Legacy Design Video Software Modernization
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Welcome to yet another Marik Studios 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, Yagoda,
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our senior UX designer and team leader.
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Hi. Hi.
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Nicole,
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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
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interface solutions that you are using for that.
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That's the first I would say symptoms for it.
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I think that's a that's a great point.
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I love the point about, you know,
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style guide not being able to accommodate not allowing you to
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accommodate new features.
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And I I absolutely agree.
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I would say I think this was said sort of
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together with the question as soon as you can.
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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,
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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,
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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?
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That's a red flag to me, right?
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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
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even, like, that's that's a bad sign.
23:27 → 23:30
And so ideally, you know, when you spot these things,
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it's absolutely time.
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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.
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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
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tackle at that point.
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And speaking of tackling, let me go back for a moment to
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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.
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Is the same true for design. Debt?
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I mean, what's the best way to deal with it?
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Is there any best way?
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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,
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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
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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,
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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.
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Michael?
28:03 → 28:04
Yeah.
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I would only say it's it's a very difficult question,
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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
28:50 → 28:52
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?
41:53 → 41:55
I guess it depends.
41:55 → 41:59
But maybe you have some pro tips from your own experience.
42:01 → 42:05
To be honest, the only pro tip in that matters that comes to me in the
42:05 → 42:08
way of the finding this balance and not
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being derived from the from the perspective of the
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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
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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
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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.
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Just have a designer keep in mind that this is something
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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
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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
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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
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can do some of the work sort of looking back.
44:13 → 44:16
Having a designer with an agile team,
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with a product team at all times supporting developers,
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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,
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it doesn't have to be a team of designers working on it full time.
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Yeah, it's not that as we said in the
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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.
44:55 → 44:59
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,
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but just treat it on the same level of serial of the
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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
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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,
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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,
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but it's not something to be too afraid of to tackle.
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So you will have to face it for your own good, basically.
46:17 → 46:19
Yeah, pretty much so.
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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.
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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,
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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.
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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.



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