There's a rumor going around that user experience (UX) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! I will draw on my experiences at three large Cleveland companies.
Creating an Online Community for User ResearchTom Vollaro
Project Vasari aimed to create an online community for user research beyond Facebook and Twitter by delivering content using the cloud to move fast, reach new audiences, and foster discussion through expert blogs, videos, and profiles while learning through early experiments, user interviews, and refining the approach to focus on a centralized hub, video tutorials, and user engagement over passive consumption.
While you can design a good user experience by playing it safe, creating a great design often requires the courage to take intelligent risks. In this Keynote for Design Camp Boston 2010, Everett McKay explores courageous design and how courage affects making decisions through consensus and the use of data, asking questions in UI, simplicity, software personality, and, most importantly, team culture. As Everett says, “You can measure the greatness of a user experience by the courage required to design it.”
Maximizing the impact of UX in an agile environment: Mixing agile and Lean UXJohn Whalen
When companies adopt an agile development environment, UX teams often feel like they just lost their seat at the table. It’s never easy to change, but by adapting your UX practices to accommodate agile, you can have the impact on design you always wanted.
This document provides an overview of Lean UX, which combines principles from design thinking, agile development, and the lean startup methodology. It discusses Lean UX foundations like continuous learning and experimentation. The Lean UX process involves declaring assumptions, creating minimum viable products (MVPs) to test hypotheses, gathering feedback through research and experiments, and iterating based on learning. Challenges like integrating Lean UX with scrum processes and finding user test subjects are also addressed. The document aims to explain what Lean UX is and how its principles and processes work.
The UX Design Pocess in Scrum by John Pagonis and Sotiris SotiropoulosAgile ME
The document discusses integrating UX design into a Scrum development process. It defines user experience and differentiates it from the user interface and usability. A UX designer should be part of the cross-functional Scrum team rather than working separately. The UX designer helps the product owner validate requirements and informs them with research evidence. UX work like research and design spikes should involve the whole team from the start of a project rather than the UX designer working alone initially.
First issue (Fall 2015) of my magazine Dynamic Design. It is a collection of articles about the new revolution in digital design. It is guiding my workshops all over the world.
Winning Hearts and Minds: Tips for Embedding User Experience in Your Organisa...Michele Ide-Smith
This document provides 17 tips for embedding user experience (UX) into an organization. The tips include starting with small projects to demonstrate value, providing evidence from user research, evangelizing the benefits of UX, finding a UX champion, developing in-house UX skills, observing users, collaborating cross-functionally, communicating findings, aligning UX and product management, standardizing processes, and getting support from leadership. The overall message is that embedding UX takes time and requires a collaborative, incremental approach focused on changing perceptions and gaining buy-in across the organization.
Creating an Online Community for User ResearchTom Vollaro
Project Vasari aimed to create an online community for user research beyond Facebook and Twitter by delivering content using the cloud to move fast, reach new audiences, and foster discussion through expert blogs, videos, and profiles while learning through early experiments, user interviews, and refining the approach to focus on a centralized hub, video tutorials, and user engagement over passive consumption.
While you can design a good user experience by playing it safe, creating a great design often requires the courage to take intelligent risks. In this Keynote for Design Camp Boston 2010, Everett McKay explores courageous design and how courage affects making decisions through consensus and the use of data, asking questions in UI, simplicity, software personality, and, most importantly, team culture. As Everett says, “You can measure the greatness of a user experience by the courage required to design it.”
Maximizing the impact of UX in an agile environment: Mixing agile and Lean UXJohn Whalen
When companies adopt an agile development environment, UX teams often feel like they just lost their seat at the table. It’s never easy to change, but by adapting your UX practices to accommodate agile, you can have the impact on design you always wanted.
This document provides an overview of Lean UX, which combines principles from design thinking, agile development, and the lean startup methodology. It discusses Lean UX foundations like continuous learning and experimentation. The Lean UX process involves declaring assumptions, creating minimum viable products (MVPs) to test hypotheses, gathering feedback through research and experiments, and iterating based on learning. Challenges like integrating Lean UX with scrum processes and finding user test subjects are also addressed. The document aims to explain what Lean UX is and how its principles and processes work.
The UX Design Pocess in Scrum by John Pagonis and Sotiris SotiropoulosAgile ME
The document discusses integrating UX design into a Scrum development process. It defines user experience and differentiates it from the user interface and usability. A UX designer should be part of the cross-functional Scrum team rather than working separately. The UX designer helps the product owner validate requirements and informs them with research evidence. UX work like research and design spikes should involve the whole team from the start of a project rather than the UX designer working alone initially.
First issue (Fall 2015) of my magazine Dynamic Design. It is a collection of articles about the new revolution in digital design. It is guiding my workshops all over the world.
Winning Hearts and Minds: Tips for Embedding User Experience in Your Organisa...Michele Ide-Smith
This document provides 17 tips for embedding user experience (UX) into an organization. The tips include starting with small projects to demonstrate value, providing evidence from user research, evangelizing the benefits of UX, finding a UX champion, developing in-house UX skills, observing users, collaborating cross-functionally, communicating findings, aligning UX and product management, standardizing processes, and getting support from leadership. The overall message is that embedding UX takes time and requires a collaborative, incremental approach focused on changing perceptions and gaining buy-in across the organization.
Running Great Design Reviews With Clients & PartnersCraig Peters
No matter how great your designs are, the way you communicate with your clients/business partners can make or break your engagement, especially as design challenges and organizations become more complex.
But what actually makes some meetings go well, and others not? We’ve heard “Be storytellers,” “Provide the right context,” and “Set expectations,” but what does that look like in practice?
