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Blending
            User
    Experience
     & Business
        Analysis
 thinking in the
Agile Customer
            Role



                   1
Blending
            User
    Experience
     & Business
        Analysis
 thinking in the
Agile Customer
            Role
       Jeff Patton



                     1
Blending
            User
    Experience
     & Business
        Analysis
 thinking in the
Agile Customer
            Role
       Jeff Patton
           ThoughtWorks
        jpatton@acm.org



                          1
Blending
            User
    Experience
     & Business
        Analysis
 thinking in the
Agile Customer
            Role
         Jeff Patton
              ThoughtWorks
           jpatton@acm.org
    AgileProductDesign.com

                             1
PEOPLE Learn Skills in a 3-stage Progression:
 Follow / Break Away / Achieve Fluency

        Level 1:following (shu)
                 Learn “a technique that works”
                 (Success = following the technique)

        Level 2:breaking away ( ha )
                 Learn limits of the technique
                 Learn to shift between techniques

        Level 3:fluent ( ri )
                 Shift techniques at any moment
                 Possibly unable to describe the shifts




         We will use this progression throughout the course.
                                                               ©Alistair Cockburn
                                                     Slide 3              2005-6


                                                                                    2
Today I’ll cover 3 areas

  1. What is user experience
           design?

2. Design & analysis practices
  useful for Agile customers

 3. Incorporating design and
analysis practices into an Agile
           lifecycle
                               3


                                   3
By “Design” I mean the decisions we make regarding
        the software solution we choose to build.




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   4
                                                                               4
By “Design” I mean the decisions we make regarding
        the software solution we choose to build.

                                 “The hardest single part of building a software
                                 system is deciding precisely what to build.”

                                 -- Fred Brooks In his 1987 essay “No Silver Bullet”




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com       4
                                                                                       4
By “Design” I mean the decisions we make regarding
        the software solution we choose to build.

                                 “The hardest single part of building a software
                                 system is deciding precisely what to build.”

                                 -- Fred Brooks In his 1987 essay “No Silver Bullet”




                                 quot;A requirement is a relationship to a decision: If
                                 you get to make or change the decision, it's
                                 design to you; if you don't get to make or change
                                 that decision, it's a requirement to you.quot;

                                 -- Alistair Cockburn


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com       4
                                                                                       4
Garrett’s Elements of
User Experience Model
 describes a series of
 dependent decisions.


                     5


                         5
Software user experience is built
        from dependent layers




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   6
                                                                               6
Software user experience is built
        from dependent layers




      Jesse James Garrett’s Elements of User Experience: http://www.jjg.net/elements/

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                6
                                                                                            6
The surface layer describes finished visual
        design aspects

                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   7
                                                                               7
The surface layer describes finished visual
        design aspects

                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   7
                                                                               7
The skeleton describes screen layout
        and functional compartments in the screen


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   8
                                                                               8
The skeleton describes screen layout
        and functional compartments in the screen


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   8
                                                                               8
Structure defines navigation from
        place to place in the user interface

                     Surface

                                                                                  task panes
                     Skeleton


                     Structure                                             modal dialogs


                     Scope
                                                              modal wizards

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                   9
                                                                                               9
The “places” in the user interface
        are built to support user-task-centric scope
                                                                  user tasks:
                     Surface                                      • enter numbers
                                                                  • enter text
                                                                  • enter formulas
                                                                  • format cells
                     Skeleton                                     • sort information
                                                                  • filter information
                                                                  • aggregate information
                     Structure                                    • graph data
                                                                  • save data
                                                                  • import data
                                                                  • export data
                     Scope                                        • print
                                                                  • …..

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                    10
                                                                                                 10
The “places” in the user interface
        are built to support user-task-centric scope
                                                                  user tasks:
                     Surface                                      • enter numbers
                                                                  • enter text
                                                                  • enter formulas
                                                                  • format cells
                     Skeleton                                     • sort information
                                                                  • filter information
                                                                  • aggregate information
                     Structure                                    • graph data
                                                                  • save data
                                                                  • import data
                                                                  • export data
                     Scope                                        • print
                                                                  • …..

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                    10
                                                                                                 10
Business goals drive user constituencies choices
        and contexts supported to form strategy

                                                                  business goals:
                     Surface                                      • displace competitive products
                                                                  • motivate sale of other
                                                                    integrated products
                                                                  • establish file format as default
                     Skeleton                                       information sharing format
                                                                  • …
                                                                  user constituencies:
                     Structure                                    • accountant
                                                                  • business planner
                                                                  • housewife
                                                                  • …
                     Scope                                        usage contexts:
                                                                  • office desktop
                                                                  • laptop on airplane
                     Strategy                                     • pda in car
                                                                  • …


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                      11
                                                                                                       11
Garret’s Elements of UX stack can apply to the user
        experience of other complex products




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   12
                                                                                12
Garret’s Elements of UX stack can apply to the user
        experience of other complex products




             These layers of concern apply
                 not only to software but a
                       variety of products.

                     In particular, products that
              support a wide variety of user
                 tasks benefit from this kind of
                                                          thinking.
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   12
                                                                                12
Let’s look at the strategy for a product we all use:
        the place we live

                                                                  goals:
                     Surface                                      • live comfortably
                                                                  • eat well
                                                                  • stay clean
                                                                  • be healthy
                     Skeleton                                     • keep up with Jones’s
                                                                  • …
                                                                  user constituencies:
                     Structure                                    • me
                                                                  • spouse
                                                                  • child
                                                                  • …
                     Scope                                        usage contexts:
                                                                  • suburban neighborhood
                                                                  • near good schools
                     Strategy                                     • near shopping
                                                                  • …


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                    13
                                                                                                 13
Let’s look at the strategy for a product we all use:
        the place we live

