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Agile and UX, July 8 - Scrum Club, Los Angeles, CA
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Agile and UX, July 8 - Scrum Club, Los Angeles, CA


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A presentation that breaks down User Experience within Agile and Scrum Methodologies

A presentation that breaks down User Experience within Agile and Scrum Methodologies

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  • 1. Scrum and User Experience Design: Bringing Great Design into the Agile Process
    Patrick Neeman, Usability Counts
    Mike Vincent, MVA Software
  • 2. Scrum
    A process for managing complex projects.
    Stay small: Focus on smaller, measurable increments
    Staying in communication: Short meetings to encourage more short meetings between fewer team members
    Stay transparent:Inspection is dependent on transparency.
  • 3. Scrum…
    Works Well
    Existing products
    Smaller teams
    Projects with no existing methodology
    Projects with existing technology but a failed approach
    Dedicated teams
    Jack of all trade team members
    Doesn’t Work So Well
    Undefined, new products
    Larger teams and projects
    Teams with members on several projects
    Without a strong team in place
  • 4. Scrum Sprint Process
    Daily: Talk about yesterday, today, tomorrow(15 minutes)
    Take longer conversations offline
    Retrospective: Change the process to make it better(1 hour)
    Don’t change Product Backlog (list of features) once sprint has started
    Week 1
    Week 2
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Daily Meeting
    Retrospective Meeting
    Sprint 1
    Sprint 2
    Sprint 3
    Sprint 4
    Sprint 5
  • 5. Product Owner
    Defines the features of the product
    Agency: Client is Product Owner
    Company: Product Manager/UX Lead is Product Owner
    Manages project features and releases to optimize return on investment (ROI)
    Inspects increment and makes adaptations to project after end of sprints
    Can change features and priority every X days, but not in the middle of a Sprint
  • 6. Scrum Master
    Ensures that the team is fully functional, productive and improves quality
    Enables close cooperation across all roles and functions and removes barriers
    Shields the team from external interferences
    Ensures that the process is followed
    Teaches Product Owner and Team how to fulfill their roles
    Not a dedicated role, but it’s nice if this it the UX team member
  • 7. Roles and Responsibilities
    Cross-functional, seven plus/minus two members
    Example: 1 UX Designer, 3 Developers, 2 QA
    Self organizing
    Manages itself, its work and its process
    Commits to what it feels it can accomplish
    Limit team to 45 hour work weeks for measurable results
    Collaborates with Product Owner to optimize value
    Demos work results to the Product Owner as much as possible
    Hallway usability testing
  • 8. Definition of Done
    • Team together with product owner defines what “done” means.
    • 9. Done defines the current technical capability of the team.
    • 10. Typically, Done should include everything needed before deployment.
    • 11. Done may be a stub page or a process that requires human intervention.
    • 12. Not done backlog items should be pushed to the next Sprint.
  • How to measure Done
    Development team must be able to produce a completely “done” piece every Sprint
    Product Owner must inspect and adapt to optimize ROI every Sprint
    “Undone” work must be identified
    WaterfallDone at end of project
    Development Process
    Agile/ScrumDone at end every iteration
  • 13. Documentation Plan
    Just enough – it’s what you have to say and what you don’t have to say
    Overall style guide
    High level use cases / user stories
    Light wireframes, 3 by 5 cards, hand written notes
    Don’t update what you don’t need
    Detailed test plans (definition of done)
    Pass / Fail
    The only deliverable that counts is the final product
  • 14. Corporate Espionage Sprint Plan
    Where User Experience / QA fits in
    Work one sprint ahead
    Test Plans
    Test driven development
    Unit tests defined by requirements
    Test plans are written to define completing requirements
    Schedule a sprint or two for user research
  • 15. Product Backlog
    User Research – Sprint 1 UX
    Scoring Architecture – Sprint 2
    Claim Card – Sprint 2 UX
    Play Card – Sprint 2 UX
    Sign In – Sprint 2 UX
    Sign Up – Sprint 3 UX
    Pick Card – Sprint 4 UX
    Score Card – Sprint 4 UX
  • 16. Example Product Development
    Team agreed to…
    Two week sprints
    Daily 15 minute meetings
    Retrospective, no more than one hour, talk about process
    One sprint on user research
    Everyone gives estimates, fill 80 percent of their schedule (8 of 10 days)
    Developers need breathing room
    UX’ers need drinking, research time
    With further sprints, estimates will become more refined
  • 17. Example Product Development
  • 18. Sprint Backlog 1
    Set up development environment
    Set up testing environment
    User Experience / QA
    User Research
    What is the game
    Who is the target audience
    Plan with product owner the first few sprints
    Plan a design pattern
    Claim Card
  • 19. Sprint Backlog 2
    Scoring Architecture
    Build Of Pages/Stubs
    Claim Card
    User Experience / QA
    High level use cases
    High level site map -- Establish Pages/Stubs
    Play Card
  • 20. Sprint Backlog 3
    Create Pages/Stubs
    Play Card
    User Experience / QA
    Pick Card
    Score Card
    A/B Testing of Claim Card
  • 21. Sprint Backlog 4
    Play Card
    Score Card
    User Experience
    Claim Card Refactor
  • 22. Retrospective
    What did we do well
    What didn’t we do well
    Is our Product Owner Happy?
    Produce working fully tested software
    Did not produce unnecessary stuff
    Look at key reports
  • 23. Example Burndown Charts