3. MOTIVATION FOR BEING AGILE
1. You can’t gather all the requirements up front.
2. The requirements you do gather will change.
3. There is always more to do than time and money will allow.
The Agile Samurai, Rasmusson et al. (2012)
4. AGILE FRAMEWORKS ARE A RESPONCE
TO:
• The rigidity of heavy methods
• Bureaucracy introduced by heavy methods
• Unpleasant surprises due to lack of visibility
• Errors getting caught too late in the development
• The myth that a well-defined process is more valuable
than the people who use it
5. AGILE FRAMEWORKS ARE A RESPONCE
TO:
• The rigidity of heavy methods
• Bureaucracy introduced by heavy methods
• Unpleasant surprises due to lack of visibility
• Errors getting caught too late in the development
• The myth that a well-defined process is more valuable
than the people who use it
Agile development focuses on the value for the customer,
since that is the most important in the end, hence:
• What is of value for the customer?
• How do we respond to customer requirements as a
system?
7. PROBLEM
“The literature evaluating usability methods
is fundamentally flawed by its lack of
relevance to applied usability work”
(Wixon, 2003)
UX METHODS
8. PROBLEM
“…the integration of usability engineering
methods into software development life
cycles is seldom realized in industrial
settings.”
(Moreno, 2013)
UX METHODS
13. UX
MATURITY
MODEL
Level Characteristics Description
8 Embedded UX UX design affects the corporate strategy, and UX activities are beyond design.
7 Integrated UX UX is integrated and used in every phase of the development process and the
company begins to use UX data to determine what should be developed.
6 Systematic UX
process
UX design is used systematic and consistent in the company and there exist
multiple activities and milestones. The company has a UX design standard or a
centralized definition of preferred design patterns.
5 Managed UX An official UX group exists and a UX manager has the overall view over the UX
activities throughout the company and products. However, UX design is not
incorporated in the business model, but work is done to incorporate UX across the
company.
4 UX
breakthrough
Management has noticed the ad hoc UX work and UX work gets a budget. UX work
is now planned and the company relays on UX results.
3 UX grass root
movement
Ad hoc UX is the main theme at this level. A UX grass root movement is grabbing
the “low-hanging fruits” and is beginning to conduct simple in-house user tests.
2 UX interest UX design is recognized, but UX work is developer-driven. The developers have to
rely on their own intuition, personal judgment and logic.
1 Hostility towards
UX
“A good user is a dead user” describes this level very well.
A company often has to have had a design catastrophe before the management is
ready to consider working with UX design.
Based on the usability maturity models by
Nielsen (2006a), Nielsen (2006b) and Temkim
(2008)
14. AGENDA
About Me
UX Maturity Model
Research: Processes and Methods
Applied in the Real World
UX deliverables
Takeaways
19. UX AND AGILE DEVELOPMENT
The experiences with these approaches have so far been that:
• None of the approaches have succeeded in integrating UX fully with agile
development.
• Lack of cross functional synergy of working interdisciplinary.
• The software developers have not been used as a UX work resource.
• Guidance is missing on how to integrate the two processes on a day-to-day basis.
I investigated how to:
• Conduct UX work in line with the agile developmentsprints.
• Use software developers as UX work resource.
20. THE UX TASK DISTRIBUTION
FOR MY APPROACH
UX team UX team
UX team
Company
with
in-house UX
specialists
Company
without
in-house UX
specialists
Software team
Software team
Sprints
Sprints
External UX
consultants
External UX
consultants
21. WHY USE THE SOFTWARE DEVELOPERS
AS UX RESOURCE?
By using the software developers as a UX work resource, it is possible to:
• Facilitate a permenation of UX throughout the development
• Make UX work more transparent
• Facilitate a shared language in the development team
• Minimize potential UX bottlenecks
This is not a replacement of the existing UX team - it should be seen as an
addition.
