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Can’t we just all get along?
HUMAN- CENTERED DE S IGN MEE TS AGIL E
Maria Giudice, CEO and Founder, Hot Studio, Inc.
What does agile and waterfall mean and how does it relate to
human-centered design principles?


What are the pros and cons for each method?


Can’t we just all get along?




What’s this all about?
Alon Salant and David Hendee, Carbon Five
Ajay Ramachandran, SourceN
Henry Poole, Civic Actions
Mike Migurski and Eric Rodenbeck, Stamen Design
Kelly Goto, Gotomedia
Josh Damon Williams and Tanya Herrgott, Hot Studio
Arena Reed from Pivotal Labs
Janice Fraser and David Verba, Emmett Labs
Chad Coerver, SFMOMA
Caroline Allison and Dan Engfer, Viscape.com
Kathy Simpson, Dave Shih and others, Hot Studio
Many slide lectures, podcasts, videos. blogs & several documents by Jeff Patton from Thoughtworks



Why is this issue so emotional?
Human-centered design




        Agile                             Waterfall




Where I sit in the great debate
Winston Royce, 1970

                              Software
                              development model
                              that reduces risk and
                              manages complexity




What does “Waterfall” mean?
Waterfall approach




User Experience                Visual Design              Engineering




                             Project Management



 Discovery        Strategy        Design          Build   Transfer
Predictable and structured approach

Human-centered: solutions are based on upfront research and strategy

Team roles are clearly defined (designers design, engineers build)

Rigid, heavy, and slow

Documentation and specifications




What does “Waterfall” mean?
“Waterfall method is best when you can’t afford to learn from your
mistakes. You don’t design software for the Space Shuttle in an
Agile manner.” Alon Salant, engineer
Types of projects:
Creating experiential, immersive, branded experiences that are not module-driven
High-risk or complex projects that require breadth and deep thinking
Findings through design research and insight are key to project success


Team dynamics:
Engineering platform and team is not defined early on
Team is remote, making collaboration and quick decision-making difficult


Client situations:
Clients that don’t understand user’s needs, wants and desires and lack domain knowledge
Cannot be involved face-to-face, day-to-day or make decisions quickly
Many stakeholders that require documentation to provide context around decision-making




When Waterfall method works better
“The team didn’t just learn about our work, they lived and breathed
it and became a part of our team. The design process helped us
focus our mission and the work they did truly reflects the difference
collaborative design can make in people’s lives.”
    Kate Stohr, client



“Taking an intensely user-centered approach based on well-researched
user analysis, not conjecture or marketing hype, is as much a guarantee
for success as is possible in an arena where the consumer is king.“
   Leigh Hood, client


Team issues: Waterfall
“Waterfall methods can make it easier to carve out time to step
back and think big.”
  Tanya Herrgott, user experience architect




“Time to think is one thing, but freedom to change your mind is
another. Agile can take the pressure off designers from getting it
right the first time.”
   Alon Salant, engineer



Team issues: Waterfall
What does “Agile” mean?
Agile Manifesto, 2001   We are uncovering better ways of developing
                        software by doing it and helping others do it.
                        Through this work we have come to value:



   Individuals and interactions over processes and tools
   Working software over comprehensive documentation
   Customer collaboration over contract negotiation
   Responding to change over following a plan


                        That is, while there is value in the items on the
                        right, we value the items on the left more.
Cycle 1                                                Cycle 2

                          n
                   s ig




            de
                                                                                           user validation




                                       bu i
                          user                                            user




                                            ld
                          story                                           story




                                                        pl
                                                        an i
                              te s t




                                                        te r a t i o
                                           iterations                             iterations


                                  te




                                                        n
                                       a
                                           e va l u

                              2–3 week iterations or sprints                      Cycle X until product releases




          Project lead
          Client
          User experience
          Visual design
          Engineering



Deliver useful, working software early and
continuously through iteration.
Trust

Iterative and evolutionary design, continual learning and refinement

Flexibility and ability to handle changing requirements

Client-driven or engineer-driven design, designer as consultant

Solutions largely based on intuition or hunches

Priorities are focused on addressing business needs and value

Lightweight

Fast but not necessarily cheaper
XP—Extreme Programming
FDD—Feature Driven Development
Crystal
Scrum
DSDM—Dynamic System Development Method
Adaptive Software Development
Lean Software Development




