PHASE 4: A "FOOD AND SHELTER" RELEASE

The next significant turn of events occurred when the major release was intercepted by plans to do a much sooner release. Work on the Next Major Release would continue, but a large portion of resources were temporarily rededicated to the urgent "Food and Shelter" release. The remainder of this briefing will focus on this "Food and Shelter" release. This release was to have back-end changes only, no UI changes and no new features. It was nicknamed "food and shelter" to indicate that it would contain only the essential underlying changes needed to ship it as soon as possible. Another popular phrase for referring to it internally was "low-hanging fruit", to give the analogy that the very apparent, easy, quick things were to be fixed, and nothing else (just as ripe, low-hanging, fruit is easy to grab). With this philosophy, the ever-growing number of usability issues in the database had little hope of getting reduced in the short term.

Reconciling Usability vs. Food and Shelter

To respond to this change in schedule, the persistent usability team also adopted the "low-hanging fruit" attitude and compiled a short list of usability issues based on testing and submitted this to product management and development. This list included only high priority issues that would be quick, easy, and low-risk to fix. When an issue was extremely high priority, but very difficult to fix, the usability team documented the ideal solution in the database and proposed one or more possible compromise solutions to development. If the list were too long, it was sure to be overwhelming and summarily rejected.

UI Specification, Refinements, and Iteration

Fortunately for the usability team (and the end-user), product management was concerned with finding ways to keep customers satisfied with improvements to the product without causing further delays. Some of the largest cc:Mail customer sites had voiced dissatisfaction about some of the same high priority usability problems observed in testing. Product management requested that the usability team work with development to find solutions to these problems.

At this time, the UI designer was still assigned 100% to the ongoing work on the Next Major Release. She acted in a consulting role to the usability team and communicated usability results to the developers on the major release. Due to the limited design resources, the usability team adopted multi-disciplinary responsibilities and began writing design specs for some of the highest priority issues in the usability database. Design rationales were recorded in the Notes database to ensure against backtracking on an issue in subsequent design iterations.

Although everyone understood and agreed with the usability issues, development didn't know what to do about most of them without making major implementation changes. As this was not possible, since all UI changes had been forbidden from this release, the usability team presented suggestions in a more manageable form. Instead of large-scale, ideal solutions to the biggest problems, multiple partial solutions were presented to development. Development could then pick the solutions that were most feasible.


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Phase 1 | Phase 2 | Phase 3

Results and Examples | Conclusions