I’ll provide real-life examples of how we’ve done this in our presentations for client engagements. We’ll include examples of our fundamental concepts we live by. No surprises. Over-communicate. Tell them how to be and what to do in the meeting. Design every slide of a presentation, not just the “designs.” Tell a story. Assume your clients have no idea what your meeting is all about (put yourself in their shoes).
It always goes better when you’re well prepared; we’ll help you get there.
Get hands-on advice for rapid Agile prototyping in a product team.
You'll learn:
- How to determine the right depth and breadth for MVP prototypes.
- How to prioritize use cases for prototyping.
- How to elicit the right stakeholder and user feedback.
- How to correctly annotate prototypes for dev and QA.
Designer vs Developer - A Battle Royal v1.0Nicole Maynard
SharePoint Fest Chicago 2013 - Can designers and developers work together to create a frictionless solution? Often times barriers exist between designers and developers. Let's look at what UX really is, not hearsay and learn some interesting ways devs can help. And bring peace to this historical battle field, by showing the two factions can work together amicably when supported by a well-defined process. Content covered will center around web, desktop, mobile, and yes a little bit of SharePoint. Discussion topics will include a brief history of user experience (UX) design, a "concept to deliverable" process involving designers and developers, and finally a short demo highlighting covered concepts.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
This document discusses different approaches to user experience (UX) design for agile, lean, and waterfall teams. It argues that all teams use the same design process of thinking, making, and checking models, but may start at different points. The key is sharing models to gain understanding, rather than making deliverables. Fidelity and annotation can be used to improve how models communicate understanding. To avoid becoming "UX zombies" focused on process over outcomes, teams should ask questions about their goals and how their work improves understanding of users, interfaces, interactions and systems.
Real World Lessons Using Lean UX (Workshop)Bill Scott
Half Day Workshop given 5/22/2013 at WebVisions Portland.
In this workshop Bill will explore the mindset of LeanUX and how it relates to bring products to life in the midst of big organizations that don't normally think "Lean". He will look at how teams can create a strong partnership between product, design & engineering in a way that tears down the walls and instead focuses on three key principles:
Shared understanding
Deep collaboration
Continuous customer feedback
The workshop will take a look at how Bill has been able to apply Lean UX at PayPal — a place that in recent years has been the total antithesis of the lean startup idea. With very specific examples, he will share lessons learned applying lean to the full product life cycle as well as how it relates to agile development.
Finally, the workshop looks at the technology stack. In the last few years there has been an explosion of open source technology stacks that can support rapidly creating products, launching them to scale and rapidly iterating on them when live. While startups embrace these stacks from the get-go, large organizations struggle with how to embrace this change. This workshop will also look at the shift that has happened, what is driving this change, and how organizations can embrace this stack and how to marry Lean Tech with Lean UX.
The document discusses how UX practitioners can adopt an agile mindset and work within agile frameworks. It outlines key agile concepts and compares traditional vs. agile development lifecycles. It also provides an example project timeline to illustrate how UX and development tasks are interleaved. The presentation emphasizes that agile is about people over process and advocates evolving design documents alongside software development through iterative conversations.
The Agile UX Equation: Constructing a Powerful, but Lightweight ProcessUserZoom
One of the biggest challenges of designing user experiences in an agile world is fitting into agile processes. Join Dean Barker, VP of UX and Agile coaching at Optum/UnitedHealth Group, as he discusses how to remove the waste from your UX processes for a truly lean foundation.
The Agile UX Equation: How to Implement UserZoom Within Your Agile FrameworkUserZoom
Join Sarah as she walks you through specific examples of how you can leverage UserZoom for UX insights even in the fast-paced world of agile development.
There’s a dirty secret in the turf war between agile, lean, and waterfall: they each use the same product development process. What’s different isn’t their process, but how they apply design activities in different ways to eke out different design value.
So how can you alter the design process? Even better, how can you customize the process to provide more value for the way your organization works? How should you change the design process from sprint to sprint to get the most value out of your design activities?
How do you hack user experience?
Jacklyn Cohen conducted a UX bootcamp on designing grocery shopping apps. She began with introductions and an overview of UX design, usability, and UI. Cohen explained the differences between these concepts and emphasized that UX design focuses on the overall user experience. The bootcamp covered various topics related to the UX process like research methods, creating personas and empathy maps, wireframing, and user testing. Participants conducted user interviews on grocery shopping habits, created affinity diagrams to identify themes, and designed wireframes for a grocery shopping app home screen and shopping list screen. User testing of the wireframes was also practiced. The goal of the bootcamp was to provide hands-on experience with UX design methods through the
The document provides an introduction to an Agile and Lean User Experience workshop. It discusses how traditional UX practices emphasize deliverables and individual hero designers, while Lean UX focuses on collaborative sense-making and ensuring the customer experience is owned by everyone. The workshop covers Lean UX principles and processes, integrating design into agile development, and the importance of customer research methods like interviewing and empathy mapping to understand user needs and validate hypotheses.
Introduction to User Experience Design 10/07/17Robert Stribley
The document outlines an introduction to user experience design workshop, including an overview of the history and principles of UX design, the design process, common deliverables, and an example project of redesigning an events website. The workshop agenda covers topics such as user research, information architecture, wireframing, and usability testing. The goal is for participants to understand basic UX concepts and experience the design process.
