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May 23, 2012




               User experience (UX) and agile




Organised by            Presented by                      Hosted by
                        Peter Grierson
                        Experience design research lead
Tonight

Models of user experience (UX)
UX in agile
Panel discussion – UX at work
Good to meet you!

User experience and usability consultant	
Information architect
REA Group
Telco, Banking, Internet, Agency


              “In beginner's mind we have many possibilities,
              but in expert mind there is not much possibility...”

              Shunryu Suzuki
Way back when…

Usability ensures websites or products

Are easy to use
Provides satisfactory outcomes
Are easy to navigate
                                          Think	
  of	
  Gary	
  Larsen’s	
  cartoon	
  
                                          ‘Inconvenience	
  stores’	
  -­‐	
  all	
  the	
  
                                         right	
  components	
  of	
  a	
  store	
  are	
  
                                             there	
  but	
  in	
  an	
  unusable	
  
                                                    arrangement.…
Yes! We know!
“Why can't designers and developers make
 things for us and not themselves?”


Usability test participant
Anti UX




          Design for the problem or opportunities at hand
We still build bad products
Excuses:
It’s the users fault
They’ll ‘get it eventually’
We didn’t have time
UX is too expensive
Next release
User	
  Experience

• User	
  Experience
–    Defn:	
  	
   the	
  quality	
  of	
  experience	
  a	
  person	
  has	
  
     when	
  interac8ng	
  with	
  a	
  specific	
  design.	
  

     (Source:	
  UXnet)
Defining	
  User	
  Experience

• User	
  Experience
–    Defn:	
  	
   the	
  quality	
  of	
  experience	
  a	
  person	
  has	
  
     when	
  interac8ng	
  with	
  a	
  specific	
  design.	
  
     (Source:	
  UXnet)


                                      “quality of experience”
                                      This could be measured in terms of:
                                           Satisfaction
                                           Delight
                                           Positive brand experience
                                           Product preference
                                           Task completion rates
                                           Efficiency
Defining	
  User	
  Experience

• User	
  Experience
–    Defn:	
  	
   the	
  quality	
  of	
  experience	
  a	
  person	
  has	
  
     when	
  interac8ng	
  with	
  a	
  specific	
  design.	
  
     (Source:	
  UXnet)


                                              “a person”
                                                  Customer
                                                  Consumer
                                                  User
                                                  Audience
                                                  Participant
                                                  Disgruntled hospital visitor
Defining	
  User	
  Experience

• User	
  Experience
–    Defn:	
  	
   the	
  quality	
  of	
  experience	
  a	
  person	
  has	
  
     when	
  interac8ng	
  with	
  a	
  specific	
  design.	
  
     (Source:	
  UXnet)


                          “interacting with”
                               Using something.
                               Actively engaged with something or someone.
                          This precludes passively received media like cinema,
                           television, radio.
Defining	
  User	
  Experience

• User	
  Experience
–    Defn:	
  	
   the	
  quality	
  of	
  experience	
  a	
  person	
  has	
  
     when	
  interac8ng	
  with	
  a	
  specific	
  design.	
  
     (Source:	
  UXnet)


                          “design”
                                A designed thing.
                          Could vary from a single artifact (like a shower mixer)
                           to a complex multi-faceted experience
                          (like a museum)
Models of UX




 Credit: http://www.jjg.net/elements/
Great UX is multifaceted




                                                  Diagram: Peter Morville,
                                                     semanticstudios.com

              http://semanticstudios.com/publications/semantics/000029.php
Key Concepts
Key Concepts




Photo Credit - http://headrush.typepad.com/photos/uncategorized/2007/04/06/buythis.jpg - Kathy Sierra - My Favorite graphs
From MVP to MBU



       MVP
User Experience Design Process

Waterfall
     • Research	
  and	
  requirements.
     • Prototype:	
  
         » define	
  
         » test	
                        iterate   iterate

         » review	
  
     •   Visual	
  Design
     •   Build
     •   Launch
     •   Evaluate	
  and	
  repeat	
  
Agile UX
       Jeff Patton




www.agileproductdesign.com
AGILE PROCESS
AGILE and UX

Continuous research track                                  User evaluation(s)




                   Kick off/inception
                          Estimation
              Visual design direction
                       UI framework
                             ‘Cycle 0’

                                                    Prototype
                                         Visual design assets
Scaling it up…
                                                                                                                                 User evaluation(s)
              Continuous research track

                                              Who are the users?
                              What are they trying to accomplish?
                                           What frustrates them?
                                          What will delight them?

