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Presented by Carol Smith - @Carologic
Cleveland Web SIG
May 2014
Select Clients & Employers
Education
Confidential. All Rights Reserved.
Supports people
who research, design, and evaluate
the user experience of products and services.
www.uxpa.org
"The biggest waste of all
is building something
no one wants“
- Eric Ries @ericries
Eric Ries @ericries via @MelBugai on Twitter at
LeanStartupMI in 2011
Create a great,
usable, accessible,
and relevant experience
Not a specific set of tools
Not a specific method: scrum, kanban, etc.
Agile is a Process
http://agilemanifesto.org/
UX: Shared Values – Shifted Interpretation
• Individuals and interactions
• Customer is not user in Agile
• Working software - speed
• Collaboration
• Responding to change
• Iterations
• Changes in technology
UX + Agile by Jim Laing, UX Pittsburgh, 6 May 2014
Constant Improvement
Not the way it’s always been
UX & Agile in Practice
Backlog
Requirements: Multiple Sources
• UX team, users • Business Analysts and
stakeholders
Epics
Story Story Story
VOC
Marketing
Stakeholders
Interviews & Observations
Web Analytics
Usability Testing
Customer Feedback
UX in Prioritization Meetings
• Discuss new issues and existing ones
• Kill bad ideas early
• Negotiate on behalf of the users
• Internal users (CMS, etc.)
• Customers
• Balance user needs with business needs
• Consider what is possible within the sprint
Preparation – Not BUFD
Sprint 0 - Research
• Understand users to make a great design
• How much?
• What is being developed?
• What do you know?
• What questions are still open?
• Long Sprint 0 or many sprints?
Information Radiators
• Sharing of information
• Mental Models
• Inform Personas
• Walls, Confluence, JIRA, Hipchat, etc.
Paper, Clickable or Code?
• Start with paper
• Wireframes
• Clickable prototypes (Axure)
• Throwaway HTML Prototype
Wireframes & Comps
• Development for Sprint 1 and 2 if possible
• Wireframes for nearly all pages/interactions
• Comps (colors, fonts) when needed
• New pages/templates
• Complex interactions
• New graphics/design
Style Guides and Standards
• Speed up the work
• Less questions on implementation
• Allow dev to go with what they already know
Sprints
Integrating with Agile
Sprint0
User
Research
Design
for S1
Sprint1
UR for S3
D for S2
Sprint2
UR for S4
D for S3
Usability
Test
Sprint3
UR for S5
D for S4
U Test
Sprint0
Sprint
Planning
Sprint1
Dev
Sprint2
Dev
Sprint3
Dev
Increased understanding of Users
DevUX
UX and Agile in Practice
Increased Understanding of Users
Persona Development
User
Observations
SurveyInterviews
Sprint0
Sprint1
Sprint2
Sprint3
Sprint4
Sprint5
Sprint6
BA
Sprint0
Sprint1
Sprint2
Sprint3
Sprint4
Sprint5
Sprint6
UXDev
Sprint0
Sprint1
Sprint2
Sprint3
Sprint4
Sprint5
Sprint6
Sprint
Plan
Epics &
Stories
UX Tandem Team
• Team 1
• Discovery for future sprints
• Prototype and validate
• Feasible? Desirable? Valuable? (Kill ideas that are not)
• Good ideas go into Dev
• Team 2
• Work on good ideas they worked on in Discovery
• Complete: go into Discovery again or prepare and run
usability test
Sprint0
Team 1:
Discovery
Team 2:
Discovery
Sprint1
Team 1:
Support Dev
Team 2:
Discovery
Sprint2
Team 1:
Support Dev
Team 2:
Usability
Test
Testing Methods
Any Method Can be Adapted
• Quick
• Bare minimum of effort
• Get needed feedback
• Provide recommendations
• Repeatable
Materials to Test
• Paper
• Complex to test – participants may misunderstand
• Guerilla / hallway test
• Wireframes
• Can easily change
• Clickable prototypes (PowerPoint, Visio, Axure)
• Easier to understand
• Throwaway HTML Prototype
• Real Code
• Great if it’s the right solution
Scope Effort
• Consider budget, resources
• Time
• Recruiting
• Facilitating
• Analyzing
• Adding participants increases budget & time
Traditional Usability Testing
• In-Person or remote
• Less users, shorter sessions
• Analyze at lunch
• 3 or more users
• Half hour to 1 hour each
RITE
Rapid Iterative Testing & Evaluation (RITE)
• Qualitative user feedback
• actions + comments
• Series of small usability tests
• 3 participants each day
• Minimum of 3 days of testing
• Iteration between testing days
• Total of 5 days
RITE Process
Test Update Test
1
2
3
High
Medium
Low
Priority
& Level
of Effort
32
Recap Sessions
• End of each day - after the last session
• Room with a whiteboard
• About 30 minutes
• Discuss:
• trends seen
• concerns
• recommendations
• prioritize changes for the next round
• list lower priority changes for future iterations
33
RITE Results
• Final prototype
• Vetted with users
• Base for recommendations
• Light Report: “Caterpillar to Butterfly”
• Screenshots show progressions
• What changes were made and why
What Works for RITE
• Best used early in project lifecycle
• Early concepts
• Need to be vetted with users
• Can assist in quickly shaping designs
35
Regular Testing
• Reduce waiting for
recruitment
• Once per sprint or every
few sprints
• Same day mid-week (not
Monday or Friday)
Why Regular?
