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Adopting Agile:
Successful UX in an Agile World




Hugh R. Beyer
CTO
InContext Design
Concord, Massachusetts, USA
hugh.beyer@incontextdesign.com




                     Hugh Beyer, CTO   978.823.0100                www.incontextdesign.com
                                       beyer@incontextdesign.com   www.innovationincool.com
                                                                   Twitter: @hughrbeyer
UX and Agile: The promise

Agile says development in steps – and iterate
UX says work with users to create value – and iterate




                                                        The “ideal” product



             User Test


                                   What users really
                                        need
What is Agile development?


Agile principles
   Satisfy the customer with early and continuous delivery of value
   Welcome changing requirements
   Deliver working software frequently
   Communicate through face-to-face conversation, not heavy
    documentation
   Reflect on process regularly


Agile in practice
   Goal is to deliver working software quickly
   Short iterations permit management visibility into team progress
   Up-front planning is minimized or nonexistent
   Any work that doesn’t involve coding is downplayed
Core Agile processes


Processes                          Development Practices
  Short sprints                     Co-located teams
  Plan each sprint at the start     No code ownership
  Plans based on story cards        Test-driven design
  Each sprint delivers useful       Continuous build
   value                             Pair programming
  Daily standup meetings
  Validation of sprint and
   re-evaluation of direction at
   end of sprint
  Reflection on process at the
   end of sprint
Phase 0
Driving Phase 0


Issue: Getting trustworthy user insight
   Customers, stakeholders, surrogates, product owners are not users
     • They can’t tell you what users need
   Even users can’t tell you what users need
   Even with a demo, users can’t tell you what they need or what to change
   Users are hard to get to and rarely can be put on the team
   User-centered techniques to find out how users work, invent appropriate
    solutions, validate and iterate those solutions
   UX people on the team
Issue: figuring out what’s useful
   The frame for a design comes from somewhere
   Significant new functionality needs “think time”
   The release planning session is not the right place for design
   Even the customer/user doesn’t know what the right thing is
   Even a concept needs to be tested
Key skill: Driving Phase 0

 Phase 0 brings it together
    User research, visioning, conceptual design with iteration



                    Phase 0

      Build                  Iterate
                          concept with                   Iterate SW
 understanding                                           with users
   with users                 users




           User Research         Concept Iteration         Agile Development
Example schedule of CD Agile Phase 0

                                                   User-centered Agile
          Week 1 – Gather data from 8-10 users        Compressed into a short
 Sprint



                                                       Phase 0
                                                     • For constrained project
          Week 2 – Consolidate data
                                                       focus only!


          Week 3 – Vision and storyboard
                                                   Phase 0 sprints
 Sprint




                                                   using Scrum as a
                                                   process framework
          Week 4 – UED and UI

          Week 5 – Release planning & validation
          (2-4 users)
 Sprint




          Week 6 – Validation & redesign
 Sprint




              Development Sprint 1
User Stories
User stories


Why user stories
  Convenient structuring technique for development
  Small stories enable short iterations
  ―User value‖ as opposed to features – fights feature creep


What they are
  Short descriptions of functionality
  Each provides user value
  Rated by business value
  Business value incorporates user value from Phase 0


But…
  Chopping the design into small stories makes it easy to lose coherence
Writing user stories


Each story captures one element of user value
  Written to describe what is done for the user by the system
  Collects features that aren’t useful on their own into one story
  Splits features that can be partially or more simply implemented
    • Build up complex functionality over several stories
    • Break large stories – ―epics‖ – into smaller stories

A guide for story format
  As a <role or persona> I want to <do something supported by the
   system> so that I <achieve something of value>
  ―So that‖ clause may not be needed if working from a design
Engineering tasks are not user stories
  Keep the focus on value to the user
Examples of good user stories


Good
  As a traveler, I want to see all the trips I have scheduled so I can orient to
   the upcoming weeks
   • No indication of UI at this point
  As a traveler, I want to see key flight information at a glance so I can
   glance at it while in a hurry
   • Including what? Airline, flight number, departure time? Gate? Details may not be
     captured in the story.
  As a traveler, I want to see if the flight is delayed and the current
   departure time so I can tell if I’m going to miss a connection
   • Implies lots of back-end work, so it’s split into its own story
  As an admin or spouse I want to see the traveler’s itinerary so I can
   coordinate with them
   • Stories can support different user types
Common errors in user stories


