The Catalpa Handbook
  • The Catalpa Handbook
    • Handbook guidelines
  • 1. ABOUT CATALPA
    • 1.1 About Catalpa
    • 1.2 Vision, Values and Strategic Plan 2022
    • 1.3 Governance at Catalpa
    • 1.4 Organisational structure of Catalpa
    • 1.5 Our projects and key contacts for each
    • 1.6 Our key products
      • Bero
        • Content
          • Exams
          • Targeting Content to Users
            • Resizing images for Bero
        • Design
        • Requirements
        • Theming
      • Gathr
      • Openly
  • 2. OUR PEOPLE AND HOW WE WORK
    • 2.1 How we work and the tools we use
      • Google Drive
      • Trello
      • Github
      • InVision
    • 2.2 Communicating internally
      • All Hands Stand-up (weekly / Mondays)
      • Tutorial Tuesdays
      • Show & Tell
      • Guide to Slack
      • Team meetings
      • Other Events
    • 2.3 Mission Driven Teams
    • 2.4 Recruitment and Onboarding
      • Hiring Guidelines
    • 2.5 How we support our people to thrive
      • Onboarding a new hire
        • Onboarding Trello
        • Onboarding buddy guide
        • 30/60/90 Day Plan
      • Goal Setting
      • Regular work/task based 1X1's
      • Quarterly Catch Up's
      • Feedback
      • Managers - Managing Underperformance
    • 2.6 Offboarding
    • 2.7 Leave and public holidays
      • Leave
      • Public Holidays
    • 2.8 Supporting our Mental Health
    • 2.9 Working from home & remotely
    • 3.0. Learning & Development Allowance
  • Page
  • 3. EXTERNAL COMMUNICATIONS
    • 3.1 Guide to Communication
      • Describing Catalpa
      • Guide to photography
      • Guide to social media
      • Writing: style guide
      • Writing: grammar
    • 3.2 Procedures for the collection, storage and use of stories, photos and video
    • 3.3 External Complaints and Feedback Policy
  • 4. PARTNERSHIP AND GROWTH INCLUDING BUSINESS DEVELOPMENT
    • 4.1 Introduction / overview
    • 4.2 Pre-bid stage including networking and partnering
      • Networking
      • Positioning for priority bids
      • Tracking bid opportunities
      • Partnering
        • Partnership brokering
        • Due diligence of downstream partners /subcontracting agencies
        • Pre-bid agreements
    • 4.3 Go / No Go
      • Go / No Go meetings
      • Selection criteria and guidelines
    • 4.4 Tender planning and preparation
      • Project planning and design pre-submission
      • Key templates and links for bid planning and preparation
      • Bid Writing - full proposal or concept note
        • How to appoint an external bid writer
        • Key templates
        • Commonly required building blocks / required materials for tenders
        • Guides
    • 4.5 After a bid has been submitted
  • 5. PROJECT AND PRODUCT CYCLE MANAGEMENT
    • 5.1 Introduction
    • 5.2 Planning and pre-submission design
      • 5.2.1 Monitoring, Evaluation & Learning
        • Project-level M&E
        • Catalpa's organisational approach to MEL
      • 5.2.2 Risk Management
      • 5.2.3 Cross-cutting issues in projects
        • Gender equality
        • Disability inclusion
    • 5.3 Mobilising a new project
      • Handover from BD team to PM team
      • Program Summary Document
      • Team Kickoff Meeting
      • Team Charter
    • 5.4 Post-contract implementation
      • Stage 1 - Learn: Design and Discovery
        • Human Centred Design
        • Our Tools
        • Creating a product
      • Stage 2: Create and Ideate
        • Our model
        • Agile Project Management
          • Getting started
          • Product design and development phases
            • 0. Contracting
            • 1. Learn
              • 1.1. Prepare
              • 1.2. Discovery
              • 1.3 Empathise
            • 2. Create
              • 2.1 Ideate
              • 2.2 Implement
            • 3. Refine
            • 4. Evaluate
          • Product Roadmap
          • Defining releases
          • Create the solution
          • Make a global plan
          • User Stories
          • Prototyping
          • Incremental development
          • UX & UI
          • Conducting tests
      • Stage 3: Refine and Release
        • Introduction and overview
        • Data privacy on a project basis
        • How-tos
          • Retrospective
        • Scrum methodology
          • Daily standup
          • Sprints
          • Sprint prep
          • Sprint meeting
        • Release
          • Epics
          • Epic selection
          • Epic planning
          • Product Q&A, deployment and implementation
          • Make it available
          • Delivery
      • Stage 4: Evaluate
        • Define the maintenance support plan and team
        • Customer support
        • Ongoing user data collection and analysis
      • Glossary of Terms
    • 5.5 Project close-out
      • Product transition and handover
      • Transition to governmen
      • SMA
      • Licenses / handover documents
      • Migrating to Gov owned data-center or cloud hosting
  • 6. POLICIES AND PROCEDURES
    • 6.1 Register of policies and compliance
    • 6.2 Policy Development Procedure
    • 6.3 Code of Conduct
    • 6.4 Data Privacy & Storage Policy
    • 6.5 Human Resources Policies
      • Breastfeeding and Work Policy
      • Occupational Health and Safety Policy
      • Domestic and Family Violence Policy
      • Gender Equality Policy
      • Disability & Discrimination Policy
      • Use of Catalpa Vehicles Policy - PNG
      • Anti-Bullying, Harassment and Discrimination Policy
    • 6.6 Safeguarding Policies, Templates and Training
      • Child Safeguarding Policy
      • Prevention of Sexual Exploitation, Assault and Harassment Policy (PSEAH)
      • Safeguarding templates
      • Safeguarding training
      • Safeguarding procedure for collecting, storing and using images / stories
    • 6.7 Financial and Asset Management
      • Fraud & Corruption Policy
      • Vehicle Use
    • 6.8 Complaints and Feedback
      • Internal Complaints and Feedback Policy
      • External Complaints and Feedback Policy
      • Whistleblower Policy
    • 6.9 Contract Development Procedure
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On this page
  • Prototyping
  • The initial spike
  • Just in time design