• Team becomes:
• accustomed to steady stream of qualitative insight
• insight ensures quick decisions…line up with business and
user goals
Adapted from Jeff Gothelf - http://blog.usabilla.com/5-
effective-ways-for-usability-testing-to-play-nice-with-agile/
“Teams should stretch to
get work into that day’s
test and use the cadence
to drive productivity.”
- Jeff Gothelf
Jeff Gothelf - http://blog.usabilla.com/5-effective-ways-
for-usability-testing-to-play-nice-with-agile/
User Testing Day!
• Make team aware
• Invite everyone
• Watch remotely
• Recurring meeting invites for stakeholders
True Statements
• All interfaces have usability problems
• Limited resources to fix them
• More problems than resources
• Less serious problems distract
• Intense focus on fixing most serious
problems first
Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself
Guide to Finding and Fixing Usability Problems. By Steve Krug
Make Useful & Usable
Recommendations -
Quickly
Goal
• Identify top 5 or 10 most serious issues
• Top 3 from each list
• Prioritize from lists
• Commit resources for next sprint
• Stop (no report!)
• Communicate what is needed
• How will it be used?
Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself
Guide to Finding and Fixing Usability Problems. By Steve Krug
Tweak, Don’t Redesign
• Small iterative changes
• Make it better now
• Don’t break something else
• Take something away
• Reduce distractions
• Don’t add – question it
Rocket Surgery Made Easy: The Do-It-Yourself Guide
to Finding and Fixing Usability Problems. By Steve Krug
Discussion
What is post-Agile?
• It’s not perfect
• Hard to implement 100%
• Some planning is always necessary
• Complex, critical interactions require waterfall style
planning
Contact
carologic@gmail.com
slideshare.net/carologic
@Carologic
Recommended Readings
4
References
• Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab.
• Cooper, Alan. The Inmates are Running the Asylum
• Goodwin, Kim. Designing for the Digital Age: How to Create Human-Centered
Products and Services
• Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-
play-nice-with-agile/
• Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in
Diverse Situations. Tutorial, 2003 UPA Conference.
• Krug, Steve. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding
and Fixing Usability Problems.
• Kuniavsky, Mike. Observing the User Experience: A Practitioner's Guide to User
Research
• Mulder, Steve. The User Is Always Right: A Practical Guide to Creating and
Using Personas for the Web
• Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to
Plan, Design, and Conduct Effective Tests. John Wiley & Sons, Inc.

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Integrating UX in Agile at WebSigCleveland.org

  • 1. Presented by Carol Smith - @Carologic Cleveland Web SIG May 2014
  • 2. Select Clients & Employers Education Confidential. All Rights Reserved.
  • 3. Supports people who research, design, and evaluate the user experience of products and services. www.uxpa.org
  • 4. "The biggest waste of all is building something no one wants“ - Eric Ries @ericries Eric Ries @ericries via @MelBugai on Twitter at LeanStartupMI in 2011
  • 5. Create a great, usable, accessible, and relevant experience
  • 6. Not a specific set of tools Not a specific method: scrum, kanban, etc. Agile is a Process
  • 8. UX: Shared Values – Shifted Interpretation • Individuals and interactions • Customer is not user in Agile • Working software - speed • Collaboration • Responding to change • Iterations • Changes in technology
  • 9. UX + Agile by Jim Laing, UX Pittsburgh, 6 May 2014
  • 10. Constant Improvement Not the way it’s always been
  • 11. UX & Agile in Practice
  • 13. Requirements: Multiple Sources • UX team, users • Business Analysts and stakeholders Epics Story Story Story VOC Marketing Stakeholders Interviews & Observations Web Analytics Usability Testing Customer Feedback
  • 14. UX in Prioritization Meetings • Discuss new issues and existing ones • Kill bad ideas early • Negotiate on behalf of the users • Internal users (CMS, etc.) • Customers • Balance user needs with business needs • Consider what is possible within the sprint
  • 16. Sprint 0 - Research • Understand users to make a great design • How much? • What is being developed? • What do you know? • What questions are still open? • Long Sprint 0 or many sprints?
  • 17. Information Radiators • Sharing of information • Mental Models • Inform Personas • Walls, Confluence, JIRA, Hipchat, etc.