                                                                                           Kick off/inception
                            What happened before they started?                                    Estimation
                          What does the participant need to start?                    Visual design direction
                          What forms or worksheets do they use?                                UI framework
                            What happens after they’ve finished?                                     ‘Cycle 0’


                            What happened before they started?
                          What does the participant need to start?                                                   Prototype
                          What forms or worksheets do they use?                                                  Visual design
                            What happens after they’ve finished?


                    What similar things has the participant done?                                                                User evaluation(s)
                      What organizational memory to they use?
                    How did the participant learn to use the tool?


                                        Informative about behavior:
                                                    Usability testing
                                                      Field studies

                                         Informative about opinion:
                                                     Focus groups                          Kick off/inception
                                                           Surveys                                Estimation
                                                                                      Visual design direction
                                                           Outputs:                            UI framework
                                                          Personas                                   ‘Cycle 0’
                                                      Journey maps
                                                      Process maps
                                                                                                                     Prototype
Credit: http://www.agileproductdesign.com/blog/emerging_best_agile_ux_practice.html                              Visual design
User Experience Design Process

Agile	
  
            • Research	
  and	
  requirements	
  –	
  just	
  enough,	
  up	
  front
            • Model	
  and	
  design:	
  
              » define	
  
              » test	
                       Sprint/
                                           Iteration
              » review	
  
            • Collabora8ve
Inception                 Like the movie, a team of
                                                                high performers is
                                                                     assembled…




                                                  Developer     UX
                   Product owner
Digital designer
                                   Scrum master
                                                                   Brand/Marketing
Inception
SWOT analysis
Context mapping
Users
Modelling
   6-up, 1-up
   ‘Body storming’     Credits: www.readability.com/articles/z9ct8yjb
                         www.gogamestorm.com
Dot voting




                       Credit: www.ugleah.com/ux-team-of-one/
                               Brandon Shauer – Adaptive Path
Cycle ‘0’
Buys design time
Play architectural and technical stories
Establish IA
Stay one cycle ahead
Share sketches
Overall model and assets for stories
Cycle ‘0’
Cycle ‘n’
Prototype, sketching and visual
 Prototype
            design
    Low fidelity – cheap and testable
    High fidelity- detailed and still testable
Establish a visual design asset set
Cards contain testable criteria
Cycle ‘n’
Brand   Brand




                            Brand   Brand   Brand
Design wall
Discovery tool - personas
A user experience design process starts
before a ‘design’ is created
Personas aggregate segments of data and
user research, into people
Personas typically contain:
     Name
     Background
     Job
     Motivations
     Goals
They provide a common reference point
for designers and other project team
Guerilla Personas
Content mapping, lo fi prototypes
         and cards …
Rapid user evaluations
Recruit participants
to profile(s)

Project team
observes & logs
issues

Results Retro

Fixes/new cards
REA
UX Cards
REA
UX is embedded in the team
Product manager/owner, developer, QA and UX collaborate
Design framework is established at inception and ‘cycle 0’
Big technical and architectural stories played ‘up front’
Lo-fi sketching
Visual design starts and iterates with the team
User evaluations weekly or per sprint
Design walls
UX activities included on the board
User research is also a separate track in the organisation
Thank you



              Photo credit: Peter Grierson          Photo credit: Peter Grierson              Photo credit: Peter Grierson
          Text credit: Jared Spool uie.com      Text credit: Jared Spool uie.com          Text credit: Jared Spool uie.com



Twitter                           Reading                                          Jeff Patton
                                                                                   agileproductdesign.com
#leanux
#uxaustralia                                                                       Jason Furnell
#webstock                                                                          jasonfurnell.wordpress.com
#ux
#uxmelbourne                                                                       Ben Melbourne
                                                                                   asinthecity.com
                                                                                   www.agile-ux.com

