uxsg2014 lightning talks - the mudd model - marrying ux, design and development (jonathan easton)
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MUDDMarrying 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
AgileDev
The “Problem”
UX /Design
AgileDev
• Achieve efficiency, leanness and remove waste from the process
• Respond to change and unpredictability
• Develop the right product for the user
Agile
1.
Analysis Design Dev Test
Waterfall
Analysis
Design
Dev
Test
Agile: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
DevNextsprint
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 processBased on Cooper’s Goal Directed Design
3.
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?
1. 2. 3. 4.
The “Problem”UX Agile
The “Problem”
Looks like waterfallLooks phase-driven and slow
UX Agile
The “Problem”
Looks like waterfallLooks phase-driven and slow
UX Agile
Looks fast, in motionIterative
The “Solution”Change the way we look at things
UX /Design
AgileDev
The “Solution”Change the way we look at things
Thinking
UX /Design
AgileDev
The “Solution”Change the way we look at things
Thinking Doing
UX /Design
AgileDev
The “Solution”Change the way we look at things
Thinking DoingIdeas, thoughts, plans,
visuals
UX /Design
AgileDev
The “Solution”Change the way we look at things
Thinking DoingIdeas, thoughts, plans,
visualsThe build, the “done”, the
constructed work
UX /Design
AgileDev
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.
Synthesising, synchronising, balancing the two activities
The relationship between Thinking and Doing.
VS
• 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
MUDDPrinciples
VisionSolid, clear and right
VisionSolid, clear and right
• Conceptual level
VisionSolid, clear and right
• Conceptual level• UX and Design level
VisionSolid, clear and right
• Conceptual level• UX and Design level
Soulconsistent character, language and behaviour
Whole team involved in 1 common taskWhole team does not only work together, but they
work together and on the same thing.
Whole team involved in 1 common taskWhole team does not only work together, but they
work together and on the same thing.
• Forces focus
Whole team involved in 1 common taskWhole 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 taskWhole 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 taskWhole 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• 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.”
5.
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
“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
ExamplesEssential Designs Up Front
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
UX/DesignEngineering
BuildPHASE 0BIG IDEA
Day 0
SPRINT 1
UX/DesignEngineering
Build
SPRINT 2
Vision • Planning• Preparation for
Sprint 1• Foundation UX/
Design & Engineering
MUDDProcess
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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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
Reviewsand/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.
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.
Uhl-Bien, Marion and McKelvey (2007): 9.
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.
McKelvey & Boisot (2003):The Law of Requisite Complexity and state that
9.
WaterfallLinear, 1-dimensional and
sequential
Agile/ScrumIterative, distributed, cyclic
and self-organised
So knowledge workers, let’s keep this evolution going!
“The most successful teams have a custom agile implementation”- Zollers.
Don’t look for the perfect model, process or framework.
Adopt, adapt, and create your own.
10.
Thank You
www.mudd.sgLearn more and let’s keep the conversation going at:
www.mudd.sgLearn more and let’s keep the conversation going at:
What would the MUDD model be without the MUDD Cake!
#yinyangbakeshop
References1. 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=23. Adapted from http://www.infoq.com/presentations/ux-agile4. http://www.delawareriverwaterfront.com/uploads/files/986762383894762599-wood-sculpture.full.jpg5. http://en.wikipedia.org/wiki/Conway's_law6. http://msdn.microsoft.com/en-us/magazine/dd882523.aspx7. 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=leadershipfacpub10. http://www.slideshare.net/azollers/agile-user-experience-design
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