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Avatar for Tiago Silva da Silva Tiago Silva da Silva
August 07, 2013
60

 Agile2013.pdf

Presentation at Agile 2013 Conference in Nashville, US.

Avatar for Tiago Silva da Silva

Tiago Silva da Silva

August 07, 2013

Transcript

  1. 10 Lessons Learned from Integrating Interaction Design and Agile Development

    Tiago Silva da Silva (@tiagosdasilva) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13
  2. 10 Lessons Learned from Integrating Interaction Design and Agile Development

    Tiago Silva da Silva (@tiagosdasilva) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13
  3. Agile from the IxD standpoint Agile has openly declared that

    it is opposed to big design upfront, which sounds like a criticism of design As a result, many Designers go into defensive mode, believing that design will be compromised Wednesday, 7 August, 13
  4. IxD from the Agile developer standpoint Developers go into a

    defensive mode because they think Designers spend too much time designing up front Wednesday, 7 August, 13
  5. Agile vs. Interaction Design • Different approaches with regards to

    the allocation of resources in a project • Iterative • People (customer/user) centered design Wednesday, 7 August, 13
  6. Goal To present lessons learned during the construction of a

    framework for integrating Interaction Design and Agile Development Wednesday, 7 August, 13
  7. Role Individuals Project Manager/ Scrum Master 1 Product Owner 1

    Technical Leader 1 Developer 2 Tester 2 Interaction Designer (shared) 1 Role Individuals Individuals Business Owner 1 1 Product Leader/ Product Owner 1 1 Scrum Master 1 1 Developer 4 6 Tester 1 1 SEO 1 1 Interaction Designer 1 1 Graphical Designer 1 -- Multiple-case study C1 C2 Research Method PA PB Wednesday, 7 August, 13
  8. • Data collection • Observations • Interviews • Data Analysis

    • Open and Focused Coding Research Method Multiple-case study Wednesday, 7 August, 13
  9. “We don't have much time to work up front. Then

    we try to do at least something up front, and it seems to be working” [C2-UXB] “We have a Sprint 0, pre-production” [C2-PLA] “We don’t need to design everything up front” [C1-UX] Wednesday, 7 August, 13
  10. “It’s tricky to UX people to code” [C1-UX] “Once the

    product is defined, I prototype it in two or three weeks. Paper prototype to communicate between us and some HTML to present to directors.” [C2-UXB] Wednesday, 7 August, 13
  11. “Internal studies... new people and old people from inside the

    Company (...) With real users just at the final stages of the project.” [C1-UX] “As we have a set of users (database of volunteers), we can call them and carry out some focus groups. We have 4 different personas with them.” [C2-UXB] Wednesday, 7 August, 13
  12. “We put UX criteria as acceptance criteria at the User

    Stories, or we reference the behavior of the interface in a sequence of wireframes.” [C2-UXA] Wednesday, 7 August, 13
  13. “We should work at least one sprint ahead of the

    development team.” [C1-UX] “Me and UX work one sprint ahead of the rest of the team.” [C2-PLA] Wednesday, 7 August, 13
  14. 1 Use Sprint 0 to Research and Design something upfront.

    Collaborative Discover Wednesday, 7 August, 13
  15. Paper prototyping might not be so efficient, mainly when the

    teams are distributed. 3 Wednesday, 7 August, 13
  16. 4 Use lo-fi prototypes, but digital ones rather than on

    paper. It depends on the Designer’s skills/background. Wednesday, 7 August, 13
  17. 5 Lo-fi prototypes frequently help to improve the communication between

    the development team and Designers. However, sometimes they are not sufficient to communicate design decisions to stakeholders. Wednesday, 7 August, 13
  18. 6 Perform user testing with internal users. This is a

    reasonable practice, but keep in mind that they may not be your end users (potential problems). Wednesday, 7 August, 13
  19. 7 Keep a database of ‘design partners’, which consists of

    having a database of potential users who are partners available to carry out user testing. Wednesday, 7 August, 13
  20. 8 Set UX issues as acceptance criteria in the User

    Stories, preferably enriched with prototypes. Wednesday, 7 August, 13
  21. 10 Design one sprint ahead of the development team but

    be always available to clarify Developers’ doubts. Wednesday, 7 August, 13
  22. 10 Lessons Learned from Integrating Interaction Design and Agile Development

    Tiago Silva da Silva (@tiagosdasilva) ([email protected]) Milene Selbach Silveira Frank Maurer Wednesday, 7 August, 13