Learn how to see beyond typical agile user stories that annoy instead of inspire when building the “unknown”. Pave the way forward for your team by writing design stories that break down a complex problem into “tiny pulses” that when put together make up a complex system. Apply “Design Thinking” to not lose sight of the big picture and avoid leading your team down the wrong path of development and stifle innovation. See how thought leaders in Lean startup and Experience design are already re-evaluating their methods when measuring complexities of a system.
Most importantly see how design stories can be the uniting factor for cross-functional teams: everyone “owns” the design, inspires developers to tackle complex and feature rich digital products with selective planning and architecture that include UI patterns, Lean methods, and promotes holistic thinking that makes everyone more effective and efficient in their work.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Inside you there is a secret product idea...some problem you are just itching to solve. Yet it falls prey to that deadly statement: “Someday, when I have more time...”
In this action-packed 180 minutes, UX Lisbon participants got their ideas out and into the world. Using Lean Startup principles and these fun and rapid methods, they created a coherent, lo-fi product concept and got peer feedback on it. From identifying the problem it solves for people and understanding the role it plays in customers’ lives to identifying a key metric to indicate traction, they explored the idea in full. They wrapped up with practical, actionable (and simple!) next steps to propel the ideas forward.
The document discusses the importance of user research and validation in the product design process. It advocates for a lean approach of rapid prototyping, usability testing, and incorporating user feedback in short iterative cycles. This validates assumptions and helps ensure the product being built actually meets user needs rather than relying only on assumptions or features without understanding their value to customers.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Agile and UX both put user's needs at their center, but their foundational beliefs have set them at odds over the years.
Presented at part of "24 Hours of UX" 2022.
Running Great Design Reviews With Clients & PartnersCraig Peters
No matter how great your designs are, the way you communicate with your clients/business partners can make or break your engagement, especially as design challenges and organizations become more complex.
But what actually makes some meetings go well, and others not? We’ve heard “Be storytellers,” “Provide the right context,” and “Set expectations,” but what does that look like in practice?
I’ll provide real-life examples of how we’ve done this in our presentations for client engagements. We’ll include examples of our fundamental concepts we live by. No surprises. Over-communicate. Tell them how to be and what to do in the meeting. Design every slide of a presentation, not just the “designs.” Tell a story. Assume your clients have no idea what your meeting is all about (put yourself in their shoes).
It always goes better when you’re well prepared; we’ll help you get there.
Get hands-on advice for rapid Agile prototyping in a product team.
You'll learn:
- How to determine the right depth and breadth for MVP prototypes.
- How to prioritize use cases for prototyping.
- How to elicit the right stakeholder and user feedback.
- How to correctly annotate prototypes for dev and QA.
Designer vs Developer - A Battle Royal v1.0Nicole Maynard
SharePoint Fest Chicago 2013 - Can designers and developers work together to create a frictionless solution? Often times barriers exist between designers and developers. Let's look at what UX really is, not hearsay and learn some interesting ways devs can help. And bring peace to this historical battle field, by showing the two factions can work together amicably when supported by a well-defined process. Content covered will center around web, desktop, mobile, and yes a little bit of SharePoint. Discussion topics will include a brief history of user experience (UX) design, a "concept to deliverable" process involving designers and developers, and finally a short demo highlighting covered concepts.
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. As a result, many prototyping efforts aren’t productive and fail to achieve their goals.
In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then give the eight rules for effective prototyping and show why those rules are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), give nine criteria for evaluating prototyping tools, and evaluate the tools based on the criteria. He will conclude by showing some examples effective and ineffective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
Software prototyping is an important UX design skill that many people “just do” but effective prototyping requires crucial knowledge and practices that aren’t obvious. In this talk, Everett will explain prototyping and its goals, compare prototyping to sketching, and explore the different types of prototyping. He will then characterize effective prototyping and explain why those characteristics are so important.
Everett will review several commonly available prototyping tools (including SketchFlow), and evaluate their pros and cons. He will conclude by working through some examples so that you can see effective prototyping in practice.
If you or your team is prototyping now or considering prototyping in the future, this talk is for you!
This document discusses different approaches to user experience (UX) design for agile, lean, and waterfall teams. It argues that all teams use the same design process of thinking, making, and checking models, but may start at different points. The key is sharing models to gain understanding, rather than making deliverables. Fidelity and annotation can be used to improve how models communicate understanding. To avoid becoming "UX zombies" focused on process over outcomes, teams should ask questions about their goals and how their work improves understanding of users, interfaces, interactions and systems.
Real World Lessons Using Lean UX (Workshop)Bill Scott
Half Day Workshop given 5/22/2013 at WebVisions Portland.
In this workshop Bill will explore the mindset of LeanUX and how it relates to bring products to life in the midst of big organizations that don't normally think "Lean". He will look at how teams can create a strong partnership between product, design & engineering in a way that tears down the walls and instead focuses on three key principles:
Shared understanding
Deep collaboration
Continuous customer feedback
The workshop will take a look at how Bill has been able to apply Lean UX at PayPal — a place that in recent years has been the total antithesis of the lean startup idea. With very specific examples, he will share lessons learned applying lean to the full product life cycle as well as how it relates to agile development.
Finally, the workshop looks at the technology stack. In the last few years there has been an explosion of open source technology stacks that can support rapidly creating products, launching them to scale and rapidly iterating on them when live. While startups embrace these stacks from the get-go, large organizations struggle with how to embrace this change. This workshop will also look at the shift that has happened, what is driving this change, and how organizations can embrace this stack and how to marry Lean Tech with Lean UX.
The document discusses how UX practitioners can adopt an agile mindset and work within agile frameworks. It outlines key agile concepts and compares traditional vs. agile development lifecycles. It also provides an example project timeline to illustrate how UX and development tasks are interleaved. The presentation emphasizes that agile is about people over process and advocates evolving design documents alongside software development through iterative conversations.
