Case Study: SLO Tool

Table of Contents

Preface

This case study has been recreated to strip all NDA and sensitive material pertaining to my old company and showcases my design thoughts and strategy.

What is the project

SLO Tool is an internal tool I worked on at a previous company I worked for. It's an app that manages each team's SLOs or Service Level Objectives. SLOs are industry standard practice for server app failures, downtime, and latencies. They are definitions for how business teams should respond when a failure happens or when the network performance is slow.

About my work

For this project, I was the lone designer for an engineering team and produced a design wireframe. I was responsible for defining the project direction through my design methods and quickly understood the underlying requirements and the domain knowledge. I also highlight some major design decisions throughout this post.

Before and After

Before

  • The old app was built by engineers was difficult to use by everyone.
  • There were multiple other tools with overlapping functionality (multiple sources of truths).
  • The site reliability team is the bottleneck that manually engages with other teams.
  • The end users are not subject matter experts and look to the site reliability team for help.

After

Defining the Project Direction from the Design Perspective

I was initially assigned to this project because the team wanted to improve the user experience of SLO's. They were a newly scaled team of 6 engineers without design expertise. As a high-performing team that was eager to move quickly and see results, I had to adapt to their style and needs to gain trust and influence as a designer. For instance, I figured out that the team wouldn't trust me if they waited several months for a design, so I adapted to a weekly iterative approach.

Early on, the project lacked a clear direction. The hardest part of this project was the early stage where we circled a lot on the same concerns and complex decisions.

I found that committing to any direction was expensive, which worked against the team that has a fast-paced style and wants quick results. For instance, one direction for a week was to improve one feature in the existing tool. It was an expensive use of human resources and didn't help the overall problem.

Other directions we circled on were:

After critically thinking, I proposed that we do a weekly iterative rapid prototype of a new user experience revamp. Why I think this is good:

This was the first major decision of this project. With this solution, all the concerns and complex decisions were squashed. Through this design strategy, a clear, low-risk direction is established.

After getting approval from the customer, during the next phase, I would talk to several stakeholders and subject matter experts in a one on one, update one of my project artifacts, and share the artifacts with channel of every stakeholder at the end of each week. Trust is built through transparency, confidence is built in the project direction, and feedback and opinions of stakeholders all made it into the prototype.

Project Artifacts, Methods, and Tools

All artifacts were done in Figma.

My Design

My other two major decisions in the project were:

  1. Support non-technical users as the customer originally requested.
  2. Teach the domain knowledge to the end user but not lower the quality of the domain knowledge.

Here are my designs that reflect those decisions:

Final Result

Major Project Decisions:

  1. Persuade the project owner on rapid prototyping instead of killing the effort before trying.
  2. Support non-technical users as the customer originally requested.
  3. Teach the domain knowledge not lower the quality of the domain knowledge.