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10 Lessons Learned from
Integrating Interaction Design
and Agile Development
Tiago Silva da Silva
(@tiagosdasilva)
Milene Selbach Silveira
Frank Maurer
Wednesday, 7 August, 13
10 Lessons Learned from
Integrating Interaction Design
and Agile Development
Tiago Silva da Silva
(@tiagosdasilva)
Milene Selbach Silveira
Frank Maurer
Wednesday, 7 August, 13
Tiago Silva da Silva
Frank Maurer
Milene Silveira
Wednesday, 7 August, 13
Agile from the IxD
standpoint
Agile has openly declared that it is opposed
to big design upfront, which sounds like a
criticism of design
As a result, many Designers go into defensive
mode, believing that design will be
compromised
Wednesday, 7 August, 13
IxD from the Agile
developer standpoint
Developers go into a defensive mode
because they think Designers spend too
much time designing up front
Wednesday, 7 August, 13
Agile vs. Interaction
Design
• Different approaches with regards to the
allocation of resources in a project
• Iterative
• People (customer/user) centered design
Wednesday, 7 August, 13
Goal
To present lessons learned during the
construction of a framework for integrating
Interaction Design and Agile Development
Wednesday, 7 August, 13
Role Individuals
Project Manager/
Scrum Master
1
Product Owner 1
Technical Leader 1
Developer 2
Tester 2
Interaction
Designer (shared) 1
Role Individuals
Individuals
Business Owner 1 1
Product Leader/
Product Owner
1 1
Scrum Master 1 1
Developer 4 6
Tester 1 1
SEO 1 1
Interaction Designer 1 1
Graphical Designer 1 --
Multiple-case study
C1 C2
Research Method
PA PB
Wednesday, 7 August, 13
• Data collection
• Observations
• Interviews
• Data Analysis
• Open and Focused Coding
Research Method
Multiple-case study
Wednesday, 7 August, 13
Wednesday, 7 August, 13
Wednesday, 7 August, 13
“We don't have much time to work up front.Then we try
to do at least something up front, and it seems to be
working” [C2-UXB]
“We have a Sprint 0, pre-production” [C2-PLA]
“We don’t need to design everything up front” [C1-UX]
Wednesday, 7 August, 13
Wednesday, 7 August, 13
“It’s tricky to UX people to code” [C1-UX]
“Once the product is defined, I prototype it in two or
three weeks. Paper prototype to communicate between us
and some HTML to present to directors.” [C2-UXB]
Wednesday, 7 August, 13
Wednesday, 7 August, 13
“Internal studies... new people and old people from inside
the Company (...) With real users just at the final stages of
the project.” [C1-UX]
“As we have a set of users (database of volunteers), we can
call them and carry out some focus groups.We have 4
different personas with them.” [C2-UXB]
Wednesday, 7 August, 13
Wednesday, 7 August, 13
“We put UX criteria as acceptance criteria at the User
Stories, or we reference the behavior of the interface in a
sequence of wireframes.” [C2-UXA]
Wednesday, 7 August, 13
Wednesday, 7 August, 13
“We perform some experts evaluations, peer review.”
[C1-UX]
Wednesday, 7 August, 13
Wednesday, 7 August, 13
“We should work at least one sprint ahead of the
development team.” [C1-UX]
“Me and UX work one sprint ahead of the rest of the
team.” [C2-PLA]
Wednesday, 7 August, 13
10 Lessons Learned
Wednesday, 7 August, 13
1
Use Sprint 0 to Research and Design
something upfront.
Wednesday, 7 August, 13
1
Use Sprint 0 to Research and Design
something upfront.
Collaborative Discover
Wednesday, 7 August, 13
2
Prototype and evaluate iteratively,
regardless of the chosen technique or
tool.
Wednesday, 7 August, 13
Paper prototyping might not be so
efficient, mainly when the teams are
distributed.
3
Wednesday, 7 August, 13
4
Use lo-fi prototypes, but digital ones
rather than on paper. It depends on the
Designer’s skills/background.
Wednesday, 7 August, 13
5
Lo-fi prototypes frequently help to
improve the communication between the
development team and Designers.
However, sometimes they are not
sufficient to communicate design
decisions to stakeholders.
Wednesday, 7 August, 13
6
Perform user testing with internal users.
This is a reasonable practice, but keep in
mind that they may not be your end users
(potential problems).
Wednesday, 7 August, 13
7
Keep a database of ‘design partners’,
which consists of having a database of
potential users who are partners available
to carry out user testing.
Wednesday, 7 August, 13
8
Set UX issues as acceptance criteria in
the User Stories, preferably enriched with
prototypes.
Wednesday, 7 August, 13
9
Evaluate iteratively, pairing with other
Designers, Developers and Business
Analysts.
Wednesday, 7 August, 13
10
Design one sprint ahead of the
development team but be always available
to clarify Developers’ doubts.
