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Our way of working

The Thinkmill Method

We’ve had the privilege to work on an amazing variety of projects over many years, exposing us to many and different kinds of teams and problems. Over time, we’ve developed a method for product development that helps us build compelling software.

This is the teaching material of this method. We use it as a resource when training Thinkmillers one-on-one in the principles, culture, and practices of how we work. It’s a living document that evolves as we evolve our practice. We’re sharing this method in the hope that it’s of interest, and maybe even useful.

What is the Thinkmill Method?

A way of approaching software design and development that increases the likelihood of shipping good and compelling software, while maintaining the wellbeing of the people involved. It focuses on team dynamics, silo-breaking, and shared responsibility as foundational for cultivating unified and productive teams.

It is not a framework, prescription, or a paint-by-numbers affair. It assumes (and requires) competent craftspeople who care deeply about the problems they’re solving and who know how to wield the tools of the trade. Like all good professional tools, there are few guard rails, and lots of sharp bits.

The Thinkmill Method comprises:

  1. Fundamentals – the principles and mindsets that underpin the Thinkmill method
  2. Playbook – the tools and processes for which we reach

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Fundamentals

The basic principles and mindsets that underpin our approach.

  • Design is a team sport

    Design is a conversation and good-faith negotiation between multiple practices, not something that “designers” do, and others wait to build. We use “design” in the holistic sense, encompassing everything that contributes to a positive user experience outcome – interface, database, API, pricing, etc. Good and compelling products result from successfully integrating these practices into a coherent and compelling whole.

  • Work in the open

    By working in the open, it’s much easier to stay in sync, and it enables the design conversation to take place with less friction. Working in the open means actively and regularly sharing your WIP with the team, and stakeholders. Doing so reveals gaps, mistakes, bugs, and dead ends, and it’s a highly efficient and accessible way to communicate context and status.

  • Schema-led

    We follow a schema-led approach in our work. A schema (conceptual, database, or API) describes the domain in terms of objects and their relationships, and is an especially useful artefact that builds shared understanding between practice areas. When defined in code, it serves as a shared source of truth, allowing UX/UI, front-end, and back-end work to proceed independently with confidence.

  • Design artefacts are an abstraction

    We use abstractions (interface designs, UX wireframes, entity relationship diagrams) to communicate and collaborate across practice areas. However, abstractions only approximate the actual product and user experience. As early and much as possible, work with or close to code.

  • Stay synced

    By working in-sync from the start, building shared context and understanding together, and not getting too far ahead of each other, cross-functional teams will make better trade-offs and fewer compromises.

  • Build for user-experience outcomes

    People use the software we make. Therefore we hold positive user-experience outcomes to be the primary and shared goal (see design is a team sport). We frame goals in UX terms, and we make decisions with respect to and with awareness of their impact on the users’ experience.

  • Check your blindspots

    Similar to cars, our design tools have blindspots and limitations of which we need to be aware. For example, it’s hard to design for performance in Figma, a11y in a product spec, or for usability in a database schema. The team looks out for each others’ blindspots and ensures all facets of software (usability, accessibility, performance, desirability, etc) are considered and designed to create good and compelling products.

  • Bias towards code

    A significant amount of time can be spent pushing pixels around a screen. Jump into code as soon as possible to validate assumptions and get a feel for how the real user experience is shaping up. Working with code will reveal blindspots that lurk in design artefacts.

  • Mind the gap

    Gaps exist at the edges of practice areas – either between what an interface design calls for, and what the API currently allows; or what the business wants, and what’s possible in the back-end. Gap finding involves habitually comparing the UI or UX spec against API or back-end ones, and spotting the difference. Gap filling involves either changing the interface, the system, or the scope/requirements to ensure parity.

Playbook

The tools, ceremonies, and artefacts we use when working together.

Related resources

Boris (Thinkmill’s CEO & Head of Design) spoke about our methodology at the Delighters meetup in Sydney, Australia. At that time we toyed with calling the method “Antifragile”, but changed our mind later.

A photo of Jed Watson & Boris Bozic together A photo of Jed Watson & Boris Bozic together

We’d love to work with you

Have a chat with one of our co-founders, Jed or Boris, about how Thinkmill can support your organisation’s software ambitions.

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