The Agile UX Equation: Constructing a Powerful, but Lightweight ProcessUserZoom
One of the biggest challenges of designing user experiences in an agile world is fitting into agile processes. Join Dean Barker, VP of UX and Agile coaching at Optum/UnitedHealth Group, as he discusses how to remove the waste from your UX processes for a truly lean foundation.
The Agile UX Equation: How to Implement UserZoom Within Your Agile FrameworkUserZoom
Join Sarah as she walks you through specific examples of how you can leverage UserZoom for UX insights even in the fast-paced world of agile development.
There’s a dirty secret in the turf war between agile, lean, and waterfall: they each use the same product development process. What’s different isn’t their process, but how they apply design activities in different ways to eke out different design value.
So how can you alter the design process? Even better, how can you customize the process to provide more value for the way your organization works? How should you change the design process from sprint to sprint to get the most value out of your design activities?
How do you hack user experience?
Jacklyn Cohen conducted a UX bootcamp on designing grocery shopping apps. She began with introductions and an overview of UX design, usability, and UI. Cohen explained the differences between these concepts and emphasized that UX design focuses on the overall user experience. The bootcamp covered various topics related to the UX process like research methods, creating personas and empathy maps, wireframing, and user testing. Participants conducted user interviews on grocery shopping habits, created affinity diagrams to identify themes, and designed wireframes for a grocery shopping app home screen and shopping list screen. User testing of the wireframes was also practiced. The goal of the bootcamp was to provide hands-on experience with UX design methods through the
The document provides an introduction to an Agile and Lean User Experience workshop. It discusses how traditional UX practices emphasize deliverables and individual hero designers, while Lean UX focuses on collaborative sense-making and ensuring the customer experience is owned by everyone. The workshop covers Lean UX principles and processes, integrating design into agile development, and the importance of customer research methods like interviewing and empathy mapping to understand user needs and validate hypotheses.
Introduction to User Experience Design 10/07/17Robert Stribley
The document outlines an introduction to user experience design workshop, including an overview of the history and principles of UX design, the design process, common deliverables, and an example project of redesigning an events website. The workshop agenda covers topics such as user research, information architecture, wireframing, and usability testing. The goal is for participants to understand basic UX concepts and experience the design process.
Learn how to see beyond typical agile user stories that annoy instead of inspire when building the “unknown”. Pave the way forward for your team by writing design stories that break down a complex problem into “tiny pulses” that when put together make up a complex system. Apply “Design Thinking” to not lose sight of the big picture and avoid leading your team down the wrong path of development and stifle innovation. See how thought leaders in Lean startup and Experience design are already re-evaluating their methods when measuring complexities of a system.
Most importantly see how design stories can be the uniting factor for cross-functional teams: everyone “owns” the design, inspires developers to tackle complex and feature rich digital products with selective planning and architecture that include UI patterns, Lean methods, and promotes holistic thinking that makes everyone more effective and efficient in their work.
Know Thy User: The Role of Research in Great Interactive Designfrog
In this talk, David Sherwin from frog demystifies the role and use of research in the day-to-day work of an interactive designer. He draws on the collective knowledge of frog's design research practice and his own experience as a design research lead helping to coordinate teams in conducting U.S.-based and global research programs.
Inside you there is a secret product idea...some problem you are just itching to solve. Yet it falls prey to that deadly statement: “Someday, when I have more time...”
In this action-packed 180 minutes, UX Lisbon participants got their ideas out and into the world. Using Lean Startup principles and these fun and rapid methods, they created a coherent, lo-fi product concept and got peer feedback on it. From identifying the problem it solves for people and understanding the role it plays in customers’ lives to identifying a key metric to indicate traction, they explored the idea in full. They wrapped up with practical, actionable (and simple!) next steps to propel the ideas forward.
The document discusses the importance of user research and validation in the product design process. It advocates for a lean approach of rapid prototyping, usability testing, and incorporating user feedback in short iterative cycles. This validates assumptions and helps ensure the product being built actually meets user needs rather than relying only on assumptions or features without understanding their value to customers.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Agile and UX both put user's needs at their center, but their foundational beliefs have set them at odds over the years.
Presented at part of "24 Hours of UX" 2022.
24 Hours of UX, 2023: Preventing the FutureJoshua Randall
On our current trajectory, the future of UX design will look much like the present, only worse. The gold rush mentality towards UX design as a “career” combined with Gresham’s Law (“bad money drives out good”) applied to design combined with automation from software platforms means we are increasing the pace at which bad designs proliferate. In this talk Joshua Randall will cite data from larger research companies like Baymard and Nielsen Norman Group as well as draw on examples from his career to paint a picture of the coming dystopia.
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
The document provides an overview of user experience (UX) design from Ali Rushdan Tariq, a UX designer. It discusses the history and evolution of UX design. It then outlines Tariq's 11 characteristics of good UX designers, which include trying to solve problems, caring more about experiences than visuals, understanding context, empathizing with stakeholders, trying things iteratively, adapting processes, constantly learning, being fearless, making themselves valuable, keeping up with trends without distraction, and putting human needs first. The document concludes with additional recommended resources for learning more about UX design.
There are key things that will give you a much better chance at success. While these are well documented in numerous books, articles, and videos - there are still many stakeholders that don't subscribe to some basic truths, like: product decisions should be based on evidence, or having dedicated UX Designers on product teams.
Jeremy will go over his top ten questions to ask any team to see if they're heading toward launching a great product experience.
