Overview of what should be taken into account when building out the estimate for User Experience work efforts. Along with an overview of to design estimation methods.
2. About your presenter
Robert Cockburn
• 20+ years experience within the Information Technology space.
Just over 15 years of this has been focused on User Experience
and Interaction Design.
• Skilled at translating UI design into developer consumables
• Conducted classes on Application Analysis to help teams create
better requirements
• Helped to develop and build UX groups within organizations,
drafting standards for UI frameworks, design templates, and UI
component libraries
• Over the last 15 years has conducted classes and workshops on
Design Thinking, Application Analysis, and Requirements
Gathering
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3. Agenda
• What gets in the way of an accurate UX estimate
• Where UX adds value
• Elements to consider when estimating
• How to craft a reliable UX Estimate
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4. • What gets in the way of a good estimate
• Where UX adds value
• Elements to consider when estimating
• How to craft a reliable UX Estimate
Agenda
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5. What gets in the way of a good
UX estimate
• Flaws in approach
• Flawed relationships
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6. • Flaws in approach
• Flawed relationships
What gets in the way of a good
UX estimate
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7. Flaws in approach
• Estimates lacking UX discovery, research and/or validation
• Estimates that fail to properly integrate Agile practice
• Inclusion of questionable UX techniques, given the
engagement
• Non-UX practitioners planning UX
• Methodological differences among DCs
• Severely compromising UX practice to “close the deal”
• Low or no contingency included
• Poor accounting of travel needs / durations
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8. Estimates lacking UX discovery,
research and/or validation
This usually occurs when an account/sales team attempts to scope
plan and estimate UX on their own, without input from UX teams.
Frequently, it is found that teams don’t understand the distinction
between UI and UX and think that UX teams “just draw screens”.
Often, the effort for UX tasks that do not yield any “visual outcome”,
are ignored.
A UX team member must participate in project planning and
substantially control the planning of UX activities before formally
documenting the expectation. Unless UX engagements can be planned
correctly, they cannot deliver them successfully.
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9. Estimates that fail to properly
integrate Agile practice
Agile methodology is new to many account teams, developers and
clients. Even if it’s often mentioned in proposed project plans and
estimates, it’s seldom correctly fleshed out. This leaves the estimation
process for UX efforts falling short of the needed time and cost
differentials.
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10. Inclusion of questionable UX
techniques, given the engagement
When non-UX practitioners are the only ones doing the planning of UX
research or design techniques project plans tend to have practices and
deliverables that would never be used under the given project
circumstances.
Which deliverables are offered is a function of many things: the
purpose/platform/audience of the software, the timeline, legacy
redesign/from scratch, to name a few.
Not every project needs empathy maps as an example.
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11. Inclusion of questionable UX
techniques, given the engagement
Often, when first engaged with an account team, there are UX plans
and estimates that have been created with no input from UX teams
and have already been socialized to the client. These estimates were
done to fit a period of time that they anticipate the client would not
balk at.
This creates the issue of estimates vs reality to be beyond a standard
margin of error. This then decreases future confidence in the accuracy
of any estimates that involve UX activities and undermines the client
relationship.
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Non-UX practitioners planning UX and socializing it
12. Inclusion of questionable UX
techniques, given the engagement
When there are different Delivery Centers (DC) there tends to be
different methods of doing things, especially estimation. This lack of
standardization can be caused by differences in training, experience
and/or regional trends, global teams vary as to both overall
methodology and preferred techniques and deliverables. This makes it
difficult to deliver on an engagement that a different team estimated.
When asked to execute on or take over the refinement of a plan
created by another DC, the delivering DC must have the right to
modify the plan for successful delivery. There also needs to be healthy
communication with the client about what these differences are.
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Methodological differences among Delivery Centers
13. Severely compromising UX
practice to “close the deal”
Account teams will often promise their clients specific UX deliverables
without directly talking to UX teams. This can compromise what is
possible since clients have already signed off on both timeline and
deliverables. This then “forces” UX teams to “go with the plan” versus
doing what should be done. Putting the UX team into a client selling
position for future extensions to ensure that all needed UX work can
be completed.
The reality of this approach is that this often takes the form of greatly
underestimated UX involvement leading to the addition of extraneous
or poorly targeted UX tasks under impossible timelines.
