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Product Design
in Agile Environments:
Making it Work
Carol Smith @carologic
ProductCamp Pittsburgh @PGHPCAMP
September 22, 2018
This work is licensed under a Creative
Commons Attribution-NonCommercial
4.0 International License except where
noted otherwise.
Product Design in Agile Environments / @carologic
Everything
is Designed
Product Design in Agile Environments / @carologic
Working with Agile
1. Partner with team
2. Best practices at smaller scale
3. Clear focus on specific users (not specific customers)
and providing quick value
Product Design in Agile Environments / @carologic
We Come from Different Places
By Jeff Patton as interpreted by Jim Laing – Source:
http://www.agileproductdesign.com/blog/user_experience_relevance.html
Product Design in Agile Environments / @carologic
Agile
• Agile is a philosophy, not a specific set of tools
– Principles are not mandates
– UX was not deliberately excluded
• Iterative software development methods
– Scrum, Kanban, XP, etc.
– Not “Waterfall”
Product Design in Agile Environments / @carologic
Agile UX: The Good
• Most important features are done first
• Working together – not “over the wall”
• Keep up with technology and environmental changes
• Enables iteration of requirements
• Less “design drift” and less wasted design
Product Design in Agile Environments / @carologic
Agile UX: The Good (continued)
• Issues get fixed
• “Done” can include design or be “Dev ready”
• Satisfying to see designs in real use
• Learn from actual product use
• User data has effect on current release
Product Design in Agile Environments / @carologic
How can I get my Agile team
onboard with Design?
Product Design in Agile Environments / @carologic
AGILE
Design stays just in front of the Agile ‘train’
so the train arrives at the right station.
Product Design in Agile Environments / @carologic
Engage with the team
• They’re not going to “stop the train” for you
• Work to make UX processes fit
• Build trust by providing value of work
• Attend daily standups/scrums
Product Design in Agile Environments / @carologic
Designers are part of the team
• Participate in Agile ceremonies with the team
• Planning/grooming, review, retro, demo
• Estimating work
• Take turns with Agile roles
• Design doing QA of design work
Product Design in Agile Environments / @carologic
Squads include UX folk
• Researchers, interaction designers, visual designers
on squads
• Larger products
– Many squads
– Focus on user interactions
– May consult other teams as needed (e.g. review API flow)
Product Design in Agile Environments / @carologic
Participate in Retrospectives
• Encourage retrospectives
• Information provided enough/too much?
• Questions still open?
• Still confusing/frustrating?
• More effectively communicate user needs?
Image:http://intland.com/blog/project-management-en/tips-and-tricks-to-make-the-most-of-your-retrospectives/
Product Design in Agile Environments / @carologic
Just Ahead of the Train
• Solve hard problems 1-2 iterations ahead (at most)
– Research is further ahead – building right thing?
• Regular usability testing (iteration-aligned)
– Test whatever is ready that day
– Plus UXR of existing issues and potential future work
• Usability test before dev builds – saves arguments
Product Design in Agile Environments / @carologic
Welcome the Team to your World
• Invite team to observe tests of features they wrote
– Seeing someone struggle is strongly motivating
• Engage Eng in helping to figure out solutions
• Credit Eng when features they wrote work well
Product Design in Agile Environments / @carologic
Customers and Lean UX
Product Design in Agile Environments / @carologic
Customer Feedback – in traditional Agile
• Client focused (what was proposed)
vs. user focused (actual goals and needs)
• Fails to find most learnability and usability issues
• Misses opportunity to inform future design
• Misses opportunity to gain better user insight with
prototypes, observation, etc.
UX brings the end-user
into Agile
and expands the meaning
of “Customer”
to extend to the end-user
Product Design in Agile Environments / @carologic
Agile train has gone and left the user
alone in the station….. Waiting …….
Product Design in Agile Environments / @carologic
The Bridge to Nowhere is a concrete road bridge spanning the Mangapurua Stream in Whanganui National Park,
North Island, New Zealand. It has no roads leading to it.
“The biggest waste of all is building
something no one wants.” - Eric Ries
Eric Ries @ericries via @MelBugai on Twitter at LeanStartupMI in 2011
Product Design in Agile Environments / @carologic
Requirements
• Questions change as you learn more
• Pointless to do ALL requirements gathering up front
• Works better iteratively
• Get prototypes/early designs to those that will use it
• Don't know what we don't know
Product Design in Agile Environments / @carologic
Make it Quick!
