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10/9/10





A
workshop
about
Product
Vision:

From
an
idea
to
a
product
you
can
implement!


Vasco
Duarte

Agile
EE
2010





                 Vasco
Duarte


                       @duarte_vasco

                       h5p://bit.ly/vasco_blog






                                                         1

10/9/10





Vasco





               2

10/9/10





      3

10/9/10





                   Disclaimer


I’m
experienced,
but
that
means:

      I
understand
your
quesHon



                           NOT:

                                    I
know
the
answer!





                                                                4

10/9/10





What is a good Vision?!




                                5

10/9/10





  Where have we seen
     this before?!




Achieve
the
goal,

before
this
decade

is
out,
of
landing
a

man
on
the
moon

and
returning
him

safely
to
the
earth





                              6

10/9/10





  What
is
a
bad

    Vision?


Maximize
our

customers'

ability
to
get

their
work

done





 Develop,
 deploy,
 and
 manage
 a
 diverse

 set
of
scalable,
performant,
and
strategic

 knowledge
 management
 tools
 to
 best

 serve
 our
 consHtuents,
 partners,
 and

 collaboraHve
 organizaHons,
 improving

 the
 possibility
 of
 overall
 saHsfacHon

 among
our
diverse
customer
profiles





                                                     7

10/9/10





          The
Assignment

    •  You
are
the
Product
Management

       group
for
a
large
mobile
phone

       manufacturer,
your
compeHtors
are

       trimming
your
margins
and
threatening

       your
market
share

    •  Your
goal
is
to
create
a
product
that

       will
turn
the
company
around

    •  Deliverable:
The
Vision
document
for

       the
product
with
at
least
the
following:

        –  Main
markeHng
message

        –  Device
sketch

        –  Sample
services
(2‐3)
to
be
offered

           with
Device





              The
Product


A
mobile

phone

and

related

services.


                                                         8

10/9/10





               The
workshop

•  We
will
form
4
groups
of
5‐10
people

•  We
will
go
through
the
8
steps
in
the
Vision

   process

•  One
Flipchart
is
allowed
for
each
step
(no
more)

•  You
may
draF
the
Vision
at
each
step
(8

   iteraGons
for
the
vision)

•  Work
as
a
group,
ask
quesGons
as
you
need

•  At
the
end
each
group
will
present
the
Vision
to

   the
other
groups
in
3
minutes
(I’ll
keep
the

   Gme).





                  Expected output
                   from each step
                 •  A short summary of
                    the information you
                    considered critical
                    for the Vision – 1
                    flipchart
                 •  (optional) A draft
                    of the Vision (even
                    if information is
                    still missing in the
                    early steps) – 1
                    flipchart




                                                             9

10/9/10





 Overview
/
Steps

 1.  Understand
the
customer
space

 2.  Understand
 the
 customer
 life/
     work/environment/goals

 3.  Define
 what
 values
 are
 most

     important
for
the
customer

 4.  Define
 what
 your
 business
 is

     about
 (understand
 the
 soluHon

     space
that
you
can
influence)

 5.  Define
 what
 the
 product
 tries
 to

     achieve
(in
customer
language)

 6.  Understand
the
compeHHon

 7.  Write
the
vision,
include:

 8.  Iterate
 over
 and
 over
 again
 (the

     A3
vision)





      Step
1:
Understand
the

         customer
space

•  Who
are
your
customers?
Who
are

   their
customers?
Which
do
you

   want
to
help?


•  What
do
you
know
about
this

   customer?





                                                   10

10/9/10





See
report
for
details
on
the
customers

•  Target
customers:

   15‐25
year
olds
in

   Emerging
markets

   (India,
Ukraine,
Brasil,

   etc.)