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14. Low or no contingency included
It’s quite common for account teams to strip estimates “to the bone”
in order to field the lowest possible price. One way they do this is to
ignore risk and leave out contingency. This has a negative impact on
UX discovery time. When it comes to UX discovery contingency time is
needed because it never fails that things get exposed that neither the
client team nor the account team could plan for.
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15. Poor accounting of travel
needs / durations
Though travel cost is factored into most estimates, travel time’s impact
on schedule and cost are typically neglected.
This has a greater impact on project cost when face-to-face interviews
are needed to gather information from stakeholders and users that
were not properly scoped out or known at the beginning of a project.
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16. What gets in the way of a good
UX estimate
• Flaws in approach
• Flawed relationships
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17. Flawed Relationships
The account and sales teams have a large impact on how UX fits into
both the sales process and the project planning.
• Account team relationships
• Minimal involvement/impact on the SOW process
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18. Account team relationships
Difficulties with the forging of proper, professional relationships
between the UX and account teams frequently exacerbate the mis-
estimation problem. These can likely be traced to both the account
teams’ attempts to treat UX in a manner that they’re comfortable with
(i.e. like developers or someone to just draw a screen), rather than in a
manner that allows for the most successful UX engagements.
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19. Minimal involvement/impact
on the SOW process
There is often the situation in which the agreed-upon tasks or timeline
change between the informal acceptance and the Statement of Work
(SOW) signing. This can and will lead to very poor estimates and, in
extreme cases, to failed engagements.
This is another reason to have UX teams just like all other teams
involved in the project be an active part of the estimation, project
planning process, and the crafting of the final SOW that will be
presented to the client.
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21. Agenda
• What gets in the way of a good estimate
• Where UX adds value
• Elements to consider when estimating
• How to craft a reliable UX Estimate
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22. Where UX adds value
UX covers many different primary
and secondary disciplines.
Each of these areas have their
place within the Pre-Sales, Sales,
and Product Delivery areas of
client engagement.
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23. UX Disciplines for Pre-Sales
• Functionality
• Business Case
• Business Analysis
• Prototyping
• Offer (Statement of Work)
• Market Communication
• Marketing
• Research
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24. UX Disciplines for Sales
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• Functionality
• Business Case
• Business Analysis
• Prototyping
• Offer (Statement of Work)
• Frontend Process
• Information Design
• Backend Process
• Business/Project Plan
25. UX Disciplines for Product Delivery
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• Functionality
• Business Analysis
• Prototyping
• Frontend Process
• Information Design
• Backend Process
• Interaction Design
• Performance
• Consistency
• Visual Design
27. Agenda
• What gets in the way of a good estimate
• Where UX adds value
• UX estimate considerations
• How to craft a reliable UX Estimate
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28. UX estimate considerations
• The Account Team UX process maturity
• The Client’s UX process maturity
• Project Ownership
• Project Landscape
• Stage of requirements gathering
• Expected UX activities and deliverables
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29. The Account Team
The account team is the first face the client sees and is responsible for
the relationship.
An accurate UX estimate considers:
• Ownership
• UX, Development, and Vendor Relationship
• UX maturity
• Agile maturity
• Engagement History
• New, past issues, past solid performance
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30. The Client’s Process Maturity
The client’s process maturity reflects the ease with which they adapt
to improvements in the design and development practice.
• UX Maturity
• Agile Maturity
• Engagement History
• New, past issues, past solid performance
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31. Project Ownership
Project ownership is all about who owns the work and the nature of the
approval process. Each variation below will have a different impact upon
the estimate.
• Work Ownership
• Consulting IT does all the work
• Consulting IT + client teams
• Consulting IT + outside agencies
• Approval responsibility
• Consulting Approval
• Consulting PM approval
• Single customer approval
• Multiple customer approval
• Customer agent approval
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32. Project Landscape
• Freshness
• Legacy enhancement, Legacy redesign, From scratch
• Audience
• B2E, B2C, B2B, B2B2C
• Technology
• Web custom (HTML, CSS, jScript, Angular, jQuery, et.), Mobile native, Mobile
hybrid, "Package" (SalesForce, AEM, SAP, etc.)
• Agile development
• None, New, Evolving, Established
• Flexibility
• Fixed (1 Device), Desktop / Tablet, Desktop / Tablet / Phone, Desktop / Phone,
Large Monitors
• Branding guidance
• Detailed brand guide not needed, needed and available, needed but unavailable
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33. State of requirements gathering
This can have an over sized impact on building out UX requirements.
UX teams have the greatest impact when they fully participate in the
requirements gathering process.
