Agile Methodology refers to software design and development methodologies centered around the idea of iterative design and development, where requirements and concepts evolve through collaboration between self-organizing cross-functional teams. Thus, Agile enables teams to deliver value faster, with greater quality and predictability, and greater aptitude to respond to change. With evolving product features every design sprint, designers & researchers find it difficult to follow the design process. This sometimes leads to designs delivered in haste or sub-par design artifacts which result in UX debt. UX debt is accumulated when design teams take actions or shortcuts to expedite the delivery of a piece of functionality or a project which later needs to be refactored. It is the result of prioritizing speedy delivery of design to the development team over a perfect experience journey. Experience Maps is a great tool to practice UX in Agile as well as manage UX Debt.
6. AGILE + UX
We do not have time to do any research? Project
timelines are already tight
6
7. AGILE + UX
We already know what our users want. We have
spoken to them enough times. Let’s skip research
We do not have time to do any research? Project
timelines are already tight
7
8. AGILE + UX
We already know what our users want. We have
spoken to them enough times. Let’s skip research
We know enough so if you can design the screen so we
can develop them. Maybe you can take that to users
We do not have time to do any research? Project
timelines are already tight
8
9. UX DEBT
Wireframes look great but we cannot do all of them
right away. Let’s deliver MVP and tackle rest later.
9
10. UX DEBT
Dev never got to this design feature/functionality
due to their limited capacity.
Wireframes look great but we cannot do all of them
right away. Let’s deliver MVP and tackle rest later.
10
11. UX DEBT
Dev never got to this design feature/functionality
due to their limited capacity.
We need to Go-to-Market fast, so let's do the bare
minimum and rest we can keep adding later
Wireframes look great but we cannot do all of them
right away. Let’s deliver MVP and tackle rest later.
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12. Road to the framework
12
1 3 5
6
4
2
Agile
Methodology UX Debt
Business Model
Canvas
Agile Teams MVP vs MLP Experience
Maps
13. AGILE METHODOLOGY
project management approach that involves breaking the
project into phases and emphasizes continuous collaboration
and improvement
1
13
14. Agile Product Life Cycle
14
Product
Backlog
Sprint
Backlog
Product
Feature(s)
Planning Design
Release Develop
& Test
SPRINT
21. Timeframe
21
1 Year
JAN - MAR APR - JUN JUL - SEP OCT - DEC
1 Quarter
Sprint 0 Sprint 1 Sprint 2 Sprint 3 Sprint 4 Sprint 5 Sprint 6
Planning Release
22. UX DEBT
amount of money, time and effort incurred at a later stage of
the product cycle because of implementing easy and fast
solution at an earlier stage of the product
3
22
23. What is UX Debt
23
Project
Burn
Down
UX & Tech Debt
Time
Pressure to meet deadlines
Deadline
Optimal Launch
26. MVP vs MMP vs MLP
Minimum (Viable / Marketable / Lovable)
MLP > MMP > MVP
4
26
27. MVP vs MMP vs MLP
27
Minimum
Viable
Product
Minimum
Marketable
Product
Minimum
Lovable
Product
28. MVP vs MMP vs MLP
28
MVP MMP
MLP
Fastest to develop Fast to develop Slower to develop than MVP
Minimum features to check the
product idea
Minimum feature to promote a
product at the market
Minimum features to gain
user’s trust and following
No emphasis on UX & UI
Focus on making it beautiful
but no emphasis on UX
Focus on lovable UI &
delightful UX
Effective when there are no
other rival
Effective when there are rivals
Effective when there are
rivals & alternatives
30. Waterfall versus Agile: Where UX fits in?
30
Waterfall
Planning Design Develop & Test Release
Time for research, usability
or complex design features
X
Agile*
Little or no time
for research
?
* Each block represents a sprint
31. Pre-requisites: Business Model Canvas
31
Key Stakeholders
Key Resources
Value Propositions Segments &
Relationships
Channels
Customer Segments
Product Vision
Competitors & Market Viability Cost & Revenue Streams
33. Pre-requisites: Experience Maps
33
SCENARIO GOALS AND EXPECTATIONS
1
2
3
4
6
7
8
9
5
OPPORTUNITIES OPPORTUNITIES OPPORTUNITIES OPPORTUNITIES
1
2
3
4
5
6
7
8
OWNERSHIP OWNERSHIP OWNERSHIP OWNERSHIP
L
E
N
S
E
X
P
E
R
I
E
N
C
E
I
N
S
I
G
H
T
S
37. Managing UX in Agile
37
Product
Backlog
Sprint
Backlog
Product
Feature(s)
Planning Design
Release Develop
& Test
SPRINT
FOCUS HERE NOT HERE
38. Known Knowns
Things we are
aware of
and understand
Known Unknowns
Things we are
aware of
but do not understand
Unknown Knowns
Things we
understand but
are not aware of
Unknown Unknows
Things we are
neither aware of
nor understand
Knowns Unknowns
Knowns
Unknowns
Backlog: Known vs Unknowns
38
39. Backlog: Known vs Unknowns
Known Knowns
Information that we are aware of & evidence for
Analogies, Design work, lateral thinking
Known Unknowns
Information gaps or risks we are aware of
Build hypothesis, measure, iterate
Unknown Knowns
Things we are not aware of but understand
Brainstorming, Group Ideation, Design
Thinking Workshops
Unknown Unknows
Information or gaps we are unaware of
Research Explorations; React as event
occurs
39
Knowns Unknowns
Knowns
Unknowns
Knowledge
about
Occurrence
Knowledge about Impact
40. Known Knowns
Things we are
aware of
and understand
Known Unknowns
Things we are
aware of
but do not understand
Unknown Knowns
Things we
understand but
are not aware of
Unknown Unknows
Things we are
neither aware of
nor understand
Knowns Unknowns
Knowns
Unknowns
Product Evolution: Known vs Unknowns
40
41. Design in Agile*
41
Planning Design Develop & Test Release
* Each block represents a sprint
If the design feature is summation of 4 cubes, it can be fragmented & planned over sprints.
Summation
of 4 cubes
42. Research in Agile*
42
* Each block represents a sprint
Present
Analyze
Conduct
Dry Run
Moderator’s Guide
Recruitment
Research Plan
Planning Design Develop & Test Release
43. Applying Research in Agile*
43
* Each block represents a sprint
Say, conducting user interviews with 20 participants along with design work.
Planning Design Develop & Test Release
Research Plan
Interview Script
Recruitment
Design Commit
Dry Run
Set Interviews
Conduct Interviews
Design – S/M
Conduct Interviews
Transcripts
Design – S/M
Conduct Interviews
Transcripts
Synthesis
Design – S/M
Transcripts
Synthesis
Analysis
Design – S/M
Synthesis
Analysis
Design Test
Research Report
Presentation
Design Handoff
45. The Designer’s Framework
45
Experience Maps per Persona
Known Unknown Quadrant
Execution Plan & Strategy
Macro Planning
Backlog Grooming
Current Landscape Evaluation
Business Model Canvas
Debt Management
MLP vs MMP vs MVP
Micro Planning
Dependencies & Risks
Timeframes & Distributions