• Get to 80% confidence - good enough
• Continued learning
– User/UX Research
– Usability testing
– Customer visits
Product Design in Agile Environments / @carologic
Parallel-Track Workflow
a.k.a. Staggered Sprints
Product Design in Agile Environments / @carologic
Scaling Agile at Spotify via Slideshare of Vlad Mysla
http://www.slideshare.net/vmysla/scrum-at-spotify?qid=2345c3ad-7e68-4383-9673-9e715ff47a75&v=default&b=&from_search=14
Squads, Tribes, Chapters and Guilds
Product Design in Agile Environments / @carologic
Parallel Tracks – Introduced at Autodesk in 2001
Dev track: Focus is on production code
Interaction Designer track: Focus is on learning via user contact
- both user experience research and interaction design
“Adapting Usability Investigations for Agile User-Centered Design” by Desirée Sy.
Journal of Usability Studies, Volume 2, Issue 3 https://uxpa.org/sites/default/files/agile-ucd_0.pdf
Product Design in Agile Environments / @carologic
2018: 3 Types of Work
Track Tasks Goal Sprint Timing
Learning Fast UX Research.
Validation with prototypes/usability
testing.
Strategic discovery through
ethnography.
Research,
prepare and
validate
2+ sprints ahead
🌧 🌧 Research sprinkles down - Informs work 🌧 🌧
Problem
Solving
Interaction design of detailed
communication pieces (e.g.
wireframes)
Create
solution ideas
1-2 sprints ahead
(no more)
Development
Support
Visual design and interaction design
support.
Translate solution to code.
Ship software
at velocity
With Dev
Carol Smith and Thyra Rauch, UXPA 2018
Product Design in Agile Environments / @carologic
Two was hard enough. Why 3?
• It can’t all be done at once
• Talk through issues with team
• Realize what works and what doesn’t
• Work to teams’ strengths
– Focus on solving right problems for users
– Not sticking to strict guidelines
Product Design in Agile Environments / @carologic
Iteration 1: Development Support Track
• Underlying architecture work
• Critical features with minimal user interface design required
Development Support: Ship Software
Iteration 1
Implement high
dev cost low UI
cost features Adapted from “Adapting Usability Investigations for Agile User-Centered Design” by Desirée Sy.
Journal of Usability Studies, Volume 2, Issue 3 http://www.uxpajournal.org/
Product Design in Agile Environments / @carologic
Iteration 1: Problem Solving Track
• Design language, style guide
• IA work (if basic knowledge of user needs)
• Prototypes for future studies
Development Support: Ship Software
Problem Solving: Interaction Design
Iteration 1
Groundwork
for Design
Implement high
dev cost low UI
cost features Adapted from “Adapting Usability Investigations for Agile User-Centered Design” by Desirée Sy.
Journal of Usability Studies, Volume 2, Issue 3 http://www.uxpajournal.org/
Product Design in Agile Environments / @carologic
Iteration 1: Learning Track
• UX Research to understand user needs (open questions)
• Begin to plan usability testing and other studies
Development Support: Ship Software
Problem Solving: Interaction Design
Learning: Research, prepare, validate
Iteration 1
Gather user
information for
iterations 2-5
Implement high
dev cost low UI
cost features
Groundwork
for Design
Product Design in Agile Environments / @carologic
Iteration 1: Learning Track
Development Support: Ship Software
Problem Solving: Interaction Design
Learning: Research, prepare, validate
Iteration 1
Gather user
information for
iterations 2-5
Implement high
dev cost low UI
cost features
Groundwork
for Design
Research sprinkles down ideas
so that designs can continue to grow
🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧
Product Design in Agile Environments / @carologic
Iteration 1: Learning Track
• Learning informs all future work as appropriate
Development
Iteration 1
Problem Solving
Learning
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement high
dev cost low UI
cost features
Product Design in Agile Environments / @carologic
Iteration 2: Development Support
• Make verified interaction design a reality
Development
Iteration 1 Iteration 2
Problem Solving
Learning
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement
designs
Implement high
dev cost low UI
cost features
Product Design in Agile Environments / @carologic
Iteration 2: Problem Solving
• Work on next problems to solve.
• Create prototype for usability testing.
Iteration 2
Learning
Development
Problem Solving
Iteration 1
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement
designs
Implement high
dev cost low UI
cost features
Design for
Iteration 3
Product Design in Agile Environments / @carologic
Iteration 2: Learning
• Continue research
• Set up study for next iteration
Development
Problem Solving
Learning
Iteration 1 Iteration 2
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement
designs
Implement high
dev cost low UI
cost features
Design for
Iteration 3
Gather user info
and plan studies
Product Design in Agile Environments / @carologic
Iteration 3: Development
• Continue implementing new features.
• Technical debt, etc. as needed.
Iteration 3
Development
Problem Solving
Learning
Iteration 1 Iteration 2
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement
designs
Implement high
dev cost low UI
cost features
Gather user info
and plan studies
Implement
designs
Design for
Iteration 3
Product Design in Agile Environments / @carologic
Iteration 3: Problem Solving
• Integrate research findings.
• Work on next problems to solve.
Iteration 3
Development
Problem Solving
Learning
Iteration 1 Iteration 2
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement
designs
Implement high
dev cost low UI
cost features
Implement
designs
Gather user info
and plan studies
Design for
Iteration 3
Design for
Iteration 4
Product Design in Agile Environments / @carologic
Iteration 3: Learning
• Run usability study on prototype
• Field studies for detailed information needed for upcoming iterations
Iteration 3
Development
Problem Solving
Learning
Iteration 1 Iteration 2
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement
designs
Implement high
dev cost low UI
cost features
Gather user info
and plan studies
Implement
designs
Design for
Iteration 3
Design for
Iteration 4
Run usability study
and UXR (4-7)
Product Design in Agile Environments / @carologic
Research made Agile
• How do you fit Research in?
• Consumer Interviews - Usually 2 sprints
– Sprint 1: Plan, recruit, start interviews
(assumes some pre-work done)
– Sprint 2: Complete interviews, analyze, synthesize, report
Product Design in Agile Environments / @carologic
And so on…
• Constant communication between tracks is essential for success
• These are not just hand-offs
Iteration 4
Development
Problem Solving
Learning
Iteration 1 Iteration 2 Iteration 3
Gather user
information for
iterations 2-5
Groundwork
for Design
Implement
designs
Implement high
dev cost low UI
cost features
Gather user info
and plan studies
Implement
designs
Design for
Iteration 3
Design for
Iteration 4
Run usability study
and UXR (4-7)
Product Design in Agile Environments / @carologic
Dual Track Development is not Duel Track
Dual Track Development is not Duel Track, May 10, 2017 By Jeff Patton
http://jpattonassociates.com/dual-track-development/
Product Design in Agile Environments / @carologic
Constant Communication
• Between all tracks is essential for success
• Not just hand-offs
• All work will not move to development.
• Learning efforts must be picked strategically and
constantly reviewed for priority alignment with team.
• All at once – 3 tracks, not 3 teams
Product Design in Agile Environments / @carologic
During Each Iteration
• Be present with developers day to day
• Are they building what you expect?
• Get their feedback on your designs in progress
© Copyright 2014 Desirée Sy & John Schrag. All rights
Product Design in Agile Environments / @carologic
Look Back
• Validate the work done in previous iteration
© Copyright 2014 Desirée Sy & John Schrag. All rights
Product Design in Agile Environments / @carologic
Look Ahead
• Design [problem solve] for next iteration (n+1)
• Research [learn] for future iterations (n+2, n+3…)
© Copyright 2014 Desirée Sy & John Schrag. All rights
Focus
Product Design in Agile Environments / @carologic
Who will frequently, actively
use your product?
What do they need to do?
Product Design in Agile Environments / @carologic
Designing for Everyone
is
Impossible
Product Design in Agile Environments / @carologic
Who are the Primary users?
• What are their goals?
• How many are there?
• Common complaints/biggest issues?
• Most important/frequent tasks?
Product Design in Agile Environments / @carologic
Same Job Title, May Differ in…
UserExperience
Frequency of use
Priority of tasks Jobs to be Done
Motivations
and attitude
Expectations
Product Design in Agile Environments / @carologic
Case Study
• Creating a site for University students
• Think about the student you are designing for
– What kind of program?
– How old are they?
– What else?
Product Design in Agile Environments / @carologic
Which Student?
Rick Connie
http://www.flickr.com/photos/mrjkbh/ via http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en
http://www.flickr.com/photos/caharley72/ (Christopher Alison Photography) via
http://creativecommons.org/licenses/by-nc-nd/2.0/
Product Design in Agile Environments / @carologic
Include PWD in Research
• People with disabilities
– “We are all only temporarily able-bodied. Accessibility is good for
us all.”
