There is a common misconception that User Experience (UX) work will slow Agile down. In this session Carol Smith (@carologic) will dispel this theory by sharing her experiences, and the best practices that she has collected through her own work, as well as through attending training and workshops with advanced UX/Agile practitioners.
This presentation will include discussions of how to successfully embed the UX team; the pros and cons of Agile projects; and the UX team’s responsibilities with regard to prioritization of work. Finally, Carol will discuss best practices and several successful ways to integrate usability testing methods across iterations.
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
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
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?
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
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
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
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.