               Customer
details,
headlines

•  Some
75%
of
12‐17
year‐olds
now
own
cell
                    •  64%
of
parents
look
at
the
contents
of
their
child's

   phones,
up
from
45%
in
2004.
                                   cell
phone
and
62%
of
parents
have
taken
away

•  Fully
72%
of
all
teens2
‐‐
or
88%
of
teen
cell
phone
           their
child's
phone
as
punishment.

   users
‐‐
are
text‐messagers.
That
is
a
sharp
rise
           •  46%
of
parents
limit
the
number
of
minutes
their

   from
the
51%
of
teens
who
were
texters
in
2006.
                children
may
talk
and
52%
limit
the
Hmes
of
day

   More
than
half
of
teens
(54%)
are
daily
texters
                they
may
use
the
phone.


•  One
in
three
teens
sends
more
than
100
text
                 •  Teens
who
have
mulH‐purpose
phones
are
avid

   messages
a
day,
or
3000
texts
a
month.
                         users
of
those
extra
features.
The
most
popular

•  15%
of
teens
who
are
texters
send
more
than
200
                are
taking
and
sharing
pictures
and
playing
music:

   texts
a
day,
or
more
than
6,000
texts
a
month.
                     –  83%
use
their
phones
to
take
pictures.

                                                                       –  64%
share
pictures
with
others.

•  Boys
typically
send
and
receive
30
texts
a
day;
girls

                                                                       –  60%
play
music
on
their
phones.

   typically
send
and
receive
80
messages
per
day.
                    –  46%
play
games
on
their
phones.

•  Teen
texters
ages
12‐13
typically
send
and
receive
                 –  32%
exchange
videos
on
their
phones.

   20
texts
a
day.
                                                    –  31%
exchange
instant
messages
on
their
phones.

•  Calling
is
sHll
a
central
funcHon
of
the
cell
phone
                –  27%
go
online
for
general
purposes
on
their
phones.

   for
teens,
and
for
many
teens
voice
is
the
primary
                 –  23%
access
social
network
sites
on
their
phones.

   mode
of
conversing
with
parents.
                                   –  21%
use
email
on
their
phones.

                                                                       –  11%
purchase
things
via
their
phones.

•  Girls
more
fully
embrace
most
aspects
of
cell

   phone‐based
communicaHon.
                           Data
 from
 India:
 In
 our
 study
 ‘Making
 local
 calls’
 and
 ‘text
 messaging’
 were

•  59%
of
girls
text
several
Hmes
a
day
to
"just
say
 reported
as
the
most
common
acHviHes.
On
the
other
hand
acHviHes
like
sending

                                                        picture
 messages,
 downloading
 or
 forwarding
 ring
 tones,
 gemng
 news
 updates

   hello
and
chat";
42%
of
boys
do
so.
                 and
making
STD
calls
were
seen
less
frequently.
This
trend
remains
more
or
less

                                                                the
same
across
gender
for
all
funcHons
except
for
“gemng
news
updates”
where

                                                                boys
have
a
tendency
to
use
it
more
frequently
than
girls.

                                                                InterlesHngly
“playing
games”
was
seen
as
a
regular
acHviy
about
40%.

                                                                ‐‐study
of
teenage
and
younger
people





                                                                                                                                                         11

10/9/10





Step
2:
Understand
the
 •  How
to
they
work
now?

  customer’s
life/work/ •  What
do
they
do
daily/
                           weekly/monthly/yearly?

    environment/goals
 •  Understand
what
each

                                      acHvity
means
for
the

                                      user,
and
why
it
is

                                      needed


                                 •  For
this
part
of
the

                                    workshop,
use
your
own

                                    knowledge
of
young

                                    people
in
the
target

                                    countries.






