Legacy Design Video Software Modernization

Technical debt gets most of the attention in modernization projects, but design debt is just as capable of derailing them. In this Merixstudio live session, senior UX designer Jagoda and senior business analyst Michał dig into what happens when visual and interaction problems accumulate alongside code problems — and how addressing both at once changes the scope, pace, and outcome of a modernization effort.

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Welcome to yet another Merixstudio live session.

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Once again, we are digging deep into the topic of software modernization.

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However, today we are going to focus on design.

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My name is Alexandra.

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I'll be your host today,

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and joining me are two very special guests, Jagoda,

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our senior UX designer and team leader.

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Hi. Hi.

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Michał,

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our senior business analyst and sales representatives.

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Hi, guys.

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Hi. Hello.

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How are you today?

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Good. Good.

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I guess the weather outside gives the Christmas vibes

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already, so I guess the moods are set up for this.

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Perfect. I'm really happy to have you here today.

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Let me do some housekeeping first.

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So today's session is going to be divided into two parts.

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The first will be our discussion and then we'll take

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some questions during the Q and A.

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So don't forget to leave your questions and comments in the chat box.

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We'll answer them after the discussion.

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This livestream is, as the name suggests, live,

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but you will be able to rewatch it afterwards.

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Don't worry if you have any errands to run or maybe a dog to walk.

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We'll be there with the recording later on.

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So as I said at the beginning,

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today we are focusing on design in software modernization.

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We're going to discuss things like favorable conditions for

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design to become outdated, the business impact of legacy

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design and some pro tips for keeping your digital

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product up to date.

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Okay so I think we can move on to the introductions.

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Yegoda, Michal, could you tell us a few words about yourselves,

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what you do at Meric Studio and about your experience?

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Yigoda, could you begin?

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Sure.

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So I'm an UX designer at Merix Studio,

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and I work in the product design department.

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So this is the place when we handle the interface

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and end to end interface and user experience solutions

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for our clients and products and their companies.

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Thank you.

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Hello everyone.

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My name is Michael.

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I work for Meric Studio as a business analyst.

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A Business Analyst task is to navigate the early talks that

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we have with the different companies that reach out to us

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in order to gather and understand their requirements

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and advise on the best steps to take in order to meet them.

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Okay, thank you very much for the introductions.

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So I think we can start with the first question and let me

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make it a bit difficult for you because I want to start with

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something kind of big and kind of philosophical.

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Tell me, is software design ever finished?

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Is there any point at which you can say, Okay,

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my design is finished.

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I don't have to take care of it anymore.

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I would say this is the,

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as you said, like kind of big question.

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And definitely we would love to live in a world where the

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design can just be ended in one day and we should and we should

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not be worried about it ever again.

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When it comes to design itself,

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I think in the perspective of

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modernization, there was there will be like a very, I would say,

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commonly used paraller in this in this life when it comes to the design.

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It is similar to development in that way, I would say.

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In general, in agile and scrum approaches,

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we love to encapsulate things and just,

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let's say, try to close them in some in

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some timelines in, let's say,

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small elements that have a start beginning and the end of

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it so we can measure them.

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And of course, this is the same thing that we do with the design.

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So we differentiate different phases of this design,

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which definitely allows us to somehow say

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about it in in a way that we think we end some phases and we

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can move to another.

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So this give us this, let's say,

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feeling of limitation when it comes to the one phase or another.

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But to be honest, I wouldn't say that design

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should ever be be be ended in the way how

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we understand it, because this is an ongoing process that

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we perform in our projects,

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in the in the in the products of our clients.

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This is ongoing process that should be not only started and

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ended in this visual phase as we understand it,

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but also when it comes to the maintenance validation.

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And generally, I would say adoption this design to to to

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changing environment that it's basically, let's say,

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living within.

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So I wouldn't say we can end the design,

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but I would say that having this idea of phases in

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mind, we need to remember that it does not mean that the

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whole design activity that you will need to, let's say,

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introduce to your company should be a

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full production work, which is, you know, creatively

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creatively bringing to life new things.

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It's not about that.

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So it's not going to be inventing new design each day,

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but it will be a process of ongoing maintenance and

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basically keeping it up to date and keeping it fresh and

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helping your your company.

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So that would be my answer, I guess.

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I don't know, Michael, how from your perspective this can look.

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I would definitely second that.

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I I don't think in I I don't think design can

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be finished, so to speak,

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meaning design is not something that you do once and you just have it.

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Yep.

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If

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well, one one way you could technically end your design is

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if you abort the mission and stop working on your product,

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just just abort the mission, right, altogether.

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However, if your product is live,

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I don't think design is a a finished effort similar to development.

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It works in a very similar way.

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You just have to keep working on it.

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And I think a valid point and one that

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definitely is worth remembering is that design is not

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necessarily constantly trying to dish out new screens,

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new colors, new

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information architecture, whatever it is.

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It comprises of many different forms of activities and things

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you need to do around your design in order to keep it

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fresh, usable and great for your users.

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Your users evolve, users change,

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trends change and so should your design.

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It's never really finished.

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With that said, specific phases of design can be finished in time and outcome.

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And both of you mentioned this concept of evolution.

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But I guess that with evolution also comes aging and for

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example in programming we have this concept of tech debt that

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once you begin to write the code and once you write the

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first line of code it immediately

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begins to

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kind of become outdated and you have to keep taking care of

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it so as not to let it become too legacy.

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Does the similar concept exist in design as well?

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Can we speak of something like design that maybe?

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Yep, I would say definitely.

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In a way, like both software development and

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designing of a software.

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You know, these are the activities that do

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not happen in a vacuum.

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So we have, like, time around us,

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a requirements and environment that is constantly changing.

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We have different business objectives around us,

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different audience expectations from our products.

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So definitely the idea of design becoming

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outdated in a way that it is aging,

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but in a way that it's somehow

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stopping us from progressing is definitely something that may happen.

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And this is something that is happening from the day one.

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In the case of the debt,

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I would say in the design debt and probably take that

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similarly, These are the definitions that,

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let's say, sound very scary.

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And I don't think we have like a good associations when it

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comes to the debt in general.

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But when it's one, I would say,

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important thing in the regards to both of this and the design

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that itself, it is it does not necessarily

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need to Once you spot it in your in your organization,

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it does not need to be an end of it.

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You know, it's not that scary.

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I would say more scarier is the idea of thinking that you do

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not need to handle a bit because that's probably

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something that should be one of the first red flags of how you

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think about your your company and the organization of the

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software creation within it.

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So definitely this is a thing.

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It is similar to the tech debt in some ways and definitely not

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being aware of it is much more scarier and dangerous

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than having being aware and being

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able to spot it.

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And are there any particular conditions that

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make this design dev faster to grow?

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Maybe the complexity of the product or maybe the focus on on features.

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What are your experiences in these regards?

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Well, definitely complexity of the domain does not end and

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interface solutions that we use to create and to, let's say,

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create this experience and just bring features to

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life definitely is one condition that make

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this design that being a bit more is easy to

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happen because each design will become legacy in sometimes,

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but definitely some solutions that might be a bit easier.

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And definitely when we speak about modernization,

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we do not have them in mind.

