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Methods	
  for	
  explora/ve	
  user	
  research	
  in	
  an	
  agile	
  
context	
  	
  
Lars	
  Bo	
  Larsen,	
  Aalborg	
  University/Infinit	
  	
  
Designpeople,	
  Tuesday	
  May	
  6	
  2014	
  
	
  
Infinit Workshop - Lars Bo Larsen
Overview	
  
1.  What	
  are	
  the	
  special	
  requirements	
  for	
  UX	
  methods	
  to	
  fit	
  into	
  
the	
  agile	
  process	
  (if	
  any)?	
  
2.  Why	
  should	
  soQware	
  developers	
  be	
  involved	
  in	
  UX/usability	
  
work?	
  	
  
3.  Which	
  methods	
  are	
  we	
  talking	
  about?	
  
•  Jan	
  will	
  speak	
  about	
  usability	
  methods,	
  I	
  will	
  concentrate	
  on	
  user	
  
requirements	
  gathering	
  early	
  in	
  the	
  design	
  process	
  
•  Tina	
  will	
  speak	
  about	
  the	
  different	
  ways	
  UX	
  and	
  Agile	
  can	
  be	
  integrated	
  
•  I	
  will	
  only	
  address	
  Scrum	
  as	
  the	
  most	
  widely	
  adopted	
  agile	
  method	
  
07/05/14 p. 2Infinit Workshop - Lars Bo Larsen
Requirements:	
  
The	
  philosophy	
  of	
  Agile	
  soQware	
  development:	
  
•  “Individuals	
  and	
  interac/ons	
  over	
  processes	
  and	
  
tools”	
  (Agile	
  Manifesto	
  2001)	
  
•  “Agile	
  is	
  itera/ve,	
  values	
  face-­‐to-­‐face	
  communica/on	
  
and	
  emphasizes	
  collabora/on,	
  also	
  with	
  the	
  
customer”	
  (Kollman	
  2008)	
  
-­‐	
  fits	
  well	
  with	
  UX	
  design	
  ideas,	
  which	
  are	
  also	
  itera/ve,	
  
involves	
  the	
  user/customer,	
  etc	
  
•  Methods	
  must	
  be	
  “light	
  weight”	
  and	
  quick	
  
•  Scrum	
  sprints	
  are	
  typically	
  two	
  or	
  three	
  weeks,	
  so	
  we’ll	
  
look	
  at	
  methods	
  which	
  will	
  fit	
  into	
  this	
  /meframe	
  
	
   07/05/14 3Infinit Workshop - Lars Bo Larsen
Why	
  should	
  developers	
  be	
  
involved	
  in	
  UX	
  work?	
  	
  
One	
  way	
  to	
  achieve	
  an	
  integra/on	
  with	
  Scrum	
  is	
  to	
  
directly	
  have	
  the	
  developers	
  carry	
  out	
  (or	
  par/cipate	
  
in)	
  UX	
  work:	
  
Key	
  benefits:	
  
•  Developers	
  could	
  be	
  the	
  only	
  resource	
  available	
  (no	
  dedicated	
  UX	
  
specialists	
  in	
  the	
  company).	
  Or:	
  Will	
  reduce	
  UX	
  bo`leneck	
  
•  Developers	
  will	
  gain	
  a	
  greater	
  insight	
  into	
  the	
  user’s	
  point	
  of	
  view,	
  
which	
  could	
  lead	
  to	
  be`er	
  UX	
  in	
  itself	
  
Key	
  Drawbacks:	
  
•  Developers	
  have	
  other	
  tasks,	
  UX	
  work	
  will	
  take	
  /me	
  from	
  these	
  
•  Not	
  trained	
  
•  Might	
  not	
  be	
  mo/vated	
  
07/05/14 4Infinit Workshop - Lars Bo Larsen
Example	
  of	
  Study	
  (Latzina	
  &	
  Rummel):	
  
Findings	
  from	
  Personas	
  case	
  study	
  from	
  SAP:	
  
•  User	
  perspec/ve	
  had	
  improved	
  
•  Able	
  to	
  develop	
  own	
  ideas	
  for	
  poten/al	
  solu/ons,	
  
•  Mo/vated	
  to	
  engage	
  in	
  more	
  usability	
  training.	
  
•  Key	
  observa/ons	
  on	
  organiza/onal	
  demands:	
  
•  experienced	
  a	
  need	
  for	
  good	
  communica/on	
  both	
  between	
  
team	
  members	
  and	
  collabora/ng	
  teams	
  in	
  order	
  to	
  succeed	
  
with	
  their	
  user	
  driven	
  approach,	
  and	
  the	
  use	
  of	
  usability	
  
standards	
  and	
  user/task	
  informa/on	
  required	
  /me	
  and	
  
solid	
  project	
  management	
  	
  
	
  
07/05/14 5Infinit Workshop - Lars Bo Larsen
Requirements	
  revisited	
  
Suitable	
  methods	
  must	
  be	
  applied	
  by	
  developers,	
  who	
  
are	
  non-­‐specialists	
  
Therefore:	
  
•  	
  Methods	
  must	
  be	
  easy	
  to	
  learn,	
  use	
  and	
  analyse	
  
•  Methods	
  must	
  be	
  fast	
  and	
  “Light-­‐weight”	
  –	
  fit	
  into	
  sprints	
  
•  Results	
  must	
  be	
  easy	
  to	
  understand	
  and	
  communicate	
  
	
  
07/05/14 6Infinit Workshop - Lars Bo Larsen
07/05/14 7Infinit Workshop - Lars Bo Larsen
(from Færch & Dam 2013)
07/05/14 8Infinit Workshop - Lars Bo Larsen
(from Færch & Dam 2013)
To	
  Sum	
  up:	
  
•  A	
  number	
  of	
  studies	
  have	
  shown	
  that:	
  
•  Enabling	
  developers	
  to	
  carry	
  out	
  certain	
  UX	
  tasks	
  is	
  a	
  
feasible	
  way	
  to	
  achieve	
  an	
  integrated	
  Scrum/UX	
  
environment	
  
•  But	
  important	
  to	
  be	
  aware	
  of	
  limita/ons	
  and	
  compe/ng	
  
tasks	
  to	
  avoid	
  conflicts	
  
•  UX	
  processes	
  are	
  poorly	
  described	
  and	
  to	
  a	
  large	
  extent	
  
missing	
  (especially	
  compared	
  to	
  Scrum)	
  
•  There	
  are	
  some	
  low-­‐hanging	
  fruits	
  
•  Techniques	
  such	
  as	
  observa/on	
  studies,	
  interview	
  
techniques,	
  card	
  sorts	
  can	
  rela/vely	
  easily	
  be	
  learnt	
  
07/05/14 9Infinit Workshop - Lars Bo Larsen
References.	
  
Agile	
  Manifesto:	
  h`p://www.agilemanifesto.org/	
  2001	
  
Kollmann,	
  J.	
  Designing	
  the	
  User	
  Experience	
  in	
  an	
  Agile	
  Context.	
  Faculty	
  of	
  Life	
  
Science,	
  University	
  College,	
  London,	
  London.	
  2008	
  
Latzina,	
  M.	
  and	
  Rummel,	
  B.	
  Collabora/on-­‐Based	
  Usability	
  Training	
  for	
  
Developers.	
  In	
  Mensch	
  &	
  Computer	
  2002	
  (pp.	
  285-­‐291).	
  Vieweg+	
  Teubner	
  
Verlag.	
  2002	
  
Søren	
  V.	
  Færch,	
  Jesper	
  Dam	
  Mortensen,	
  “An	
  Easy	
  and	
  Cost-­‐.effec/ve	
  user	
  
research	
  method	
  for	
  suppor/ng	
  idea/on	
  in	
  the	
  ini/al	
  phase	
  of	
  product	
  
development”.	
  Engineering	
  Psychology,	
  Msc	
  Thesis,	
  June	
  2013,	
  Aalborg	
  
University	
  
Hackos	
  &	
  Redish:	
  “User	
  and	
  Task	
  analysis	
  for	
  Interface	
  Design”	
  Wiley,	
  1998	
  
	
  
07/05/14 10Infinit Workshop - Lars Bo Larsen

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Methods for explorative user research in an agile context

