![]() ![]() ![]() So I would work really closely with them and do some validation using the data that we already had. The goal there was for engineering to build their engineering document, which is a document that outlines the feature itself and the architecture, considerations, and trade offs. Once it got into a good place, we would bring the feature to engineering to get context on how long it would take to build some of the constraints that they might find. Once we got to a good place, we facilitated a user study where we ideated a bunch of questions to ask creators, so there would be sessions where we would present the feature to a creator, ask for their thoughts and feedback, and go back to the drawing board to approve those flows. We would work on prototypes and collaborate using Google’s internal design tools. I would say the majority of my time at YouTube was working really closely with my UX engineer as my partner-in-crime. What was your day-to-day like at YouTube gaming? And then I had the opportunity to rotate as a product manager on YouTube gaming. I knew immediately that I wanted to do PM, so for that first half of the program, for about a year, I was doing IT support in person and remotely. I was initially on a product team working as a test engineer doing automated tests, then joined Google two years after that in their IT residency program, which is a program designed to jumpstart your career in technology at Google or beyond. I was working full-time for six months as a rotator. How did you figure out you wanted to work in product? We talked to a former Google PM about his background, his experience working at YouTube gaming, and his advice for those looking to break into product. ![]()
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