Bad
  As a traveler, I want to see upcoming trips so I can know my upcoming
   trips
      • Rewritten functional requirement – do you understand the user need?
  As a traveler, I want a list of all the events in my trip with an icon showing
   what the event is, the title of the event, its location, and key information
   specific to the event
      • Writing the design into the story
  As the system, I want to collect flight information from airlines so I can
   present it to the user
      • Technical requirement masquerading as a user story
  As a traveler, I want the app to be highly usable so I don’t waste my time
      • Non-functional requirement with no tangible deliverable
Fitting stories into sprints


Traditional division by layer




                  UI            Step 3



             Presentation
                layer           Step 2



              DB access
                layer           Step 1
Fitting stories into sprints

                                        Completed UI
 Story 1                                       (TripIt)

                                      Chicago, IL

                             UI
As a traveler                         Wed, Sep 7

I can see the                         7:45am London to Chicago

main events                           11:00am The Drake Hotel
of my                  Presentation   Thu, Sep 8
itinerary to
                                      8:30am Meeting
give an
overview of
the trip
                        DB access




                 Sprint1: Minimal
                UI, get data to the
                      screen
Fitting stories into sprints

                                                   Completed UI
 Story 2                                                   (TripIt)

                                                 Chicago, IL

                             UI
As a traveler                                      Wed, Sep 7

the main                                         7:45am London to Chicago
                                                           (air, AA 99)

events of my                                     11:00am    Directions to the
                                                            Drake Hotel
itinerary are          Presentation              11:00am The Drake Hotel
shown in a
                                                   Thu, Sep 8
collapsible
view so I can                                    8:30am Meeting

focus on the
part of the             DB access
trip that
matters


                 Story 1: Minimal     Story 2: UI structures
                UI, get data to the   information, provides
                      screen                more info
Fitting stories into sprints

                                                    Completed UI
 Story 3                                                (TripIt)


                             UI
As a traveler
the main
events of my
itinerary are           Presentation
shown with
icons and
key
information
so I get                 DB access
quick details



                Story 1: Minimal UI,   Story 2: UI structures        Story 3: Fully
                  get data to the      information, provides       rendered UI, full
                      screen                 more info               data access
Fitting into a sprint
Integrating UX and development


Work out the interface for a story before development starts
   Detailed UI design
   Final iteration with users
Work with development during the iteration
   Communicate design to developer
   Consult on detailed behavior
Test implementation with users in the following iteration
          Sprint 1       Sprint 2     Sprint 3     Sprint 4
          UX team         UX team      UX team
          designs         designs      designs
          story 1          story 2      story 3
                          UX team      UX team      UX team
                          consults     consults     consults
                         on story 1   on story 2   on story 3
                                       UX team      UX team
                                         tests        tests
                                        story 1      story 2


                          Dev team    Dev team     Dev team
                           builds      builds       builds
                           story 1     story 2      story 3
Kanban view of work-in-progress

  Work Step 1          Buffer           Work Step 2       Buffer

                    Max size = n                       Max size = m




  Buffers mediate between work steps
  Buffers control flow—maximum size limits work in progress
Kanban view of 1-ahead/1behind

     Sprint n-1               Sprint n                  Sprint n+1

     UX Design             Development                       Test
                           Limit = velocity

     In progress            In progress                 In progress




       Buffer
      (Release             Development
                                                        Test Buffer
      backlog)                Buffer



• Release backlog acts   • Stories ready to start                   • No need to
  as initial buffer        development                                wait for next
• Stories defined but    • Number must be = velocity by               sprint to start
  not in progress =        start of sprint                            testing
  waste                  • UX works 1 ahead to fill buffer
In-sprint user feedback


User-centered techniques within the sprint
  Targeted interviews to understand specific tasks
  Paper prototypes to work out designs and alternatives
   • Use rough prototypes in situ to explore options and define low-level
     requirements
  Online prototypes and skeleton code to test user interaction
   • Remote testing with screen sharing can be used
   • Test details of appearance, layout, and behavior
  User tests of running builds