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Do they might be less less

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dangerous in that space.

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But when it comes to the modernization and when we think

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about the domain solutions that do not that

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on one hand have outside and let's say external users,

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for example clients of your business but might also have

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internal users that being just people who you hire to

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perform daily daily work.

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These are definitely the places when

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the design that is much more happened to occur,

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I would say in this kind of condition.

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So complexity as one of them for sure.

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I would only add to this that if you're on a very if your

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product operates on a very competitive market,

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might be the case that competition will make design

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that ramp up faster because well everyone's just

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trying to to top the others.

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Another thing would be to get to know your you well,

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know about your user base,

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your target user audience.

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If they are if they are early adopters or people that respond

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to trends very well, chances are they will hop on

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to the next great thing which will only which will always

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be that one step ahead.

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But that's the one step behind where you are.

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Right?

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So in that sense you could you could easily you could

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easily distinguish situations which that is ramped up

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faster compared to others.

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I'll also say that if you're in a in a stage in which you're

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scaling your product very fast and you have a robust roadmap

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of implementation laid out for your product and you

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funnel all of your all of your resources and focus into that,

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it's easy to forget that you need to tend to

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and care for the feature set that you developed at the

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beginning that might have been left behind.

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So if you're in a situation which you're developing and

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scaling the product very rapidly,

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that is also a situation.

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Those are the circumstances that I would say

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contribute to your design debt being ramped up And

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how about the business consequences of design debt?

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Because on the one hand you said that you shouldn't be too

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afraid of it because it's not that scary and it's natural and

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it will occur eventually.

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But I guess there are some consequences that can harm your

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business if you don't react at the right time.

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So I would say if I can take this question Jorgen,

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I would say the consequences that I've working with

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companies and clients the consequences that I've

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seen could be of

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competition nature,

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user group nature or even internal.

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So and with that said it's quite difficult to say oh what

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kind of business consequences will you see if your design

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becomes outdated.

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It's very difficult to say.

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Every product is slightly is at least slightly unique in its

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own way and so the consequence your results may vary.

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But in general, if going back to again,

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if you're on a competitive market,

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the consequences you see if you do not care for your design,

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you do not maintain it and work on it constantly,

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you see your competition sort of get ahead of you.

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And you know that while that's not

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like the only differentiating factor

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taken into consideration when people are looking for

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solutions or product digital products to use,

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it's a contributor certainly.

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Your user base well you know design how you know good

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design and how intuitive and usable it is for your

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users have a significant impact on

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how willing they are to use your product.

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Especially going back to the users that may be responsive to

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trends and early adopters if they see a better solution they

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will jump to it absolutely, right.

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And internal,

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I think Yagoda would know much more about that because she she

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is a designer but internal it might be it might be the case

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that if your product is not is your design is

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updated, there's a lot of debt ramped up.

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Chances are a team, a product team,

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designers but other people as well working on it would feel demotivated.

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For example, the motivated or feel discouraged to do their

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best work because every time they do,

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it it just looks like it's been made ten years ago for example.

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Right?

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And it it does it isn't really that sort of satisfaction

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or like that kind of compensation for them when they

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do the best work.

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I know, Yagoda, would you agree with that last one?

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Partially, yes.

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Because definitely when we speak about this visual side of an interface,

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which is of course our first association when I think about

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design, it's all about visuals, then definitely

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it is a different work working on something, you know,

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that is contemporary and something that, you know,

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that has been designed some time ago and might not

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necessarily be the case and no longer to be, let's say,

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how to say it, up to date, of course.

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But the business consequence I see from

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my experience in companies that we

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had, let's say, chance to see or observe

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in that way.

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First, when your design becomes updated and the design

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that for some reasons, I don't know,

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these are different reasons as as we as we spoke already.

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But the thing is that one of the of the symptoms that

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will be visible is that or maybe it's not going to maybe

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it is not going to be that visible.

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But definitely with without up to date design,

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there is a lacking source of true when it comes to creating

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new elements.

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And when we have like lacking source of true when it comes to

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the design, for example,

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I'm not speaking about this visual side itself,

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but more of a wide components on how the user

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interface elements that we are creating while, for example,

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making some style guides or components libraries or,

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for example, design systems.

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So when we have this situation that we lack

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this single source of truth that is cohesive for a whole

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company, for a whole product,

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then it tends to generate a lot of noise

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quote when it comes to the product development itself.

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When we are not able to, let's say,

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fill our dev team with the tasks and with the

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roadmap of work that is easily comparable to the source and is

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basically up to date and allows them to work with their full efficiency.

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If we tend to question too much the things that we

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designed some time ago, this is the one of the

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first signs that something is not right because we spend much

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more time on discussing stuff that should be obvious

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and that should have some already,

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let's say, our argument background in the company.

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Instead of that,

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we are trying to find what is the most contemporary solution

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and why we cannot use the thing that we were first to think

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that would suit best for the solution for the new feature or

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for the feature aggregate that we try to accomplish.

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So this is in my opinion very serious business consequences

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because this is something that you can easily miss in a way of

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the symptoms because you will be tracking your for example

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print velocity and efficiency.

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For some reason it will be dropping and you will be

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looking for the reason of it, obviously in the for example,

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develop tickets that you prepare for the development or

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the process that you are developing your code with.

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But the real problem will be in the Slacking source of truth

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that has the real origin in in the design department.

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So this is the situation when I think companies can easily

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lose some money and team efficiency.

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So that would be something I would say quite important when

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it comes to the business consequences of the legacy

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design that we can have.

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I'm really happy that you mentioned it because we

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actually have the first question and it's about the

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cooperation between designers and developers but we'll leave

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it for the discussion.

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And you mentioned that these business consequences are

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serious and I totally agree.

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So I guess our audience is wondering now

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what's the best time to address these things?

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I mean as soon as possible probably But if you were

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to pinpoint some red flags or maybe the best time

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to start thinking about modernizing your legacy design?

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Well, one of the first, I would say,

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and the most visible symptoms that you can notice in your

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company is the situation when you easily spot that you

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are not able to create or implement new feature

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with your current design system or design solution that you have.

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So when your style guide is obviously lacking some elements,

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when the elements that were used in the previously

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developed or launched features are basically not handling the

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task well, And this is one of the first, I would say,

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flags that you can spot to start wonder

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maybe it's worth it to just get back to it and give it a

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proper review and maintenance,

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because the maintenance is a key in here.

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Of course, we would love to

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solve the problems as they go, as they come to us.

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This is obviously not possible in many cases.

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Time will not stop and wait for us to modernize our tool and

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then just to click the play button again and be happy on the market.

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That's obviously not it.

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So I would say that is the most basing on our

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experience, the most reasonable way would be to go steady

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with each new feature, each new updates,

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trying to do bit more work on

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updating the the designs design solutions that we have

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and being sure that you have a

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proper people to do it,

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that you have team that is devoted just for maintaining

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maintaining it.

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So being able to be up to date with that, not trying to,

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as as we said before,

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not try to encapsulate it in some time and then

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forget about it again.

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So I would say that was that when you are not able to

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address a new feature or or the new thing within your product

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with your current

21:50 → 21:52

interface solutions that you are using for that.