Agile methods
“All the engineers need is a picture and a conversation.”
   Josh Damon Williams, user experience architect
http://www.pivotallabs.com/
Types of projects:
Applications with an existing conceptual framework already in place; adding features
Start-ups with a very clear vision of their product, its features and goals
Early working prototypes are that required for funding, speed to market is critical

Team dynamics:
Trust is paramount
Experienced, embedded team that can collaborate and actively participate
Designers (user experience and visual) who are comfortable with constant iteration
Engineers who are human-centric

Client situations:
Clients who can make quick decisions and are available every day (but can change their mind)
Business goals and vision are clear and will not change
Client understands users needs, subject matter, and domain knowledge




When Agile works better
“At first, we were really scared. We were always concerned that we
would run out of time. Then it became really fun! Agile allowed us
to build in 50% more features. We were amazed by that.”
   Dan Engfer, client




“I imagined this system fully formed when I started the project and
I was wrong. If I had them execute to that original vision I would
have gotten something I wasn’t happy with.”
    Janice Fraser, client



Team issues: Agile
“A lot of times I felt like the tail was wagging the dog in terms of
the details and the schedule creating and defining the vision.”
   Tanya Herrgott, user experience architect




“The current project I’m working on is like the war in Iraq. They
quickly attack, you declare victory, and then you have to spend
a lot of time to achieve something meaningful.”
   Josh Damon Williams, user experience architect



Team issues: User Experience
“I’m always nervous about Agile. You have to think on your feet
and be flexible all of the time.”
   David Shih, visual designer




“We give our customers the highest value for time spent in the
shortest time.”
  Alon Salant, engineer



Team issues: Visual Design and Engineering
Clash of the titans
Disconnects and philosophical differences




“It’s intuitive from a design point of view to design upfront,
and it’s intuitive for the engineers to see it all upfront, but you
can’t have your cake and eat it too.”
    Arena Reed, user experience architect
Holistic vs. modular thinking

Research-based assumptions/decisions vs. hunches/intuition

Enumeration and alternatives vs. iterations

User research vs. user validation

Scheduled change vs. continual change

Artifacts vs. working software

Quality vs. quantity




Big disconnects
Similarities




“Ultimately, the end goals are the same, to build products
that don’t suck and to deliver value to the end user.”
   David Verba, engineer
Full team involvement and participation is important on day one

User feedback is valued at all points in the process

Collaboration and respecting individual contribution is key to good design

Prioritization methods help set expectations

Design for flexibility; expect change and evolution

Communication is critical and needs to be transparent




Similarities
Hybrid approach
Waterfall-Agile Combo

                            Research assessment
                           (interviews, contextual
                           inquiry, usability tests)




                         Cycle 0                       Cycle 1                                                Cycle 2           Engineering
                         2 weeks                                        n
                           Goal modeling                         s ig




                                                          de
                                                                                                                                          user validation




                                                                                     bu i
                           User modeling
                                                                        user                                            user




                                                                                          ld
                           Scenario & task modeling
                                                                        story                                           story
                         2–4 weeks
                          Concept modeling




                                                                                                      pl
                                                                                                      an i
                                                                            te s t
                          High level




                                                                                                      te r a t i o
                            sitemaps or task ows                                         iterations                              iterations
                          Key schematics




                                                                                te




                                                                                                      n
                          Feature prioritization                                     a
                                                                                         e va l u

                                                                            2–3 week iterations or sprints                       Cycle X until product releases




                         Project lead
                         Client
Discovery    Strategy       Design
                         User experience                     Build                                                              Transfer
                         Visual design
                         Engineering
Research assessment
  (interviews, contextual
                                                                           Human-centered-Agile
  inquiry, usability tests)




Cycle 0                       Cycle 1                                                Cycle 2

2 weeks                                        n
  Goal modeling                         s ig




                                 de
                                                                                                                user validation




                                                            bu i
  User modeling
                                               user                                            user




                                                                 ld
  Scenario & task modeling
                                               story                                           story
2–4 weeks
 Concept modeling




                                                                             pl
                                                                             an i
                                                   te s t
 High level




