You, the Product Manager

What skills do you need as a product manager in digital? While the specific answer will vary from job to job, there are a few fundamentals I’ve found are consistently important. You need to be able to participate in a modern product pipeline, something like this:

To do that, you need a few fundamental skills, something like this:

Skills-Blocks-Product-Management

Skills-Blocks-SequenceHow do you get there? Where do you start? First and foremost, I recommend pairing your lifelong learning with what you’re actually doing on the job. It will be much more meaningful that way. However, if you want a starting point, I’ve described baseline recommendation in the sequence you see here and detailed it in the table below.

Item Area Online Option Learning Objectives and Transition Points
1 Digital Product Management 4 Weeks
(Coursera: Digital Product Management: Modern Fundamentals)
Inputs
Agile Program Charter
 
Learning Objectives
By the end of the course, students will be able to:
1. Create the actionable focus to successfully manage your program
2. Focus their work using modern product management methods
3. Manage new products and explore new product ideas
4. Manage and amplify existing products
 
Outputs
Working View of Product/Market Fit
Prioritized Discovery Backlog
2 Continuous Design
(Design Thinking,  
Product Design, &  
Design Sprints)
8 Weeks Total:
4 Weeks
(Coursera: Agile Meets Design Thinking)
4 Weeks
(Coursera: Running Design Sprints)
Inputs
Agile Program Charter
Working View of Product/Market Fit
Prioritized Discovery Backlog
 
Learning Objectives
By the end of the course, students will be able to:
1. Discover and test focal user problems through subject interviews
2. Formulate testable propositions and design experiments and rapidly test them (a la Lean Startup)
3. Create development-friendly, collaboration-friendly inputs through user stories and prototypes
4. Drive parallel prototyping and testing of user interface concepts
 
Outputs
Validated Learning
Prioritized Backlog for Digital MVP

User Stories & Interactive Wireframes

3 Digital Literacy 12 Weeks
(Coming Soon)
Inputs
Agile Program Charter
Validated Learning on Product/Market Fit
Dev. Inputs & Backlog (User Stories & Wireframes)
 
Learning Objectives
By the end of the course, students will be able to:
1. Take user stories and translate them into functioning web applications using HTML, CSS, and Javascript
2. Evaluate alternative approaches to software implementations
3. Work through coding issues with analytical debugging techniques
 
Outputs
Working Software
 
Course Syllabus
https://www.alexandercowan.com/software-development-class/
4 Agile Development 4 weeks
(Coursera: Managing an Agile Team)
Inputs
Agile Program Charter
Validated Learning on Product/Market Fit
Working Software
 
Learning Objectives
By the end of the course, students will be able to:
1. Diagnose what’s important to your team and pair it with relevant agile practice
2. Facilitate your team’s retrospectives and adaptive practice of agile
3. Support your team’s transition from traditional approaches to agile
4. Create an agile-friendly environment across functional disciplines
 
Outputs
Agile Team Charter (Fully Articulated)
5 Continuous Delivery 4 weeks
(Coursera: Continuous Delivery & DevOps)
Inputs
Agile Program Charter
Validated Learning on Product/Market Fit
Working Software
 
Learning Objectives
By the end of the course, students will be able to:
1. Diagnose a team’s delivery pipeline and bring forward prioritized recommendations to improve it
2. Explain the skill sets and roles involved in DevOps and how they contribute toward a continuous delivery capability
3. Review and deliver automation tests across the development stack
4. Facilitate prioritized, iterative team progress on improving a delivery pipeline
 
Outputs
Working Software
Working Delivery Pipeline
6 Continuous Design
(Hypothesis-Driven Dev.)
4 Weeks
(Coursera: Testing with Agile)
Inputs
Agile Program Charter
Validated Learning on Product/Market Fit
Working Software and Delivery Pipeline
 
Learning Objectives
By the end of the course, students will be able to:
1. Identify where and how to invest your agile team’s scarce time and energy into better testing for maximum impact on outcomes
2. Coach your team on the relationship between idea, usability, and software testing to get buy-in for strong evidence-driven innovation
3. Test ideas before building to avoid waste and alternative interface patterns with parallel prototyping to maximize usability
 
Outputs
Agile Program Charter
Validated Learning on Product/Market Fit
Working Software & Delivery Pipeline