21:52 → 21:55

That's the first I would say symptoms for it.

21:56 → 21:57

I think that's a that's a great point.

21:57 → 22:00

I love the point about, you know,

22:00 → 22:03

style guide not being able to accommodate not allowing you to

22:03 → 22:04

accommodate new features.

22:04 → 22:06

And I I absolutely agree.

22:06 → 22:09

I would say I think this was said sort of

22:09 → 22:13

together with the question as soon as you can.

22:13 → 22:14

I would say so.

22:14 → 22:19

Well you ideally you would work on your design

22:19 → 22:21

as soon as you can or just never stop.

22:21 → 22:25

That doesn't mean you have to work on it full time,

22:25 → 22:28

employ a whole team of designers,

22:28 → 22:30

twenty people to work on it constantly.

22:30 → 22:32

That that doesn't necessarily mean that,

22:32 → 22:33

but generally speaking,

22:33 → 22:38

work on your design as soon as you can and ideally never stop.

22:38 → 22:41

There are there are more red flags I would add to this that,

22:41 → 22:44

you know, when when working with with existing legacy

22:44 → 22:49

products, when we when we first take a look at them and we

22:49 → 22:51

do not understand what's going on, right?

22:51 → 22:53

That's a red flag to me, right?

22:53 → 22:58

If I look if I'm used to looking at digital products obviously

22:59 → 23:03

and I do not I cannot figure out how things work,

23:03 → 23:05

that's typically a big red flag.

23:05 → 23:08

Another would be if for example if your users are finding

23:08 → 23:11

workarounds to using a problem, right?

23:11 → 23:14

So if you if you if you devise a set of features that's

23:14 → 23:16

supposed to be used in a specific way,

23:16 → 23:19

but then your users find a better way to do it.

23:19 → 23:23

And it becomes it becomes like an unspoken rule or a meme

23:23 → 23:27

even, like, that's that's a bad sign.

23:27 → 23:30

And so ideally, you know, when you spot these things,

23:30 → 23:32

it's absolutely time.

23:32 → 23:34

But I I see a lot a lot a lot of times, right?

23:34 → 23:38

You, there are situations when you have to focus on one thing and

23:38 → 23:41

pool your resources together to accomplish that thing because

23:41 → 23:43

that's a major win for example.

23:43 → 23:44

That's understandable.

23:44 → 23:48

But then you know do not ever fall for the trap of constantly

23:48 → 23:50

delaying, oh we can do that later, right?

23:50 → 23:51

We can do that.

23:51 → 23:53

There would always be a better time to do it.

23:53 → 23:56

Don't fall into that trap because you wake up in a point

23:56 → 24:00

that the design debt is so big that would be difficult to

24:00 → 24:01

tackle at that point.

24:02 → 24:06

And speaking of tackling, let me go back for a moment to

24:06 → 24:09

this analogy between design debt and tech debt.

24:10 → 24:12

So there is this concept of refactoring.

24:12 → 24:16

So when you have some legacy code, you start improving it.

24:16 → 24:17

So you refactor it.

24:18 → 24:21

Is the same true for design. Debt?

24:21 → 24:24

I mean, what's the best way to deal with it?

24:24 → 24:26

Is there any best way?

24:26 → 24:28

You got that?

24:28 → 24:31

It's a tricky one.

24:31 → 24:32

That's a difficult one.

24:32 → 24:33

Yeah.

24:33 → 24:34

If there would be great solution,

24:34 → 24:38

we would obviously love to discuss it.

24:38 → 24:41

As the time passes and as the different companies that we

24:41 → 24:45

that I had a chance to observe had the various difference,

24:45 → 24:49

let's say, of dealing with that kind of situation.

24:50 → 24:54

When it comes to the refactoring in the case of the design,

24:54 → 24:57

we would definitely start to think about this distinguish

24:57 → 25:01

between this evolution or revolution approach.

25:01 → 25:04

Different cases would would would demand different

25:04 → 25:05

approaching here.

25:06 → 25:08

I don't necessarily

25:09 → 25:12

it's very hard for me to imagine situation when I can in

25:12 → 25:16

a project that is ongoing and has a group of users that

25:16 → 25:20

are demanding to be basically served with the solutions

25:20 → 25:24

that we we are selling to them.

25:24 → 25:26

It's really hard for me to imagine situation when we need

25:26 → 25:30

when we are able to stop works,

25:30 → 25:33

do the total overhaul of the interface and then get back

25:33 → 25:38

and expect that everything will go fine from this point on.

25:38 → 25:41

So in my personal opinion,

25:41 → 25:45

going with the tackling the design that in that situation

25:45 → 25:48

needs to be rather steady and

25:48 → 25:53

very much focused on the data in that approach.

25:53 → 25:54

By data.

25:54 → 25:57

I mean anything that we can do to monitor our user behaviors

25:57 → 26:01

or our market numbers, anything that is really

26:03 → 26:05

basically centralized on our users,

26:05 → 26:09

no matter if these are external clients or users of our tool

26:09 → 26:11

that are working in our company.

26:11 → 26:13

So in that in that approach,

26:13 → 26:17

anything that can be based on this on this data that we are

26:17 → 26:21

able to gather should be performed step by step in

26:21 → 26:25

the more steady approach rather than going with

26:25 → 26:28

with big changes.

26:29 → 26:32

If there are any changes that need to be that are that seems

26:32 → 26:35

to be kind of bigger one because, for example,

26:35 → 26:38

we had something that was that outdated some solution.

26:38 → 26:40

I know in the case of the navigation or tackling

26:40 → 26:45

different different different stuff when we are facing this

26:45 → 26:49

kind of situation, probably trying to find a way to to test

26:49 → 26:50

it with users, of course,

26:50 → 26:53

as an obvious part of the design process would be a way

26:53 → 26:58

to go and with launching or launching it probably as

26:58 → 26:59

some separate feature.

26:59 → 27:01

If we have this, let's say,

27:01 → 27:05

comfort of having new feature being built and being able to

27:05 → 27:08

introduce this change only there to make sure that we

27:08 → 27:11

somehow kind of try measure the thing that we're planning to do

27:11 → 27:15

in comparison to the oldest solutions that our users are

27:15 → 27:16

used to already.

27:16 → 27:19

That would probably the way to go in my opinion.

27:19 → 27:20

Try to be steady,

27:20 → 27:24

to be data oriented in the way of the user feedback data in

27:24 → 27:25

this approach.

27:25 → 27:29

I don't see right now any better answer that I can come

27:29 → 27:32

up with, to be honest, based on my experience.

27:32 → 27:33

Yeah.

27:33 → 27:36

So it's in this topic of evolution not really a

27:36 → 27:39

revolution and tearing everything apart.

27:39 → 27:39

Yes.

27:39 → 27:41

Definitely being rather

27:42 → 27:44

subtle with your users.

27:45 → 27:49

Not one likes changes and this isn't this necessarily

27:50 → 27:54

no matter what people will will talk they do not like it.

27:54 → 27:58

So it's not gonna be the best way to do it smoothly to tear

27:58 → 28:01

everything apart and bring something totally new to them.

28:02 → 28:03

Michael?

28:03 → 28:04

Yeah.

