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Holistic User Experience in an Agile Environment

Holistic User Experience in an Agile Environment

Holistic design strategy in an iterative agile environment is hard. How do you develop a macro understanding while developing micro solutions and get designers and developers on the same page? How does design thinking deliver awesome features and applications for your customer and why your agile team should care. Get out your sketch pens, we're talking user experience design for an agile process.

Garren DiPasquale

October 23, 2013
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  1. HOLISTIC USER EXPERIENCE IN AN AGILE ENVIRONMENT Resources http://en.wikipedia.org/wiki/Lean_Startup http://en.wikipedia.org/wiki/Toyota_Production_System

    http://www.uie.com/brainsparks/2011/12/01/jeff-gothelf-understanding-lean-ux/ http://theleanstartup.com http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/ http://www.andersramsay.com/2012/04/24/agile-ux-vs-lean-ux/ http://uxdesign.smashingmagazine.com/2011/03/07/lean-ux-getting-out-of-the-deliverables-business/ http://www.uie.com/articles/lean_ux/ http://www.jeffgothelf.com/blog/ http://vimeo.com/24638334 http://www.fastcompany.com/1778706/eric-ries-lean-startup-machine http://amzn.com/1449311652 http://www.amazon.com/The-Lean-Startup-Entrepreneurs-Continuous/dp/0307887898 http://www.amazon.com/Running-Lean-Iterate-Works-OReilly/dp/1449305172/ref=pd_sim_b_4 http://amzn.com/1933820217 http://www.amazon.com/Toyota-Way-Management-Principles-Manufacturer/dp/0071392319 http://www.idahostatesman.com/2011/05/18/1652544/little-time-to-solve-big-problem.html
  2. WHAT WE’LL COVER 1. HOLISTIC DESIGN AND WHY YOU SHOULD

    CARE 2. HOW TO IMPLEMENT AT THE PROJECT & TEAM LEVEL 3. SOME MISCONCEPTIONS & COMMON MISTAKES 4. Q&A
  3. PROBLEMS WITH “AGILE” DESIGN 1. LACK OF VISION AND HOLISTIC

    STRATEGY 2. FOCUSES ONLY ON MICRO DESIGN 3. ENGINEERING DRIVEN 4. NOT MEANT TO ASK WHY BUT INTENDED TO SOLVE HOW
  4. PROBLEMS WITH BDUF 1. THE DESIGN DOESN’T GET IMPLEMENTED 2.

    WRONG FOR THE MARKET DESPITE USER RESEARCH 3. FEEDBACK MISSING LATE IN THE PROCESS 4. DOESN’T REACT TO CHANGE QUICK ENOUGH
  5. “Design thinking is a human-centered approach to innovation that draws

    from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” —Tim Brown, president and CEO IDEO
  6. GOOD PRODUCT/SERVICE DESIGN 1. INCREASES TEAM MORALE AND TEAM OWNERSHIP

    2. DECREASES RE-WORK 3. LEADS TO BETTER CODE 4. LONG TERM PROGRAM SUCCESS
  7. WHY

  8. HOW

  9. 1. PRODUCT VISION 1. WHO IS THE CUSTOMER USER? 2.

    WHAT CUSTOMER NEEDS WILL BE ADDRESSED? 3. WHAT ARE THE UNIQUE SELLING POINTS? 4. WHAT IS THE TARGET TIMEFRAME AND BUDGET?
  10. 2. DESIGN PRINCIPLES 1. WHAT PRINCIPLES REFLECT OUR PRODUCT VISION?

    2. WHAT IS OUR PRODUCT MENTAL MODEL? 3. WHAT IS OUR TONE AND VOICE? 4. HOW DO WE DESCRIBE THE PRODUCT’S EXPERIENCE?
  11. FIVE TO SEVEN PRINCIPLES WORK DIRECTLY WITH THE BUSINESS GET

    KEY BUY IN STICK TO THEM, CITE THEM OFTEN ADJUST THEM WHEN NEEDED
  12. 2. DESIGN PRINCIPLES EXAMPLE / MACBOOK 1. HIGH QUALITY /

    HIGH END MATERIALS 2. ELOQUENT 3. TOP OF THE LINE 4. PURPOSEFUL 5. LIMITED
  13. SUCCESS METRICS EXAMPLES 1. CONVERSION 2. RATE OF COMPLETION 3.

    REPEAT PURCHASES 4. LOWER CUSTOMER SERVICE CASES
  14. 3. HEURISTICS 1. Visibility of system status 2. Match between

    system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, and recover from errors 10. Help and documentation
  15. 3. HEURISTICS 1. USED DURING UX REVIEW 2. USED TO

    CHECK INDIVIDUAL INTERACTIONS 3. USED BY EVERYONE 4. UX QUALITY CONTROL
  16. 4. PATTERN LIBRARIES 1. THE OTHER UX DESIGNER 2. NOT

    JUST FOR DESIGNERS 3. MUST BE ACCESSIBLE TO EVERYONE 4. NEED TO BE CURATED AND UPDATED
  17. CROSS FUNCTIONAL TEAMS 1. GET EVERYONE INVOLVED (DESIGN WORKSHOPS) 2.

    PROMOTE CROSS FUNCTIONAL PAIRING 3. BREAKS DOWN SILOS 4. GET OUT OF THE BUILDING 5. DESIGN/DEV ROCKSTARS DON’T WORK WELL
  18. ELIMINATE THE HANDOFF 1. JUST IN TIME INVENTORY 2. FOSTER

    SHARED UNDERSTANDING 3. THE TEAM OWNS THE DESIGN 4. GET RID OF THE WASTE 5. EXTERNALIZE YOUR WORK
  19. WED THURS FRI MON TUE WED THURS FRI MON TUE

    WORKSHOP TESTING LOW FIDELITY DOCUMENTATION DEMO DESIGN SPRINT OVERVIEW
  20. Individuals and interactions over processes and tools Working software over

    comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan
  21. “A human-centered approach to innovation to integrate the needs of

    people, the possibilities of technology, and the requirements for business success.”