Two Days Product Owner/Management Workshop

This 2-day experiential workshop focuses on both product discovery and product delivery, and helps the product owner/manager to be better equipped to perform their role.

Further, the Socratic method of training instills confidence to face real world challenges.

Product Discovery and Delivery

Learning Outcomes

  • Understand the responsibilities of product manager along with process and practices adapted from Agile and Lean Start-up methods
  • Learn new techniques for creating and prioritizing the product backlog and envisioning the product, and gain experience working with those techniques
  • Evolve your product management techniques by leveraging a product team and collaboration with the whole team, users, and stakeholders

Walking through the story map

Course Outline

Day 1 – Product Discovery

  • The product manager's role
    • Product management, product engineering, and project management
    • The product team
    • The product manager's process
  • Product Discovery
    • Collaborative workshops and facilitation
    • Problem analysis and solution definition
    • Planning product discovery
    • Project chartering
  • Identifying business value
    • Synthesizing business strategy as measurable product goals
    • The revenue model
    • Introduction to Pricing Strategies
    • Market Sizing
    • Positioning
    • Some case studies
  • Understanding users
    • Creating lightweight pragmatic user personas
    • User research
    • User collaboration
  • Creating the product backlog
    • User stories
    • User story mapping
    • User scenarios
  • Planning valuable product releases
    • Minimal Marketable Feature, and Minimal Viable Product (MVP)
    • Incremental release planning
    • Creating a release roadmap
    • Defining meaningful Release goals
    • Release readiness assessment
  • Envisioning the user experience
    • Sketch board and design studio for collaborative UI envisioning
    • User experience story boards
    • UI framework & patterns
  • Guiding products to success in iterations
    • Iterative and incremental strategies
    • Opening, mid, and end‐game chess strategies
    • Story splitting and thinning
    • Sophistication levers
  • From Backlog to Priority-log
    • Various Prioritization techniques
    • New Age Estimations
    • Different models of Estimations.
    • When to use what.
  • Technical Spikes & Steel-threads
Agile Product Lifecycle Product Discovery

Day 2 – Product Delivery

  • The sprint cycle
    • Product team planning
    • Defining meaningful Sprint Goals
    • Defining Doneness Criteria
    • User story workshops
    • UI design & user testing
    • Acceptance criteria workshops
    • Sprint planning
    • Working with the team
    • User story acceptance
    • Sustainable pace
    • Product review
    • Sprint retrospectives
  • Effective Engineering teams practices:
    • Acceptance Test Driven Development
    • Continuous Deployment
    • Hallway Testing & A/B Testing
    • Fake Features
  • Pragmatic Progress Tracking techniques
  • Product Launch Strategies
    • Tips from “Most Memorable Product Launches”
  • Post Launch Activities
    • Product Release Retrospective
    • Introduction to Essential Analytics
    • Effective techniques to validate product hypothesis
    • Adjusting the marketing mix (4P's) of product, pricing, promotion, and place/distribution channels
User Story Lifecycle Scrum

Course is comprised of multiple simulations, exercises, demos and role-plays

Method of Instruction

  • We use a Socratic method for training that involves a 100% hands-on workshop with interactive dialogues, case studies, debates, demos, and instructional games.

Transfer %

  • Knowledge: 50%, Skill-Building: 50%

Target Audience

  • People playing the product manager/owner role: Product Managers, Project Manager and Business Leaders.
  • People supporting the product manager/owner: Business analysts, UX practitioners and others who support product development by collaborating with users, business stakeholders, and subject matter experts to make decisions about what the product should be.

Course Level

  • Advanced

Course Prerequisites

  • Past experience managing projects and products is strongly recommended.

General Requirements

To ensure a successful class, we require the following facilities:

  • VGA projector (1024x768 minimum) & Projector screen
  • 1 White board & Dry erase markers
  • Cluster seating with 5-6 people on each table
  • 1 Flip chart with the stand and marker pens for each table
  • Notepad and Pen for each participant
  • Ample room for students in terms of room size and set up
  • For Dev trainings: at least one powerful workstation between two programmers
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