Understanding
computer
users

               o  Many
rely
on
computers
for
work:
E‐
                  mail
access,
connecHvity
to
the

                  internet
even
outside
the
office,

                  connecHvity
to
the
office
network

                  outside
the
office…

               o  Most
rely
on
a
browser
to
access
the

                  services
they
need

               o  Some
do
net‐banking
and
need
secure

                  connecHons
and
secure
environment

               o  Most
do
e‐mail
for
communicaHon
and

                  fun
(chain
le5ers)

               o  Some
watch
TV

               o  Some
play
games
for
entertainment

               o  Some
play
games
for
business
(e.g.

                  gold
farming
in
WoW)





                                                                    12

10/9/10





   •  What
does
the
customer
want
to
achieve?

   •  What
is
valuable
for
the
customer?
(Maslow

      pyramid)





      Step
3:
Define
what
values
are
most

          important
for
the
customer





    Example
customer
value
hierarchy

   •  As
a
computer
user
this
is
my
hierarchy
of

      values:

                                         ‐ ”I’m
making
money
with
my
computer”

                                         ‐”I
trust
my
computer
with
my
money”

The
user
extracts
value

                ‐ ”My
life
would
change
a
lot
without
my

from
the
use
of
the
computer
            computer!”

                                         ‐ ”I
don’t
waste
any
Hme
waiHng
for
my

The
computer
has
adequate
performance
   computer


                                         ‐ Banking,
e‐mailing,
money
saving
uses

Useful
use
of
the
computer
              ‐ ”My
computer
is
useful
to
me!”


                                         ‐ Network,
Office,
Games
work.

Basic
computer
usage
works
              ‐ “I
can
use
my
computer!”



Turn
the
computer
on
and
it
works!
      ‐No
crashes

                                         ‐”My
computer
starts!”





                                                                                          13

10/9/10





                              Don’t
forget
the
services!





                      Example:
computers

•    How
it
was:


      –  Glorified
type
writer

      –  Made
self‐publishing
possible
(printer
+
text
editor)

•    How
it
is:


      –  A
digital
communicaHon
device

      –  Access
to
informaHon
is
easy,
but
not
personalized

      –  Computers
can
be
used
by
anyone
(1
family,
1
computer)

•    How
it
will
be:

      –  More
advanced
user‐differenHaHon
techniques
(ArHficial
intelligence
in
the
browser?)

      –  More
compuHng
power
for
higher‐definiHon
content
(HD
+
3D)

•    How
it
ought
to
be
(my
dream
world):

      –  Personal
compuHng
device

      –  Fits
in
pocket
but
has
a
HUGE
screen

•    Can
influence:

      –  Form
factor,
price,
User
Interface

•    Cannot
influence:


      –  OperaHng
System,
Peripheral
ecosystem





                                                                                                    14

10/9/10





 Step
5:
Define
what
the
product
tries

   to
achieve
(in
customer
language)





          Example:
computers

•  Help
fill‐out
tax
forms
(internet
access

   needed)

•  Help
deliver
homework
to
the
teacher
(e‐mail

   service
needed)

•  Help
customers
enjoy
entertainment
(movie

   and
music
delivery
+
internet
access
needed)


•  NOTE:
no
technology
language
can
be
used.

   Use
*Customer*
language!





                                                        15

10/9/10





  Step
6:
Understand
the
compeHHon

•  Who
provides
similar
products?
Why?

•  What
is
their
business
model?

•  What
funcHonality
do
they
make
available?





               Example:
computers

•  What
are
the
key
parts
of
your
business?

   –  Selling
machines/HW

       •  This
means
that
all
HW
selling
companies
are
compeHtors

   –  Selling
services
that
run
on
our,
and
other
machines

       •  This
means
that
all
service
that
can
run
in
our
machines
(or
other)
are

          compeHtors

•  What
is
the
compeHtor’s
business
model?

   –  Example:
Apple
uses
computers
to
deliver
other
services
that

      are
limited
to
their
computers.
Google
uses
others’
computers

      to
deliver
e‐mail,
search,
etc.
services

•  What
funcHonality
to
they
deliver?