                                                                  goals:
                     Surface                                      • live comfortably
                                                                  • eat well
                                                                  • stay clean
                                                                  • be healthy
                     Skeleton                                     • keep up with Jones’s
                                                                  • …
                                                                  user constituencies:
                     Structure                                    • me
                                                                  • spouse
                                                                  • child
                                                                  • …
                     Scope                                        usage contexts:
                                                                  • suburban neighborhood
                                                                  • near good schools
                     Strategy                                     • near shopping
                                                                  • …


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                    13
                                                                                                 13
What might I, and my other user
        constituencies, do to reach our goals?
                                                                  user tasks:
                     Surface                                      • store food
                                                                  • prepare food
                                                                  • eat food
                                                                  • sleep
                     Skeleton                                     • bathe
                                                                  • store changes of clothing
                                                                  • stay out of rain
                     Structure                                    • entertain guests
                                                                  • entertain self
                                                                  • …
                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                    14
                                                                                                 14
What might I, and my other user
        constituencies, do to reach our goals?
                                                                  user tasks:
                     Surface                                      • store food
                                                                  • prepare food
                                                                  • eat food
                                                                  • sleep
                     Skeleton                                     • bathe
                                                                  • store changes of clothing
                                                                  • stay out of rain
                     Structure                                    • entertain guests
                                                                  • entertain self
                                                                  • …
                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                    14
                                                                                                 14
Arranging tasks by affinity allows me to
        think about contexts that best support tasks.
        Contexts in a home have common names we all know.


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   15
                                                                                15
Arranging tasks by affinity allows me to
        think about contexts that best support tasks.
        Contexts in a home have common names we all know.


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   15
                                                                                15
When designing a particular interaction
        context such as a “kitchen,” I optimize layout
        and tool choices to support tasks I’ll do there


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   16
                                                                                16
When designing a particular interaction
        context such as a “kitchen,” I optimize layout
        and tool choices to support tasks I’ll do there


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   16
                                                                                16
“I’m going to spend a lot of time here, I want my
        experience to be as pleasant as possible…”


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   17
                                                                                17
“I’m going to spend a lot of time here, I want my
        experience to be as pleasant as possible…”


                     Surface


                     Skeleton


                     Structure

                     Scope

                     Strategy


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   17
                                                                                17
Underneath Garrett’s
 model is a simple 3
    layer model


                   18


                        18
Norman’s simple model for a human
        in pursuit of a goal




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   19
                                                                                19
Norman’s simple model for a human
        in pursuit of a goal




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   19
                                                                                19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   19
                                                                                19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve




      take some

     action




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   19
                                                                                19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve




      take some

     action


                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   19
                                                                                19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve




      take some

     action
                                                                           action evaluation
                                                                           did that action deliver that results I
                                                                                       expected?

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                               19
                                                                                                                    19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve




      take some

     action
                                                                           action evaluation
                                                                           did that action deliver that results I
                                                                                       expected?

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                               19
                                                                                                                    19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve



                                                                            goal evaluation
                                                                               is my goal met or problem
                                                                                       resolved?
      take some

     action
                                                                           action evaluation
                                                                           did that action deliver that results I
                                                                                       expected?

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                               19
                                                                                                                    19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve



                                                                            goal evaluation
                                                                               is my goal met or problem
                                                                                       resolved?
      take some

     action
                                                                           action evaluation
                                                                           did that action deliver that results I
                                                                                       expected?

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                               19
                                                                                                                    19
Norman’s simple model for a human
        in pursuit of a goal

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve



                                                                            goal evaluation
                                                                               is my goal met or problem
                                                                                       resolved?
      take some

     action
                                                                           action evaluation
                                                                           did that action deliver that results I
                                                                                       expected?

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                               19
                                                                                                                    19
Distilling this down to goals, tasks, and tools

                                            problem or
                                               goal
                                            How I’d like to feel, or
                                           what I’d like to achieve



                                                                            goal evaluation
                                                                               is my goal met or problem
                                                                                       resolved?
      take some

     action
                                                                           action evaluation
                                                                           did that action deliver that results I
                                                                                       expected?

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                               20
                                                                                                                    20
Distilling this down to goals, tasks, and tools


                                              goal
                                                                            goal evaluation
                                                                               is my goal met or problem
                                                                                       resolved?
      take some

     action
                                                                           action evaluation
                                                                           did that action deliver that results I
                                                                                       expected?

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                               20
                                                                                                                    20
Distilling this down to goals, tasks, and tools


                                              goal

                                              task

                                          the world
                                        information and tools

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   20
                                                                                20
Distilling this down to goals, tasks, and tools


                                              goal

                                              task

                                                tool
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   20
                                                                                20
Software contains features that support a
        number of tasks and a number of goals


                                            goals

                                            tasks

                                              tools
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   21
                                                                                21
Software contains features that support a
        number of tasks and a number of goals


                                            goals

                                            tasks
                              software

                                              tools
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   21
                                                                                21
Software contains features that support a
        number of tasks and a number of goals


                                            goals

                                            tasks
                              software

                                       features
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   21
                                                                                21
When we think about
     quality of use
experience, we need to
re-think what we mean
       by quality.

                    22


                         22
Don Norman explains that beauty, at least for
        products, isn’t skin deep

                                                                           “Attractive things make
                                                                           people feel good,
                                                                           which in turn makes
                                                                           them think more
                                                                           creatively…. making it
                                                                           easier for people to find
                                                                           solutions to the
                                                                           problems they
                                                                           encounter.”

                                                                           -- Don Norman




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                      23
                                                                                                       23
Norman explains three characteristics of design to
        observe: Visceral, Behavioral, & Reflective

                                                                           Visceral
                                                                           What is the products
                                                                           initial impact or
                                                                           appearance?

                                                                           Behavioral
                                                                           How does the object
                                                                           feel to use?

                                                                           Reflective
                                                                           What does the object
                                                                           make you think about?
                                                                           What does it say about
                                                                           it’s owner?



© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                   24
                                                                                                    24
Norman explains three characteristics of design to
        observe: Visceral, Behavioral, & Reflective

                                                                           Visceral
                                                                           What is the products
                                                                           initial impact or
                                                                           appearance?

                                                                           Behavioral
                                                                           How does the object
                                                                           feel to use?

                                                                           Reflective
                                                                           What does the object
                                                                           make you think about?
                                                                           What does it say about
                                                                           it’s owner?



© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                   24
                                                                                                    24
Noriaki Kano asks us to consider quality as being
        composed of objective and subjective elements




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   25
                                                                                25
Noriaki Kano asks us to consider quality as being
        composed of objective and subjective elements

                                                    “Discussions of quality have
                                                    revolved around the two aspects of
                                                    subjectivity and objectivity since the
                                                    time of Aristotle.




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com            25
                                                                                             25
Noriaki Kano asks us to consider quality as being
        composed of objective and subjective elements

                                                    “Discussions of quality have
                                                    revolved around the two aspects of
                                                    subjectivity and objectivity since the
                                                    time of Aristotle.

                                                    Embedded in this objective-
                                                    subjective split is the idea that
                                                    objective quality pertains to the
                                                    ‘conformance to requirements’
                                                    while subjective quality pertains to
                                                    the ‘satisfaction of users.’”




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com            25
                                                                                             25
Noriaki Kano asks us to consider quality as being
        composed of objective and subjective elements

                                                    “Discussions of quality have
                                                    revolved around the two aspects of
                                                    subjectivity and objectivity since the
                                                    time of Aristotle.

                                                    Embedded in this objective-
                                                    subjective split is the idea that
                                                    objective quality pertains to the
                                                    ‘conformance to requirements’
                                                    while subjective quality pertains to
                                                    the ‘satisfaction of users.’”

                                                    --Noriaki Kano


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com            25
                                                                                             25
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   26
                                                                                26
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters


                                                                     Must-haves




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com          26
                                                                                       26
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters


                                                                     Must-haves

                                                                     The products must have this
                                                                     features for me to be happy




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                  26
                                                                                                   26
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters


                                                                     Must-haves

                                                                     The products must have this
                                                                     features for me to be happy

                                                                     One dimensionals




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                  26
                                                                                                   26
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters


                                                                     Must-haves

                                                                     The products must have this
                                                                     features for me to be happy

                                                                     One dimensionals

                                                                     The more of this I get, the
                                                                     better




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                     26
                                                                                                   26
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters


                                                                     Must-haves

                                                                     The products must have this
                                                                     features for me to be happy

                                                                     One dimensionals

                                                                     The more of this I get, the
                                                                     better

                                                                     Delighters




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                     26
                                                                                                   26
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters


                                                                     Must-haves

                                                                     The products must have this
                                                                     features for me to be happy

                                                                     One dimensionals

                                                                     The more of this I get, the
                                                                     better

                                                                     Delighters

                                                                     I love this element of the
                                                                     product!


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                     26
                                                                                                   26
Kano explains three general classifications for product features:
        must-haves, one dimensionals, and delighters


                                                                     Must-haves

                                                                     The products must have this
                                                                     features for me to be happy

                                                                     One dimensionals

                                                                     The more of this I get, the
                                                                     better

      “This car has many flaws. Buy it
                                                                     Delighters
      anyway. It’s so much fun to drive”
      -- from a NY Times review of the Mini                          I love this element of the
      Cooper                                                         product!


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                     26
                                                                                                   26
When we include user
experience design into a
holistic design process,
   another model of
 problem analysis and
  solution definition
    becomes useful
                      27


                           27
Design alternates between analyzing the problem
        context and exploring possible solutions




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   28
                                                                                28
Design alternates between analyzing the problem
        context and exploring possible solutions




                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   28
                                                                                28
Design alternates between analyzing the problem
        context and exploring possible solutions


                             sis
                          aly
                        an
                l em
           ob
         pr



                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   28
                                                                                28
Design alternates between analyzing the problem
        context and exploring possible solutions


                             sis
                          aly
                        an                                                                        ti on
                l em                                                                      fi ni
           ob                                                                           de
         pr                                                                        on
                                                                                ti
                                                                            o lu
                                                                           s

                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                      28
                                                                                                          28
Design alternates between analyzing the problem
        context and exploring possible solutions


                             sis
                          aly
                        an                                                                        ti on
                l em                                                                      fi ni
           ob                                                                           de
         pr                                                                        on
                                                                                ti
                                                                            o lu
              business problems                                            s
              & goals analysis


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                      28
                                                                                                          28
Design alternates between analyzing the problem
        context and exploring possible solutions


                             sis
    user
                          aly
research
                        an                                                                        ti on
                l em                                                                      fi ni
           ob                                                                           de
         pr                                                                        on
                                                                                ti
                                                                            o lu
              business problems                                            s
              & goals analysis


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                      28
                                                                                                          28
Design alternates between analyzing the problem
        context and exploring possible solutions

               user
                             sis
            modeling
    user
                          aly
research
                        an                                                                        ti on
                l em                                                                      fi ni
           ob                                                                           de
         pr                                                                        on
                                                                                ti
                                                                            o lu
              business problems                                            s
              & goals analysis


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                      28
                                                                                                          28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
research
                        an                                                                        ti on
                l em                                                                      fi ni
           ob                                                                           de
         pr                                                                        on
                                                                                ti
                                                                            o lu
              business problems                                            s
              & goals analysis


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                      28
                                                                                                          28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
research
                        an                                                                                   ti on
                l em                                                                                 fi ni
           ob                                                                                      de
         pr                                                                                   on
                                                                                           ti
                                                                                       o lu
              business problems                                                       s
              & goals analysis                task design
                                              (how might users better reach goals?)


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
research
                        an                                                                                   ti on
                l em                                                                                 fi ni
           ob                                                                                      de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s
              & goals analysis                task design
                                              (how might users better reach goals?)


