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内部工具的产品管理方法论Product Management Methodology for Internal Tools

I wrote this document on my TuSimple anniversary. I revised it and posted it here as today is already my second anniversary at TuSimple. Time flies!

Methodologies#

  • The best tool is no tool
  • The product management/design for internal tools should only be guided by efficiency

  • The design of the tool should be from top to bottom

  • Find pain points based on processes, not users

  • Design tools based on nodes and triggers

  • Users should be consistently educated

A well-designed tool should have:

  • Quantifiable efficiency metrics
  • Good information visualization and synchronization capabilities

  • Good status visualization and synchronization capabilities

  • Linear and well-defined usage processes

  • Clear tool boundaries

Regarding methodology:#

The best tool is no tool#

  • Using mature algorithms or programs to solve problems is often faster than humans. Exploring and devising solutions from a technical perspective and defining and pushing technical boundaries should be the main and primary point of entry, rather than designing solutions based on user/developer needs and experiences. Tools should minimize human intervention rather than adding to it. “Let’s create a new platform to solve this problem” is always the simplest and most direct solution, but it is not always the best solution. Understanding the essence of the problem, defining the nature of the problem (product problem or process problem?), and the importance of the problem (important-urgent rule) are always the first things that product managers and designers should do.

In terms of execution:

  • Another important role of product managers and designers must be users.
  • Try to hire designers and products with technical expertise and a background in STEM.

  • Subdivide responsibilities, with technical designers and product managers defining the product, and non-technical designers and product managers executing the design.

The product management/design for internal tools should only be guided by efficiency#

  • Guided by efficiency: As mentioned earlier, the best tool should be no tool. Therefore, when there must be a tool, our direction should be to 1. Minimize the time the tool exists, and 2. Minimize the time users spend using the tool. The simplest way to measure this is through the efficiency with which users complete a task.
  • Only guided by efficiency: During the product management and design of internal tools, there is always a lot of noise that can affect the judgment of the product manager/designer. For example, the tool’s ease of use, existing user usage habits, the visual aesthetics of the tool, and the boss’s whimsical ideas. Design and product managers need to focus, and the only effective way to guide product requirements and design is through efficiency, which is the most easily quantifiable/verifiable/falsifiable in these noises (agree).

In terms of execution:

  • Clearly define the “overall-subdivision” definition of the current tool and process before beginning product management and design.
  • Efficiency must be recorded and quantified as much as possible.

  • Clearly define the check indicators and time points for periodic efficiency improvement.

Efficiency measurement:

  • The time required for users to complete a unit task with the tool (the time humans operate the tool)
  • The time required for users to communicate with humans to complete a unit task (the time spent communicating with other humans to complete a task)

  • The troubleshooting time required for users to complete a unit task

  • The machine time required for users to complete a unit task (the time required for the machine to process the task)

The design of internal tools should be top-down.#

  • When talking about efficiency, it should always be the efficiency of the system, not the efficiency of a single tool. Even if Gaea Builder is amazing, if the map CI is slow, the efficiency of map publishing will still be low. To truly define and improve the efficiency of the system, it is necessary to 1) have a sufficient understanding of the system itself, and 2) define goals and milestones from top to bottom, define product boundaries and missions.
  • The most common mistake that product managers/designers who are not familiar with the technical details of the system make is trying to improve efficiency based on the interface. “Improving efficiency based on the interface” means that the design/product team puts themselves in the same mental model as the users and tries to find problems with the product and process from the user’s perspective. This approach can only create an ultimate tool, not ultimate efficiency. Researching users should be the last step in design and product management, and understanding and defining tool and process goals should be the first step.

  • Addendum to the first point: The definition of each tool boundary is crucial for tools that form a toolchain. Due to the continuous improvement and change of technical capabilities, product management and tool design will always be dynamic. Specific functions must be added and managed based on clear boundary definitions.

In terms of execution:

  • High-level planning of tools needs to be continuously defined and updated with TLMs.
  • It is still necessary to hire product managers who understand technology.

  • Product managers and designers must always stay closely connected to users and products.

  • Continuous information synchronization and interviews.

  • Continuous use and summary of products.

Look for pain points based on processes, not users.#

  • Only by looking for pain points based on processes can we ensure 1) “top-down design” that is not affected by user perspectives, and 2) accurately grasp the boundaries of the tool.
  • Looking for pain points based on users is always the most direct and easy way to summarize results. Designers and product managers are prone to dependence on this simple and effective method and give up thinking at the system level. After long-term product management of tools based on functionality, tools are prone to becoming a monolith because functionality cannot define product boundaries.

Design tools using the “node-trigger” method.#

  • Internal tools with complex interfaces, such as HMI, are easy for product managers and designers to lose their direction and indulge in polishing many single functions. As mentioned earlier, the only goal of tools is to improve the efficiency of users completing tasks (broadly defined efficiency, rather than efficiency within the tool). A tool design model based on a defined process for moving forward will be necessary.

Node-trigger model:

  • Assume that tasks throughout the process can be completed by machines.
  • Define major nodes that can and cannot be completed by machines.

  • Define nodes that must be intervened by humans.

  • Define the interaction method for human intervention triggers.

The node and trigger method can ensure that 1) efficiency goals are always emphasized, 2) the user’s usage process is always defined as linearly as possible, and 3) the information elements of a good tool are always considered as one of the highest priorities.

Continuously educate users.#

  • The usage of internal tools should be actively and passively defined in order to reduce learning costs and minimize the possibility of errors.
  • The product managers and designers of internal tools fulfill the responsibility of defining the user’s method of use, especially for non-technical background users, such as TE and Triggers (Ant users). For these users, new design specifications and usage methods require continuous communication and education by the product team to ensure that users have sufficient awareness of the product and that their usage path is consistent with the design.

  • For technically skilled users, such as algorithm developers (Rhino users), the difficulty of aligning design and user is transferred to changing the user’s existing usage habits. Successful change in user habits often relies on product design consistency. On the one hand, the product and design team must have a sufficiently established design system support and convince users to try more efficient interaction methods. On the other hand, products and users need to establish sufficient trust to help execute the design. Both of these require education and communication with users to ensure execution.

Criteria for excellent tools:#

  • Definition of tool boundaries.
    • The definition of tool boundaries relates to the completeness of the tool chain and the maintainability of the tool.
  • In addition, as mentioned earlier, the ideal users of internal tools should have no users, followed by machines, and then interns. The meaning of interns is that the learning cost of any tool will be as low as possible. However, due to the nature of Tucson tools, the learning barrier of tools will always remain relatively high. A defined and simplified task chain that completes a single task is a way to continuously reduce barriers that can be defined and validated by the tool boundary’s clear definition and necessary boundary adjustments.

Other random ideas:#

  • For 2C products, retention is the key. The important feedback indicator for retention, or in other words, the amount of time a user spends using the product, is essential. In fact, all internet apps can be considered “tools,” and no matter what problem they solve, whether it’s a flashlight or solving physiological loneliness for users, the key is to keep users in the tool for as long as possible. The vision of internal tools is completely the opposite, but product managers and designers often forget this. In this case, a clearly defined methodology and goal are particularly important, and creativity and creativity are often not the highest priority in design.

  • 2C products emphasize breakthroughs and using a single feature or community that solves pain points well, attracts users, and increases retention. Then, they use the user base to discover and solve more pain points.

  • However, this is not entirely applicable to the design of internal tools and processes. The “pain points” of internal tools are not as important; the solution to the “pain surface,” that is, the pain points of the entire process from start to finish, is more important.

  • In addition, this “pain surface” is not aimed at “users” like 2C/2B products. The object of this “pain surface” is the output of the tool.
  • After all, the internal tool is essentially about experience or performance, both of which are part of the experience.
  • The 2C methodology of a single breakthrough is also the reason why I initially attempted a bottom-up approach to map planning, but now it is clear that it does not work. This is also the reason why the deck for map planning last October could not be written well.
  • Improving the user experience of internal tools is a false proposition.
    • When we talk about user experience, we are actually discussing the difference between the predetermined user usage method and the actual usage method of uneducated users. For 2C products, this difference can only be achieved through intuitive product design, while for internal tools, this difference can be minimized through process management.
  • So, is a simple and easy-to-use interface still necessary for internal tools? It is still necessary, but compared to external products, the threshold will be much lower. Internal tools should always focus on presenting information and system status clearly. Provide a non-intuitive interface to improve efficiency, not to please users.

  • The biggest similarity between internal tools and 2C products is that both spend money to acquire users (acquiring new customers vs. hiring people to work). The difference is that for 2C products, whether the user stays or not is decided by the user, while for internal tools, whether the user stays or not is decided by the company. For internal tools, users are paid to use it, which means that ease of use should not be the highest priority even in terms of retention theory.

  • User experience should always be a means, not the goal of product management.

这份文档写于我的图森入职周年纪念日。今天已经是我加入图森的两周年,于是修订一版发在这里。时光飞逝!

方法论#

  • 最好的工具是没有工具
  • 内部工具的产品管理/设计应当只以效率为导向

  • 工具的设计应当自上而下

  • 基于流程而非用户寻找痛点

  • 基于节点与触发器设计工具

  • 应当持续地教育用户

一个设计良好的工具应当具备:

  • 可量化的效率指标
  • 良好的信息可视化与同步能力

  • 良好的状态可视化与同步能力

  • 线性且定义明确的使用流程

  • 清晰的工具边界

关于方法论:#

最好的工具是没有工具#

  • 用成熟的算法或程序解决问题,往往比人更快。从技术视角出发探索和构思解决方案、定义并推动技术边界,才应当是主要且首要的切入点,而不是基于用户/开发者的需求和体验去设计方案。工具应当尽量减少人的介入,而不是增加人的介入。「我们做一个新平台来解决这个问题吧」永远是最简单直接的方案,但未必是最好的方案。理解问题的本质、界定问题的性质(是产品问题还是流程问题?)以及问题的重要性(重要紧急法则),永远是产品经理和设计师首先要做的事。

执行层面:

  • 产品经理和设计师必须扮演的另一个重要角色,是用户。
  • 尽量招聘具备技术能力、拥有 STEM 背景的设计师和产品经理。

  • 细分职责:由懂技术的设计师和产品经理定义产品,由非技术背景的设计师和产品经理执行设计。

内部工具的产品管理/设计应当只以效率为导向#

  • 以效率为导向:如前所述,最好的工具应当是没有工具。因此,当工具必须存在时,我们的方向应当是:1. 尽量缩短工具存在的时间;2. 尽量缩短用户使用工具的时间。衡量这一点最简单的方式,就是用户完成一项任务的效率。
  • 只以效率为导向:在内部工具的产品管理和设计过程中,总有大量噪音会影响产品经理/设计师的判断,比如工具的易用性、用户既有的使用习惯、工具的视觉美观度,还有老板天马行空的想法。设计师和产品经理需要聚焦,而唯一能有效指引产品需求和设计的就是效率,它是这些噪音之中最容易量化/验证/证伪的一个(同意)。

执行层面:

  • 在开始产品管理和设计之前,先明确当前工具与流程的「整体-细分」定义。
  • 效率必须被记录,并尽可能量化。

  • 明确定义周期性效率提升的检查指标与时间节点。

效率的衡量:

  • 用户借助工具完成单位任务所需的时间(人操作工具的时间)
  • 用户为完成单位任务与人沟通所需的时间(为完成任务与其他人沟通所花的时间)

  • 用户完成单位任务所需的排查问题的时间

  • 用户完成单位任务所需的机器时间(机器处理任务所需的时间)

内部工具的设计应当自上而下。#

  • 谈效率时,永远应当谈系统的效率,而不是单个工具的效率。就算 Gaea Builder 再惊艳,如果地图 CI 很慢,地图发布的效率依然会很低。要真正定义并提升系统的效率,就必须:1)对系统本身有足够的理解;2)自上而下地定义目标与里程碑,定义产品的边界与使命。
  • 不熟悉系统技术细节的产品经理/设计师最常犯的错误,就是试图基于界面去提升效率。「基于界面提升效率」指的是设计/产品团队把自己代入和用户相同的心智模型,试图从用户视角发现产品和流程的问题。这种做法只能造出极致的工具,造不出极致的效率。用户调研应当是设计和产品管理的最后一步,而理解并定义工具与流程的目标才应当是第一步。

  • 对第一点的补充:对于构成工具链的工具而言,每个工具边界的定义至关重要。由于技术能力在不断提升和变化,产品管理和工具设计将永远处于动态之中。具体功能的添加和管理,必须建立在清晰的边界定义之上。

执行层面:

  • 工具的高层规划需要与各 TLM 一起持续定义和更新。
  • 依然需要招聘懂技术的产品经理。

  • 产品经理和设计师必须始终与用户和产品保持紧密联系。

  • 持续的信息同步与访谈。

  • 持续地使用产品并加以总结。

基于流程而非用户寻找痛点。#

  • 只有基于流程寻找痛点,才能确保:1)「自上而下的设计」不被用户视角所左右;2)准确把握工具的边界。
  • 基于用户寻找痛点,永远是最直接、最容易归纳出结果的方式。设计师和产品经理很容易依赖这种简单有效的方法,从而放弃在系统层面的思考。长期以功能为基础对工具做产品管理之后,工具很容易变成一个庞大的单体,因为功能无法定义产品边界。

