The user journey map is the most important artefact in Discovery. The user journey map shows the steps a user must take to reach their goal, including their interactions with different parts of government and other organisations.
For example, to lodge your tax return you need to:
You will update your user journey map as you continue through the service design and delivery process.
Use affinity mapping to process all your research and create groups of pain points.
It will take at least 2 to 3 rounds of research to find patterns and common pain points. This will mark the halfway point of the Discovery stage.
Bring stakeholders and your team together to prioritise pain points. You want to agree on 1 or 2 prioritised pain points to explore in Discovery, prioritising the value to the users over everything else.
Make sure you identify things the team will be able to deliver. There may be more than 2 that you can work on if they are not complex problems.
There may be pain points that only a small number of people experience. These are important, but you want to look for the big problems that most people face. Find what will add the most value.
You can prioritise pain points with a matrix that ranks factors, such as:
At the end of Discovery, it’s a good idea to produce a document or slide deck you can share with your stakeholders to explain how the team reached this point.
This may contain:
You should also start a knowledge kanban board. You will keep using this in the Alpha stage and beyond.
In Discovery, you should start thinking about how you will measure and report on your performance. Collect metrics that accurately capture your service’s ability to deliver the outcomes your users expect. This may include design standards, privacy and security, service performance and tasks completed by the user.
If you’re re-designing a service, you can build on what is already measured and reported. Set your team up with a good measurement framework:
Your findings may show that you don't need to continue the design and delivery process beyond Discovery. For example, if you discover:
It’s not a failure to stop developing a service after Discovery if your findings show that’s the best thing to do. The Discovery will still be successful because you will understand the problem and the team can move on to something else that will add more value.
You’ll work with the same team in the Discovery and Alpha stage. This keeps the existing empathy, context and momentum.
You may need to add some roles and capability in the Alpha stage. Such as:
At the start of the Alpha stage, you’ll have a good understanding of the user journey and the major stages the user takes. As your knowledge grows, you will continue to work in an agile and iterative way, updating the journey map as you learn and understand more.
When the team has some certainty about the journey of users, create a user story map. This will help you define the minimum viable product (MVP).
In Alpha stage, you:
The knowledge kanban board you set up in Discovery is even more important in Alpha. It will help you trace your reasons for solutions and provide evidence to guide what you will build, including:
The knowledge kanban board should be saved and stored appropriately so it is discoverable to others in your agency and can be used for future reference once Alpha is complete.
In Alpha stage you will need to decide which metrics you use to track performance so that you can meet Criteria 9 – Monitor your service. To do this you should:
Each sprint, the team should:
This aligns with Scrum methodology and helps keep the team focused on delivering something of value to users every sprint.
Alpha is all about testing a hypothesis with real users. The best way to do this is by building and testing prototypes. Alpha prototypes are like a proof of concept. A prototype will not be functionally complete. It would be wasteful to produce a finished product before making sure it captures the most important and meaningful steps the user takes. Test with users using paper or other low-fidelity prototypes first. This allows you to test assumptions and ideas quickly and cheaply before getting attached to any solutions.
Your team will decide which prototypes, if any, will be carried forward. From there you will update the prototypes based on feedback and test again.
As you learn from your research, you will move on to testing with more interactive, higher fidelity prototypes.
A good prototype has enough information for users to interact and can be quickly adapted or thrown out. You may choose to re-use some designs or components when you build in the Beta stage but never confuse a prototype with a minimum viable product.
It’s strongly recommended that you throw away prototypes that don’t work. Don’t spend too much time building prototypes, as you will build new ones based on user feedback.
Some examples of low-fidelity prototypes include:
Low fidelity prototypes are an excellent first step as they are inexpensive, can be quickly updated or changed and are disposable.
High-fidelity prototypes provide greater detail on the final product including the design. They’re usually introduced once low fidelity tests have been explored and the team has a stronger idea of how a service will work.
There are some known downsides to high fidelity prototypes:
There are many tools on the market you can use to build interactive, high-fidelity prototypes. These allow you to sketch in code, using HTML, CSS and JavaScript. Others work like web-builder apps allowing you to drag and drop buttons, images and sequence out a user experience path.
Some teams have even used slide decks with basic animation to simulate an online service.
Whatever you choose, remember:
Support a specific browser or version if a group of users or stakeholders depend on it.
Users are likely to use the prototype in a controlled environment, such as a user research lab or on a team member’s computer. This means you need to support fewer browsers than a public website.
As part of the user research, test your prototypes with users who have accessibility needs. Test with screen reader software and other assistive technology.
More users are accessing government services using mobile devices than ever before. If you design and build for mobile first, you can test prototypes in a more realistic context. To design for mobile, you should make a simple screen, with only 1 or 2 things on each page. This means users with larger screens will also have an easier experience.
