Agile Experience Design: Don’t Just Deliver: Delight!

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Agile Experience Design: The Problem Space, A Solution Framework and Actionable Advice.

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Agile Experience Design: Don’t Just Deliver: Delight!

  1. 1. Experience Design Quarterly Briefing Don’t Just Deliver: Delight! #twxd
  2. 2. About Marc!   UX 19 Years !   PhD. Human Factors !   TW 6 years !   Multi-platform !   Multi-skilled !   Financial Services, Retail, Media etc
  3. 3. About Linz !   UX 15 Years !   TW 4 years !   Multi-platform !   Multi-skilled !   Telecom, TVDigital, Financial services etc
  4. 4. !   The Problem Space !   A Solution Framework !   Actionable Advice – how you do it What we’re talking about
  5. 5. A quick plotted history… £££
  6. 6. Business Business folks The Problem Space IT IT folks
  7. 7. Business £££
  8. 8. IT £££
  9. 9. IT Business ! Customer
  10. 10. IT ! “I want it faster and cheaper” “I want it to be easier”
  11. 11. IT Business Agile UX
  12. 12. Agile
  13. 13. Stories Agile
  14. 14. Backlog Backlog 2-4 weeks 2-4 weeks 24 hrs 24 hrs Stories Backlog Deliverables Agile
  15. 15. Backlog Backlog 2-4 weeks 2-4 weeks 24 hrs 24 hrs Stories Backlog Deliverables Agile
  16. 16. Viable ideas implemented quickly, that are feasible but not necessarily desirable Agile – not so good
  17. 17. UX
  18. 18. UX
  19. 19. UX
  20. 20. UX
  21. 21. Build Test ?!! UX
  22. 22. Build Test ?!! UX
  23. 23. Big ideas that may not be feasible, done slowly… UX – what’s not so good
  24. 24. IT Business Agile UX !
  25. 25. A solution framework
  26. 26. IT Business AXD
  27. 27. Envision Evolve Deliver Showcase Test & Learn Improve
  28. 28. Envision Photo credit: http://www.flickr.com/photos/epaul_07/2437555740/
  29. 29. Envision
  30. 30. Envision
  31. 31. Deliver Backlog Backlog 2-4 weeks 2-4 weeks 24 hrs 24 hrs
  32. 32. Deliver Backlog Backlog 2-4 weeks 2-4 weeks 24 hrs 24 hrs
  33. 33. Deliver
  34. 34. http://www.artinthepicture.com/blog/?p=109 http://www.bloglifetime.com/images/blogs/11-2007/different-versions-of-the-mona-lisa.jpg 25% 25% 25% 25% Evolve
  35. 35. So how do we do it
  36. 36. Envision Evolve Deliver Showcase Test & Learn Improve
  37. 37. your colleagues are a rich source of inspiration Looking in…
  38. 38. other departments may already have research Looking in…
  39. 39. Watching customers can be a revelation! Looking outside
  40. 40. Your competitors can provide stimulus too Looking outside
  41. 41. The wall is the new desk Dave Gray
  42. 42. segments actors Darren(Is a customer whose life is touched by the product we are building) (not these)
  43. 43. Do ‘Design Thinking’ Looking in Looking out colleagues customers Lot of design ideas
  44. 44. Collaborative design thinking
  45. 45. Rapid prototyping
  46. 46. (2 weeks)
  47. 47. Big up front Design
  48. 48. “Rent a warehouse and build a prototype of a store… go build 20 of them, then discover it didn't work…” Sources: Steve Jobs in Fortune Magazine March 8 2007 Verdict Global Retail Freview Aug 2010 Apple Store is the most profitable shop in London
  49. 49. At Sony we assume that all products of our competitors have basically the same technology, price, performance and features. Design is the only thing that differentiates one product from another in the marketplace. Norio Ohga Former Chairman and CEO, Sony
  50. 50. Design
  51. 51. Envision Evolve Deliver Showcase Test & Learn Improve
  52. 52. Business Creative Tech UX Collaboration culture Co-located* *Yes, offshore is possible
  53. 53. “I’m glad we’re all agreed then.” “I’m glad we’re all agreed then.” “Ah...” “Ah...”
  54. 54. Business Creative Tech UX Working Together
  55. 55. Personas Content Navigation Interaction Information architecture Wire frames Creative concept Mood boards Creative flats Collateral Styleguide Stories Testing spikes Look & feel
  56. 56. Information architecture Wire frames Creative concept Stories Testing spikes Look & feel
  57. 57. Release Inception Iteration 1 Iteration 2 Iteration 3 Iteration n Dev Dev Dev Dev Envisioning BA&UX BA&UX BA&UX Envision Creative, UX spikes, UI dev, User testing
  58. 58. Source: The Standish Group Feature usage in deployed apps Never 45% Rarely 19% Sometimes 16% Often 13% Always 7%
  59. 59. ✗ Card slot ✗ 3g ✗ Bluetooth ✗ Infrared ✗ Decent camera ✗ Secondary camera ✗ Camera flash ✗ MMS ✗ Radio ✗ Video ✗ Video calling ✗ TV out ✗ Music ring tones ✗ Voice dialing ✗ Voice commands ✗ GPS ✗ JAVA ✗ Push to talk
  60. 60. Focus on the minimum viable product “Here’s a tip, pack it and halve it” Lonely Planet ^ delightful
  61. 61. Experiences Not a product backlog
  62. 62. Envision Evolve Deliver Showcase Test & Learn Improve
  63. 63. Customer Design evaluationUsability testing
  64. 64. Continuous design Continuous delivery
  65. 65. Actionable advice (how you can do it too) Research… Design…
  66. 66. Specification… Stories… Testing… Build…
  67. 67. Governance… Teamwork… Manage Expectations…
  68. 68. Key takeaways !   Projects don’t start at Dev !   Create a vision and use visual thinking !   Do just enough & get rid of waste !   Collaborate, co-locate, communicate !   AXD It’s not easy but it’s worthwhile
  69. 69. Marc McNeill mmcneill@thoughtworks.com dancingmango.com/blog Twitter: dancingmango Lindsay Ratcliffe lratcliffe@thoughtworks.com guigrrrl.blogspot.com Twitter: guigrrrl

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