28:04 → 28:07

I would only say it's it's a very difficult question,

28:07 → 28:10

but I I would I would sway towards what what Jagoda said.

28:10 → 28:13

It's it's typically better to to

28:13 → 28:15

to be very data driven,

28:15 → 28:18

very educated about the fact before making any decisions.

28:18 → 28:21

And typically, nine out of ten times go for an evolution

28:21 → 28:23

rather than revolution,

28:23 → 28:26

especially with a product that has live users

28:26 → 28:29

because well it's different for most user groups but a lot of

28:29 → 28:34

people are resistant to change or they you know a sudden change.

28:35 → 28:38

Making changes one by one is a good way to go.

28:38 → 28:41

However, I would only add to this that

28:41 → 28:43

if you have one, perfect.

28:43 → 28:46

If you don't, get in touch with a good design team.

28:46 → 28:50

Because there is no I wouldn't say there's a golden rule in it

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other than what Jagoda mentioned.

28:52 → 28:54

Be be very careful about this topic.

28:54 → 28:54

But other than that,

28:54 → 28:57

there's no there's no answer that can be given in a

28:57 → 29:00

universal fashion that you should always go for this or

29:00 → 29:01

always go for this.

29:01 → 29:04

Perhaps your product and your user user group would allow for

29:04 → 29:06

a revolution we do not know.

29:06 → 29:09

So get in touch with a good design team speak to them

29:09 → 29:12

and assess how much that has been ramped

29:12 → 29:13

up, what are the consequences,

29:13 → 29:16

what are what does data suggest,

29:16 → 29:20

what are our options as far as time budget, right.

29:20 → 29:22

How much can we change,

29:22 → 29:26

do we have access to those users in an easy way to test

29:26 → 29:28

things and to maybe reach out get some feedback?

29:28 → 29:29

Have you been

29:30 → 29:31

tracking feedback?

29:31 → 29:33

How much information do you have right?

29:33 → 29:36

So once you once you get in touch with them it's possible

29:36 → 29:40

it's possible to assess the situation and then come up with

29:40 → 29:41

a with an answer.

29:41 → 29:43

But as far as a universal answer,

29:43 → 29:44

it's it's difficult to give,

29:44 → 29:49

although the safer way is is to go for an evolution rather than an evolution.

29:49 → 29:54

So as I suspected, the answer would be it depends as is always the case.

29:54 → 29:54

Yeah.

29:54 → 29:58

I feel like we're trying very hard to but

29:58 → 30:01

it does depend on many things a lot of times.

30:01 → 30:01

So Yeah.

30:01 → 30:04

It would be rather naive to think that there are some

30:04 → 30:07

solutions that are out of the box.

30:07 → 30:09

In many cases might be,

30:09 → 30:11

but in most of them it's just as we have said,

30:11 → 30:14

try to reach to the experts that are actually able to

30:14 → 30:18

assess your situation and just consult it.

30:18 → 30:23

You mentioned this reluctance on the part of the

30:23 → 30:25

users because users generally don't like changes.

30:25 → 30:28

And I know from my own experience that whenever I see

30:28 → 30:31

any major change done, for example, to the interface,

30:31 → 30:34

I immediately want to go back to the old version.

30:34 → 30:36

How do you deal with something like that?

30:36 → 30:39

Because you need to evolve sooner or later.

30:40 → 30:42

That's true.

30:42 → 30:43

Well,

30:46 → 30:49

I think the answer be honest.

30:49 → 30:53

It might not be the ideal or the one that we expect to hear

30:53 → 30:56

when it comes to this kind of, let's say,

30:57 → 31:01

consulting in this in this kind of setup.

31:01 → 31:05

So definitely your product is brought up to the market and

31:05 → 31:09

you would like to continue evolving or

31:09 → 31:13

basically developing it in the way of the gathering more

31:13 → 31:16

audience and being able to to to, let's say,

31:16 → 31:19

serve them well when it comes to software.

31:21 → 31:25

I would say that is very,

31:26 → 31:30

very hard or maybe even impossible to tackle the users

31:30 → 31:33

that are very, let's say,

31:35 → 31:37

resistant to change.

31:37 → 31:40

But there is one thing that we need to have in mind that if

31:40 → 31:44

your product brings them value.

31:44 → 31:45

They will adapt.

31:45 → 31:48

There is it maybe not one hundred percent,

31:48 → 31:50

but there is a great chance of them adapting.

31:50 → 31:54

So it might be harsh at different levels of of of the

31:54 → 31:56

of the, let's say, company

31:58 → 31:59

stages.

31:59 → 32:00

But

32:01 → 32:03

when it comes to the value of the product,

32:03 → 32:08

this is the thing you need to have on your horizon all the

32:08 → 32:11

time, right next to your users needs.

32:11 → 32:14

It is very hard to convince them at once,

32:14 → 32:16

but there are ways to do that.

32:16 → 32:20

The more data you have, the more you will know.

32:20 → 32:23

The worst way is to basically just try it without any

32:23 → 32:27

further investigation on how to do it smoothly.

32:27 → 32:29

There are different solutions on the market or different

32:29 → 32:31

strategies to do so.

32:31 → 32:34

Introducing changes one by one might be the thing,

32:34 → 32:39

the proper onboarding or the newsletters with product

32:39 → 32:42

updates that you can provide your user with.

32:42 → 32:46

Probably even a separate department of

32:46 → 32:48

customer service that might get in touch with the user and be

32:48 → 32:52

fully accessible for them all the time when it comes to the

32:52 → 32:56

to some features overhauls or even giving them

32:56 → 33:00

just a possibility to get back to the old interface because

33:00 → 33:03

that might be just the way in some cases.

33:03 → 33:07

Just give them a period of time that they are aware of.

33:07 → 33:09

Let's say, I don't know, a month or two months.

33:09 → 33:13

I don't know how much it will be in the case of certain

33:13 → 33:17

companies and just allow them to mentally just change in

33:17 → 33:19

the way of how to how to use it.

33:19 → 33:23

If that product has this value and it is necessarily a tool

33:23 → 33:27

and your audience is well adapted with that,

33:27 → 33:29

it will be easier.

33:29 → 33:31

I would answer in that way.

33:31 → 33:33

I know, Michael, how do you feel about it?

33:33 → 33:36

But there are no one liners for this one.

33:36 → 33:37

Yeah.

33:38 → 33:41

This is not a topic you just this is not a question you just

33:41 → 33:44

answer with a one liner and be done with it.

33:44 → 33:46

I second everything you said.

33:46 → 33:50

So going with the evolution rather than revolution changes one by one.

33:50 → 33:51

Very important.

33:51 → 33:55

Do not do not just throw everything upside

33:55 → 33:59

down starting Monday when when changing things.

33:59 → 34:02

Go one by one. Monitor the behavior of users.

34:02 → 34:04

How do they react to it?

34:04 → 34:07

In order to do that you need to be in touch with them already, right?

34:07 → 34:11

You cannot it's kind of assuming that you

34:11 → 34:13

are tracking their behavior,

34:13 → 34:16

how they interact with your platform and your product.

34:17 → 34:20

Newsletters informing about changes ahead of time.