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
research
                        an                                                                                   ti on
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s
              & goals analysis                task design
                                              (how might users better reach goals?)


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
research
                        an                                                                                   ti on
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
research
                        an                                                                                   ti on
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.



© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.
          Exploring the problem helps validate the solution.


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.
          Exploring the problem helps validate the solution.
          As time passes, problem analysis activities are replaced by solution
           definition activities.
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 28
                                                                                                                     28
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 29
                                                                                                                     29
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.



© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 29
                                                                                                                     29
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.
          Exploring the problem helps validate the solution.


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 29
                                                                                                                     29
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.
          Exploring the problem helps validate the solution.
          As time passes, problem analysis activities are replaced by solution
           definition activities.
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 29
                                                                                                                     29
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.
          Exploring the problem helps validate the solution.
          As time passes, problem analysis activities are replaced by solution
           definition activities.
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 29
                                                                                                                     29
Design alternates between analyzing the problem
        context and exploring possible solutions
                                               task analysis
                               (how do users achieve goals today?)
               user
                             sis
            modeling
    user
                          aly
                        an                                                                                      on
research                                                               user story writing
                                                                                                             ti
                l em                                   user interface
                                                                                                     fi ni
           ob
                                                              design
                                                                                                   de
         pr                       user scenario
                                                                                              on
                                         writing                                           ti
                                                                                       o lu
              business problems                                                       s   Incremental
              & goals analysis                task design                                 release planning
                                              (how might users better reach goals?)


                 time
          Often, design starts with a candidate solution in mind.
          Exploring the problem helps validate the solution.
          As time passes, problem analysis activities are replaced by solution
           definition activities.
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                                 29
                                                                                                                     29
Now let’s look at
   practices that a
customer or product
owner team users to
 move from problem
 analysis through to
  solution definition
                        30


                             30
Let’s look at a few of many possible
        product owner team practices




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Let’s look at a few of many possible
        product owner team practices

        Facilitated collaborative work




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Let’s look at a few of many possible
        product owner team practices

        Facilitated collaborative work

        Modeling business objectives




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Let’s look at a few of many possible
        product owner team practices

        Facilitated collaborative work

        Modeling business objectives

        Modeling Users




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Let’s look at a few of many possible
        product owner team practices

        Facilitated collaborative work

        Modeling business objectives

        Modeling Users

        Modeling workflow as user stories: User Story
        Mapping




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Let’s look at a few of many possible
        product owner team practices

        Facilitated collaborative work

        Modeling business objectives

        Modeling Users

        Modeling workflow as user stories: User Story
        Mapping

        Paper prototyping and usability testing




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Let’s look at a few of many possible
        product owner team practices

        Facilitated collaborative work

        Modeling business objectives

        Modeling Users

        Modeling workflow as user stories: User Story
        Mapping

        Paper prototyping and usability testing




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Let’s look at a few of many possible
        product owner team practices

        Facilitated collaborative work

        Modeling business objectives

        Modeling Users

        Modeling workflow as user stories: User Story
        Mapping

        Paper prototyping and usability testing

        Planning & road-mapping

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   31
                                                                                31
Collaborative centers around model
        building




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   32
                                                                                32
Collaborative centers around model
        building




        [a model is] a description or analogy used to help visualize something (as an
        atom) that cannot be directly observed
           - Merriam-Webster on-line




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com         32
                                                                                        32
Collaborative centers around model
        building




        [a model is] a description or analogy used to help visualize something (as an
        atom) that cannot be directly observed
           - Merriam-Webster on-line


        A goal of a model isn’t completeness or accuracy, but communication




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com         32
                                                                                        32
Collaborative centers around model
        building




        [a model is] a description or analogy used to help visualize something (as an
        atom) that cannot be directly observed
           - Merriam-Webster on-line


        A goal of a model isn’t completeness or accuracy, but communication

        For our purposes:
            a model is any visual representation of our current understanding of a concept




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                 32
                                                                                              32
Collaborative centers around model
        building




        [a model is] a description or analogy used to help visualize something (as an
        atom) that cannot be directly observed
           - Merriam-Webster on-line


        A goal of a model isn’t completeness or accuracy, but communication

        For our purposes:
            a model is any visual representation of our current understanding of a concept


        We’ll build models to understand our problem context, and explore solutions

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com                 32
                                                                                              32
Often when we verbally discuss ideas, we may
        incorrectly believe we have the same understanding




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   33
                                                                                33
Representing our ideas as models allows us to
        detect inconsistencies in our understanding




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   34
                                                                                34
Through discussion and iterative model building we
        arrive at a stronger shared understanding




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   35
                                                                                35
Using that common understanding we can
        work together toward shared objectives




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   36
                                                                                36
Low fidelity card models are used to facilitate
        discussions and build common understanding




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   37
                                                                                37
Low fidelity card models are used to facilitate
        discussions and build common understanding
        Common model forms include:
            Affinity diagrams
            Chronological models
            Decompositions
            Ad hoc charts




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   37
                                                                                37
Low fidelity card models are used to facilitate
        discussions and build common understanding
        Common model forms include:
            Affinity diagrams
            Chronological models
            Decompositions
            Ad hoc charts


        Mix and match as you see fit




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   37
                                                                                37
Collaborative modeling looks like this




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   38
                                                                                38
Collaborative modeling sessions follow a
        simple, repeatable structure




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   39
                                                                                39
Collaborative modeling sessions follow a
        simple, repeatable structure
     Use Collaborative Modeling Sessions to:
         Build up tacit shared knowledge within the team
         Build communication and collaboration skills within
          the team
         Help the team to gel as an affective workgroup




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   39
                                                                                39
Collaborative modeling sessions follow a
        simple, repeatable structure
     Use Collaborative Modeling Sessions to:
         Build up tacit shared knowledge within the team
         Build communication and collaboration skills within
          the team
         Help the team to gel as an affective workgroup