                                                                             te r a t i o
   sitemaps or task ows                                         iterations                             iterations
 Key schematics

                                                       te




                                                                             n
 Feature prioritization                                     a
                                                                e va l u

                                                   2–3 week iterations or sprints                      Cycle X until product releases




Project lead
Client
User experience
Visual design
Engineering
Redefine the definition of “designer”— include everyone in
the design process, but still be clear on ownership of decisions,
including clients


Communicate and collaborate early and often


Be flexible, trust your team, and don’t let your ego get the best of you




Lessons learned
We can all get along.
Thank you!              maria.giudice@hotstudio.com
Questions and answers   www.hotstudio.com
                        blog: hottub.hotstudio.com

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Can't we all get along? Human-centered design meets Agile

  • 1. Can’t we just all get along? HUMAN- CENTERED DE S IGN MEE TS AGIL E Maria Giudice, CEO and Founder, Hot Studio, Inc.
  • 2. What does agile and waterfall mean and how does it relate to human-centered design principles? What are the pros and cons for each method? Can’t we just all get along? What’s this all about?
  • 3. Alon Salant and David Hendee, Carbon Five Ajay Ramachandran, SourceN Henry Poole, Civic Actions Mike Migurski and Eric Rodenbeck, Stamen Design Kelly Goto, Gotomedia Josh Damon Williams and Tanya Herrgott, Hot Studio Arena Reed from Pivotal Labs Janice Fraser and David Verba, Emmett Labs Chad Coerver, SFMOMA Caroline Allison and Dan Engfer, Viscape.com Kathy Simpson, Dave Shih and others, Hot Studio Many slide lectures, podcasts, videos. blogs & several documents by Jeff Patton from Thoughtworks Why is this issue so emotional?
  • 4. Human-centered design Agile Waterfall Where I sit in the great debate
  • 5. Winston Royce, 1970 Software development model that reduces risk and manages complexity What does “Waterfall” mean?
  • 6. Waterfall approach User Experience Visual Design Engineering Project Management Discovery Strategy Design Build Transfer
  • 7. Predictable and structured approach Human-centered: solutions are based on upfront research and strategy Team roles are clearly defined (designers design, engineers build) Rigid, heavy, and slow Documentation and specifications What does “Waterfall” mean?
  • 8.
  • 9. “Waterfall method is best when you can’t afford to learn from your mistakes. You don’t design software for the Space Shuttle in an Agile manner.” Alon Salant, engineer
  • 10. Types of projects: Creating experiential, immersive, branded experiences that are not module-driven High-risk or complex projects that require breadth and deep thinking Findings through design research and insight are key to project success Team dynamics: Engineering platform and team is not defined early on Team is remote, making collaboration and quick decision-making difficult Client situations: Clients that don’t understand user’s needs, wants and desires and lack domain knowledge Cannot be involved face-to-face, day-to-day or make decisions quickly Many stakeholders that require documentation to provide context around decision-making When Waterfall method works better
  • 11.
  • 12.
  • 13. “The team didn’t just learn about our work, they lived and breathed it and became a part of our team. The design process helped us focus our mission and the work they did truly reflects the difference collaborative design can make in people’s lives.” Kate Stohr, client “Taking an intensely user-centered approach based on well-researched user analysis, not conjecture or marketing hype, is as much a guarantee for success as is possible in an arena where the consumer is king.“ Leigh Hood, client Team issues: Waterfall
  • 14. “Waterfall methods can make it easier to carve out time to step back and think big.” Tanya Herrgott, user experience architect “Time to think is one thing, but freedom to change your mind is another. Agile can take the pressure off designers from getting it right the first time.” Alon Salant, engineer Team issues: Waterfall
  • 16.
  • 17. Agile Manifesto, 2001 We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more.
  • 18. Cycle 1 Cycle 2 n s ig de user validation bu i user user ld story story pl an i te s t te r a t i o iterations iterations te n a e va l u 2–3 week iterations or sprints Cycle X until product releases Project lead Client User experience Visual design Engineering Deliver useful, working software early and continuously through iteration.