– Not “disabled” or “handicapped”
– Get to spirit of the law (Section 508, WCAG 2.0)
• Disability
– any condition that impedes the completion of daily tasks using
traditional methods (Wikipedia)
-@mollydotcom at #stirtrek 2011 via @carologic
Product Design in Agile Environments / @carologic
True Statements
• All interfaces have usability problems
• Limited resources to fix
• More problems than resources
• Less serious problems distract
• Intense focus on fixing most
serious problems first
Rocket Surgery Made Easy: The Do-It-Yourself Guide
to Finding and Fixing Usability Problems. By Steve Krug
Product Design in Agile Environments / @carologic
Usability Testing is…
• Representative users
• Doing real tasks
• Being observed
• Using prototypes
or live products
http://creativecommons.org/licenses/by-sa/2.0/
http://www.flickr.com/photos/raphaelquinet/513351385/sizes/l/in/photostream/
http://www.flickr.com/photos/raphaelquinet/
Product Design in Agile Environments / @carologic
Tweak, Don’t Redesign
• Small iterative changes
– Make it better now
– Don’t break something else
• Take something away
– Reduce distractions
– Don’t add – question it
Rocket Surgery Made Easy: The Do-It-Yourself Guide
to Finding and Fixing Usability Problems. By Steve Krug
Product Design in Agile Environments / @carologic
Products are better…
1. Partner with team
2. Best practices at smaller scale
3. Clear focus on specific users – provide quick value
Product Design in Agile Environments / @carologic
Share What You Learn
Product Design in Agile Environments / @carologic
Contact Carol
LinkedIn – CarolJSmith
Twitter - @Carologic
Slideshare – carologic
SpeakerRate - CarolJSmith
Product Design in Agile Environments / @carologic
Recommended Readings
6
4
Product Design in Agile Environments / @carologic
• Adapting Usability Investigations for Agile User-Centered Design by
Desirée Sy
• Journal of Usability Studies, Volume 2, Issue 3
(the most-cited paper in JUS)
• https://uxpa.org/sites/default/files/agile-ucd_0.pdf
Product Design in Agile Environments / @carologic
Recommended Sites
• Usability.gov
– https://www.usability.gov/
• W3C Web Accessibility Initiative
– http://www.w3.org/WAI/
• Accessibility Standards in US (Section 508)
– https://www.access-board.gov/
• Jakob Nielsen
– http://www.useit.com
• UXPA – User Experience Professionals Association
– http://uxpa.org/
• Information Architecture Institute
– http://iainstitute.org/
Product Design in Agile Environments / @carologic
References
• Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab.
• Barnum, Carol M. (Jan. 2003). What’s in a Number? STC Usability SIG Newsletter, Usability Interface.
http://www.stcsig.org/usability/newsletter/0301-number.html Retrieved: 20080323
• Beyer, Hugh. User-Centered Agile Methods (Synthesis Lectures on Human-Centered Informatics)
• Cato, John. User-Centered Web Design. Addison Wesley Longman; 2001.
• Dini, Dino. (March 2008). Wikipedia: Design. 2005 Game Design and Technology Workshop, Liverpool JM University.
http://en.wikipedia.org/wiki/Design Retrieved on 2008-03-23. Retrieved: 20080323
• Faulkner, Christine. The Essence of Human-Computer Interaction. Prentice Hall PTR; 1997.
• Gale, S. A Collaborative Approach to Developing Style Guides. Conference proceedings on Human factors in Computing
Systems April 13 - 18, 1996, Vancouver Canada. ACM Press, (pp. 362-367).
• Gaffney, Gerry. (2000) What is Card Sorting? Usability Techniques Series, Information & Design.
http://www.infodesign.com.au/usabilityresources/design/cardsorting.asp
Product Design in Agile Environments / @carologic
References
• Galitz, W. O. (2002). The essential guide to user interface design: An introduction to GUI design principles and techniques
(Second Edition). Wiley: New York, NY.
• Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with-agile/
• Grudin, J. 1989. The case against user interface consistency. Commun. ACM 32, 10 (Oct. 1989), 1164-1173.
• Hackos, JoAnn T., PhD and Redish, Janice C. User and Task Analysis for Interface Design. Wiley; 1998.
• Henry, Shawn Lawton. Just Ask: Integrating Accessibility Throughout Design.
• Henry, S.L. and Grossnickle, M. Accessibility in the User-Centered Design Process. Georgia Tech Research Corporation, Inc;
Atlanta, Georgia, USA; 2004. http://uiaccess.com/accessucd/personas.html
• Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in Diverse Situations. Tutorial, 2003 UPA
Conference.
• Kuniavsky, Mike. Observing the User Experience: a Practitioner's Guide to User Research. Morgan Kaufmann, 2003.
• Krug, Steve. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems.
Product Design in Agile Environments / @carologic
References
• Lewis, Clayton and Rieman, John. (1993, 1994) Task-Centered User Interface Design A Practical Introduction.
http://hcibib.org/tcuid/chap-4.html
• Mandel, Theo. The Elements of User Interface Design. Wiley; 1997.
• Neisser, Ulric. (1967) Cognitive Psychology
• Nielsen, Jakob and Robert L. Mack. Usability Inspection Methods. John Wiley & Sons, Inc. 1994.
• Powell, Thomas A. The Complete Reference: Web Design. Osborne/McGraw-Hill; 2000.
• Ratcliffe, Lindsay and Marc McNeill. Agile Experience Design: A Digital Designer's Guide to Agile, Lean, and Continuous.
• Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests.
John Wiley & Sons, Inc.
• Schaffer, Eric. Institutionalization of Usability: A Step by Step Guide. Human Factors International, 2004.
• Slatin, John M. and Sharron Rush Maximum Accessibility: Making Your Web Site More Usable for Everyone. Addison-
Wesley Pub Co., 2002.
• W3C Web Accessibility Initiative - http://www.w3.org/WAI/intro/accessibility

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Product Design in Agile Environments: Making it Work at ProductCamp Pittsburgh

  • 1. Product Design in Agile Environments: Making it Work Carol Smith @carologic ProductCamp Pittsburgh @PGHPCAMP September 22, 2018 This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License except where noted otherwise.
  • 2. Product Design in Agile Environments / @carologic Everything is Designed
  • 3.
  • 4.
  • 5.
  • 6. Product Design in Agile Environments / @carologic Working with Agile 1. Partner with team 2. Best practices at smaller scale 3. Clear focus on specific users (not specific customers) and providing quick value
  • 7. Product Design in Agile Environments / @carologic We Come from Different Places By Jeff Patton as interpreted by Jim Laing – Source: http://www.agileproductdesign.com/blog/user_experience_relevance.html
  • 8. Product Design in Agile Environments / @carologic Agile • Agile is a philosophy, not a specific set of tools – Principles are not mandates – UX was not deliberately excluded • Iterative software development methods – Scrum, Kanban, XP, etc. – Not “Waterfall”
  • 9. Product Design in Agile Environments / @carologic Agile UX: The Good • Most important features are done first • Working together – not “over the wall” • Keep up with technology and environmental changes • Enables iteration of requirements • Less “design drift” and less wasted design
  • 10. Product Design in Agile Environments / @carologic Agile UX: The Good (continued) • Issues get fixed • “Done” can include design or be “Dev ready” • Satisfying to see designs in real use • Learn from actual product use • User data has effect on current release
  • 11. Product Design in Agile Environments / @carologic How can I get my Agile team onboard with Design?
  • 12. Product Design in Agile Environments / @carologic AGILE Design stays just in front of the Agile ‘train’ so the train arrives at the right station.
  • 13. Product Design in Agile Environments / @carologic Engage with the team • They’re not going to “stop the train” for you • Work to make UX processes fit • Build trust by providing value of work • Attend daily standups/scrums
  • 14. Product Design in Agile Environments / @carologic Designers are part of the team • Participate in Agile ceremonies with the team • Planning/grooming, review, retro, demo • Estimating work • Take turns with Agile roles • Design doing QA of design work
  • 15. Product Design in Agile Environments / @carologic Squads include UX folk • Researchers, interaction designers, visual designers on squads • Larger products – Many squads – Focus on user interactions – May consult other teams as needed (e.g. review API flow)
  • 16. Product Design in Agile Environments / @carologic Participate in Retrospectives • Encourage retrospectives • Information provided enough/too much? • Questions still open? • Still confusing/frustrating? • More effectively communicate user needs? Image:http://intland.com/blog/project-management-en/tips-and-tricks-to-make-the-most-of-your-retrospectives/
  • 17. Product Design in Agile Environments / @carologic Just Ahead of the Train • Solve hard problems 1-2 iterations ahead (at most) – Research is further ahead – building right thing? • Regular usability testing (iteration-aligned) – Test whatever is ready that day – Plus UXR of existing issues and potential future work • Usability test before dev builds – saves arguments
  • 18. Product Design in Agile Environments / @carologic Welcome the Team to your World • Invite team to observe tests of features they wrote – Seeing someone struggle is strongly motivating • Engage Eng in helping to figure out solutions • Credit Eng when features they wrote work well
  • 19. Product Design in Agile Environments / @carologic Customers and Lean UX
  • 20. Product Design in Agile Environments / @carologic Customer Feedback – in traditional Agile • Client focused (what was proposed) vs. user focused (actual goals and needs) • Fails to find most learnability and usability issues • Misses opportunity to inform future design • Misses opportunity to gain better user insight with prototypes, observation, etc.
  • 21.
  • 22. UX brings the end-user into Agile and expands the meaning of “Customer” to extend to the end-user
  • 23. Product Design in Agile Environments / @carologic Agile train has gone and left the user alone in the station….. Waiting …….
