Impact Mapping: Making a big impact with software products and projects
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We are seeing fundamental shifts in mind-sets from push to pull and correspondingly a shift from directive control to adaptive control.
Bernard liked this
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Push means people need to be told what to do; pull starts with a problem or opportunity and challenges a cross-disciplinary group to effectively understand and address the issues.
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An impact map is also a storyboard of our conceptual understanding of how to address a goal or target.
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Impact maps visualise the dynamic relationship between delivery plans and the world around them,
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The purpose of a goal definition is to allow the delivery organisation and business sponsors to re-evaluate the plan as new information becomes available.
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Without a clear mapping of deliverables to business objectives, and a justification of that mapping through impacts that need to be supported, it is incredibly difficult to argue about making or not making an investment in certain items.
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Impact maps bridge the two worlds: they facilitate strategic planning and thinking to create a big-picture view focused on key business objectives, but also facilitate learning through delivery and help us manage project roadmaps.
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Impact maps prevent story card hell.
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Visual facilitation makes meetings more effective, according to David Sibbet, because of three key factors: Participation significantly increases as people interact over the graphical presentation of ideas Big-picture thinking allows groups to compare ideas, discover patterns and find new ideas more easily Group memory improves because the meeting is recorded in pictures, and follow-through improves.
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The first step in defining a good roadmap is to make sure that we have a clear mission statement that everyone agrees on. The best way to define this mission statement is by expressing the expected business goals.
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The Kano model [Cohn06] provides a questionnaire to categorise features into mandatory (must-have), linear (more is better) and exciters (small amount can dramatically increase satisfaction).
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Deliverables that fail to produce results should point to invalid assumptions.
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Having everyone working in a single group is a good way to kill the creativity and feedback.
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Another common mistake is to map out goals and impacts without good metrics – like a weightless astronaut in space, we won't be able to get good feedback on movement.