Fwd: UIEtips: 12 Best Practices for UX in an Agile Environment - Part 1

Daphne Ogle daphne at media.berkeley.edu
Wed Mar 4 01:06:42 UTC 2009


Thought this might be of interest to some on the list.  Notice the UIE  
Virtual Seminar available too.  We've purchased it here and are  
watching it tomorrow.  We'll report out...

-Daphne

Begin forwarded message:

> From: "Jared M. Spool" <jared.m.spool at uie.com>
> Date: February 25, 2009 10:18:54 AM PST
> To: "Daphne Ogle" <dogle at umich.edu>
> Subject: UIEtips: 12 Best Practices for UX in an Agile Environment -  
> Part 1
> Reply-To: jared.m.spool at uie.com
>
> UIEtips: 12 Best Practices for UX in an Agile Environment - Part 1
> 2/25/09
>
> Contents:
> - Letter from the Editor
> - UIE Virtual Seminar: An Agile UX Primer
> - Web App Summit: Register for Individual Days and Get a Discount
> - Feature Article: Anatomy of an Iteration
>
>
> ===========================================
>
> Letter from the Editor
>
> ===========================================
>
> Greetings,
>
> When shooting the movie, the director doesn't necessarily film the
> scenes in the order they'll appear once edited. Instead, the
> filmmakers shoot the pieces according to other constraints, such as
> the availability of actors or locations, or accommodating
> variability in the weather. It's not unusual for the movie's final
> climax to be among the first scenes shot.
>
> It occurred to me, while talking with Jeff Patton last summer, that
> the same can be true in an Agile development process. Often times,
> the team will start with a piece of the project that isn't the first
> thing the user experiences, but instead might be at the end. For
> example, they may start by building the functionality to save a file
> in Photoshop format – technically an important, high-risk part of
> the project, but not much of a user interface beyond a simple "Save
> as PSD file" option.
>
> Jeff mentioned that user experience designers on the Agile team end
> up adopting a similar role to the person who gets the credit of
> "Continuity" in a film. It becomes their job to make sure the final
> experience makes sense, even though the order of construction was
> not linear. This is a huge challenge and one that has come to
> forefront as more teams move to an Agile development method.
>
> Jeff Patton has been researching the new challenges that arise when
> teams try to merge their UX efforts in an Agile process. In his
> travels, he's assembled a slew of best practices that result in the
> development of great experiences. In this week's UIEtips, we're
> proud to republish the first installment of a two-part article where
> Jeff describes 12 of his best practices.
>
> On March 4, Jeff will give An Agile UX Primer as part of our UIE
> Virtual Seminar series. If you're on a team that is moving into an
> Agile development process, you won't want to miss this informative
> 90-minute online session. See all the details: http://cli.gs/2HsVm6
>
> Are you working to improve the user experience in Agile development
> projects? What practices have you found to work (or to avoid)? Share
> your thoughts with us at our Brain Sparks blog, http://cli.gs/bPZUAy
>
> Enjoy this week's article,
>
> Jared M. Spool
> Editor, UIEtips
>
> P.S. Register for Jeff Patton's seminar with the promotion code
> MYARCHIVE and get life-time access to the recorded seminar for free.
>
>
> ===========================================
>
> UIE Virtual Seminar: An Agile UX Primer
>
> ===========================================
>
> Agile is coming. It's now the solution of choice for speeding
> development and delivering quality results. But where does that
> leave the User Experience (UX) practice?
>
> UIE Virtual Seminar - An Agile UX Primer, with Jeff Patton
> Wednesday, March 4, 2009
> 1:30pm ET / 12:30pm CT / 11:30am MT / 10:30am PT
> 90 minutes
> More details at: http://cli.gs/4L9vrb
>
> In his presentation, Jeff Patton will discuss the essentials of
> Agile Development, the distinct culture and value system that Agile
> brings, and the common Agile process you're likely to see.  You'll
> hear about the myths of Agile and common pitfalls  organizations
> tend to encounter.  Armed with the foundations, you'll explore some
> emerging UX practices and how to thrive within an agile process.
>
> We're offering the Archive of this presentation at no additional
> cost when you register with the promotion code MYARCHIVE. Sign up
> today! http://cli.gs/4L9vrb
>
> ===========================================
>
> 12 Best Practices for UX in an Agile Environment - Part 1
> by Jeff Patton, AgileProductDesigns.com
> Originally published: Aug 01, 2008
> ===========================================
>
> [Editor's Note: For the last few years, Jeff Patton has been working
> with Agile teams and user experience professionals to discover the
> best methods to work together to create great results. For many UX
> professionals, it's not instantly clear how to dovetail into an
> Agile project. In this 2-part article, Jeff gives us 12 best
> practices he's uncovered in his work.]
>
> 1) Drive: UX practitioners are part of the customer or product owner
> team
>
> In the best teams, the UX folks have an active hand in deciding
> what is built, the overall business strategy that drives what's
> built, and the tactical prioritization of work done first. In some
> successful Agile organizations the UX team is the Agile customer
> team or product owner team.
>
> For UX practitioners not familiar with the terms 'customer' or
> 'product owner' in the Agile context, they refer to a process role
> and not necessarily the actual customers who purchase a commercial
> product. However there is a bias in Agile environments to get
> end-users more frequently and directly involved. Do this also. More
> on that in #6.
>
> 2) Research, model, and design up front - but only just enough
>
> In spite of what a dogmatic Agile trainer may tell you, companies
> that are successful at incorporating UX work and Agile do some up
> front user research and modeling that results in things like
> personas, workflow models, task analysis grids, or even something
> like Indi Young's Mental Models. However, they have learned how to
> compress the timeframe for this work by:
>
> * aggressively prioritizing the types of users researched to the
> those that are the highest priority, and shortening the amount of
> time spent with users of lower priority
>
> * modeling quickly, in a lightweight and collaborative way often
> involving other team members to help analyze data and construct time
> consuming models like affinity diagrams
>
> * defer some less urgent research to be completed while the
> software is being constructed
>
> Since the UX team is ideally part of the customer/product owner
> team, they have a hand in determining an incremental release
> strategy -- that is determining what coherent collection of features
> to release first. Leveraging this understanding, high level
> scenarios and/or wireframes are usually built to communicate screen
> flow, general look and feel, and general user interaction patterns.
>
> All this research, modeling, and high level design often occurs in
> weeks, not months. Organizations, such as Yahoo, have been effective
> at packaging and leveraging user research across projects to shorten
> the time between initial concept and beginning construction. UX
> practitioners should leverage the time while the organization is
> finding production staff, such as developers and testers, to begin
> their research and modeling.
>
> Some Agile teams use "iteration 0" or "sprint 0" to mean a first
> development timebox that they set aside for this initial research.
> They also use this time to get the development environment setup and
> ready to go and do some initial architectural prototyping or
> "spiking" -- the rough equivalent of high-level design from an
> architectural perspective. For years now, I've done a quick
> treatment of user centered design modeling to build a backlog and
> plan initial product releases.
>
> 3) Chunk your design work
>
> Once high-level research, modeling, and design is done, it's time to
> start construction.
>
> Construction in Agile development is done in small chunks usually
> called user stories -- or bits of functionality valuable and
> demonstrable from a user's perspective. This can be a problem for
> designers because they need to guess what the stories will be, then
> later design their interaction and look, in sync with development.
> Hopefully, the high level design has left us with a bit of a
> "sketch" of how thing might look and a high level roadmap of where
> the software is going functionally. We don't want to be flying too
> blind.
>
> The idea of "chunking" or breaking down work into coherent chunks
> that can be both designed, build, and validated somewhat
> independently is both art and skill. Some take apart their high
> level sketches of the software and chunk a screen or
> screen-component at a time. I work using the "user task" as a
> building block layering in functional user tasks into the system one
> at a time. When a system begins to mature functionally, chunks begin
> to take the form of adjustments and refinements to existing software.
>
> I believe most UX practitioners are afraid of building something
> akin to the Winchester Mystery House. It's not an unfounded concern.
> But, given a high level sketch of the design, some practice at
> chunking, and some course correction along the way and things tend
> to come out OK.
>
> Chunking work into small bits turns out to be difficult for
> everyone. Developers new to Agile have difficulty with it. Business
> people or product managers have difficulty in breaking their system
> down into small parts that can be considered independently. And over
> time Agile practitioners have recommended breaking functionality
> down into smaller and smaller parts.
>
> 4) Use parallel track development to work ahead and follow behind
>
> Lynn Miller of Alias, now Autodesk's Toronto office, first described
> the pattern of parallel track development in her 2005 paper, Case
> Study of Customer Input For a Successful Product. For Alias's
> Sketchbook Pro product, she described the emerging pattern of the
> Agile customer team working ahead one or two timeboxes to research
> or design what will be built in future development time boxes.
>
> It's actually a bit more complicated than that. The design team
> works ahead a development time-box or two. In a given timebox they
