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<p>Agile Software DevelopmentAgile UX Work</p> <p>Kati KuusinenResearcher @ TUT / Pervasive / IHTE</p> <p>kati.kuusinen@tut.fi</p> <p>Contents</p> <p>1. Introduction / Motivation2. Agile software development3. User experience work as integral part of SW</p> <p>development4. How is it done in practice experiences</p> <p>from numerous development projects</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 2</p> <p>What does AGILE mean in softwaredevelopment?</p> <p>How can you produce good UserExperience in an Agile software project?</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 3</p> <p>Waterfall Development</p> <p> Sequential Phase ready and</p> <p>correct when movingto next one</p> <p> Big design upfront:basically everythingdesigned beforeimplemented</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 4</p> <p>Requirements</p> <p>Design</p> <p>Implementation</p> <p>Verification</p> <p>Maintenance</p> <p>Agile Methods</p> <p> Born in 1990s when noticed that in somecases, waterfall is not an ideal model You cannot get everything right beforehand More lightweight methods were needed Waterfall is still a good model for e.g. in</p> <p>industries where iterative work is costly</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 5</p> <p>Agile Manifesto</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 6</p> <p>Individuals andinteractions</p> <p>Working software</p> <p>Customercollaboration</p> <p>Responding to change</p> <p>Processes and tools</p> <p>Comprehensivedocumentation</p> <p>Contract negotiation</p> <p>Following a plan</p> <p>over</p> <p>over</p> <p>over</p> <p>over</p> <p>while there is value in the items on the right, we value the items on the left more.</p> <p>we have come to value:</p> <p>Agile Methods</p> <p>TRUE:IterativeIncrementalCooperativeShort feedback cycles</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 7</p> <p>FALSE:No planningJust codingNo rulesNo documentation</p> <p>Scrum</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 8</p> <p>Lean Development</p> <p>Maximize the ability to create customer value,work less</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 9</p> <p>Seven principles:1. Eliminate waste2. Amplify learning3. Decide as late as possible4. Deliver as fast as possible5. Empower the team6. Build integrity in7. See the whole</p> <p>Kanban</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 10</p> <p>Agileproductdesign.com</p> <p> Visualize Limit WIP Manage Flow Make policies</p> <p>expedit Implement</p> <p>feedback loops Improve</p> <p>collaboratively,evolveexperimentally</p> <p>Contents</p> <p>1. Introduction / Motivation2. Agile software development3. User experience work as integral part of</p> <p>SW development4. How is it done in practice experiences</p> <p>from numerous development projects</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 11</p> <p>In Some Companies You StillMight Need to Justify UX work(usually not in sw industry)Just some thoughts . . . Even an engineer does not want to use crappy products</p> <p>and services why would anyone else? UX is spreading out:</p> <p> Consumer -&gt; business -&gt; engineering tools</p> <p> If you dont invest in UX, your competitors will for sure Costs of losing customers vs. getting revenue by</p> <p>increased (add-on) sales Reputation and brand image, what is ROI for them? (ROI</p> <p>= return on investment, a commonly used business performance factor)</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 12</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 13</p> <p>Source: Innes 2011Why enterprises cannot innovate:helping companies learn design thinking</p> <p>Agile User ExperienceDevelopment in General Agile UX is user experience work that is conducted in accordance</p> <p>with Agile (and Lean) principles and methods, thus integrating (ormerging) UX work and human-centered design practices with Agile(and Lean) development practices</p> <p> The goal is to adapt an efficient way of working that constantly leadsto desired user experience of the outcome The desired level of outcome quality and project effort naturally varies</p> <p> Business, user, and technical requirements should be in line andsupport each other</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 14</p> <p>Agile User ExperienceDevelopment in General UX work aims to Lean development; less unneeded features, less</p> <p>expensive correcting work Leads to cumulative savings in time, in maintenance costs, in</p> <p>development costs, training and manual costs Leads to better usability, efficiency, effectiveness and satisfaction Leads to better reputation, increased customer loyalty Systematizing UX work is not a cost, it is an investment Less repeated work by templates, guidelines, heuristics, metrics Systematic and early work decreases development and</p> <p>maintenance costs (rework, refactoring, maintaining unneededfeatures etc.)