development effort carefully

I also learned that a feature might carry more complexities than I initially thought. If we overlook certain details, it might surprise us in the development phase. For example, can the user edit the invoice that has been sent? What if we allow the invoice to be edited if the client hasn’t seen the invoice on Toro? How sure are we that the client hasn’t seen the invoice?

Thus, it’s important to collaborate with the developer to understand what the considerations and technical constraints are to build the feature and to be specific (to a certain extent) so that developers won’t undermine the actual efforts needed.

10 Lessons from Designing A Product - Stampede: UX design and development agency (6)
10 Lessons from Designing A Product - Stampede: UX design and development agency (2024)

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