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Su-LaineYeo Brodsky
UX Designer
We’re Doing What,When?
Incorporating UX Design Into
Agile
2000: Usability specialist
2005: Interaction designer
2015: User experience designer
UX/UI designer
Participate,
please!
User-centered design
Why have one and only one
application be accessible from
the Lock screen?
–Jakob Nielsen
Nielsen Norman Group
“Agile's biggest threat to system
quality stems from the fact that it's
a method proposed by
programmers and mainly
addresses the implementation side
of system development.”
CHALLENGE #1
WHEN TO DESIGN?
Background image: Dereckson CC-BY-3.0 via Wikimedia Commons
Some Terminology
• Iteration: An idea that the designer captures in a drawing or
using a prototyping tool. Created quickly, e.g. in an hour.
• UI specification: A document or annotated prototype that
indicates how the product should look or behave. Not evil.
The “textbook” approach
• The entire team works on the
same set of user stories at the
same time
• There is little or no upfront
design time before
development sprints begin
Time for research and
design is compressed
–Kristen Johansen Senior Manager, User Experience Citrix
“When the UX wasn’t worked out ahead of time,
you’d see arguments in the middle of the sprint
with accusations from the developers that the
scope was being expanded because their idea of
how the feature was going to work when they
estimated it in sprint planning was different than
the designer’s.”
Sprint Zero: Rough Design Up-Front
Staggered Sprints: Designer Works 1-2
Iterations Ahead
Alternative: Parallel track for design work
Week 1 Week 2 Week 3
Design
walkthrough
#1 #3#2
Design
ready to
implement
Conversations throughout the process
Week 2 Week 3
Design
walkthrough
#1 #3#2
Design
ready to
implement
Week 11
Conversations throughout the process
CHALLENGE #2:
CREATING COHESIVE DESIGN
–Dave Malouf
“What is the poster
child of software and
product design success
today?… NOT done in
Agile. Could never have
succeeded as Agile…
We need THOUGHT
and Vision and
Innovation. NOT
Expediency.”
One user story for design
→ Multiple user stories
for implementation
Design for multiple iterations
Consider organizing
sprints by fidelity
Early sprints = lower fidelity
Later sprints = higher fidelity
How to survive low-fidelity design
QA
• Automate testing
• Focus early testing
on business logic,
scalability,
performance - not
superficial UI
Documentation
• Focus early on
planning, outlining,
and indexing
• Omit unnecessary
detail
• Minimize repetition
• Use screenshots
sparingly
Development
• Design code to
be refactored
• Separate
language strings
• Use low-fidelity
placeholders for
artwork
Consider a mid-project sprint to
clarify design vision
Develop a style guide
CHALLENGE #3:
GETTING USER FEEDBACK
You love
seeing this
(before the
sprint is
complete)
(in a user test)
Line up users in
advance.
Start before you
feel ready.
“Three users every Thursday”
Test whatever
is ready each
week
Usability test &
ask research
questions
Sit down with
one user at a
time for 30 - 60
minutes
Online usability
testing services
(pretty good)
usertesting.com
fivesecondtest.com
Hallway testing
(cheap, better than
nothing)
Image: rekre89 CC BY 2.0
Sprint n
Design
walkthrough
#1
Design
ready to
implement
Sprint n +1
Code
complete
and tested
Best time for
usability testing
Second-best time for
usability testing
CHALLENGE #4:
CHANGE MANAGEMENT & COMMUNICATION
We’re Doing What, When? Incorporating UX Design Into Agile
What makes sense to change?
• Issues from user feedback
• Consistency issues
• Spec housekeeping: typos, etc.
• Under-specified edge cases
• Text strings
• Logic for disabling controls
• Progress feedback
• Defaults
• Feasibility problems
CC BY 2.0, Kurtis Garbutt
How should we decide what to
change?
• Who should make the call
on whether to accept a
proposed design change?
• How do you choose
between change requests
and bug fixes?
CC BY-NC-ND 2.0, Joel Kiraly
Communicating Change is Hard
What are we building?
What has recently changed?
A managed change scenario
1. Initial design process
2. Change request is made
3. Change Control Board reviews the
change
4. Designer communicates the
change
CC BY-ND 2.0, Daniele Vico
Step 2: Change request is made
1. Person requesting the change
brings it up with the designer.
2. Proposer and designer pre-screen
the request. 
3. Designer describes the change
outside of the official spec and
sends it in an email or ticket to the
Change Control Board
“Nobody is using the
Snooze feature
because the snooze
option is off by
default”
Highlighting Changes
Highlight
changes with
red
Step 3: Change is reviewed
Where:
• Silence-implies-
consent
• Email/Defect
Tracking System
• Meeting
What:
• Who requested
the change, and
rationale
• Focus on future
risk/benefit
Who:
• Product
owner, not
designer,
should
make Go/
No Go call
Step 4: Communicating changes
1. Log: Project manager can keep a
log of change requests
2. Highlight: Designer updates and
highlights the official spec
3. Archive: Designer updates the
spec version number and archives
the previous version 
SUMMARY: TWEAKING AGILE
Ideas to challenge
• That working software is the only
measure of progress
• That everyone on the team must
work on the same set of user
stories at the same time
• That only customers, not users,
matter (or that customers and
users are always the same)
Ideas designers love
• Frequent customer feedback
• Retrospectives & continuous
learning
• Stuff getting built
Presenter:
Su-Laine Yeo Brodsky
www.sulainebrodsky.com
Thank you!
