Adapting agile: How to make a blended agile approach work for you

5f17d9fc5e9243aee9d500ab931a396b?s=47 Suze Haworth
September 06, 2018

Adapting agile: How to make a blended agile approach work for you

My interactive session at the DPM Summit 2018 in Memphis, USA.

5f17d9fc5e9243aee9d500ab931a396b?s=128

Suze Haworth

September 06, 2018
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Transcript

  1. 1.
  2. 4.
  3. 7.
  4. 9.

    As long as your process is right for your project,

    your client, your team, your organisation, it doesn’t matter what it’s called
  5. 15.

    1. We are all different 2. We all have different

    experiencees 3. We all work at different places
  6. 21.
  7. 25.

    OUTCOMES
 FOR TODAY 1 2 3 4 CORE
 PRINCIPLES PRODUCT


    DISCOVERY HOW TO
 ADAPT AGILE ACTIVITIES!
  8. 27.

    1. Use post-its to map your process on your current

    project out, thinking about the stages you go through 2. If time, add in any tools, techniques and practices against each stage BRIEF: OUTCOME: You will have mapped out your current process, plus ways of working
  9. 29.

    REQUIRE-
 MENTS DEFINE UX DESIGN LAUNCH WIRE
 FRAMES KICK OFF


    MEETING DEV DAILY 
 STAND UPS QA BUSINESS
 NEEDS USER
 NEEDS BACKLOG STATIC
 DESIGNS CLIENT
 DEMOS SPRINTS TDD RETRO-
 SPECTIVES
  10. 34.

    CUSTOMER FIRST Prioritise the customer and the outcomes they will

    value Value getting working designs, prototypes or software to the customer over defining requirements upfront Feedback and iterate
  11. 36.

    Deliver a working product quickly to the customer Team and

    customers working together to make adjustments Iterative development FREQUENT DELIVERY
  12. 38.

    Key to making your project work and building a better

    product Don’t rely on documentation to define requirements and share knowledge Face to face communication and shared decisions The team is your client too! TEAM COLLABORATION
  13. 39.
  14. 40.

    1. Individuals and interactions over processes and tools 2. Working

    software over comprehensive documentation 3. Customer collaboration over contract negotiation 4. Responding to change over following a plan TEAM 
 COLLABORATION CUSTOMER 
 FIRST FREQUENT 
 DELIVERY
  15. 41.

    1. Focus on customers 2. Optimise the whole 3. Elimate

    waste 4. Learn first 5. Deliver fast 6. Keep getting better 7. Energise workers TEAM 
 COLLABORATION CUSTOMER 
 FIRST FREQUENT 
 DELIVERY
  16. 43.

    You’re not responding to change It’s harder to inspect and

    adapt You’re not allowing for the mix of needs on your projects
  17. 45.

    “You have your way. I have my way. As for

    the right way, the correct way, and the only way, it does not exist.” Nietzsche, 1891
  18. 47.

    1. Looking at your process and the 3 principles, think

    about any problems you are having on current projects. 2. Fill in the first column of the canvas. BRIEF: OUTCOME: You will identify pain points in your projects against the 3 core principles.
  19. 48.

    REQUIRE-
 MENTS DEFINE UX DESIGN LAUNCH WIRE
 FRAMES KICK OFF


    MEETING DEV DAILY 
 STAND UPS QA BUSINESS
 NEEDS USER
 NEEDS BACKLOG STATIC
 DESIGNS CLIENT
 DEMOS SPRINTS TDD RETRO-
 SPECTIVES LACK OF
 DESIGN
 TIME NO USER
 TESTING NOT
 WHOLE 
 TEAM NO SPRINT
 RELEASES
  20. 49.

    Pain points (Principles) Opportunities (Processes) Actions
 (Practices) Customer first: •

    No user testing until we’ve launched the product • Lack of design time means we’re focusing on tech defining the product Frequent delivery: • Despite working in Sprints, we aren’t releasing frequently Team collaboration: • We don’t have the entire team involved from the start of the project
 #AdaptingAgile @suzehaworth
  21. 52.

    “We have come to realise that bespoke software delivery is

    far more akin to product design and development than it is to project delivery.” John Yorke, 2017
  22. 56.

    E X I S T I N G 
 D

    A T A & 
 R E S E A R C H 
 I N S I G H T S A S S U M P T I O N S F U R T H E R R E S E A R C H H Y P O T H E S E S STAGE 1 I D E N T I F Y 
 P A I N P O I N T S I D E N T I F Y 
 O P P O R T U N I T I E S
  23. 57.

    U X / D E S I G N P

    R O T O T Y P E T E S T I N S I G H T S STAGE 2 I T E R A T E
  24. 58.

    Gather requirements Review data & research Think in terms of

    deliverables Identify customer pain points Develop features Develop assumptions & hypotheses Build & launch Design & prototype Test after dev Test & learn before dev Product Project
  25. 59.
  26. 61.

    Keep discovery lean and fast Feed into delivery quickly Involve

    your dev team in the discovery process We don’t need to pick sides!
  27. 63.

    1. Thinking about product over project process, where are the

    opportunities to improve in your projects? 2. Fill in the second column of the canvas with a couple of hypotheses BRIEF: OUTCOME: You will identify what the opportunities in your project process are
  28. 65.

    Pain points (Principles) Opportunities (Processes) Actions
 (Practices) Customer first: •

    No user testing until we’ve launched the product • Lack of design time means we’re focusing on tech defining the product Frequent delivery: • Despite working in Sprints, we aren’t releasing frequently Team collaboration: • We don’t have the entire team involved from the start of the project
 Customer first: • I believe that testing designs on customers • For my whole team • Will help us define the correct solution before we start build and help eliminate waste Frequent delivery: • I believe that reviewing the release process and uncovering blockers • For my developers • Will help us to release more frequently #AdaptingAgile @suzehaworth
  29. 67.
  30. 75.

    Medium fidelity Interactive Get input on experience / 
 mechanics

    of a journey Test new products/features, 
 look & feel & motion principles e.g Principle
  31. 76.

    High fidelity Live Gauge reactions to true 
 functionality of

    full scenarios Test look & feel & complex interactions e.g HTML prototype
  32. 93.

    “How can I help you to have 
 a better

    project experience?” Yvette, 2018
  33. 96.

    3. Involve the full team 1. Small increments 2. Test

    and learn—and trash 4. Understand and sell the value
  34. 100.

    1. Think about any of the techniques I’ve gone through

    (and any others!) and what you can takeaway to your projects. 2. Fill in the third column of the canvas. BRIEF: OUTCOME: You will identify actions to apply within your projects, against the 3 core principles