User Centred Design (UCD) and Agile Development are two of the most exciting and productive Methods to achieve high quality appication both desired by the customers and loved by the users. UCD and Agile Development are though often said to be impossible to combine and that despite their great advantages any attempt would most certainly lead to disaster.
This talk picks up the main points of both methods, shows the key issues and tries to offer a pragmatic approach on how to successfully combine User Centered Design and Agile Development.
2. About me
Working on the web since 1997
+10 years of php
Degree in cinematography
Film & photo enthusiast
I work for Liip in Zurich
We do Agile Web Development
I run the UX Team
3. Bringing UCD and Agile together.
It‘s a process of
Change Management
15. New Paradigm:
The return is generated by
offering real value to real users
16. In contrast to
Business Centered:
Business objectives based on
organizational constraints
„Our site must show all products by type“
„We want to have more traffic“
„We want to centralize our websites“
31. Well executed UCD is an iterative
process of refinement
Research > Ideate > Test > Adapt
Research > Ideate > Test > Adapt
Research > Ideate > Test > Adapt
Research > Ideate > Test > Adapt
Research > Ideate > Test > Adapt
32. Involvement
How Developers can contribute
during ideation
• Help finding good and technically viable
solutions
• Help avoiding conceptual failures due to
technical limitations
33. Benefits of early developer
involvement:
• Higher identification with the users,
costumer & project
• Less knowledge transfer needed
• Higher acceptance, because they could
help & contribute
39. Involvement
How Designers can contribute
during implementation
• Design reviews
• Coaching & pair design
• Defining and verifying design deliverables
40. Benefits of constant designer
involvement:
• Quality Assurance of usability & design
• Developers have a design coach
• Less refactoring due to bad interface
implementation
42. Important possibilities of involvement
Strategy
Have developers assist the creation of
the projects Mission and establishing
the Focus Groups
43. Important possibilities of involvement
Scope
Have developers take part in the creation
of the Personas and in the definition of
their main Tasks.
44. Important possibilities of involvement
Structure
This is the moment when a lot of
prioritization happens:
- workflows are defined
- the relevant vs the costly are evaluated
Let the developers help make these evaluations
45. Important possibilities of involvement
Structure
This helps developers in
Task
getting a feeling for:
Task
Business • What matters to
relevance Task the user
Task • What matters to
the customer
Task
Cost
46. Important possibilities of involvement
Skeleton
Make developers review prototypes
Have developers sit in
prototype-testing sessions
47. Important possibilities of involvement
Surface
Make developers review visual designs
Give developers functional prototypes
of complex interactions.
49. Important possibilities of involvement
Definition of done
Take the user experience and user
centered design view into account when
formulating the DoD.
51. Important possibilities of involvement
User Stories
Have designers watch & label user stories
This works for virtual and physical boards.
52. Important possibilities of involvement
Dailies
Have designers take part
They will know what is going on and
they can help with impediments
53. Important possibilities of involvement
Reviewing Work
Have designers review the work done
Here is where labeling becomes important
and allows designers to be autonomous.
61. Design principles for developers:
1. Be consistent mak
you e
2. Give humanoid feedback own r
!
3. Minimize distractions
4. Observe alignments & orientations
5. Group elements according to function
6. Use color and form to convey meaning
7. Offer undo
8. Details are not just details:
They make the product, so honor them.
65. Usability testing racing condition
Tests for sprint 1
done during sprint 2
have effect on sprint 3
66. BUT:
• Features are almost never evolve linearly
• Topics of sprints differ from one sprint to
another
• Usabilty Testing during the same sprint
creates unneccessary stress
73. Inform Involve Motivate
- Who - Meet up - Give Control
- What - Assign tasks - Be Positive
- Why - Empower - Celebrate
- Coach - Network - Show respect
74. Thanks!
I‘m @bratwurstkomet
This talk: liip.to/UCDagile
liip.ch * memibeltrame.ch