  • 1. Methods  for  explora/ve  user  research  in  an  agile   context     Lars  Bo  Larsen,  Aalborg  University/Infinit     Designpeople,  Tuesday  May  6  2014     Infinit Workshop - Lars Bo Larsen
  • 2. Overview   1.  What  are  the  special  requirements  for  UX  methods  to  fit  into   the  agile  process  (if  any)?   2.  Why  should  soQware  developers  be  involved  in  UX/usability   work?     3.  Which  methods  are  we  talking  about?   •  Jan  will  speak  about  usability  methods,  I  will  concentrate  on  user   requirements  gathering  early  in  the  design  process   •  Tina  will  speak  about  the  different  ways  UX  and  Agile  can  be  integrated   •  I  will  only  address  Scrum  as  the  most  widely  adopted  agile  method   07/05/14 p. 2Infinit Workshop - Lars Bo Larsen
  • 3. Requirements:   The  philosophy  of  Agile  soQware  development:   •  “Individuals  and  interac/ons  over  processes  and   tools”  (Agile  Manifesto  2001)   •  “Agile  is  itera/ve,  values  face-­‐to-­‐face  communica/on   and  emphasizes  collabora/on,  also  with  the   customer”  (Kollman  2008)   -­‐  fits  well  with  UX  design  ideas,  which  are  also  itera/ve,   involves  the  user/customer,  etc   •  Methods  must  be  “light  weight”  and  quick   •  Scrum  sprints  are  typically  two  or  three  weeks,  so  we’ll   look  at  methods  which  will  fit  into  this  /meframe     07/05/14 3Infinit Workshop - Lars Bo Larsen
  • 4. Why  should  developers  be   involved  in  UX  work?     One  way  to  achieve  an  integra/on  with  Scrum  is  to   directly  have  the  developers  carry  out  (or  par/cipate   in)  UX  work:   Key  benefits:   •  Developers  could  be  the  only  resource  available  (no  dedicated  UX   specialists  in  the  company).  Or:  Will  reduce  UX  bo`leneck   •  Developers  will  gain  a  greater  insight  into  the  user’s  point  of  view,   which  could  lead  to  be`er  UX  in  itself   Key  Drawbacks:   •  Developers  have  other  tasks,  UX  work  will  take  /me  from  these   •  Not  trained   •  Might  not  be  mo/vated   07/05/14 4Infinit Workshop - Lars Bo Larsen
  • 5. Example  of  Study  (Latzina  &  Rummel):   Findings  from  Personas  case  study  from  SAP:   •  User  perspec/ve  had  improved   •  Able  to  develop  own  ideas  for  poten/al  solu/ons,   •  Mo/vated  to  engage  in  more  usability  training.   •  Key  observa/ons  on  organiza/onal  demands:   •  experienced  a  need  for  good  communica/on  both  between   team  members  and  collabora/ng  teams  in  order  to  succeed   with  their  user  driven  approach,  and  the  use  of  usability   standards  and  user/task  informa/on  required  /me  and   solid  project  management       07/05/14 5Infinit Workshop - Lars Bo Larsen
  • 6. Requirements  revisited   Suitable  methods  must  be  applied  by  developers,  who   are  non-­‐specialists   Therefore:   •   Methods  must  be  easy  to  learn,  use  and  analyse   •  Methods  must  be  fast  and  “Light-­‐weight”  –  fit  into  sprints   •  Results  must  be  easy  to  understand  and  communicate     07/05/14 6Infinit Workshop - Lars Bo Larsen
  • 7. 07/05/14 7Infinit Workshop - Lars Bo Larsen (from Færch & Dam 2013)
  • 8. 07/05/14 8Infinit Workshop - Lars Bo Larsen (from Færch & Dam 2013)
  • 9. To  Sum  up:   •  A  number  of  studies  have  shown  that:   •  Enabling  developers  to  carry  out  certain  UX  tasks  is  a   feasible  way  to  achieve  an  integrated  Scrum/UX   environment   •  But  important  to  be  aware  of  limita/ons  and  compe/ng   tasks  to  avoid  conflicts   •  UX  processes  are  poorly  described  and  to  a  large  extent   missing  (especially  compared  to  Scrum)   •  There  are  some  low-­‐hanging  fruits   •  Techniques  such  as  observa/on  studies,  interview   techniques,  card  sorts  can  rela/vely  easily  be  learnt   07/05/14 9Infinit Workshop - Lars Bo Larsen
  • 10. References.   Agile  Manifesto:  h`p://www.agilemanifesto.org/  2001   Kollmann,  J.  Designing  the  User  Experience  in  an  Agile  Context.  Faculty  of  Life   Science,  University  College,  London,  London.  2008   Latzina,  M.  and  Rummel,  B.  Collabora/on-­‐Based  Usability  Training  for   Developers.  In  Mensch  &  Computer  2002  (pp.  285-­‐291).  Vieweg+  Teubner   Verlag.  2002   Søren  V.  Færch,  Jesper  Dam  Mortensen,  “An  Easy  and  Cost-­‐.effec/ve  user   research  method  for  suppor/ng  idea/on  in  the  ini/al  phase  of  product   development”.  Engineering  Psychology,  Msc  Thesis,  June  2013,  Aalborg   University   Hackos  &  Redish:  “User  and  Task  analysis  for  Interface  Design”  Wiley,  1998     07/05/14 10Infinit Workshop - Lars Bo Larsen