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MUDD 
Marrying UX, Design and Development
About me 
• Jonathan Easton 
• Creative Director at GlobalSign.in (GSI) 
• Solutions for event organisers through our flagship product, 
GEVME 
• Web development solutions through our digital arm, GSI 
Digital
Who is in the room?
What is MUDD? 
Project management in a Product Development Lifecycle 
• Better products with better UX and Design. 
• Products which are better aligned with the user/client/ 
stakeholder needs. 
• Products that can keep improving and respond to change.
2 Main Disciplines
2 Main Disciplines 
UX / 
Design
2 Main Disciplines 
UX / 
Design 
Agile 
Dev
The “Problem” 
UX / 
Design 
Agile 
Dev
• Achieve efficiency, leanness 
and remove waste from the 
process 
• Respond to change and 
unpredictability 
• Develop the right product for 
the user 
Agile
1. 
Waterfall 
Analysis Design Dev Test 
Analysis 
Design 
Dev 
Agile: 
Test 
Analysis 
Design 
Dev 
Test 
Analysis 
Design 
Dev 
Test 
Features 1-50 Features 1-50 Features 1-50 Features 1-50 
Features 1-10 Features 11-17
2. Agile 
Retrospective Review 
Dev 
Next 
sprint 
Scrum: 
Backlog Planning
• Designing how a person uses 
and interacts with a product in 
such a way as to help them 
achieve their goals. 
• All about user-centred design, 
that is putting people first. 
• All about how your product 
works, looks and feels to people. 
UX / 
Design
UX / 
Design 
Simplified UX Design process 
Based on Cooper’s Goal Directed Design 
3. 
1. 2. 3. 4. 
Initiation User & 
Domain 
analysis 
Conceptual 
Design 
Detailed 
Design 
Why are we 
doing this 
project? 
Who are the 
users? 
What do they 
do? 
How will the 
design meet 
the user’s 
needs? 
What will the 
design look 
like?
The “Problem” 
UX Agile
The “Problem” 
UX Agile 
Looks like waterfall 
Looks phase-driven and slow
The “Problem” 
UX Agile 
Looks like waterfall 
Looks phase-driven and slow 
Looks fast, in motion 
Iterative
The “Solution” 
Change the way we look at things 
UX / 
Design 
Agile 
Dev
The “Solution” 
Change the way we look at things 
UX / 
Design 
Thinking 
Agile 
Dev
The “Solution” 
Change the way we look at things 
UX / 
Design 
Agile 
Dev 
Thinking Doing
The “Solution” 
Change the way we look at things 
UX / 
Design 
Thinking Doing 
Ideas, thoughts, plans, 
visuals 
Agile 
Dev
The “Solution” 
Change the way we look at things 
Thinking Doing 
Ideas, thoughts, plans, 
visuals 
The build, the “done”, the 
constructed work 
UX / 
Design 
Agile 
Dev
4. 
Think of a wood sculptor
4. 
Think of a wood sculptor 
Think
4. 
Think of a wood sculptor 
Think 
Do
4. 
Think of a wood sculptor 
Think 
Evaluate Do
4. 
Think of a wood sculptor 
Think 
Evaluate Do
Combining a slow process with a fast and 
iterative one. 
VS 
The relationship between Thinking and Doing. 
Synthesising, synchronising, balancing 
the two activities
• Synthesis 
Members working as one through collaboration and 
communication 
• Timing 
Doing the right thing at the right time 
• Balance 
Doing the right amount of everything
MUDD 
Principles
Vision 
Solid, clear and right
Vision 
Solid, clear and right 
• Conceptual level
Vision 
Solid, clear and right 
• Conceptual level 
• UX and Design level
Vision 
Solid, clear and right 
• Conceptual level 
• UX and Design level 
Soul 
consistent character, language and behaviour
Whole team involved in 1 common task 
Whole team does not only work together, but they 
work together and on the same thing.
Whole team involved in 1 common task 
Whole team does not only work together, but they 
work together and on the same thing. 
• Forces focus
Whole team involved in 1 common task 
Whole team does not only work together, but they 
work together and on the same thing. 
• Forces focus 
• Improves cohesion
Whole team involved in 1 common task 
Whole team does not only work together, but they 
work together and on the same thing. 
• Forces focus 
• Improves cohesion 
• Facilitates the solving of problem
Whole team involved in 1 common task 
Whole team does not only work together, but they 
work together and on the same thing. 
• Forces focus 
• Improves cohesion 
• Facilitates the solving of problem 
• Makes the environment more prone for emergence of useful 
and relevant feedback and insights
Cross-disciplinary Collaboration & 
Communication
Cross-disciplinary Collaboration & 
Communication 
• Conway’s law 
5. 