This presentation was originally given @ Refresh Dallas on 2/12/15
Usability refers to how easy user interfaces are to use. It is measured based on six factors: effectiveness, learnability, efficiency, memorability, error prevention, and satisfaction. Usability testing should start early in the design process and continue through iterations to refine the design. Implementing usability principles leads to products that are intuitive and enjoyable to use, improving user experience and business outcomes.
This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points:
1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective.
2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing.
3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
The document discusses user experience (UX) and its importance in software development. It defines UX as the overall experience a user has when interacting with a product. The document outlines various UX competencies like information architecture, interaction design, and usability testing. It emphasizes designing software with a user-centered approach to ensure it is useful, usable and desirable. It also provides guidance on incorporating UX practices into .NET development.
Know Thy User: The Missing Element in SharePoint Solutions (User Centered Des...Marcy Kellar
You want the most out of your investment in SharePoint – a highly adopted, effective and easy-to-use solution. Achieving these objectives requires more than technical skills and knowledge of the inner-workings of SharePoint features – it requires an understanding of user problems and goals as well as a process that keeps the user at the center of the lifecycle. If you are like many organizations implementing SharePoint, you are using “surrogates” to represent user requirements, collecting inadequate user information and not engaging users later in the design and development process. If this sounds familiar, you may be headed toward a costly redesign.
This session defines both User Centered Design (UCD) and User Experience (UX) concepts and provides tangible methods that incorporate users into your process without compromising business goals.
The document discusses the importance of usability testing in website and application design. It defines usability as how easy user interfaces are to use. The main points of usability testing are to inform design decisions rather than prove one design is better than another. Usability testing evaluates how learnable, efficient, memorable, error-proof, and satisfying a design is to use based on feedback from real users. The document dispels common myths that usability testing is too costly, will delay projects, or limits creativity. It argues that usability testing can actually improve designs and be completed quickly and cost-effectively.
Design Thinking Dallas by Chris BernardChris Bernard
The document discusses design thinking and its importance for meaningful innovation. It defines design thinking as focusing on what is desirable to users, going beyond usability to create desirable experiences. It emphasizes that design thinking is needed for all roles and organizations to stay competitive. It outlines how organizations can develop design thinking capabilities through people, awareness/understanding, and execution of user experience principles and processes.
Dual Track Agile Or, How I learned to stop worrying and love the scrumUXDXConf
In software there are two key types of work - discovery and delivery. However, that doesn't mean there are different people doing those jobs. If the whole team is responsible for product success, not just getting things built, then the whole team needs to understand and contribute to both kinds of work.
Dual track agile and the UXDX model both convey the approach of design and development working together.
This document discusses the history and evolution of agile UX practices. It outlines Don Norman's coining of the term "user experience architect" in 1993 and Jesse James Garrett's Elements of User Experience model in 2000 as important early developments. The document then presents six principles for realigning UX with agile, including not dictating to developers and designing all aspects of the user experience. Finally, it lists twelve emerging best practices for integrating UX work into agile development processes and recommends several books and resources on lean UX.
This document provides an overview of user experience (UX) design. It begins with a brief history of UX, starting in the 1940s with a focus on ergonomics and human factors. It then discusses key developments in UX through the 1950s with cognitive science and augmented reality, and the first graphical user interface in the 1970s. The document also outlines an anticipated future for UX with more contextual and natural designs. It defines UX, explaining it is not just about visual design but also psychology, user needs, and emotions. It discusses the importance of UX and having a user-centered design process that includes research, prototyping, and testing. Finally, it provides tips and tools for different aspects of
What makes websites a strong channel for the company? Is it the visuals or what it does for its customers? As success is increasingly fought at the experience level, can design help you build websites that people truly value? And if so, how?
This presentation is about good design discovery by way of effective User Experience research. It's a set of methods you can mix and match to truly understand who you're designing for, according to what the medium is and what your business needs.
If you've ever wondered how to conduct good UX research or what's going on in that designer's mind (again), look no further.
Presented at DrupalNorth Regional Summit (August 2018)
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UX + Agile: The Good, The Bad, and The Ugly
1. UX + Agile – The Good, the
Bad, and the Ugly
by Joshua Randall
for the Cleveland Agile Meetup
April 10, 2019
2. Agenda
• 5 minutes – Introduction: Who am I? Why am I here?
• 5 minutes – What is User Experience?
• 5 minutes – The UX-er and the Agilist Should Be Friends!
• 5 minutes – Why Can't We Get Along?
• 10 minutes – Attempts at Reconciliation
• 10 minutes – The Good, The Bad, and The Ugly of…
• Outside Agency
• Embedded Team Members
• "Internal Agency"
• 5 minutes – Summary and Conclusion
• 10 minutes – Questions and Answers
4. Disclaimers
I represent only myself, not my employer.
Agile and User Experience are both big topics.
This is an informational presentation, not a how-to.
6. Who am I? Why am I here?
image sources: YouTube; phelch66 on Wordpress
7. Who am I? (really)
• Joshua Randall, UX Designer and UX Researcher at
KeyBank
• Bachelor’s degree in Philosophy
• Master’s degree in UX Design from Kent State University
• 20 years as an I.T. business analyst
• 12 years as an Agile enthusiast (including CSM)
• Fully invested in UX 5 years ago
10. UX, as defined by the coiner of the term
"User experience" encompasses all
aspects of the end-user's interaction with
the company, its services, and its products.
Distinguish UX from the user interface (UI).
Distinguish UX from usability.
