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HOW THEY WORK BETTER
 TOGETHER Lean UX, Agile Development and User-Centered Design REVOLUTIONCONF 2016 VIRGINIA BEACH, VIRGINIA JOHN ATHAYDE @boboroshi
 VP of DESIGN @ CARGOSENSE

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http://www.flickr.com/photos/michael-seljos/2073146716/

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METICULOUS

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Things would be wonderful if we just had our own JONY IVE. “ ”

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EXPERIENCE MATTERS

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https://upload.wikimedia.org/wikipedia/commons/8/8f/Card_puncher_-_NARA_-_513295.jpg

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WHAT ISUX? (USER EXPERIENCE)

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http://visual.ly/disciplines-user-experience-design

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the effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments “ ”

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JAKOB NIELSEN

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THE PROMPTNESS WITH WHICH USERS LEARN TO USE SOMETHING

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THE EFFICIENCY THEY ATTAIN WHILE
 MAKING USE OF IT

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REMEMBER HOW TO USE IT HOW EASY IT IS 
 FOR THEM TO

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ERROR- PRONE IT IS HOW

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LEVEL OF
 SATISFACTION THEY ATTAIN FROM USING IT

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EXPERIENCE OF MANY YEARS

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(and many misteaks) mistakes

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WHAT ISAGILE? (SOFTWARE DEVELOPMENT)

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https://twitter.com/lissijean/status/458005886506520577 AS DEFINED BY DILBERT

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Individuals and Interactions over Processes and Tools,
 Working Software over Comprehensive Documentation,
 Customer Collaboration over Contract Negotiation, and
 Responding to Change over Following a Plan AGILE MANIFESTO (2001) http://www.agilemanifesto.org

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ORIENTEERING (YES, THERE’S A MERIT BADGE FOR THAT)

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https://www.flickr.com/photos/derelllicht/4784936818

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Find out where you are Shoot an azimuth and choose a target Walk to that target Repeat 1 2
 3 4

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https://www.flickr.com/photos/arcticwarrior/8694705014

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http://pragdave.me/blog/2014/03/04/time-to-kill-agile/ Find out where you are Take a small step towards your goal Adjust your understanding based on what you learned Repeat 1 2
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BUILD MEASURE LEARN

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PROCESSES & METHODS OF USER EXPERIENCE DESIGN

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WATERFALL (DON’T GO CHASIN’)

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Define → Design → Develop → Test → Deploy Design

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DELIVERABLES!

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Deliverables should help drive decisions, not just document them. —Jenny Reeves
 https://studio.uxpin.com/blog/5-reasons-freelance-ux-projects-fail/ “ ”

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“But, we’re ‘Agile’!”

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DESIGN DEVELOP QA PRODUCT

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Instead of relying on a hero designer to divine the best solution from a single point of view, we use rapid experimentation and measurement to learn quickly how well our ideas meet our goals. —Jeff Gothelf (author of Lean UX) “ ”

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Designers temptation is to go away into their fancy design room and to magically solve problems. Designers are not very good about solving problems in isolation, but they are very powerful in mixed teams of helping bring ideas to reality. —Daniel Burka, Design Partner at Google Ventures https://www.youtube.com/watch?v=v1HBqlxQjZI “ ”

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“LEAN UX” THE OVERUSED AND MISUNDERSTOOD

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DESIGN THINKING AGILE PROCESS LEAN STARTUP

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[Design thinking is] innovation powered by … direct observation of what people want and need in their lives and what they like or dislike about the way particular products are made, packaged, marketed, sold, and supported. —Tim Brown, CEO of IDEO “ ”

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[It’s] a discipline that uses the designer’s sensibility and methods to match people’s needs with what is technologically feasible and what a viable business strategy can convert into customer value and market opportunity. —Tim Brown, CEO of IDEO “ ”

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Lean UX is the practice of bringing the true nature of a product to light faster, in a collaborative, cross-functional way that reduces the emphasis on thorough documentation while increasing the focus on building a shared understanding of the actual product experience being designed. —Lean UX “ ”

