I'm a user experience specialist that came into a company already using
agile practices. When I first got there I tried to jump straight into the
sprints with interaction designs. This resulted in a lot of confusion,
unnecessary changes, and a less than ideal user interface.

We took a step back on a recent project and held a relatively long "sprint
0" - I spent 2 months conducting user research, defining the major design
problems and solutions, defining UX/branding vision and strategy, and
developing the basic design architecture (navigation and interaction style)
with the help of paper prototype testing. The graphic designer also took
this time to develop a set of icons and visual style for the new system. We
now work one sprint ahead to define the detailed screenshots, acceptance
criteria, and conduct user visits to get feedback on features.  I also work
as the product owner defining the stories on the backlog.

Although I am a very strong proponent of agile methods, I am still not
entirely sure how we could have reconciled the large amount of UX work that
we did upfront with the agile rule of thumb that suggests only spending 2
weeks on Sprint 0. Perhaps it is because I am working alone - a team of 3-4
designers could probably work much faster and also be able to handle much
more design work during the sprints. A shorter sprint 0 might also have been
doable in a company with an established UX infrastructure (e.g. a style
guide/UI standards and a good understanding of user needs), but we didn't
have this and had to start from scratch.

I think it is important to attend the sprint planning meetings and work
within the sprints with the development teams. Jeff Patton talks about the
difference between incremental development and iterative development. I'm
not sure if I can explain it perfectly, but basically incremental
development is how you described in your email Jessica, where you have a big
picture of the UI and you break it down into small pieces and feed it to
development. Iterative development, on the other hand, would involve
developing the system in small parts and reevaluating the design at each
step. Iterative development as used in agile methods gives more room for
flexibiliy and to take advantage of oppurtunities. For example, if it comes
out in a sprint planning meeting that a feature that you have designed would
take 4 weeks development time, you might work together with development to
understand the technical problems and redefine the feature so that it only
takes 1 or 2 weeks development time. Incremental design does not work in
this case, because changing the nature of this feature might also mean you
have to adapt other parts of the interface to maintain consistency or to
take into account the technical constraints that you just became aware of.

Agile methods aim to create the most business value in the least amount of
time. I find that this means that I sometimes have to be flexible in my
ideals regarding the perfect UX design, just as the developers have to be
flexible on their ideas of what would be the fastest system to develop. We
do spend a good amount of time defining "in-between" steps where the
developers will not be able to create the complete feature (as designed) in
this sprint, but only a part of it.

It would be great to hear the experiences of others on this list in
resolving design and agile methods.

 - Liz
--
Elizabeth Whitworth
User experience specialist
TRANSPOREON GmbH
Ulm, Germany


On Tue, Nov 4, 2008 at 6:26 AM, Kim Mc <[EMAIL PROTECTED]> wrote:

> My experience is that you as a UX person need to be involved in the product
> definition or 'backlog' throughout the entire development process and not
> just the beginning definition phase.  Sometimes you will need to be more of
> a product manager than a UX person, and be willing to limit or streamline
> the amount of documentation you end up doing (not necessarily a bad thing).
>  Just In Time Design is an Agile mantra....  Be flexible and work directly
> with developers as a team, not just delivering specs and wireframes then
> moving on.
>
> It is important, however, to have a good strategic vision to build from,
> which can often be the most challenging part to fit into an agile process.
>  There is the concept of "sprint 0" - that this is the intial sprint where
> you work out all of the high-level strategy and IA structure then create
> your backlog from there.  I personally like to have specific UX deliverables
> or demos in each sprint so that UX and possibly design stay 1 sprint ahead
> of the development team.  The demo for the UX team is wireframes or a
> clickable prototype that is presented to the group.
>
> Jeff Patton has some interesting ideas and tips about UX and agile
> http://agileproductdesign.com/blog/
>
> Hope this is helpful.
>
> Kim
>
>
>
> ----- Original Message ----
> From: Jessica Petersen <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]
> Sent: Monday, November 3, 2008 4:50:45 PM
> Subject: [IxDA Discuss] Agile & UXD
>
> What are your experiences in an agile environment? What has worked for
> you and what hasn't?
>
>
>
> My organization is considering employing agile, and I tend to be of the
> opinion that UXD needs to be at the forefront of the process thinking
> about things holistically - then breaking the project into chunks that
> will eventually result in a complete user experience. However, I have
> received quite a bit of push back in this regard and have found it
> difficult to find other experiences which support my thoughts.
>
>
>
>
>
> Thanks,
>
>
>
>
>
>
>
>
> Jessica Petersen
> Senior UX Designer
> [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
> 801.722.7000 x 1483 tel
> 801.722.7001 fax
>
>
> 550 East Timpanogos Circle
> Orem, UT 84097
> www.omniture.com <http://www.omniture.com>
>
>
>
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