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UX & Agile - UX Research Amsterdam meetup - 04022016

AnnaWitteman
February 12, 2016

UX & Agile - UX Research Amsterdam meetup - 04022016

Hoe kun je user research inrichten zodat het past binnen het snelle, iteratieve agile proces? Hoe kun je laten zien wat de business value van user research binnen agile is? Wij hebben een manier gevonden om de gebruiker een vaste rol te geven in het agile proces. Inmiddels is gebruiksonderzoek bij IceMobile volledig geïntegreerd in onze agile manier van werken en doen we bij verschillende projecten in elke sprint gebruiksonderzoek. Ik deel graag wat voor ons de grootste uitdagingen waren en wat onze manieren zijn om het te laten werken.

AnnaWitteman

February 12, 2016
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  1. Copyright © A. Witteman & R. van den Oever, All

    Rights Reserved. • Amsterdam based company (& office in Hong Kong, Toronto) • 120 employees • over 30 nationalities • Either a foodie, code king, design nerd, beer brewer or unicorn IceMobile Amsterdam
  2. Agile teams Product Backlog Sprint Backlog Potentially Shippable Product 2-3

    weeks 24 hours Daily Scrum Meeting Design Development Q/A Testing
  3. Agile teams Product Backlog Sprint Backlog Potentially Shippable Product 2-3

    weeks 24 hours Daily Scrum Meeting Design Development Q/A Testing Usability testing
  4. Transfer information effective
 The team should learn most of the

    user test, not the UX researcher Fit the user into the process
 Do testing so that it is not ‘extra work’ Make results visible
 Value should be clear and measurable We wanted to find a way to:
  5. Which practice proved its value? Individuals and interactions Working software

    Customer collaboration Responding to change over over over over processes and tools comprehensive documentation contract negotiation following a plan Agile Manifesto
  6. Source: Nielsen, Jakob, and Landauer, Thomas K.: "A mathematical model

    of the finding of usability problems," Proceedings of ACM INTERCHI'93 Conference (1993), pp. 206-213. Usability Testing is an iterative process!
  7. Product = Prototype • Write a scenario • Create a

    prototype • Recruit users • Pilot test • Conduct Tests • Edit videos • Analyze video • Write report • Present results User test = Report
  8. More evaluators = more issues identified Source: Herttzum, M., Jacobsen,

    N. (2001). The evaluator’s effect: A chilling fact about usability evaluation methods. International Journal of Human-Computer Interaction, vol. 13, pp.421-443.
  9. Ratio benefits to costs of # evaluators 4 = ideal

    # evaluators Source: Herttzum, M., Jacobsen, N. (2001). The evaluator’s effect: A chilling fact about usability evaluation methods. International Journal of Human-Computer Interaction, vol. 13, pp.421-443.
  10. How to keep track of the findings? # user that

    did this task # user that had this problem time stamps of this issue on video description of issue
  11. Pulse: iterative User Involvement •Prioritize: test important part(s) most extensive

    •Frequent: reliable results, also test improvements •Empathize: learn what matters to users •Optimize: learn to test Allow responding to change 'I have not failed. I've just found 10000 ways that won't work.’ Sir Thomas Edison
  12. Pulse UX Testing Traditional UX testing Iterative UX testing: every

    2 weeks UX testing (near) the end of a project Continuous testing Single test Small sessions Big session Performed by the teams: the team members learn most Performed by researchers: the researchers learn most Changes early in the process; thus less costly Changes late in the process; thus very costly Rise in ‘first time right’ of features Few ‘first time right’ of features 120% end-result in 80% of the time Difficult to measure success
  13. Transfer information effectively
 The team learns most of the user

    test, not the UX researcher Fit the user into the process
 Do testing so that it is not ‘extra work’ Make results visible
 Value should be clear and measurable What we achieved: