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Learning objectives:
- Students learn the basics of end-to-end product management and begin to develop their Startup Studio product strategies.
Lecture (slides):
- Preview of the entire course
- Introduction to product management
- Six phases of a big project (and how to counter)
- 4 D’s of PM
- What is a PM? (hint: it’s not a Project Manager: line vs dot)
- The Product part vs the Management part
- What does a PM do and not do
- Heads up vs heads down
- Directionality
- Illustration that this is not a linear process
- @goldman’s fog metaphor
- Xeno’s paradox
- Developing a meaningful and impactful product strategy
- Review basic product strategy
- Narrative
- System Diagram
- Wedges
- NCP
- Modeling for high impact
- Why high impact is where startups live
- Audience
- 1/9/90 rule
- How it changes as your startup changes
- Early Adopters
- Applying to your basic strategy
- Review basic product strategy
Readings:
- Evolution of the Product Manager - Ellen Chisa
- The New Tech CEO Archetype - Fred Wilson
- The Five Traps of High-Stakes Decision Making - Michael C. Mankins
- The Art of Waiting - Ajay Rajani
- Bootstrap Your Network With A High Value Niche Use Case - Fred Wilson
- Optional: NY Product Conference 2018 Notes
Homework (worksheet):
- Create an Audience Map of your project (from BigCo or Startup)
- Hold a Audience Workshop with your team
- Create a second Audience Map with your team
- Create your Narrative
- Create the initial version of your System Mind Map & Wedge
- Define a Market Size & Initial Audience
Learning objectives:
- Students learn the key points where product management and design intersect, understanding the right questions to ask product designers
Lecture (slides):
- A PM’s approach to design
- Completeness: What are the loops?
- Focus: Where is the call to action?
- Simplicity: The best design is no design
- Scalability: How to leverage design frameworks and style guides
- Flexibility: Leaving space for variation and iteration
- Speed: Why speed and responsiveness matters
- A PM’s relationship with designers
- Understanding your skills and your designer's skills
- Differentiation between: Interaction Design, Visual Design, Graphic Design, Illustration
- What to leverage, how, and when
- Arming your designers with knowledge early on (and not arming them with your opinions after execution)
- The risk of placing design in a waterfall
- How to provide feedback
- Criticism vs feedback
- Facts vs opinions
- Creating a problem to solve vs dictating opinions
- Understanding your skills and your designer's skills
Readings:
- What Designers can Learn from Product Managers - Julie Zhuo
- Four Things Working at Facebook Has Taught Me About Design Critique - Tanner Christensen
- Hypothetical Futures & Product Design - Cap Watkins
- 4 Invisible User Experiences you Never Knew About - Michael Wong (skip to section on Uber)
- Four Questions Towards Understanding User Adoption of Your Product - Josh Elman
- The 7-Step-Paul-Rand Logo-Test - Dave Schools
Homework:
- Take your project (BigCo or Startup)
- Draw your Product Loop
- Revise your Goals/Features sheet
- Read the readings for the next class
Learning Objectives:
- Students learn how to effectively leverage data during the product development process
Lecture (slides):
- Raw data & measurement
- Types of Data available and how to leverage them
- Inferring causal relationships
- Segments, Cohorts
- Improving, optimizing, and socializing
- Experiments, Funnels, Dashboards
Readings:
- Product + Data, 101 - Jason Davis
- The Experiment Experiment - Planet Money (podcast)
- Funnel Optimization 101 - 500 Startups
- Usability Testing Hints, Tips and Guidelines - Neil Turner
- Net Promoter - Wikipedia
- Growth vs Retention - Fred Wilson
- What Good Metrics Look Like - Marty Weiner
- Don’t trust A/B testing - Michal Pařízek
Homework:
- Take your project (BigCo or Startup)
- Build your Data Dashboard Worksheet
- Draw your dashboard
- Read the readings for the next class
Learning objectives:
- Students learn the building blocks about how product development teams come together to build products
Lecture (slides):
- Establishing product goals
- Identifying features for each goal
- Categorizing features to establish a prioritization
- Development processes and methodologies
- Why we need them
- How we got here, from waterfall to agile
- How to evaluate development methodologies
Readings:
- Chapter 2 of Mythical Man Month - Fred Brooks
- The Agile Manifesto
- The 12 Principles of Agile Software
- First answer from Why are software development task estimations regularly off by a factor of 2-3? - Michael Wolfe
- Agility Follows An S Curve - Ben Sandofsky
- Toxic developers considered harmful - Joseph Gefroh
- Optional: The New Methodology - Martin Fowler
- Optional: State of Agile 2018 - Martin Fowler
Homework:
- Complete the features on your goal sheets
- Map out features into the prioritization framework
- Then revisit your goal sheets to prioritize your features
Learning objectives:
- Students learn how to create a product roadmap, why roadmaps are necessary, how product teams work, and how to conduct a retrospective.
Lecture (slides):
- Roadmaps to Stories
- What is a roadmap
- The elements of a roadmap
- Why does a roadmap exist?
- How can a roadmap go wrong?
- Teams
- Who is on a product or development team?
- How are teams structured?
- How do you scale beyond one team?
- Stories
- What is a story?
- How are they used?
- How do they relate to epics and the roadmap?
- Retrospectives
- What is a retrospective?
- Why do teams need them?
Homework:
-
Revisit your prioritization sheets to create a roadmap covering your work for the rest of the semester.
- Based on the worksheet on slide 26 in the lecture slides.
-
Conduct a Retrospective with your team about Sprint 2.
- Use a whiteboard. Take a picture and submit it.
- Make sure to include action items.
- Use one of these three formats.
- Start / Stop / Continue
- Mad / Sad / Glad
- The Four L's
- N.B.: Retrospectives are safe spaces for your teams, so we will not share this homework in class.
Learning Objectives:
- Students learn how to assess and improve product quality
Readings:
- The Big Redesign in the Sky - Robert C. Martin
- Tradable Quality Hypothesis - Martin Fowler
- TechnicalDebt - Martin Fowler
- TechnicalDebtQuadrant - Martin Fowler
- Debt Metaphor - Ward Cunningham
- The Human Cost of Tech Debt - Erik Dietrich
- Blameless PostMortems and a Just Culture - John Allspaw (read it twice!)
- The five keys to a successful Google team - Julia Rozovsky
- No need to squish every bug - Terje Karlsen
- An Easy 10 step guide to fixing bugs in software - Kee-Won Hong
Learning objectives:
- Students learn how product managers can effectively incorporate additional sources of requirements, including security, privacy, legal, regulatory compliance, and ethics.
Learning objectives:
- Students test their understanding of product management against practicing PMs