   –  HP
delivers
custom
touch
interfaces

   –  Acer
delivers
smaller
laptops
and
long
lasHng
ba5eries

   –  …





                                                                                          16

10/9/10





  Step
7:
Write
the
vision,
include:

•  Goals
per
customer/stakeholder
for
the
product?

•  How
is
this
product
different
from
the

   compeHHon?

•  What
is
the
one
statement
that
defines
the

   product?

•  Segment
customers,
focus
on
the
right
customer

   segment

•  Define
the
stretch
goals
for
the
product
(if
any)

   Technically
and
Business‐wise





Step
8:
Iterate
over
and
over
again
(the

                A3
vision)

•  Aver
the
first
version
of
the
Vision
is
wri5en
only
the

   first
few
steps
are
taken.
Next
we
need
to
iterate
the

   vision
by
talking
to
sales,
customers,
development,
etc.

•  The
first
vision
document
can
be
a
two
A4
paper
with

   text,
but
later
on
you
should
focus
that
Vision
into
an

   A3
visually
rich
Vision.
You
can
use
annexes
to
the
A3

   Vision
if
you
need,
but
you
need
to
be
able
to
explain

   the
whole
Vision
to
you
and
to
people
around
you

   without
them
needing
to
read
the
annexes.
The

   Annexes
are
there
for
detail,
not
for
understanding
the

   concepts
in
the
Vision





                                                                    17

10/9/10





About
the
speaker:

       Currently
an
OperaHonal
Development
specialist

       at
Nokia,
Vasco
Duarte
is
an
experienced
product

       and
project
manager,
having
worked
in
the

       sovware
industry
since
1997.
Vasco
has
also
been

       an
Agile
pracHHoner
since
2004,
he
is
one
of
the

       leaders
and
a
catalyst
in
the
adopHon
of
Agile

       methods
and
an
Agile
culture
at
Nokia
and

       previously
at
F‐Secure.


       Vasco's
contribuHons
to
the
improvement
of
the

       sovware
development
profession
can
be
read
in

       his
blog:

       h5p://sovwaredevelopmen5oday.blogspot.com.


       You
can
follow
Vasco
on
twi5er:
@duarte_vasco





                                                                18


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Vision workshop handouts

  • 3. 10/9/10
 3

  • 4. 10/9/10
 Disclaimer
 I’m
experienced,
but
that
means:
 I
understand
your
quesHon
 NOT:
 I
know
the
answer!
 4

  • 5. 10/9/10
 What is a good Vision?! 5

  • 6. 10/9/10
 Where have we seen this before?! Achieve
the
goal,
 before
this
decade
 is
out,
of
landing
a
 man
on
the
moon
 and
returning
him
 safely
to
the
earth
 6

  • 7. 10/9/10
 What
is
a
bad
 Vision?
 Maximize
our
 customers'
 ability
to
get
 their
work
 done
 Develop,
 deploy,
 and
 manage
 a
 diverse
 set
of
scalable,
performant,
and
strategic
 knowledge
 management
 tools
 to
 best
 serve
 our
 consHtuents,
 partners,
 and
 collaboraHve
 organizaHons,
 improving
 the
 possibility
 of
 overall
 saHsfacHon
 among
our
diverse
customer
profiles
 7

  • 8. 10/9/10
 The
Assignment
 •  You
are
the
Product
Management
 group
for
a
large
mobile
phone
 manufacturer,
your
compeHtors
are
 trimming
your
margins
and
threatening
 your
market
share
 •  Your
goal
is
to
create
a
product
that
 will
turn
the
company
around
 •  Deliverable:
The
Vision
document
for
 the
product
with
at
least
the
following:
 –  Main
markeHng
message
 –  Device
sketch
 –  Sample
services
(2‐3)
to
be
offered
 with
Device
 The
Product
 A
mobile
 phone
 and
 related
 services.
 8

