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UX Runway - Agile UX - Natalie Warnert

An update to the UX runway and Agile UX concept with set and point based design added from SAFe 4.0 for both new product/feature development and enhancements to existing products.

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UX Runway - Agile UX - Natalie Warnert

  1. 1. Agile UX Runway Natalie Warnert - Agile Coach @nataliewarnert
  2. 2. WHAT IS UX? How a person interacts with a system ● Flow ● Perception ● Accessibility ● Ease of use ● Understanding
  3. 3. ROLES ON UX TEAM ● User Researchers ● Information Architects ● Visual Designers ● CSS Developers ● Accessibility
  4. 4. CENTRALIZED VS. DECENTRALIZED UX TEAM Centralized ● One UX team for an organization or department ● High role specialization ● Resource distribution between projects – shared services model ● “Consulting” ● Can act as own Agile team Decentralized ● One UX consultant on every Agile team (or project) ● Jack of all trades – less specialization ● More availability (?) ● Is involved in all team activities ----------------------------------------------------------- ● Hybrid models
  5. 5. WHY IS IT HARD FOR UX AND AGILE TO PLAY NICELY? ● UX needs to be integrated at all levels of planning and development ● It’s a balance between delayed feedback and big design up front (BDUF) ● Teams must adhere to fixed timelines and varying scope, while managing desire to change and desire to design the best thing ● UX has to work closely with both dev and product and make compromises between the two
  6. 6. UX’S PLACE IN PRODUCT DEVELOPMENT PORTFOLIO LEVEL ● Perform user research activities ● Development of user personas and use cases ● Development of business case for products ● Map high-level system interactions (BDUF) ● Work ahead on initial feature deliverables and design ideas for first iterations (as infrastructure is getting set up)
  7. 7. UX’S PLACE IN PRODUCT DEVELOPMENT CONTINUED INVOLVEMENT AT PROGRAM/TEAM LEVEL ● Prioritize and plans work: UX as Scrum/Agile team ● Work with Product Owner to make wireframes, designs, and user flows to help: ○ Drive conversations and direction ○ Write requirements, stories and tasks, acceptance criteria ○ Adhere to DoD and DoR criteria ● Confer with developers to find solution options ● Style pages appropriately & accessibly (CSS) This leads to higher quality in the application and more customizable design and less re-work
  8. 8. How can all work be completed in one iteration…? It shouldn’t be…
  9. 9. UX RUNWAY
  12. 12. UX RUNWAY ● Iterating ahead but on same cadence ● Just in time (JIT) and set-based design ○ “Just enough” detail provided for development team to start work ○ Multiple options to choose, validate and refine as we gain more understanding– doesn’t limit end goal ○ 80-90% completion goal for UX deliverables at “hand off” ● Continuous collaboration and feedback from business and development to get best solution in allotted time ● Planned room for UX changes and integration ○ ~10-25% capacity
  13. 13. POINT-BASED VS. SET-BASED DESIGN Point-based design: ● Committing to detailed specifics at an early point in the development/design process ● More empirical data will become available as the development proceeds ● Discovery that design won’t work is too late in the process – opportunity cost is higher and it costs more to fix Set-based design ● Maintain multiple, higher-level, requirement and design options for longer (delay decision making to one option) ● Use empirical data to focus on final design options ● This helps to assume variability and preserve options ● “Just enough” detail to move forward, not too much to lock into a hasty decision that will limit and bind us later
  14. 14. IT’S A BALANCE ● Maintaining multiple options while not putting too much detail into each (save the detail for JIT) ● Frequent and early validation through prototyping, modeling, simulation ● Specify interfaces and requirements (e.g. performance) – not exactly how an element achieves its results ● Frequent integration and review points ● Adaptive planning Building the right thing Building the thing right Building it fast
  15. 15. USER RESEARCH (FEATURES/EPICS) ● Problem focused design ● Get out of the building ● Rapid prototyping ● Minimum Viable Product ● Rapid feedback cycles
  16. 16. INFORMATION ARCHITECTURE AND VISUAL DESIGN (EPICS/STORIES) ● Problem focused design ● Integration of user research up front ● Set based design to just in time design ● Design standards ● Consistent interactions and integrations ● 10 – 25% overlap capacity – rework if necessary, answer questions, address issues ● Constant communication and collaboration with Agile team
  17. 17. FRONT-END UI/CSS/ACCESSIBILITY (STORIES/TASKS) ● Same cadence as development/it is development ● Centralized ownership of the stylesheets ● Branding standards ● Coding accessibly ● Overseers of full circle quality ● Raising up impediments and dependencies when opportunity cost is still relatively low ● Coding to accommodate changing requirements, consistency, and scalability
  18. 18.  Backlog grooming – dependencies are identified  UX backlog is developed, sized, and planned  Working sessions with Product Owners and teams  Frequent reviews and feedback for collaboration  Demos with development teams  Determine if designs are not feasible  “Finished” UX work items help to drive work, collaboration, identify gaps, and INCREASE QUALITY without limiting options HOW DOES IT ACTUALLY WORK?
  19. 19.  Days 1-5: The designs  Day 5: The rough drafts  Days 5-7: The final touches and directionary decisions (set-based design decisions)  Day 7: “Hand-off” to development  Day 7-10: Last chance for adjustments during sprint  Days 10+ (next Iteration): Start over and 10-25% JIT reactionary design capacity UX RUNWAY: ITERATION SCHEDULE (10 DAY) FOR PRODUCT ENHANCEMENT
  20. 20.  Higher quality finished product  Fewer “fire drills”  Less development and UX re-work - more iteration  Faster delivery time with higher visibility to all  More design flexibility/options without forced and disruptive adjustment  Product consistency BENEFITS OF UX RUNWAY
  21. 21. Books/Resources  Lean UX  The design of everyday things  Don't make me think  Scaled Agile - Set Based Design RESOURCES Natalie's Work ● UX Runway Blog ● Incorporating Agile UX Article -Methods and Tools ● UX Runway in Practice (Sprinting) ● Def of Ready with Dependent Teams (e.g. UX) ● UX and BA - Lviv, Ukraine ● Video of Lviv, Ukraine ● UX Runway at Agile2014 ● UX Runway Podcast ● UX Runway Webinar XBOSoft