• The design of a product is a reflection of the communication 
structures of the organisation who built it 
• “In order for two separate modules to interface correctly, the 
designers and implementers of each module must communicate 
with each other.”
Cross-disciplinary Collaboration & 
Communication
Cross-disciplinary Collaboration & 
Communication 
• Quick design workshops
Cross-disciplinary Collaboration & 
Communication 
• Quick design workshops 
• Product/feature walkthroughs, demos, reviews
Cross-disciplinary Collaboration & 
Communication 
• Quick design workshops 
• Product/feature walkthroughs, demos, reviews 
• Internal validations, tests
Cross-disciplinary Collaboration & 
Communication 
• Quick design workshops 
• Product/feature walkthroughs, demos, reviews 
• Internal validations, tests 
• Ad-hoc discussions
Cross-disciplinary Collaboration & 
Communication 
• Quick design workshops 
• Product/feature walkthroughs, demos, reviews 
• Internal validations, tests 
• Ad-hoc discussions 
• Over-the-shoulder feedback
Cross-disciplinary Collaboration & 
Communication 
• Quick design workshops 
• Product/feature walkthroughs, demos, reviews 
• Internal validations, tests 
• Ad-hoc discussions 
• Over-the-shoulder feedback 
• Pop-over-the-desk requests
Cross-disciplinary Literacy & Activity
Cross-disciplinary Literacy & Activity 
Learning about 
the other’s 
discipline
Cross-disciplinary Literacy & Activity 
Learning about 
the other’s 
discipline 
Performing the 
other 
discipline’s task
Cross-disciplinary Literacy & Activity 
Learning about 
the other’s 
discipline 
Performing the 
other 
discipline’s task 
Smoother flow of info 
and communication
Cross-disciplinary Literacy & Activity 
Learning about 
the other’s 
discipline 
Performing the 
other 
discipline’s task 
Smoother flow of info 
and communication 
Synthesises the performance of 
2 entities into 1 fluid flow
Cross-disciplinary Literacy & Activity 
UX / 
Design Dev UX / 
Design Dev
Cross-disciplinary Literacy & Activity
Design Comes First
Design Comes First 
• But not Big Design Up Front (BDUF) 
• Only Just Enough Design Up Front 
(JEDUF)
Examples - Hi-fi
Examples - Lo-fi
Essential Designs Up Front 
“Limit up-front design to the elements essential for 
creating a holistic experience and do the remaining 
design iteratively.” 
- Charles Krietzberg, Phd, Former CEO & Founder at Cognetics Corporation. 6.
Essential Designs Up Front 
• Design styles and patterns that lay the foundation for the 
rest of the designs and interactions that will emerge 
down the road 
• They do not have to be complete, but they must give a 
complete and holistic idea of the product, its interface 
and behaviour.
Essential Designs Up Front 
Examples
The need for a UX Owner (UXO) in Agile
The need for a UX Owner (UXO) in Agile 
• Make sure vision is kept form a UX 
perspective 
• Make sure the product is going in the right 
and consistent direction from an 
experiential point of view
The need for a UX Owner (UXO) in Agile
The need for a UX Owner (UXO) in Agile 
“Having a persistent presence on the team by a UX designer 
who has lead authority is even more important than having 
a finished design ready to code. Many detailed design 
decisions can be worked out in real time during scrum if 
there is a good rapport and collaboration and the designer 
has a vision for the product.” 
Roger Belveal, Trend Micro 7.
The Synchronisation of 
Thinking and Doing
SPRINT 1 
UX/Design 
Engineering 
Day 0 
BIG IDEA PHASE 0 Build 
SPRINT 2 
UX/Design 
Engineering 
Build 
Vision • Planning 
• Preparation for 
Sprint 1 
• Foundation UX/ 
Design & Engineering 
MUDD 
Process
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
….
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
…. 
Think
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
…. 
Think 
Do
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
…. 
Think 
Do 
Evaluate
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
…. 
Think 
Do 
Evaluate
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
8. 
…. 
Think 
Do 
Evaluate Think 
Do 
Evaluate
Day 0 
PHASE 0 SPRINT 1 SPRINT 2 
Research into 
technologies required Dev 
UX 
Design 
Establishes foundation IA, user 
flows and EDUF with Designer 
Works on S1 items with 
Designer 
Research into visual styles 
Designs S1 items 
Designs essential elements 
needed up front 
Works on S2 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S2 items 
Reviews 
and/or 
tests S1 
Reviews 
visuals and 
designs 
implemented 
Implement S1 items 
Setup environment 
Works on S3 items 
with Designer 
Research/gather data 
for future stories if 
needed 
Designs S3 items 
Reviews 
and/or 
tests S2 
Reviews 
visuals and 
designs 
implemented 
Implement S2 items 
8. 
….
Final Thoughts 
The increasing sophistication of our processes is a 
representation and reflection of, and reaction to 
some of the big changes in paradigm that our society 
has been going through.
Uhl-Bien, Marion and McKelvey (2007): 9. 
Our ways of working, processes and management 
structures in the Knowledge Era have evolved and have 
increased in complexity as a result of the growing 
complexity going through our societal structures at large.
McKelvey & Boisot (2003): 
The Law of Requisite Complexity and state that 
It takes complexity to defeat complexity - a system must 
possess complexity equal to that of its environment in 
order to function effectively. 
Requisite complexity enhances a system’s capacity to 
search for solutions to challenges and to innovate (...) and 
optimizes its capacity for learning, creativity and 
adaptability. 
9.
Waterfall 
Linear, 1-dimensional and 
sequential 
Agile/Scrum 
Iterative, distributed, cyclic 
and self-organised
So knowledge workers, let’s keep this evolution going! 
“The most successful teams have a custom agile 
implementation”- Zollers. 
10. 
Don’t look for the perfect model, process or 
framework. 
Adopt, adapt, and create your own.
Thank You
Learn more and let’s keep the conversation going at: 
www.mudd.sg
Learn more and let’s keep the conversation going at: 
www.mudd.sg 
What would the MUDD model be without 
the MUDD Cake! 
#yinyangbakeshop
References 
1. Adapted from http://uxpajournal.org/adapting-usability-investigations-for-agile-user-centered-design/ 
2. Adapted from http://www.slideshare.net/pips1/agile-uxinreallife-lessonslearned?related=2 
3. Adapted from http://www.infoq.com/presentations/ux-agile 
4. http://www.delawareriverwaterfront.com/uploads/files/986762383894762599-wood-sculpture.full.jpg 
5. http://en.wikipedia.org/wiki/Conway's_law 
6. http://msdn.microsoft.com/en-us/magazine/dd882523.aspx 
7. https://www.linkedin.com/groups/Scrum-teams-how-do-you-3315113.S.207834476? 
view=&gid=3315113&type=member&item=207834476&goback=.gmp_3315113&trk=Skyline_click_NGDR&sl=NGDR; 
82269536:1411776108283;0;; 
8. http://uxpajournal.org/adapting-usability-investigations-for-agile-user-centered-design/ 
9. http://digitalcommons.unl.edu/cgi/viewcontent.cgi?article=1017&context=leadershipfacpub 
10. http://www.slideshare.net/azollers/agile-user-experience-design

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UXSG2014 Lightning Talks - The MUDD Model - Marrying UX, Design and Development (Jonathan Easton)

  • 1. MUDD Marrying UX, Design and Development
  • 2. About me • Jonathan Easton • Creative Director at GlobalSign.in (GSI) • Solutions for event organisers through our flagship product, GEVME • Web development solutions through our digital arm, GSI Digital
  • 3. Who is in the room?
  • 4. What is MUDD? Project management in a Product Development Lifecycle • Better products with better UX and Design. • Products which are better aligned with the user/client/ stakeholder needs. • Products that can keep improving and respond to change.
  • 6. 2 Main Disciplines UX / Design
  • 7. 2 Main Disciplines UX / Design Agile Dev
  • 8. The “Problem” UX / Design Agile Dev
  • 9. • Achieve efficiency, leanness and remove waste from the process • Respond to change and unpredictability • Develop the right product for the user Agile
  • 10. 1. Waterfall Analysis Design Dev Test Analysis Design Dev Agile: Test Analysis Design Dev Test Analysis Design Dev Test Features 1-50 Features 1-50 Features 1-50 Features 1-50 Features 1-10 Features 11-17
  • 11. 2. Agile Retrospective Review Dev Next sprint Scrum: Backlog Planning
  • 12. • Designing how a person uses and interacts with a product in such a way as to help them achieve their goals. • All about user-centred design, that is putting people first. • All about how your product works, looks and feels to people. UX / Design
  • 13. UX / Design Simplified UX Design process Based on Cooper’s Goal Directed Design 3. 1. 2. 3. 4. Initiation User & Domain analysis Conceptual Design Detailed Design Why are we doing this project? Who are the users? What do they do? How will the design meet the user’s needs? What will the design look like?
