Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Agile Indonesia 2017 : Agile & User Experience ...

Agile Indonesia 2017 : Agile & User Experience for Engineers

About This Talk (45 min)

Real Life experience on how Agile & UX are relevant to software development, How to Integrate Them
Challenges in practicing Agile & UX in Organisations
Outline/structure for the Session
What is User Experience
The Value of User Experience (UX) beyond screens and interfaces
Story : Journey towards User Experience Work & Challenges of Applying UX Processes
Working with Legacy Systems
Takeaways
Understand the value of user experience, beyond just screens and interfaces
Learn to integrate UX data points into your product development decision-making process using personas
Learn how to overcome common business objections to implementing UX processes
Target Audience
Product Heads, Product Managers, Product Owners, Developers, Designers, Team Leads

About the Speaker

Michael ONG is Coach and Founder Mentor @ The Collab Folks, an Agile, Product Management & User Experience coaching company started in Singapore. A relatively young partnership with Ruth HO and Lena QUEK, it brings together Michael’s 16 years consulting in the tech space, delivering a spectrum of projects for Mobile Payments, Logistics Tracking & Surveying, Cleaning Inspection, Merchant Monitoring, Online E-Commerce and Real Estate Portals.

Michael has worked with startups to MNCs in Singapore, Malaysia, Hong Kong, Indonesia and Australia. He is passionate about helping founders chart a path towards growth and currently provides startup mentoring and team coaching in the topics of Agility, User Experience and Product Management.

Michael also speaks on the topic of Agility, User Experience and Product Management. He is involved with local community Agile Singapore and is also a co-organiser with UX Singapore and Product Works, the latter of which aims to bridge product teams in Asia.

http://thecollabfolks.com/partner-profiles/michael-ong/

Michael Ong

July 12, 2017
Tweet

More Decks by Michael Ong

Other Decks in Technology

Transcript

  1. Agile & 
 User Experience for Engineers Agile Indonesia 2017

    Michael Ong
 Product Team Coach @ The Collab Folks
  2. ABOUT THIS TALK Agile & UX for Engineers ‣ Real

    Life experience on how Agile & UX are relevant to software development, How to Integrate Them ‣ Challenges in practicing Agile & UX in Organisations
  3. Site maps Wireframes Card sorting Usability testing Contextual inquiry Personas

    Scenarios Prototyping Heuristic evaluations Mental models Affinity diagramming Concept maps A/B testing Flow diagrams Taxonomies Storyboards User interviews AGENDA What we will not be able to cover today How to be a User Experience Designer!
  4. MICHAEL ONG | @michaelon9 | [email protected] tech ~ agile ~

    ux ~ product ~ team coach ~ cyclist ‣ before 1999 : programming in 6 languages ‣ web design / development ‣ research & development ‣ network engineer ‣ full-stack development + sales ‣ programming in +15 languages ‣ business process consulting ‣ internet spaceships ‣ portal development ‣ Community Builder : 
 UXSG.org , Agile Singapore, Product Groups ‣ scrum master ‣ mobile & ux lead ‣ product manager ‣ coo a.k.a even more work including customer success, operations, logistics & finance ‣ more internet spaceships ‣ cycling + startup ‣ coach for agile, ux & product teams
  5. ‣ Société Générale ‣ NEC Solutions ‣ K.C. Dat ‣

    Nippon Express ‣ Air Asia ‣ Singapore Zoo ‣ Jurong Birdpark ‣ Changi Airport Group ‣ M1 ‣ Referral Candy ‣ That Green Space ‣ Arcstone ‣ KMK Online ‣ Bukalapak ‣ Foolproof ‣ SPH ‣ Jurnal ‣ BTPN / Jenius ‣ Mapletree ‣ VISA ‣ Robert BOSCH ‣ SPH, ST701 ‣ iProperty Group ‣ bellabox Australia & Singapore ‣ Bicycl.asia at The Collab Folks … ‣ Lippo Group ‣ EMC ‣ DBS ‣ AXA ‣ GroupM ‣ ASM ‣ Canberra DHS MICHAEL ONG | @michaelon9 | [email protected] i’ve worked with …
  6. The Collab Folks Approach Leadership Coaching $POOFDUFYUFSOBM 5BMFOU4LJMMT EXPLORE COLLAB

    EVALUATE the learning organisation Product Team Coaching Talent / Skills Identification Discover & Learn Agile Mindset Product Management User Experience Design Software Engineering Customised Learning
  7. Learning Organisations The Fifth Discipline : The Art and Practice

    of the learning Organisation ‣ Systems Thinking ‣ Personal Mastery ‣ Mental Models ‣ Building Shared Vision ‣ Team Learning Supported by ‣ Open Space Technology 5 component technologies
  8. Who’s here today? Let’s Warm Up ‣ Are you a

    ‣ Product Manager ‣ Designer ‣ User Researcher ? ‣ Developer / Engineer ‣ QA ? ‣ Business Development ? ‣ Marketing ? 5 minutes ‣ Which Industries do you work in ?
  9. What Challenges / Questions are you thinking about ? Let’s

    Define Today ‣ List down 1 to 3 Learning Goals you Have ‣ What questions do you have? ‣ What challenges do you face ? 5 minutes
  10. SHU - HA - RI Shu - Ha - Ri

    is a way of thinking about how you learn a technique The name comes from Japanese martial arts (particularly Aikido), and 
 Alistair Cockburn introduced it as a way of thinking about learning techniques and methodologies for software development. http://martinfowler.com/bliki/ShuHaRi.html
  11. SHU - HA - RI Shu: In the beginning stage

    ... Ha: At this point the student begins to branch out ... Ri: Now the student isn't learning from other people, but from his own practice.
  12. THE PROJECT THAT HELP MICHAEL UNDERSTAND THE IMPORTANCE OF RESEARCH

    ‣ Cleaning inspection system ‣ designed, developed end-to-end by Michael ‣ on-site visits to observe user behaviour ‣ support & maintenance to adjust the product according to feedback ‣ Provide Compliance requirements to ISO standards for building inspection ‣ Customers ‣ Changi Airpot Terminal 1 & 2 ‣ Paragon ‣ Esplanade, etc Most importantly, paid for my year off in Internet Spaceships
  13. THE GAME THAT HELPED UNDERSTAND MULTI-ROLES ‣ EVE Online is

    a persistent world massively multiplayer online role-playing game (MMORPG) developed and published by CCP Games. ‣ Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment and player versus player). https://en.wikipedia.org/wiki/Eve_Online
  14. STORY #1 ‣ iProperty Group (Real Estate Portal) ‣ >10

    years old (there for 3.5) ‣ 100+ to 300+ staff ‣ 4 main countries (MY, SG, ID, HK) ‣ connects real estate agents / agencies / developers ‣ to a few million property buyers & sellers ‣ 2015 : iProperty sold to News Corp (REA Group) for A$751 million
  15. ‣ 6 months ‣ 4 countries ‣ 120+ team members

    ‣ focused on “user experience” as a topic ‣ to identify where,how and who we would start with ‣ “in-house” approach with mobile team with its own budget acting like a vendor co-located within the company 4 WORKSHOPS
  16. ‣ mobile roadmap ‣ design strategy ‣ personas & scenarios

    ‣ information architecture ‣ task flows ‣ prototyping & testing ‣ development ‣ marketing launch & measuring THE PROCESS
  17. ‣ Train the trainer ‣ I was trained at Republic

    Polytechnic during first workshop and with their assistance proceeded to carry out the rest of workshops to 120+ people ‣ Identify your successors and provide mentorship / training asap! ‣ Team leads took over Scrum teams after 1st year when I move to Product Owner position in new team ‣ New team Lead took over team when I moved on ‣ Individuals in our teams have mostly moved to team lead positions at 4 years after we introduced Agile/Scrum techniques KEY LEARNINGS
  18. ‣ Communicate early and often ‣ Work with Marketing early

    to identify launch plans / bottlenecks ‣ Work with Customer Service / Sales early to train on product ‣ You can be Agile in a Enterprise, act like a Startup ‣ Understand your budget, control it ‣ Deliver results fast and measure ‣ After Mobile team rolled out apps for iPad, Windows, iPhone, Android across 3 countries in 9 month period, Mobile API is now used by Desktop sites ‣ Keep your team small (we had 5) ‣ Product Owner, UX/UI Designer, Back-end Dev, 2 Mobile Devs ‣ 6 apps in 9 months across 3 countries we operated in KEY LEARNINGS
  19. STORY #2 ‣ bellabox (Beauty Discovery Service) ‣ >3 years

    old (there for 2) ‣ 20 to 35 staff ‣ 2 countries ‣ connects 700+ brands ‣ to a 100k+ audience ‣ 45k paying customers ‣ 2014: Bellabox sold to Fairfax (Allure Media) for $6 million
  20. ‣ 15 days ‣ 2 countries ‣ 20+ team members

    ‣ focused on “user experience” as a topic ‣ to identify where,how and who we would start with ‣ hybrid approach with design, development ‣ PO co-located at their office 80-90% of time 2 WORKSHOPS
  21. ‣ design strategy ‣ product requirements and analysis ‣ product

    roadmap ‣ information architecture ‣ task flows ‣ prototyping & testing ‣ development ‣ marketing launch & measuring THE HIGH LEVEL PROCESS
  22. Legacy Systems The Problem isn’t Legacy Systems It’s Legacy People

    and Legacy Customers / Users Legacy People RESIST Change Legacy Customers / Users DON’T CARE http://thefinanser.com/2016/07/legacy-people-use-legacy-systems.html/ https://gojko.net/2009/06/19/eric-evans-why-do-efforts-to-replace-legacy-systems-fail/
  23. HOW TO FAIL PHASED Approach typical 3 phase approach 1)

    design and implementing the basics 2) completing the features of old system 3) implement some new and exciting features business get tired of waiting http://thefinanser.com/2016/07/legacy-people-use-legacy-systems.html/ https://gojko.net/2009/06/19/eric-evans-why-do-efforts-to-replace-legacy-systems-fail/
  24. HOW TO FAIL PIECE BY PIECE Refactor legacy system piece

    by piece, extracting parts and cleaning them up UPHILL battle due to friction between new and old and more people getting added to new designs business get tired of waiting http://thefinanser.com/2016/07/legacy-people-use-legacy-systems.html/ https://gojko.net/2009/06/19/eric-evans-why-do-efforts-to-replace-legacy-systems-fail/
  25. ‣ Business as usual while over-hauling a business is incredibly

    tough work ‣ We have had key project team members leave due to the hectic nature of running a business and creating a new platform ‣ Maintain focus on customer needs ‣ Don’t be distracted by growth. You are at critical juncture where lack of focus can delay project plans significantly KEY LEARNINGS
  26. ‣ Hybrid model kinda works ‣ Lean In-house dev team

    ‣ Combined with Heavy out-sourced Design & Dev team ‣ Looking back, we would move towards in-house sooner rather than later after majority of work is completed BUT hiring is tough (for everyone) ‣ Learn from Enterprise ‣ Be great at documentation, process design ‣ Identify bottlenecks early and work on removing obstacles KEY LEARNINGS
  27. Companies I’ve helped : 6 People I trained : 200+

    People I coached / mentored : 20+ People we helped get involved in community : A few thousand Cycling done : > 10,000km and quite a few countries! How did I feel ?
  28. RI - NOW THE STUDENT ISN’T LEARNING FROM OTHER PEOPLE,

    BUT FROM HIS OWN PRACTICE 2015 to PRESENT #ProductBeer
  29. STORY #3 ‣ KMK Online ‣ Digital Arm of Emtek

    Group (Operates SCTV, Indosiar & O-Channel) ‣ Owns and Operates ‣ Blackberry Messenger (BBM) ‣ liputan6.com (news portal) ‣ vidio.com (video portal) ‣ bintang.com (entertainment portal) ‣ bola.com (sports portal) ‣ karir.com (job portal) ‣ +++ many others ‣ 250M+ monthly visits ‣ 70M+ monthly unique users
  30. ‣ 1 day + 15 days + follow up practice

    ‣ Jakarta ‣ All KMK Teams + vidio.com for Design sprint ‣ focused on “user experience” as a topic ‣ to identify where, how and who we would start with 1 WORKSHOP + 3 WEEK DESIGN SPRINT
  31. ‣ Business as usual while training is tough work ‣

    We used a pair coaching approach for observations and pairing with teams on-site ‣ Maintain focus on user needs ‣ The Vidio team had many priorities and needed a crystal clear strategic focus to enable them to prioritise via user research ‣ Train the trainers ‣ After the training, the team worked with other product teams to start design sprints and eventually hired internal User Researchers KEY LEARNINGS
  32. STORY #4 ‣ Singapore Press Holdings : Digital Division ‣