By the end of Alpha, you will have a developed the user story map in depth. The team should agree on a line across the user story map. What is above the line should reflect what is most important for the user and what the team can achieve. This will inform your minimum viable product (MVP). This is the simplest thing you can build that meets the user need.
The minimum viable product will scope what gets built in the Beta stage. The research and testing you have been doing in Discovery and Alpha will help you make choices about the technology you will use to build it.
You may decide to end your service work in Alpha stage rather than continue into Beta stage.
For example, you may find that:
The DTA acknowledge that some agencies may be unable to meet one or more of the criteria set out by the Digital Inclusion Standard due to a range of circumstances. These circumstances may include but are not limited to:
Exemptions may be granted for one or more of the criteria set out by the Digital Inclusion Standard. This will be assessed on a case-by-case basis. Exemptions must be applied for through the DTA.
Further information can be found in the Digital Experience Policy Exemption Guide.
Note: Even if your service or website is not covered by the Digital Inclusion Standard, or you receive an exemption, you may still have related obligations under relevant Australian legislation, for example accessibility requirements under the Disability Discrimination Act 1992.
OffAt the end of Alpha, you may decide to start a new Alpha stage or even Discovery stage because you need to focus on different things.
For example, you might find a completely different user need that you want to explore through further research.
The multidisciplinary team you established in Alpha should stay on in Beta. This keeps the existing empathy, context, and momentum. You might need to bring in different roles and capability during Beta.
These may include:
In Beta you will take the agreed prototype from the Alpha stage and build a minimum viable product.
The main activities in Beta are:
You will release in private Beta, testing in short rounds as you continue to update and iterate. As your team refines the product, feedback rounds will become shorter. Continue running the private Beta until you have a functioning end-to-end service. Once you have a functioning end-to-end service, you can open a public Beta people can use alongside the existing service.
As real users trial the new service you will continue testing to find ways to improve it.
These activities help you:
The team will continue to update the artefacts developed in the previous stages. This includes:
In Beta the team should build the real thing with the minimum features that support the end-to-end user journey. Make it accessible and secure. Avoid the temptation to build a polished version of your Alpha prototype.
During Beta:
Your team should use agile delivery practices, including:
Once you build the minimum viable product you will release it to real users, first as a private Beta and then a public Beta, alongside the current service. Your research will help you find the best way to host the new public Beta. This might be a new subdomain, sub-directory or a domain name.
Apply for a new domain name through the gov.au Domain Administration System.
A private Beta is a Beta that isn’t open to everyone. Don’t launch your service publicly in private Beta, make it invite-only. A private Beta allows you to:
A public Beta is a version of your service that’s available for any member of the public to use. It will exist at the same time as the current available service. This version of the prototype is available to all users, should they choose to use it.
You need to measure and report on the performance of your service. You will:
Performance metrics help you understand if your service is meeting user needs and allow you to make decisions based on evidence. During Beta, you will:
At the end of Beta, you will have:
Make sure you plan how you will meet resourcing needs when the service scales up.
Your multidisciplinary team should stay in place when the service goes Live to make sure it continues to be iterated and improved.
A digitally capable team start working together quickly to build momentum. Team members should have experience working in a multidisciplinary way, or the capability to work in this way. They will need to have the right mindset and skills. They should be open to new ways of thinking and working.
A multidisciplinary team has the capability and skills to deliver the service and the authority to make decisions. The team works independently and minimises dependencies that delay delivery. It is usually small, with fewer than 10 members.
A multidisciplinary team uses in-depth user research. This helps the team decide what to build and how to deliver it. This means services are:
Multidisciplinary teams are typically multiskilled and can work across disciplines.
You will need to have specific roles and capabilities in your multidisciplinary team before you start Discovery.
There are 10 core roles to consider when building a multidisciplinary team. The core roles in a multidisciplinary team are consistent from discovery through to Live.
The same core roles should be in the team for all 4 stages of the service design and delivery process. Find out more about the function and purpose of these core roles in a multidisciplinary team.
Core roles allow you to:
An extended role refers to when you may need specialist expertise to join the team for a time. For example, you may need the role of content strategist at the start of designing a service, but not for the whole service.
Start with a user-centred approach. Think about what you need to design and deliver to meet user needs. Different types of products and services will determine which of the core roles you need.
Seek to understand user needs. Build your multidisciplinary team around a problem or service.
Understand what the different core roles are and what they do. You can then decide which roles you need in your multidisciplinary team to develop the product or service your agency needs.
Decide when you need the roles. This will depend on the type of service you’re designing and delivering. Once you decide which core roles you need, they will stay in place for the life of the service. For example, if you are designing and building a service, you will likely need all 10 core roles. If you are designing policy or legislation, you may not need a developer or a technology lead.
You will always need the core roles of product manager and user researcher, as these are foundational to any service. Try to make sure that your core team is also empowered to make decisions. This will help them move through the service design and delivery process as smoothly as possible.