- Drive: usability practitioners as part of the product team or as product owners. This is a good thing, but be careful about backseat driving.
- Research modeling and design up front - this should happen, but only just enough. As (Alan) Cooper stated, there almost needs to be a Sprint Zero (0) or Iteration Zero (0) where product discovery can happen.
- Chunk your design work - design work should, when possible, be handled in manageable chunks. We've all heard of sprints to investigate and dig into unknown (un-estimateable) pieces of functionality, but some digs can be too big to achieve in an iteration, particularly without an evolved basis for design decisions (understanding your decisions provides a context for future decisions...makes sense). It's important to know, Patton says, what's a napkin and what's higher level when it comes to design. To ensure these decisions can be evaluated accurately and chunked appropriately, some work can be done in advance (here we start to cross paths with Alan Cooper once again): a.) pragmatic personas can be developed, evolving from lightweight personas, usability sketches, and provisional personas; b.) backlogs can evolve into story maps and task analysis grids. Patton recommends The New Backlog is a Map as an evolutionary step; c.) start your usability investigations for Agile-centered design early, using tools like Sketchbook Pro (product). To give this point some relevance, think of internal projects, even Agile ones, that seemed to lose their way architecturally for a time. A lot of drift is expected in Agile, but it should be controlled drift, not the kind that comes from a loss of vision leading to meeting bloat and a feeling like the rudder has slipped the hand. A solid design should allow informed decision making and course correction rather than directionless floating in some Sargasso Sea.
- Use parallel track development to work ahead and follow behind. What the product owner team is working on should apply to the previous, current, and upcoming iterations. Design and coded features should be passing back and forth between them and the development team.
- Buy design time with complex engineering stories. Play a balancing game. Look in the story map and determine which stories are heavy on design and which are heavy on development. try to level by pushing lightweight design with heavy development to the front of an iteration (or even the whole project) to give developers something to do while they heavy design stories are researched. this plays hand-in-hand with chunking your design work so you know how the chunks fit on either side of your fulcrum.
- Cultivate a pool of users for continuous user validation. Having to find new users each time a piece of functionality is considered can be a drain on a project and can delay design decisions. Identifying responsive users, ensuring a pool large enough to cover gaps (vacations, et al), and building a relationship and sense of pace with them results in more nimble design decisions.
Thursday, February 04, 2010
Real World Agile User Experience Design - Jeff Patton (Part II)
So what are User Experience designers learning from Agile now that the methodology has left its impact? Patton identifies thirteen patterns:
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment