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We’re Doing What, When? Incorporating UX Design Into Agile

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We’re Doing What, When? Incorporating UX Design Into Agile

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These slides are from a talk given by Su-Laine Yeo Brodsky at Agile Vancouver in September 2015.

User experience design methods can dramatically improve a product, but it is not immediately obvious how to make them fit into Agile projects. Successfully integrating UX designers into Agile software development can require adaptations across the team in both process and culture.

In this session, we’ll explore four critical challenges in incorporating UX design into Agile: 1) scheduling user-centered design work, 2) making time for iteration and user feedback in the design process, 3) managing and communicating change, and 4) ensuring consistency and cohesion across product features.

These slides are from a talk given by Su-Laine Yeo Brodsky at Agile Vancouver in September 2015.

User experience design methods can dramatically improve a product, but it is not immediately obvious how to make them fit into Agile projects. Successfully integrating UX designers into Agile software development can require adaptations across the team in both process and culture.

In this session, we’ll explore four critical challenges in incorporating UX design into Agile: 1) scheduling user-centered design work, 2) making time for iteration and user feedback in the design process, 3) managing and communicating change, and 4) ensuring consistency and cohesion across product features.

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We’re Doing What, When? Incorporating UX Design Into Agile

  1. 1. Su-LaineYeo Brodsky UX Designer We’re Doing What,When? Incorporating UX Design Into Agile
  2. 2. 2000: Usability specialist 2005: Interaction designer 2015: User experience designer UX/UI designer
  3. 3. Participate, please!
  4. 4. User-centered design Why have one and only one application be accessible from the Lock screen?
  5. 5. –Jakob Nielsen Nielsen Norman Group “Agile's biggest threat to system quality stems from the fact that it's a method proposed by programmers and mainly addresses the implementation side of system development.”
  6. 6. CHALLENGE #1 WHEN TO DESIGN? Background image: Dereckson CC-BY-3.0 via Wikimedia Commons
  7. 7. Some Terminology • Iteration: An idea that the designer captures in a drawing or using a prototyping tool. Created quickly, e.g. in an hour. • UI specification: A document or annotated prototype that indicates how the product should look or behave. Not evil.
  8. 8. The “textbook” approach • The entire team works on the same set of user stories at the same time • There is little or no upfront design time before development sprints begin
  9. 9. Time for research and design is compressed
  10. 10. –Kristen Johansen Senior Manager, User Experience Citrix “When the UX wasn’t worked out ahead of time, you’d see arguments in the middle of the sprint with accusations from the developers that the scope was being expanded because their idea of how the feature was going to work when they estimated it in sprint planning was different than the designer’s.”
  11. 11. Sprint Zero: Rough Design Up-Front Staggered Sprints: Designer Works 1-2 Iterations Ahead Alternative: Parallel track for design work
  12. 12. Week 1 Week 2 Week 3 Design walkthrough #1 #3#2 Design ready to implement Conversations throughout the process
  13. 13. Week 2 Week 3 Design walkthrough #1 #3#2 Design ready to implement Week 11 Conversations throughout the process
  14. 14. CHALLENGE #2: CREATING COHESIVE DESIGN
  15. 15. –Dave Malouf “What is the poster child of software and product design success today?… NOT done in Agile. Could never have succeeded as Agile… We need THOUGHT and Vision and Innovation. NOT Expediency.”
  16. 16. One user story for design → Multiple user stories for implementation
  17. 17. Design for multiple iterations
  18. 18. Consider organizing sprints by fidelity Early sprints = lower fidelity Later sprints = higher fidelity
  19. 19. How to survive low-fidelity design QA • Automate testing • Focus early testing on business logic, scalability, performance - not superficial UI Documentation • Focus early on planning, outlining, and indexing • Omit unnecessary detail • Minimize repetition • Use screenshots sparingly Development • Design code to be refactored • Separate language strings • Use low-fidelity placeholders for artwork
  20. 20. Consider a mid-project sprint to clarify design vision
  21. 21. Develop a style guide
  22. 22. CHALLENGE #3: GETTING USER FEEDBACK
  23. 23. You love seeing this (before the sprint is complete) (in a user test)
  24. 24. Line up users in advance. Start before you feel ready.
  25. 25. “Three users every Thursday” Test whatever is ready each week Usability test & ask research questions Sit down with one user at a time for 30 - 60 minutes
  26. 26. Online usability testing services (pretty good) usertesting.com fivesecondtest.com
  27. 27. Hallway testing (cheap, better than nothing) Image: rekre89 CC BY 2.0
  28. 28. Sprint n Design walkthrough #1 Design ready to implement Sprint n +1 Code complete and tested Best time for usability testing Second-best time for usability testing
  29. 29. CHALLENGE #4: CHANGE MANAGEMENT & COMMUNICATION
  30. 30. What makes sense to change? • Issues from user feedback • Consistency issues • Spec housekeeping: typos, etc. • Under-specified edge cases • Text strings • Logic for disabling controls • Progress feedback • Defaults • Feasibility problems CC BY 2.0, Kurtis Garbutt
  31. 31. How should we decide what to change? • Who should make the call on whether to accept a proposed design change? • How do you choose between change requests and bug fixes? CC BY-NC-ND 2.0, Joel Kiraly
  32. 32. Communicating Change is Hard What are we building? What has recently changed?
  33. 33. A managed change scenario 1. Initial design process 2. Change request is made 3. Change Control Board reviews the change 4. Designer communicates the change CC BY-ND 2.0, Daniele Vico
  34. 34. Step 2: Change request is made 1. Person requesting the change brings it up with the designer. 2. Proposer and designer pre-screen the request.  3. Designer describes the change outside of the official spec and sends it in an email or ticket to the Change Control Board “Nobody is using the Snooze feature because the snooze option is off by default”
  35. 35. Highlighting Changes Highlight changes with red
  36. 36. Step 3: Change is reviewed Where: • Silence-implies- consent • Email/Defect Tracking System • Meeting What: • Who requested the change, and rationale • Focus on future risk/benefit Who: • Product owner, not designer, should make Go/ No Go call
  37. 37. Step 4: Communicating changes 1. Log: Project manager can keep a log of change requests 2. Highlight: Designer updates and highlights the official spec 3. Archive: Designer updates the spec version number and archives the previous version 
  38. 38. SUMMARY: TWEAKING AGILE
  39. 39. Ideas to challenge • That working software is the only measure of progress • That everyone on the team must work on the same set of user stories at the same time • That only customers, not users, matter (or that customers and users are always the same) Ideas designers love • Frequent customer feedback • Retrospectives & continuous learning • Stuff getting built
  40. 40. Presenter: Su-Laine Yeo Brodsky www.sulainebrodsky.com Thank you! Further Reading: • Agile Development that Incorporates User Experience Best Practices by Chris Nodder and Jakob Nielsen, www.nngroup.com • Lean UX: Applying Lean Principles to Improve User Experience by Jeff Gothelf and Josh Seiden • Software Project Survival Guide by Steve McConnell www.construx.com @sulaineyeo

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