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Can’t we just all get along?
HUMAN-CENTERED DESIGN MEETS AGILE
Maria Giudice, CEO and Founder, Hot Studio, Inc.
What does agile and waterfall mean and how does it relate to
human-centered design principles?
What are the pros and cons for each method?
Can’t we just all get along?
What’s this all about?
Alon Salant and David Hendee, Carbon Five
Ajay Ramachandran, SourceN
Henry Poole, Civic Actions
Mike Migurski and Eric Rodenbeck, Stamen Design
Kelly Goto, Gotomedia
Josh Damon Williams and Tanya Herrgott, Hot Studio
Arena Reed from Pivotal Labs
Janice Fraser and David Verba, Emmett Labs
Chad Coerver, SFMOMA
Caroline Allison and Dan Engfer, Viscape.com
Kathy Simpson, Dave Shih and others, Hot Studio
Many slide lectures, podcasts, videos. blogs & several documents by Jeff Patton from Thoughtworks
Why is this issue so emotional?
Where I sit in the great debate
Agile Waterfall
Human-centered design
What does“Waterfall”mean?
Winston Royce, 1970
Software
development model
that reduces risk and
manages complexity
User Experience Visual Design Engineering
Project Management
Discovery Strategy Design Build Transfer
Waterfall approach
Predictable and structured approach
Human-centered: solutions are based on upfront research and strategy
Team roles are clearly defined (designers design, engineers build)
Rigid, heavy, and slow
Documentation and specifications
What does“Waterfall”mean?
“Waterfall method is best when you can’t afford to learn from your
mistakes. You don’t design software for the Space Shuttle in an
Agile manner.” Alon Salant, engineer
Types of projects:
Creating experiential, immersive, branded experiences that are not module-driven
High-risk or complex projects that require breadth and deep thinking
Findings through design research and insight are key to project success
Team dynamics:
Engineering platform and team is not defined early on
Team is remote, making collaboration and quick decision-making difficult
Client situations:
Clients that don’t understand user’s needs, wants and desires and lack domain knowledge
Cannot be involved face-to-face, day-to-day or make decisions quickly
Many stakeholders that require documentation to provide context around decision-making
When Waterfall method works better
Team issues: Waterfall
“The team didn’t just learn about our work, they lived and breathed
it and became a part of our team. The design process helped us
focus our mission and the work they did truly reflects the difference
collaborative design can make in people’s lives.”
Kate Stohr, client
“Taking an intensely user-centered approach based on well-researched
user analysis, not conjecture or marketing hype, is as much a guarantee
for success as is possible in an arena where the consumer is king.“
Leigh Hood, client
“Waterfall methods can make it easier to carve out time to step
back and think big.”
Tanya Herrgott, user experience architect
Team issues: Waterfall
“Time to think is one thing, but freedom to change your mind is
another. Agile can take the pressure off designers from getting it
right the first time.”
Alon Salant, engineer
What does“Agile”mean?
Agile Manifesto, 2001 We are uncovering better ways of developing
software by doing it and helping others do it.
Through this work we have come to value:
Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan
That is, while there is value in the items on the
right, we value the items on the left more.
Deliver useful, working software early and
continuously through iteration.
de
sign
build
test evalua
te
planiteration
Cycle 1 Cycle 2
2–3 week iterations or sprints Cycle X until product releases
User experience
Client
Visual design
user
story
iterations
user
story
iterations
user validation
Engineering
Project lead
Trust
Iterative and evolutionary design, continual learning and refinement
Flexibility and ability to handle changing requirements
Client-driven or engineer-driven design, designer as consultant
Solutions largely based on intuition or hunches
Priorities are focused on addressing business needs and value
Lightweight
Fast but not necessarily cheaper
XP—Extreme Programming
FDD—Feature Driven Development
Crystal
Scrum
DSDM—Dynamic System Development Method
Adaptive Software Development
Lean Software Development
Agile methods
“All the engineers need is a picture and a conversation.”
Josh Damon Williams, user experience architect
http://www.pivotallabs.com/
Types of projects:
Applications with an existing conceptual framework already in place; adding features
Start-ups with a very clear vision of their product, its features and goals
Early working prototypes are that required for funding, speed to market is critical
Team dynamics:
Trust is paramount
Experienced, embedded team that can collaborate and actively participate
Designers (user experience and visual) who are comfortable with constant iteration
Engineers who are human-centric
Client situations:
Clients who can make quick decisions and are available every day (but can change their mind)
Business goals and vision are clear and will not change
Client understands users needs, subject matter, and domain knowledge
When Agile works better
“At first, we were really scared. We were always concerned that we
would run out of time. Then it became really fun! Agile allowed us
to build in 50% more features. We were amazed by that.”
Dan Engfer, client
“I imagined this system fully formed when I started the project and
I was wrong. If I had them execute to that original vision I would
have gotten something I wasn’t happy with.”
Janice Fraser, client
Team issues: Agile
“A lot of times I felt like the tail was wagging the dog in terms of
the details and the schedule creating and defining the vision.”
Tanya Herrgott, user experience architect
“The current project I’m working on is like the war in Iraq. They
quickly attack, you declare victory, and then you have to spend
a lot of time to achieve something meaningful.”
Josh Damon Williams, user experience architect
Team issues: User Experience
Team issues: Visual Design and Engineering
“I’m always nervous about Agile. You have to think on your feet
and be flexible all of the time.”
David Shih, visual designer
“We give our customers the highest value for time spent in the
shortest time.”
Alon Salant, engineer
Clash of the titans
Disconnects and philosophical differences
“It’s intuitive from a design point of view to design upfront,
and it’s intuitive for the engineers to see it all upfront, but you
can’t have your cake and eat it too.”
Arena Reed, user experience architect
Holistic vs. modular thinking
Research-based assumptions/decisions vs. hunches/intuition
Enumeration and alternatives vs. iterations
User research vs. user validation
Scheduled change vs. continual change
Artifacts vs. working software
Quality vs. quantity
Big disconnects
Similarities
“Ultimately, the end goals are the same, to build products
that don’t suck and to deliver value to the end user.”
David Verba, engineer
Similarities
Full team involvement and participation is important on day one
User feedback is valued at all points in the process
Collaboration and respecting individual contribution is key to good design
Prioritization methods help set expectations
Design for flexibility; expect change and evolution
Communication is critical and needs to be transparent
Hybrid approach
Engineering
Discovery Strategy Design
Waterfall-Agile Combo
Build Transfer
de
sign
build
test
evalua
te
planiteration
Research assessment
(interviews, contextual
inquiry, usability tests)
Cycle 0
2 weeks
Goal modeling
User modeling
Scenario & task modeling
2–4 weeks
Concept modeling
High level
sitemaps or task flows
Key schematics
Feature prioritization
Cycle 1 Cycle 2
2–3 week iterations or sprints Cycle X until product releases
User experience
Client
Visual design
user
story
iterations
user
story
iterations
user validation
Engineering
Project lead
Human-centered-Agile
de
sign
build
test evalua
te
planiteration
Research assessment
(interviews, contextual
inquiry, usability tests)
Cycle 0
2 weeks
Goal modeling
User modeling
Scenario & task modeling
2–4 weeks
Concept modeling
High level
sitemaps or task flows
Key schematics
Feature prioritization
Cycle 1 Cycle 2
2–3 week iterations or sprints Cycle X until product releases
User experience
Client
Visual design
user
story
iterations
user
story
iterations
user validation
Engineering
Project lead
Redefine the definition of “designer”— include everyone in
the design process, but still be clear on ownership of decisions,
including clients
Communicate and collaborate early and often
Be flexible, trust your team, and don’t let your ego get the best of you
Lessons learned
We can all get along.