− Usability is a quality attribute with five components
(learnability, efficiency, memorability, errors,
satisfaction).
source: Don Norman
14. The Elements of UX: Software Interface and Hypertext System
source: Jesse James Garrett (jjg.net/elements)
Linear time from
objectives, then
specifications,
then various
types of design,
and only then
completion …
where have I
heard this
before?
15. Agile Manifesto, but no UX Manifesto?
Jakob Nielsen's 10 Usability Heuristics (1994)
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose, and recover from errors
10. Help and documentation
Source: Jakob Nielsen (nngroup.com/articles/ten-usability-heuristics/)
17. UX and Agile Overlap
User
Experience
Agile
User Storiesoften recommends
User Needs
User-Centered
Design
recognize importance of
are the focus of
is a part of the larger landscape of
should be best friends with
18. some Extreme Programming (XP) principles
and roughly analogous UX and Design Thinking concepts
Think
• Informative Workspace
• Root Cause Analysis
• Retrospectives
Collaborate
• Sit Together
• Ubiquitous Language
• Coding Standards
Release
• "Done Done"
Empathize / Define
• pictures everywhere!
• validate assumptions
• Design Review
Ideate
• not done, historically
• Information Architecture
• Design Systems
Prototype (?)
• ???
sources: James Shore (The Art of Agile Development); Interaction Design Foundation
19. Plan
• Vision
• Release and Iteration
Planning
• User Stories
Develop
• Incremental
Requirements
• Customer Tests
• Simple Design
• Incremental Design
Define / Ideate
• Ideate
• Customer Journey
Mapping
• User Need Statements
Prototype / Test
• not a UX strength,
historically
• Usability Testing
• Simplicity (Dieter Rams)
• Progressive Enhancement
some Extreme Programming (XP) principles
and roughly analogous UX and Design Thinking concepts
sources: James Shore (The Art of Agile Development); Interaction Design Foundation
21. So why don't Agile and UX get along?
UX is historically waterfall-y, because…
−Alan Cooper was wrong.
−Kim Goodwin is highly influential.
Also:
−Steve Krug is overly optimistic.
22. Alan Cooper was wrong
The Inmates are Running the Asylum, Chapter 3: Wasting Money
"Generally, programmers aren't thrilled about the
iterative method because it means extra work for them.
Typically, it's managers new to technology who like the
iterative process because it relieves them of having to
perform rigorous planning, thinking, and product due
diligence (in other words, interaction design). Of course,
it's the users who pay the dearest price. They have to
suffer through one halfhearted attempt after another
before they get a program that isn't too painful."
Poor Alan! Can you show me on the doll where
the bad software development process hurt you?
23. Alan Cooper was wrong
Inmates, Chapter 12: Desperately Seeking Usability
"Iteration never creates great products."
Inmates, Chapter 13: A Managed Process
"Getting to the right product is always a matter of iterating.
It always takes several tries to get the details right. With
interaction design done in advance, the number of
iterations it takes can be reduced significantly. There is
enormous cost in each new version of a product, so if you
can reduce the version count from, say, four to two, there
is a lot of time and money to be saved."
LOLWhut?
At least make up your mind!
24. Kim Goodwin is highly influential
Designing for the Digital
Age is used as a textbook
in many UX programs.
First book to explain how to
do a UX project (the way
agencies do one, anyway).
"the Bible of UX"
image source: Wiley Publishing
25. Goodwin sometimes mocks Agile…
Designing for the Digital Age, Chapter 12: Defining Requirements
"Many software engineers throw up their hands and say
it’s impossible to understand the requirements until you
start building the thing, so we should all just use agile
methods to iterate until we get there. […] The engineers
who think a textual requirements document can never
provide a complete or accurate picture of the eventual
product are also correct; there’s no way to have
stakeholders agree on a complete and accurate list until
they have something to look at. It’s not necessary to
build the product to figure this out, though; it’s cheaper,
faster, and more effective for designers to 'build' the
product in sketches."
26. … or damns Agile with faint praise
Designing for the Digital Age, Chapter 21: Detailed Design
"Agile methods are most successful with small teams of
skilled engineers who are working on fairly simple
products. These methods fail on large-scale IT projects."
"Agile methods and Goal-Directed Design are similar in
that both involve iterative approaches, small teams, and
an emphasis on frequent communication and visible
work product. For the two approaches to work together,
engineers need to agree that designers have something
important to add, and that it’s best for the design team to
do their own 'iterations' in sketches to reduce the amount
of time wasted on badly articulated requirements before
the first coding sprint begins."
27. In fairness, Goodwin is on to something here:
Designing for the Digital Age, Chapter 21: Detailed Design
"With the current popularity of agile software engineering
approaches, many designers are being asked to provide
'light' documentation, such as sketches with a few notes. This
can work well if you have an established visual system, a
relatively uncomplicated product, and a small engineering
team working closely with you. However, large or distributed
engineering teams can’t all collaborate closely with you, and
the more engineers there are on a project, the greater the
likelihood of inconsistency in skills, judgment, and
interpretation of loosely defined specs. Less-skilled engineers
are likely to take shortcuts based on what’s easier to code if
there’s any ambiguity in the spec. Any time you don’t have a
very close relationship with the engineers, such as when your
company is outsourcing development, specificity is essential."
28. Steve Krug is overly optimistic
Don't Make Me Think (originally 2000; 3rd ed. 2014)
Rocket Surgery Made Easy (2010)
• Krug is one of the fathers of discount usability
testing.
• From "a morning a month" to "a morning every
iteration". Eek!
• Recruiting people is the killer. You can't move that
fast unless it's someone's full-time job or you
outsource the job.
• Remote, unmoderated testing is another solution.
