Successfully reported this slideshow.
Your SlideShare is downloading. ×

The User Feedback Two-Step: Managing UX participation in Agile projects

Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Ad
Upcoming SlideShare
Agile webinar 2012
Agile webinar 2012
Loading in …3
×

Check these out next

1 of 9 Ad

The User Feedback Two-Step: Managing UX participation in Agile projects

Session notes for "The User Feedback Two-Step: Managing UX participation in Agile projects" presented at the Agile 2010 conference.

I've posted just the slides of general interest, not the ones specific to the agile game.

Session notes for "The User Feedback Two-Step: Managing UX participation in Agile projects" presented at the Agile 2010 conference.

I've posted just the slides of general interest, not the ones specific to the agile game.

Advertisement
Advertisement

More Related Content

Similar to The User Feedback Two-Step: Managing UX participation in Agile projects (20)

Recently uploaded (20)

Advertisement

The User Feedback Two-Step: Managing UX participation in Agile projects

  1. 1. The User Feedback Two-Step<br />Managing UX participation in Agile projects<br />Hugh Beyerbeyer@incontextdesign.com<br />
  2. 2. Core Principles of Agile<br />Fast iterations<br />So continuous integration<br />So Test-Driven Design <br />Etc.<br />Reliable feedback<br />So all the techniques from 20 years of HCI<br />Work with real users<br />Contextual Inquiry—their workplace, not yours<br />Experience, not demos<br />Interpretation, not wish lists<br />
  3. 3. Initiating an Agile Project<br />User stories are not the beginning<br />User stories reflect a pre-existing design<br />“Sprint 0” clarifies that design<br />The design addresses a pre-defined need<br />User work practice drives the project<br />“Envisioning” / “strategy” / “roadmap”<br />This work has always preceded development (Agile or not)<br />UX has a role<br />user research<br />analysis<br />high-level design<br />iteration<br />
  4. 4. The Big Picture<br />
  5. 5. Structure of a large Agile project<br />Sprint<br />Sprint<br />Sprint<br />Release planning<br />Strategic design: Initial user research, ideation, concept testing<br />Phase 0 for component<br />Scope development effort; plan parallel streams; define roadmap <br />Sprint<br />Sprint<br />Sprint<br />Release planning<br />Phase 0 for component<br />Ongoing UX stream for cross-system coherence<br />Interaction Architecture planning<br />
  6. 6. The life of a feature<br />UX squad defines feature as part of “Sprint 0” planning<br />Feature gets written into a story card<br />UX squad does final UI and low-level behavior design in sprint N-1<br />SW squad develops feature, consulting with UX squad on details in Sprint N<br />Feature is built into the sprint N’s deliverable<br />UX squad tests the working feature with users in sprint N+1<br />Changes indicated by testing are written into a new story card<br />New story is prioritized into sprint N+1<br />SW squad implements changes per story card, consulting with UX squad<br />And so on…<br />
  7. 7. Interleaving UX and Code Development<br />The UX team has 3 jobs:<br />Do user test of stories implemented in Iteration N-1<br />Consult with the SW Squad on stories being implemented in Iteration N<br />Do detailed design and user iterations of stories for Iteration N+1<br />2<br />2<br />2<br />4<br />4<br />4<br />6<br />6<br />8<br />1<br />1<br />1<br />3<br />3<br />3<br />5<br />5<br />7<br />Sprint 1<br />Sprint 2<br />Sprint 3<br />Sprint 4<br />* * *<br />Implement:<br />Implement:<br />Set up and research<br />Implement:<br />SW Squad<br />Bug Fix:<br />1<br />Design:<br />Design:<br />Design:<br />Design:<br />UX Squad<br />User Test:<br />User Test:<br />
  8. 8. Resources<br />InContext Web Site<br />www.incontextdesign.com<br />Agile User-Centered Design publication<br />http://www.morganclaypool.com/doi/pdfplus/10.2200/S00286ED1V01Y201002HCI010<br />Original 2004 paper on user-entered Agile<br />http://www.incontextdesign.com/resources/AgileCD.pdf<br />
  9. 9. Partner with us for your design work<br />Design for You<br /><ul><li>Leverage our teams' experience and skill
  10. 10. Participate as your time allows
  11. 11. Create a cross-company team and learn while we design together</li></ul>Teach You<br /><ul><li>Classes and side-by-side coaching</li>

×