Minimum Viable Products (MVP)

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What are Minimum Viable Products (MVP)?

Designers who work in startup environments will need to become familiar with the concept of the minimum viable product (MVP). It's the ideal state for a product to reach launch which tries to minimize risks for investors whilst still providing a product that will succeed on the open market. The idea is simple – release a product with the smallest number of features and ship as quickly as possible.

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    One of the key ways of designing for  experimentation is to build an MVP, or Minimum Viable Product. This is a concept that was first introduced by Frank Robinson back in 2001 and was popularized by Eric Ries and Steve Blank. It's now heavily associated with The Lean Startup methodology, and it's obviously probably one of the most misunderstood concepts that is also wildly popular, which is impressive because there's actually a lot of competition in that category. People seem to have misunderstood what a minimum  viable product is

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    in about as many ways as you can do it, but the most common misunderstanding  is that you can just cut as much stuff out of a feature or product and then ship it and then – I don't know – learn something, I guess. But the thing is, you *can't learn something from  a really bad product*. You just learn that nobody likes really bad things, which is something that we already know. Instead, what we should be doing is designing and building something that *we can actually learn something from*. Specifically, what we normally want to learn from  building an MVP is whether the proposed feature or product *solves a real problem* for a specific type of user.

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    The idea is, if the users we've identified really have a problem that they want solved and they try out our *small* version of the product, that they'll overlook some simple missing features or some small problems because getting that problem solved in this way is so important. The great thing is, if we combine this technique with the one where we share our work with a small group of early users, we can end up getting really good data on the exact things that we're missing. This can sometimes mean that we end up building something far smaller than we thought we'd need in the first place.

Learn More about Minimum Viable Products

Defining the minimum viable product is tricky. Gain practical tips on how to scope out the MVP in the course Agile Methods for UX Design.

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    Sometimes it feels like there's nothing that other teams love more than jargon. And some of it's really confusing. When we talk about agile methodologies, we're going to be using a lot of specialized terms. If you end up on an Agile team, you'll want to recognize these things because many of them get used every single day. Well, we're not done yet. Once we learn something, we're going to go back and improve

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    the product based on what we learned and then we'll do it again. And then we'll do it again. That is iteration, and it's pretty much the core of Agile. Truly Agile teams are extremely collaborative, which is great. Most designers I've talked to claim to love collaboration, but it's

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    obviously one of the areas where I see designers struggle kind of a lot. Not like that. That's how you'll know if your team is actually agile or just using it for branding.

Literature on Minimum Viable Products (MVP)

Here's the entire UX literature on Minimum Viable Products (MVP) by the Interaction Design Foundation, collated in one place:

Learn more about Minimum Viable Products (MVP)

Take a deep dive into Minimum Viable Products (MVP) with our course Agile Methods for UX Design .

Agile, in one form or another, has taken over the software development world and is poised to move into almost every other industry. The problem is that a lot of teams and organizations that call themselves “agile” don’t seem to have much in common with each other. This can be extremely confusing to a new team member, especially if you’ve previously worked on an “agile” team that had an entirely different definition of “agility”!

Since the release of the Agile Manifesto in 2001, agile methodologies have become almost unrecognizable in many organizations, even as they have become wildly popular. 

To understand the real-world challenges and best practices to work under the constraints of agile teams, we spoke with hundreds of professionals with experience working in agile environments. This research led us to create Agile Methods for UX Design.

In this course, we aim to show you what true agility is and how closely agile methodologies can map to design. You will learn both the theory and the real-world implementation of agile, its different flavors, and how you can work with different versions of agile teams.

You will learn about the key principles of agile, examples of teams that perform all the agile “rituals” but aren’t actually agile, and examples of teams that skip the rituals but actually embody the spirit.

You’ll learn about agile-specific techniques for research and design, such as designing smaller things, practicing continuous discovery, refactoring designs, and iterating.

You will also walk away with practical advice for working better with your team and improving processes at your company so that you can get some of the benefits of real agility.

This course is aimed at people who already know how to design or research (or who want to work with designers and researchers) but who want to learn how to operate better within a specific environment. There are lots of tools designers use within an agile environment that are no different from tools they’d use anywhere else, and we won’t be covering how to use those tools generally, but we will talk about how agile deliverables can differ from those you’d find in a more traditional UX team. 

Your course instructor is product management and user experience design expert, Laura Klein. Laura is the author of Build Better Products and UX for Lean Startups and the co-host of the podcast What is Wrong with UX?

With over 20 years of experience in tech, Laura specializes in helping companies innovate responsibly and improve their product development process, and she especially enjoys working with lean startups and agile development teams.

In this course, you will also hear from industry experts Teresa Torres (Product Discovery Coach at Product Talk), Janna Bastow (CEO and Co-founder of ProdPad) and Adam Thomas (product management strategist and consultant).

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Interaction Design Foundation - IxDF. (2016, June 6). What are Minimum Viable Products (MVP)?. Interaction Design Foundation - IxDF.