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There’s more than one way to skin a
cat
Integrating UX into an Agile environment
Jon Innes
Janice James
Kate Walton
July 9-12, 2013
Agile: The basic concept
Product
Backlog
Sprint
Backlog
Potentially
Shippable
Product
Increment
Daily Scrum
Meeting
24
hrs
2-4
week
Sprint
Image from: http://www.mountaingoatsoftware.com/
July 9-12, 20132
Lean UX
Based on image from Janice Fraser http://www.slideshare.net/clevergirl /
July 9-12, 20133
How Agile can you go?
http://www.worldrecordacademy.com/society/img/101874_lowest_limbo_Shemika_Charles.jpg
July 9-12, 20134
Don’t worry—No cats were harmed!
Image from: http://justcatsonline.com/
July 9-12, 20135
Large Government
Agency employing
>10,000 employees
Many employees
telecommute full-time
or 1 day/week
July 9-12, 20136
Janice’s Company
Image from: http://dictionary.reference.com
Project
Designing a complex web application, integrating 3 internal and 3 external primary systems supported by other
systems
Distributed teams
Internal teams representing multiple business units
5 contract firms, each with its own Project Manager(s)
Content Management System
Web and Business Services
Reporting Management
User Interface Design and Development
6 User Interface Designers and Interaction Designers
1 Graphic Designer
6 Developers
Interaction designers primarily work remotely
Agile Environment
3-week Sprints
Interaction designers work 1-2 sprints ahead
July 9-12, 20137
The Project
Complex Application
Image from: www.carlosdinares.com
3-week Sprints
Distributed teams
Internal teams
representing multiple
business units
External teams
consisting of 4-5
contract firms
UX team
8
Agile / UX Process
Image from: www. prince2msp.com
UX Process
1-2 Sprints Ahead
Wireframes to illustrate concepts
Interviews and feedback sessions with users 2x/wk, 2 hrs each
Iterate designs
Write user stories for agreed upon designs
1 Sprint Ahead
Final details of wireframes
Review user stories formally with business architects and all technical
teams
Refine if necessary
Conduct usability testing 2x/quarter
Meet weekly and as needed with UI developers to review designs,
evaluate for risks and effort
Meet weekly with Visual Designer
Agile / UX Process
9 July 9-12, 2013
The UI team drives the design
Steady flow of user research
means fewer assumptions
Usability testing facilitates
improved process of fixing
problems
Rotation of users provides a
good sampling
Working remotely means
increased focus and
productivity
The Good . . .
10
Image from: www.snookerbacker.com
Working remotely means
Less in-person interaction
with UI developers
Lots of meetings (in
addition to typical Agile
meetings)
Juggling usability testing
during other in-Sprint
research and design
activities is difficult
July 9-12, 201311
. . . And the bad
Image from: www.sodahead.com
July 9-12, 201312
Takeaways
UX within Agile is an evolving
process—not necessarily a bad
thing
Sprint Zero is an opportune time
User Research
Agile training
Communication plans
Communication within teams and
across teams is key
Be creative in delegation of
responsibilities to allow for more
user research Image from: www.momastery.com
Product and service provider to
the oil industry
<72,000 employees in > 80
countries
Broad range of end-users from
engineers to field operators
Kate’s Company
13 July 9-12, 2013
Two separate applications which are different in:
Objectives
End-user populations
Technical Platforms
Large, highly complex applications
Engineering Tool (4 years)
Process assurance tool (4 years)
2 independent, parallel timelines with shared resources;
working on the projects simultaneously
26% of the team is offshore
The Projects
14 July 9-12, 2013
Agile / UX Process
15 July 9-12, 2013
Very typical agile process in many regards
UX efforts are split between researching and
designing for future sprints and supporting the
current sprint
Atypical aspects
Amount of effort spent during the sprint
Last minute negotiations with development
Redesigns
Interim feedback and testing
UX sign-off on user stories
Detailed UX specifications
Image from: www.fourseasonsamusements.com
July 9-12, 201316
UX Specification Example
Pros
UX team is a balanced partner
within the team
In the trenches with the team
every day – reactive and
responsive to changing needs
Assurance that the design is
followed through to the
implementation
The Good . . .
17 July 9-12, 2013
Image from: www.smartfreightware.com
Cons
Unable to perform as much usability research as
needed
July 9-12, 201318
. . . And the bad
No typical agile environment; No
typical UX fit within the agile
environment
Some aspects of the project will force
the shape that UX takes
Some things you can work to change;
some things you have to accept
The most important success factor of
our environment is that we assess and
iterate on the process
Next iteration involves ‘mini-
sabbaticals’
Takeaways
19 July 9-12, 2013
Image from: www.mondolithic.com
Early stage startup, with series A funding (some cash)
Team meets the “two pizza size” rule limit
Everyone is in the same physical location
Founders have good sense of customer needs
Everyone believes that user experience is critical
Some of them know what UX means!
