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Welcome

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Garren DiPasquale Experience Designer / Developer / Family Man @aduroguy @aduroguy | #AgileDesign

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HOLISTIC USER EXPERIENCE IN AN AGILE ENVIRONMENT Resources http://en.wikipedia.org/wiki/Lean_Startup http://en.wikipedia.org/wiki/Toyota_Production_System http://www.uie.com/brainsparks/2011/12/01/jeff-gothelf-understanding-lean-ux/ http://theleanstartup.com http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/ http://www.andersramsay.com/2012/04/24/agile-ux-vs-lean-ux/ http://uxdesign.smashingmagazine.com/2011/03/07/lean-ux-getting-out-of-the-deliverables-business/ http://www.uie.com/articles/lean_ux/ http://www.jeffgothelf.com/blog/ http://vimeo.com/24638334 http://www.fastcompany.com/1778706/eric-ries-lean-startup-machine http://amzn.com/1449311652 http://www.amazon.com/The-Lean-Startup-Entrepreneurs-Continuous/dp/0307887898 http://www.amazon.com/Running-Lean-Iterate-Works-OReilly/dp/1449305172/ref=pd_sim_b_4 http://amzn.com/1933820217 http://www.amazon.com/Toyota-Way-Management-Principles-Manufacturer/dp/0071392319 http://www.idahostatesman.com/2011/05/18/1652544/little-time-to-solve-big-problem.html

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DESIGN IN AGILE

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HOLISTIC USER EXPERIENCE IN AN AGILE ENVIRONMENT

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WHAT WE’LL COVER 1. HOLISTIC DESIGN AND WHY YOU SHOULD CARE 2. HOW TO IMPLEMENT AT THE PROJECT & TEAM LEVEL 3. SOME MISCONCEPTIONS & COMMON MISTAKES 4. Q&A

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I DESIGN

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CREATIVE PROBLEM SOLVING

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ANALYZE RESEARCH ANALYZE WHY IS POWERFUL HOW IS PRODUCTIVE PRODUCE SOLVE SOLVE DESIGN PROCESS

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DESIGN PROCESS

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WHY IS POWERFUL

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HOW IS PRODUCTIVE

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ANALYZE RESEARCH ANALYZE WHY IS POWERFUL HOW IS PRODUCTIVE PRODUCE SOLVE SOLVE DESIGN PROCESS

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I DESIGN

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U DESIGN

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UMM HUH?

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DEFINE DESIGN...

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UI / UX

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MICRO & MACRO

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UI = MICRO DESIGN

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INTERACTION DESIGNER

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UX = MACRO DESIGN

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USER EXPERIENCE ARCHITECT

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THE EXPERIENCE MATTERS

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UX & AGILE

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THE EQUATION IS WRONG

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BUSINESS TECHNICAL AGILE

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PROBLEMS WITH “AGILE” DESIGN 1. LACK OF VISION AND HOLISTIC STRATEGY 2. FOCUSES ONLY ON MICRO DESIGN 3. ENGINEERING DRIVEN 4. NOT MEANT TO ASK WHY BUT INTENDED TO SOLVE HOW

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DEFINE DESIGN DEVELOP TEST DEPLOY LINEAR

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DEFINE DESIGN DEVELOP TEST DEPLOY

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DEFINE DESIGN

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BDUF

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PROBLEMS WITH BDUF 1. THE DESIGN DOESN’T GET IMPLEMENTED 2. WRONG FOR THE MARKET DESPITE USER RESEARCH 3. FEEDBACK MISSING LATE IN THE PROCESS 4. DOESN’T REACT TO CHANGE QUICK ENOUGH

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UX & AGILE

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DESIGN THINKING

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“Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” —Tim Brown, president and CEO IDEO

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VIABILITY (BUSINESS) FEASIBILITY (TECHNICAL) AGILE

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VIABILITY (BUSINESS) FEASIBILITY (TECHNICAL) DESIRABILITY (HUMAN) DESIGN THINKING Credit: IDEO

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VIABILITY (BUSINESS) FEASIBILITY (TECHNICAL) DESIRABILITY (HUMAN) DESIGN THINKING INNOVATION

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BUT WAIT THERE’S MORE...

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GOOD PRODUCT/SERVICE DESIGN 1. INCREASES TEAM MORALE AND TEAM OWNERSHIP 2. DECREASES RE-WORK 3. LEADS TO BETTER CODE 4. LONG TERM PROGRAM SUCCESS

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WHY

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HOW

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UIE16 Boston

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UX LITE?