30. Early Efforts (2003, 2005)
Gary Macomber and Thyra Rauch (IBM),
Adopting Agility at USE 2003. "Described
and sketched out the intertwining of UX and
Development during an Agile process."
Lynn Miller paper presented at the Agile
Development Conference 2005. Mentioned
"interconnected parallel design and
development tracks."
37. The Design Sprint Promise
"Working together in a
sprint, you can shortcut the
endless-debate cycle and
compress months of time
into a single week."
Really? That
seems too good
to be true. How
exactly do we
do this?
38. The Design Sprint Operational Details
"On Monday, you’ll map out the problem and pick an
important place to focus. On Tuesday, you’ll sketch
competing solutions on paper. On Wednesday, you’ll
make difficult decisions and turn your ideas into a
testable hypothesis. On Thursday, you’ll hammer out a
high-fidelity prototype. And on Friday, you’ll test it with
real live humans."
"With your team (and your research findings!) in one
place, figure out what you’re going to do next. Usually,
you’ll want to update the prototype to fix some problems,
create a new higher-fidelity prototype, or decide to focus
on a new set of questions and assumptions to tackle.
You’ll almost certainly want to plan another design sprint
to continue designing your product."
39. the Design Sprint isn't Agile – it's fast waterfall
• Monday: map out problem; pick place to focus
• Tuesday: sketch competing solutions on paper
• Wednesday: make difficult decisions; turn ideas into
testable hypotheses
• Thursday: create a high-fidelity prototype
• Friday: test it
• Thereafter:
• update the prototype
• create a new higher-fidelity prototype
• focus on new set of questions and assumptions
• plan another design sprint
40. NN/g puts its finger on a problem (2017)
from "Agile is not Easy for UX" by Page Laubheimer
"The orthodox Scrum process doesn’t work well for UX,
because UX wasn’t originally considered in the Scrum
definition. Scrum is a technology-centric process,
focusing on small, independent units of work (typically in
the form of user stories) that make sense from a
computer-science perspective, but are tricky from a user-
centric standpoint. Users don’t interact only with small
parts of our designs in isolation, they use our products to
accomplish larger goals, and all pieces of our designs
must all work together harmoniously to provide a good
user experience."
source: Nielsen Norman Group (nngroup.com/articles/agile-not-easy-ux/)
44. "The Good, The Bad,
and The Ugly" (in
English)
1966 film directed by
Sergio Leone
Clint Eastwood,
Eli Wallach,
Lee Van Cleef
features one of the all-
time great scores by
Ennio Morricone
45. UX model: Outside Agency
Good
agency can
be purely UX
focused
Bad
contract
negotiation
over
customer
collaboration
process
differences
between
agency and
internal
teams
Ugly
fixation on
"comps"
46. UX model: Embedded on Product Team
Good
true, cross-
functional
team
Bad
UX-er can be
overwhelmed
by amount of
work
embedded
UX-er unlikely
to be equally
good at all
aspects of UX
Ugly
skill level
differences
from team to
team can lead
to jealousy
and work
spilling outside
the team
47. UX model: "Internal Agency"
Good
Center of
Excellence
model
protects UX
team from
politics
Bad
there's a
gatekeeper
spread thin,
so hard to
build deep
domain
expertise
Ugly
may lead to
us-vs.-them
mentality
49. Summary
• UX encompasses all aspects of the end-user's
interaction with the company, its services, and its
products.
• UX includes both UI and usability, among many other
disciplines.
• Agile and UX should be friends because both put
users' needs at their center.
• But, UX's roots include hostility towards and
misunderstanding of Agile.
• Attempts at reconciliation typically propose parallel
tracks and frequent handoffs.
• UX models (external agency; embedded on a team;
"internal agency") each have strengths and
weaknesses.
50. Recommendations
• Sit together. (Even if "they" don't let you.)
• Talk to each other!
• Build design systems, pattern libraries,
coding standards.
• Be willing to refactor.
• Do UX research.
• Plan. (Yes, it's part of Agile.)
52. Stuff to Jot Down While I Take Questions
Joshua Randall on…
• email: joshua.randall@gmail.com
• LinkedIn: linkedin.com/in/joshua-randall-3931257
• Twitter: @jrAccessibility (I mostly lurk)
User Experience Professionals Association (UXPA), April 24, 6:00 PM, Sherwin-
Williams Hinckley Industrial Parkway office – UX maturity models
uxpacleveland.org/events
Cleveland Accessibility Meetup, April 29, 6:30 PM, Independence branch of
Cuyahoga County Public Library – recap of CSUN (the big accessibility conference)
www.meetup.com/Cleveland-Accessibility-Meetup/
Cleveland Product Meetup
www.meetup.com/Cleveland-Product-Meetup/
54. References
Cagan, Marty. "The internal agency model." Silicon Valley Product Group blog.
2014 September 25. svpg.com/the-internal-agency-model/
Cooper, Alan. The Inmates are Running the Asylum. 2004. Sams.
Dam, Rikke and Siang, Teo. "5 Stages in the Design Thinking Process". 2019
March. Interaction Design Foundation. www.interaction-
design.org/literature/article/5-stages-in-the-design-thinking-process
Design Council. "The Design Process: What is the Double Diamond?"
www.designcouncil.org.uk/news-opinion/design-process-what-double-diamond
Garrett, Jesse James. "The Elements of User Experience". 2000.
www.jjg.net/elements/
Goodwin, Kim. Designing for the Digital Age. 2009. Wiley Publishing.
55. References
Gothelf, Jeff. "How to build an Agile UX team: the culture." Smashing Magazine.