  • 24. Product Design in Agile Environments / @carologic The Bridge to Nowhere is a concrete road bridge spanning the Mangapurua Stream in Whanganui National Park, North Island, New Zealand. It has no roads leading to it. “The biggest waste of all is building something no one wants.” - Eric Ries Eric Ries @ericries via @MelBugai on Twitter at LeanStartupMI in 2011
  • 25. Product Design in Agile Environments / @carologic Requirements • Questions change as you learn more • Pointless to do ALL requirements gathering up front • Works better iteratively • Get prototypes/early designs to those that will use it • Don't know what we don't know
  • 26. Product Design in Agile Environments / @carologic Make it Quick! • Get to 80% confidence - good enough • Continued learning – User/UX Research – Usability testing – Customer visits
  • 27. Product Design in Agile Environments / @carologic Parallel-Track Workflow a.k.a. Staggered Sprints
  • 28. Product Design in Agile Environments / @carologic Scaling Agile at Spotify via Slideshare of Vlad Mysla http://www.slideshare.net/vmysla/scrum-at-spotify?qid=2345c3ad-7e68-4383-9673-9e715ff47a75&v=default&b=&from_search=14 Squads, Tribes, Chapters and Guilds
  • 29. Product Design in Agile Environments / @carologic Parallel Tracks – Introduced at Autodesk in 2001 Dev track: Focus is on production code Interaction Designer track: Focus is on learning via user contact - both user experience research and interaction design “Adapting Usability Investigations for Agile User-Centered Design” by Desirée Sy. Journal of Usability Studies, Volume 2, Issue 3 https://uxpa.org/sites/default/files/agile-ucd_0.pdf
  • 30. Product Design in Agile Environments / @carologic 2018: 3 Types of Work Track Tasks Goal Sprint Timing Learning Fast UX Research. Validation with prototypes/usability testing. Strategic discovery through ethnography. Research, prepare and validate 2+ sprints ahead 🌧 🌧 Research sprinkles down - Informs work 🌧 🌧 Problem Solving Interaction design of detailed communication pieces (e.g. wireframes) Create solution ideas 1-2 sprints ahead (no more) Development Support Visual design and interaction design support. Translate solution to code. Ship software at velocity With Dev Carol Smith and Thyra Rauch, UXPA 2018
  • 31. Product Design in Agile Environments / @carologic Two was hard enough. Why 3? • It can’t all be done at once • Talk through issues with team • Realize what works and what doesn’t • Work to teams’ strengths – Focus on solving right problems for users – Not sticking to strict guidelines
  • 32. Product Design in Agile Environments / @carologic Iteration 1: Development Support Track • Underlying architecture work • Critical features with minimal user interface design required Development Support: Ship Software Iteration 1 Implement high dev cost low UI cost features Adapted from “Adapting Usability Investigations for Agile User-Centered Design” by Desirée Sy. Journal of Usability Studies, Volume 2, Issue 3 http://www.uxpajournal.org/
  • 33. Product Design in Agile Environments / @carologic Iteration 1: Problem Solving Track • Design language, style guide • IA work (if basic knowledge of user needs) • Prototypes for future studies Development Support: Ship Software Problem Solving: Interaction Design Iteration 1 Groundwork for Design Implement high dev cost low UI cost features Adapted from “Adapting Usability Investigations for Agile User-Centered Design” by Desirée Sy. Journal of Usability Studies, Volume 2, Issue 3 http://www.uxpajournal.org/
  • 34. Product Design in Agile Environments / @carologic Iteration 1: Learning Track • UX Research to understand user needs (open questions) • Begin to plan usability testing and other studies Development Support: Ship Software Problem Solving: Interaction Design Learning: Research, prepare, validate Iteration 1 Gather user information for iterations 2-5 Implement high dev cost low UI cost features Groundwork for Design
  • 35. Product Design in Agile Environments / @carologic Iteration 1: Learning Track Development Support: Ship Software Problem Solving: Interaction Design Learning: Research, prepare, validate Iteration 1 Gather user information for iterations 2-5 Implement high dev cost low UI cost features Groundwork for Design Research sprinkles down ideas so that designs can continue to grow 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧 🌧
  • 36. Product Design in Agile Environments / @carologic Iteration 1: Learning Track • Learning informs all future work as appropriate Development Iteration 1 Problem Solving Learning Gather user information for iterations 2-5 Groundwork for Design Implement high dev cost low UI cost features
  • 37. Product Design in Agile Environments / @carologic Iteration 2: Development Support • Make verified interaction design a reality Development Iteration 1 Iteration 2 Problem Solving Learning Gather user information for iterations 2-5 Groundwork for Design Implement designs Implement high dev cost low UI cost features
