A presentation at the UX & UI Summit, part of the 2015 Esri Developer Summit, discussing brainstorming techniques for agile/scrum lifecycles: 1) Pitch & Critique method, 2) 6-8-5 Ideation method, and 3) Design Studio sessions method.
9. Let’s brainstorm… Rules of Brainstorming
#devsummit #esriux #esriui
Withhold the
judgement of
ideas
1.
10. Let’s brainstorm… Rules of Brainstorming
#devsummit #esriux #esriui
Withhold the
judgement of
ideas
Encourage
wild, exaggerated
ideas
1. 2.
11. Let’s brainstorm… Rules of Brainstorming
#devsummit #esriux #esriui
Withhold the
judgement of
ideas
Encourage
wild, exaggerated
ideas
Quantity counts
at this point,
not quality
1. 2. 3.
21. 3 Group Brainstorming Techniques
•Pitch & Critique
•6-8-5 Ideation
•Design Studio sessions
22. Credit: Pitch & Critique, and 6-8-5 Ideation Method
• This concept is based on a session from
SXSW Interactive 2012
by Fred Beecher (Evantage), Krista Sanders (Google), Russ Unger
(UserGlue), and Brynn Evans (Google).
• http://schedule.sxsw.com/2012/events/event_IAP13716
24. Overview & Objective
• Embrace critiques from other individuals through a focused process.
• Time: the length of your presentation
25. Overview & Objective
• Embrace critiques from other individuals through a focused process.
• Time: the length of your presentation, with minimal interruption
45. Overview & Objective
• Quickly capture different perspectives and ideas,
then pull from the best of all the ideas to proceed
forward with a concept for the system.
• Time: 5 minutes + Discussion / Debrief
• Helps to removes some “group-think”
55. Overview & Objective
• Capture different perspectives and ideas,
through 2 rounds of sketches, then pull from
the best of all the ideas to proceed forward
with a concept for the system.
• Time: 10 minutes + ( 2 minutes per person) + Discussion time
• Allows people to build upon each other’s ideas in a constructive manner
70. 3 Group Brainstorming Techniques
•Pitch & Critique
•6-8-5 Ideation
•Design Studio sessions
71. Source: Robert Pressman, Software Engineering :
A Practitioner’s Approach
$1 to correct errors before design
72. Source: Robert Pressman, Software Engineering :
A Practitioner’s Approach
$1 to correct errors before design =
$10 to fix during product development
73. $1 to correct errors before design =
$10 to fix during product development =
$100 to fix after the product is released
Source: Robert Pressman, Software Engineering :
A Practitioner’s Approach
74. $1 to correct errors before design =
$10 to fix during product development =
$100 to fix after the product is released
Source: Robert Pressman, Software Engineering :
A Practitioner’s Approach
75.
76.
77. Brainstorming in an Agile World
Frank Garofalo
Esri User Experience Team Leader
@fgarofalo
#devsummit #esriux #esriui #uxui
2014 Leah Buley. UX as a Team Sport. UI 9 Conference
Input from others with a vested interest
Input from others with a vested interest
Take 30 seconds to set-up the context
The Challenge + user considerations + technical constraints = CONTEXT
Have the audience write questions / comments / concerns on sticky notes
Have the audience write questions / comments / concerns on sticky notes
Have the audience write questions / comments / concerns on sticky notes
Project team members / stakeholders draft a series of panels containing rough sketches, outlining the sequence of events a user / customer will experience before, during, and after using a product, system, or service.
Time: ~17 minutes + (4 minutes per person) + Discussion / Debrief
Have the project team members (including key stakeholders) meet together
Step 1. Review the project requirements / objectives / user stories or epics
Step 2. For each individual, fold a 8.5 x 11 sheet of paper 3 times.
Open the folds, should have a grid of 8 sections
Step 4. Ask each individual to draw 6-8 sketches of their ideas. Provide 5 minutes to draw sketches
Step 5. Ask each individual to share their sketches
Step 6. Open Discussion: Compare the different perspectives & combine the “best” ideas
Capture different perspectives and ideas, through 2 rounds of sketches, then pull from the best of all the ideas to proceed forward with a concept for the system.
Time: 10 minutes + ( 2 minutes per person) + Discussion time
Input from various roles on the team
Input from others with a vested interest
Helps to removes some “group-think”
Allows people to build upon each other’s ideas in a constructive manner
Have the project team members (including key stakeholders) meet together
Step 1. Review the project requirements / objectives / user stories or epics
Sketching Round 1
Step 2. Each person should have a sheet of paper and a writing utensil
Step 3. Sketch Round 1 - Give the group 5 minutes to sketch their ideas