Are Agile Projects Doomed to Half-Baked Design?

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  • + theinfonaut theinfonaut 10 months ago
    Now with audio. I’ll have to sync it up at a later date.
  • + theinfonaut theinfonaut 2 years ago
    The title of this slide is a question, not a statement, so it can’t be true or false! None the less I’m glad it intrigued you enough to comment. Thanks also kaa and kapil.

  • + maran_g maran_g 2 years ago
    Indeed True

  • + kaa kaa kaa 3 years ago
    this is the ’truth’
  • + kapil Kapil Mohan 3 years ago
    Awe.Some
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Are Agile Projects Doomed to Half-Baked Design? - Presentation Transcript

  1. Are Agile Projects Doomed to Half-Baked Design? Alex Chaffee [email_address] Leslie Chicoine [email_address]
  2. Introduction What is Design What is Coding XP and Agile Programming Agile Design: How to merge Agile processes and design principles Q&A
  3. Web 2.0 = ?
  4. Web 2.0 = play
  5. Web 2.0 = play faster
  6. Design Methods Design
  7. Design Methods Strategy Graphics User Centered Front End Coding User Interface Information Architecture Interactive Interaction Research User Flow Concepts Design
  8. Design Methods I design.
  9. Design Methods Research Thought Modeling Communication Play Re-design I design.
  10. Coding Methods Coding
  11. Coding Methods Model-View-Controller Databases JavaScript Java Debugging CSS Version Control IDEs Research Coding Ruby Design Patterns UML Diagrams Deploying Perl Object-Oriented Design Best Practices Scripting
  12. Coding Methods I code.
  13. Coding Methods I code. Research Thought Modeling Communication Play Re-design
  14. The Big Idea “ Design is finding the problem, not the solution.” —Leslie Chicoine
  15. The hard problems are…
    • people problems
      • (mis-) communication
      • (not enough) feedback
      • (not fully) comprehending constraints
    • process problems
      • deadline and resource management
      • design flexibility in the face of frequent change
    • Where can we find a people-oriented process, and process-oriented people?
    • Extreme Programming is an Agile Process
      • Motto: Embrace Change
      • Other Agile Processes include Scrum, Crystal Clear, Adaptive Software Development, Feature Driven Development, DSDM, Agile Modeling
    XP Defined
    • Extreme Programming is an Agile Process
    • Values
      • Feedback
      • Communication
      • Simplicity
      • Courage
    XP Defined
  16. XP Practices XP Practices Collective Ownership Pairing Continuous Improvement Continuous Integration testing refactoring simple design High code quality
      • Sustainable Pace
      • On-site Customer
        • design by discussion
        • frequent spontaneous
        • working sessions
        • Suggest and agree to process changes
    ” Ask the room” “ Don’t be stupid.” retrospectives Incremental design, development, deployment Weekly demos
    • XP Cycles
      • Rapid Iteration, small releases
      • Frequent planning/design sessions
        • Iteration Planning, Release Planning
        • Break down requirements into stories into tasks
        • Daily Standup
        • Regular All-Hands Retrospectives
      • Frequent (weekly) demos
        • of deployed, 100% functional software
        • real code, real db, real ui, but only some of the stories
        • coders, clients, designers, PMs are all in the room
    XP Cycles
  17. XP Meets Waterfall Design Extreme Programming Waterfall Design
  18. XP Meets Waterfall Design Extreme Programming Waterfall Design
  19. XP Meets Waterfall Design
    • The three things we do in XP that any team should do
      • Weekly demos
      • Daily standups
      • Pairing
    • Caution: May provoke resistance and hostility
    XP Staples
  20. Agile Design Agile Design
  21. Agile Design “ Plans are useless, but planning is indispensable.” -Dwight D. Eisenhower
  22. Agile Design Embracing change Communal design ownership Evolving solutions
  23. Agile Design
  24. Agile Design
  25. Agile Design “ Make it OK for people to challenge an idea or two, the good ideas can withstand it and the weaker ideas fall away and make room for something [better].” -Brad Bird, Writer/Director of the Incredibles
  26. Agile Design “ He’ll take good ideas from wherever they come from.” “He asks you, he wants to know what you think.”
  27. Scales of Design Scales of Design
  28. Scales of Design Concept Business Goals User Tasks / Motivations Site Flow & Wayfinding Supporting Systems Navigation Widgets Global Styles Language Buttons Graphics Fonts Large Scale Small Scale
  29. Scales of Design The Large Scale is tested in the Small Scale. The Small Scale reveals if the Large Scale ideas are solid.
  30. Scales of Design Play faster.
  31. Scales of Design Play faster.
  32. Scales of Design Play faster.
  33. Scales of Design Play faster.
  34. Scales of Design Concept Business Goals User Tasks / Motivations Site Flow & Wayfinding Supporting Systems Navigation Widgets Global Styles Language Buttons Graphics Fonts Large Scale Small Scale
  35. Problems vs. Solutions Problems vs. Solutions
  36. Problems vs. Solutions “ Design is finding the problem, not the solution.”
  37. Problems vs. Solutions Documents as communication space Not as blueprints
  38. Problems vs. Solutions
  39. Problems vs. Solutions
  40. Problems vs. Solutions Expose and flesh out the problems While manage constraints
  41. Problems vs. Solutions Suggest solutions Share the outcome to create buy-in
  42. Open Design Open Design
  43. Open Design Agile demands open: it’s got to be flexible and extensible.
  44. Open Design Expose to create depth .
  45. Scales of Open Design Concept Business Goals User Tasks / Motivations Site Flow & Wayfinding Supporting Systems Navigation Widgets Global Styles Language Buttons Graphics Fonts Large Scale Small Scale
  46. Open Design
  47. Open Design
  48. Open Design
  49. Open Design Small Scale as reflection of Large Scale Design emerges from simple rules
  50. Designers should…
    • Design a week in advance of coding
    • Not make your mockups pixel-perfect
    • Work literally side-by-side with coders when implementing mockups
    • Allow coders to participate in IA/UI design — Especially after the coding has already started
  51. Coders should…
    • Coders should ask designers… or else
      • time is wasted re-working solved issues
      • solutions are implemented that don't work with other parts of the designed system
      • coders make assumptions based on mockups
    • Coders should give frequent live demos… or else
      • designers don't know what parts of the design are/aren't working
      • designers don't know what parts of the design aren't working together
      • coders don't know their code has bugs or needs tweaking
  52. How to integrate with an outside design company?
    • Communication and feedback are naturally more stretched out
    • Some unnatural (or at least un-Agile) barriers are imposed
      • Time and space
      • Signoff procedures
      • Documentation / specs
      • Perfectionism
      • Mistrust
    • Bring them in to your process as much as you can
    • Don’t force them to adapt too much or they’ll resent and demonize you
    • Iterate per-month at first, then per-week
    • Invite them to your demos (remotely if need be)
  53. Say Hi. Alex Chaffee [email_address] Leslie Chicoine [email_address]

+ theinfonauttheinfonaut, 3 years ago

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