  • 38. Product Design in Agile Environments / @carologic Iteration 2: Problem Solving • Work on next problems to solve. • Create prototype for usability testing. Iteration 2 Learning Development Problem Solving Iteration 1 Gather user information for iterations 2-5 Groundwork for Design Implement designs Implement high dev cost low UI cost features Design for Iteration 3
  • 39. Product Design in Agile Environments / @carologic Iteration 2: Learning • Continue research • Set up study for next iteration Development Problem Solving Learning Iteration 1 Iteration 2 Gather user information for iterations 2-5 Groundwork for Design Implement designs Implement high dev cost low UI cost features Design for Iteration 3 Gather user info and plan studies
  • 40. Product Design in Agile Environments / @carologic Iteration 3: Development • Continue implementing new features. • Technical debt, etc. as needed. Iteration 3 Development Problem Solving Learning Iteration 1 Iteration 2 Gather user information for iterations 2-5 Groundwork for Design Implement designs Implement high dev cost low UI cost features Gather user info and plan studies Implement designs Design for Iteration 3
  • 41. Product Design in Agile Environments / @carologic Iteration 3: Problem Solving • Integrate research findings. • Work on next problems to solve. Iteration 3 Development Problem Solving Learning Iteration 1 Iteration 2 Gather user information for iterations 2-5 Groundwork for Design Implement designs Implement high dev cost low UI cost features Implement designs Gather user info and plan studies Design for Iteration 3 Design for Iteration 4
  • 42. Product Design in Agile Environments / @carologic Iteration 3: Learning • Run usability study on prototype • Field studies for detailed information needed for upcoming iterations Iteration 3 Development Problem Solving Learning Iteration 1 Iteration 2 Gather user information for iterations 2-5 Groundwork for Design Implement designs Implement high dev cost low UI cost features Gather user info and plan studies Implement designs Design for Iteration 3 Design for Iteration 4 Run usability study and UXR (4-7)
  • 43. Product Design in Agile Environments / @carologic Research made Agile • How do you fit Research in? • Consumer Interviews - Usually 2 sprints – Sprint 1: Plan, recruit, start interviews (assumes some pre-work done) – Sprint 2: Complete interviews, analyze, synthesize, report
  • 44. Product Design in Agile Environments / @carologic And so on… • Constant communication between tracks is essential for success • These are not just hand-offs Iteration 4 Development Problem Solving Learning Iteration 1 Iteration 2 Iteration 3 Gather user information for iterations 2-5 Groundwork for Design Implement designs Implement high dev cost low UI cost features Gather user info and plan studies Implement designs Design for Iteration 3 Design for Iteration 4 Run usability study and UXR (4-7)
  • 45. Product Design in Agile Environments / @carologic Dual Track Development is not Duel Track Dual Track Development is not Duel Track, May 10, 2017 By Jeff Patton http://jpattonassociates.com/dual-track-development/
  • 46. Product Design in Agile Environments / @carologic Constant Communication • Between all tracks is essential for success • Not just hand-offs • All work will not move to development. • Learning efforts must be picked strategically and constantly reviewed for priority alignment with team. • All at once – 3 tracks, not 3 teams
  • 47. Product Design in Agile Environments / @carologic During Each Iteration • Be present with developers day to day • Are they building what you expect? • Get their feedback on your designs in progress © Copyright 2014 Desirée Sy & John Schrag. All rights
  • 48. Product Design in Agile Environments / @carologic Look Back • Validate the work done in previous iteration © Copyright 2014 Desirée Sy & John Schrag. All rights
  • 49. Product Design in Agile Environments / @carologic Look Ahead • Design [problem solve] for next iteration (n+1) • Research [learn] for future iterations (n+2, n+3…) © Copyright 2014 Desirée Sy & John Schrag. All rights
  • 50. Focus
  • 51. Product Design in Agile Environments / @carologic Who will frequently, actively use your product? What do they need to do?
  • 52. Product Design in Agile Environments / @carologic Designing for Everyone is Impossible
  • 53. Product Design in Agile Environments / @carologic Who are the Primary users? • What are their goals? • How many are there? • Common complaints/biggest issues? • Most important/frequent tasks?
  • 54. Product Design in Agile Environments / @carologic Same Job Title, May Differ in… UserExperience Frequency of use Priority of tasks Jobs to be Done Motivations and attitude Expectations
  • 55. Product Design in Agile Environments / @carologic Case Study • Creating a site for University students • Think about the student you are designing for – What kind of program? – How old are they? – What else?
