Designing in an agile development
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Designing in an agile development

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From a talk that I gave on collaborative design in an agile environment

From a talk that I gave on collaborative design in an agile environment

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  • 1. Collaborative user experience design in agile development Anu Ramaswamy (anu@empaticasystems.com) Empatica Systems! Facilitating Collaborative Design
  • 2. Create a shared understanding of the user-­‐  It  helps  to  create  visual   models  of  users  and   share  them  across  team   members  in  all  loca4ons  -­‐  When  offshoring   product  development   ensure  that  you  create   an  empathy  for  the  user   in  the  offshore  team  
  • 3. Use internal releases to validate User Journeys -­‐  Visualize  evolu4on  of   the  user  interface   across  mul4ple  internal   releases   -­‐  Storyboard  the  user   experience  once  every   2-­‐3  itera4ons  (4  to  6   weeks),  and  showcase   the  user  journey  in   those  itera4ons  
  • 4. Collaboratively sketch the interactions-­‐  Use  collabora4ve  design   sessions  (like   collabora4ve  sketching)   as  oKen  as  you  can–  try   to  include  both  users   and  developers  while   sketching  -­‐  Sketch  interac4ons,  not   user  stories  
  • 5. Validate key design guidelines with mockupsHi-­‐fi  mockups  can  help,  but,  for  limited  purposes:  -­‐  To  establish  UI   paQerns  for  global   naviga4on  elements   early  in  the  project  -­‐  As  a  basis  for   valida4ng  UI   architecture  -­‐  Assessing  the  need  for   Let’s not get too attached to visual  assets   this thing though!
  • 6. Do RITE with lo-fi prototypes to keep up!-­‐  Quickly  steer  away   Tools that do the trick from  high  fidelity   prototyping  to   enable  Rapid   Itera4ve  Tes4ng  and   Evalua4on  of  design  -­‐  The  only  design  that   maQers  from  now   on  is  the  one  in  the   real  product!      
  • 7. Get religious about usability testing-­‐  You  only  need  3-­‐5  people   tes4ng  every  itera4on  -­‐  Hallway  tes4ng,  guerilla   tes4ng,  remote  tes4ng,     anything  is  beQer  than   nothing  -­‐  Broadcast  usability  test   session  recordings  and   results  to  the  team  –   upload  videos  and  results   for  offshore  teams  to  see  
  • 8. Practice Pull – with team and with usersq  Design decisions made between q  Designs built designers and collaboratively stakeholders with users and developersq  Mockups that are difficult to q  Designs that are update easy to updateq  Tolerance to q  Usability testing lack of usability becomes a testing cultureq  Visual design q  Visual design show cases too elements early in the layered in at project the right time