     Prepare
         Write a short statement to set goals and scope for
          the session
         Identify participants – 4-8 is ideal
         Fill These Roles:
                Information Suppliers
                Information Acquirers
                Information Modelers
                Facilitator
                Documenter
         Schedule & set up work session facility




© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com   39
                                                                                39
Collaborative modeling sessions follow a
        simple, repeatable structure
     Use Collaborative Modeling Sessions to:
         Build up tacit shared knowledge within the team
         Build communication and collaboration skills within
          the team

  1      Help the team to gel as an affective workgroup


     Prepare
         Write a short statement to set goals and scope for
          the session
         Identify participants – 4-8 is ideal
         Fill These Roles:
                Information Suppliers
                Information Acquirers
                Information Modelers
                Facilitator

  2             Documenter
         Schedule & set up work session facility


     Perform
         Kickoff with goals and scope
         Get information figuratively and literally on the table
          using brainstorming or discussion
         Model the information to clarify, add details, distill
          details, and understand relationships
         Close by summarizing the results, on camera if
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com
          possible                                                         39
                                                                                39
Collaborative modeling sessions follow a
        simple, repeatable structure
     Use Collaborative Modeling Sessions to:
         Build up tacit shared knowledge within the team
         Build communication and collaboration skills within
          the team

  1      Help the team to gel as an affective workgroup


     Prepare
         Write a short statement to set goals and scope for
          the session
         Identify participants – 4-8 is ideal
         Fill These Roles:
                Information Suppliers
                Information Acquirers
                Information Modelers
                Facilitator

  2             Documenter
         Schedule & set up work session facility
                                                                 Document & Communicate
     Perform
         Kickoff with goals and scope
         Get information figuratively and literally on the table
          using brainstorming or discussion
         Model the information to clarify, add details, distill
          details, and understand relationships
         Close by summarizing the results, on camera if
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com
          possible                                                                   39
                                                                                          39
Collaborative modeling sessions follow a
        simple, repeatable structure
     Use Collaborative Modeling Sessions to:
         Build up tacit shared knowledge within the team
         Build communication and collaboration skills within
          the team

  1      Help the team to gel as an affective workgroup


     Prepare
         Write a short statement to set goals and scope for
          the session
         Identify participants – 4-8 is ideal
         Fill These Roles:
                Information Suppliers
                Information Acquirers
                Information Modelers
                Facilitator

  2             Documenter
         Schedule & set up work session facility
                                                                 Document & Communicate
                                                                     Capture model with photo and/or movie
     Perform
         Kickoff with goals and scope
         Get information figuratively and literally on the table
          using brainstorming or discussion
         Model the information to clarify, add details, distill
          details, and understand relationships
         Close by summarizing the results, on camera if
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com
          possible                                                                                39
                                                                                                              39
Collaborative modeling sessions follow a
        simple, repeatable structure
     Use Collaborative Modeling Sessions to:
         Build up tacit shared knowledge within the team
         Build communication and collaboration skills within
          the team

  1      Help the team to gel as an affective workgroup


     Prepare
         Write a short statement to set goals and scope for
          the session
         Identify participants – 4-8 is ideal
         Fill These Roles:
                Information Suppliers
                Information Acquirers
                Information Modelers
                Facilitator

  2             Documenter
         Schedule & set up work session facility
                                                                 Document & Communicate
                                                                     Capture model with photo and/or movie
     Perform                                                         Document as necessary
         Kickoff with goals and scope
         Get information figuratively and literally on the table
          using brainstorming or discussion
         Model the information to clarify, add details, distill
          details, and understand relationships
         Close by summarizing the results, on camera if
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com
          possible                                                                                39
                                                                                                              39
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Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton
Agile Chennai Keynote by Jeff Patton

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Agile Chennai Keynote by Jeff Patton