  • 15. The “Problem” UX Agile Looks like waterfall Looks phase-driven and slow
  • 16. The “Problem” UX Agile Looks like waterfall Looks phase-driven and slow Looks fast, in motion Iterative
  • 17. The “Solution” Change the way we look at things UX / Design Agile Dev
  • 18. The “Solution” Change the way we look at things UX / Design Thinking Agile Dev
  • 19. The “Solution” Change the way we look at things UX / Design Agile Dev Thinking Doing
  • 20. The “Solution” Change the way we look at things UX / Design Thinking Doing Ideas, thoughts, plans, visuals Agile Dev
  • 21. The “Solution” Change the way we look at things Thinking Doing Ideas, thoughts, plans, visuals The build, the “done”, the constructed work UX / Design Agile Dev
  • 22. 4. Think of a wood sculptor
  • 23. 4. Think of a wood sculptor Think
  • 24. 4. Think of a wood sculptor Think Do
  • 25. 4. Think of a wood sculptor Think Evaluate Do
  • 26. 4. Think of a wood sculptor Think Evaluate Do
  • 27. Combining a slow process with a fast and iterative one. VS The relationship between Thinking and Doing. Synthesising, synchronising, balancing the two activities
  • 28. • Synthesis Members working as one through collaboration and communication • Timing Doing the right thing at the right time • Balance Doing the right amount of everything
  • 30. Vision Solid, clear and right
  • 31. Vision Solid, clear and right • Conceptual level
  • 32. Vision Solid, clear and right • Conceptual level • UX and Design level
  • 33. Vision Solid, clear and right • Conceptual level • UX and Design level Soul consistent character, language and behaviour
  • 34. Whole team involved in 1 common task Whole team does not only work together, but they work together and on the same thing.
  • 35. Whole team involved in 1 common task Whole team does not only work together, but they work together and on the same thing. • Forces focus
  • 36. Whole team involved in 1 common task Whole team does not only work together, but they work together and on the same thing. • Forces focus • Improves cohesion
  • 37. Whole team involved in 1 common task Whole team does not only work together, but they work together and on the same thing. • Forces focus • Improves cohesion • Facilitates the solving of problem
  • 38. Whole team involved in 1 common task Whole team does not only work together, but they work together and on the same thing. • Forces focus • Improves cohesion • Facilitates the solving of problem • Makes the environment more prone for emergence of useful and relevant feedback and insights
  • 40. Cross-disciplinary Collaboration & Communication • Conway’s law 5. • The design of a product is a reflection of the communication structures of the organisation who built it • “In order for two separate modules to interface correctly, the designers and implementers of each module must communicate with each other.”
  • 42. Cross-disciplinary Collaboration & Communication • Quick design workshops
  • 43. Cross-disciplinary Collaboration & Communication • Quick design workshops • Product/feature walkthroughs, demos, reviews
  • 44. Cross-disciplinary Collaboration & Communication • Quick design workshops • Product/feature walkthroughs, demos, reviews • Internal validations, tests
  • 45. Cross-disciplinary Collaboration & Communication • Quick design workshops • Product/feature walkthroughs, demos, reviews • Internal validations, tests • Ad-hoc discussions
  • 46. Cross-disciplinary Collaboration & Communication • Quick design workshops • Product/feature walkthroughs, demos, reviews • Internal validations, tests • Ad-hoc discussions • Over-the-shoulder feedback
  • 47. Cross-disciplinary Collaboration & Communication • Quick design workshops • Product/feature walkthroughs, demos, reviews • Internal validations, tests • Ad-hoc discussions • Over-the-shoulder feedback • Pop-over-the-desk requests
  • 49. Cross-disciplinary Literacy & Activity Learning about the other’s discipline
  • 50. Cross-disciplinary Literacy & Activity Learning about the other’s discipline Performing the other discipline’s task
  • 51. Cross-disciplinary Literacy & Activity Learning about the other’s discipline Performing the other discipline’s task Smoother flow of info and communication
  • 52. Cross-disciplinary Literacy & Activity Learning about the other’s discipline Performing the other discipline’s task Smoother flow of info and communication Synthesises the performance of 2 entities into 1 fluid flow
  • 53. Cross-disciplinary Literacy & Activity UX / Design Dev UX / Design Dev
  • 56. Design Comes First • But not Big Design Up Front (BDUF) • Only Just Enough Design Up Front (JEDUF)
  • 59. Essential Designs Up Front “Limit up-front design to the elements essential for creating a holistic experience and do the remaining design iteratively.” - Charles Krietzberg, Phd, Former CEO & Founder at Cognetics Corporation. 6.