34:20 → 34:23

I think Igor that you mentioned it this is something very important.

34:23 → 34:25

If you can have polls

34:26 → 34:28

just ask them do they like the feature?

34:28 → 34:32

Feedback you know that I think Google sometimes

34:32 → 34:34

when they make changes they ask for your feedback.

34:34 → 34:37

They attach a feedback option to you know some some new features.

34:37 → 34:38

That's a cool option.

34:38 → 34:42

Think of ways you can get the response to what you did.

34:42 → 34:46

Do as much as much homework before you implement the change,

34:46 → 34:50

track behavior during making the change or the in the

34:50 → 34:52

immediate time right after,

34:52 → 34:55

and then gather feedback as much as you can and do it one by one.

34:55 → 34:57

It's a lot of work,

34:57 → 34:59

but if you can if you can afford it,

34:59 → 35:00

if you can carry it out that way,

35:00 → 35:03

that will be an optimal way for me.

35:03 → 35:06

And this is also the part when your design team design

35:06 → 35:07

team should support you.

35:07 → 35:12

So this is the way why this is one of the aspects of the

35:12 → 35:14

design never being ended.

35:14 → 35:17

It should be maintenance and the method that Michael

35:17 → 35:21

mentioned, like auditing your tool and gathering feedback

35:21 → 35:24

in the interviews, in some posts or surveys.

35:24 → 35:29

This is the this these are the ways of how you maintenance the

35:29 → 35:32

design in the way of gathering feedback about it.

35:32 → 35:36

So that might be the one of the shades of how you how

35:36 → 35:40

you not ever end your design in a way that it should not

35:40 → 35:46

be put it in the box and just put it in the shelf and being forgotten.

35:46 → 35:49

So users are one thing.

35:49 → 35:52

So keeping listening to them, keeping them satisfied,

35:52 → 35:55

but also giving them enough time to get accustomed to changes.

35:55 → 35:59

But what about the business stakeholders?

35:59 → 36:03

Do you feel that they are generally aware

36:03 → 36:07

of legacy design being a problem or maybe

36:08 → 36:09

not so?

36:09 → 36:13

So maybe the complete opposite and they generally do not,

36:14 → 36:18

you know, agree that it is an issue that should be tackled.

36:18 → 36:20

What's your experience on that?

36:20 → 36:24

I think that we had this conversation some time ago with

36:24 → 36:30

Michael about this iceberg metaphor of perception,

36:30 → 36:33

of the design perception that is sometimes not always,

36:33 → 36:37

but sometimes the case when it comes to the to the products

36:37 → 36:41

that are going through some changes and need some

36:41 → 36:45

attention when it comes to that in general or some legacy setups in here.

36:45 → 36:48

So I don't know, Michael, but you can, I think,

36:48 → 36:51

very clearly brought it up based on your experience with

36:51 → 36:53

the with the business stakeholders?

36:53 → 36:56

So to explain what's going on with the with the tip of the

36:56 → 37:01

iceberg metaphor, it's it's something I I came across

37:01 → 37:03

working with different companies.

37:03 → 37:06

Now I'm not saying I'm not saying that this is universally the case.

37:06 → 37:07

This can be the case.

37:07 → 37:10

So for anyone listening, it may be the case.

37:10 → 37:12

It doesn't necessarily have to be.

37:12 → 37:17

But the so the the thing we're talking about is that

37:17 → 37:20

code and tech and programming effort in all digital products

37:20 → 37:24

if you have a product that's easily recognizable as

37:24 → 37:26

something that's fairly difficult understand.

37:26 → 37:29

So you imagine it is a is a mountain to cross. Right?

37:29 → 37:31

So you you look at code and you think, okay.

37:31 → 37:36

If if you're not a tech person, you look at code and you see, okay.

37:36 → 37:38

Well, this doesn't make much sense to me. Right?

37:38 → 37:40

I do not know how to handle this.

37:40 → 37:43

I do not know you look at code you have no idea of you know

37:43 → 37:46

whether it's a good code, it's a bad code.

37:47 → 37:49

With design it's a mountain to cross.

37:49 → 37:51

It's quite visibly difficult, right?

37:51 → 37:52

With design it's slightly different.

37:52 → 37:53

Design,

37:54 → 37:58

a digital products design gives you the illusion that you,

37:58 → 38:02

you know, it's easily easy to formulate an opinion on it.

38:02 → 38:05

And the one of the one of the most common things I see is

38:05 → 38:08

that it looks good, so it's it must be good.

38:08 → 38:09

Right?

38:09 → 38:11

And this is a popular misconception because good

38:11 → 38:16

looking design has nothing to do with usable design.

38:16 → 38:19

And good looking design and good looking design is a

38:19 → 38:21

subjective term in itself because it may be good looking

38:21 → 38:26

to one group of users and then awful to another because

38:26 → 38:29

the trends change because the taste or what they're used to

38:29 → 38:31

are just different right.

38:31 → 38:35

Which is why if tech and programming is a mountain to

38:35 → 38:39

cross, the design is what you see and what you think

38:39 → 38:40

you see in design.

38:40 → 38:42

If it looks good must be good that's a tip of the iceberg

38:42 → 38:46

because there's much more that goes into design than just

38:46 → 38:47

whether or not it looks good.

38:47 → 38:50

There's logic behind it, there's research behind it,

38:50 → 38:54

there are trends behind it, there's mathematics behind it,

38:54 → 38:57

there's so much that goes into design and I see it because I

38:57 → 39:01

work with designers such as Jagoda every day and I see how

39:01 → 39:05

much effort goes into creating a design like that and it's so

39:05 → 39:09

easily like mistaken

39:09 → 39:12

when trying to formulate opinion on it,

39:12 → 39:14

which is hence the iceberg.

39:14 → 39:16

And if there's one thing that I would really want people to

39:16 → 39:19

sort of remember, that's that.

39:19 → 39:22

It's design is much more difficult to identify

39:22 → 39:24

as good or bad.

39:24 → 39:26

Much more difficult.

39:27 → 39:31

I would agree with that especially when it comes to this

39:33 → 39:36

subjective opinion of whether it's looking good or not.

39:36 → 39:39

It might look great on one or two views.

39:39 → 39:43

It might be totally unusable, not even for users,

39:43 → 39:46

but even for designers when it comes to the architecture of

39:46 → 39:49

the design files and how the components are being made and

39:49 → 39:53

what kind of cooperation was put it in there

39:53 → 39:57

to stay stay consistent with the tech stack that we are

39:57 → 40:00

operating with when it comes to the front end and stuff like that.

40:00 → 40:01

So

40:01 → 40:04

there is when it comes to the business stakeholders,

40:04 → 40:08

sometimes there is the case that we as a people,

40:08 → 40:14

every one of us is a user in the part of their of their lives.

40:14 → 40:18

So we tend to think that we are designers in the same way.

40:18 → 40:19

So we have this kind of knowledge.

40:19 → 40:23

This is great because it really shows how how close

40:23 → 40:27

to people it is and how how it's really a part of their life.