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GETTING RID OF WASTE

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MEASURE BUILD LEARN

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IMPLEMENTATION

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MICRO & MACRO

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PRODUCT VISION DESIGN PRINCIPLES HEURISTICS PATTERNS

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MACRO AT THE PRODUCT LEVEL

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PRODUCT VISION DESIGN PRINCIPLES HEURISTICS PATTERNS

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DESIGNERS MUST BE ALLOWED TO BE MOVED HIGHER IN THE PROCESS

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PRODUCT VISION DESIGN PRINCIPLES HEURISTICS PATTERNS

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1. PRODUCT VISION 1. WHO IS THE CUSTOMER USER? 2. WHAT CUSTOMER NEEDS WILL BE ADDRESSED? 3. WHAT ARE THE UNIQUE SELLING POINTS? 4. WHAT IS THE TARGET TIMEFRAME AND BUDGET?

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PRODUCT VISION DESIGN PRINCIPLES HEURISTICS PATTERNS

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2. DESIGN PRINCIPLES 1. WHAT PRINCIPLES REFLECT OUR PRODUCT VISION? 2. WHAT IS OUR PRODUCT MENTAL MODEL? 3. WHAT IS OUR TONE AND VOICE? 4. HOW DO WE DESCRIBE THE PRODUCT’S EXPERIENCE?

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FIVE TO SEVEN PRINCIPLES WORK DIRECTLY WITH THE BUSINESS GET KEY BUY IN STICK TO THEM, CITE THEM OFTEN ADJUST THEM WHEN NEEDED

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2. DESIGN PRINCIPLES EXAMPLE / MACBOOK 1. HIGH QUALITY / HIGH END MATERIALS 2. ELOQUENT 3. TOP OF THE LINE 4. PURPOSEFUL 5. LIMITED

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DETERMINE YOUR METRICS FOR SUCCESS

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IT’S NOT DESIGN IF IT’S NOT SOLVING PROBLEMS, AND THE SUCCESS OF THAT CAN BE MEASURED

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SUCCESS METRICS EXAMPLES 1. CONVERSION 2. RATE OF COMPLETION 3. REPEAT PURCHASES 4. LOWER CUSTOMER SERVICE CASES

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MICRO AT THE INTERACTION LEVEL

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PRODUCT VISION DESIGN PRINCIPLES HEURISTICS PATTERNS

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JAKOB NIELSEN 10 USABILITY HEURISTICS

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3. HEURISTICS 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, and recover from errors 10. Help and documentation

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3. HEURISTICS 1. USED DURING UX REVIEW 2. USED TO CHECK INDIVIDUAL INTERACTIONS 3. USED BY EVERYONE 4. UX QUALITY CONTROL

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PRODUCT VISION DESIGN PRINCIPLES HEURISTICS PATTERNS

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4. PATTERN LIBRARIES AND STYLE GUIDES

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4. PATTERN LIBRARIES 1. THE OTHER UX DESIGNER 2. NOT JUST FOR DESIGNERS 3. MUST BE ACCESSIBLE TO EVERYONE 4. NEED TO BE CURATED AND UPDATED

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PRODUCT VISION DESIGN PRINCIPLES HEURISTICS PATTERNS

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BRINGING IT ALL TOGETHER AS A TEAM

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CONCEPT PROTOTYPE VALIDATE INTERNALLY TEST EXTERNALLY LEARN ITERATE LEAN UX

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MEASURE BUILD LEARN

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NOT MINI WATERFALL

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CROSS FUNCTIONAL TEAMS

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CROSS FUNCTIONAL TEAMS 1. GET EVERYONE INVOLVED (DESIGN WORKSHOPS) 2. PROMOTE CROSS FUNCTIONAL PAIRING 3. BREAKS DOWN SILOS 4. GET OUT OF THE BUILDING 5. DESIGN/DEV ROCKSTARS DON’T WORK WELL

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ELIMINATE THE HANDOFF

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ELIMINATE THE HANDOFF 1. JUST IN TIME INVENTORY 2. FOSTER SHARED UNDERSTANDING 3. THE TEAM OWNS THE DESIGN 4. GET RID OF THE WASTE 5. EXTERNALIZE YOUR WORK

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SKETCHES AND PROTOTYPES

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BUILD THE SIMPLEST THING FIRST

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LOW FIDELITY FIRST ITERATE YOUR FIDELITY PROTOTYPE AS OFTEN AS POSSIBLE

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RESEARCH AND TESTING

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ONE DAY EVERY ITERATION 3-5 PEOPLE TEST EVERYTHING TEST ANYTHING VALIDATE INTERNALLY AND EXTERNALLY

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MEASURE BUILD LEARN

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ITERATION OVERVIEW

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WED THURS FRI MON TUE WED THURS FRI MON TUE WORKSHOP TESTING LOW FIDELITY DOCUMENTATION DEMO DESIGN SPRINT OVERVIEW

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EMBRACE AGILE

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EMBRACE DESIGN

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Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan

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PERFECT FOR ITERATIVE DESIGN

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VIABILITY (BUSINESS) FEASIBILITY (TECHNICAL) DESIRABILITY (HUMAN) Credit: IDEO

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IT’S DESIGN THINKING

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“A human-centered approach to innovation to integrate the needs of people, the possibilities of technology, and the requirements for business success.”

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Thanks

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