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BIG PICTURE THE

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THE PROCESS ASSUMPTIONS HYPOTHESES OUTCOMES PERSONAS FEATURES

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SHADOW your users Photo by Leo Hildago | https://www.flickr.com/photos/ileohidalgo/15090035480

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http://fortune.com/2016/03/16/livingsocial-layoffs/

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Yuji Yokaya http://www.forbes.com/forbes/2003/0217/056a.html TOYOTA SIENNA CHIEF ENGINEER

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PROTO-PERSONAS

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http://www.quietaction.com/blog/what-customers-are-you-creating.html

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Front Line Consumer Advocate (CA) TITLE Consumer Advocate (CA) ROLE Individual who is the general system user, interacting with customers via phone and email (and eventually chat) to resolve support issues that customers have with LivingSocial, it’s deals, or it’s merchants. JOB TASKS • Answer phone • Create and manage cases • Issue refunds • Resolve customer issues GOALS, FEARS, AND ASPIRATIONS • Meet daily quota (fear of not meeting quota) • Working on projects by accomplishing high close rate • Fear of customer anger especially w/r/t refund policy • Avoiding mandatory overtime by meeting their quotas and closing cases more quickly COMPUTER SKILLS, KNOWLEDGE, AND ABILITIES • Wide range of ability and knowledge. • Needs to be able to use a browser, answer the phone in a professional manner • Able to multi-task and keep critical information correctly in their heads • Ability to get trained on the tools (currently SalesForce, phone system) GROUP SIZE AND INFLUENCE This is currently the largest group at 130 individuals (not including senior CAs but including international users) MEANS OF COMMUNICATION SalesForce chatter, team meetings with team leads, IM/GoogleTalk, email. INTERNAL TOOLS: CSR PERSONAS 3

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MENTAL MODELS

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http://johnnyholland.org/2009/01/book-review-mental-models/

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VISION BOARDS

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DETAILED CONCEPT MOCKUPS

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“YOU DO REALIZE THAT’S 18 MONTHS OF WORK, RIGHT?” —AARON BATALION, THEN CTO of LIVINGSOCIAL

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DETAILED CONCEPT MOCKUPS

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PARALLEL WORKING IN

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THE FIRST CLIENT MEETING FLOWS DOMAIN OBJECTS DESIGNER DEVELOPER USABILITY FUNCTIONALITY

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SKETCH & BUILD SIMULTANEOUSLY

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http://www.pbs.org/idealab/2013/01/a-look-behind-designing-the-state-decoded002/

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http://www.pbs.org/idealab/2013/01/a-look-behind-designing-the-state-decoded002/

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http://adaptivepath.org/ideas/sketchboards-discover-better-faster-ux-solutions/ http://kor.com/blog/personas-empathy-maps-and-6-ups-reign-at-uxbootcamp

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http://www.fastcodesign.com/1672917/the-8-steps-to-creating-a-great-storyboard

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JUST IN TIME THE INTENSITY OF

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BIG PICTURE DESIGN PROCESS 1

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APPLY THE DESIGN 2

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CODIFY INTO A LIVING STYLEGUIDE 3

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REVISE AS YOU GO 4

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UX TIMELINE OF A J.I.T. PROJECT INITIAL DESIGN PUSH DESIGN RUSHES UX JOINS STYLING/BUILD

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CASE STUDY #1

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WILDE

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CASE STUDY #2 VARIOUS CLIENTS

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SKETCH INTERACTIONS, NOT SCREENS

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BUILDING OUT
 YOUR LIVING
 STYLEGUIDE

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CASE STUDY #3

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MAD DASH THE

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BIG PICTURE 
 DESIGN PROCESS 1 2 3 4 APPLY THE
 DESIGN CODIFY INTO A
 LIVING STYLEGUIDE REVISE AS 
 YOU GO

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InVision invisionapp.com Marvel marvelapp.com Flint flinto.com Keynote Apple App Store PROTOTYPING TOOLS

