Agile UX In Real Life - Lessons Learned

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This talk is for anyone interested in achieving "the best of both worlds" with agile development and user-centered design.

I also intend to address the concerns of skeptical UX professionals who think of agile as simply the latest industry buzzword, and wonder how the turmoil of disrupting tried and tested work practices could possibly improve the process and quality of the results.

I share some practical advice based on my own experiences working in an agile environment and share some of the insights culled from our interest group of practitioners in Switzerland.

I address questions such as:

* What needs to be in place at the start of an agile software project to achieve a successful outcome ("iteration zero")?
* Should a UX designer act as Product Owner in agile ("UXPO")?
* How to best integrate user research in agile development?
* What are the challenges and solutions for collaborating effectively within a multi-disciplinary agile team?

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Agile UX In Real Life - Lessons Learned

  1. (P)LESSONS LEARNED(P)HILIPP SCHRÖDERAGILE UX IN REAL LIFE15.5.2013
  2. ➡ Individuals and interactions over processesand tools➡ Working software over comprehensivedocumentation➡ Customer collaboration over contractnegotiation➡ Responding to change over following a planAGILE MANIFESTOHTTP://AGILEMANIFESTO.ORG/
  3. 1 ITERATION = 1 SPRINT = 1 TO 3 WEEKSITERATIVE DEVELOPMENT(SCRUM PROCESS)24hrsSprint planning End of projectSprint reviewSprintretrospectiveProduct Backlog DevelopmentGoal achieved /money run down
  4. WATERFALL VERSUS AGILEWaterfallDevelopmentModelAgileDevelopmentModelAnalysisDesignProgrammingTestingTimeHandover Handover Handoveri1APDTTimei2APDTi3APDTi4APDTi5APDTInspect Inspect Inspect InspectAdaptAdaptInspectAdapt Adapt
  5. A way to improve efficiency & effectiveness➡ Keeping focus on (customer) value➡ Removing non valuable activities(e.g. excessive documentation)➡ Optimizing the workflow & information flowto achieve the shared goal (cf. Kanban)➡ Attention to symptoms of overburden(work with a sustainable pace)LEAN THINKING
  6. Visual DesignSite ObjectivesUser NeedsContentRequirementsFunctionalSpecificationsInteractionDesignInformationArchitectureInformation DesignNavigation DesignInterface DesignConcrete CompletionConceptionAbstracttimeSurfaceSkeletonStructureScopeStrategyConcrete CompletionConceptionAbstracttimeHTTP://WWW.JJG.NET/ELEMENTS/THE ELEMENTS OF USEREXPERIENCESurface: Design the visualpresentation of user interfaceSkeleton: Design thearrangement and contents ofindividual screens; navigationStructure: Define theinformation architecture of theuser interfaceScope: Narrow down therequirements for features andcontentStrategy: Gather businessgoals and user needs
  7. Visual DesignSite ObjectivesUser NeedsContentRequirementsFunctionalSpecificationsInteractionDesignInformationArchitectureInformation DesignNavigation DesignInterface DesignConcrete CompletionConceptionAbstracttimeHTTP://WWW.JJG.NET/ELEMENTS/THE ELEMENTS OF USEREXPERIENCEUser Needs &Business GoalsObserveBoth!
  8. My personal favorites...BENEFITS OF AGILE
  9. Agile can shorten the time from idea to delivery➡ Fast delivery (an increment of workingsoftware each iteration)➡ Focus (focus on business value, importantfeatures first, less waste)➡ Informed decisions (decide in the latestresponsible moment)TIME TO MARKET
  10. IMAGE: CC BY SA CHARLIE LLEWELLIN ON FLICKRSUSTAINABLE PACEThe iterative process facilitates working at a regular pace.The pace of last iterations can guide the target for the next iteration.The agile principles enable flow, a state of focussed concentration.
  11. SCRUM PROCESSJANICE FRASERS UX CYCLESUXCYCLESAGILEDEVELOPMENTCOMMON GROUND:WORKING ITERATIVELYTHINKGenerative Research,Ideation,Test Results,Competitive Analysis MAKESketches,Wireframes,Mockups,Prototypes,Deployed CodeEVALUATEFeedback,Site Analytics,Usability TestingPlanning EndReviewRetrospectiveBacklog Development
  12. Sometimes referred to as “iteration zero”WHAT NEEDS TO BE IN PLACE ATTHE START OF ITERATION ONE?
  13. An UX practitioner’s answer:➡ The (design) strategy➡ Business requirements➡ User research➡ Personas, scenarios➡ ... yaddi yaddi yadda ...➡ And a design frameworkBigDesignUp FrontWHAT NEEDS TO BE IN PLACE ATTHE START OF DEVELOPMENT?
  14. An agile practitioner’s answer:➡ A product vision➡ A prioritized product backlog➡ A product owner➡ A development teamWHAT NEEDS TO BE IN PLACE ATTHE START OF ITERATION ONE?Inspect&Adapt
  15. AGILE PROJECT CHARTERDON’T OBSESS ABOUT THE BIGPICTURE, GET A COMPASS.Business goal 1Business goalsSuccess criteriaUsers / customer valueTeam / rolesWorking agreementsProject context...➡ How do we know we are successful?➡ Who are our users? What is the value for them?➡ Clarify expectations about the roles in the team.➡ Jointly define operational guidelines (Definition of Done, ...)➡ Clarify interfaces to parties involved in the project➡ Adjust / add as neededProject titleBusiness goal 2 Business goal 3HowWhyUse agile chartering to map out the territory
  16. How to best integrate user research in agiledevelopment?USER RESEARCH ANDTHE AGILE FEEDBACK LOOP
  17. LOTS OF OPPORTUNITIES FORRESEARCH & CO-DESIGNProduct OwnerDevelopersUX ResearcherCustomerService RepUsersMON TUE WED THU FRI MON TUE WED THU FRI●●●●●●●●●●●●●●○ ○ ○ ○ ○ ○ ○ ○
  18. SHOULD A UX DESIGNER ACT ASPRODUCT OWNER IN AGILE(“UXPO”)?
  19. THE AGILE PRODUCT OWNERDomainexpertiseBusiness User-centeredDesignTechnology
  20. PO TEAM- Focus on the “what” /problem space- Who is our customer andwhat is a problem that isworth solving?- Leverages user researchmethods (cf. Lean startup:customer development)THE PO TEAM / DEV TEAM COMBODEVELOPMENT TEAM- Focus on the “how” /solution space- Figures out how to bestsolve the defined problem- Leverages agiledevelopment principlesRelieving the "PO as a bottleneck" problemclose collaboration /collaborative design
  21. COLLABORATING IN AMULTI-DISCIPLINARY AGILE TEAM
  22. COMMUNICATE LIGHT, VISIBLY &COLLABORATE ACROSS ROLES
  23. HTTP://STYLETIL.ES/STYLE TILES FINAL SITEITERATE VISUAL LANGUAGE IN ALIGHTWEIGHT WAY
  24. LIVE STYLE GUIDEBUILD A MODULAR DESIGN.CONTINUALLY REFINE & REFACTOR.
  25. My personal take on it➡ Good profits and repeat business requireshappy and loyal customers➡ Happy and loyal customers require products /services with great user experience➡ Great software requires great collaborationduring product development (cf. Conways Law)TAKE AWAY:COLLABORATION IS KEY
  26. (P)WWW.VISUALPUN.CHPS@VISUALPUN.CH(P)HILIPP SCHRÖDERMERCI!

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