All supporting
  Fast iteration of design before coding starts
  Quick check of design as implemented
  Close collaboration between UX designers and developers
Maintain a coherent UI
Maintain a coherent UI


Engineering breaks everything into parts
  Short timeframe of a sprint
  Small functionality of a story
Design has to keep things coherent
  One large view of the user experience
  UI and behavior consistency across the interface
  Tasks supported coherently, end-to-end
UX activities maintain coherence
  Start with a real Phase 0
  User interviews focused on work practice
  UI track to look across sprints and teams
  UI representations to show the coherence
   • User Environment Design from Contextual Design
   • Site maps from web development
Maintain a coherent UI


                                               Phase 0 for    Release
                                                                          Sprint       Sprint      Sprint
                                               component      planning

                                   Scope
  Strategic design: Initial    development
           user                     effort;    Phase 0 for    Release
                                                                          Sprint       Sprint      Sprint
 research, ideation, conc      plan parallel   component      planning
        ept testing               streams;
                              define roadmap

                                               Interaction
                                               Architecture    Ongoing UX stream for cross-system coherence
                                                planning




Strategic design phase to define roadmap
Parallel development streams for each component
   Each stream starts with a Phase 0 for that component
Parallel UX stream to maintain system coherence
Be a team member
UX as a team member


You are a part of the team
  Your problems are the team’s problems
   • Borrow and co-opt people
  The team’s problems are your problems
   • Support team priorities. Be there at team meetings.
  Your tasks are the team’s tasks
   • Track them as team tasks
The UX roles on an Agile project


    Agile activity           UX role

                      User research: field interviews
Phase 0: Set
direction & project   Concepting: high-level design
goals                 Validation: prototyping


                      Prioritization: customer value for release
Release planning
                      User story generation



                      Prioritization: customer value for the sprint
Sprint planning
                      UX task generation and estimation


                      UI design and detailed behavior for each user story
Sprint                Prototyping with users for detailed behavior and look
implementation
                      Validation testing of completed code
Put the customer at the center
                            of Agile




Karen Holtzblatt, CEO       Hugh Beyer, CTO
karen@incontextdesign.com   hugh.beyer@incontextdesign.com