Further Reading:
• Agile Development that Incorporates User
Experience Best Practices by Chris Nodder
and Jakob Nielsen, www.nngroup.com
• Lean UX: Applying Lean Principles to Improve
User Experience by Jeff Gothelf and Josh
Seiden
• Software Project Survival Guide by Steve
McConnell www.construx.com
@sulaineyeo

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We’re Doing What, When? Incorporating UX Design Into Agile

  • 1. Su-LaineYeo Brodsky UX Designer We’re Doing What,When? Incorporating UX Design Into Agile
  • 2. 2000: Usability specialist 2005: Interaction designer 2015: User experience designer UX/UI designer
  • 4. User-centered design Why have one and only one application be accessible from the Lock screen?
  • 5. –Jakob Nielsen Nielsen Norman Group “Agile's biggest threat to system quality stems from the fact that it's a method proposed by programmers and mainly addresses the implementation side of system development.”
  • 6. CHALLENGE #1 WHEN TO DESIGN? Background image: Dereckson CC-BY-3.0 via Wikimedia Commons
  • 7. Some Terminology • Iteration: An idea that the designer captures in a drawing or using a prototyping tool. Created quickly, e.g. in an hour. • UI specification: A document or annotated prototype that indicates how the product should look or behave. Not evil.
  • 8. The “textbook” approach • The entire team works on the same set of user stories at the same time • There is little or no upfront design time before development sprints begin
  • 9. Time for research and design is compressed
  • 10. –Kristen Johansen Senior Manager, User Experience Citrix “When the UX wasn’t worked out ahead of time, you’d see arguments in the middle of the sprint with accusations from the developers that the scope was being expanded because their idea of how the feature was going to work when they estimated it in sprint planning was different than the designer’s.”
  • 11. Sprint Zero: Rough Design Up-Front Staggered Sprints: Designer Works 1-2 Iterations Ahead Alternative: Parallel track for design work
  • 12. Week 1 Week 2 Week 3 Design walkthrough #1 #3#2 Design ready to implement Conversations throughout the process
  • 13. Week 2 Week 3 Design walkthrough #1 #3#2 Design ready to implement Week 11 Conversations throughout the process
  • 15. –Dave Malouf “What is the poster child of software and product design success today?… NOT done in Agile. Could never have succeeded as Agile… We need THOUGHT and Vision and Innovation. NOT Expediency.”
  • 16. One user story for design → Multiple user stories for implementation
  • 17. Design for multiple iterations
  • 18. Consider organizing sprints by fidelity Early sprints = lower fidelity Later sprints = higher fidelity
  • 19. How to survive low-fidelity design QA • Automate testing • Focus early testing on business logic, scalability, performance - not superficial UI Documentation • Focus early on planning, outlining, and indexing • Omit unnecessary detail • Minimize repetition • Use screenshots sparingly Development • Design code to be refactored • Separate language strings • Use low-fidelity placeholders for artwork
  • 20. Consider a mid-project sprint to clarify design vision
  • 23. You love seeing this (before the sprint is complete) (in a user test)
  • 24. Line up users in advance. Start before you feel ready.
  • 25. “Three users every Thursday” Test whatever is ready each week Usability test & ask research questions Sit down with one user at a time for 30 - 60 minutes
  • 26. Online usability testing services (pretty good) usertesting.com fivesecondtest.com
  • 27. Hallway testing (cheap, better than nothing) Image: rekre89 CC BY 2.0
  • 28. Sprint n Design walkthrough #1 Design ready to implement Sprint n +1 Code complete and tested Best time for usability testing Second-best time for usability testing
  • 31. What makes sense to change? • Issues from user feedback • Consistency issues • Spec housekeeping: typos, etc. • Under-specified edge cases • Text strings • Logic for disabling controls • Progress feedback • Defaults • Feasibility problems CC BY 2.0, Kurtis Garbutt
  • 32. How should we decide what to change? • Who should make the call on whether to accept a proposed design change? • How do you choose between change requests and bug fixes? CC BY-NC-ND 2.0, Joel Kiraly
  • 33. Communicating Change is Hard What are we building? What has recently changed?
  • 34. A managed change scenario 1. Initial design process 2. Change request is made 3. Change Control Board reviews the change 4. Designer communicates the change CC BY-ND 2.0, Daniele Vico
  • 35. Step 2: Change request is made 1. Person requesting the change brings it up with the designer. 2. Proposer and designer pre-screen the request.  3. Designer describes the change outside of the official spec and sends it in an email or ticket to the Change Control Board “Nobody is using the Snooze feature because the snooze option is off by default”
  • 37. Step 3: Change is reviewed Where: • Silence-implies- consent • Email/Defect Tracking System • Meeting What: • Who requested the change, and rationale • Focus on future risk/benefit Who: • Product owner, not designer, should make Go/ No Go call
  • 38. Step 4: Communicating changes 1. Log: Project manager can keep a log of change requests 2. Highlight: Designer updates and highlights the official spec 3. Archive: Designer updates the spec version number and archives the previous version 
  • 40. Ideas to challenge • That working software is the only measure of progress • That everyone on the team must work on the same set of user stories at the same time • That only customers, not users, matter (or that customers and users are always the same) Ideas designers love • Frequent customer feedback • Retrospectives & continuous learning • Stuff getting built
  • 41. Presenter: Su-Laine Yeo Brodsky www.sulainebrodsky.com Thank you! Further Reading: • Agile Development that Incorporates User Experience Best Practices by Chris Nodder and Jakob Nielsen, www.nngroup.com • Lean UX: Applying Lean Principles to Improve User Experience by Jeff Gothelf and Josh Seiden • Software Project Survival Guide by Steve McConnell www.construx.com @sulaineyeo