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ISSUES

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ISSUE: 
 DESIGN DRIFT

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ISSUE: 
 DESIGNER
 FRUSTRATION

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CELEBRATE RELEASES

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MAKE TIME TO DREAM

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ISSUE: 
 PMO/PRODUCT

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IN THE DARK IT’S DIFFICULT TO SEE

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“SO WE NEED TO BUILD THIS COMPLEX THING 
 & WE ARE GOING TO WING IT”

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“I WANT YOU TO 
 FOCUS SO I’M ONLY GOING TO TELL YOU ABOUT THIS SPRINT’S FUNCTIONALITY.”

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“WE’RE NOT 
 GOING
 TO TACKLE 
 THAT UNTIL 
 PHASE II”

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ISSUE: 
 FORGETTING THE USERS HALP

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“DEAR GOD, 
 WHAT IS THAT THING!?”

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INVOLVE SUBJECT MATTER EXPERTS

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ISSUE: 
 USER TESTING IS HARD

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“A Mathematical Model of the Finding of Usability Problems” by Jakob Nielsen and Thomas K. Landauer Proceedings of ACM INTERCHI’93 Conference (Amsterdam, 24-29 April 1993) http://dl.acm.org/citation.cfm?id=169166

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The main argument for small tests is simply return on investment: testing costs increase with each additional study participant, yet the number of findings quickly reaches the point of diminishing returns. There's little additional benefit to running more than 5 people through the same study; ROI drops like a stone with a bigger N . —Jakob Nielsen https://www.nngroup.com/articles/how-many-test-users/ “ ”

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GO 
 GUERRILLA

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http://www.uxbooth.com/articles/the-art-of-guerilla-usability-testing/

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What do you make of this? What would you do here? How would you do [that]? http://www.uxbooth.com/articles/the-art-of-guerilla-usability-testing/

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ISSUE: 
 LONG TIME
 TO PRODUCTION

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THE 
 GREAT REWRITE

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http://chadfowler.com/blog/2006/12/27/the-big-rewrite/ “In many cases, these Big Rewrite 
 projects have resulted in unhappy
 customers, political battles, missed deadlines, and sometimes complete
 failure to deliver. In all cases, the projects were considerably harder than the projects’ initiators ever thought they would be.” —Chad Fowler, 2006

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FIX THE PAIN POINTS WHILE YOU REBUILD

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UX TIMELINE OF A J.I.T. PROJECT INITIAL DESIGN PUSH DESIGN RUSHES UX JOINS STYLING/BUILD EXISTING SYSTEM FIXES (Modified)

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ISSUE: 
 MULTIPLE DEVICES

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MOBILE FIRST VS RESPONSIVE CLEANUP

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SO WHAT SHOULD
 WE DO?

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GEAR UP

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https://medium.com/galleys/how-we-tried-to-design-our-own-book-cover-and-how-jessica-hische-saved-the-day-58551087cfea

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EMBRACE CONSTRAINTS

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AGILE IS DEAD long live agility http://pragdave.me/blog/2014/03/04/time-to-kill-agile/

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MEASURE 
 ALL THE
 THINGS

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LOVE YOUR USERS

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SECURE QUICK
 WINS

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ENGINEER PRODUCT MANAGER VISUAL DESIGNER PROJECT MANAGER ENGINEER FRONT END ENGINEER ENGINEER INTERACTION
 DESIGNER NO MORE
 SILOS QA UX RESEARCH

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PULL REQUEST WORKFLOW

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REUSABLE DESIGN SOLUTIONS

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DEVELOPERS: LEARN UX

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DESIGNERS: LEARN 
 TO CODE

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FORGIVE. http://dish.andrewsullivan.com/2014/04/19/killing-the-beautiful-thing-in-your-imagination/

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BUILD THE APP 
 YOU CAN BUILD TODAY

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THANK YOU @boboroshi [email protected] www.cargosense.com www.meticulous.com