Thank you!
Questions and answers
maria.giudice@hotstudio.com
www.hotstudio.com
blog: hottub.hotstudio.com

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Can't We Just All Get Along? Human-Centered Design Meets Agile

  • 1. Can’t we just all get along? HUMAN-CENTERED DESIGN MEETS AGILE Maria Giudice, CEO and Founder, Hot Studio, Inc.
  • 2. What does agile and waterfall mean and how does it relate to human-centered design principles? What are the pros and cons for each method? Can’t we just all get along? What’s this all about?
  • 3. Alon Salant and David Hendee, Carbon Five Ajay Ramachandran, SourceN Henry Poole, Civic Actions Mike Migurski and Eric Rodenbeck, Stamen Design Kelly Goto, Gotomedia Josh Damon Williams and Tanya Herrgott, Hot Studio Arena Reed from Pivotal Labs Janice Fraser and David Verba, Emmett Labs Chad Coerver, SFMOMA Caroline Allison and Dan Engfer, Viscape.com Kathy Simpson, Dave Shih and others, Hot Studio Many slide lectures, podcasts, videos. blogs & several documents by Jeff Patton from Thoughtworks Why is this issue so emotional?
  • 4. Where I sit in the great debate Agile Waterfall Human-centered design
  • 5. What does“Waterfall”mean? Winston Royce, 1970 Software development model that reduces risk and manages complexity
  • 6. User Experience Visual Design Engineering Project Management Discovery Strategy Design Build Transfer Waterfall approach
  • 7. Predictable and structured approach Human-centered: solutions are based on upfront research and strategy Team roles are clearly defined (designers design, engineers build) Rigid, heavy, and slow Documentation and specifications What does“Waterfall”mean?
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  • 9. “Waterfall method is best when you can’t afford to learn from your mistakes. You don’t design software for the Space Shuttle in an Agile manner.” Alon Salant, engineer
  • 10. Types of projects: Creating experiential, immersive, branded experiences that are not module-driven High-risk or complex projects that require breadth and deep thinking Findings through design research and insight are key to project success Team dynamics: Engineering platform and team is not defined early on Team is remote, making collaboration and quick decision-making difficult Client situations: Clients that don’t understand user’s needs, wants and desires and lack domain knowledge Cannot be involved face-to-face, day-to-day or make decisions quickly Many stakeholders that require documentation to provide context around decision-making When Waterfall method works better
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  • 13. Team issues: Waterfall “The team didn’t just learn about our work, they lived and breathed it and became a part of our team. The design process helped us focus our mission and the work they did truly reflects the difference collaborative design can make in people’s lives.” Kate Stohr, client “Taking an intensely user-centered approach based on well-researched user analysis, not conjecture or marketing hype, is as much a guarantee for success as is possible in an arena where the consumer is king.“ Leigh Hood, client
  • 14. “Waterfall methods can make it easier to carve out time to step back and think big.” Tanya Herrgott, user experience architect Team issues: Waterfall “Time to think is one thing, but freedom to change your mind is another. Agile can take the pressure off designers from getting it right the first time.” Alon Salant, engineer
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  • 17. Agile Manifesto, 2001 We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more.