  • 9. 10/9/10
 The
workshop
 •  We
will
form
4
groups
of
5‐10
people
 •  We
will
go
through
the
8
steps
in
the
Vision
 process
 •  One
Flipchart
is
allowed
for
each
step
(no
more)
 •  You
may
draF
the
Vision
at
each
step
(8
 iteraGons
for
the
vision)
 •  Work
as
a
group,
ask
quesGons
as
you
need
 •  At
the
end
each
group
will
present
the
Vision
to
 the
other
groups
in
3
minutes
(I’ll
keep
the
 Gme).
 Expected output from each step •  A short summary of the information you considered critical for the Vision – 1 flipchart •  (optional) A draft of the Vision (even if information is still missing in the early steps) – 1 flipchart 9

  • 10. 10/9/10
 Overview
/
Steps
 1.  Understand
the
customer
space
 2.  Understand
 the
 customer
 life/ work/environment/goals
 3.  Define
 what
 values
 are
 most
 important
for
the
customer
 4.  Define
 what
 your
 business
 is
 about
 (understand
 the
 soluHon
 space
that
you
can
influence)
 5.  Define
 what
 the
 product
 tries
 to
 achieve
(in
customer
language)
 6.  Understand
the
compeHHon
 7.  Write
the
vision,
include:
 8.  Iterate
 over
 and
 over
 again
 (the
 A3
vision)
 Step
1:
Understand
the
 customer
space
 •  Who
are
your
customers?
Who
are
 their
customers?
Which
do
you
 want
to
help?

 •  What
do
you
know
about
this
 customer?
 10

  • 11. 10/9/10
 See
report
for
details
on
the
customers
 •  Target
customers:
 15‐25
year
olds
in
 Emerging
markets
 (India,
Ukraine,
Brasil,
 etc.)
 Customer
details,
headlines
 •  Some
75%
of
12‐17
year‐olds
now
own
cell
 •  64%
of
parents
look
at
the
contents
of
their
child's
 phones,
up
from
45%
in
2004.
 cell
phone
and
62%
of
parents
have
taken
away
 •  Fully
72%
of
all
teens2
‐‐
or
88%
of
teen
cell
phone
 their
child's
phone
as
punishment.
 users
‐‐
are
text‐messagers.
That
is
a
sharp
rise
 •  46%
of
parents
limit
the
number
of
minutes
their
 from
the
51%
of
teens
who
were
texters
in
2006.
 children
may
talk
and
52%
limit
the
Hmes
of
day
 More
than
half
of
teens
(54%)
are
daily
texters
 they
may
use
the
phone.

 •  One
in
three
teens
sends
more
than
100
text
 •  Teens
who
have
mulH‐purpose
phones
are
avid
 messages
a
day,
or
3000
texts
a
month.
 users
of
those
extra
features.
The
most
popular
 •  15%
of
teens
who
are
texters
send
more
than
200
 are
taking
and
sharing
pictures
and
playing
music:
 texts
a
day,
or
more
than
6,000
texts
a
month.
 –  83%
use
their
phones
to
take
pictures.
 –  64%
share
pictures
with
others.
 •  Boys
typically
send
and
receive
30
texts
a
day;
girls
 –  60%
play
music
on
their
phones.
 typically
send
and
receive
80
messages
per
day.
 –  46%
play
games
on
their
phones.
 •  Teen
texters
ages
12‐13
typically
send
and
receive
 –  32%
exchange
videos
on
their
phones.
 20
texts
a
day.
 –  31%
exchange
instant
messages
on
their
phones.
 •  Calling
is
sHll
a
central
funcHon
of
the
cell
phone
 –  27%
go
online
for
general
purposes
on
their
phones.
 for
teens,
and
for
many
teens
voice
is
the
primary
 –  23%
access
social
network
sites
on
their
phones.
 mode
of
conversing
with
parents.
 –  21%
use
email
on
their
phones.
 –  11%
purchase
things
via
their
phones.
 •  Girls
more
fully
embrace
most
aspects
of
cell
 phone‐based
communicaHon.
 Data
 from
 India:
 In
 our
 study
 ‘Making
 local
 calls’
 and
 ‘text
 messaging’
 were
 •  59%
of
girls
text
several
Hmes
a
day
to
"just
say
 reported
as
the
most
common
acHviHes.
On
the
other
hand
acHviHes
like
sending
 picture
 messages,
 downloading
 or
 forwarding
 ring
 tones,
 gemng
 news
 updates
 hello
and
chat";
42%
of
boys
do
so.
 and
making
STD
calls
were
seen
less
frequently.
This
trend
remains
more
or
less
 the
same
across
gender
for
all
funcHons
except
for
“gemng
news
updates”
where
 boys
have
a
tendency
to
use
it
more
frequently
than
girls.
 InterlesHngly
“playing
games”
was
seen
as
a
regular
acHviy
about
40%.
 ‐‐study
of
teenage
and
younger
people
 11

