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Power of Agile UX - EuroIA 2011

  1. 1. Power of Agile UXPetr Douša, Kerio@PetrDousa<br />
  2. 2. Welcome!<br />
  3. 3. Hi<br />Beer<br />Cool<br />= Ahoj<br />= Pivo<br />= Hustý<br />
  4. 4.
  5. 5.
  6. 6.
  7. 7. So how do we fit …<br />User researchSketchingWireframeMockupPrototypeSpecificationUsability testing<br />… into two weeks?<br />
  8. 8. So how do we fit …<br />User researchSketchingWireframeMockupPrototypeSpecificationUsability testingCodingTesting<br />… into two weeks?<br />
  9. 9. We don’t<br />
  10. 10. Do just enough<br />
  11. 11. Three Tools<br />Design workshops<br />Agile usability testing<br />User feedback<br />
  12. 12. DESIGN WORKSHOPS<br />
  13. 13. Users<br />Developers<br />QA<br />Product Manager<br />
  14. 14. 1. Get them into one room<br />
  15. 15. 2. Everybody can sketch<br />
  16. 16. 3. Sketch six ideas 8 minutes<br />
  17. 17. 4. Discuss 20 minutes<br />
  18. 18. 5. Sketch whole screen 8 minutes<br />
  19. 19. 6. Discuss 20 minutes<br />
  20. 20. 7. Agree what’s good 10 minutes<br />
  21. 21. Intro<br />Sketch six ideas<br />Discuss<br />Sketch whole screen<br />Discuss<br />Agree what’s good<br />5 minutes<br />8 minutes<br />20 minutes<br />8 minutes<br />20 minutes<br />10 minutes<br /> Good result in 2 hours<br />
  22. 22. Users<br />Developers<br />USER<br />NEEDS<br />TECHNICAL<br />LIMITS<br />QA<br />IDEAS<br />Product Manager<br />BUSINESS GOALS<br />
  23. 23. Users<br />Developers<br />USER<br />NEEDS<br />TECHNICAL<br />LIMITS<br />QA<br />IDEAS<br />Product Manager<br />BUSINESS GOALS<br />
  24. 24. Three Tools<br />Design workshops<br />Agile usability testing<br />User feedback<br />
  25. 25. AGILE USABILITY TESTING<br />
  26. 26. Involve the team<br />
  27. 27. Team is watching<br />In observation room<br />Good idea may come from anybody<br />Shared ownership of design<br />Users are different<br />
  28. 28. 2 hours every 6 weeks <br />Is a Fast Path to Great UX <br />(Jared Spool)<br />
  29. 29. Team evaluates<br /> 1. Everyone writes the problems<br />
  30. 30. 2. First person sorts by priority<br />
  31. 31. 3. Then second<br />
  32. 32. 4. Then others<br />
  33. 33. 4. Then others<br />
  34. 34. 5. Collision = discussion<br />
  35. 35. 6. Decide what gets fixed<br />
  36. 36. Three Tools<br />Design workshops<br />Agile usability testing<br />User feedback (demo)<br />
  37. 37. When in doubt,leave it out<br />
  38. 38. Wrap-up<br />Design workshops<br />Agile usability testing<br />User feedback (demo)<br />
  39. 39. Learn more<br />Design workshopsThe Design of Design Studiohttp://blog.semanticfoundry.com/2011/07/10/the-design-of-design-studio/<br />Usability testsSteve Krug: Rocket Surgery Made EasyThe Do-It-Yourself Guide to Finding and Fixing Usability Problems<br />Agile UXBalanced Teams blog & conferencehttp://www.balancedteam.org/<br />
  40. 40. Take Aways Questions?<br />Do just enough<br />Involve the team<br />2 hours every 6 weeks<br />When in doubt,<br /> leave it out<br />Ahoj – Pivo – Hustý<br />Petr Douša<br />@PetrDousa<br />pdousa@kerio.com<br />www.kerio.com/connect<br />
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