  • 18. Paper, Clickable or Code? • Start with paper • Wireframes • Clickable prototypes (Axure) • Throwaway HTML Prototype
  • 19. Wireframes & Comps • Development for Sprint 1 and 2 if possible • Wireframes for nearly all pages/interactions • Comps (colors, fonts) when needed • New pages/templates • Complex interactions • New graphics/design
  • 20. Style Guides and Standards • Speed up the work • Less questions on implementation • Allow dev to go with what they already know
  • 22. Integrating with Agile Sprint0 User Research Design for S1 Sprint1 UR for S3 D for S2 Sprint2 UR for S4 D for S3 Usability Test Sprint3 UR for S5 D for S4 U Test Sprint0 Sprint Planning Sprint1 Dev Sprint2 Dev Sprint3 Dev Increased understanding of Users DevUX
  • 23. UX and Agile in Practice Increased Understanding of Users Persona Development User Observations SurveyInterviews Sprint0 Sprint1 Sprint2 Sprint3 Sprint4 Sprint5 Sprint6 BA Sprint0 Sprint1 Sprint2 Sprint3 Sprint4 Sprint5 Sprint6 UXDev Sprint0 Sprint1 Sprint2 Sprint3 Sprint4 Sprint5 Sprint6 Sprint Plan Epics & Stories
  • 24. UX Tandem Team • Team 1 • Discovery for future sprints • Prototype and validate • Feasible? Desirable? Valuable? (Kill ideas that are not) • Good ideas go into Dev • Team 2 • Work on good ideas they worked on in Discovery • Complete: go into Discovery again or prepare and run usability test Sprint0 Team 1: Discovery Team 2: Discovery Sprint1 Team 1: Support Dev Team 2: Discovery Sprint2 Team 1: Support Dev Team 2: Usability Test
  • 26. Any Method Can be Adapted • Quick • Bare minimum of effort • Get needed feedback • Provide recommendations • Repeatable
  • 27. Materials to Test • Paper • Complex to test – participants may misunderstand • Guerilla / hallway test • Wireframes • Can easily change • Clickable prototypes (PowerPoint, Visio, Axure) • Easier to understand • Throwaway HTML Prototype • Real Code • Great if it’s the right solution
  • 28. Scope Effort • Consider budget, resources • Time • Recruiting • Facilitating • Analyzing • Adding participants increases budget & time
  • 29. Traditional Usability Testing • In-Person or remote • Less users, shorter sessions • Analyze at lunch • 3 or more users • Half hour to 1 hour each
  • 30. RITE
  • 31. Rapid Iterative Testing & Evaluation (RITE) • Qualitative user feedback • actions + comments • Series of small usability tests • 3 participants each day • Minimum of 3 days of testing • Iteration between testing days • Total of 5 days
  • 32. RITE Process Test Update Test 1 2 3 High Medium Low Priority & Level of Effort 32
  • 33. Recap Sessions • End of each day - after the last session • Room with a whiteboard • About 30 minutes • Discuss: • trends seen • concerns • recommendations • prioritize changes for the next round • list lower priority changes for future iterations 33
  • 34. RITE Results • Final prototype • Vetted with users • Base for recommendations • Light Report: “Caterpillar to Butterfly” • Screenshots show progressions • What changes were made and why
  • 35. What Works for RITE • Best used early in project lifecycle • Early concepts • Need to be vetted with users • Can assist in quickly shaping designs 35
  • 36. Regular Testing • Reduce waiting for recruitment • Once per sprint or every few sprints • Same day mid-week (not Monday or Friday)
  • 37. Why Regular? • Team becomes: • accustomed to steady stream of qualitative insight • insight ensures quick decisions…line up with business and user goals Adapted from Jeff Gothelf - http://blog.usabilla.com/5- effective-ways-for-usability-testing-to-play-nice-with-agile/
  • 38. “Teams should stretch to get work into that day’s test and use the cadence to drive productivity.” - Jeff Gothelf Jeff Gothelf - http://blog.usabilla.com/5-effective-ways- for-usability-testing-to-play-nice-with-agile/
  • 39. User Testing Day! • Make team aware • Invite everyone • Watch remotely • Recurring meeting invites for stakeholders
  • 40. True Statements • All interfaces have usability problems • Limited resources to fix them • More problems than resources • Less serious problems distract • Intense focus on fixing most serious problems first Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 41. Make Useful & Usable Recommendations - Quickly
  • 42. Goal • Identify top 5 or 10 most serious issues • Top 3 from each list • Prioritize from lists • Commit resources for next sprint • Stop (no report!) • Communicate what is needed • How will it be used? Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 43. Tweak, Don’t Redesign • Small iterative changes • Make it better now • Don’t break something else • Take something away • Reduce distractions • Don’t add – question it Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 45. What is post-Agile? • It’s not perfect • Hard to implement 100% • Some planning is always necessary • Complex, critical interactions require waterfall style planning
  • 48. References • Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab. • Cooper, Alan. The Inmates are Running the Asylum • Goodwin, Kim. Designing for the Digital Age: How to Create Human-Centered Products and Services • Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to- play-nice-with-agile/ • Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in Diverse Situations. Tutorial, 2003 UPA Conference. • Krug, Steve. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. • Kuniavsky, Mike. Observing the User Experience: A Practitioner's Guide to User Research • Mulder, Steve. The User Is Always Right: A Practical Guide to Creating and Using Personas for the Web • Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John Wiley & Sons, Inc.