    Digital Arm of SPH ‣ Owns and Operates ‣ AsiaOne ‣ STJobs ‣ FastJobs ‣ +++ many others
  33. ‣ Over 4 months ‣ Singapore ‣ AsiaOne, STJobs, Fastjobs

    for Product & UX Program ‣ focused on “user experience” as a topic ‣ to identify where, how and who we would start with 9 WORKSHOPS
  34. ‣ Business as usual while training is tough work ‣

    We used 3 coach approach for observations and pairing with teams on- site for UX office hours ‣ Maintain focus on user needs ‣ Each team were at different product maturity and had to identify clearly their user needs via research ‣ Fundamental research techniques helped to open their minds towards answering “What do our users need” instead of “What we can develop for users” KEY LEARNINGS
  35. Companies we’ve help : 20 People we trained : lost

    count! People we coach / mentor : 30+ People we helped get involved in communities : A few more thousand Communities we get involved in : 3 x 4 countries Cycling planned : 3 months Trans America in 2018 How do I feel ?
  36. THINKING ABOUT THE SYSTEMS WE ARE A PART OF …

    • SHU • SILO in Tech with no understand about the wider business operations hurt the successful roll out of products my teams worked on • SPEAKING with Customers / Stakeholders early • TAKE TIME OFF and learn something different • HA • BRIDGE people as soon as possible • not only UX , Tech, Prod but all the various teams in a company • Speaking with the people who create the products and influencing CULTURE CHANGE takes time • the right COMMUNITIES are important for personal and professional growth • RI • DON’T BE AFRAID TO FAIL • 105 clients later, I’m still learning something new from each client and applying this into each new coaching with product teams and my latest business • FIND LIKE MINDED partners • I keep in touch with all ex-team members and see where they are in life, and check in about their work
  37. ENGINEERING Engineering is traditionally about FEATURE DELIVERY not about learning

    about the user/ MOST organisations have a culture of DELIVERY.
  38. Designing Products Today Physical + Digital we design for Tomorrow

    we design for Connected Experience! Yesterday Desktop Mobile we design for Physical increasing need for systems thinking
  39. Melissa Perri : Do you agree? “Product Management with no

    User Experience Design creates functional products that don’t make users excited. 
 User Experience Design with no Product Management produces delightful products that don’t become businesses.” Source : Melissa Perry on Changing the Conversation about Product Management vs. UX http://melissaperri.com/2016/01/17/pmvsux/#.VrDr4jZ96L7
  40. WE WANT GREAT EXPERIENCES More or less features doesn’t matter.

    Engineering often sees PROTOTYPING as outside of engineering MAKE PROTOTYPING a first class member of your tech stack to cultivate a culture of LEARNING
  41. Jeneanne Rae Do you agree? “Integrating Design into your company

    involves more than just hiring superstar designers. It takes a long-term commitment and developing a culture that brings everyone up to speed” Source : Jeneanna Rae on 6 Keys for Turning Your Company into a Design Powerhouse http://www.fastcodesign.com/1669433/6-keys-for-turning-your-company-into-a-design-powerhouse?
  42. ROI of Design-centric firms Creating sustainable competitive advantage through design

    is not a quick or easy task. Source : DMI Design Value Index (Source: Design Management Institute) http://designforeurope.eu/news-opinion/value-design-business
  43. Design Maturity Ladder Source : The Design Maturity Ladder (Source:

    Danish Design Centre) http://designforeurope.eu/news-opinion/value-design-business
  44. What are the common objections? Do you face objections in

    introducing User Experience? When introducing User Experience topics to your organisation, what questions do you face? 10 minutes
  45. but Change is _HARD_, what if … Sounds worrying ?

    ‣ Talking to Customers Isn’t a Part of an Organization’s Culture ‣ Leadership Doesn’t Have a Clear Vision ‣ Leadership and the Design Team Don’t Share the Same Vision ‣ The Design Team Hasn’t Laid a Sound Foundation by Establishing a Design Process ‣ The Designers on a Team Aren’t on the Same Page ‣ An Organization Doesn’t Allocate Its Resources Properly ‣ An Organization Encourages Feature Creep ‣ There’s No Effort Dedicated to Fit and Finish Source : http://www.uxmatters.com/mt/archives/2012/04/organizational-challenges-for-ux-professionals.php
  46. As a team member, you are in the position to

