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10 Lessons Learned from Integrating Interaction Design and Agile Development

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Presentation at Agile 2013 Conference in Nashville, US.

Presentation at Agile 2013 Conference in Nashville, US.

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    10 Lessons Learned from Integrating Interaction Design and Agile Development 10 Lessons Learned from Integrating Interaction Design and Agile Development Presentation Transcript

    • 10 Lessons Learned from Integrating Interaction Design and Agile Development Tiago Silva da Silva (@tiagosdasilva) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13
    • 10 Lessons Learned from Integrating Interaction Design and Agile Development Tiago Silva da Silva (@tiagosdasilva) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13
    • Tiago Silva da Silva Frank Maurer Milene Silveira Wednesday, 7 August, 13
    • Agile from the IxD standpoint Agile has openly declared that it is opposed to big design upfront, which sounds like a criticism of design As a result, many Designers go into defensive mode, believing that design will be compromised Wednesday, 7 August, 13
    • IxD from the Agile developer standpoint Developers go into a defensive mode because they think Designers spend too much time designing up front Wednesday, 7 August, 13
    • Agile vs. Interaction Design • Different approaches with regards to the allocation of resources in a project • Iterative • People (customer/user) centered design Wednesday, 7 August, 13
    • Goal To present lessons learned during the construction of a framework for integrating Interaction Design and Agile Development Wednesday, 7 August, 13
    • Role Individuals Project Manager/ Scrum Master 1 Product Owner 1 Technical Leader 1 Developer 2 Tester 2 Interaction Designer (shared) 1 Role IndividualsIndividuals Business Owner 1 1 Product Leader/ Product Owner 1 1 Scrum Master 1 1 Developer 4 6 Tester 1 1 SEO 1 1 Interaction Designer 1 1 Graphical Designer 1 -- Multiple-case study C1 C2 Research Method PA PB Wednesday, 7 August, 13
    • • Data collection • Observations • Interviews • Data Analysis • Open and Focused Coding Research Method Multiple-case study Wednesday, 7 August, 13
    • Wednesday, 7 August, 13
    • Wednesday, 7 August, 13
    • “We don't have much time to work up front.Then we try to do at least something up front, and it seems to be working” [C2-UXB] “We have a Sprint 0, pre-production” [C2-PLA] “We don’t need to design everything up front” [C1-UX] Wednesday, 7 August, 13
    • Wednesday, 7 August, 13
    • “It’s tricky to UX people to code” [C1-UX] “Once the product is defined, I prototype it in two or three weeks. Paper prototype to communicate between us and some HTML to present to directors.” [C2-UXB] Wednesday, 7 August, 13
    • Wednesday, 7 August, 13
    • “Internal studies... new people and old people from inside the Company (...) With real users just at the final stages of the project.” [C1-UX] “As we have a set of users (database of volunteers), we can call them and carry out some focus groups.We have 4 different personas with them.” [C2-UXB] Wednesday, 7 August, 13
    • Wednesday, 7 August, 13
    • “We put UX criteria as acceptance criteria at the User Stories, or we reference the behavior of the interface in a sequence of wireframes.” [C2-UXA] Wednesday, 7 August, 13
    • Wednesday, 7 August, 13
    • “We perform some experts evaluations, peer review.” [C1-UX] Wednesday, 7 August, 13
    • Wednesday, 7 August, 13
    • “We should work at least one sprint ahead of the development team.” [C1-UX] “Me and UX work one sprint ahead of the rest of the team.” [C2-PLA] Wednesday, 7 August, 13
    • 10 Lessons Learned Wednesday, 7 August, 13
    • 1 Use Sprint 0 to Research and Design something upfront. Wednesday, 7 August, 13
    • 1 Use Sprint 0 to Research and Design something upfront. Collaborative Discover Wednesday, 7 August, 13
    • 2 Prototype and evaluate iteratively, regardless of the chosen technique or tool. Wednesday, 7 August, 13
    • Paper prototyping might not be so efficient, mainly when the teams are distributed. 3 Wednesday, 7 August, 13
    • 4 Use lo-fi prototypes, but digital ones rather than on paper. It depends on the Designer’s skills/background. Wednesday, 7 August, 13
    • 5 Lo-fi prototypes frequently help to improve the communication between the development team and Designers. However, sometimes they are not sufficient to communicate design decisions to stakeholders. Wednesday, 7 August, 13
    • 6 Perform user testing with internal users. This is a reasonable practice, but keep in mind that they may not be your end users (potential problems). Wednesday, 7 August, 13
    • 7 Keep a database of ‘design partners’, which consists of having a database of potential users who are partners available to carry out user testing. Wednesday, 7 August, 13
    • 8 Set UX issues as acceptance criteria in the User Stories, preferably enriched with prototypes. Wednesday, 7 August, 13
    • 9 Evaluate iteratively, pairing with other Designers, Developers and Business Analysts. Wednesday, 7 August, 13
    • 10 Design one sprint ahead of the development team but be always available to clarify Developers’ doubts. Wednesday, 7 August, 13
    • Conclusion Conclusion Limitations Future Work Wednesday, 7 August, 13
    • Conclusion Conclusion Limitations Future Work Wednesday, 7 August, 13
    • Thank you Wednesday, 7 August, 13
    • 10 Lessons Learned from Integrating Interaction Design and Agile Development Tiago Silva da Silva (@tiagosdasilva) (silvadasilva@usp.br) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13