  • 1. Blending User Experience & Business Analysis thinking in the Agile Customer Role 1
  • 2. Blending User Experience & Business Analysis thinking in the Agile Customer Role Jeff Patton 1
  • 3. Blending User Experience & Business Analysis thinking in the Agile Customer Role Jeff Patton ThoughtWorks jpatton@acm.org 1
  • 4. Blending User Experience & Business Analysis thinking in the Agile Customer Role Jeff Patton ThoughtWorks jpatton@acm.org AgileProductDesign.com 1
  • 5. PEOPLE Learn Skills in a 3-stage Progression: Follow / Break Away / Achieve Fluency Level 1:following (shu) Learn “a technique that works” (Success = following the technique) Level 2:breaking away ( ha ) Learn limits of the technique Learn to shift between techniques Level 3:fluent ( ri ) Shift techniques at any moment Possibly unable to describe the shifts We will use this progression throughout the course. ©Alistair Cockburn Slide 3 2005-6 2
  • 6. Today I’ll cover 3 areas 1. What is user experience design? 2. Design & analysis practices useful for Agile customers 3. Incorporating design and analysis practices into an Agile lifecycle 3 3
  • 7. By “Design” I mean the decisions we make regarding the software solution we choose to build. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 4 4
  • 8. By “Design” I mean the decisions we make regarding the software solution we choose to build. “The hardest single part of building a software system is deciding precisely what to build.” -- Fred Brooks In his 1987 essay “No Silver Bullet” © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 4 4
  • 9. By “Design” I mean the decisions we make regarding the software solution we choose to build. “The hardest single part of building a software system is deciding precisely what to build.” -- Fred Brooks In his 1987 essay “No Silver Bullet” quot;A requirement is a relationship to a decision: If you get to make or change the decision, it's design to you; if you don't get to make or change that decision, it's a requirement to you.quot; -- Alistair Cockburn © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 4 4
  • 10. Garrett’s Elements of User Experience Model describes a series of dependent decisions. 5 5
  • 11. Software user experience is built from dependent layers © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 6 6
  • 12. Software user experience is built from dependent layers Jesse James Garrett’s Elements of User Experience: http://www.jjg.net/elements/ © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 6 6
  • 13. The surface layer describes finished visual design aspects Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 7 7
  • 14. The surface layer describes finished visual design aspects Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 7 7
  • 15. The skeleton describes screen layout and functional compartments in the screen Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 8 8
  • 16. The skeleton describes screen layout and functional compartments in the screen Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 8 8
  • 17. Structure defines navigation from place to place in the user interface Surface task panes Skeleton Structure modal dialogs Scope modal wizards Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 9 9
  • 18. The “places” in the user interface are built to support user-task-centric scope user tasks: Surface • enter numbers • enter text • enter formulas • format cells Skeleton • sort information • filter information • aggregate information Structure • graph data • save data • import data • export data Scope • print • ….. Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 10 10
  • 19. The “places” in the user interface are built to support user-task-centric scope user tasks: Surface • enter numbers • enter text • enter formulas • format cells Skeleton • sort information • filter information • aggregate information Structure • graph data • save data • import data • export data Scope • print • ….. Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 10 10
  • 20. Business goals drive user constituencies choices and contexts supported to form strategy business goals: Surface • displace competitive products • motivate sale of other integrated products • establish file format as default Skeleton information sharing format • … user constituencies: Structure • accountant • business planner • housewife • … Scope usage contexts: • office desktop • laptop on airplane Strategy • pda in car • … © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 11 11
  • 21. Garret’s Elements of UX stack can apply to the user experience of other complex products © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 12 12
  • 22. Garret’s Elements of UX stack can apply to the user experience of other complex products These layers of concern apply not only to software but a variety of products. In particular, products that support a wide variety of user tasks benefit from this kind of thinking. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 12 12
  • 23. Let’s look at the strategy for a product we all use: the place we live goals: Surface • live comfortably • eat well • stay clean • be healthy Skeleton • keep up with Jones’s • … user constituencies: Structure • me • spouse • child • … Scope usage contexts: • suburban neighborhood • near good schools Strategy • near shopping • … © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 13 13
  • 24. Let’s look at the strategy for a product we all use: the place we live goals: Surface • live comfortably • eat well • stay clean • be healthy Skeleton • keep up with Jones’s • … user constituencies: Structure • me • spouse • child • … Scope usage contexts: • suburban neighborhood • near good schools Strategy • near shopping • … © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 13 13
  • 25. What might I, and my other user constituencies, do to reach our goals? user tasks: Surface • store food • prepare food • eat food • sleep Skeleton • bathe • store changes of clothing • stay out of rain Structure • entertain guests • entertain self • … Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 14 14
  • 26. What might I, and my other user constituencies, do to reach our goals? user tasks: Surface • store food • prepare food • eat food • sleep Skeleton • bathe • store changes of clothing • stay out of rain Structure • entertain guests • entertain self • … Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 14 14
  • 27. Arranging tasks by affinity allows me to think about contexts that best support tasks. Contexts in a home have common names we all know. Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 15 15
  • 28. Arranging tasks by affinity allows me to think about contexts that best support tasks. Contexts in a home have common names we all know. Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 15 15
  • 29. When designing a particular interaction context such as a “kitchen,” I optimize layout and tool choices to support tasks I’ll do there Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 16 16
  • 30. When designing a particular interaction context such as a “kitchen,” I optimize layout and tool choices to support tasks I’ll do there Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 16 16
  • 31. “I’m going to spend a lot of time here, I want my experience to be as pleasant as possible…” Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 17 17
  • 32. “I’m going to spend a lot of time here, I want my experience to be as pleasant as possible…” Surface Skeleton Structure Scope Strategy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 17 17
  • 33. Underneath Garrett’s model is a simple 3 layer model 18 18
  • 34. Norman’s simple model for a human in pursuit of a goal © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 35. Norman’s simple model for a human in pursuit of a goal © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 36. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 37. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve take some action © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 38. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve take some action the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 39. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve take some action action evaluation did that action deliver that results I expected? the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 40. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve take some action action evaluation did that action deliver that results I expected? the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 41. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve goal evaluation is my goal met or problem resolved? take some action action evaluation did that action deliver that results I expected? the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 42. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve goal evaluation is my goal met or problem resolved? take some action action evaluation did that action deliver that results I expected? the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 43. Norman’s simple model for a human in pursuit of a goal problem or goal How I’d like to feel, or what I’d like to achieve goal evaluation is my goal met or problem resolved? take some action action evaluation did that action deliver that results I expected? the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19 19
  • 44. Distilling this down to goals, tasks, and tools problem or goal How I’d like to feel, or what I’d like to achieve goal evaluation is my goal met or problem resolved? take some action action evaluation did that action deliver that results I expected? the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 20 20
  • 45. Distilling this down to goals, tasks, and tools goal goal evaluation is my goal met or problem resolved? take some action action evaluation did that action deliver that results I expected? the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 20 20