When UX is engaged after discovery and/or requirements gathering
their effectiveness is greatly reduced. Also, there is a significant risk
that UX techniques will uncover missed requirements.
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34. Expected UX activities and deliverables
This is the one area of the estimate that is rather straight forward.
Where it differs from development estimates is that not all UX
activities result in a deliverable but rather a grouping of activities can
produce a single deliverable, but each activity and the final deliverable
all have their own estimates in both time and efforts needed.
Simple example would be the deliverable of a persona. There is the
time for planning who to interview, how many to interview, the time
for each interview, then the collation of all the notes taken into a
single persona. Each step of this process takes time and the number of
people interviewed just add to the overall time and effort costs. But
the return further downstream is high in the amount of work saved by
getting the business processes and final UI designed correctly to
support the intended users.
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36. Agenda
• What gets in the way of a good estimate
• Where UX adds value
• Elements to consider when estimating
• How to craft a reliable UX Estimate
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37. How to craft a reliable UX Estimate
Crafting a reliable UX estimate involves fixed tasks that support
understanding of what the users will need and then the creation of the
UI that the users will get to interact with.
These fixed tasks and deliverables are ones that time and cost are
either set or easily scaled such as personas.
When building the estimate for the UI there are two primary methods:
• Older method is to use screen count
• Newer is to use touchpoints and user stories
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38. Choosing deliverables
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Deliverables are broken into two categories, but to get to the right
deliverable they are also paired with a target activity.
• Discover
• Define
40. Define
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Activities Deliverables
Personas User personas
Touchpoint Analysis Touchpoint analysis
Information Architecture Site map(s)
Visual Design Comps: create, iterate Design comps
Clickable Design Mockup: create, test, iterate Clickable prototype
Low Resolution Wireframing Low-fi wireframes
Visual Design High Resolution Design / Clickable Prototype
Final Estimate will be determined by method used
42. Building the estimate for the UI
• Screen count
• Touchpoints and user stories
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43. Pros / Cons of Screen Count
• Pros:
• Easy to assign developers based on screen count needs
• Easy to tell a client what the scope of the design will be
• Quick to guesstimate
• Good for small scale efforts
• Good for updating visual design
• Cons:
• Often changes during the course of project discovery
• Often changes during the course of design
• Can create project overrun
• Final product does not often reflect original proposal
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44. How to estimate with screen count
• Understand what should be factored into work efforts
• Counting the screens
• Understand what the contingency needs to be
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45. Understand what should be
factored into work efforts
As in all estimates the requirements are the driver of the work.
Requirements that have a direct impact on screen count, and can work
as direct multipliers are:
• Responsive Design - Break Points
• Native Mobile - Number of platforms
• Hybrid Platforms - Number of Platforms
• Number of Languages
• Number of Character Sets
• Expected Number of User Roles
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46. • Understand what should be factored into work efforts
• Counting the screens
• Understand what the contingency needs to be
How to estimate with screen count
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Counting Screens
Functionality/ Features/ Requirements Complexity for ID and VD
SN Req
ID
Feature/ Functionality/
Requirement
Discription Sub
Screens
Feature
Complexity
Low
1 2
Med
3 4
High
5
Estimated Unique
Screens
2 3 2 3 1 11
Feature Requirment 1 1 1 1 1 4
Feature Requirment 2 2 1 3 6
Feature Requirment 3 1 1
0
Once a screen count is determined
those screens need to be turned into
an estimated cost buy using Person
Days (PD)
Complexity # of Screens Wireframe PD
Visual Design
PD
1 2 2 2
2 2 2 4
3 2 4 4
4 1 3 2
5 1 3 3
48. • Understand what should be factored into work efforts
• Counting the screens
• Understand what the contingency needs to be
• Screen effort estimate
How to estimate with screen count
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49. Understand what the
contingency needs to be
When estimating on screen count contingency use this as a rule of
thumb:
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Responsive Design Break Points Native Applications Hybrid Platforms
Not applicable 0% Not applicable 0% Not applicable 0%
1 20% 1 0% 1 0%
2 30% 2 30% 2 30%
3 35% 3 50% 3 50%
Add up the percentages from each category and then multiply that
times the screen count.
Example:
• 2 Break Points – 30%
• 1 Native Application – 0%
• 2 Hybrid Platforms – 30%
• 11 Screens
Contingency Screens are
30% + 30% = 60%
11 * 60% = 6.6 At a complexity of 1
50. Screen effort estimate
Calculating the total time effort for screen counting leverages screen
counts by complexity times the person days.