</p> <p> Systematic and early UX work increases product quality</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 15</p> <p>UX Work</p> <p> Is iterative Emphasizes early phases Is cooperative Quality over quantity Aims at lean process &amp; outcome less wasteful features, less expensive</p> <p>wasteful work Aims at happy people :)</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 16</p> <p>Common Agile UX Practices</p> <p> Little/Some Design Up Front, LDUF (inherently an agile practice) Close collaboration Prototyping (particularly lowFi)</p> <p> at early phases, also as a communication tool User stories User testing Inspection evaluation / usability inspection Refining the UI for the next iteration UX one or two sprints ahead of development Big picture of the project needs to be maintained Scenarios &amp; Personas are commonly in use</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 17</p> <p>A Commonly RecommendedAgile UX Model</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 18</p> <p>D. Sy 2007</p> <p>Recommended Practices</p> <p> Cooperation is a key issue All together from early on (J. Coplien)</p> <p> UX, architects, developers, customers, business</p> <p> Emphasizing early work, it is affordable Parallel design with short feedback cycles</p> <p> Best way to have a good idea is to have lots of ideas, dont fixwith one idea too early</p> <p> UX team should be agile too, e.g. UX sprints However, some upfront design is needed Good UX comes from the process and cooperation. UX team</p> <p>should lead the UX work, not serve development on order-basis Keeping the big picture in mind is essential</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 19</p> <p>General Advice</p> <p> Heavier studies conducted outside project work Generalize &amp; reuse</p> <p> Define &amp; understand good user experience Easy to use, fun, efficient, aesthetic, convincing, reliable</p> <p> Fail and learn quickly, waste cheap time Cooperate! Business, UX, architects, developers Early and continuous feedback</p> <p> From users, developers, customers, other stakeholders Many methods and ways of working may lead to</p> <p>excellent outcome, no one single right way exists</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 20</p> <p>Contents</p> <p>1. Introduction / Motivation2. Agile software development3. User experience work as integral part of SW</p> <p>development4. How is it done in practice experiences</p> <p>from numerous development projects</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 21</p> <p>Some Tasks UX Specialistscommonly Participate Design: determining HOW the system should work</p> <p> not what it should look like (graphical design)</p> <p> Sales, budgeting / pricing Feasibility studies, roadmap planning Design upfront (planning, doing user studies and design work before</p> <p>implementation is started) Backlog and feature creation, clarifying user requirements Planning, conducting and analyzing user studies and tests Designing the user interaction or user flow (the core of UX designers work) Doing graphic design for the user interface Implementing the user interface Reviewing user interface designs or implementation</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 22</p> <p>UX Specialist Titles</p> <p> UX / UI / interaction designer, designer Graphic / visual / industrial designer Service designer UX consult, UI support, User researcher UX manager, UX lead UX engineer UI developer UX architect UX specialist, Usability specialist</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 23</p> <p>Varying Habits of UX WorkManagement in Companies UX included already during sales / just after architect</p> <p>has made UI design / when we have major problems</p> <p> UX is customers concern, it is up to them if they want toget UX work, it is an additional cost for them / Wealways take care of UX, customer requirements areanother thing</p> <p> It is not in our process, everyone can decide whether tothink about the user. I always try to. / UX work isincluded in our processes, we involve UX from earlyon</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 24</p> <p>Communicating UX Design forDevelopment High fidelity or photorealistic images of UI screens (such as PhotoShop) Wireframe images with explanation texts (interaction and navigation</p> <p>presented with e.g. text and arrows)</p> <p> References to style guides (guidance for selecting UI components and styles) Paper prototypes (physical low-fidelity models. E.g. cardboard, post-it) Low-fidelity software prototypes (sketches of screens, mockups, storyboards.</p> <p>E.g. Balsamiq)</p> <p> Mid-fidelity software prototypes (fairly detailed but simple and approximatemodel with simulated functionality. E.g. PowerPoint, MS Visio, Axure RP, Omnigraffle)</p> <p> High-fidelity software prototypes (detailed graphics with some actualfunctionality (often simulated back-end), such as AppSketcher, FluidUI, Adobe FlashCatalyst)</p> <p> Working software, source code (such as HTML and CSS)</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 25</p> <p> The results section is removed from publicslides</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 26</p> <p>Summary</p> <p> UX work should be included in softwaredevelopment practices</p> <p> Some design upfront (DUF) is usually needed Studying and concepting before starting development</p> <p> UX, business, and technical goals should bealigned</p> <p> Agile principles should be applied on UX workalso: short feedback cycles (iterations), constantcommunication, limited DUF etc.</p> <p>21-March-2013Katu guest lecture Kati Kuusinen Spring 2013 27</p>