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Agile Creative Technology
30April, 2014
Agile principles
3. Working software is delivered
frequently (weeks rather than
months)
4. Working software is the principal
measure of progress
5. Sustainable development, able
to maintain a constant pace
6. Close, daily cooperation between
business people and developers
7. Face-to-face conversation is the
best form of communication
8. Projects are built around motivated
individuals, who should be trusted
9. Continuous attention to technical excellence and
good design
10. Simplicity—the art of maximizing the
amount of work not done—is essential
11. Self-organising teams
Customer satisfaction by rapid
delivery of useful software
Working software is delivered
frequently
12. Regular adaptation to changing
circumstances
Working software is delivered
frequently, and is the principle
measure of progress
2. Welcome changing requirements, even late in
development
1. Customer satisfaction by rapid
delivery of useful software
The Agile Manifesto
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
© 2001 Kent Beck, James Grenning, Robert C. Martin, Mike Beedle, Jim Highsmith, Steve Mellor,
Arie van Bennekum, Andrew Hunt, Ken Schwaber, Alistair Cockburn, Ron Jeffries, Jeff Sutherland,
Ward Cunningham, Jon Kern, Dave Thomas, Martin Fowler, Brian Marick
Question
How can this be applied to creative technologies?
the next evolution
3
points of evolution in
delivery
1. Employing new rapid digital
delivery models in favour of the
“big bang”
Delivery models are improving
Big bang, waterfall methods are dying;
1. Endless specification processes
2. Document to the finest point of detail
3. Big go-live with meteoric impact?
Challenges that today’s projects face
Do more with less
• Budget
• Resources
High expectations from both internal and external
stake holders
Pitfall of investing in commercial off the shelf
software and not much budget left for
customisation / development.
Question
What challenges do you face in
delivering your digital projects?
How could adopting the spirit of
agility address these issues?
2.Applying user-centric
thinking
we need to mean it
The expert paradox
We regularly speak of our customer’s needs
But our practice is often dictated by our needs
User centric thinking
Embedding users at each stage;
Concepting and writing the brief
Interaction design
Using prototypes that make sense
Always in beta, using the right tools to test
Question
What might be stopping you from
involving users in the design and
development of your digital products?
How can we overcome those barriers?
3. Embracing open source
tools for personalisation,
optimisation and increased
engagement
Broadcast to narrowcast
Personalisation is the buzzword
Relevance is the goal
Responsiveness is the dream
Measurement is everything
Evolution through disruption
Open source and cloud based tools are disrupting
the market
Conversion optimisation
Real-time personalisation
Targeted automated messaging delivery
Sexy tech is back, now it’s more accessible.
Question
Where do you see the opportunities
to personalise your organisations
digital user experience?
What are the barriers to realising
these opportunities.
Case Study
DonateLife
The Objectives
We understand OTA need to:
• Increase capability and capacity within the
health system
• Maximise donation rates
• Build community awareness and stakeholder
engagement across Australia to promote
organ and tissue donation Project Objectives
We understand OTA need to:
• Have a stable environment for DonateLife
Week
• Maximise reuse and reduce rework
• Minimise cost impact of phased approach
Business Objectives Business Imperatives
Design for
main and
micro site
Refinement
of main site
design
How did this work?
December January February /March April/May
Donatelife.gov.au
Donate Life Week Site
Requirements-
gathering &
research
Visual designs
& Information
architecture
Functional
specification,
HTML
Functional
Prototype
Development
and UAT
Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
How did this work?
December January February March
Donatelife.gov.au
Donate Life Week Site
Requirements-
gathering &
research
Visual designs
& Information
architecture
Functional
specification,
HTML
Functional
Prototype
Development
and UAT
The research phase will essentially cover the
whole of the DLW site process as learnings
will be fed into the main site build.
Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
Case Study
Seqwater
The Objectives
We understand SEQWater need
to:
• Provide up to date information for water users
• Flood awareness across QId
• Build community awareness and stakeholder
engagement across Australia to promote SEQ
as a tourist destination
We understand SEQWater need
to:
• Have a stable environment prior to Christmas
turn off of old sites
• Reduce duplication of publishing/content
• Minimise cost impact of phased approach
Business Objectives Business Imperatives
How did this work?
November December January Febraury
Integrations with external systems
Seqwater main site
Requirements-
gathering &
research
Visual designs
& Information
architecture
Functional
specification,
HTML
Functional
Prototype
Development
and UAT
Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
Seqwater up a dry gully site
Agile Software Development
Customer satisfaction by rapid
delivery of design, user
testing and useful software
Usable design assets and
working software are the principle
measures of progress
Agile Creative Technology
Questions?
Ian Laslett
Reading Room
i.laslett@readingroom.com.au
www.readingroom.com.au
/ReadingRoomAustralia
@ReadingRoom_AU

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Digital Conversations - Agile Creative Technology

  • 1. Reading Room Agile Creative Technology 30April, 2014
  • 2. Agile principles 3. Working software is delivered frequently (weeks rather than months) 4. Working software is the principal measure of progress 5. Sustainable development, able to maintain a constant pace 6. Close, daily cooperation between business people and developers 7. Face-to-face conversation is the best form of communication 8. Projects are built around motivated individuals, who should be trusted 9. Continuous attention to technical excellence and good design 10. Simplicity—the art of maximizing the amount of work not done—is essential 11. Self-organising teams Customer satisfaction by rapid delivery of useful software Working software is delivered frequently 12. Regular adaptation to changing circumstances Working software is delivered frequently, and is the principle measure of progress 2. Welcome changing requirements, even late in development 1. Customer satisfaction by rapid delivery of useful software
  • 3. The Agile Manifesto 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 © 2001 Kent Beck, James Grenning, Robert C. Martin, Mike Beedle, Jim Highsmith, Steve Mellor, Arie van Bennekum, Andrew Hunt, Ken Schwaber, Alistair Cockburn, Ron Jeffries, Jeff Sutherland, Ward Cunningham, Jon Kern, Dave Thomas, Martin Fowler, Brian Marick
  • 4. Question How can this be applied to creative technologies?
  • 6. 3 points of evolution in delivery
  • 7. 1. Employing new rapid digital delivery models in favour of the “big bang”
  • 8. Delivery models are improving Big bang, waterfall methods are dying; 1. Endless specification processes 2. Document to the finest point of detail 3. Big go-live with meteoric impact?
  • 9. Challenges that today’s projects face Do more with less • Budget • Resources High expectations from both internal and external stake holders Pitfall of investing in commercial off the shelf software and not much budget left for customisation / development.
  • 10. Question What challenges do you face in delivering your digital projects? How could adopting the spirit of agility address these issues?
  • 12. we need to mean it
  • 13. The expert paradox We regularly speak of our customer’s needs But our practice is often dictated by our needs
  • 14. User centric thinking Embedding users at each stage; Concepting and writing the brief Interaction design Using prototypes that make sense Always in beta, using the right tools to test
  • 15. Question What might be stopping you from involving users in the design and development of your digital products? How can we overcome those barriers?
  • 16. 3. Embracing open source tools for personalisation, optimisation and increased engagement
  • 17. Broadcast to narrowcast Personalisation is the buzzword Relevance is the goal Responsiveness is the dream Measurement is everything
  • 18. Evolution through disruption Open source and cloud based tools are disrupting the market Conversion optimisation Real-time personalisation Targeted automated messaging delivery Sexy tech is back, now it’s more accessible.
  • 19. Question Where do you see the opportunities to personalise your organisations digital user experience? What are the barriers to realising these opportunities.
  • 21. The Objectives We understand OTA need to: • Increase capability and capacity within the health system • Maximise donation rates • Build community awareness and stakeholder engagement across Australia to promote organ and tissue donation Project Objectives We understand OTA need to: • Have a stable environment for DonateLife Week • Maximise reuse and reduce rework • Minimise cost impact of phased approach Business Objectives Business Imperatives
  • 22. Design for main and micro site Refinement of main site design How did this work? December January February /March April/May Donatelife.gov.au Donate Life Week Site Requirements- gathering & research Visual designs & Information architecture Functional specification, HTML Functional Prototype Development and UAT Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
  • 23. How did this work? December January February March Donatelife.gov.au Donate Life Week Site Requirements- gathering & research Visual designs & Information architecture Functional specification, HTML Functional Prototype Development and UAT The research phase will essentially cover the whole of the DLW site process as learnings will be fed into the main site build. Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
  • 24.
  • 26. The Objectives We understand SEQWater need to: • Provide up to date information for water users • Flood awareness across QId • Build community awareness and stakeholder engagement across Australia to promote SEQ as a tourist destination We understand SEQWater need to: • Have a stable environment prior to Christmas turn off of old sites • Reduce duplication of publishing/content • Minimise cost impact of phased approach Business Objectives Business Imperatives
  • 27. How did this work? November December January Febraury Integrations with external systems Seqwater main site Requirements- gathering & research Visual designs & Information architecture Functional specification, HTML Functional Prototype Development and UAT Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Seqwater up a dry gully site
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  • 30. Agile Software Development Customer satisfaction by rapid delivery of design, user testing and useful software Usable design assets and working software are the principle measures of progress Agile Creative Technology