Just trying to figure out what how to do things right
Jon’s Company
20 July 9-12, 2013
Evolve web based application to expand user base
Existing visual design defined by external agency
Goal is to add and refine features based on:
Backlog of ideas from founders
Competitive analysis by Product Owner
Feedback from prior user studies
Founders had talked to users, but rather informal
The Project
21 July 9-12, 2013
Scrum with only minor modifications
Two week sprints
UX driven modifications to Scrum
“Feature toggles” used to try for continuous delivery
Basic visual style of site defined, but still evolving
Team reviews product backlog a sprint ahead
All user stories evaluated for UX risk & effort
UX tasks split into 2 phases
Sprint ahead: Wireframes/mockups as “light specs”
In Sprint: Detailed design & user testing
Agile / UX Process
22 July 9-12, 2013
Stories move from commit to delivery in about a
month
Regular user feedback cadence established
Remote or in person testing of designs
Clearly defined definition of done for UX
Team agrees on design hypothesis in sprint planning
Highly collaborative process
The Good . . .
23 July 9-12, 2013
Big picture assumptions often go unexamined
Balancing sprint ahead vs. in sprint work is tough
Have to plan studies during sprint ahead, run next sprint
Research work can impact detailed design time
Sometimes design epics are hard to fit into sprints
Beware the never ending story!
Hard to avoid reworking stuff during detailed design
This makes it hard to make big changes
Prototyping is done in real code =$$$
July 9-12, 201324
. . . And the bad
Have a solid product vision & backlog
Don’t know who you are designing for? Don’t sprint!
Use story mapping & design charrettes to focus team
Consider “sprint sabbaticals” for big picture UX work
Once sprinting, it’s hard to change design direction
Doing any research away from team is hard in a sprint
Track UX metrics to keep score as you go
How many users have you interacted with?
Can users complete the stories/tasks as expected?
Are users satisfied with what is delivered?
Takeaways
25 July 9-12, 2013
UX Metrics: http://boxesandarrows.com/integrating-ux-into-the-product-backlog/
Discussion
July 9-12, 201326

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Integrating UX into an Agile Process

  • 1. There’s more than one way to skin a cat Integrating UX into an Agile environment Jon Innes Janice James Kate Walton July 9-12, 2013
  • 2. Agile: The basic concept Product Backlog Sprint Backlog Potentially Shippable Product Increment Daily Scrum Meeting 24 hrs 2-4 week Sprint Image from: http://www.mountaingoatsoftware.com/ July 9-12, 20132
  • 3. Lean UX Based on image from Janice Fraser http://www.slideshare.net/clevergirl / July 9-12, 20133
  • 4. How Agile can you go? http://www.worldrecordacademy.com/society/img/101874_lowest_limbo_Shemika_Charles.jpg July 9-12, 20134
  • 5. Don’t worry—No cats were harmed! Image from: http://justcatsonline.com/ July 9-12, 20135
  • 6. Large Government Agency employing >10,000 employees Many employees telecommute full-time or 1 day/week July 9-12, 20136 Janice’s Company Image from: http://dictionary.reference.com
  • 7. Project Designing a complex web application, integrating 3 internal and 3 external primary systems supported by other systems Distributed teams Internal teams representing multiple business units 5 contract firms, each with its own Project Manager(s) Content Management System Web and Business Services Reporting Management User Interface Design and Development 6 User Interface Designers and Interaction Designers 1 Graphic Designer 6 Developers Interaction designers primarily work remotely Agile Environment 3-week Sprints Interaction designers work 1-2 sprints ahead July 9-12, 20137 The Project Complex Application Image from: www.carlosdinares.com
  • 8. 3-week Sprints Distributed teams Internal teams representing multiple business units External teams consisting of 4-5 contract firms UX team 8 Agile / UX Process Image from: www. prince2msp.com
  • 9. UX Process 1-2 Sprints Ahead Wireframes to illustrate concepts Interviews and feedback sessions with users 2x/wk, 2 hrs each Iterate designs Write user stories for agreed upon designs 1 Sprint Ahead Final details of wireframes Review user stories formally with business architects and all technical teams Refine if necessary Conduct usability testing 2x/quarter Meet weekly and as needed with UI developers to review designs, evaluate for risks and effort Meet weekly with Visual Designer Agile / UX Process 9 July 9-12, 2013
  • 10. The UI team drives the design Steady flow of user research means fewer assumptions Usability testing facilitates improved process of fixing problems Rotation of users provides a good sampling Working remotely means increased focus and productivity The Good . . . 10 Image from: www.snookerbacker.com
  • 11. Working remotely means Less in-person interaction with UI developers Lots of meetings (in addition to typical Agile meetings) Juggling usability testing during other in-Sprint research and design activities is difficult July 9-12, 201311 . . . And the bad Image from: www.sodahead.com
  • 12. July 9-12, 201312 Takeaways UX within Agile is an evolving process—not necessarily a bad thing Sprint Zero is an opportune time User Research Agile training Communication plans Communication within teams and across teams is key Be creative in delegation of responsibilities to allow for more user research Image from: www.momastery.com
  • 13. Product and service provider to the oil industry <72,000 employees in > 80 countries Broad range of end-users from engineers to field operators Kate’s Company 13 July 9-12, 2013
  • 14. Two separate applications which are different in: Objectives End-user populations Technical Platforms Large, highly complex applications Engineering Tool (4 years) Process assurance tool (4 years) 2 independent, parallel timelines with shared resources; working on the projects simultaneously 26% of the team is offshore The Projects 14 July 9-12, 2013
  • 15. Agile / UX Process 15 July 9-12, 2013 Very typical agile process in many regards UX efforts are split between researching and designing for future sprints and supporting the current sprint Atypical aspects Amount of effort spent during the sprint Last minute negotiations with development Redesigns Interim feedback and testing UX sign-off on user stories Detailed UX specifications Image from: www.fourseasonsamusements.com
  • 16. July 9-12, 201316 UX Specification Example
  • 17. Pros UX team is a balanced partner within the team In the trenches with the team every day – reactive and responsive to changing needs Assurance that the design is followed through to the implementation The Good . . . 17 July 9-12, 2013 Image from: www.smartfreightware.com
  • 18. Cons Unable to perform as much usability research as needed July 9-12, 201318 . . . And the bad
  • 19. No typical agile environment; No typical UX fit within the agile environment Some aspects of the project will force the shape that UX takes Some things you can work to change; some things you have to accept The most important success factor of our environment is that we assess and iterate on the process Next iteration involves ‘mini- sabbaticals’ Takeaways 19 July 9-12, 2013 Image from: www.mondolithic.com
  • 20. Early stage startup, with series A funding (some cash) Team meets the “two pizza size” rule limit Everyone is in the same physical location Founders have good sense of customer needs Everyone believes that user experience is critical Some of them know what UX means! Just trying to figure out what how to do things right Jon’s Company 20 July 9-12, 2013
  • 21. Evolve web based application to expand user base Existing visual design defined by external agency Goal is to add and refine features based on: Backlog of ideas from founders Competitive analysis by Product Owner Feedback from prior user studies Founders had talked to users, but rather informal The Project 21 July 9-12, 2013
  • 22. Scrum with only minor modifications Two week sprints UX driven modifications to Scrum “Feature toggles” used to try for continuous delivery Basic visual style of site defined, but still evolving Team reviews product backlog a sprint ahead All user stories evaluated for UX risk & effort UX tasks split into 2 phases Sprint ahead: Wireframes/mockups as “light specs” In Sprint: Detailed design & user testing Agile / UX Process 22 July 9-12, 2013
  • 23. Stories move from commit to delivery in about a month Regular user feedback cadence established Remote or in person testing of designs Clearly defined definition of done for UX Team agrees on design hypothesis in sprint planning Highly collaborative process The Good . . . 23 July 9-12, 2013
  • 24. Big picture assumptions often go unexamined Balancing sprint ahead vs. in sprint work is tough Have to plan studies during sprint ahead, run next sprint Research work can impact detailed design time Sometimes design epics are hard to fit into sprints Beware the never ending story! Hard to avoid reworking stuff during detailed design This makes it hard to make big changes Prototyping is done in real code =$$$ July 9-12, 201324 . . . And the bad
  • 25. Have a solid product vision & backlog Don’t know who you are designing for? Don’t sprint! Use story mapping & design charrettes to focus team Consider “sprint sabbaticals” for big picture UX work Once sprinting, it’s hard to change design direction Doing any research away from team is hard in a sprint Track UX metrics to keep score as you go How many users have you interacted with? Can users complete the stories/tasks as expected? Are users satisfied with what is delivered? Takeaways 25 July 9-12, 2013 UX Metrics: http://boxesandarrows.com/integrating-ux-into-the-product-backlog/