Your SlideShare is downloading. ×
User Experience and agile
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Introducing the official SlideShare app

Stunning, full-screen experience for iPhone and Android

Text the download link to your phone

Standard text messaging rates apply

User Experience and agile

1,905
views

Published on

Peter Grierson (@UsabilityNinja) presented to the Melbourne Scrum and Agile Group at Seek HQ on 23 May 2012. Organised by Ed Wong (@littlehelper) as part of the Melbourne Agile and Scrum group: …

Peter Grierson (@UsabilityNinja) presented to the Melbourne Scrum and Agile Group at Seek HQ on 23 May 2012. Organised by Ed Wong (@littlehelper) as part of the Melbourne Agile and Scrum group: http://www.meetup.com/scrum-12/events/57046592/

Thanks to Simon and Amelia from Seek for their support with the venue and with catering. http://seek.com.au

Published in: Technology, Business

0 Comments
6 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
1,905
On Slideshare
0
From Embeds
0
Number of Embeds
3
Actions
Shares
0
Downloads
1
Comments
0
Likes
6
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. May 23, 2012 User experience (UX) and agileOrganised by Presented by Hosted by Peter Grierson Experience design research lead
  • 2. TonightModels of user experience (UX)UX in agilePanel discussion – UX at work
  • 3. Good to meet you!User experience and usability consultant Information architectREA GroupTelco, Banking, Internet, Agency “In beginners mind we have many possibilities, but in expert mind there is not much possibility...” Shunryu Suzuki
  • 4. Way back when…Usability ensures websites or productsAre easy to useProvides satisfactory outcomesAre easy to navigate Think  of  Gary  Larsen’s  cartoon   ‘Inconvenience  stores’  -­‐  all  the   right  components  of  a  store  are   there  but  in  an  unusable   arrangement.…Yes! We know!
  • 5. “Why cant designers and developers make things for us and not themselves?”Usability test participant
  • 6. Anti UX Design for the problem or opportunities at hand
  • 7. We still build bad productsExcuses:It’s the users faultThey’ll ‘get it eventually’We didn’t have timeUX is too expensiveNext release
  • 8. User  Experience• User  Experience– Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet)
  • 9. Defining  User  Experience• User  Experience– Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “quality of experience” This could be measured in terms of: Satisfaction Delight Positive brand experience Product preference Task completion rates Efficiency
  • 10. Defining  User  Experience• User  Experience– Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “a person” Customer Consumer User Audience Participant Disgruntled hospital visitor
  • 11. Defining  User  Experience• User  Experience– Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “interacting with” Using something. Actively engaged with something or someone. This precludes passively received media like cinema, television, radio.
  • 12. Defining  User  Experience• User  Experience– Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “design” A designed thing. Could vary from a single artifact (like a shower mixer) to a complex multi-faceted experience (like a museum)
  • 13. Models of UX Credit: http://www.jjg.net/elements/
  • 14. Great UX is multifaceted Diagram: Peter Morville, semanticstudios.com http://semanticstudios.com/publications/semantics/000029.php
  • 15. Key Concepts
  • 16. Key ConceptsPhoto Credit - http://headrush.typepad.com/photos/uncategorized/2007/04/06/buythis.jpg - Kathy Sierra - My Favorite graphs
  • 17. From MVP to MBU MVP
  • 18. User Experience Design ProcessWaterfall • Research  and  requirements. • Prototype:   » define   » test   iterate iterate » review   • Visual  Design • Build • Launch • Evaluate  and  repeat  
  • 19. Agile UX Jeff Pattonwww.agileproductdesign.com
  • 20. AGILE PROCESS
  • 21. AGILE and UXContinuous research track User evaluation(s) Kick off/inception Estimation Visual design direction UI framework ‘Cycle 0’ Prototype Visual design assets
  • 22. Scaling it up… User evaluation(s) Continuous research track Who are the users? What are they trying to accomplish? What frustrates them? What will delight them? Kick off/inception What happened before they started? Estimation What does the participant need to start? Visual design direction What forms or worksheets do they use? UI framework What happens after they’ve finished? ‘Cycle 0’ What happened before they started? What does the participant need to start? Prototype What forms or worksheets do they use? Visual design What happens after they’ve finished? What similar things has the participant done? User evaluation(s) What organizational memory to they use? How did the participant learn to use the tool? Informative about behavior: Usability testing Field studies Informative about opinion: Focus groups Kick off/inception Surveys Estimation Visual design direction Outputs: UI framework Personas ‘Cycle 0’ Journey maps Process maps PrototypeCredit: http://www.agileproductdesign.com/blog/emerging_best_agile_ux_practice.html Visual design
  • 23. User Experience Design ProcessAgile   • Research  and  requirements  –  just  enough,  up  front • Model  and  design:   » define   » test   Sprint/ Iteration » review   • Collabora8ve
  • 24. Inception Like the movie, a team of high performers is assembled… Developer UX Product ownerDigital designer Scrum master Brand/Marketing
  • 25. InceptionSWOT analysisContext mappingUsersModelling 6-up, 1-up ‘Body storming’ Credits: www.readability.com/articles/z9ct8yjb www.gogamestorm.comDot voting Credit: www.ugleah.com/ux-team-of-one/ Brandon Shauer – Adaptive Path
  • 26. Cycle ‘0’Buys design timePlay architectural and technical storiesEstablish IAStay one cycle aheadShare sketchesOverall model and assets for stories
  • 27. Cycle ‘0’
  • 28. Cycle ‘n’
  • 29. Prototype, sketching and visual Prototype design Low fidelity – cheap and testable High fidelity- detailed and still testableEstablish a visual design asset setCards contain testable criteria
  • 30. Cycle ‘n’Brand Brand Brand Brand Brand
  • 31. Design wall
  • 32. Discovery tool - personasA user experience design process startsbefore a ‘design’ is createdPersonas aggregate segments of data anduser research, into peoplePersonas typically contain: Name Background Job Motivations GoalsThey provide a common reference pointfor designers and other project team
  • 33. Guerilla Personas
  • 34. Content mapping, lo fi prototypes and cards …
  • 35. Rapid user evaluationsRecruit participantsto profile(s)Project teamobserves & logsissuesResults RetroFixes/new cards
  • 36. REAUX Cards
  • 37. REAUX is embedded in the teamProduct manager/owner, developer, QA and UX collaborateDesign framework is established at inception and ‘cycle 0’Big technical and architectural stories played ‘up front’Lo-fi sketchingVisual design starts and iterates with the teamUser evaluations weekly or per sprintDesign wallsUX activities included on the boardUser research is also a separate track in the organisation
  • 38. Thank you Photo credit: Peter Grierson Photo credit: Peter Grierson Photo credit: Peter Grierson Text credit: Jared Spool uie.com Text credit: Jared Spool uie.com Text credit: Jared Spool uie.comTwitter Reading Jeff Patton agileproductdesign.com#leanux#uxaustralia Jason Furnell#webstock jasonfurnell.wordpress.com#ux#uxmelbourne Ben Melbourne asinthecity.com www.agile-ux.com