Tuesday, October 20, 2015

[class: PM Camp@Fast Campus#20] 제품 유지 보수하기 #2 (my note is WIP)



7. 15 수
제품 유지 보수하기 #2
제품의 유지 보수를 위한 실제 예제 분석
  • 고치려다 문제를 만든다?!
  • 좋은 개발 방법론의 정착과 Best Practice의 전략
  • 테스트? 테스트!
Mr.M

  1. Product Maintenance #2 [Sanghun Woo@Naver]
    1. lesson:
      1. retrospection
        1. method: collecting positives and negatives to sharpen the positives and improve the negatives
        2. prep for retrospection: facilitator’s role is important
          1. timeline method: 1st, 2nd, 3rd, … week
            1. which event occurred and how negatives can be overcome
          2. triple nickels (aka “rolling paper” method): 3x5 minutes (first 5-minute, write everything comes to mind; switch the paper and write on top of the previous write-up and iterate the process one more time; share at the end
      2. iteration plan by MoSCoW, user story point, etc.
      3. c.f. C=M (method: e.g. email, phone) * L (length: communication quantity e.g. email quantity)
      4. break-down user story by task
      5. know what’s completed and left
      6. constantly update backlog
      7. consider using Infographics app on Mac
      8. quality means no error
      9. the earlier errors are fixed, the lower the cost
      10. quality management = risk control
      11. cohort (e.g. 1회 대화, 5회 대화, 등록 후 로그인하지 않음, 유료) analysis: e.g. registered members in May vs. June
      12. myth about accumulated metric
      13. AARRR metrics
      14. 조건부
    2. personal takeaway:
      1. MoSCoW method

[class: PM Camp@Fast Campus#19] 제품 유지 보수하기 #1 (my note is WIP)


10주차
7. 11 토
제품 유지 보수하기 #1
제품 출시 이후 제품의 품질을 유지하기 위한 활동
  • 제품 출시 이후의 관리 단계
  • 제품의 유지 보수는 사용자에 대한 이해의 단계
  • 출시 이후의 사용자 반응 분석하기 – 사용자와 계속 대화하자
  • 관리하지 않는 이슈는 잊혀질 잡담이다.
Mr.M
  1. Product Maintenance #1 [Sanghun Woo@Naver, UGC Development Center]
    1. lesson:
      1. Epic: first depth category (e.g. for bookstore website, examples for epic can be search, purchase, promotion, and customer service.)
        1. 1조 example
          1. 소개팅 장소/시간 정하는 데 소요되는 시간 최소화
          2. 소개팅 실패시 리스크 최소화
          3. 상대 취향 파악
          4. 폐쇠된 공간에서 대화
        2. read
      2. writing
        1. example (needs to be descriptive and short; remove emotional context): user A가 user B를 한 두 번 밀다가, user B가 자리에 앉게 되었음
        2. practice
          1. start writing followed by reading the written text (reason: short of breath)
          2. start writing subject and verb and try to make your sentence shorter
          3. remove “있을 수 있다” and conjunction
          4. Markdown: e.g. iA Writer, hashify.me
        3. read
      3. acceptance test
      4. planning and scheduling
        1. triangulation
        2. release planning: 소멸차트, etc
        3. workshop:
          1. 5 iteration, 8 velocity
          2. create a doc: title | description | point | priority
        4. priority: MoSCoW (Must have, Should have, Could have, and Would like but won't get)

  1. personal takeaway:
    1. practice objective writing without emotions

[class: PM Camp@Fast Campus#18] 프로젝트 관리 기법 #2 (my note is WIP)


7. 6 수
프로젝트 관리 기법 #2
프로젝트를 관리하기 위한 실제 예제
  • 프로젝트 관리를 위한 산출물과 서비스
  • 오피스를 사용한 산출물 관리 실습
  • 도구를 사용한 테스크 관리 실습
Mr.M
  1. Project Management Example [Sanghun Woo@Naver, UGC Development Center]
    1. lesson:
      1. backlog: list up all features (c.f. backlog helps create burndown chart)
      2. daily meeting: ask members to bring write-ups for what they did, are doing, and current issues for 10-15 minute daily meeting
      3. mature organization: planning and result are the same (e.g. easy backup when the person in charge is not around, short integration speed)
      4. what’s important in project management
        1. purpose needs to be shared: e.g. create backlog and share with all members
        2. consistency between members’ responsibility and task
        3. break-down big tasks into small tasks
        4. teamwork
        5. communication
      5. outsourcing: try to avoid outsourcing in software development
      6. user story: 누가, 무엇을 달성하기 위해, 이런 기능이 필요하다 (i.e. As a …, I want …, so that …)