  • 12. 10/9/10
 Step
2:
Understand
the
 •  How
to
they
work
now?
 customer’s
life/work/ •  What
do
they
do
daily/ weekly/monthly/yearly?
 environment/goals
 •  Understand
what
each
 acHvity
means
for
the
 user,
and
why
it
is
 needed
 •  For
this
part
of
the
 workshop,
use
your
own
 knowledge
of
young
 people
in
the
target
 countries.

 Understanding
computer
users
 o  Many
rely
on
computers
for
work:
E‐ mail
access,
connecHvity
to
the
 internet
even
outside
the
office,
 connecHvity
to
the
office
network
 outside
the
office…
 o  Most
rely
on
a
browser
to
access
the
 services
they
need
 o  Some
do
net‐banking
and
need
secure
 connecHons
and
secure
environment
 o  Most
do
e‐mail
for
communicaHon
and
 fun
(chain
le5ers)
 o  Some
watch
TV
 o  Some
play
games
for
entertainment
 o  Some
play
games
for
business
(e.g.
 gold
farming
in
WoW)
 12

  • 13. 10/9/10
 •  What
does
the
customer
want
to
achieve?
 •  What
is
valuable
for
the
customer?
(Maslow
 pyramid)
 Step
3:
Define
what
values
are
most
 important
for
the
customer
 Example
customer
value
hierarchy
 •  As
a
computer
user
this
is
my
hierarchy
of
 values:
 ‐ ”I’m
making
money
with
my
computer”
 ‐”I
trust
my
computer
with
my
money”
 The
user
extracts
value

 ‐ ”My
life
would
change
a
lot
without
my
 from
the
use
of
the
computer
 computer!”
 ‐ ”I
don’t
waste
any
Hme
waiHng
for
my
 The
computer
has
adequate
performance
 computer
 ‐ Banking,
e‐mailing,
money
saving
uses
 Useful
use
of
the
computer
 ‐ ”My
computer
is
useful
to
me!”
 ‐ Network,
Office,
Games
work.
 Basic
computer
usage
works
 ‐ “I
can
use
my
computer!”
 Turn
the
computer
on
and
it
works!
 ‐No
crashes
 ‐”My
computer
starts!”
 13

  • 14. 10/9/10
 Don’t
forget
the
services!
 Example:
computers
 •  How
it
was:

 –  Glorified
type
writer
 –  Made
self‐publishing
possible
(printer
+
text
editor)
 •  How
it
is:

 –  A
digital
communicaHon
device
 –  Access
to
informaHon
is
easy,
but
not
personalized
 –  Computers
can
be
used
by
anyone
(1
family,
1
computer)
 •  How
it
will
be:
 –  More
advanced
user‐differenHaHon
techniques
(ArHficial
intelligence
in
the
browser?)
 –  More
compuHng
power
for
higher‐definiHon
content
(HD
+
3D)
 •  How
it
ought
to
be
(my
dream
world):
 –  Personal
compuHng
device
 –  Fits
in
pocket
but
has
a
HUGE
screen
 •  Can
influence:
 –  Form
factor,
price,
User
Interface
 •  Cannot
influence:

