Links
- Brian’s full Course Notes
- Stream on Frontend Masters
On variety of work
Money related code
Principles of good communication in Product Management
Audience
A big part of the audience you are speaking with is knowing what you want from them
And on a related note
Context Setting
You need to give your audience just enough context for them to be able to make a decision
Minimal viable context, if you may.
Reduce the surface area
You want to keep your conversations focused, & on topic. Only share what is necessary Meetings that get derailed can be ineffective.
Don’t convince people who don’t need convincing
Say less.
Technical writing is different from novels or essays
Keep it effective and efficient.
On Preparation
a lot of the work you do will never be visible to anyone, and that is okay
How engaged are your typical readers?
Diagrams
Well made diagrams allow you to organise & tell a story in a way very hard to do with words. Use these skillfully.
Executive Summary
Start your docs with these. it places important details upfront. This is another effective way to do context setting.
You can even use a hook to grab their attention. Is this clickbait? I think not, if you aren’t actually bullshitting😆
Stripe calls these sections BLUF - Bottom Line Up Front
Running effective meetings
Communicate your intention
No Agenda, no attenda
For important meetings, send the agenda out beforehand.
Timeboxing
Timebox key topics to keep discussions from derailing or going on longer than they should.
Come in with a decision made
Own the flow of the meeting
Tangents
These can be the most impactful part of a meeting. But can also be be a massive distraction of someone indulging themselves. Up to your discretion on which is which.
- Lean on agenda + timeboxing to steer the conversation back into control, if need be.
- Another option is to request an async thread to be started to capture a tangent.
Semi related is inoculation theory.
The idea is that if you know this thing is going to come up, address it first before the person can bring it up.
Metrics
Stats
Sampling
A truly random sample is representative of the whole. Getting a truly random sample of your users to run experiments with, you’ll get a better rounded view of what helps and what doesn’t.
Related - The Uselessness of Net Promoter Score
p-value
A p-value can be thought of: “How confident are we in this statement."
Graphs
Similar to diagrams, use these only when relevant, and to drive a point home. Choose an appropriate one for the story you’re trying to communicate.
North Star metrics
Every team/organisation needs these. they guide your day to day decisions. the why behind our actions.
User Stories
A user story is almost always the form of “as , I want to ."
Don’t make problems up then frame them as user stories.
Research
There’s many different ways to do research. Just Enough Research by Erika Hall is a good place to start to learn this skill.
I have User Stories. Now what?
After you have a bunch of them, you have to prioritise and turn them into product specs, at which point design & engineering are ready to take it on.
Just always keep your users in mind. That alone will give you a leg up on a lot of product managers.
Product Specs
A general outline of this doc.
Some projects will have less than this, and some will have more.
1. The BLUF / Executive Summary
2 to 4 sentences that summarize what problem exists and what we are going to build to make it better than it is.
2. The Problem Statement / User Stories
how we discovered it was a problem (our metrics said so, our users are tweeting it, the support tickets, or we are just making a bet that this is a good idea)
On a sidenote, a word about creating a minimum lovable product. Don’t sacrifice UX & what makes your product special in the pursuit of shipping faster.
3. Goals and Non-Goals
Non-goals help avoid scope creep. Reminds me of how Shape up’s chapter on setting boundaries
4. Key Metrics
How are we tracking whether this was a success or not?
5. Rollback Criteria
I encourage you to think about “when do we stop trying on this.”
Trap door decisions: a decision that once you make it, you can’t go back
Since learning this framing, it’s become somewhat easier to make decisions around trade-offs. “Is this reversible? if so, how easy is it to reverse?” - I find myself asking this question often.
6. Timelines
Again, Shape up’s chapter on setting boundaries is helpful here.
7. Designs / Mocks
The polish of these depends on your audience. They can be delivered in many different forms.
- Screenshots you draw over & annotate
- Hacked html + css pages
- Draw.io or similar
- Fat marker sketches
- Figma
8. Technical Concerns / Outstanding Questions
Sometimes, questions just can’t be answered till the project starts. This is a good place to call those out, as well as any outstanding uncertainties.
9. Appendix
…Rest
Planning
Fit around your org
You can bring your own spin to how you handle planning, but the whole point of planning is to drive organisation wide alignment, and simplify collaboration. With that said, make sure how you plan is aligned with the company’s culture.
Some like to think in quarters, some do 6 week sprints, and so on.
Follow company wide themes
Similar advice to north star metrics. Some companies will explicitly publish themes for the season, sometimes you have to read the room.
Make projects completable
Be specific. Explicitly set out a goal, or timebox a problem. If it’s a long project, make sure it has timelines.
By the time something is on the roadmap, it should be researched
Prioritising
Impact, risk, cost. this matrix can help a lot with prioritising.