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Agile webinar 2012

  • 1. Adopting Agile: Successful UX in an Agile World Hugh R. Beyer CTO InContext Design Concord, Massachusetts, USA hugh.beyer@incontextdesign.com Hugh Beyer, CTO 978.823.0100 www.incontextdesign.com beyer@incontextdesign.com www.innovationincool.com Twitter: @hughrbeyer
  • 2. UX and Agile: The promise Agile says development in steps – and iterate UX says work with users to create value – and iterate The “ideal” product User Test What users really need
  • 3. What is Agile development? Agile principles  Satisfy the customer with early and continuous delivery of value  Welcome changing requirements  Deliver working software frequently  Communicate through face-to-face conversation, not heavy documentation  Reflect on process regularly Agile in practice  Goal is to deliver working software quickly  Short iterations permit management visibility into team progress  Up-front planning is minimized or nonexistent  Any work that doesn’t involve coding is downplayed
  • 4. Core Agile processes Processes Development Practices  Short sprints  Co-located teams  Plan each sprint at the start  No code ownership  Plans based on story cards  Test-driven design  Each sprint delivers useful  Continuous build value  Pair programming  Daily standup meetings  Validation of sprint and re-evaluation of direction at end of sprint  Reflection on process at the end of sprint
  • 6. Driving Phase 0 Issue: Getting trustworthy user insight  Customers, stakeholders, surrogates, product owners are not users • They can’t tell you what users need  Even users can’t tell you what users need  Even with a demo, users can’t tell you what they need or what to change  Users are hard to get to and rarely can be put on the team  User-centered techniques to find out how users work, invent appropriate solutions, validate and iterate those solutions  UX people on the team Issue: figuring out what’s useful  The frame for a design comes from somewhere  Significant new functionality needs “think time”  The release planning session is not the right place for design  Even the customer/user doesn’t know what the right thing is  Even a concept needs to be tested
  • 7. Key skill: Driving Phase 0 Phase 0 brings it together  User research, visioning, conceptual design with iteration Phase 0 Build Iterate concept with Iterate SW understanding with users with users users User Research Concept Iteration Agile Development
  • 8. Example schedule of CD Agile Phase 0 User-centered Agile Week 1 – Gather data from 8-10 users  Compressed into a short Sprint Phase 0 • For constrained project Week 2 – Consolidate data focus only! Week 3 – Vision and storyboard Phase 0 sprints Sprint using Scrum as a process framework Week 4 – UED and UI Week 5 – Release planning & validation (2-4 users) Sprint Week 6 – Validation & redesign Sprint Development Sprint 1
  • 10. User stories Why user stories  Convenient structuring technique for development  Small stories enable short iterations  ―User value‖ as opposed to features – fights feature creep What they are  Short descriptions of functionality  Each provides user value  Rated by business value  Business value incorporates user value from Phase 0 But…  Chopping the design into small stories makes it easy to lose coherence
  • 11. Writing user stories Each story captures one element of user value  Written to describe what is done for the user by the system  Collects features that aren’t useful on their own into one story  Splits features that can be partially or more simply implemented • Build up complex functionality over several stories • Break large stories – ―epics‖ – into smaller stories A guide for story format  As a <role or persona> I want to <do something supported by the system> so that I <achieve something of value>  ―So that‖ clause may not be needed if working from a design Engineering tasks are not user stories  Keep the focus on value to the user
  • 12. Examples of good user stories Good  As a traveler, I want to see all the trips I have scheduled so I can orient to the upcoming weeks • No indication of UI at this point  As a traveler, I want to see key flight information at a glance so I can glance at it while in a hurry • Including what? Airline, flight number, departure time? Gate? Details may not be captured in the story.  As a traveler, I want to see if the flight is delayed and the current departure time so I can tell if I’m going to miss a connection • Implies lots of back-end work, so it’s split into its own story  As an admin or spouse I want to see the traveler’s itinerary so I can coordinate with them • Stories can support different user types
  • 13. Common errors in user stories Bad  As a traveler, I want to see upcoming trips so I can know my upcoming trips • Rewritten functional requirement – do you understand the user need?  As a traveler, I want a list of all the events in my trip with an icon showing what the event is, the title of the event, its location, and key information specific to the event • Writing the design into the story  As the system, I want to collect flight information from airlines so I can present it to the user • Technical requirement masquerading as a user story  As a traveler, I want the app to be highly usable so I don’t waste my time • Non-functional requirement with no tangible deliverable
  • 14. Fitting stories into sprints Traditional division by layer UI Step 3 Presentation layer Step 2 DB access layer Step 1
  • 15. Fitting stories into sprints Completed UI Story 1 (TripIt) Chicago, IL UI As a traveler Wed, Sep 7 I can see the 7:45am London to Chicago main events 11:00am The Drake Hotel of my Presentation Thu, Sep 8 itinerary to 8:30am Meeting give an overview of the trip DB access Sprint1: Minimal UI, get data to the screen
  • 16. Fitting stories into sprints Completed UI Story 2 (TripIt) Chicago, IL UI As a traveler Wed, Sep 7 the main 7:45am London to Chicago (air, AA 99) events of my 11:00am Directions to the Drake Hotel itinerary are Presentation 11:00am The Drake Hotel shown in a Thu, Sep 8 collapsible view so I can 8:30am Meeting focus on the part of the DB access trip that matters Story 1: Minimal Story 2: UI structures UI, get data to the information, provides screen more info
  • 17. Fitting stories into sprints Completed UI Story 3 (TripIt) UI As a traveler the main events of my itinerary are Presentation shown with icons and key information so I get DB access quick details Story 1: Minimal UI, Story 2: UI structures Story 3: Fully get data to the information, provides rendered UI, full screen more info data access
  • 18. Fitting into a sprint
  • 19. Integrating UX and development Work out the interface for a story before development starts  Detailed UI design  Final iteration with users Work with development during the iteration  Communicate design to developer  Consult on detailed behavior Test implementation with users in the following iteration Sprint 1 Sprint 2 Sprint 3 Sprint 4 UX team UX team UX team designs designs designs story 1 story 2 story 3 UX team UX team UX team consults consults consults on story 1 on story 2 on story 3 UX team UX team tests tests story 1 story 2 Dev team Dev team Dev team builds builds builds story 1 story 2 story 3
  • 20. Kanban view of work-in-progress Work Step 1 Buffer Work Step 2 Buffer Max size = n Max size = m  Buffers mediate between work steps  Buffers control flow—maximum size limits work in progress
  • 21. Kanban view of 1-ahead/1behind Sprint n-1 Sprint n Sprint n+1 UX Design Development Test Limit = velocity In progress In progress In progress Buffer (Release Development Test Buffer backlog) Buffer • Release backlog acts • Stories ready to start • No need to as initial buffer development wait for next • Stories defined but • Number must be = velocity by sprint to start not in progress = start of sprint testing waste • UX works 1 ahead to fill buffer
  • 22. In-sprint user feedback User-centered techniques within the sprint  Targeted interviews to understand specific tasks  Paper prototypes to work out designs and alternatives • Use rough prototypes in situ to explore options and define low-level requirements  Online prototypes and skeleton code to test user interaction • Remote testing with screen sharing can be used • Test details of appearance, layout, and behavior  User tests of running builds All supporting  Fast iteration of design before coding starts  Quick check of design as implemented  Close collaboration between UX designers and developers
  • 24. Maintain a coherent UI Engineering breaks everything into parts  Short timeframe of a sprint  Small functionality of a story Design has to keep things coherent  One large view of the user experience  UI and behavior consistency across the interface  Tasks supported coherently, end-to-end UX activities maintain coherence  Start with a real Phase 0  User interviews focused on work practice  UI track to look across sprints and teams  UI representations to show the coherence • User Environment Design from Contextual Design • Site maps from web development
  • 25. Maintain a coherent UI Phase 0 for Release Sprint Sprint Sprint component planning Scope Strategic design: Initial development user effort; Phase 0 for Release Sprint Sprint Sprint research, ideation, conc plan parallel component planning ept testing streams; define roadmap Interaction Architecture Ongoing UX stream for cross-system coherence planning Strategic design phase to define roadmap Parallel development streams for each component  Each stream starts with a Phase 0 for that component Parallel UX stream to maintain system coherence
  • 26. Be a team member
  • 27. UX as a team member You are a part of the team  Your problems are the team’s problems • Borrow and co-opt people  The team’s problems are your problems • Support team priorities. Be there at team meetings.  Your tasks are the team’s tasks • Track them as team tasks
  • 28. The UX roles on an Agile project Agile activity UX role User research: field interviews Phase 0: Set direction & project Concepting: high-level design goals Validation: prototyping Prioritization: customer value for release Release planning User story generation Prioritization: customer value for the sprint Sprint planning UX task generation and estimation UI design and detailed behavior for each user story Sprint Prototyping with users for detailed behavior and look implementation Validation testing of completed code
  • 29. Put the customer at the center of Agile Karen Holtzblatt, CEO Hugh Beyer, CTO karen@incontextdesign.com hugh.beyer@incontextdesign.com

Editor's Notes

  1. In theory agile &amp; UX points of view are compatibleAgile depends on setting out in a direction (to do planning, write story cards)—UX provides directionAgile depends on reliable user feedback—UX provides the feedbackSo it’s hard to see how agile could possibly work without UX techniques
  2. Discuss the difference between business value and user value
  3. A different way to think about development – not module by moduleRequires revisiting the same implementation for eachBenefits: More modular codeCode is easier to modify (because you did it a few times)[bring in stories one at a time]
  4. A different way to think about development – not module by moduleRequires revisiting the same implementation for eachBenefits: More modular codeCode is easier to modify (because you did it a few times)[bring in stories one at a time]
  5. A different way to think about development – not module by moduleRequires revisiting the same implementation for eachBenefits: More modular codeCode is easier to modify (because you did it a few times)[bring in stories one at a time]
  6. A different way to think about development – not module by moduleRequires revisiting the same implementation for eachBenefits: More modular codeCode is easier to modify (because you did it a few times)[bring in stories one at a time]