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. How to make a blended agile approach work for you

    #AdaptingAgile @suzehaworth
  2. + A bit about me… + @suzehaworth

  3. + + 2005… @suzehaworth

  4. None
  5. THINGS CHANGE

  6. Waterfall vs Agile

  7. None
  8. FORGET THE SNOBBERY

  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
  10. YOUR CUSTOMERS ABOUT YOUR PROCESS DON’T GIVE A SHIT

  11. So today I want you to get comfortable…

  12. …with not following a strict process

  13. FOR TODAY OUTCOMES 1

  14. Assumptions

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

    experiencees 3. We all work at different places
  16. Out of scope

  17. 1. There’s so much to cover! 2. Let’s chat more…

  18. #AdaptingAgile @suzehaworth

  19. THERE IS NO SILVER BULLET

  20. THINK LESS PROJECT MORE PRODUCT

  21. None
  22. THINK LESS PROJECT MORE PRODUCT

  23. HOW TO ADAPT AGILE

  24. OUTCOMES
 FOR TODAY 1 2 3 4 CORE
 PRINCIPLES PRODUCT


    DISCOVERY HOW TO
 ADAPT AGILE
  25. OUTCOMES
 FOR TODAY 1 2 3 4 CORE
 PRINCIPLES PRODUCT


    DISCOVERY HOW TO
 ADAPT AGILE ACTIVITIES!
  26. Exercise 1: 
 Mapping your 
 process

  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
  28. REQUIRE-
 MENTS DEFINE UX DESIGN LAUNCH DEV QA

  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
  30. WHAT ARE THE PRINCIPLES 2 OF GOOD PRODUCT DELIVERY?

  31. FORGET AGILE…

  32. FOR NOW! FORGET AGILE…

  33. #1 CUSTOMER FIRST

  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
  35. FREQUENT DELIVERY #2

  36. Deliver a working product quickly to the customer Team and

    customers working together to make adjustments Iterative development FREQUENT DELIVERY
  37. TEAM COLLABORATION #3

  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
  39. None
  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
  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
  42. So what are the challenges with adopting one rigid methodology?

  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
  44. THERE’S NO ONE SIZE FITS ALL

  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
  46. Exercise 2: 
 Identifying the pain points

  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.
  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
  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
  50. WHY WE SHOULD PRODUCT 3 THINK MORE

  51. All core principles come back to one thing: Building the

    best product possible
  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
  53. DISCOVERY? WHAT IS PRODUCT

  54. Discover and test that what you are building is what

    the customer needs
  55. Deliver what your customer needs… rather than what you (or

    they!) think they want
  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
  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
  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
  59. 3. A better backlog 1. Validated learning 2. Build things

    customers need 4. Business value
  60. DELIVERY FREQUENT DON’T FORGET

  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!
  62. Exercise 3: 
 Identifying opportunities

  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
  64. I believe that [creating this experience] For [this persona] Will

    achieve [this outcome]
  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
  66. HOW DO YOU ADAPT AGILE? 4

  67. None
  68. The problem

  69. APPROACH DUAL TRACK THE

  70. John Ciecholewski

  71. John Ciecholewski

  72. John Ciecholewski

  73. PROTOTYPING CUSTOMER FIRST PURPOSEFUL

  74. Static Gauge reactions to concepts/propositions Test short journeys and simple

    goals e.g. Invision Low fidelity
  75. Medium fidelity Interactive Get input on experience / 
 mechanics

    of a journey Test new products/features, 
 look & feel & motion principles e.g Principle
  76. High fidelity Live Gauge reactions to true 
 functionality of

    full scenarios Test look & feel & complex interactions e.g HTML prototype
  77. USER & USABILITY TESTING CUSTOMER FIRST

  78. Face to face interviews Guerrilla testing Online testing Surveys

  79. DEFINING AN MVP FREQUENT DELIVERY

  80. SUSTAINABLE PACE FREQUENT DELIVERY

  81. It’s actually more of a marathon, than a sprint!

  82. It’s actually more of a marathon, than a sprint!

  83. VISUALISE WORKFLOW FREQUENT DELIVERY

  84. Camilla Chakiri

  85. LIMIT WIP FREQUENT DELIVERY

  86. Camilla Chakiri Limit: 4 Limit: 6

  87. TEAM COLLABORATION

  88. 1. Balanced team

  89. “We are one team” Aaron, 2018

  90. 1. Balanced team 2. Understand team needs

  91. “Learn about what makes them tick” Aaron, 2018

  92. 3. Communication that’s just enough 1. Balanced team 2. Understand

    team needs
  93. “How can I help you to have 
 a better

    project experience?” Yvette, 2018
  94. 3. Communication that’s just enough 1. Balanced team 2. Understand

    team needs 4. Retrospectives
  95. HOW TO IMPLEMENT

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

    and learn—and trash 4. Understand and sell the value
  97. Be confident—don’t let the process own you, own the process

  98. Adapting agile is about trying to work with more agility

    using the core principles
  99. Exercise 4: 
 Your actions!

  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
  101. OUTCOMES
 FOR TODAY 1 2 3 4 CORE
 PRINCIPLES PRODUCT


    DISCOVERY HOW TO
 ADAPT AGILE
  102. T HANK YOU! @suzehaworth