  • 19. Trust Iterative and evolutionary design, continual learning and refinement Flexibility and ability to handle changing requirements Client-driven or engineer-driven design, designer as consultant Solutions largely based on intuition or hunches Priorities are focused on addressing business needs and value Lightweight Fast but not necessarily cheaper
  • 20. XP—Extreme Programming FDD—Feature Driven Development Crystal Scrum DSDM—Dynamic System Development Method Adaptive Software Development Lean Software Development Agile methods
  • 21. “All the engineers need is a picture and a conversation.” Josh Damon Williams, user experience architect
  • 23. Types of projects: Applications with an existing conceptual framework already in place; adding features Start-ups with a very clear vision of their product, its features and goals Early working prototypes are that required for funding, speed to market is critical Team dynamics: Trust is paramount Experienced, embedded team that can collaborate and actively participate Designers (user experience and visual) who are comfortable with constant iteration Engineers who are human-centric Client situations: Clients who can make quick decisions and are available every day (but can change their mind) Business goals and vision are clear and will not change Client understands users needs, subject matter, and domain knowledge When Agile works better
  • 24.
  • 25. “At first, we were really scared. We were always concerned that we would run out of time. Then it became really fun! Agile allowed us to build in 50% more features. We were amazed by that.” Dan Engfer, client “I imagined this system fully formed when I started the project and I was wrong. If I had them execute to that original vision I would have gotten something I wasn’t happy with.” Janice Fraser, client Team issues: Agile
  • 26. “A lot of times I felt like the tail was wagging the dog in terms of the details and the schedule creating and defining the vision.” Tanya Herrgott, user experience architect “The current project I’m working on is like the war in Iraq. They quickly attack, you declare victory, and then you have to spend a lot of time to achieve something meaningful.” Josh Damon Williams, user experience architect Team issues: User Experience
  • 27. “I’m always nervous about Agile. You have to think on your feet and be flexible all of the time.” David Shih, visual designer “We give our customers the highest value for time spent in the shortest time.” Alon Salant, engineer Team issues: Visual Design and Engineering
  • 28. Clash of the titans
  • 29. Disconnects and philosophical differences “It’s intuitive from a design point of view to design upfront, and it’s intuitive for the engineers to see it all upfront, but you can’t have your cake and eat it too.” Arena Reed, user experience architect
  • 30. Holistic vs. modular thinking Research-based assumptions/decisions vs. hunches/intuition Enumeration and alternatives vs. iterations User research vs. user validation Scheduled change vs. continual change Artifacts vs. working software Quality vs. quantity Big disconnects
  • 31. Similarities “Ultimately, the end goals are the same, to build products that don’t suck and to deliver value to the end user.” David Verba, engineer
  • 32. Full team involvement and participation is important on day one User feedback is valued at all points in the process Collaboration and respecting individual contribution is key to good design Prioritization methods help set expectations Design for flexibility; expect change and evolution Communication is critical and needs to be transparent Similarities
  • 34. Waterfall-Agile Combo Research assessment (interviews, contextual inquiry, usability tests) Cycle 0 Cycle 1 Cycle 2 Engineering 2 weeks n Goal modeling s ig de user validation bu i User modeling user user ld Scenario & task modeling story story 2–4 weeks Concept modeling pl an i te s t High level te r a t i o sitemaps or task ows iterations iterations Key schematics te n Feature prioritization a e va l u 2–3 week iterations or sprints Cycle X until product releases Project lead Client Discovery Strategy Design User experience Build Transfer Visual design Engineering
  • 35.
  • 36. Research assessment (interviews, contextual Human-centered-Agile inquiry, usability tests) Cycle 0 Cycle 1 Cycle 2 2 weeks n Goal modeling s ig de user validation bu i User modeling user user ld Scenario & task modeling story story 2–4 weeks Concept modeling pl an i te s t High level te r a t i o sitemaps or task ows iterations iterations Key schematics te n Feature prioritization a e va l u 2–3 week iterations or sprints Cycle X until product releases Project lead Client User experience Visual design Engineering
  • 37. Redefine the definition of “designer”— include everyone in the design process, but still be clear on ownership of decisions, including clients Communicate and collaborate early and often Be flexible, trust your team, and don’t let your ego get the best of you Lessons learned
  • 38. We can all get along.
  • 39. Thank you! maria.giudice@hotstudio.com Questions and answers www.hotstudio.com blog: hottub.hotstudio.com