22. CURRENT METHODS IN THE
UX TOOLBOX
Focused Workshop
AB-testing
Contextual Interview
27. TASKS, PREREQUISITES &
BACKLOGS
Requirements
• Business (Product Owner)
Executing
• Team:
• Business
• Digital
• IT
• Bureau
Approving
• Business (Product Owner)
Tasks
Product
backlog
Sprint
backlog
• Epic 1
• Epic 2
• Epic 3
Wish list
PO approves
and prioritize
• Wish 1
• Wish 2
• Wish 3
Backlogs
Prerequisites:
Agile ceremonies are followed
Baseline is completed
28. STANDARD SPRINT - PROCES
DESIGN, DEVELOPMENT AND TEST
Developer
Test
• Create design for 2
• Create UI components for 2
• Create user stories for 2
• Gather information for 3
• Create to-be processes
0 1 2Sprint
• Backend
• Low UI
• Gather information for 2
• Review accept. criteria for 2
• Advise on design from 1
• Create design for 3
• Create UI components for 3
• Create user stories for 3
• Gather information for 4
• Create to-be processes
• Implement design from 1
• Test output from sprint 1
• Gather information for 3
• Review accept. criteria for 3
n
…
…
…
Design/
Business
analysis
Baseline
Oneteam
29. DESIGN SPRINT - PROCES
DESIGN, DEVELOPMENT AND TEST
Developer
Test
• Create design
• Create to-be processes
• Gather information for next
sprint
Design Sprint
(e.g. Google Ventures)
• Participate in design sprint
• Advise on technical issues
• Quality work
• Backend
• Low UI
• User tests
Design/
Business
analysis
Oneteam
30. AGENDA
About Me
UX Maturity Model
Research: Processes and Methods
Applied in the Real World
UX deliverables
Takeaways
32. OVERVIEW:
MOST EFFECTIVE DELIVERABLES FOR EACH
AUDIENCE
Source: Laubheimer, 2016
Managers
CustomersDevelopers
Usability/analytics report
User journey map
Pixel perfect mockup
Static wireframe
Interactive prototype
Flowchart
Sitemap
Front-end style guide
33. THREE KEY
FACTORS FOR
SUCCESSFUL UX
DELIVERABLES
1. Understandable
2. Convincing
3. Prescriptive
• Contain insights that do not
require extensive UX
knowledge.
• Have a format and level of
polish matching the UX
maturity of the organization.
• Use as few symbols, graphical
styles, and icons as possible.
• Are insights and recommendations specific and actionable?
• If it is a design or specification deliverable - is it clear enough to be
implemented, or is it still ambiguous?
o What are the next steps?
o Who has responsibility moving forward, and why?
Source: Laubheimer, 2016
34. QUESTIONS THAT NEED TO BE ANSWERED
Your questions for your stakeholders:
• What are requirements and scope?
• What are key tasks and scenarios?
• How is the structure and information
architecture?
• Is a particular design idea usable?
• Is a particular feature discoverable and/or
desirable?
Stakeholder questions for you:
• Developers: What do I need to build?
• Executives: Will this have a competitive
edge?
• Product: What makes this
excellent/unique/sellable?
• Customer: Does this represent our identity
and needs?
• QA: Is this specific enough to test?
• Project management: Can this be
achieved on time/within budget?
Source: Laubheimer, 2016
35. • Specific
• Indicates severity
• Includes analysis as to what specific
attributes of the design caused the issue
• Recommendations are actionable
• Includes representative user quotes
• Consider using prototypes as only
specification document
CHECKLIST FOR FINDINGS
Source: Laubheimer, 2016
36. AGENDA
About Me
UX Maturity Model
Research: Processes and Methods
Applied in the Real World
UX deliverables
Takeaways
38. TAKEAWAYS
• Find the UX maturity level for the company and use it to make an overall UX strategy
• As a team consider what usability and UX work needs to be conducted to successed with the work
at hand
• Modify usability and UX methods to suit the maturity level of the company and the task at hand (you
might start by using our UX Toolbox)
• Find the level and complexity of UX deliverables suitable for the specific task and team
• Look into the opportunities of establishing a formalized UX process (use existing processes as a
lifter if possible)
• Consider using the developers as a UX work resource
Something you can do tomorrow:
• Bring usability and UX findings to daily stand ups
• Track usability and UX findings in the team wiki/Jira(not as bugs!)
41. REFERENCES
Kollmann, J., 2008. Designing the User Experience in an Agile Context. Faculty of Life Science, University College, London
Laubheimer, P., 2016. UX Deliverables. NN/gr. UX Conference [slides]
Moreno, A. M., Seffah, A., Capilla, R. and Sanchez-Segura, M. I. 2013. HCI Practices for Building Usable Software. Computer,
vol. 46, no. 4, pp. 100–102.
Nielsen, J., 2006a. Corporate Usability Maturity: Stages 1-4. [Online] Available at: http://www.nngroup.com/articles/usability-
maturity-stages-1-4/
Nielsen, J., 2006b. Corporate Usability Maturity: Stages 5-8. [Online] Available at: http://www.nngroup.com/articles/usability-
maturity-stages-5-8/
Rasmusson, J., Nishimura, N., Kadotani, S., Kondo, S., Tsunokake, T., 2012. The Agile Samurai. Ohmsha Ltd.
Singh, M., 2008. U-SCRUM: An Agile Methodology for Promoting Usability. Presented at the Agile 2008 Conference, IEEE
Computer Society.
Sy, D., 2007. Adapting Usability Investigations for Agile User-centered Design. JUS - J. Usability Stud. Vol. 2, 112–132.
Temkin, B., 2008. The Customer Experience Journey. [Online] Available
at:http://experiencematters.wordpress.com/2008/09/18/the-customer-experience-journey/
Wixon, D. 2003. Evaluating Usability Methods: Why the Current Literature Fails the Practitioner. Interactions, vol. 10, no. 4, pp.
28–34.