用「节点-触发器」方法设计工具。#

  • 面对 HMI 这类界面复杂的内部工具,产品经理和设计师很容易迷失方向,沉迷于打磨一个个单点功能。如前所述,工具的唯一目标是提升用户完成任务的效率(广义上的效率,而非工具内部的效率)。因此,一个基于既定流程向前推进的工具设计模型是必要的。

节点-触发器模型:

  • 假设整个流程中的任务都可以由机器完成。
  • 定义机器能够完成与无法完成的主要节点。

  • 定义必须由人介入的节点。

  • 定义人为介入触发器的交互方式。

节点与触发器方法可以确保:1)效率目标始终被强调;2)用户的使用流程始终被定义得尽可能线性;3)好工具的信息要素始终被当作最高优先级之一来考量。

持续地教育用户。#

  • 内部工具的使用方式应当被主动和被动地定义,以降低学习成本,并把出错的可能性降到最低。
  • 内部工具的产品经理和设计师承担着定义用户使用方式的职责,尤其是面向非技术背景的用户,比如 TE 和 Triggers(Ant 的用户)。对这些用户来说,新的设计规范和使用方式需要产品团队持续地沟通与教育,以确保用户对产品有足够的认知,其使用路径与设计保持一致。

  • 对于技术能力强的用户,比如算法开发者(Rhino 的用户),设计与用户对齐的难点则转移到了改变用户既有的使用习惯上。用户习惯的成功改变往往依赖产品设计的一致性。一方面,产品和设计团队必须有足够成熟的设计系统作为支撑,说服用户尝试更高效的交互方式;另一方面,产品与用户之间需要建立足够的信任来帮助设计落地。这两点都需要通过对用户的教育和沟通来保证执行。

优秀工具的标准:#

  • 工具边界的定义。
    • 工具边界的定义关系到工具链的完整性与工具的可维护性。
  • 此外,如前所述,内部工具最理想的用户是没有用户,其次是机器,再次是实习生。「实习生」的含义是:任何工具的学习成本都要尽可能低。然而,由于图森工具的特性,工具的学习门槛始终会相对较高。一条定义明确、经过简化、用于完成单一任务的任务链,是持续降低门槛的一种方式;它可以通过工具边界的清晰定义与必要的边界调整来定义和验证。

其他一些随想:#

  • 对 2C 产品来说,留存是关键。留存的重要反馈指标,换句话说,也就是用户使用产品的时长,至关重要。事实上,所有互联网应用都可以被看作「工具」,无论它解决的是什么问题,是当手电筒,还是解决用户生理上的孤独感,关键都是让用户在工具里停留得尽可能久。内部工具的愿景与此完全相反,但产品经理和设计师常常忘记这一点。在这种情况下,清晰定义的方法论和目标就显得尤为重要,而创意与创造力往往不是设计中优先级最高的东西。

  • 2C 产品强调单点突破:用一个把痛点解决得足够好的功能或社区吸引用户、提升留存,再借助用户基数去发现和解决更多痛点。

  • 然而,这并不完全适用于内部工具和流程的设计。内部工具的「痛点」没有那么重要,更重要的是「痛面」的解决,也就是从头到尾整条流程上的痛点。

  • 另外,这个「痛面」并不像 2C/2B 产品那样面向「用户」。这个「痛面」的对象是工具的产出。
  • 毕竟,内部工具本质上关乎体验或性能,而这两者都是体验的一部分。
  • 2C 那套单点突破的方法论,也是我最初尝试自下而上做地图规划的原因,但现在很清楚:行不通。这也是去年十月那份地图规划的 deck 怎么都写不好的原因。
  • 提升内部工具的用户体验是个伪命题。
    • 当我们谈论用户体验时,实际上是在讨论预设的用户使用方式与未经教育的用户实际使用方式之间的差异。对 2C 产品来说,这种差异只能靠直觉化的产品设计来弥合;而对内部工具来说,这种差异可以通过流程管理来最小化。
  • 那么,内部工具还需要简洁易用的界面吗?依然需要,但相比对外的产品,这个门槛会低得多。内部工具应当始终专注于把信息和系统状态呈现清楚。为提升效率而提供非直觉化的界面,而不是为了取悦用户。

  • 内部工具与 2C 产品最大的相似之处在于,两者都在花钱获取用户(拉新获客 vs. 雇人干活)。不同之处在于:对 2C 产品,用户留不留由用户自己决定;而对内部工具,用户留不留由公司决定。对内部工具而言,用户是拿着工资在使用它,这意味着即便按留存理论来看,易用性也不应当是最高优先级。

  • 用户体验永远应当是手段,而不是产品管理的目的。

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