  • 18. Deliver useful, working software early and continuously through iteration. de sign build test evalua te planiteration Cycle 1 Cycle 2 2–3 week iterations or sprints Cycle X until product releases User experience Client Visual design user story iterations user story iterations user validation Engineering Project lead
  • 19. Trust Iterative and evolutionary design, continual learning and refinement Flexibility and ability to handle changing requirements Client-driven or engineer-driven design, designer as consultant Solutions largely based on intuition or hunches Priorities are focused on addressing business needs and value Lightweight Fast but not necessarily cheaper
  • 20. XP—Extreme Programming FDD—Feature Driven Development Crystal Scrum DSDM—Dynamic System Development Method Adaptive Software Development Lean Software Development Agile methods
  • 21. “All the engineers need is a picture and a conversation.” Josh Damon Williams, user experience architect
  • 23. Types of projects: Applications with an existing conceptual framework already in place; adding features Start-ups with a very clear vision of their product, its features and goals Early working prototypes are that required for funding, speed to market is critical Team dynamics: Trust is paramount Experienced, embedded team that can collaborate and actively participate Designers (user experience and visual) who are comfortable with constant iteration Engineers who are human-centric Client situations: Clients who can make quick decisions and are available every day (but can change their mind) Business goals and vision are clear and will not change Client understands users needs, subject matter, and domain knowledge When Agile works better
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  • 25. “At first, we were really scared. We were always concerned that we would run out of time. Then it became really fun! Agile allowed us to build in 50% more features. We were amazed by that.” Dan Engfer, client “I imagined this system fully formed when I started the project and I was wrong. If I had them execute to that original vision I would have gotten something I wasn’t happy with.” Janice Fraser, client Team issues: Agile
  • 26. “A lot of times I felt like the tail was wagging the dog in terms of the details and the schedule creating and defining the vision.” Tanya Herrgott, user experience architect “The current project I’m working on is like the war in Iraq. They quickly attack, you declare victory, and then you have to spend a lot of time to achieve something meaningful.” Josh Damon Williams, user experience architect Team issues: User Experience
  • 27. Team issues: Visual Design and Engineering “I’m always nervous about Agile. You have to think on your feet and be flexible all of the time.” David Shih, visual designer “We give our customers the highest value for time spent in the shortest time.” Alon Salant, engineer
  • 28. Clash of the titans
  • 29. Disconnects and philosophical differences “It’s intuitive from a design point of view to design upfront, and it’s intuitive for the engineers to see it all upfront, but you can’t have your cake and eat it too.” Arena Reed, user experience architect
  • 30. Holistic vs. modular thinking Research-based assumptions/decisions vs. hunches/intuition Enumeration and alternatives vs. iterations User research vs. user validation Scheduled change vs. continual change Artifacts vs. working software Quality vs. quantity Big disconnects
  • 31. Similarities “Ultimately, the end goals are the same, to build products that don’t suck and to deliver value to the end user.” David Verba, engineer
  • 32. Similarities Full team involvement and participation is important on day one User feedback is valued at all points in the process Collaboration and respecting individual contribution is key to good design Prioritization methods help set expectations Design for flexibility; expect change and evolution Communication is critical and needs to be transparent
  • 34. Engineering Discovery Strategy Design Waterfall-Agile Combo Build Transfer de sign build test evalua te planiteration Research assessment (interviews, contextual inquiry, usability tests) Cycle 0 2 weeks Goal modeling User modeling Scenario & task modeling 2–4 weeks Concept modeling High level sitemaps or task flows Key schematics Feature prioritization Cycle 1 Cycle 2 2–3 week iterations or sprints Cycle X until product releases User experience Client Visual design user story iterations user story iterations user validation Engineering Project lead
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  • 36. Human-centered-Agile de sign build test evalua te planiteration Research assessment (interviews, contextual inquiry, usability tests) Cycle 0 2 weeks Goal modeling User modeling Scenario & task modeling 2–4 weeks Concept modeling High level sitemaps or task flows Key schematics Feature prioritization Cycle 1 Cycle 2 2–3 week iterations or sprints Cycle X until product releases User experience Client Visual design user story iterations user story iterations user validation Engineering Project lead
  • 37. Redefine the definition of “designer”— include everyone in the design process, but still be clear on ownership of decisions, including clients Communicate and collaborate early and often Be flexible, trust your team, and don’t let your ego get the best of you Lessons learned
  • 38. We can all get along.
  • 39. Thank you! Questions and answers maria.giudice@hotstudio.com www.hotstudio.com blog: hottub.hotstudio.com