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  1. 5. PROJECT AND PRODUCT CYCLE MANAGEMENT
  2. 5.4 Post-contract implementation
  3. Stage 2: Create and Ideate
  4. Agile Project Management

UX & UI

PreviousIncremental developmentNextConducting tests

Last updated 5 years ago

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The act of designing how an application looks and feels isn't an isolated moment within the project's timeline but rather a transversal process that contributes during most of the project's life. In fact, there is much work that can be done at the very early stages of the project. More information on that can be found in other documents. On this document, we focus on how design integrates with software.

Our creative process depends on 3 key moments when it comes to finding out how our products will behave and look. An early prototyping stage, before most decisions are settled; an initial design spike, where we try to determine the overall structure, behaviour and language; and the "just-in-time" individual contributions for the ongoing Epics or even Sprints.

Prototyping

At the start of every new cycle of development, typically a new Epic, the team gathers to look at upcoming User Stories. The idea is to make them clear so that we, as a team, achieve a strong shared understanding. We progress, one by one, doing individual sketches to represent how we imagine them to be. This type of exercise produces a large amount of solutions from which we will shape a more solid version of what is going to be built. By allowing everyone to participate with their opinion, we believe that each one will better understand the decisions that are being made. Discussing how things behave, enables everyone to contribute towards defining key attributes such as how long will a task take and who needs to work on it. This exercise may require one or sometimes several meetings, depending on complexity but when it's finished, everyone should be at a better place to do their job.

Check the guide

The initial spike

Having the User Stories in one hand and the results from the prototyping exercise on the other, the designer is now ready to create. Because we start planning ahead for the next Epic, there is time for the designer to work and find solutions as well as to introduce feedback in its work. The goal is to have a solid base structure to work with, by the time the engineers are done with any preceding work.

Just in time design

It's not uncommon for things to change along the way. It's part of how we work. We build products while allowing for valid feedback to be integrated. Sometimes that means that we need to make quick adjustments to what we had already designed. It's usually a less intensive stage, when we on day-to-day tasks that aim to create specific solutions on the spot.

Prototyping