  • 60. Essential Designs Up Front • Design styles and patterns that lay the foundation for the rest of the designs and interactions that will emerge down the road • They do not have to be complete, but they must give a complete and holistic idea of the product, its interface and behaviour.
  • 61. Essential Designs Up Front Examples
  • 62. The need for a UX Owner (UXO) in Agile
  • 63. The need for a UX Owner (UXO) in Agile • Make sure vision is kept form a UX perspective • Make sure the product is going in the right and consistent direction from an experiential point of view
  • 64. The need for a UX Owner (UXO) in Agile
  • 65. The need for a UX Owner (UXO) in Agile “Having a persistent presence on the team by a UX designer who has lead authority is even more important than having a finished design ready to code. Many detailed design decisions can be worked out in real time during scrum if there is a good rapport and collaboration and the designer has a vision for the product.” Roger Belveal, Trend Micro 7.
  • 66. The Synchronisation of Thinking and Doing
  • 67. SPRINT 1 UX/Design Engineering Day 0 BIG IDEA PHASE 0 Build SPRINT 2 UX/Design Engineering Build Vision • Planning • Preparation for Sprint 1 • Foundation UX/ Design & Engineering MUDD Process
  • 68. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 69. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 70. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 71. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 72. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 73. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 74. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 75. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. ….
  • 76. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. …. Think
  • 77. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. …. Think Do
  • 78. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. …. Think Do Evaluate
  • 79. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. …. Think Do Evaluate
  • 80. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items 8. …. Think Do Evaluate Think Do Evaluate
  • 81. Day 0 PHASE 0 SPRINT 1 SPRINT 2 Research into technologies required Dev UX Design Establishes foundation IA, user flows and EDUF with Designer Works on S1 items with Designer Research into visual styles Designs S1 items Designs essential elements needed up front Works on S2 items with Designer Research/gather data for future stories if needed Designs S2 items Reviews and/or tests S1 Reviews visuals and designs implemented Implement S1 items Setup environment Works on S3 items with Designer Research/gather data for future stories if needed Designs S3 items Reviews and/or tests S2 Reviews visuals and designs implemented Implement S2 items 8. ….
  • 82. Final Thoughts The increasing sophistication of our processes is a representation and reflection of, and reaction to some of the big changes in paradigm that our society has been going through.
  • 83. Uhl-Bien, Marion and McKelvey (2007): 9. Our ways of working, processes and management structures in the Knowledge Era have evolved and have increased in complexity as a result of the growing complexity going through our societal structures at large.
  • 84. McKelvey & Boisot (2003): The Law of Requisite Complexity and state that It takes complexity to defeat complexity - a system must possess complexity equal to that of its environment in order to function effectively. Requisite complexity enhances a system’s capacity to search for solutions to challenges and to innovate (...) and optimizes its capacity for learning, creativity and adaptability. 9.
  • 85. Waterfall Linear, 1-dimensional and sequential Agile/Scrum Iterative, distributed, cyclic and self-organised
  • 86. So knowledge workers, let’s keep this evolution going! “The most successful teams have a custom agile implementation”- Zollers. 10. Don’t look for the perfect model, process or framework. Adopt, adapt, and create your own.
  • 88. Learn more and let’s keep the conversation going at: www.mudd.sg
  • 89. Learn more and let’s keep the conversation going at: www.mudd.sg What would the MUDD model be without the MUDD Cake! #yinyangbakeshop
  • 90. References 1. Adapted from http://uxpajournal.org/adapting-usability-investigations-for-agile-user-centered-design/ 2. Adapted from http://www.slideshare.net/pips1/agile-uxinreallife-lessonslearned?related=2 3. Adapted from http://www.infoq.com/presentations/ux-agile 4. http://www.delawareriverwaterfront.com/uploads/files/986762383894762599-wood-sculpture.full.jpg 5. http://en.wikipedia.org/wiki/Conway's_law 6. http://msdn.microsoft.com/en-us/magazine/dd882523.aspx 7. https://www.linkedin.com/groups/Scrum-teams-how-do-you-3315113.S.207834476? view=&gid=3315113&type=member&item=207834476&goback=.gmp_3315113&trk=Skyline_click_NGDR&sl=NGDR; 82269536:1411776108283;0;; 8. http://uxpajournal.org/adapting-usability-investigations-for-agile-user-centered-design/ 9. http://digitalcommons.unl.edu/cgi/viewcontent.cgi?article=1017&context=leadershipfacpub 10. http://www.slideshare.net/azollers/agile-user-experience-design