40:27 → 40:29

But on the other hand,

40:29 → 40:32

when it comes to the business decisions about the new

40:32 → 40:36

composition or the efficiency or effortless of the of

40:36 → 40:40

the certain approaches to to to how to handle design

40:40 → 40:42

within certain projects or product,

40:42 → 40:46

then it becomes a bit more how to say it complex

40:46 → 40:50

matter than just visual side of it.

40:51 → 40:53

You're to if you're trying to determine whether or not your

40:53 → 40:56

design or just any design is, you know,

40:56 → 40:59

works for what you're trying to do, works for your user group,

40:59 → 41:03

works for what you're trying to do, is there debt in it,

41:03 → 41:05

will it allow you to scale further,

41:06 → 41:08

speak to your designers if you do not have designers,

41:09 → 41:12

Find them. Find a design team. Speak with them.

41:12 → 41:16

Get them to do a UX audit. Check for things.

41:16 → 41:20

It's it's not possible to assess design just by looking

41:20 → 41:24

at it by someone who has not worked as a digital designer.

41:26 → 41:28

Okay.

41:29 → 41:33

We're heading slowly towards the end of the discussion.

41:33 → 41:37

So my last question would be how do you strike

41:37 → 41:40

balance between being overly focused on business,

41:40 → 41:43

on features, and being focused on users,

41:43 → 41:47

on the usability, on the functionality

41:47 → 41:48

of the design?

41:48 → 41:52

Is there any golden mean? And if so, how can you achieve it?

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I guess it depends.

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But maybe you have some pro tips from your own experience.

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To be honest, the only pro tip in that matters that comes to me in the

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way of the finding this balance and not

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being derived from the from the perspective of the

42:12 → 42:17

users is just incorporating design to your

42:17 → 42:21

daily daily operational process in your company.

42:21 → 42:23

By incorporating design.

42:23 → 42:28

Mean, of course, having the design team on board that is responsible for

42:28 → 42:32

maintaining it and being in intact with customer success

42:32 → 42:36

team with the tech team being just vital

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living living part of the of of

42:39 → 42:42

the project you're working on.

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Because this is the only way to not to not forget about it,

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I would say.

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This is the best perspective to gather it.

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So that would be one of the tips that comes to my mind in that approach.

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Michal, how about you?

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I would say well, first and foremost,

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I I agree.

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I would say if you if you're looking to

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to strike a balance not forget about about that design and

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keep in touch with it.

43:10 → 43:13

Just have a designer keep in mind that this is something

43:13 → 43:17

that you should be tending to and maintaining in the long term.

43:17 → 43:20

You always need to have at least your eyes on it.

43:20 → 43:23

Keep in touch with your design. Monitor things.

43:24 → 43:27

If, you know, if you're looking to there are absolutely times when you need

43:27 → 43:29

to focus on scaling.

43:29 → 43:30

But

43:31 → 43:34

it's difficult to say because it's very specific to the team

43:34 → 43:37

that's working with you on the product, right?

43:37 → 43:41

Somehow there needs to be a way in which at least in the

43:41 → 43:45

in the time of focus on trying to to build new things for your

43:45 → 43:49

product, you need have some time to look back and assess things right.

43:49 → 43:50

Having

43:52 → 43:55

those focus periods when you build new things there needs to

43:55 → 43:58

be a moment when you take a break, look back,

43:58 → 44:01

see okay do we need to factor anything.

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And it can be even in the

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time when you developed a lot of things,

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you're looking to gather feedback during that time you

44:10 → 44:13

can do some of the work sort of looking back.

44:13 → 44:16

Having a designer with an agile team,

44:16 → 44:20

with a product team at all times supporting developers,

44:22 → 44:25

analyzing the the traffic, at heat maps,

44:25 → 44:28

gathering feedback, testing new features, So it's a good thing.

44:28 → 44:30

It doesn't have to be again,

44:30 → 44:34

it doesn't have to be a team of designers working on it full time.

44:35 → 44:38

Yeah, it's not that as we said in the

44:38 → 44:42

beginning it's not the constant act of creation that you do

44:42 → 44:44

when it comes to the design of the company.

44:44 → 44:45

These are

44:46 → 44:50

many more phases to it and definitely each one should

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be treated with the their caution and cure not to be neglected.

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Just one one of the tips just treat the design like

44:59 → 45:04

like like coding in the way of the character in your company.

45:04 → 45:07

Of course, there are no this this that you cannot use the

45:07 → 45:11

same methodology in the case of the, let's say,

45:11 → 45:15

operational operating on this design or trying to to scan

45:15 → 45:20

outside planet right within within

45:20 → 45:24

the kind with with the workload in mind,

45:24 → 45:26

but just treat it on the same level of serial of the

45:26 → 45:29

seriousness when it comes to the impact on on your business.

45:29 → 45:30

Yeah.

45:30 → 45:35

And I would also I would also add that don't look at design as a cost.

45:35 → 45:37

Obviously, there's cost to be incurred,

45:37 → 45:38

but it's an investment.

45:38 → 45:38

Right?

45:38 → 45:42

Design is just as likely to bring you big money

45:42 → 45:44

as development of new features.

45:44 → 45:48

It's it's just as likely. So it's not just a cost to be had.

45:48 → 45:50

It's not just a necessary thing to do.

45:50 → 45:52

It absolutely there's there's big money in it for your

45:52 → 45:57

product and absolutely don't don't don't save on it.

45:58 → 46:00

If you need to find space in your team,

46:00 → 46:04

in your budget for a designer to do their work absolutely do it.

46:05 → 46:09

So to sum up, the legacy design will happen,

46:09 → 46:12

but it's not something to be too afraid of to tackle.

46:12 → 46:17

So you will have to face it for your own good, basically.

46:17 → 46:19

Yeah, pretty much so.

46:19 → 46:22

I think that's one of the few questions that we can actually

46:22 → 46:26

answer truthfully and without doubt,

46:26 → 46:28

without it depends.

46:28 → 46:30

Yes, that's true.

46:30 → 46:33

That's actually really the case that you can, you know,

46:33 → 46:36

in IT that you answer it without saying it depends.

46:36 → 46:39

Happy that it happened.

46:39 → 46:42

Okay, thank you guys for a very insightful discussion.

46:42 → 46:45

I guess now we can proceed to questions.

46:45 → 46:48

So let me just remind our audience that you can still ask

46:48 → 46:51

some questions in the chat box.

46:51 → 46:56

So let me first maybe combine the two because actually you

46:56 → 46:58

have two quite similar questions.

46:58 → 47:01

I can see that this topic of cooperation between the design

47:01 → 47:03

and developer team is pretty interesting.

47:04 → 47:08

So both questions actually concern

47:08 → 47:11

the way in which you should structure this collaboration

47:11 → 47:13

between developers and designers.

47:13 → 47:17

And the first one is about how to

47:17 → 47:21

do it to prevent design debt from happening.

47:21 → 47:25

And the second one is how to not make things worse.

47:25 → 47:28

So maybe we could try to combine these two perspectives.

47:28 → 47:32

So how to cooperate so as not to let it happen and

47:32 → 47:36

not to let it grow out of control.

47:36 → 47:39

So as we kind of, let's say,

47:39 → 47:45

answered in the beginning that this like the design that will happen.

47:45 → 47:48

So you cannot prevent it. So you just need to spot it.

