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Digital Conversations - Agile Creative Technology

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Digital Conversations - Agile Creative Technology

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The next phase of the digital communications revolution; the great collision of open source cloud technologies with agile, creative delivery", we will explore how digital leaders in government around the world are driving down costs and improving engagement by;
• employing new rapid digital delivery models in favour of the "big bang"
• applying user-centric thinking
• embracing open source tools for digital personalisation, optimisation and increased engagement
• personalising content for anonymous website visitors without the cost of big commercial software

The next phase of the digital communications revolution; the great collision of open source cloud technologies with agile, creative delivery", we will explore how digital leaders in government around the world are driving down costs and improving engagement by;
• employing new rapid digital delivery models in favour of the "big bang"
• applying user-centric thinking
• embracing open source tools for digital personalisation, optimisation and increased engagement
• personalising content for anonymous website visitors without the cost of big commercial software

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Digital Conversations - Agile Creative Technology

  1. 1. Reading Room Agile Creative Technology 30April, 2014
  2. 2. Agile principles 3. Working software is delivered frequently (weeks rather than months) 4. Working software is the principal measure of progress 5. Sustainable development, able to maintain a constant pace 6. Close, daily cooperation between business people and developers 7. Face-to-face conversation is the best form of communication 8. Projects are built around motivated individuals, who should be trusted 9. Continuous attention to technical excellence and good design 10. Simplicity—the art of maximizing the amount of work not done—is essential 11. Self-organising teams Customer satisfaction by rapid delivery of useful software Working software is delivered frequently 12. Regular adaptation to changing circumstances Working software is delivered frequently, and is the principle measure of progress 2. Welcome changing requirements, even late in development 1. Customer satisfaction by rapid delivery of useful software
  3. 3. The Agile Manifesto We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over Processes and tools Working software over Comprehensive documentation Customer collaboration over Contract negotiation Responding to change over Following a plan That is, while there is value in the items on the right, we value the items on the left more © 2001 Kent Beck, James Grenning, Robert C. Martin, Mike Beedle, Jim Highsmith, Steve Mellor, Arie van Bennekum, Andrew Hunt, Ken Schwaber, Alistair Cockburn, Ron Jeffries, Jeff Sutherland, Ward Cunningham, Jon Kern, Dave Thomas, Martin Fowler, Brian Marick
  4. 4. Question How can this be applied to creative technologies?
  5. 5. the next evolution
  6. 6. 3 points of evolution in delivery
  7. 7. 1. Employing new rapid digital delivery models in favour of the “big bang”
  8. 8. Delivery models are improving Big bang, waterfall methods are dying; 1. Endless specification processes 2. Document to the finest point of detail 3. Big go-live with meteoric impact?
  9. 9. Challenges that today’s projects face Do more with less • Budget • Resources High expectations from both internal and external stake holders Pitfall of investing in commercial off the shelf software and not much budget left for customisation / development.
  10. 10. Question What challenges do you face in delivering your digital projects? How could adopting the spirit of agility address these issues?
  11. 11. 2.Applying user-centric thinking
  12. 12. we need to mean it
  13. 13. The expert paradox We regularly speak of our customer’s needs But our practice is often dictated by our needs
  14. 14. User centric thinking Embedding users at each stage; Concepting and writing the brief Interaction design Using prototypes that make sense Always in beta, using the right tools to test
  15. 15. Question What might be stopping you from involving users in the design and development of your digital products? How can we overcome those barriers?
  16. 16. 3. Embracing open source tools for personalisation, optimisation and increased engagement
  17. 17. Broadcast to narrowcast Personalisation is the buzzword Relevance is the goal Responsiveness is the dream Measurement is everything
  18. 18. Evolution through disruption Open source and cloud based tools are disrupting the market Conversion optimisation Real-time personalisation Targeted automated messaging delivery Sexy tech is back, now it’s more accessible.
  19. 19. Question Where do you see the opportunities to personalise your organisations digital user experience? What are the barriers to realising these opportunities.
  20. 20. Case Study DonateLife
  21. 21. The Objectives We understand OTA need to: • Increase capability and capacity within the health system • Maximise donation rates • Build community awareness and stakeholder engagement across Australia to promote organ and tissue donation Project Objectives We understand OTA need to: • Have a stable environment for DonateLife Week • Maximise reuse and reduce rework • Minimise cost impact of phased approach Business Objectives Business Imperatives
  22. 22. Design for main and micro site Refinement of main site design How did this work? December January February /March April/May Donatelife.gov.au Donate Life Week Site Requirements- gathering & research Visual designs & Information architecture Functional specification, HTML Functional Prototype Development and UAT Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
  23. 23. How did this work? December January February March Donatelife.gov.au Donate Life Week Site Requirements- gathering & research Visual designs & Information architecture Functional specification, HTML Functional Prototype Development and UAT The research phase will essentially cover the whole of the DLW site process as learnings will be fed into the main site build. Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
  24. 24. Case Study Seqwater
  25. 25. The Objectives We understand SEQWater need to: • Provide up to date information for water users • Flood awareness across QId • Build community awareness and stakeholder engagement across Australia to promote SEQ as a tourist destination We understand SEQWater need to: • Have a stable environment prior to Christmas turn off of old sites • Reduce duplication of publishing/content • Minimise cost impact of phased approach Business Objectives Business Imperatives
  26. 26. How did this work? November December January Febraury Integrations with external systems Seqwater main site Requirements- gathering & research Visual designs & Information architecture Functional specification, HTML Functional Prototype Development and UAT Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Seqwater up a dry gully site
  27. 27. Agile Software Development Customer satisfaction by rapid delivery of design, user testing and useful software Usable design assets and working software are the principle measures of progress Agile Creative Technology
  28. 28. Questions? Ian Laslett Reading Room i.laslett@readingroom.com.au www.readingroom.com.au /ReadingRoomAustralia @ReadingRoom_AU

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