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1
Agile + UX
Building the right way + Building the right thing
Agile UX Success!
2
 Individuals and interactions
over processes and tools
 Working software
over comprehensive documentation
 Customer collaboration
over contract negotiation
 Responding to change
over following a plan
Agile Principles
UX works with Dev
Minimum Lovable Product
UX is user advocate
UX is data driven change
3
Guerilla UX Research + agile + lean
4
Validating learning loop
5
“The difference
between learning
and failure is how
much money you
spend to do it.”
—David Hussman
6
PM/PO collaborates with UX to deliver one or
two sprints ahead of development
Timing of Tactical UX Activities
Developers, UX,
etc.
Scrum
Master
Product
Owner
Scrum Team
R1S1 R1S2 R1S3 R1S4 R1S5 R1S6 R1S7 R1S8
Development
Workstream
UX Design &
architecture
Workstream
7
Developers work with UX to decide which
functionality/user stories to work on
Collaboration: Tactical UX Activities
Developers, UX,
etc.
Scrum
Master
Product
Owner
Scrum Team
R1S1 R1S2 R1S3 R1S4 R1S5 R1S6 R1S7 R1S8
Development
Workstream
UX Design &
architecture
Workstream
8
During sprint, UX produces:
 User research about the usability, usefulness, desirability
of the application or solution
 Interaction design guidance
 UI design guidance
 Non-functional requirements (standards, principles, etc.)
Tactical UX Deliverables
9
PM/PO collaborates with UX to deliver early in
the product planning process.
The goal is to deliver data and knowledge to
drive the product design so we are building the
right thing
Then there is STRATEGIC UX
10
-- assumptions about our product, our design, our users
Testing our assumptions
11
Constant, daily interaction
Working together
12
 acts as user advocate
 answers questions, clarifies requirements
 may be tasked with research
UX at Standups
13
UX continually available for collaboration outside
of scrums
Collaboration
14
Definition of done: all UI devs must work with
UX before it can be called done
A guideline
15
Always dedicate some holdback to meeting UX
standards and non-functional requirements
When planning sprints
16
• UX works one sprint ahead
• Agile = build it the right way
• UX = build the right thing
Otherwise, rework is costly!!
UX isn’t a bottleneck
17
Participation in Community of Practice
Key to success
18
 Forum for exchange
 Focus on intersection of development, user
experience, and graphical user interfaces
 Reinforces consistency across applications
 Venue for communicating changes to UX
guidelines, standards, ng-Components
 A place for suggestions and questions/answers
around the topic
What is a Community of Practice?
19
Who
 Promoted by Joao Ribeiro (UX) and Michal Margiel (Portal 8).
 All dev teams should attend and contribute
Where
 Meetings held via WebEx
 Email kelley.howell@redacted.com to be added
When
 TBA for US location
 Mondays 11h30 CET for Europe/India
Who, where, when is the CoP?
20
Non-functional requirements
21
Any questions? Comments?
Thank you!
UX Team
Kelley Howell, UX Architect

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Working Together: the UX role in a Scaled Agile Framework

  • 1. 1 Agile + UX Building the right way + Building the right thing Agile UX Success!
  • 2. 2  Individuals and interactions over processes and tools  Working software over comprehensive documentation  Customer collaboration over contract negotiation  Responding to change over following a plan Agile Principles UX works with Dev Minimum Lovable Product UX is user advocate UX is data driven change
  • 3. 3 Guerilla UX Research + agile + lean
  • 5. 5 “The difference between learning and failure is how much money you spend to do it.” —David Hussman
  • 6. 6 PM/PO collaborates with UX to deliver one or two sprints ahead of development Timing of Tactical UX Activities Developers, UX, etc. Scrum Master Product Owner Scrum Team R1S1 R1S2 R1S3 R1S4 R1S5 R1S6 R1S7 R1S8 Development Workstream UX Design & architecture Workstream
  • 7. 7 Developers work with UX to decide which functionality/user stories to work on Collaboration: Tactical UX Activities Developers, UX, etc. Scrum Master Product Owner Scrum Team R1S1 R1S2 R1S3 R1S4 R1S5 R1S6 R1S7 R1S8 Development Workstream UX Design & architecture Workstream
  • 8. 8 During sprint, UX produces:  User research about the usability, usefulness, desirability of the application or solution  Interaction design guidance  UI design guidance  Non-functional requirements (standards, principles, etc.) Tactical UX Deliverables
  • 9. 9 PM/PO collaborates with UX to deliver early in the product planning process. The goal is to deliver data and knowledge to drive the product design so we are building the right thing Then there is STRATEGIC UX
  • 10. 10 -- assumptions about our product, our design, our users Testing our assumptions
  • 12. 12  acts as user advocate  answers questions, clarifies requirements  may be tasked with research UX at Standups
  • 13. 13 UX continually available for collaboration outside of scrums Collaboration
  • 14. 14 Definition of done: all UI devs must work with UX before it can be called done A guideline
  • 15. 15 Always dedicate some holdback to meeting UX standards and non-functional requirements When planning sprints
  • 16. 16 • UX works one sprint ahead • Agile = build it the right way • UX = build the right thing Otherwise, rework is costly!! UX isn’t a bottleneck
  • 17. 17 Participation in Community of Practice Key to success
  • 18. 18  Forum for exchange  Focus on intersection of development, user experience, and graphical user interfaces  Reinforces consistency across applications  Venue for communicating changes to UX guidelines, standards, ng-Components  A place for suggestions and questions/answers around the topic What is a Community of Practice?
  • 19. 19 Who  Promoted by Joao Ribeiro (UX) and Michal Margiel (Portal 8).  All dev teams should attend and contribute Where  Meetings held via WebEx  Email kelley.howell@redacted.com to be added When  TBA for US location  Mondays 11h30 CET for Europe/India Who, where, when is the CoP?
  • 21. 21 Any questions? Comments? Thank you! UX Team Kelley Howell, UX Architect

Editor's Notes

  • #4: So we can find problems early and fix them before w’eve invested a lot or resources. It’s cheaper to fix usability problems early in the product design process and product development process.
  • #5: Today, when we combine these less formal research methods with Agile’s iterative, continuous improvement process + principles form the lean startup movement, we conduct user research as part of a validated learning loop We start this Validated Learning Loop as soon as possible, while we are conceptualizing the product, and continue the process throughout design – to test our assumptions – and throughout the application development process. We don’t wait until the QA phase or beta testing.
  • #6: Iterative user research. Lean UX. Agile UX Appy hours App cafes Guerilla usability testing Whatever you call it, it’s like a basic “acid test”. We need to test our assumptions about whether an app idea solves user problems, whether the interaction design is easy to understand, whether the interface makes sense, whether the navigation is intuitive, and so forth. You have an hypothesis: This will work, This will be understood. Users will find this easy to do. The wireframe, the interactive mock, the prototype, the beta – all used to validate whether your assumptions are correct, return to the team with the data, and revise the app based on learnings we gather from conducting research with users. You build your product. It can be a wireframe, a mock printed out on paper, cardboard fashioned int o a device, a 3x5 stack of postIt notes , or even a prototype, such as the one we are testing with SCI Mobile.
  • #7: Note that, for strategic research and harder questions, we need a longer lead time. The sprint-before approach is for tactical research and design activities.
  • #11: Validation research is like old fashioned acid testing. When people used to mine for gold, they would drop acid on the gold to be sure it was really gold. Validation testing is similar only we are testing our assumptions: whether our product is what people want and need, whether our app is designed in a way that people can use it. Validation research helps us to be sure we are building the right thing and building it using the right copy, the right visual design, and the right interaction design patterns.