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Agile Teams: Key Roles & Skillsets

Chris Basham
October 08, 2014

Agile Teams: Key Roles & Skillsets

Presented at Statewide IT 2014 with Tara Bazler.

Many enterprise development teams are transitioning to the Agile Scrum methodology to address the challenges of developing high quality, modern web applications. Learn how Kuali Student integrated UX designers and UI developers to handle these intricacies, and discuss communities of practice, modern and future front-end interfaces, and user expectations.

Recording: https://connect.iu.edu/p93vvypy6fw/

Presenter notes: https://speakerdeck.com/basham/agile-teams-key-roles-and-skillsets-with-notes

Chris Basham

October 08, 2014

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  1. Agile  Teams:   Key  Roles  &  Skillsets   Tara  Bazler

     ·∙  Chris  Basham

  3. Back-­‐end  governs   data.   ! Front-­‐end  governs   user

  4. Desktop   Laptop   Phone   Tablet
 TV   Game

     console   E-­‐reader   D E V I C E S   W I T H   B ROW S E R S
  5. Keyboard   Mouse   Screen  readers
 Touch   Gesture  

    Voice T Y P E S   O F   B ROW S E R   I N T E R AC T I O N
  6. LocaRon   OrientaRon   NoRficaRons D E V I C

    E   C A PA B I L I T I E S
  7. ConnecRvity   Contacts   BaTery  status
 Ambient  light   Proximity

      Camera U P CO M I N G   D E V I C E   C A PA B I L I T I E S
  8. NaRve  apps  have  known   device  &  soXware  features.

  9. Web  apps  have  unknown   device  &  soXware  features.

  10. “The  fact  is  that  we  can’t   absolutely  rely  on

     the   availability  of  any  specific   technology  when  it  comes  to   delivering  a  Web  experience.” —Aaron  Gustafson,  A  Fundamental  Disconnect

  12. None
  13. 4  Fundamental  Values   of  Agile  Scrum

  14. Working  soXware   over  comprehensive   documentaRon. F U N

    DA M E N TA L  VA LU E S
  15. Customer  collaboraRon   over  contract  negoRaRon.   F U N

    DA M E N TA L  VA LU E S
  16. Responding  to  change   over  following  a  plan.   F

    U N DA M E N TA L  VA LU E S
  17. Individuals  &  interacRons   over  processes  &  tools.   F

    U N DA M E N TA L  VA LU E S

  19. Dev Dev Dev Manager Dev Dev SME BA UX BA

    Dev Dev Dev

  21. 1  Product  Owner.   1  Scrum  Master.   5–9  team

     members.   ! !
  22. 1  Product  Owner.   1  Scrum  Master.   5–9  team

     members.   ! Teams  are  a  blend  of  all  talents   needed  to  develop  a  product.
  23. Stakeholders Stakeholders Users Users UX Product  Owner Stakeholders Users BA

    Dev Dev Scrum  Master UI  Dev SME
  24. Teams  determine  sprint  goals.   ! !

  25. Teams  are  responsible  for   compleRng  sprint  goals.   !

  26. Teams  have  authority  to  do   what  is  needed  to

     complete   sprint  goals,  within  project   guidelines.

  28. UX  designers  research  the   needs  &  expectaRons  of  users.

      ! ! !
  29. UX  designers  research  the   needs  &  expectaRons  of  users.

      ! Create  interface  designs.   !
  30. UX  designers  research  the   needs  &  expectaRons  of  users.

      ! Create  interface  designs.   ! Evaluate  &  opRmize  task  flow.
  31. Interface  design   InteracRon  design   User  research K E

    Y   S K I L L S
  32. “…empower  your  designer  with  the   maximum  amount  of  agency

     to  do   their  job  well.  No  one  tells  the   accountant  how  to  do  their  job,  but   I’ve  been  in  a  hundred  workplaces   where  people  told  the  designer  how   to  do  theirs.” —Mike  Monteiro,  Before  You  Hire  Designers

  34. UI  developers  build  everything   that  is  sent  to  the

     browser.   ! !
  35. UI  developers  build  everything   that  is  sent  to  the

     browser.   ! Aligns  with  experienRal  vision   as  imagined  by  designers.
  36. HTML,  CSS,  JavaScript   Build  systems   IntegraRng  with  back-­‐end

     APIs   Performance K E Y   S K I L L S

  38. Enhanced  features  &  content   based  on  user  context  &

      device  capabiliRes.
  39. Context  aware.   ! MiRgate  factors  hindering   user  goals.

  40. Device  agnosRc.   ! Use  won’t  always  occur  on  the

      primary  or  preferred  device.
  41. “It  is  your  mission  to  get  your  content  out,  

    on  whichever  plahorm,  in  whichever   format  your  audience  wants  to  consume  it.   Your  users  get  to  decide  how,  when,  and   where  they  want  to  read  your  content.  It  is   your  challenge  and  your  responsibility  to   deliver  a  good  experience  to  them.” —Karen  McGrane,  Your  Content,  Now  Mobile
  42. MulRscreen  paTerns.

  43. A digital product or service looks and works coherently across

    devices. Features are optimized for specific device characteristics and usage scenarios. Coherence Pa>erns  for  Mul?screen  Strategies CO H E R E N C E   PAT T E R N
  44. CO H E R E N C E   PAT

    T E R N Evernote
  45. • • • Devices are always in sync. Syncronization Pa>erns

     for  Mul?screen  Strategies SY N C   PAT T E R N
  46. SY N C   PAT T E R N Audible

     Whispersync  for  Voice
  47. Devices are complementing each other. Complementarity Pa>erns  for  Mul?screen  Strategies

    CO M P L E M E N TA RY   PAT T E R N
  48. CO M P L E M E N TA RY

      PAT T E R N Scrabble  for  iPad

  50. A  virtual  team  of  people   in  the  same  role

        with  similar  experRse     across  a  number  of  teams W H AT   I S   I T ?
  51. Mentoring  &  learning   Consistency W H Y   D

    O   W E   N E E D   I T ?
  52. Core/lead  group   Weekly  meeRngs   Open  communicaRon  channels H

    OW   D O E S   I T   WO R K ?
  53. Solve  &  share   Share  &  solve   Best  pracRces

     &  standards B E N E F I T S
  54. Tara  Bazler         @taranoba   Chris  Basham

        @chrisbasham   P RO C E S S   E X P E R I E N C E  A RC H I T EC T U R E   ·∙   U I T S 
 S TAT E W I D E   I T 
 O C TO B E R   2 0 1 4