  • 46. Distilling this down to goals, tasks, and tools goal task the world information and tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 20 20
  • 47. Distilling this down to goals, tasks, and tools goal task tool © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 20 20
  • 48. Software contains features that support a number of tasks and a number of goals goals tasks tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 21 21
  • 49. Software contains features that support a number of tasks and a number of goals goals tasks software tools © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 21 21
  • 50. Software contains features that support a number of tasks and a number of goals goals tasks software features © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 21 21
  • 51. When we think about quality of use experience, we need to re-think what we mean by quality. 22 22
  • 52. Don Norman explains that beauty, at least for products, isn’t skin deep “Attractive things make people feel good, which in turn makes them think more creatively…. making it easier for people to find solutions to the problems they encounter.” -- Don Norman © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 23 23
  • 53. Norman explains three characteristics of design to observe: Visceral, Behavioral, & Reflective Visceral What is the products initial impact or appearance? Behavioral How does the object feel to use? Reflective What does the object make you think about? What does it say about it’s owner? © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 24 24
  • 54. Norman explains three characteristics of design to observe: Visceral, Behavioral, & Reflective Visceral What is the products initial impact or appearance? Behavioral How does the object feel to use? Reflective What does the object make you think about? What does it say about it’s owner? © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 24 24
  • 55. Noriaki Kano asks us to consider quality as being composed of objective and subjective elements © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 25 25
  • 56. Noriaki Kano asks us to consider quality as being composed of objective and subjective elements “Discussions of quality have revolved around the two aspects of subjectivity and objectivity since the time of Aristotle. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 25 25
  • 57. Noriaki Kano asks us to consider quality as being composed of objective and subjective elements “Discussions of quality have revolved around the two aspects of subjectivity and objectivity since the time of Aristotle. Embedded in this objective- subjective split is the idea that objective quality pertains to the ‘conformance to requirements’ while subjective quality pertains to the ‘satisfaction of users.’” © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 25 25
  • 58. Noriaki Kano asks us to consider quality as being composed of objective and subjective elements “Discussions of quality have revolved around the two aspects of subjectivity and objectivity since the time of Aristotle. Embedded in this objective- subjective split is the idea that objective quality pertains to the ‘conformance to requirements’ while subjective quality pertains to the ‘satisfaction of users.’” --Noriaki Kano © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 25 25
  • 59. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 60. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters Must-haves © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 61. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters Must-haves The products must have this features for me to be happy © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 62. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters Must-haves The products must have this features for me to be happy One dimensionals © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 63. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters Must-haves The products must have this features for me to be happy One dimensionals The more of this I get, the better © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 64. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters Must-haves The products must have this features for me to be happy One dimensionals The more of this I get, the better Delighters © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 65. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters Must-haves The products must have this features for me to be happy One dimensionals The more of this I get, the better Delighters I love this element of the product! © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 66. Kano explains three general classifications for product features: must-haves, one dimensionals, and delighters Must-haves The products must have this features for me to be happy One dimensionals The more of this I get, the better “This car has many flaws. Buy it Delighters anyway. It’s so much fun to drive” -- from a NY Times review of the Mini I love this element of the Cooper product! © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26 26
  • 67. When we include user experience design into a holistic design process, another model of problem analysis and solution definition becomes useful 27 27
  • 68. Design alternates between analyzing the problem context and exploring possible solutions © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 69. Design alternates between analyzing the problem context and exploring possible solutions time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 70. Design alternates between analyzing the problem context and exploring possible solutions sis aly an l em ob pr time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 71. Design alternates between analyzing the problem context and exploring possible solutions sis aly an ti on l em fi ni ob de pr on ti o lu s time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 72. Design alternates between analyzing the problem context and exploring possible solutions sis aly an ti on l em fi ni ob de pr on ti o lu business problems s & goals analysis time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 73. Design alternates between analyzing the problem context and exploring possible solutions sis user aly research an ti on l em fi ni ob de pr on ti o lu business problems s & goals analysis time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 74. Design alternates between analyzing the problem context and exploring possible solutions user sis modeling user aly research an ti on l em fi ni ob de pr on ti o lu business problems s & goals analysis time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 75. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly research an ti on l em fi ni ob de pr on ti o lu business problems s & goals analysis time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 76. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly research an ti on l em fi ni ob de pr on ti o lu business problems s & goals analysis task design (how might users better reach goals?) time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 77. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly research an ti on l em fi ni ob de pr user scenario on writing ti o lu business problems s & goals analysis task design (how might users better reach goals?) time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 78. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly research an ti on l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s & goals analysis task design (how might users better reach goals?) time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 79. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly research an ti on l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 80. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly research an ti on l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 81. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 82. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 83. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind.  Exploring the problem helps validate the solution. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 84. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind.  Exploring the problem helps validate the solution.  As time passes, problem analysis activities are replaced by solution definition activities. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28 28
  • 85. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29 29
  • 86. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29 29
  • 87. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind.  Exploring the problem helps validate the solution. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29 29
  • 88. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind.  Exploring the problem helps validate the solution.  As time passes, problem analysis activities are replaced by solution definition activities. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29 29
  • 89. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind.  Exploring the problem helps validate the solution.  As time passes, problem analysis activities are replaced by solution definition activities. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29 29
  • 90. Design alternates between analyzing the problem context and exploring possible solutions task analysis (how do users achieve goals today?) user sis modeling user aly an on research user story writing ti l em user interface fi ni ob design de pr user scenario on writing ti o lu business problems s Incremental & goals analysis task design release planning (how might users better reach goals?) time  Often, design starts with a candidate solution in mind.  Exploring the problem helps validate the solution.  As time passes, problem analysis activities are replaced by solution definition activities. © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29 29
