Mission-Centered Design · Part 9 of 9

Technique Library

Design, analysis and collaboration techniques, each with why it matters, what it is and how to do it.

Each technique answers three questions: why it matters, what it is, and how to do it. The origin shows which discipline it comes from. Pick the ones that fit your project; no project needs all of them.

Understanding the Need

Business Need

Business analysis

The mission, in this methodology.

Why before thinking about how to do a project, understand what outcome it must achieve and why anyone would pay for it.

What the real-world outcome the customer needs, their motivation for paying, and your organization’s strategic reasons to take the work on, such as entering a new market.

How interview the sponsor and major stakeholders. Write it down, but brief it verbally too; Q&A makes it stick.

Training Goals (User Goals)

Business analysis

Mission objectives, in this methodology.

Why meet user and mission needs, not just requirements. A feature is not an objective; ask why the customer wants each feature until you find the real objective.

What high-level objectives tied to the mission, broken into discrete real-world tasks users need to train or accomplish. Never handed to you; you must ask.

How usually elicited by interviewing subject matter experts, sometimes by research. Record it as use cases, storyboards or plain text.

Stakeholder Interview / Review

UX design, business analysis

Why capture the knowledge of someone who understands the user need or the project context.

How do your homework and prepare questions. Take notes as if someone else will read them. Then actually use the answers to update your work, and link the notes from the project overview.

Product Research

General

Why mature products have huge numbers of features; reuse what exists instead of building from scratch.

How use the product hands-on, read the documentation, ask people who know it better, and only as a last resort rely on videos and marketing material.

Competitive Research

General

Why learn from how others have solved the same problem.

How study competing and adjacent products, including ones outside your industry.

Defining Scope

Use Cases

UX design, business analysis

Why a more user-centered way to understand what the software should do than requirements alone.

What step-by-step descriptions of what the user will do and see, written before the software exists.

How write one high-level use case for the overall scenario, then lower-level ones per feature. Simple, and one of the most powerful techniques there is. See Use Case Documents for a template and example.

Storyboard

UX design

Why a picture is worth a thousand words. Especially useful for mission objectives and unusual physical setups.

How imagine a documentary of someone using your software or running the training. Your storyboard is a few key frames of that film.

Features Breakdown

Game design

Why requirements rarely map neatly onto features.

What a bullet list, or mind map, of the features to build or change to meet the requirements.

How once you understand the requirements, name the features. Anyone can then discuss, estimate and prioritize the list without deep technical knowledge.

Requirements Specification

Business analysis

Why contracts should rest on written requirements, not personal relationships or conversations.

How if the customer has no written requirements, elicit and write them. If they do, check they are well written: clear, testable and bounded. Limit them where they aren’t.

Non-Functional Requirements

Business analysis

Why performance, scale, security and hardware constraints shape a design as much as features do.

How ask about them explicitly; customers rarely volunteer them.

Design Document

General

Why a smooth handover from estimate to pre-production.

What a standard format packaging all the design work done during the estimate.

How keep a template and fill it in for every project.

Designing the Solution

System Architecture Diagram

Business analysis

Why essential when several systems are involved or the setup is non-standard.

What a box diagram of how the hardware and software connect.

How after talking to commercial and technical stakeholders, draw the target setup simply.

Requirements Analysis

Business analysis

Why requirements are rarely complete or self-explanatory.

What organizing, modeling and expanding on a set of requirements.

How usually an extension of the design document, focused on a narrower set of requirements.

Implementation Analysis

Mission-Centered Design

Why get feedback on the planned approach before building it.

What one short document combining the feature design and the technical approach; in effect, a code review before coding.

How look into the code, write the approach down, and use it to find dependencies, split your work into estimable chunks, and identify work for others.

Prototype / Technical Spike

General

Why some questions are only answered by building something.

How timebox a throwaway prototype aimed at one question, then decide.

Mind Mapping

UX design, business analysis

Why break something too large and complex to grasp into understandable pieces.

How map concepts visually and how they relate. Also useful for showing how a project’s documents connect.

User / Data Flow Diagram

UX design, business analysis

Why make the steps, decisions and effects of a feature visible.

How diagram each user action and its result, tied to the user’s real workflow.

Requirements Traceability

Business analysis, project management

Why prove every requirement was met.

How link each requirement to the use cases, features and tasks that satisfy it, and to the tests that validate it.

Item Tracking (Questions, Decisions, Issues)

Business analysis

Why open questions and decisions get lost in chat and meetings.

How keep one list of open items, owners and outcomes, linked from the project overview.

Validating and Tracking

Playtesting

Game design

Why task-level testing misses problems that fall between tasks.

How play through the use cases. Early on, use placeholder features before the final ones exist.

Project Progress Tracking

Project management

Why answer “when will it be done?” honestly.

How combine several completion measures with historical velocity. See Production.

Collaboration

Estimation Meeting

Mission-Centered Design

Estimation needs discussion, Q&A and brainstorming; it can’t be done alone. Everyone involved assigns an estimate per requirement, using relative sizing and recording assumptions.

Backlog Refinement

Scrum

Teams shouldn’t work on vague tasks like “make feature X.” Turn verbal discussion into written, well-defined backlog items.

Design Review Meeting

UX design, business analysis

Walk stakeholders and developers through a design before it is built, and record the decisions.

Team Standard Operating Procedures

General

Put good habits on autopilot: task workflows, required fields, definitions of ready and done, meeting formats, and roles. Improve them in retrospectives.

External Coordination

Mission-Centered Design

Work across team lines needs extra care. Assign one point of contact, keep the other team’s lead in the loop, and remember their lead sets their priorities, not you.

Bug Triage

Quality assurance

A standard process for prioritizing bugs so they don’t overwhelm the team. See Production.

Let’s Talk

I am open to senior product roles in defense tech. I also enjoy hearing from fellow Operation Flashpoint and VBS veterans, and from anyone writing or podcasting about simulation or war in games.

info [at] andrewbarron.net