    1. personal takeaway:
      1. user story: A user story is a tool used in Agile software development to capture a description of a software feature from an end-user perspective. The user story describes the type of user, what they want and why. A user story helps to create a simplified description of a requirement. <source: Wikipedia>

[class: PM Camp@Fast Campus#17] 프로젝트 관리 기법 #1 (my note is WIP)



9주차
7. 4 토
프로젝트 관리 기법 #1
성공하는 프로젝트 vs 실패하는 프로젝트
  • 성공/실패하는 프로젝트의 징조
  • 기능은 어떻게 나누고 일정은 얼마나 추정할까
  • 에자일 개발의 빛과 그림자
  • PM은 무슨 일을 해야 할까?
  • 외주, 유혹하는 성배
Mr.M
  1. Project Management- Meaning, Risk, and Success of Project  [Sanghun Woo@Naver, UGC Development Center (Cafe, Blog, Knowledge Man)]
    1. lesson:
      1. plan for the next weeks at PM class: project, methodology for project management, JIRA, user story, cohort analysis, Excel
      2. meaning
        1. what is project? new product making process, delivering complete project
        2. who is project manager? a person who knows completion of project
      3. risk
        1. serious risk for project management: not knowing progress of project status
        2. reason for risk management: difficult to measure productivity for knowledge workers
          1. man month myth occurs due to
            1. redistribution chaos: work change and switching cost?
            2. lack of discipline
            3. communication loss
          2. always communicate and open information by using all possible channels and methods
      4. success
        1. define success: cost reduction, revenue growth, etc.
        2. understand context: why this project got to be created, where this project exists in terms of priority
        3. driver (견인인자) and driver of project component for success
          1. client:
            1. triggering (1)
            2. UI (2)
            3. interaction (3)
            4. latency (4)
            5. browser support level (5)
            6. desktop, mobile and tablet support (6)
            7. i18n support (7)
            8. bug level by seriousness (8)
            9. time to delivery (9)
          2. internal: time
        4. constraint (제한인자):
        5. communicate driver and constraint

    1. personal takeaway:
      1. know risks and expose them
      2. receive manager’s sponsorship
      3. Pomodoro technique for time management: read
      4. PM may needs to know career development plans for designers and developers
      5. help build love points

[class: PM Camp@Fast Campus#16] 사용자 행동 데이터 분석하기 #4 (my note is WIP)


7. 1 수
사용자 행동 데이터 분석하기 #4
구글 애널리틱스에서 A/B 테스트하기
  • A/B 테스팅 개요
  • Google Analytics에서 A/B 테스팅하기
강규영
  1. AB Testing [Gyuyoung Kang@Box and Whisker, Founder]
    1. lesson:
      1. in AB testing, need to determine KPI first
      2. battery usage ⇔ attention of users
      3. funnel : 3~5 % for funnel conversion is average, 10% is good
      4. captology  (computer aided persuasion technology): trying to persuade humans by computers e.g. tunneling
      5. hick’s law: item number ⇔ time spent for decision-making
      6. forms: progressive engagement e.g. Amazon doesn’t make users type address when signing up
      7. exploration exists for improving accuracy (c.f. exploration vs. exploitation)

    1. personal takeaway
      1. study hot topic author’s teacher’s book

[idea: contextual loading animation] let's help users stay within stream of thoughts!

idea: replacing the current typical and no-tasteful loading animations with web/app service's context-relevant and make-sense creative ones 

background: I bumped into many websites or apps where loading animation is typical circling ones (i.e. link).  That type of non-contextual animations interrupts and disconnects users' "flow" or stream-of-thoughts for a moment in finishing up what they wanted to accomplish by using the sites or apps.  Though creating a contextual loading animation may require some plannings but the effort will pay off.  For users at e-commerce sites, they can finish their shopping without the feeling of interruptions or distractions so that they can focus on purchasing the items that they had in mind.  For e-commerce businesses, since turnover per user, meaning users quickly buy items in their shopping carts instead of staying on payment page too long, can be slightly higher than their previous system, e-commerce sites' revenue can be increased. 

usecase: As soon as users select "Publish" icon (i.e. link) at Blogger.com, the site can display a printing process animation providing users an impression that their writings are being printed through a printing machine at a newspaper factory until users' writings are finished updating.