> might be:
>
> * researching work to be done 2 timeboxes from now (T + 2)
>
> * validating design prototypes to be built 1 timebox from now (T + 1)
>
> * being available to collaborate with development to support work
> done in the current development timebox (T)
>
> * working with customers to validate working software built in the
> previous timebox (T – 1)
>
> User experience people working on Agile teams become masters of
> development time travel nimbly moving back and forth through past,
> present, and future development work.
>
> 5) Buy design time with complex engineering stories
>
> At times, it takes more time to design and validate a feature. That
> next Agile development timebox is coming whether you want it to or
> not. Ideally developers will keep working on software while design
> and design validation is ongoing. To buy time, it's common to have
> chunks of work that are technically complex, but trivial from an
> interaction design perspective. In her paper, Lynn described
> starting development work on Sketchbook Pro by beginning the
> construction on the feature that saved drawings as layered PhotoShop
> files. From the user interface, it's a simple "file, save as" menu
> choice, but from the development perspective, it was heavy lifting.
> Having the development team work on this very important feature
> early bought designers time to get ahead.
>
> I used to have a friend in the newspaper business. Newspapers
> release every day whether writers are ready with stories or not. One
> of the things she did was keep stories sitting around that she
> called "evergreens." These were stories that stayed fresh -- stories
> that she could put into the paper at any time to fill space.
> Interaction designers would do well to identify work that's
> "evergreen" -- work the team can do any time, but that buys time to
> do the time-sensitive design or design-validation work.
>
> 6) Cultivate a user validation group for use for continuous user
> validation
>
> Many times now, I've seen the pattern of UX people building up a
> pool of users they collaborate with to validate design before and
> after it's built. This pool of users needs to be large enough that
> the designer doesn't call on the same user repeatedly every week,
> but  talks with them every month or two. My friend Heather described
> what she calls "development partners" at Elsevier. Desiree Sy
> describes design partners in her paper on Agile User-centered
> design.
>
> Organizations, like Salesforce.com, keep a continuous flow of users
> scheduled to validate design work. I've seen many instances of users
> scheduled for remote usability testing or site visits well in
> advance of knowing what will be being tested. The one thing you can
> depend on in an Agile context is that there will always be something.
>
> [In Part 2, we'll look at tricks for scheduling continuous user
> research, using the RITE method, and becoming a design facilitator,
> as we continue with Jeff's 12 best practices. Stay tuned.]
>
> +  +  +
>
> Read the article on UIE's web site at: http://cli.gs/j80RY2
>
> +  +  +
>
> On March 4, Jeff will give An Agile UX Primer as part of our UIE
> Virtual Seminar series. If you're on a team that is moving into an
> Agile development process, you won't want to miss this informative
> 90-minute online session. See all the details: http://cli.gs/2HsVm6
>
> +  +  +
>
> Share Your Thoughts with Us
>
> Are you working to improve the user experience in Agile development
> projects? What practices have you found to work (or to avoid)? Share
> your thoughts with us at our Brain Sparks blog, http://cli.gs/bPZUAy
>
> ===========================================
>
> Web App Summit: Register for Individual Days and Get a Discount
>
> ===========================================
>
> We're very excited about the four day program we've created for the
> April 19- 22, 2009, Web App Summit in Newport Beach, CA.
>
> There is no other conference around diving in deep on web form
> design, Ajax, RIAs, design deliverables, wireframes, accessibility,
> design patterns, and web standards. We're so sure you'll be satisfied
> with the conference that we offer a 100% money back guarantee.
>
> View the program for yourself: http://cli.gs/8hNVZN
>
> You now have two ways to register for the Summit, both with special
> discounts to UIEtips subscribers.
>
> You can take advantage of the 16 speakers, 2 full-day workshops, and  
> the
> featured and new perspectives presentations by registering for all
> four days of the Summit.
>
> Or you can register for one, two or three days. Based on your
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>
> Either way you register, we know how tight budgets can be, so we
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>
> For full program details and pricing visit www.webappsummit.com
>
> +  +  +
>
> Do you have feedback or comments on our article? Send us your
> thoughts on the UIE Brain Sparks blog at http://cli.gs/bPZUAy
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Daphne Ogle
Senior Interaction Designer
University of California, Berkeley
Educational Technology Services
daphne at media.berkeley.edu
cell (510)847-0308



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