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3 reasons why
agile design fails
(and how to prevent them)
Sarah Loigge -
Parkside
1
DESIGN TEAM
LEAD & UX
WRITER
Sarah Loigge
Connect via
LinkedIn
About me
2
Intro
Waterfall VS Agile
3
ISO 9241-210:2010
https://www.netsolutions.com/insights/agile-development-methodology
Intro
User-Centered Design (UCD)
4
ISO 9241-210:2010
Intro
UCD VS Agile
5
Intro
User-centered design is agile
by nature.
6
7
Our developers already work
with Scrum, so why don’t we as
designers integrate ourselves?
Intro
8
Designer
Developer
Intro
9
- Streamlined end-to-end process
- Structured meetings & communication
- Client knows what to expect (reviews,
standups)
- Handoff from design to dev should be
easier and faster
Expectations
Intro
10
Intro
Reality
Intro
Scrum
11
12
Intro
Reality
Reason 1
High uncertainty
13
Uncertain Very certain
Reason 1
High uncertainty
- Design work becomes less predictable
- Estimations become guesswork
- Design change requests consume time & resources
- Sprint goals aren’t met and development is blocked
14
Reason 1 - Counter-measures
Reduce uncertainty
- Requirements as the “lowest fidelity” prototype
- Requirements have to be ready before the next sprint
- Requirements define the WHAT, not the HOW
- Force initial User Research and Workshops
- Delivers valuable insights as decision base
- Gets everyone on the same page
15
Reason 1 - Counter-
measures
Reduce uncertainty
16
Uncertain Very certain
Research
Workshops
Reason 1 - Counter-
measures
Reduce uncertainty
17
Explorative Tickets
Workshops
User Research
Reason 2
Scrum rules VS the design
reality
- Some default rules just don’t make sense for the design
process (f.e. 2 week sprints)
- Design ticket size affects the design work and review
meetings, not just the burn-down-chart!
18
Reason 2
Scrum rules VS the design
reality
19
Reason 2 - Counter-measures
Scrum rules VS the design
reality
- Different ticket/task structure for design and development
- The overall design budget used is more telling about the
progress of design than the finished ticket count or ticket
estimates
- Trust the process, loosen the constraints (f.e. Kanban)
20
Reason 3
Interdisciplinary dependencies
21
UX UXW UI Dev
Client
Wireframes
Requirements Texts UI Designs Code
Uncertain Very certain
Research
Workshops
Reason 3
Interdisciplinary dependencies
- Sprint 0 is a myth
- Change request are a grey area
- If development is closely behind design, change
requests have waterfall-like effects
- Design changes are often dismissed due to other sprint
goals (f.e. Unblocking development)
22
Reason 3 - Counter-measures
Project setup & handoff
process optimization
- Plan enough sprints upfront for the uncertainty during design
- Adjusted meeting setup
- Standup every second day
- Review meeting once a week (1 week sprints)
- 1 additional internal review meeting for feasibility check
with dev
- Focus on a flawless delivery and handoff process between
ALL disciplines (f.e. With Figma)
23
Reason 3 - Counter-measures
Project setup & handoff
process optimization
24
25
Summary
Nowadays…
26
Our role is to imagine
products that don’t exist and
guide them to life.
- Christopher Stringer, Former Designer at Apple
Summary
Agile Austria 2023_3 Reasons Why Agile Design Fails_Sarah Loigge

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Agile Austria 2023_3 Reasons Why Agile Design Fails_Sarah Loigge

  • 1. parkside-interactive.com 3 reasons why agile design fails (and how to prevent them) Sarah Loigge - Parkside 1
  • 2. DESIGN TEAM LEAD & UX WRITER Sarah Loigge Connect via LinkedIn About me 2
  • 3. Intro Waterfall VS Agile 3 ISO 9241-210:2010 https://www.netsolutions.com/insights/agile-development-methodology
  • 6. Intro User-centered design is agile by nature. 6
  • 7. 7 Our developers already work with Scrum, so why don’t we as designers integrate ourselves? Intro
  • 9. 9 - Streamlined end-to-end process - Structured meetings & communication - Client knows what to expect (reviews, standups) - Handoff from design to dev should be easier and faster Expectations Intro
  • 14. Reason 1 High uncertainty - Design work becomes less predictable - Estimations become guesswork - Design change requests consume time & resources - Sprint goals aren’t met and development is blocked 14
  • 15. Reason 1 - Counter-measures Reduce uncertainty - Requirements as the “lowest fidelity” prototype - Requirements have to be ready before the next sprint - Requirements define the WHAT, not the HOW - Force initial User Research and Workshops - Delivers valuable insights as decision base - Gets everyone on the same page 15
  • 16. Reason 1 - Counter- measures Reduce uncertainty 16 Uncertain Very certain Research Workshops
  • 17. Reason 1 - Counter- measures Reduce uncertainty 17 Explorative Tickets Workshops User Research
  • 18. Reason 2 Scrum rules VS the design reality - Some default rules just don’t make sense for the design process (f.e. 2 week sprints) - Design ticket size affects the design work and review meetings, not just the burn-down-chart! 18
  • 19. Reason 2 Scrum rules VS the design reality 19
  • 20. Reason 2 - Counter-measures Scrum rules VS the design reality - Different ticket/task structure for design and development - The overall design budget used is more telling about the progress of design than the finished ticket count or ticket estimates - Trust the process, loosen the constraints (f.e. Kanban) 20
  • 21. Reason 3 Interdisciplinary dependencies 21 UX UXW UI Dev Client Wireframes Requirements Texts UI Designs Code Uncertain Very certain Research Workshops
  • 22. Reason 3 Interdisciplinary dependencies - Sprint 0 is a myth - Change request are a grey area - If development is closely behind design, change requests have waterfall-like effects - Design changes are often dismissed due to other sprint goals (f.e. Unblocking development) 22
  • 23. Reason 3 - Counter-measures Project setup & handoff process optimization - Plan enough sprints upfront for the uncertainty during design - Adjusted meeting setup - Standup every second day - Review meeting once a week (1 week sprints) - 1 additional internal review meeting for feasibility check with dev - Focus on a flawless delivery and handoff process between ALL disciplines (f.e. With Figma) 23
  • 24. Reason 3 - Counter-measures Project setup & handoff process optimization 24
  • 26. 26 Our role is to imagine products that don’t exist and guide them to life. - Christopher Stringer, Former Designer at Apple Summary