  • 91. Now let’s look at practices that a customer or product owner team users to move from problem analysis through to solution definition 30 30
  • 92. Let’s look at a few of many possible product owner team practices © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 93. Let’s look at a few of many possible product owner team practices Facilitated collaborative work © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 94. Let’s look at a few of many possible product owner team practices Facilitated collaborative work Modeling business objectives © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 95. Let’s look at a few of many possible product owner team practices Facilitated collaborative work Modeling business objectives Modeling Users © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 96. Let’s look at a few of many possible product owner team practices Facilitated collaborative work Modeling business objectives Modeling Users Modeling workflow as user stories: User Story Mapping © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 97. Let’s look at a few of many possible product owner team practices Facilitated collaborative work Modeling business objectives Modeling Users Modeling workflow as user stories: User Story Mapping Paper prototyping and usability testing © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 98. Let’s look at a few of many possible product owner team practices Facilitated collaborative work Modeling business objectives Modeling Users Modeling workflow as user stories: User Story Mapping Paper prototyping and usability testing © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 99. Let’s look at a few of many possible product owner team practices Facilitated collaborative work Modeling business objectives Modeling Users Modeling workflow as user stories: User Story Mapping Paper prototyping and usability testing Planning & road-mapping © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31 31
  • 100. Collaborative centers around model building © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 32 32
  • 101. Collaborative centers around model building [a model is] a description or analogy used to help visualize something (as an atom) that cannot be directly observed - Merriam-Webster on-line © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 32 32
  • 102. Collaborative centers around model building [a model is] a description or analogy used to help visualize something (as an atom) that cannot be directly observed - Merriam-Webster on-line A goal of a model isn’t completeness or accuracy, but communication © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 32 32
  • 103. Collaborative centers around model building [a model is] a description or analogy used to help visualize something (as an atom) that cannot be directly observed - Merriam-Webster on-line A goal of a model isn’t completeness or accuracy, but communication For our purposes:  a model is any visual representation of our current understanding of a concept © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 32 32
  • 104. Collaborative centers around model building [a model is] a description or analogy used to help visualize something (as an atom) that cannot be directly observed - Merriam-Webster on-line A goal of a model isn’t completeness or accuracy, but communication For our purposes:  a model is any visual representation of our current understanding of a concept We’ll build models to understand our problem context, and explore solutions © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 32 32
  • 105. Often when we verbally discuss ideas, we may incorrectly believe we have the same understanding © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 33 33
  • 106. Representing our ideas as models allows us to detect inconsistencies in our understanding © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 34 34
  • 107. Through discussion and iterative model building we arrive at a stronger shared understanding © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 35 35
  • 108. Using that common understanding we can work together toward shared objectives © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 36 36
  • 109. Low fidelity card models are used to facilitate discussions and build common understanding © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 37 37
  • 110. Low fidelity card models are used to facilitate discussions and build common understanding Common model forms include:  Affinity diagrams  Chronological models  Decompositions  Ad hoc charts © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 37 37
  • 111. Low fidelity card models are used to facilitate discussions and build common understanding Common model forms include:  Affinity diagrams  Chronological models  Decompositions  Ad hoc charts Mix and match as you see fit © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 37 37
  • 112. Collaborative modeling looks like this © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 38 38
  • 113. Collaborative modeling sessions follow a simple, repeatable structure © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 39 39
  • 114. Collaborative modeling sessions follow a simple, repeatable structure Use Collaborative Modeling Sessions to:  Build up tacit shared knowledge within the team  Build communication and collaboration skills within the team  Help the team to gel as an affective workgroup © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 39 39
  • 115. Collaborative modeling sessions follow a simple, repeatable structure Use Collaborative Modeling Sessions to:  Build up tacit shared knowledge within the team  Build communication and collaboration skills within the team  Help the team to gel as an affective workgroup Prepare  Write a short statement to set goals and scope for the session  Identify participants – 4-8 is ideal  Fill These Roles:  Information Suppliers  Information Acquirers  Information Modelers  Facilitator  Documenter  Schedule & set up work session facility © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 39 39
  • 116. Collaborative modeling sessions follow a simple, repeatable structure Use Collaborative Modeling Sessions to:  Build up tacit shared knowledge within the team  Build communication and collaboration skills within the team 1  Help the team to gel as an affective workgroup Prepare  Write a short statement to set goals and scope for the session  Identify participants – 4-8 is ideal  Fill These Roles:  Information Suppliers  Information Acquirers  Information Modelers  Facilitator 2  Documenter  Schedule & set up work session facility Perform  Kickoff with goals and scope  Get information figuratively and literally on the table using brainstorming or discussion  Model the information to clarify, add details, distill details, and understand relationships  Close by summarizing the results, on camera if © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com possible 39 39
  • 117. Collaborative modeling sessions follow a simple, repeatable structure Use Collaborative Modeling Sessions to:  Build up tacit shared knowledge within the team  Build communication and collaboration skills within the team 1  Help the team to gel as an affective workgroup Prepare  Write a short statement to set goals and scope for the session  Identify participants – 4-8 is ideal  Fill These Roles:  Information Suppliers  Information Acquirers  Information Modelers  Facilitator 2  Documenter  Schedule & set up work session facility Document & Communicate Perform  Kickoff with goals and scope  Get information figuratively and literally on the table using brainstorming or discussion  Model the information to clarify, add details, distill details, and understand relationships  Close by summarizing the results, on camera if © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com possible 39 39
  • 118. Collaborative modeling sessions follow a simple, repeatable structure Use Collaborative Modeling Sessions to:  Build up tacit shared knowledge within the team  Build communication and collaboration skills within the team 1  Help the team to gel as an affective workgroup Prepare  Write a short statement to set goals and scope for the session  Identify participants – 4-8 is ideal  Fill These Roles:  Information Suppliers  Information Acquirers  Information Modelers  Facilitator 2  Documenter  Schedule & set up work session facility Document & Communicate  Capture model with photo and/or movie Perform  Kickoff with goals and scope  Get information figuratively and literally on the table using brainstorming or discussion  Model the information to clarify, add details, distill details, and understand relationships  Close by summarizing the results, on camera if © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com possible 39 39
  • 119. Collaborative modeling sessions follow a simple, repeatable structure Use Collaborative Modeling Sessions to:  Build up tacit shared knowledge within the team  Build communication and collaboration skills within the team 1  Help the team to gel as an affective workgroup Prepare  Write a short statement to set goals and scope for the session  Identify participants – 4-8 is ideal  Fill These Roles:  Information Suppliers  Information Acquirers  Information Modelers  Facilitator 2  Documenter  Schedule & set up work session facility Document & Communicate  Capture model with photo and/or movie Perform  Document as necessary  Kickoff with goals and scope  Get information figuratively and literally on the table using brainstorming or discussion  Model the information to clarify, add details, distill details, and understand relationships  Close by summarizing the results, on camera if © 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com possible 39 39