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User Experience and agile

  • 1. May 23, 2012 User experience (UX) and agile Organised by Presented by Hosted by Peter Grierson Experience design research lead
  • 2. Tonight Models of user experience (UX) UX in agile Panel discussion – UX at work
  • 3. Good to meet you! User experience and usability consultant Information architect REA Group Telco, Banking, Internet, Agency “In beginner's mind we have many possibilities, but in expert mind there is not much possibility...” Shunryu Suzuki
  • 4. Way back when… Usability ensures websites or products Are easy to use Provides satisfactory outcomes Are easy to navigate Think  of  Gary  Larsen’s  cartoon   ‘Inconvenience  stores’  -­‐  all  the   right  components  of  a  store  are   there  but  in  an  unusable   arrangement.… Yes! We know!
  • 5. “Why can't designers and developers make things for us and not themselves?” Usability test participant
  • 6. Anti UX Design for the problem or opportunities at hand
  • 7. We still build bad products Excuses: It’s the users fault They’ll ‘get it eventually’ We didn’t have time UX is too expensive Next release
  • 8. User  Experience • User  Experience – Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet)
  • 9. Defining  User  Experience • User  Experience – Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “quality of experience” This could be measured in terms of: Satisfaction Delight Positive brand experience Product preference Task completion rates Efficiency
  • 10. Defining  User  Experience • User  Experience – Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “a person” Customer Consumer User Audience Participant Disgruntled hospital visitor
  • 11. Defining  User  Experience • User  Experience – Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “interacting with” Using something. Actively engaged with something or someone. This precludes passively received media like cinema, television, radio.
  • 12. Defining  User  Experience • User  Experience – Defn:     the  quality  of  experience  a  person  has   when  interac8ng  with  a  specific  design.   (Source:  UXnet) “design” A designed thing. Could vary from a single artifact (like a shower mixer) to a complex multi-faceted experience (like a museum)
  • 13. Models of UX Credit: http://www.jjg.net/elements/
  • 14. Great UX is multifaceted Diagram: Peter Morville, semanticstudios.com http://semanticstudios.com/publications/semantics/000029.php
  • 16. Key Concepts Photo Credit - http://headrush.typepad.com/photos/uncategorized/2007/04/06/buythis.jpg - Kathy Sierra - My Favorite graphs
  • 17. From MVP to MBU MVP
  • 18. User Experience Design Process Waterfall • Research  and  requirements. • Prototype:   » define   » test   iterate iterate » review   • Visual  Design • Build • Launch • Evaluate  and  repeat  
  • 19. Agile UX Jeff Patton www.agileproductdesign.com
  • 21. AGILE and UX Continuous research track User evaluation(s) Kick off/inception Estimation Visual design direction UI framework ‘Cycle 0’ Prototype Visual design assets
  • 22. Scaling it up… User evaluation(s) Continuous research track Who are the users? What are they trying to accomplish? What frustrates them? What will delight them? Kick off/inception What happened before they started? Estimation What does the participant need to start? Visual design direction What forms or worksheets do they use? UI framework What happens after they’ve finished? ‘Cycle 0’ What happened before they started? What does the participant need to start? Prototype What forms or worksheets do they use? Visual design What happens after they’ve finished? What similar things has the participant done? User evaluation(s) What organizational memory to they use? How did the participant learn to use the tool? Informative about behavior: Usability testing Field studies Informative about opinion: Focus groups Kick off/inception Surveys Estimation Visual design direction Outputs: UI framework Personas ‘Cycle 0’ Journey maps Process maps Prototype Credit: http://www.agileproductdesign.com/blog/emerging_best_agile_ux_practice.html Visual design
  • 23. User Experience Design Process Agile   • Research  and  requirements  –  just  enough,  up  front • Model  and  design:   » define   » test   Sprint/ Iteration » review   • Collabora8ve
  • 24. Inception Like the movie, a team of high performers is assembled… Developer UX Product owner Digital designer Scrum master Brand/Marketing
  • 25. Inception SWOT analysis Context mapping Users Modelling 6-up, 1-up ‘Body storming’ Credits: www.readability.com/articles/z9ct8yjb www.gogamestorm.com Dot voting Credit: www.ugleah.com/ux-team-of-one/ Brandon Shauer – Adaptive Path
  • 26. Cycle ‘0’ Buys design time Play architectural and technical stories Establish IA Stay one cycle ahead Share sketches Overall model and assets for stories
  • 29. Prototype, sketching and visual Prototype design Low fidelity – cheap and testable High fidelity- detailed and still testable Establish a visual design asset set Cards contain testable criteria
  • 30. Cycle ‘n’ Brand Brand Brand Brand Brand
  • 32. Discovery tool - personas A user experience design process starts before a ‘design’ is created Personas aggregate segments of data and user research, into people Personas typically contain: Name Background Job Motivations Goals They provide a common reference point for designers and other project team
  • 34. Content mapping, lo fi prototypes and cards …
  • 35. Rapid user evaluations Recruit participants to profile(s) Project team observes & logs issues Results Retro Fixes/new cards
  • 37. REA UX is embedded in the team Product manager/owner, developer, QA and UX collaborate Design framework is established at inception and ‘cycle 0’ Big technical and architectural stories played ‘up front’ Lo-fi sketching Visual design starts and iterates with the team User evaluations weekly or per sprint Design walls UX activities included on the board User research is also a separate track in the organisation
  • 38.
  • 39. Thank you Photo credit: Peter Grierson Photo credit: Peter Grierson Photo credit: Peter Grierson Text credit: Jared Spool uie.com Text credit: Jared Spool uie.com Text credit: Jared Spool uie.com Twitter Reading Jeff Patton agileproductdesign.com #leanux #uxaustralia Jason Furnell #webstock jasonfurnell.wordpress.com #ux #uxmelbourne Ben Melbourne asinthecity.com www.agile-ux.com