Wednesday, 7 August, 13
Conclusion
Conclusion
Limitations
Future Work
Wednesday, 7 August, 13
Conclusion
Conclusion
Limitations
Future Work
Wednesday, 7 August, 13
Thank you
Wednesday, 7 August, 13
10 Lessons Learned from
Integrating Interaction Design
and Agile Development
Tiago Silva da Silva
(@tiagosdasilva)
(silvadasilva@usp.br)
Milene Selbach Silveira
Frank Maurer
Wednesday, 7 August, 13

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10 Lessons Learned from Integrating Interaction Design and Agile Development

  • 1. 10 Lessons Learned from Integrating Interaction Design and Agile Development Tiago Silva da Silva (@tiagosdasilva) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13
  • 2. 10 Lessons Learned from Integrating Interaction Design and Agile Development Tiago Silva da Silva (@tiagosdasilva) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13
  • 3. Tiago Silva da Silva Frank Maurer Milene Silveira Wednesday, 7 August, 13
  • 4. Agile from the IxD standpoint Agile has openly declared that it is opposed to big design upfront, which sounds like a criticism of design As a result, many Designers go into defensive mode, believing that design will be compromised Wednesday, 7 August, 13
  • 5. IxD from the Agile developer standpoint Developers go into a defensive mode because they think Designers spend too much time designing up front Wednesday, 7 August, 13
  • 6. Agile vs. Interaction Design • Different approaches with regards to the allocation of resources in a project • Iterative • People (customer/user) centered design Wednesday, 7 August, 13
  • 7. Goal To present lessons learned during the construction of a framework for integrating Interaction Design and Agile Development Wednesday, 7 August, 13
  • 8. Role Individuals Project Manager/ Scrum Master 1 Product Owner 1 Technical Leader 1 Developer 2 Tester 2 Interaction Designer (shared) 1 Role Individuals Individuals Business Owner 1 1 Product Leader/ Product Owner 1 1 Scrum Master 1 1 Developer 4 6 Tester 1 1 SEO 1 1 Interaction Designer 1 1 Graphical Designer 1 -- Multiple-case study C1 C2 Research Method PA PB Wednesday, 7 August, 13
  • 9. • Data collection • Observations • Interviews • Data Analysis • Open and Focused Coding Research Method Multiple-case study Wednesday, 7 August, 13
  • 12. “We don't have much time to work up front.Then we try to do at least something up front, and it seems to be working” [C2-UXB] “We have a Sprint 0, pre-production” [C2-PLA] “We don’t need to design everything up front” [C1-UX] Wednesday, 7 August, 13
  • 14. “It’s tricky to UX people to code” [C1-UX] “Once the product is defined, I prototype it in two or three weeks. Paper prototype to communicate between us and some HTML to present to directors.” [C2-UXB] Wednesday, 7 August, 13
  • 16. “Internal studies... new people and old people from inside the Company (...) With real users just at the final stages of the project.” [C1-UX] “As we have a set of users (database of volunteers), we can call them and carry out some focus groups.We have 4 different personas with them.” [C2-UXB] Wednesday, 7 August, 13
  • 18. “We put UX criteria as acceptance criteria at the User Stories, or we reference the behavior of the interface in a sequence of wireframes.” [C2-UXA] Wednesday, 7 August, 13
  • 20. “We perform some experts evaluations, peer review.” [C1-UX] Wednesday, 7 August, 13
  • 22. “We should work at least one sprint ahead of the development team.” [C1-UX] “Me and UX work one sprint ahead of the rest of the team.” [C2-PLA] Wednesday, 7 August, 13
  • 24. 1 Use Sprint 0 to Research and Design something upfront. Wednesday, 7 August, 13
  • 25. 1 Use Sprint 0 to Research and Design something upfront. Collaborative Discover Wednesday, 7 August, 13
  • 26. 2 Prototype and evaluate iteratively, regardless of the chosen technique or tool. Wednesday, 7 August, 13
  • 27. Paper prototyping might not be so efficient, mainly when the teams are distributed. 3 Wednesday, 7 August, 13
  • 28. 4 Use lo-fi prototypes, but digital ones rather than on paper. It depends on the Designer’s skills/background. Wednesday, 7 August, 13
  • 29. 5 Lo-fi prototypes frequently help to improve the communication between the development team and Designers. However, sometimes they are not sufficient to communicate design decisions to stakeholders. Wednesday, 7 August, 13
  • 30. 6 Perform user testing with internal users. This is a reasonable practice, but keep in mind that they may not be your end users (potential problems). Wednesday, 7 August, 13
  • 31. 7 Keep a database of ‘design partners’, which consists of having a database of potential users who are partners available to carry out user testing. Wednesday, 7 August, 13
  • 32. 8 Set UX issues as acceptance criteria in the User Stories, preferably enriched with prototypes. Wednesday, 7 August, 13
  • 33. 9 Evaluate iteratively, pairing with other Designers, Developers and Business Analysts. Wednesday, 7 August, 13
  • 34. 10 Design one sprint ahead of the development team but be always available to clarify Developers’ doubts. Wednesday, 7 August, 13
  • 38. 10 Lessons Learned from Integrating Interaction Design and Agile Development Tiago Silva da Silva (@tiagosdasilva) (silvadasilva@usp.br) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13