    Take charge ‣ Listen up! ‣ Be the voice of honesty and open-mindedness ‣ Get practical and collaborative ‣ Make it good enough, but no better Source : http://uxmastery.com/how-to-apply-ux-in-an-organisation-new-to-user-centred-design/ Image Credit: Michael Ong
  47. Who are your customers? Understand Your Environment Can you develop

    personas to determine Demographics Behaviours Needs & Goals
  48. Who are your stakeholders? Understand Your Environment designers developers qa

    marketing sales operations customers service finance Image Credit: Michael Ong
  49. Where are the problem areas? Understand Organisational Key Concerns Communication

    ? IT Responsiveness? Bad Customer Service? Image Credit: Michael Ong
  50. Agile? How are you delivering projects? it is also helpful

    to identify what type of project delivery method you are using in your team perhaps you are in transition and it is helpful to know the contraints and paths towards each state (whether it will succeed or fail)
  51. Put it together Goals , Vision, Strategy ‣ Run workshops

    to educate basics of User Experience ‣ Hire dedicated UX team members or go at it yourself ‣ Measure ‣ Present ‣ Repeat
  52. Setup the product roadmap and focus on delivery S P

    R I N T ( 2 W E E K S ) 1 1 1 T H N O V 2 0 1 3 2 2 5 T H N O V 2 0 1 3 3 9 T H D E C 2 0 1 3 4 2 3 R D D E C 2 0 1 3 
 
 X M A S / 
 N E W Y E A R 5 6 T H J A N 2 0 1 4 6 2 0 T H J A N 2 0 1 4 D R A F T 7 3 R D F E B 2 0 1 4 D R A F T 8 1 7 T H F E B 2 0 1 4 D R A F T 9 3 R D M A R 2 0 1 4 
 
 B E TA O P T I N D R A F T 1 0 1 7 T H M A R 2 0 1 4 D R A F T 1 1 3 1 S T M A R 2 0 1 4 
 
 D R A F T P R O D U C T D E S I G N 
 M I K E , C H A R M A I N E , S H E L D O N 
 Z AV I E R M I C H A E L R E S E A R C H A N A LY S I S 
 
 E P I C P L A N N I N G R E S E A R C H 
 A N A LY S I S 
 
 S T O RY P R I O R I T I S AT I O N I N F O R M AT I O N A R C H I T E C T U R E 
 TA S K F L O W S TA S K F L O W S P R O T O T Y P E S TA S K F L O W S 
 
 W I R E F R A M E S 
 
 V I S U A L D E S I G N W I R E F R A M E S 
 
 V I S U A L D E S I G N W I R E F R A M E S 
 
 V I S U A L D E S I G N F R O N T- E N D W I R E F R A M E S 
 
 V I S U A L D E S I G N 
 
 F R O N T- E N D T E S T I N G 
 
 F R O N T- E N D Q A V 2 . 1 D E S I G N 
 V 2 . 1 D E S I G N T E C H A LV I N , A L E X 
 RYA N , A L I F 
 M I C H A E L I N I T I A L S Y S T E M A N A LY S I S A R C H I T E C T U R E M I G R AT I O N PAY M E N T 1 . 5 O R D E R 1 . 5 M I G R AT I O N PAY M E N T 1 . 5 O R D E R 1 . 5 M I G R AT I O N PAY M E N T 1 . 5 O R D E R 1 . 5 
 
 F E E D B A C K 1 . 5 
 M O B I L E M A I L S 1 . 5 M I G R AT I O N P L A N N I N G 
 
 I N V E N T O RY S U B S C R I P T I O N S T O R E B R A N D M A N A G E M E N T 
 
 O R D E R S 
 A L L O C AT I O N 
 
 M U LT I - C O U N T RY PAY M E N T 2 . 0 
 M I G R AT I O N S H I P P I N G 
 P R O F I L E S 
 
 P R O M O T I O N S F E E D B A C K 2 . 0 
 C S 2 . 0 
 
 A R T I C L E S 
 
 R E WA R D S N O T I F I C AT I O N S 
 
 A N A LY S I S R E P O R T I N G 
 
 T E S T I N G , I T E R AT I N G T E S T I N G , I T E R AT I N G 
 
 
 PA R C E L T R A C K I N G 
 
 D A S H B O A R D S T E S T I N G , I T E R AT I N G O P E R AT I O N S 
 E M I LY, S A R A H , J A S M I N E , AT I Q A H , K AY L A A L E X A N D R E , M A R I O N , E M I LY V. A L E X , M I C H A E L A L L O C AT I O N 1 . 5 
 A U S T R A L I A W O M E N 
 
 PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N A L L O C AT I O N 1 . 5 
 A U S T R A L I A W O M E N 
 
 PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N A L L O C AT I O N 1 . 5 
 A U S T R A L I A W O M E N 
 
 PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N 
 
 F E E D B A C K 1 . 5 
 D E C B O X S I N G A P O R E A L L O C AT I O N 1 . 5 
 A U S T R A L I A W O M E N 
 
 PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N 
 
 C U S T O M E R S E R V I C E 1 . 5 - I N T E R C O M . I O S I N G A P O R E 
 
 A L L O C AT I O N 1 . 5 
 A U S T R A L I A W O M E N 
 
 PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N 
 
 F E E D B A C K 1 . 5 
 J A N B O X S I N G A P O R E 
 A U S T R A L I A A N A LY T I C S 1 . 5 A L L O C AT I O N 1 . 5 
 A U S T R A L I A W O M E N PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N A N A LY T I C S 1 . 5 A L L O C AT I O N 1 . 5 
 A U S T R A L I A W O M E N PAY M E N T 1 . 5 
 A U S T R A L I A 
 W O M E N 
 F E E D B A C K 1 . 5 
 F E B B O X S I N G A P O R E 
 A U S T R A L I A 
 C U S T O M E R S E R V I C E 2 . 0 
 I N T E R C O M . I O 
 A U S T R A L I A A N A LY T I C S 1 . 5 A L L O C AT I O N 2 . 0 
 A U S T R A L I A 
 W O M E N 
 
 PAY M E N T 2 . 0 
 A U S T R A L I A 
 S I N G A P O R E 
 A L L A N A LY T I C S 2 . 0 A L L O C AT I O N 2 . 0 
 A U S T R A L I A 
 W O M E N 
 
 PAY M E N T 2 . 0 
 A U S T R A L I A 
 S I N G A P O R E 
 A L L 
 
 F E E D B A C K 2 . 0 
 M A R B O X S I N G A P O R E 
 A U S T R A L I A A N A LY T I C S 2 . 0 A L L O C AT I O N 2 . 0 
 A U S T R A L I A 
 W O M E N 
 
 PAY M E N T 2 . 0 
 A U S T R A L I A 
 S I N G A P O R E 
 A L L A N A LY T I C S 2 . 0 M A R K E T I N G 
 E M I LY, S A R A H , S T E P H A N I E , B I Y I N G , L A U R E N , B E C K S A L B E R T G O T O M A R K E T P L A N N I N G 
 
 M I G R AT E A C Q U I S I T I O N T R A C K I N G - G O O G L E TA G M A N A G E R 
 
 M I G R AT E A C Q U I S I T I O N T R A C K I N G - G O O G L E TA G M A N A G E R A L P H A S I T E S N E A K P E A K B E TA O P T I N 
 - V O L U N T E E R - I N V I T E S L I V E I N V I T E S
  53. What we covered today Real Life experience on how Agile

    & UX are relevant to software development, How to Integrate Them Challenges in practicing Agile & UX in Organisations Agile Indonesia 2017
  54. Tools you can use ‣ Primarily use Google Docs ‣

    Draw is great for task flow diagrams ‣ I favor BPMN ‣ We also use diagramming tools like Cacoo ‣ For prototyping ‣ Paper, Sketch, Mockflow, Balsamiq, Mockflow, Fireworks, Photoshop works depending on your team ‣ For sharing visual designs and collaboration ‣ Google Draw, Invision ‣ For usability testing ‣ Silverback or Morae ‣ For Mobile Usability testing, setting up a rig for camera is quite easy.
  55. What will you do with the takeaways today? Follow-up ‣

    On a Post-It ‣ Write down your Name, Title, Company and E-mail / Phone ‣ State one takeaway you believe you can use in the next 30 days ‣ We will check-in with you 30 days from now on your progress
  56. Retrospective We ask for feedback all the time! ‣ What

    did you like about the session? ‣ What did you not enjoy? ‣ How could we improve ? MICHAEL | @thecollabfolks | [email protected] More questions? contact me via e-mail or setup a time to chat.
  57. Q&A MICHAEL | @thecollabfolks | [email protected] More questions? contact us

    via e-mail or setup a time to chat. Agile Indonesia 2017