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Productivity in Person Days based on Screen Complexity
Complexity 1 2 3 4 5
Wireframe 1 1 2 3 3
Visual Design 1 2 2 2 3
Complexity # of Screens Wireframe PD Visual Design PD
1 2 2 2
2 2 2 4
3 2 4 4
4 1 3 2
5 1 3 3
Contingency 6.6 6.6 6.6
Sum 20.6 21.6
Total 42.2
52. Building the estimate for the UI
• Screen count
• Touchpoints and user stories
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53. Pros / Cons of Touchpoint and
User Stories
• Pros:
• Estimate of work accurately
• Small changes during detailed discovery
• Easier to plan an accurate delivery timeline no matter delivery method
• Better understanding of what is modular and what is distinct
• Cons:
• Higher time investment up front
• Higher level of understanding of UX processes required by Account team
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54. How to estimate with
Touchpoint and User Stories
• Understand what should be factored into work efforts
• Understand what the contingency needs to be
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55. Understand what should be
factored into work efforts
There are four main areas that make up estimates that are centered
around touchpoints and tasks:
• Touchpoints
• Complexity
• User Stories
• Design Capacity
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56. Touchpoints
Touchpoints are the primary ways that a user will interact with the
system and fall into 3 categories.
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Orientation
• Identify
• Master/Detail
• Navigation
• Proximity
• Timeline
• Wizard
Consumption
• Alert
• Map
• News
• Video
• Visualize Datasets
Activity
• Achieve
• Apply
• Approve
• Capture
• Collect
• Compare
• Confirm
• Contact
• Discuss
• Edit
• Filter
• Locate
• Note
• Pay
• Personalize
• Poll
• Rate
• Search
• Share
• Shopping Cart
• Suggest
• Tag
• Tour
• Triage
57. Complexity
Every touchpoint that gets identified will need a complexity level assigned to
it. The complexity scale is from 1-5 as the more traditional 1-3 ranking makes
decision making more difficult. These complexity scores will need to be
applied to every user role that interact with a touchpoint.
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Business Processes &
Goals
Employee Complexity Assessor Complexity Reviewer Complexity HR Complexity
Maintain user roles and
permissions
Edit 2
HR Manages Assessment
Schedule
Timeline 3
Assessor and Employee
negotiate the goals
Identify, Approve,
Contact
3
Identify, Approve,
Contact
2 Approval 1 Master/Detail 3
1) Simple touchpoint activity supported with standard design
2) Touchpoint is supported by standard design
3) Touchpoint is complex but supported by standard design
4) Complex visualizations or interactions that use known design patterns
5) Unusual or new interaction patterns that follow no current standards
58. User Stories
Calculating an estimate of user stories is a combination of touchpoints
and complexity.
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Complexity Rule of thumb
1. 1 user story
2. 1 user story per touchpoint
3. 2 user stories per touchpoint
4. 4 user stories per touchpoint
5. 6 user stories per touchpoint
User Story Calculation
Employee Role
• 3 Touchpoints * 3 Complexity * 2 = 18 User Stories
Assessor
• 3 Touchpoints * 2 Complexity = 3 User Stories
Reviewer
• 1 Touchpoint * 1 Complexity = 1 User Story
HR
• 1 Touchpoint * 2 Complexity = 2 User stories
• 2 Touchpoints * 3 Complexity * 2 = 12 User Stories
Total 36 User Stories
59. Design Capacity
Capacity is what your UX team can turnout within a sprint. With the
average sprint having a 2 week cycle it is reasonable to expect a design
team to have a capacity of 4 user stories per sprint.
So following this capacity a single UX person doing the UI design
efforts would be able to complete the full design within 9 sprints
(36/4) or 18 weeks of effort.
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60. Comparing outcomes
Screen Count
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Touchpoint and User Stories
With 2-week sprints and 42.2 person
days this would be 5 sprints of design
work
With 36 user stories and the
ability to handle 4 user stories
per sprint. There would be 9
sprints of design work.
These 2 methods yield a difference of 4 sprints or 2 months of effort.
The shorter timeframe may help get a contract at the start but since
many contracts with clients are fixed bid that means there could be as
much as a 2 month work effort that is not paid by the client. On top of
the impact to the client relationship when the project is 2 months late.