2011 October 18. www.smashingmagazine.com/2011/10/how-to-build-an-agile-ux-
team-culture/
Gothelf, Jeff and Seiden, Josh. Lean UX. 2016. O'Reilly.
Knapp, Jake. Sprint: how to solve big problems and test new ideas in just five
days. 2016. Simon & Schuster.
Krug, Steve. Don't Make Me Think, 3rd edition. 2014. New Riders.
Krug, Steve. Rocket Surgery Made Easy. 2009. New Riders.
Laubheimer, Page. "Agile is not easy for UX." Nielsen Norman Group. 2017
September 24. www.nngroup.com/articles/agile-not-easy-ux/
56. References
Miller, Lynn. "Case Study of Customer Input for a Successful Product." Agile
Development Conference. 2005.
Müller, Thiago. "Struggling to find the best format for your UX team?". 2018 June
10. UX Collective (Medium). uxdesign.cc/struggling-to-find-the-best-format-for-
your-ux-team-a5cce8000b0b
Naji, Cassandra. "How to build an in-house UX team." Usability Geek. 2017 June
14. usabilitygeek.com/how-to-build-in-house-ux-team/
Nielsen, Jakob. "10 Usability Heuristics for User Interface Design". 1994. Nielsen
Norman Group. www.nngroup.com/articles/ten-usability-heuristics/
Norman, Don and Nielsen, Jakob. "The Definition of User Experience". Nielsen
Norman Group. www.nngroup.com/articles/definition-user-experience/
Smith, Carol; Rauch, Thyra; and Moyers, Hannah. "AUX3: Making UX Research
Track with Agile". 2019 March. Journal of Usability Studies.
uxpamagazine.org/aux3-making-ux-research-track-with-agile/
Editor's Notes
"UX + Agile: The Good, the Bad, and the Ugly", presented by Joshua Randall at the Cleveland Agile Meetup on April 10, 2019.
A few disclaimers before we begin.
I currently work at KeyBank. The lawyers told me to say that I do not in any way speak for KeyBank. Also, while you can easily figure out where I worked in the past, I don’t speak for any of those companies, either.
Agile and UX are both big topics – giant domains of knowledge with multiple points of view. I can only touch on them in the time we have together.
Finally, this is an informational presentation, not a how-to. I’ll go over some patterns I’ve observed and give you my thoughts on pros and cons, but the nitty gritty you’ll need to work out for yourselves.
This is the section heading slide for the “Introduction”. There’s no actual content on it.
Who am I? Why am I here?
That’s a famous phrase – or maybe infamous is a better term. Does anyone in the audience remember it?
No? Maybe if I show you this fellow?
This is Admiral James Stockdale, who was the vice presidential running mate for H. Ross Perot, the third-party candidate back in 1992. Stockdale opened the vice presidential debate with the immortal phrase, “Who am I? Why am I here?”
(Further reading on Wikipedia: https://en.wikipedia.org/wiki/James_Stockdale#Vice-Presidential_candidacy )
image sources:
https://www.youtube.com/watch?v=T1w3FgB0Ohc (puzzled look)
https://phelch66.files.wordpress.com/2008/03/0_21_0706_stockdale.jpg (gesturing)
So who am I, really? My name is Joshua Randall and I’m a user experience designer and UX researcher at KeyBank. I appointed myself “accessibility champion” because nobody else wanted the job.
I have a bachelor’s degree in Philosophy, which goes to show that you never know where your career will take you.
I have a master’s degree in User Experience Design from Kent State University – I graduated in December 2018.
I worked as an information technology business analyst for 20 years, mostly at big Cleveland companies: American Greetings, Progressive Insurance, Medical Mutual, and Sherwin-Williams among others.
About a dozen years ago I joined an Agile project at Progressive Insurance, and I’ve been an Agile enthusiast ever since. My first love is Extreme Programming (XP), but I am also a Certified ScrumMaster.
I became interested in UX about five years ago. I started attending User Experience Professional Association (UXPA) meetings and eventually joined the board.
Why am I here?
I’m here because Chris Bohatka asked me to talk about Agile and UX! [smile]
I admitted to him that I doubted my own knowledge compared to how much has been written on each of these topics separately in addition to what’s already been written about how to do UX within Agile.
But I'm pleased to say that after a weekend of cramming, I've read the 105 million Google hits for "Agile and user experience" or "Agile and UX" [pause for laughter]
So let me tell you my thoughts on these topics.
This is the section heading slide for the “What is UX” section. There’s no actual content on it.
Norman, Don and Nielsen, Jakob. "The Definition of User Experience". Nielsen Norman Group. http://www.nngroup.com/articles/definition-user-experience
Sources
Art of Agile Development
Design Thinking IDF article
https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
Sources
Art of Agile Development
Design Thinking IDF article
https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
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Image source: https://www.oreilly.com/learning/integrating-lean-ux-and-agile
Article source: https://svpg.com/dual-track-agile/
(for the date)
See also Jeff Patton's explanation, https://www.jpattonassociates.com/dual-track-development/
Source http://uxpamagazine.org/aux3-making-ux-research-track-with-agile/
The model we are introducing—AUX3 (Agile UX with 3 Tracks)—explicitly defines and supports the time and effort needed for the full UX cycle. We provide evidence in this article that AUX3 embraces the complexity of UX while keeping up with the fast-moving train of Agile.
In AUX3, we propose organizing UX work into three tracks to expose the three different types of work: Learning (research methods such as ethnography), Problem Solving (wireframes, interaction design, and so on), and Execution (visual design, design language development, and so on).
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