47:48 → 47:50

You need to just be aware of it.

47:50 → 47:54

And the moment you are aware of it, you can start tackling it.

47:54 → 47:56

And when it comes because I've seen that the question is

47:56 → 47:59

related how to tackle that when it comes to the design

47:59 → 48:03

and the development teams on the cooperation side.

48:03 → 48:03

Yeah.

48:03 → 48:07

So based on the experience and the

48:07 → 48:10

best practices that I would use in that case,

48:10 → 48:14

that would be definitely tracking the separate backlog

48:14 → 48:17

of the issues that you are spotting ongoingly with the

48:17 → 48:21

when it comes to the design of the new features or how you

48:21 → 48:25

work with the components of the features that are already developed.

48:25 → 48:29

Because it's it is it's not

48:29 → 48:32

possible to it's not always possible to just keep your

48:32 → 48:35

design always intact and as mirror

48:35 → 48:39

reflection of what you have developed already.

48:39 → 48:41

It's often just a waste of time, to be honest.

48:41 → 48:43

So the thing that you need to do is definitely keeping the

48:43 → 48:46

backlog of the changes that need to be addressed because of

48:46 → 48:50

some crucial because they are crucial on some some ways to that.

48:50 → 48:54

And with that backlog, separate backlog of design

48:54 → 48:57

that issues that you can spot out,

48:57 → 49:00

the best probably idea would be to try to

49:00 → 49:04

incorporate it and the single issues from this

49:04 → 49:09

backlog to just your ongoing development work here.

49:09 → 49:12

Not everything at the same time.

49:12 → 49:16

As each sprint happens, it's really hard for me to

49:16 → 49:20

imagine sprints that I was a part of and has not

49:20 → 49:24

any spare time or any time for just some some small

49:24 → 49:28

some small enhancement or improvements.

49:28 → 49:32

So definitely keeping separate backlog for these design issues

49:32 → 49:34

and then trying ongoingly cooperate them

49:34 → 49:38

incorporate them to the backlog of the of the current sprint

49:38 → 49:43

or in what methodology you are working for for your for your dev team.

49:43 → 49:46

Of course, intact with the designers to be sure that they are there.

49:46 → 49:49

Close operation with the quality assurance team member

49:49 → 49:53

and team members probably is also one of the hint in here

49:53 → 49:57

that should be reflected and should help in that matters,

49:57 → 49:57

I think.

50:00 → 50:03

Michael, do you have anything to add to that?

50:03 → 50:04

Yeah.

50:04 → 50:08

So I agree with what Yagoda said

50:08 → 50:12

and Yagoda referred to when she mentioned

50:12 → 50:14

that she works with the team with Sprint,

50:14 → 50:16

she adds the things to the backlog.

50:16 → 50:19

She keeps her the things that she needs to work on in a

50:19 → 50:21

separate backlog to to always keep an eye on it.

50:21 → 50:25

This this this refers to the way when we set up product

50:25 → 50:29

teams for our clients, our designers work with them and

50:29 → 50:32

with our development teams in a close cooperation throughout

50:32 → 50:34

the project.

50:35 → 50:38

There's a few pieces that we wrote on as to how it works.

50:38 → 50:41

But in general, the idea is that the designer is always present working with

50:41 → 50:43

the team.

50:43 → 50:46

If they are not currently dishing out new designs,

50:46 → 50:50

new screens, new components, the style guide is closed for now.

50:50 → 50:52

They assist the team with implementation,

50:52 → 50:55

mostly front end developers, but also like she said,

50:55 → 50:56

quality assurance,

50:56 → 50:59

back end back end engineers maybe slightly less so,

50:59 → 51:01

but still they help with implementation.

51:01 → 51:05

That way they stay in touch with what's currently going on.

51:05 → 51:09

If you just push the the designers aside

51:10 → 51:13

and they stop working on the project altogether,

51:13 → 51:17

they lose track of what's going on and they will not be able to

51:17 → 51:20

be reengaged in a very efficient manner,

51:20 → 51:22

which is why they stay assist with implementation.

51:23 → 51:25

That's a very good way to do it.

51:25 → 51:27

Another way is to and this is something that I would

51:27 → 51:31

recommend but it's something more difficult to achieve a lot

51:31 → 51:35

of times is ideally you want to work with developers that know

51:35 → 51:39

how to work with designers because to give you an example, right?

51:39 → 51:40

If front end developers,

51:40 → 51:44

they work on let's say front end developers work on an a

51:44 → 51:47

further implementation, scaling of a specific dashboard,

51:47 → 51:48

there's new features to be added.

51:48 → 51:51

If they already see that the features that they need to add

51:51 → 51:52

to specific dashboards,

51:52 → 51:55

the dashboard as a result the dashboard will become

51:55 → 51:58

overcrowded things start looking off, right?

51:58 → 52:00

They will know that you know there's something wrong with it

52:00 → 52:03

ideally we want to have a designer take a look at it, right?

52:03 → 52:06

So they will know who to let them know that this there's

52:06 → 52:08

something that needs to be needs to be adjusted.

52:08 → 52:11

If they don't necessarily work on with designers every day on

52:11 → 52:13

like on a daily basis,

52:13 → 52:17

it might be that they will just you know they won't know how to deal with it.

52:17 → 52:19

Not saying that that's always the case,

52:19 → 52:22

but you know people that are used to working with designers

52:22 → 52:25

know when to call for them when they see a sit,

52:25 → 52:29

when they assemble upon a situation when that calls for it.

52:29 → 52:29

Yes.

52:29 → 52:34

And this awareness should work in let's say,

52:34 → 52:37

both sides of this.

52:37 → 52:39

So experience is not on like,

52:39 → 52:41

user experience is not only a visual side.

52:41 → 52:43

It's the experience side.

52:43 → 52:44

So

52:45 → 52:48

whenever you will came up with the new features of your design

52:48 → 52:53

team and consult it with with the the dev engineering team,

52:53 → 52:55

you just need to be aware that some compromises just sometimes

52:55 → 52:57

needs to be done because, for example,

52:57 → 53:01

for the performance stuff that needs to be in line with that.

53:01 → 53:03

When we have some great solutions that will be just not

53:03 → 53:06

necessarily that efficient in the case of the performance,

53:06 → 53:09

then we should aim to focus on what's what's first,

53:09 → 53:12

the visual side or the functional side in here.

53:12 → 53:16

And in many cases, the functional side is the most important one.

53:16 → 53:20

So the understanding of the when to call a designer when it

53:20 → 53:24

comes to to view to to layout being

53:24 → 53:28

overcrowded or the awareness of the designers where to call the

53:28 → 53:31

front end and back end engineers to basically help

53:31 → 53:35

them with assessing which solution will be less

53:35 → 53:38

impactful when it comes to their cost of work.

53:38 → 53:42

This is also very important to have in mind to have the people

53:42 → 53:45

that are aware of each other's circumstances and when to ask

53:45 → 53:47

for help or support.

53:48 → 53:51

Yeah, because collaboration is actually sometimes easier said than done.