  • 56. Product Design in Agile Environments / @carologic Which Student? Rick Connie http://www.flickr.com/photos/mrjkbh/ via http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en http://www.flickr.com/photos/caharley72/ (Christopher Alison Photography) via http://creativecommons.org/licenses/by-nc-nd/2.0/
  • 57. Product Design in Agile Environments / @carologic Include PWD in Research • People with disabilities – “We are all only temporarily able-bodied. Accessibility is good for us all.” – Not “disabled” or “handicapped” – Get to spirit of the law (Section 508, WCAG 2.0) • Disability – any condition that impedes the completion of daily tasks using traditional methods (Wikipedia) -@mollydotcom at #stirtrek 2011 via @carologic
  • 58. Product Design in Agile Environments / @carologic True Statements • All interfaces have usability problems • Limited resources to fix • More problems than resources • Less serious problems distract • Intense focus on fixing most serious problems first Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 59. Product Design in Agile Environments / @carologic Usability Testing is… • Representative users • Doing real tasks • Being observed • Using prototypes or live products http://creativecommons.org/licenses/by-sa/2.0/ http://www.flickr.com/photos/raphaelquinet/513351385/sizes/l/in/photostream/ http://www.flickr.com/photos/raphaelquinet/
  • 60. Product Design in Agile Environments / @carologic Tweak, Don’t Redesign • Small iterative changes – Make it better now – Don’t break something else • Take something away – Reduce distractions – Don’t add – question it Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 61. Product Design in Agile Environments / @carologic Products are better… 1. Partner with team 2. Best practices at smaller scale 3. Clear focus on specific users – provide quick value
  • 62. Product Design in Agile Environments / @carologic Share What You Learn
  • 63. Product Design in Agile Environments / @carologic Contact Carol LinkedIn – CarolJSmith Twitter - @Carologic Slideshare – carologic SpeakerRate - CarolJSmith
  • 64. Product Design in Agile Environments / @carologic Recommended Readings 6 4
  • 65. Product Design in Agile Environments / @carologic • Adapting Usability Investigations for Agile User-Centered Design by Desirée Sy • Journal of Usability Studies, Volume 2, Issue 3 (the most-cited paper in JUS) • https://uxpa.org/sites/default/files/agile-ucd_0.pdf
  • 66. Product Design in Agile Environments / @carologic Recommended Sites • Usability.gov – https://www.usability.gov/ • W3C Web Accessibility Initiative – http://www.w3.org/WAI/ • Accessibility Standards in US (Section 508) – https://www.access-board.gov/ • Jakob Nielsen – http://www.useit.com • UXPA – User Experience Professionals Association – http://uxpa.org/ • Information Architecture Institute – http://iainstitute.org/
  • 67. Product Design in Agile Environments / @carologic References • Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab. • Barnum, Carol M. (Jan. 2003). What’s in a Number? STC Usability SIG Newsletter, Usability Interface. http://www.stcsig.org/usability/newsletter/0301-number.html Retrieved: 20080323 • Beyer, Hugh. User-Centered Agile Methods (Synthesis Lectures on Human-Centered Informatics) • Cato, John. User-Centered Web Design. Addison Wesley Longman; 2001. • Dini, Dino. (March 2008). Wikipedia: Design. 2005 Game Design and Technology Workshop, Liverpool JM University. http://en.wikipedia.org/wiki/Design Retrieved on 2008-03-23. Retrieved: 20080323 • Faulkner, Christine. The Essence of Human-Computer Interaction. Prentice Hall PTR; 1997. • Gale, S. A Collaborative Approach to Developing Style Guides. Conference proceedings on Human factors in Computing Systems April 13 - 18, 1996, Vancouver Canada. ACM Press, (pp. 362-367). • Gaffney, Gerry. (2000) What is Card Sorting? Usability Techniques Series, Information & Design. http://www.infodesign.com.au/usabilityresources/design/cardsorting.asp
  • 68. Product Design in Agile Environments / @carologic References • Galitz, W. O. (2002). The essential guide to user interface design: An introduction to GUI design principles and techniques (Second Edition). Wiley: New York, NY. • Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with-agile/ • Grudin, J. 1989. The case against user interface consistency. Commun. ACM 32, 10 (Oct. 1989), 1164-1173. • Hackos, JoAnn T., PhD and Redish, Janice C. User and Task Analysis for Interface Design. Wiley; 1998. • Henry, Shawn Lawton. Just Ask: Integrating Accessibility Throughout Design. • Henry, S.L. and Grossnickle, M. Accessibility in the User-Centered Design Process. Georgia Tech Research Corporation, Inc; Atlanta, Georgia, USA; 2004. http://uiaccess.com/accessucd/personas.html • Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in Diverse Situations. Tutorial, 2003 UPA Conference. • Kuniavsky, Mike. Observing the User Experience: a Practitioner's Guide to User Research. Morgan Kaufmann, 2003. • Krug, Steve. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems.
  • 69. Product Design in Agile Environments / @carologic References • Lewis, Clayton and Rieman, John. (1993, 1994) Task-Centered User Interface Design A Practical Introduction. http://hcibib.org/tcuid/chap-4.html • Mandel, Theo. The Elements of User Interface Design. Wiley; 1997. • Neisser, Ulric. (1967) Cognitive Psychology • Nielsen, Jakob and Robert L. Mack. Usability Inspection Methods. John Wiley & Sons, Inc. 1994. • Powell, Thomas A. The Complete Reference: Web Design. Osborne/McGraw-Hill; 2000. • Ratcliffe, Lindsay and Marc McNeill. Agile Experience Design: A Digital Designer's Guide to Agile, Lean, and Continuous. • Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John Wiley & Sons, Inc. • Schaffer, Eric. Institutionalization of Usability: A Step by Step Guide. Human Factors International, 2004. • Slatin, John M. and Sharron Rush Maximum Accessibility: Making Your Web Site More Usable for Everyone. Addison- Wesley Pub Co., 2002. • W3C Web Accessibility Initiative - http://www.w3.org/WAI/intro/accessibility