 –  OperaHng
System,
Peripheral
ecosystem
 14

  • 15. 10/9/10
 Step
5:
Define
what
the
product
tries
 to
achieve
(in
customer
language)
 Example:
computers
 •  Help
fill‐out
tax
forms
(internet
access
 needed)
 •  Help
deliver
homework
to
the
teacher
(e‐mail
 service
needed)
 •  Help
customers
enjoy
entertainment
(movie
 and
music
delivery
+
internet
access
needed)
 •  NOTE:
no
technology
language
can
be
used.
 Use
*Customer*
language!
 15

  • 16. 10/9/10
 Step
6:
Understand
the
compeHHon
 •  Who
provides
similar
products?
Why?
 •  What
is
their
business
model?
 •  What
funcHonality
do
they
make
available?
 Example:
computers
 •  What
are
the
key
parts
of
your
business?
 –  Selling
machines/HW
 •  This
means
that
all
HW
selling
companies
are
compeHtors
 –  Selling
services
that
run
on
our,
and
other
machines
 •  This
means
that
all
service
that
can
run
in
our
machines
(or
other)
are
 compeHtors
 •  What
is
the
compeHtor’s
business
model?
 –  Example:
Apple
uses
computers
to
deliver
other
services
that
 are
limited
to
their
computers.
Google
uses
others’
computers
 to
deliver
e‐mail,
search,
etc.
services
 •  What
funcHonality
to
they
deliver?
 –  HP
delivers
custom
touch
interfaces
 –  Acer
delivers
smaller
laptops
and
long
lasHng
ba5eries
 –  …
 16

  • 17. 10/9/10
 Step
7:
Write
the
vision,
include:
 •  Goals
per
customer/stakeholder
for
the
product?
 •  How
is
this
product
different
from
the
 compeHHon?
 •  What
is
the
one
statement
that
defines
the
 product?
 •  Segment
customers,
focus
on
the
right
customer
 segment
 •  Define
the
stretch
goals
for
the
product
(if
any)
 Technically
and
Business‐wise
 Step
8:
Iterate
over
and
over
again
(the
 A3
vision)
 •  Aver
the
first
version
of
the
Vision
is
wri5en
only
the
 first
few
steps
are
taken.
Next
we
need
to
iterate
the
 vision
by
talking
to
sales,
customers,
development,
etc.
 •  The
first
vision
document
can
be
a
two
A4
paper
with
 text,
but
later
on
you
should
focus
that
Vision
into
an
 A3
visually
rich
Vision.
You
can
use
annexes
to
the
A3
 Vision
if
you
need,
but
you
need
to
be
able
to
explain
 the
whole
Vision
to
you
and
to
people
around
you
 without
them
needing
to
read
the
annexes.
The
 Annexes
are
there
for
detail,
not
for
understanding
the
 concepts
in
the
Vision
 17

  • 18. 10/9/10
 About
the
speaker:
 Currently
an
OperaHonal
Development
specialist
 at
Nokia,
Vasco
Duarte
is
an
experienced
product
 and
project
manager,
having
worked
in
the
 sovware
industry
since
1997.
Vasco
has
also
been
 an
Agile
pracHHoner
since
2004,
he
is
one
of
the
 leaders
and
a
catalyst
in
the
adopHon
of
Agile
 methods
and
an
Agile
culture
at
Nokia
and
 previously
at
F‐Secure.
 Vasco's
contribuHons
to
the
improvement
of
the
 sovware
development
profession
can
be
read
in
 his
blog:
 h5p://sovwaredevelopmen5oday.blogspot.com.
 You
can
follow
Vasco
on
twi5er:
@duarte_vasco
 18