53:51 → 53:55

So it's good to take care of In the area of scrum and agile

53:55 → 53:58

being everywhere in the IT right now,

53:58 → 54:02

it's very easy to forget that sometimes the

54:02 → 54:03

communication is the key,

54:03 → 54:05

especially when you're scaling up your business.

54:05 → 54:09

Right? And the number of people working for you is growing.

54:09 → 54:10

Right.

54:10 → 54:14

Okay, thank you. We still have six minutes.

54:14 → 54:19

So if you still have any questions to our experts,

54:19 → 54:22

please now is the time to ask them.

54:22 → 54:27

But in the meantime, actually I have one question

54:27 → 54:30

that I'm dying to actually ask you.

54:30 → 54:34

So I know NDAs are a thing and you cannot

54:34 → 54:37

talk that openly about all the projects.

54:37 → 54:41

But I'm wondering what's your most interesting

54:42 → 54:46

experience with working with a legacy design project?

54:46 → 54:49

Maybe something particularly challenging,

54:49 → 54:52

exciting or maybe scary happened to you that pops

54:52 → 54:56

immediately into your mind when you hear the term outdated design?

54:58 → 55:02

So in the manner of this idea that we cannot,

55:02 → 55:04

of course, talk about specific cases,

55:04 → 55:09

I will just mention one thing that is very common to each of the

55:10 → 55:12

legacy design cases.

55:12 → 55:16

It's definitely working with the files of different

55:16 → 55:20

designers that we are inheriting or we are trying to

55:20 → 55:25

contribute to us as a as a extension team extension that ways.

55:25 → 55:28

So I would say this is always the most

55:28 → 55:34

intriguing part of of working with the

55:34 → 55:38

design that might be a bit outdated or be somehow

55:38 → 55:43

inherited in a way that has not been taken care of for a while.

55:43 → 55:47

Because for from my perspective, the

55:48 → 55:51

most intriguing part is trying to

55:51 → 55:55

came up to the solution and the answer to the

55:55 → 55:58

question and the process, let's say,

55:58 → 56:01

of investigation that I do within the company,

56:01 → 56:06

within the other design team or or the other stakeholders.

56:06 → 56:08

And the the

56:08 → 56:12

journey of finding out which design is which design

56:12 → 56:15

decision that design solution that I see on the

56:15 → 56:19

files that I inherited or I'm working with with other people,

56:19 → 56:23

which design is which design element is an effect of a

56:23 → 56:28

design decision of a particular designer that has been working

56:28 → 56:31

on that file and which solution is dictated by the

56:31 → 56:35

domain specificness of the of the product that we are working.

56:35 → 56:38

So this is always the most interesting part for me,

56:38 → 56:42

the way of trying to get know the the

56:42 → 56:43

environment better.

56:43 → 56:47

So to be sure this is the lesson that I've learned like

56:47 → 56:51

a couple of time not to quickly assess the other designers work

56:51 → 56:55

when it comes to the design legacy design because we are

56:55 → 56:56

never sure

56:57 → 57:01

what were the let's say or the story of the

57:02 → 57:03

solutions that we are seeing.

57:04 → 57:08

Think this is also the always the most intriguing part for me

57:08 → 57:09

to try to, let's say,

57:09 → 57:14

make up this reverse engineering of the decision

57:14 → 57:17

that has been made on some tools.

57:19 → 57:21

Thank you. Michael, how about you?

57:21 → 57:25

Do you have any you know particularly scary or exciting

57:25 → 57:28

stories from legacy design projects?

57:28 → 57:30

Well

57:31 → 57:34

as you know I probably have a couple but I cannot really I

57:34 → 57:38

can only speak and give particular examples.

57:38 → 57:42

Although I would say there were a couple that I found really

57:42 → 57:46

interesting and they weren't they weren't necessarily scary stories.

57:46 → 57:50

It was just fascinating to me when when we were supposed to

57:50 → 57:55

work on products that were built mid

57:55 → 58:00

2000s and weren't necessarily updated since then.

58:00 → 58:03

And so like the design,

58:03 → 58:07

the way things worked, they just they were they were so basic,

58:07 → 58:11

but the products still were so robust in their functionality.

58:11 → 58:12

Everything was very manual.

58:12 → 58:16

So you you are quite used to seeing very automated products.

58:16 → 58:16

Right?

58:16 → 58:19

Part of the part of the like the magic of the digital

58:19 → 58:21

products today is that they automate things,

58:21 → 58:24

they streamline things for you, they do things for you, right?

58:24 → 58:26

They shorten the distance,

58:26 → 58:29

they shorten the the amount of time you need to do.

58:29 → 58:31

That didn't do necessarily any of that.

58:31 → 58:35

It was just like a digital note part to to an extent and

58:35 → 58:39

that's the it was it was quite fascinating to me because I I

58:39 → 58:43

had this feeling that it's it's it looks like it's you know it

58:43 → 58:44

looks like it's from the two thousands.

58:44 → 58:47

It is from two thousands but quite quite a magical and then

58:47 → 58:52

trying to reimagine it and rebuild it completely,

58:52 → 58:53

it was quite interesting.

58:53 → 58:54

There were a couple of projects like.

58:54 → 58:58

But in general I would say one of the one of the great things,

58:58 → 59:02

of the exciting moments for me is always this can this

59:02 → 59:06

applies to new builds, greenfield builds as much as it

59:06 → 59:08

does to legacy design.

59:08 → 59:12

Re envisioning it at the moment of for example prototyping, right?

59:12 → 59:16

So after a maybe a UX audit or maybe like a product design

59:16 → 59:19

workshop during which team worked up requirements and sort

59:19 → 59:22

of the direction to take with a specific product.

59:22 → 59:25

When designers sit down to create the first prototypes of

59:25 → 59:29

they'd set on the creative direction maybe you know apply

59:29 → 59:32

changes, proposed changes and prototype things.

59:32 → 59:35

That's a moment when all of those requirements that I'm

59:35 → 59:38

used to discussing for weeks on that then take shape in the

59:38 → 59:41

form of a for example a prototype or a couple of designs,

59:41 → 59:43

that's an eye opening moment for me because it's finally

59:43 → 59:46

something tangible, right?

59:46 → 59:47

It's finally something.

59:47 → 59:51

It's a tangible representation of a direction we want to take

59:51 → 59:54

and personally to me it's just very exciting.

59:54 → 59:56

Okay, thank you.

59:57 → 60:00

Our live stream is coming to an end

60:00 → 60:05

slowly but as I said it is being recorded so you will be

60:05 → 60:08

able to rewatch it and if you come up with any questions then

60:08 → 60:10

also leave them in the comments.

60:10 → 60:13

So we'll pass them to Michaow and Yagoda and we'll try to

60:13 → 60:17

answer them as extensively as we can.

60:17 → 60:20

And that being said, Yagoda and Michaow,

60:20 → 60:23

thank you very much for joining me today.

60:23 → 60:27

It was a very informative discussion and I believe our

60:27 → 60:30

audience will learn a lot from it.

60:31 → 60:31

Thank you.

60:31 → 60:35

We certainly hope so. Thank you. Thank you for having us.

60:35 → 60:36

Okay, thank you.

60:37 → 60:42

And see you during our next software modernization live stream.

60:42 → 60:43

Thank you and goodbye.

Let's connect and build together